1 #include "player_skate.h"
4 #include "vg/vg_perlin.h"
5 #include "vg/vg_lines.h"
7 #include "ent_skateshop.h"
10 #include "ent_tornado.h"
12 #include "vg/vg_rigidbody.h"
13 #include "scene_rigidbody.h"
14 #include "player_glide.h"
15 #include "player_dead.h"
16 #include "player_walk.h"
18 struct player_skate player_skate
;
19 struct player_subsystem_interface player_subsystem_skate
=
21 .system_register
= player__skate_register
,
22 .bind
= player__skate_bind
,
23 .pre_update
= player__skate_pre_update
,
24 .update
= player__skate_update
,
25 .post_update
= player__skate_post_update
,
26 .im_gui
= player__skate_im_gui
,
27 .animate
= player__skate_animate
,
28 .pose
= player__skate_pose
,
29 .effects
= player__skate_effects
,
30 .post_animate
= player__skate_post_animate
,
31 .network_animator_exchange
= player__skate_animator_exchange
,
32 .sfx_oneshot
= player__skate_sfx_oneshot
,
33 .sfx_comp
= player__skate_comp_audio
,
34 .sfx_kill
= player__skate_kill_audio
,
36 .animator_data
= &player_skate
.animator
,
37 .animator_size
= sizeof(player_skate
.animator
),
41 void player__skate_bind(void){
42 struct skeleton
*sk
= &localplayer
.skeleton
;
43 rb_update_matrices( &localplayer
.rb
);
45 struct { struct skeleton_anim
**anim
; const char *name
; }
47 { &player_skate
.anim_grind
, "pose_grind" },
48 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
49 { &player_skate
.anim_stand
, "pose_stand" },
50 { &player_skate
.anim_highg
, "pose_highg" },
51 { &player_skate
.anim_air
, "pose_air" },
52 { &player_skate
.anim_slide
, "pose_slide" },
53 { &player_skate
.anim_push
, "push" },
54 { &player_skate
.anim_push_reverse
, "push_reverse" },
55 { &player_skate
.anim_ollie
, "ollie" },
56 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
57 { &player_skate
.anim_grabs
, "grabs" },
58 { &player_skate
.anim_handplant
, "handplant" },
61 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
62 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
65 void player__skate_kill_audio(void){
67 if( player_skate
.aud_main
){
68 player_skate
.aud_main
=
69 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
71 if( player_skate
.aud_air
){
72 player_skate
.aud_air
=
73 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
75 if( player_skate
.aud_slide
){
76 player_skate
.aud_slide
=
77 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
83 * Collision detection routines
89 * Does collision detection on a sphere vs world, and applies some smoothing
90 * filters to the manifold afterwards
92 static int skate_collide_smooth( m4x3f mtx
, f32 r
, rb_ct
*man
){
93 world_instance
*world
= world_current_instance();
96 len
= rb_sphere__scene( mtx
, r
, NULL
, world
->geo_bh
, man
,
97 k_material_flag_walking
);
99 for( int i
=0; i
<len
; i
++ ){
100 man
[i
].rba
= &localplayer
.rb
;
104 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
107 rb_manifold_filter_backface( man
, len
);
108 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
109 rb_manifold_filter_pairs( man
, len
, 0.03f
);
111 int new_len
= rb_manifold_apply_filtered( man
, len
);
112 if( len
&& !new_len
)
125 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
126 struct grind_info
*inf
){
127 world_instance
*world
= world_current_instance();
130 v3_copy( dir
, plane
);
131 v3_normalize( plane
);
132 plane
[3] = v3_dot( plane
, pos
);
135 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
136 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
145 int sample_count
= 0;
151 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
152 v3_normalize( support_axis
);
155 bh_iter_init_box( 0, &it
, box
);
158 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
159 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
162 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
163 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
166 for( int j
=0; j
<3; j
++ )
167 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
169 for( int j
=0; j
<3; j
++ ){
173 struct grind_sample
*sample
= &samples
[ sample_count
];
176 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
178 v3_sub( co
, pos
, d
);
179 if( v3_length2( d
) > r
*r
)
183 v3_sub( tri
[1], tri
[0], va
);
184 v3_sub( tri
[2], tri
[0], vb
);
185 v3_cross( va
, vb
, normal
);
187 sample
->normal
[0] = v3_dot( support_axis
, normal
);
188 sample
->normal
[1] = normal
[1];
189 sample
->co
[0] = v3_dot( support_axis
, d
);
190 sample
->co
[1] = d
[1];
192 v3_copy( normal
, sample
->normal3
); /* normalize later
193 if we want to us it */
195 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
196 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
197 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
199 v2_normalize( sample
->normal
);
202 if( sample_count
== vg_list_size( samples
) )
203 goto too_many_samples
;
210 if( sample_count
< 2 )
213 v3f average_direction
,
217 v2_fill( min_co
, INFINITY
);
218 v2_fill( max_co
, -INFINITY
);
220 v3_zero( average_direction
);
221 v3_zero( average_normal
);
223 int passed_samples
= 0;
225 for( int i
=0; i
<sample_count
-1; i
++ ){
226 struct grind_sample
*si
, *sj
;
230 for( int j
=i
+1; j
<sample_count
; j
++ ){
236 /* non overlapping */
237 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
240 /* not sharp angle */
241 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
246 v3_sub( sj
->centroid
, si
->centroid
, v0
);
247 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
248 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
251 v2_minv( sj
->co
, min_co
, min_co
);
252 v2_maxv( sj
->co
, max_co
, max_co
);
255 v3_copy( si
->normal3
, n0
);
256 v3_copy( sj
->normal3
, n1
);
257 v3_cross( n0
, n1
, dir
);
259 if( v3_length2( dir
) <= 0.000001f
)
264 /* make sure the directions all face a common hemisphere */
265 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
266 v3_add( average_direction
, dir
, average_direction
);
268 float yi
= si
->normal3
[1],
271 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
272 else v3_add( sj
->normal3
, average_normal
, average_normal
);
278 if( !passed_samples
)
281 if( (v3_length2( average_direction
) <= 0.001f
) ||
282 (v3_length2( average_normal
) <= 0.001f
) )
285 float div
= 1.0f
/(float)passed_samples
;
286 v3_normalize( average_direction
);
287 v3_normalize( average_normal
);
290 v2_add( min_co
, max_co
, average_coord
);
291 v2_muls( average_coord
, 0.5f
, average_coord
);
293 v3_muls( support_axis
, average_coord
[0], inf
->co
);
294 inf
->co
[1] += average_coord
[1];
295 v3_add( pos
, inf
->co
, inf
->co
);
296 v3_copy( average_normal
, inf
->n
);
297 v3_copy( average_direction
, inf
->dir
);
299 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
300 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
301 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
303 return passed_samples
;
306 static void reset_jump_info( jump_info
*inf
){
308 inf
->land_dist
= 0.0f
;
310 inf
->type
= k_prediction_unset
;
311 v3_zero( inf
->apex
);
314 static int create_jumps_to_hit_target( jump_info
*jumps
,
315 v3f target
, float max_angle_delta
,
317 /* calculate the exact 2 solutions to jump onto that grind spot */
320 v3_sub( target
, localplayer
.rb
.co
, v0
);
327 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
328 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
330 float a
= atan2f( v
[1], v
[0] ),
332 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
337 root
= sqrtf( root
);
338 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
339 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
341 if( fabsf(a0
-a
) < max_angle_delta
){
342 jump_info
*inf
= &jumps
[ valid_count
++ ];
343 reset_jump_info( inf
);
345 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
346 inf
->v
[1] += sinf( a0
) * m
;
347 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
348 inf
->gravity
= gravity
;
350 v3_copy( target
, inf
->log
[inf
->log_length
++] );
353 if( fabsf(a1
-a
) < max_angle_delta
){
354 jump_info
*inf
= &jumps
[ valid_count
++ ];
355 reset_jump_info( inf
);
357 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
358 inf
->v
[1] += sinf( a1
) * m
;
359 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
360 inf
->gravity
= gravity
;
362 v3_copy( target
, inf
->log
[inf
->log_length
++] );
369 void player__approximate_best_trajectory(void)
371 world_instance
*world0
= world_current_instance();
373 float k_trace_delta
= vg
.time_fixed_delta
* 10.0f
;
374 struct player_skate_state
*state
= &player_skate
.state
;
376 state
->air_start
= vg
.time
;
377 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
378 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
380 player_skate
.possible_jump_count
= 0;
383 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
384 v3_normalize( axis
);
386 /* at high slopes, Y component is low */
387 float upness
= localplayer
.rb
.to_world
[1][1],
388 angle_begin
= -(1.0f
-fabsf( upness
)),
391 struct grind_info grind
;
392 int grind_located
= 0;
393 float grind_located_gravity
= k_gravity
;
396 v3f launch_v_bounds
[2];
398 for( int i
=0; i
<2; i
++ ){
399 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
400 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
404 q_axis_angle( qbias
, axis
, ang
);
405 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
408 for( int m
=0;m
<=30; m
++ ){
410 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
411 reset_jump_info( inf
);
413 v3f launch_co
, launch_v
, co0
, co1
;
414 v3_copy( localplayer
.rb
.co
, launch_co
);
415 v3_copy( localplayer
.rb
.v
, launch_v
);
416 v3_copy( launch_co
, co0
);
417 world_instance
*trace_world
= world0
;
419 float vt
= (float)m
* (1.0f
/30.0f
),
420 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
423 q_axis_angle( qbias
, axis
, ang
);
424 q_mulv( qbias
, launch_v
, launch_v
);
426 float yaw_sketch
= 1.0f
-fabsf(upness
);
428 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
429 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
430 q_mulv( qbias
, launch_v
, launch_v
);
432 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
433 gravity
= k_gravity
* gravity_bias
;
434 inf
->gravity
= gravity
;
435 v3_copy( launch_v
, inf
->v
);
437 /* initial conditions */
439 v3_copy( launch_v
, v
);
440 v3_copy( launch_co
, co1
);
442 for( int i
=1; i
<=50; i
++ ){
443 f32 t
= (f32
)i
* k_trace_delta
;
445 /* integrate forces */
447 ent_tornado_forces( co1
, v
, a
);
451 v3_muladds( co1
, v
, k_trace_delta
, co1
);
452 v3_muladds( co1
, a
, 0.5f
*k_trace_delta
*k_trace_delta
, co1
);
455 v3_muladds( v
, a
, k_trace_delta
, v
);
457 int search_for_grind
= 1;
458 if( grind_located
) search_for_grind
= 0;
459 if( v
[1] > 0.0f
) search_for_grind
= 0;
463 v3f closest
={0.0f
,0.0f
,0.0f
};
464 if( search_for_grind
){
465 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
466 float min_dist
= 0.75f
;
467 min_dist
*= min_dist
;
469 if( v3_dist2( closest
, launch_co
) < min_dist
)
470 search_for_grind
= 0;
474 for( int j
=0; j
<2; j
++ ){
475 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
476 bound
[j
][1] += -0.5f
*gravity
*t
*t
;
477 v3_add( launch_co
, bound
[j
], bound
[j
] );
480 float limh
= vg_minf( 2.0f
, t
),
481 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
482 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
484 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
485 search_for_grind
= 0;
489 search_for_grind
= 0;
492 if( search_for_grind
){
493 if( skate_grind_scansq( closest
, v
, 0.5f
, &grind
) ){
494 /* check alignment */
495 v2f v0
= { v
[0], v
[2] },
496 v1
= { grind
.dir
[0], grind
.dir
[2] };
501 float a
= v2_dot( v0
, v1
);
503 float a_min
= cosf( VG_PIf
* 0.185f
);
504 if( state
->grind_cooldown
)
505 a_min
= cosf( VG_PIf
* 0.05f
);
508 if( (fabsf(v3_dot( v
, grind
.dir
))>=k_grind_axel_min_vel
) &&
510 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
513 grind_located_gravity
= inf
->gravity
;
518 if( trace_world
->rendering_gate
){
519 ent_gate
*gate
= trace_world
->rendering_gate
;
520 if( gate_intersect( gate
, co1
, co0
) ){
521 m4x3_mulv( gate
->transport
, co0
, co0
);
522 m4x3_mulv( gate
->transport
, co1
, co1
);
523 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
524 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
526 if( gate
->flags
& k_ent_gate_nonlocal
)
527 trace_world
= &world_static
.instances
[ gate
->target
];
534 float scan_radius
= k_board_radius
;
535 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
537 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
538 k_material_flag_walking
);
541 v3_lerp( co0
, co1
, t1
, co
);
542 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
544 v3_copy( n
, inf
->n
);
545 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
546 struct world_surface
*surf
=
547 world_tri_index_surface( trace_world
, tri
[0] );
549 inf
->type
= k_prediction_land
;
550 inf
->score
= -v3_dot( v
, inf
->n
);
551 inf
->land_dist
= t
+ k_trace_delta
* t1
;
553 /* Bias prediction towords ramps */
554 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
557 if( surf
->info
.flags
& k_material_flag_boundary
)
558 player_skate
.possible_jump_count
--;
564 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
568 if( inf
->type
== k_prediction_unset
)
569 player_skate
.possible_jump_count
--;
573 jump_info grind_jumps
[2];
576 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
577 0.175f
*VG_PIf
, grind_located_gravity
);
579 /* knock out original landing points in the 1m area */
580 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
581 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
582 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
583 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
584 jump
->score
+= descale
*3.0f
;
587 for( int i
=0; i
<valid_count
; i
++ ){
588 jump_info
*jump
= &grind_jumps
[i
];
589 jump
->type
= k_prediction_grind
;
591 v3f launch_v
, launch_co
, co0
, co1
;
593 v3_copy( jump
->v
, launch_v
);
594 v3_copy( localplayer
.rb
.co
, launch_co
);
596 float t
= 0.05f
* jump
->land_dist
;
597 v3_muls( launch_v
, t
, co0
);
598 co0
[1] += -0.5f
* jump
->gravity
* t
*t
;
599 v3_add( launch_co
, co0
, co0
);
601 /* rough scan to make sure we dont collide with anything */
602 for( int j
=1; j
<=16; j
++ ){
603 t
= (float)j
*(1.0f
/16.0f
);
606 t
*= jump
->land_dist
;
608 v3_muls( launch_v
, t
, co1
);
609 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
610 v3_add( launch_co
, co1
, co1
);
615 int idx
= spherecast_world( world0
, co0
,co1
,
616 k_board_radius
*0.1f
, &t1
, n
,
617 k_material_flag_walking
);
619 goto invalidated_grind
;
625 v3_copy( grind
.n
, jump
->n
);
627 /* determine score */
629 v3_copy( jump
->v
, ve
);
630 ve
[1] += -jump
->gravity
*jump
->land_dist
;
631 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
633 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
642 float score_min
= INFINITY
,
643 score_max
= -INFINITY
;
645 jump_info
*best
= NULL
;
647 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
648 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
650 if( jump
->score
< score_min
)
653 score_min
= vg_minf( score_min
, jump
->score
);
654 score_max
= vg_maxf( score_max
, jump
->score
);
657 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
658 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
659 float s
= jump
->score
;
662 s
/= (score_max
-score_min
);
666 jump
->colour
= s
* 255.0f
;
670 else if( jump
->type
== k_prediction_land
)
673 jump
->colour
|= 0xff000000;
677 v3_copy( best
->n
, state
->land_normal
);
678 v3_copy( best
->v
, localplayer
.rb
.v
);
679 state
->land_dist
= best
->land_dist
;
680 state
->gravity_bias
= best
->gravity
;
682 if( best
->type
== k_prediction_grind
){
683 state
->activity
= k_skate_activity_air_to_grind
;
687 joystick_state( k_srjoystick_steer
, steer
);
688 v2_normalize_clamp( steer
);
690 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
691 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
693 state
->flip_time
= 0.0f
;
694 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
697 state
->flip_rate
= 0.0f
;
698 v3_zero( state
->flip_axis
);
702 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
707 * Varius physics models
708 * ------------------------------------------------
712 * Air control, no real physics
714 static void skate_apply_air_model(void){
715 struct player_skate_state
*state
= &player_skate
.state
;
717 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
718 player__approximate_best_trajectory();
720 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
721 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
723 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
726 q_axis_angle( correction
, axis
,
727 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
728 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
731 static enum trick_type
player_skate_trick_input(void);
732 static void skate_apply_trick_model(void){
733 struct player_skate_state
*state
= &player_skate
.state
;
736 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
738 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
739 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
741 v3_mul( strength
, F
, F
);
743 v3_muladds( state
->trick_residualv
, F
, vg
.time_fixed_delta
,
744 state
->trick_residualv
);
745 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
746 vg
.time_fixed_delta
, state
->trick_residuald
);
748 if( state
->activity
<= k_skate_activity_air_to_grind
){
749 if( v3_length2( state
->trick_vel
) < 0.0001f
)
752 int carry_on
= state
->trick_type
== player_skate_trick_input();
754 /* we assume velocities share a common divisor, in which case the
755 * interval is the minimum value (if not zero) */
757 float min_rate
= 99999.0f
;
759 for( int i
=0; i
<3; i
++ ){
760 float v
= state
->trick_vel
[i
];
761 if( (v
> 0.0f
) && (v
< min_rate
) )
765 float interval
= 1.0f
/ min_rate
,
766 current
= floorf( state
->trick_time
),
767 next_end
= current
+1.0f
;
770 /* integrate trick velocities */
771 v3_muladds( state
->trick_euler
, state
->trick_vel
, vg
.time_fixed_delta
,
772 state
->trick_euler
);
774 if( !carry_on
&& (state
->trick_time
+ vg
.time_fixed_delta
/interval
>= next_end
) ){
775 state
->trick_time
= 0.0f
;
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 v3_copy( state
->trick_vel
, state
->trick_residualv
);
780 v3_zero( state
->trick_vel
);
783 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
784 localplayer
.rb
.co
, 40.0f
, 1.0f
);
788 state
->trick_time
+= vg
.time_fixed_delta
/ interval
;
791 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
792 state
->trick_time
> 0.2f
)
794 vg_info( "player fell off due to lack of skill\n" );
795 player__dead_transition( k_player_die_type_feet
);
798 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
799 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
800 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
801 state
->trick_time
= 0.0f
;
802 v3_zero( state
->trick_vel
);
806 static void skate_apply_grab_model(void){
807 struct player_skate_state
*state
= &player_skate
.state
;
809 float grabt
= axis_state( k_sraxis_grab
);
812 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
813 state
->grab_mouse_delta
);
815 v2_normalize_clamp( state
->grab_mouse_delta
);
818 v2_zero( state
->grab_mouse_delta
);
820 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*vg
.time_fixed_delta
);
823 static void skate_apply_steering_model(void){
824 struct player_skate_state
*state
= &player_skate
.state
;
827 joystick_state( k_srjoystick_steer
, jsteer
);
830 float steer
= jsteer
[0],
831 grab
= axis_state( k_sraxis_grab
);
833 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
836 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
841 f32 skid_target
= 0.0f
;
843 if( state
->activity
<= k_skate_activity_air_to_grind
){
844 rate
= 6.0f
* fabsf(steer
);
848 /* rotate slower when grabbing on ground */
849 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
851 if( state
->activity
== k_skate_activity_grind_5050
){
856 else if( state
->activity
>= k_skate_activity_grind_any
){
857 rate
*= fabsf(steer
);
859 float a
= 0.8f
* -steer
* vg
.time_fixed_delta
;
862 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
863 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
865 v3_normalize( player_skate
.grind_vec
);
868 else if( state
->manual_direction
){
873 f32 skid
= axis_state(k_sraxis_skid
);
875 /* skids on keyboard lock to the first direction pressed */
876 if( vg_input
.display_input_method
== k_input_method_kbm
){
877 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)<0.01f
) &&
878 (fabsf(steer
) > 0.4f
) ){
879 state
->skid
= vg_signf( steer
) * 0.02f
;
882 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
883 skid_target
= vg_signf( state
->skid
);
887 if( fabsf(skid
) > 0.1f
){
894 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
898 vg_slewf( &state
->skid
, skid_target
, vg
.time_fixed_delta
*(1.0f
/0.1f
) );
899 steer
= vg_lerpf( steer
, state
->skid
*k_steer_ground
*0.5f
,
900 fabsf(state
->skid
*0.8f
) );
902 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
903 addspeed
= (steer
* -top
) - current
,
904 maxaccel
= rate
* vg
.time_fixed_delta
,
905 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
907 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
908 accel
, localplayer
.rb
.w
);
912 * Computes friction and surface interface model
914 static void skate_apply_friction_model(void){
915 struct player_skate_state
*state
= &player_skate
.state
;
918 * Computing localized friction forces for controlling the character
919 * Friction across X is significantly more than Z
923 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
926 if( fabsf(vel
[2]) > 0.01f
)
927 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
929 if( fabsf( slip
) > 1.2f
)
930 slip
= vg_signf( slip
) * 1.2f
;
933 state
->reverse
= -vg_signf(vel
[2]);
935 f32 lat
= k_friction_lat
;
937 if( fabsf(axis_state(k_sraxis_skid
)) > 0.1f
){
938 if( (player_skate
.surface
== k_surface_prop_snow
) ||
939 (player_skate
.surface
== k_surface_prop_sand
) ){
946 if( player_skate
.surface
== k_surface_prop_snow
)
948 else if( player_skate
.surface
== k_surface_prop_sand
)
951 vel
[0] += vg_cfrictf( vel
[0], lat
* vg
.time_fixed_delta
);
952 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* vg
.time_fixed_delta
);
954 /* Pushing additive force */
956 if( !button_press( k_srbind_jump
) && (fabsf(state
->skid
)<0.1f
) ){
957 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) ){
958 if( (vg
.time
- state
->cur_push
) > 0.25 )
959 state
->start_push
= vg
.time
;
961 state
->cur_push
= vg
.time
;
963 double push_time
= vg
.time
- state
->start_push
;
965 float cycle_time
= push_time
*k_push_cycle_rate
,
966 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
967 amt
= accel
* VG_TIMESTEP_FIXED
,
968 current
= v3_length( vel
),
969 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
970 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
972 vel
[2] += delta
* -state
->reverse
;
976 /* Send back to velocity */
977 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
980 static void skate_apply_jump_model(void){
981 struct player_skate_state
*state
= &player_skate
.state
;
982 int charging_jump_prev
= state
->charging_jump
;
983 state
->charging_jump
= button_press( k_srbind_jump
);
985 /* Cannot charge this in air */
986 if( state
->activity
<= k_skate_activity_air_to_grind
){
987 state
->charging_jump
= 0;
991 if( state
->charging_jump
){
992 state
->jump_charge
+= vg
.time_fixed_delta
* k_jump_charge_speed
;
994 if( !charging_jump_prev
)
995 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
998 state
->jump_charge
-= k_jump_charge_speed
* vg
.time_fixed_delta
;
1001 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
1003 /* player let go after charging past 0.2: trigger jump */
1004 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
1007 /* Launch more up if alignment is up else improve velocity */
1008 float aup
= localplayer
.rb
.to_world
[1][1],
1010 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
1012 if( state
->activity
== k_skate_activity_ground
){
1013 v3_copy( localplayer
.rb
.v
, jumpdir
);
1014 v3_normalize( jumpdir
);
1015 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
1016 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
1017 v3_normalize( jumpdir
);
1019 v3_copy( state
->up_dir
, jumpdir
);
1020 state
->grind_cooldown
= 30;
1021 state
->activity
= k_skate_activity_ground
;
1024 joystick_state( k_srjoystick_steer
, steer
);
1026 float tilt
= steer
[0] * 0.3f
;
1027 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
1028 player_skate
.grind_dir
));
1031 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
1032 q_mulv( qtilt
, jumpdir
, jumpdir
);
1034 state
->surface_cooldown
= 10;
1035 state
->trick_input_collect
= 0.0f
;
1037 float force
= k_jump_force
*state
->jump_charge
;
1038 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
1039 state
->jump_charge
= 0.0f
;
1040 state
->jump_time
= vg
.time
;
1041 player__networked_sfx( k_player_subsystem_skate
, 32,
1042 k_player_skate_soundeffect_jump
,
1043 localplayer
.rb
.co
, 1.0f
);
1047 static void skate_apply_handplant_model(void){
1048 struct player_skate_state
*state
= &player_skate
.state
;
1049 if( localplayer
.rb
.to_world
[1][1] < -0.1f
) return;
1050 if( localplayer
.rb
.to_world
[1][1] > 0.6f
) return;
1051 if( !( button_press(k_srbind_skid
) || (fabsf(state
->skid
)>0.1f
)) ) return;
1053 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
1055 m4x3_mulv( localplayer
.rb
.to_world
, lco
, co
);
1056 v3_muls( localplayer
.rb
.to_world
[2], state
->reverse
, dir
);
1057 vg_line_arrow( co
, dir
, 0.13f
, 0xff000000 );
1059 ray_hit hit
= { .dist
= 2.0f
};
1060 if( ray_world( world_current_instance(), co
, dir
,
1061 &hit
, k_material_flag_ghosts
)) {
1062 vg_line( co
, hit
.pos
, 0xff000000 );
1063 vg_line_point( hit
.pos
, 0.1f
, 0xff000000 );
1065 if( hit
.normal
[1] < 0.7f
) return;
1066 if( hit
.dist
< 0.95f
) return;
1068 state
->activity
= k_skate_activity_handplant
;
1069 state
->handplant_t
= 0.0f
;
1070 v3_copy( localplayer
.rb
.co
, state
->store_co
);
1071 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
1072 v4_copy( localplayer
.rb
.q
, state
->store_q
);
1073 v3_copy( state
->cog
, state
->store_cog
);
1074 v3_copy( state
->cog_v
, state
->store_cog_v
);
1075 v4_copy( state
->smoothed_rotation
, state
->store_smoothed
);
1079 static void skate_apply_pump_model(void){
1080 struct player_skate_state
*state
= &player_skate
.state
;
1082 if( state
->activity
!= k_skate_activity_ground
){
1083 v3_zero( state
->throw_v
);
1087 /* Throw / collect routine
1089 if( axis_state( k_sraxis_grab
) > 0.5f
){
1090 if( state
->activity
== k_skate_activity_ground
){
1092 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1097 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1100 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
1102 if( state
->activity
== k_skate_activity_ground
){
1103 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
1104 v3_muladds( localplayer
.rb
.v
, Fl
,
1105 k_mmcollect_lat
, localplayer
.rb
.v
);
1107 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
1110 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
1111 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
1112 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1116 if( v3_length2( state
->throw_v
) > 0.0001f
){
1118 v3_copy( state
->throw_v
, dir
);
1119 v3_normalize( dir
);
1121 float max
= v3_dot( dir
, state
->throw_v
),
1122 amt
= vg_minf( k_mmdecay
* vg
.time_fixed_delta
, max
);
1123 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1127 static void skate_apply_cog_model(void){
1128 struct player_skate_state
*state
= &player_skate
.state
;
1130 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1131 v3_copy( state
->up_dir
, ideal_dir
);
1132 v3_normalize( ideal_dir
);
1134 float grab
= axis_state( k_sraxis_grab
);
1135 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1136 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1138 /* Apply velocities */
1140 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1143 v3_muls( ideal_diff
, -k_cog_spring
* 60.0f
, F
);
1144 v3_muladds( F
, rv
, -k_cog_damp
* 60.0f
, F
);
1146 float ra
= k_cog_mass_ratio
,
1147 rb
= 1.0f
-k_cog_mass_ratio
;
1149 /* Apply forces & intergrate */
1150 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1151 state
->cog_v
[1] += -9.8f
* vg
.time_fixed_delta
;
1152 v3_muladds( state
->cog
, state
->cog_v
, vg
.time_fixed_delta
, state
->cog
);
1155 static void skate_integrate(void){
1156 struct player_skate_state
*state
= &player_skate
.state
;
1158 float rate_x
= 1.0f
- (vg
.time_fixed_delta
* 3.0f
),
1162 if( state
->activity
>= k_skate_activity_grind_any
){
1163 rate_x
= 1.0f
-(16.0f
*vg
.time_fixed_delta
);
1164 rate_y
= 1.0f
-(10.0f
*vg
.time_fixed_delta
);
1165 rate_z
= 1.0f
-(40.0f
*vg
.time_fixed_delta
);
1168 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1169 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1170 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1172 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1173 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1175 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1178 state
->flip_time
+= state
->flip_rate
* vg
.time_fixed_delta
;
1179 rb_update_matrices( &localplayer
.rb
);
1182 static enum trick_type
player_skate_trick_input(void){
1183 return (button_press( k_srbind_trick0
) ) |
1184 (button_press( k_srbind_trick1
) << 1) |
1185 (button_press( k_srbind_trick2
) << 1) |
1186 (button_press( k_srbind_trick2
) );
1189 void player__skate_pre_update(void){
1190 struct player_skate_state
*state
= &player_skate
.state
;
1192 if( state
->activity
== k_skate_activity_handplant
){
1193 state
->handplant_t
+= vg
.time_delta
;
1194 mdl_keyframe hpose
[32];
1196 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
1198 int end
= !skeleton_sample_anim_clamped(
1199 &localplayer
.skeleton
, anim
,
1200 state
->handplant_t
, hpose
);
1202 if( state
->reverse
< 0.0f
)
1203 player_mirror_pose( hpose
, hpose
);
1205 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
1206 m4x3f world
, mmdl
, world_view
;
1207 q_m3x3( kf_world
->q
, world
);
1208 v3_copy( kf_world
->co
, world
[3] );
1211 q_m3x3( state
->store_q
, mmdl
);
1212 v3_copy( state
->store_co
, mmdl
[3] );
1213 m4x3_mul( mmdl
, world
, world_view
);
1215 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
1216 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
1217 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
1220 m4x3_invert_affine( world
, invworld
);
1221 m4x3_mul( mmdl
, invworld
, world_view
);
1223 v3_copy( world_view
[3], localplayer
.rb
.co
);
1224 m3x3_q( world_view
, localplayer
.rb
.q
);
1226 /* new * old^-1 = transfer function */
1228 m4x3_invert_affine( mmdl
, transfer
);
1229 m4x3_mul( world_view
, transfer
, transfer
);
1231 m3x3_mulv( transfer
, state
->air_init_v
, localplayer
.rb
.v
);
1232 m3x3_mulv( transfer
, state
->store_cog_v
, state
->cog_v
);
1234 m4x3_mulv( transfer
, state
->store_cog
, state
->cog
);
1235 v3_muladds( state
->cog
, localplayer
.rb
.to_world
[1],
1236 -state
->handplant_t
*0.5f
, state
->cog
);
1239 m3x3_q( transfer
, qtransfer
);
1240 q_mul( qtransfer
, state
->store_smoothed
, state
->smoothed_rotation
);
1241 q_normalize( state
->smoothed_rotation
);
1242 rb_update_matrices( &localplayer
.rb
);
1245 state
->activity
= k_skate_activity_air
;
1250 if( button_down(k_srbind_use
) && (v3_length2(state
->trick_vel
) < 0.01f
) ){
1251 localplayer
.subsystem
= k_player_subsystem_walk
;
1253 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
1254 localplayer
.have_glider
){
1255 player_glide_transition();
1260 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1261 localplayer
.angles
[2] = 0.0f
;
1264 m4x3_mulv( localplayer
.rb
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, newpos
);
1265 v3_add( newpos
, (v3f
){0.0f
,-1.0f
,0.0f
}, newpos
);
1266 v3_sub( localplayer
.rb
.co
, newpos
, offset
);
1267 v3_copy( newpos
, localplayer
.rb
.co
);
1268 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -0.1f
,
1269 localplayer
.rb
.co
);
1271 player__begin_holdout( offset
);
1272 player__walk_transition( state
->activity
<= k_skate_activity_air_to_grind
?
1273 0: 1, state
->trick_euler
[0] );
1278 enum trick_type trick
= player_skate_trick_input();
1280 state
->trick_input_collect
+= vg
.time_frame_delta
;
1282 state
->trick_input_collect
= 0.0f
;
1284 if( state
->activity
<= k_skate_activity_air_to_grind
){
1285 if( trick
&& (state
->trick_input_collect
< 0.1f
) ){
1286 if( state
->trick_time
== 0.0f
){
1288 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1289 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1293 if( state
->trick_time
< 0.1f
){
1294 v3_zero( state
->trick_vel
);
1296 if( trick
== k_trick_type_kickflip
){
1297 state
->trick_vel
[0] = 3.0f
;
1299 else if( trick
== k_trick_type_shuvit
){
1300 state
->trick_vel
[2] = 3.0f
;
1302 else if( trick
== k_trick_type_treflip
){
1303 state
->trick_vel
[0] = 2.0f
;
1304 state
->trick_vel
[2] = 2.0f
;
1306 state
->trick_type
= trick
;
1311 state
->trick_type
= k_trick_type_none
;
1314 void player__skate_comp_audio( void *_animator
){
1315 struct player_skate_animator
*animator
= _animator
;
1318 f32 air
= ((animator
->activity
<= k_skate_activity_air_to_grind
) ||
1319 (animator
->activity
== k_skate_activity_handplant
))? 1.0f
: 0.0f
,
1320 speed
= v3_length( animator
->root_v
),
1321 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1322 slide
= animator
->slide
;
1324 if( animator
->activity
>= k_skate_activity_grind_any
)
1327 f32 gate
= skaterift
.time_rate
;
1329 if( skaterift
.activity
== k_skaterift_replay
){
1330 gate
= vg_minf( 1.0f
, fabsf(player_replay
.track_velocity
) );
1334 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1335 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1336 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1338 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1340 if( !player_skate
.aud_air
){
1341 player_skate
.aud_air
= audio_get_first_idle_channel();
1342 if( player_skate
.aud_air
)
1343 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1346 if( !player_skate
.aud_slide
){
1347 player_skate
.aud_slide
= audio_get_first_idle_channel();
1348 if( player_skate
.aud_slide
)
1349 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1353 /* brrrrrrrrrrrt sound for tiles and stuff
1354 * --------------------------------------------------------*/
1355 float sidechain_amt
= 0.0f
,
1356 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1358 if( (animator
->surface
== k_surface_prop_tiles
) &&
1359 (animator
->activity
< k_skate_activity_grind_any
) )
1360 sidechain_amt
= 1.0f
;
1362 sidechain_amt
= 0.0f
;
1364 audio_set_lfo_frequency( 0, hz
);
1365 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1366 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1368 if( player_skate
.sample_change_cooldown
> 0.0f
){
1369 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1372 int sample_type
= k_skate_sample_concrete
;
1374 if( animator
->activity
== k_skate_activity_grind_5050
){
1375 if( animator
->surface
== k_surface_prop_metal
)
1376 sample_type
= k_skate_sample_metal_scrape_generic
;
1378 sample_type
= k_skate_sample_concrete_scrape_metal
;
1380 else if( (animator
->activity
== k_skate_activity_grind_back50
) ||
1381 (animator
->activity
== k_skate_activity_grind_front50
) )
1383 if( animator
->surface
== k_surface_prop_metal
){
1384 sample_type
= k_skate_sample_metal_scrape_generic
;
1388 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1389 player_skate
.grind_dir
);
1390 if( fabsf(a
) > 0.70710678118654752f
)
1391 sample_type
= k_skate_sample_concrete_scrape_wood
;
1393 sample_type
= k_skate_sample_concrete_scrape_metal
;
1396 sample_type
= k_skate_sample_concrete_scrape_wood
;
1399 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
1400 if( animator
->surface
== k_surface_prop_metal
)
1401 sample_type
= k_skate_sample_metal_scrape_generic
;
1403 sample_type
= k_skate_sample_concrete_scrape_wood
;
1406 audio_clip
*relevant_samples
[] = {
1414 if( (player_skate
.main_sample_type
!= sample_type
) ||
1415 (!player_skate
.aud_main
) ){
1417 player_skate
.aud_main
=
1418 audio_channel_crossfade( player_skate
.aud_main
,
1419 relevant_samples
[sample_type
],
1421 player_skate
.sample_change_cooldown
= 0.1f
;
1422 player_skate
.main_sample_type
= sample_type
;
1426 if( player_skate
.aud_main
){
1427 player_skate
.aud_main
->colour
= 0x00103efe;
1428 audio_channel_set_spacial( player_skate
.aud_main
,
1429 animator
->root_co
, 40.0f
);
1430 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1431 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1432 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1434 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1435 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1438 if( player_skate
.aud_slide
){
1439 player_skate
.aud_slide
->colour
= 0x00103efe;
1440 audio_channel_set_spacial( player_skate
.aud_slide
,
1441 animator
->root_co
, 40.0f
);
1442 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1443 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1444 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1447 if( player_skate
.aud_air
){
1448 player_skate
.aud_air
->colour
= 0x00103efe;
1449 audio_channel_set_spacial( player_skate
.aud_air
,
1450 animator
->root_co
, 40.0f
);
1451 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1452 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1458 void player__skate_post_update(void){
1459 struct player_skate_state
*state
= &player_skate
.state
;
1461 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1462 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1464 if( jump
->log_length
== 0 ){
1465 vg_fatal_error( "assert: jump->log_length == 0\n" );
1468 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1469 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1471 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1472 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1475 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1478 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1479 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1481 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1486 * truck alignment model at ra(local)
1487 * returns 1 if valid surface:
1488 * surface_normal will be filled out with an averaged normal vector
1489 * axel_dir will be the direction from left to right wheels
1491 * returns 0 if no good surface found
1494 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1495 v3f surface_normal
, v3f axel_dir
){
1496 world_instance
*world
= world_current_instance();
1498 v3f truck
, left
, right
;
1499 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1501 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1502 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1503 vg_line( left
, right
, colour
);
1505 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1507 ray_hit ray_l
, ray_r
;
1510 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1512 int res_l
= 0, res_r
= 0;
1514 for( int i
=0; i
<8; i
++ ){
1515 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1516 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1517 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1518 ray_l
.dist
= 2.1f
* k_board_radius
;
1520 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1526 for( int i
=0; i
<8; i
++ ){
1527 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1528 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1529 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1530 ray_r
.dist
= 2.1f
* k_board_radius
;
1532 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1540 v3f tangent_average
;
1541 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1542 v3_zero( tangent_average
);
1544 if( res_l
|| res_r
){
1546 v3_copy( midpoint
, p0
);
1547 v3_copy( midpoint
, p1
);
1550 v3_copy( ray_l
.pos
, p0
);
1551 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1552 v3_add( t
, tangent_average
, tangent_average
);
1555 v3_copy( ray_r
.pos
, p1
);
1556 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1557 v3_add( t
, tangent_average
, tangent_average
);
1560 v3_sub( p1
, p0
, v0
);
1564 /* fallback: use the closes point to the trucks */
1566 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1569 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1572 for( int j
=0; j
<3; j
++ )
1573 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1575 v3f vert0
, vert1
, n
;
1576 v3_sub( verts
[1], verts
[0], vert0
);
1577 v3_sub( verts
[2], verts
[0], vert1
);
1578 v3_cross( vert0
, vert1
, n
);
1581 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1584 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1585 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1586 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1590 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1591 v3_add( t
, tangent_average
, tangent_average
);
1597 v3_muladds( truck
, v0
, k_board_width
, right
);
1598 v3_muladds( truck
, v0
, -k_board_width
, left
);
1600 vg_line( left
, right
, VG__WHITE
);
1602 v3_normalize( tangent_average
);
1603 v3_cross( v0
, tangent_average
, surface_normal
);
1604 v3_copy( v0
, axel_dir
);
1609 static void skate_weight_distribute(void){
1610 struct player_skate_state
*state
= &player_skate
.state
;
1611 v3_zero( player_skate
.weight_distribution
);
1613 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1614 localplayer
.rb
.v
) < 0.0f
?1:-1;
1617 joystick_state( k_srjoystick_steer
, steer
);
1619 if( state
->manual_direction
== 0 ){
1620 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1621 (state
->jump_charge
<= 0.01f
) )
1622 state
->manual_direction
= reverse_dir
;
1625 if( steer
[1] < 0.1f
){
1626 state
->manual_direction
= 0;
1629 if( reverse_dir
!= state
->manual_direction
){
1635 if( state
->manual_direction
){
1636 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1637 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1638 (float)state
->manual_direction
;
1641 if( state
->manual_direction
){
1644 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1646 v3_negate( plane_z
, plane_z
);
1648 v3_muladds( plane_z
, player_skate
.surface_picture
,
1649 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1650 v3_normalize( plane_z
);
1652 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1653 v3_normalize( plane_z
);
1656 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1657 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1660 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1663 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1664 k_manul_spring
, k_manul_dampener
,
1665 player_skate
.substep_delta
);
1669 static void skate_adjust_up_direction(void){
1670 struct player_skate_state
*state
= &player_skate
.state
;
1672 if( state
->activity
== k_skate_activity_ground
){
1674 v3_copy( player_skate
.surface_picture
, target
);
1676 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1677 v3_normalize( target
);
1679 v3_lerp( state
->up_dir
, target
,
1680 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1682 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1683 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1684 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1688 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1689 v3_normalize( avg
);
1691 v3_lerp( state
->up_dir
, avg
,
1692 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1696 static int skate_point_visible( v3f origin
, v3f target
){
1698 v3_sub( target
, origin
, dir
);
1701 ray
.dist
= v3_length( dir
);
1702 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1705 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1706 k_material_flag_walking
) )
1712 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1713 v3_copy( inf
->dir
, mtx
[0] );
1714 v3_copy( inf
->n
, mtx
[1] );
1715 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1718 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1720 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1721 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1723 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1724 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1725 F
= a
* -dir
* k_grind_max_friction
;
1727 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*vg
.time_fixed_delta
*strength
,
1731 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1733 skate_grind_orient( inf
, mtx
);
1734 m3x3_transpose( mtx
, mtx_inv
);
1737 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1739 float decay
= 1.0f
- ( vg
.time_fixed_delta
* k_grind_decayxy
* strength
);
1740 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1741 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1744 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1746 struct player_skate_state
*state
= &player_skate
.state
;
1748 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1750 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1751 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1753 v3_copy( ra
, player_skate
.weight_distribution
);
1756 v3_sub( inf
->co
, wsp
, delta
);
1759 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*vg
.time_fixed_delta
,
1762 skate_grind_decay( inf
, strength
);
1763 skate_grind_friction( inf
, strength
);
1765 /* yeah yeah yeah yeah */
1766 v3f raw_nplane
, axis
;
1767 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1768 v3_cross( raw_nplane
, inf
->n
, axis
);
1769 v3_normalize( axis
);
1773 skate_grind_orient( inf
, mtx
);
1774 v3f target_fwd
, fwd
, up
, target_up
;
1775 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1776 v3_copy( raw_nplane
, fwd
);
1777 v3_copy( localplayer
.rb
.to_world
[1], up
);
1778 v3_copy( inf
->n
, target_up
);
1780 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1781 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1783 v3_normalize( target_fwd
);
1784 v3_normalize( fwd
);
1787 joystick_state( k_srjoystick_steer
, steer
);
1789 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1792 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1793 q_mulv( q
, target_up
, target_up
);
1794 q_mulv( q
, target_fwd
, target_fwd
);
1796 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1799 vg
.time_fixed_delta
);
1801 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1802 k_grind_spring
*strength
,
1803 k_grind_dampener
*strength
,
1804 vg
.time_fixed_delta
);
1806 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1807 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1808 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1810 player_skate
.grind_strength
= strength
;
1813 struct grind_limit
*limit
=
1814 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1815 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1816 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1819 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1822 static void skate_5050_apply( struct grind_info
*inf_front
,
1823 struct grind_info
*inf_back
){
1824 struct player_skate_state
*state
= &player_skate
.state
;
1825 struct grind_info inf_avg
;
1827 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1828 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1829 v3_normalize( inf_avg
.dir
);
1832 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1835 v3f axis_front
, axis_back
, axis
;
1836 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1837 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1838 v3_add( axis_front
, axis_back
, axis
);
1839 v3_normalize( axis
);
1841 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1842 skate_grind_decay( &inf_avg
, 1.0f
);
1845 joystick_state( k_srjoystick_steer
, steer
);
1847 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1848 localplayer
.rb
.v
) );
1851 v3_copy( localplayer
.rb
.to_world
[1], up
);
1852 v3_copy( inf_avg
.n
, target_up
);
1853 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1854 q_mulv( q
, target_up
, target_up
);
1856 v3_zero( player_skate
.weight_distribution
);
1857 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1859 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1862 vg
.time_fixed_delta
);
1863 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1864 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1866 v3f fwd_nplane
, dir_nplane
;
1867 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1868 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1871 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1872 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1874 v3_normalize( fwd_nplane
);
1875 v3_normalize( dir_nplane
);
1877 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1880 vg
.time_fixed_delta
);
1881 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1882 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1884 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1885 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1886 delta_front
, delta_back
, delta_total
;
1888 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1889 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1891 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1892 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1893 v3_add( delta_front
, delta_back
, delta_total
);
1895 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* vg
.time_fixed_delta
,
1899 struct grind_limit
*limit
=
1900 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1901 v3_zero( limit
->ra
);
1902 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1905 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1908 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1909 struct player_skate_state
*state
= &player_skate
.state
;
1911 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1912 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1914 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1915 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1917 /* Exit condition: lost grind tracking */
1918 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1921 /* Exit condition: cant see grind target directly */
1922 if( !skate_point_visible( wheel_co
, inf
->co
) )
1925 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1926 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1927 minv
= k_grind_axel_min_vel
*0.8f
;
1932 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1935 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1939 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1940 struct player_skate_state
*state
= &player_skate
.state
;
1943 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1946 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1947 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1949 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1950 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1953 /* velocity should be at least 60% aligned */
1955 v3_cross( inf
->n
, inf
->dir
, axis
);
1956 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1957 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1959 if( v3_length2( pv
) < 0.0001f
)
1963 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1966 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1969 v3f local_co
, local_dir
, local_n
;
1970 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1971 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1972 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1974 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1976 float truck_height
= -(k_board_radius
+0.03f
);
1979 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1980 v3_add( localplayer
.rb
.v
, rv
, rv
);
1982 if( (local_co
[1] >= truck_height
) &&
1983 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1992 static void skate_boardslide_apply( struct grind_info
*inf
){
1993 struct player_skate_state
*state
= &player_skate
.state
;
1995 v3f local_co
, local_dir
, local_n
;
1996 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1997 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1998 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
2001 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
2003 v3_copy( intersection
, player_skate
.weight_distribution
);
2005 skate_grind_decay( inf
, 0.0125f
);
2006 skate_grind_friction( inf
, 0.25f
);
2008 /* direction alignment */
2010 v3_cross( local_dir
, local_n
, perp
);
2011 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
2012 v3_muls( perp
, vg_signf(perp
[2]), perp
);
2014 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
2015 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
2018 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
2019 q_mulv( qbalance
, perp
, perp
);
2021 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
2023 k_grind_spring
, k_grind_dampener
,
2024 vg
.time_fixed_delta
);
2026 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
2028 k_grind_spring
, k_grind_dampener
,
2029 vg
.time_fixed_delta
);
2031 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
2032 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
2034 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2037 static int skate_boardslide_entry( struct grind_info
*inf
){
2038 struct player_skate_state
*state
= &player_skate
.state
;
2040 if( skate_grind_scansq( localplayer
.rb
.co
,
2041 localplayer
.rb
.to_world
[0], k_board_length
,
2044 v3f local_co
, local_dir
;
2045 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
2046 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
2048 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
2049 (local_co
[1] >= 0.0f
) && /* at deck level */
2050 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
2052 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
2062 static int skate_boardslide_renew( struct grind_info
*inf
){
2063 struct player_skate_state
*state
= &player_skate
.state
;
2065 if( !skate_grind_scansq( localplayer
.rb
.co
,
2066 localplayer
.rb
.to_world
[0], k_board_length
,
2070 /* Exit condition: cant see grind target directly */
2072 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2073 if( !skate_point_visible( vis
, inf
->co
) )
2076 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2077 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
2078 minv
= k_grind_axel_min_vel
*0.8f
;
2083 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2089 static void skate_store_grind_vec( struct grind_info
*inf
){
2090 struct player_skate_state
*state
= &player_skate
.state
;
2093 skate_grind_orient( inf
, mtx
);
2094 m3x3_transpose( mtx
, mtx
);
2097 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
2099 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
2100 v3_normalize( player_skate
.grind_vec
);
2101 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2104 static enum skate_activity
skate_availible_grind(void){
2105 struct player_skate_state
*state
= &player_skate
.state
;
2107 if( state
->grind_cooldown
> 100 ){
2108 vg_fatal_error( "wth!\n" );
2111 /* debounces this state manager a little bit */
2112 if( state
->grind_cooldown
){
2113 state
->grind_cooldown
--;
2114 return k_skate_activity_undefined
;
2117 struct grind_info inf_back50
,
2129 joystick_state( k_srjoystick_steer
, steer
);
2131 if( state
->activity
== k_skate_activity_grind_5050
||
2132 state
->activity
== k_skate_activity_grind_back50
||
2133 state
->activity
== k_skate_activity_grind_front50
)
2135 float tilt
= steer
[1];
2137 if( fabsf(tilt
) >= 0.25f
){
2138 v3f raw
= {0.0f
,0.0f
,tilt
};
2139 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2141 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2143 if( way
< 0.0f
) allow_front
= 0;
2144 else allow_back
= 0;
2148 if( state
->activity
== k_skate_activity_grind_boardslide
){
2149 res_slide
= skate_boardslide_renew( &inf_slide
);
2151 else if( state
->activity
== k_skate_activity_grind_back50
){
2152 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2155 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2157 else if( state
->activity
== k_skate_activity_grind_front50
){
2158 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2161 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2163 else if( state
->activity
== k_skate_activity_grind_5050
){
2165 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2167 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2170 res_slide
= skate_boardslide_entry( &inf_slide
);
2173 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2176 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2178 if( res_back50
!= res_front50
){
2179 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2181 res_back50
&= wants_to_do_that
;
2182 res_front50
&= wants_to_do_that
;
2186 const enum skate_activity table
[] =
2187 { /* slide | back | front */
2188 k_skate_activity_undefined
, /* 0 0 0 */
2189 k_skate_activity_grind_front50
, /* 0 0 1 */
2190 k_skate_activity_grind_back50
, /* 0 1 0 */
2191 k_skate_activity_grind_5050
, /* 0 1 1 */
2193 /* slide has priority always */
2194 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2195 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2196 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2197 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2199 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2201 if( new_activity
== k_skate_activity_undefined
){
2202 if( state
->activity
>= k_skate_activity_grind_any
){
2203 state
->grind_cooldown
= 15;
2204 state
->surface_cooldown
= 10;
2207 else if( new_activity
== k_skate_activity_grind_boardslide
){
2208 skate_boardslide_apply( &inf_slide
);
2210 else if( new_activity
== k_skate_activity_grind_back50
){
2211 if( state
->activity
!= k_skate_activity_grind_back50
)
2212 skate_store_grind_vec( &inf_back50
);
2214 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2216 else if( new_activity
== k_skate_activity_grind_front50
){
2217 if( state
->activity
!= k_skate_activity_grind_front50
)
2218 skate_store_grind_vec( &inf_front50
);
2220 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2222 else if( new_activity
== k_skate_activity_grind_5050
)
2223 skate_5050_apply( &inf_front50
, &inf_back50
);
2225 return new_activity
;
2228 void player__skate_update(void){
2229 struct player_skate_state
*state
= &player_skate
.state
;
2230 world_instance
*world
= world_current_instance();
2232 if( state
->activity
== k_skate_activity_handplant
){
2236 if( world
->water
.enabled
){
2237 if( localplayer
.rb
.co
[1]+0.25f
< world
->water
.height
){
2238 vg_info( "player fell off due to being in water\n" );
2239 player__networked_sfx( k_player_subsystem_walk
, 32,
2240 k_player_walk_soundeffect_splash
,
2241 localplayer
.rb
.co
, 1.0f
);
2242 player__dead_transition( k_player_die_type_generic
);
2247 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2248 state
->activity_prev
= state
->activity
;
2250 v3_zero( normal_total
);
2252 struct board_collider
2259 enum board_collider_state
2261 k_collider_state_default
,
2262 k_collider_state_disabled
,
2263 k_collider_state_colliding
2270 { 0.0f
, 0.0f
, -k_board_length
},
2271 .radius
= k_board_radius
,
2275 { 0.0f
, 0.0f
, k_board_length
},
2276 .radius
= k_board_radius
,
2283 if( state
->activity
<= k_skate_activity_air_to_grind
){
2284 float min_dist
= 0.6f
;
2285 for( int i
=0; i
<2; i
++ ){
2287 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2289 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2290 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2294 float vy
= vg_maxf( 0.0f
, localplayer
.rb
.v
[1] );
2295 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2297 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*vg
.time_fixed_delta
);
2299 wheels
[0].pos
[1] = state
->slap
;
2300 wheels
[1].pos
[1] = state
->slap
;
2303 const int k_wheel_count
= 2;
2305 player_skate
.substep
= vg
.time_fixed_delta
;
2306 player_skate
.substep_delta
= player_skate
.substep
;
2307 player_skate
.limit_count
= 0;
2309 int substep_count
= 0;
2311 v3_zero( player_skate
.surface_picture
);
2313 int prev_contacts
[2];
2315 for( int i
=0; i
<k_wheel_count
; i
++ ){
2316 wheels
[i
].state
= k_collider_state_default
;
2317 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2320 /* check if we can enter or continue grind */
2321 enum skate_activity grindable_activity
= skate_availible_grind();
2322 if( grindable_activity
!= k_skate_activity_undefined
){
2323 state
->activity
= grindable_activity
;
2327 int contact_count
= 0;
2328 for( int i
=0; i
<2; i
++ ){
2330 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2332 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2333 wheels
[i
].colour
, normal
, axel
) )
2335 rb_effect_spring_target_vector( &localplayer
.rb
,
2336 localplayer
.rb
.to_world
[0],
2338 k_surface_spring
, k_surface_dampener
,
2339 player_skate
.substep_delta
);
2341 v3_add( normal
, player_skate
.surface_picture
,
2342 player_skate
.surface_picture
);
2344 player_skate
.wheel_contacts
[i
] = 1;
2347 player_skate
.wheel_contacts
[i
] = 0;
2350 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2353 if( state
->surface_cooldown
){
2354 state
->surface_cooldown
--;
2358 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2359 for( int i
=0; i
<2; i
++ ){
2360 if( !prev_contacts
[i
] ){
2362 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2363 player__networked_sfx( k_player_subsystem_skate
, 32,
2364 k_player_skate_soundeffect_tap
,
2365 localplayer
.rb
.co
, 0.75f
);
2370 if( contact_count
){
2371 state
->activity
= k_skate_activity_ground
;
2372 state
->gravity_bias
= k_gravity
;
2373 v3_normalize( player_skate
.surface_picture
);
2375 skate_apply_friction_model();
2376 skate_weight_distribute();
2379 if( state
->activity
> k_skate_activity_air_to_grind
)
2380 state
->activity
= k_skate_activity_air
;
2382 v3_zero( player_skate
.weight_distribution
);
2383 skate_apply_air_model();
2388 if( state
->activity
== k_skate_activity_grind_back50
)
2389 wheels
[1].state
= k_collider_state_disabled
;
2390 if( state
->activity
== k_skate_activity_grind_front50
)
2391 wheels
[0].state
= k_collider_state_disabled
;
2392 if( state
->activity
== k_skate_activity_grind_5050
){
2393 wheels
[0].state
= k_collider_state_disabled
;
2394 wheels
[1].state
= k_collider_state_disabled
;
2397 /* all activities */
2398 skate_apply_steering_model();
2399 skate_adjust_up_direction();
2400 skate_apply_cog_model();
2401 skate_apply_jump_model();
2402 skate_apply_handplant_model();
2403 skate_apply_grab_model();
2404 skate_apply_trick_model();
2405 skate_apply_pump_model();
2407 ent_tornado_debug();
2409 ent_tornado_forces( localplayer
.rb
.co
, localplayer
.rb
.v
, a
);
2410 v3_muladds( localplayer
.rb
.v
, a
, vg
.time_fixed_delta
, localplayer
.rb
.v
);
2415 * Phase 0: Continous collision detection
2416 * --------------------------------------------------------------------------
2419 v3f head_wp0
, head_wp1
, start_co
;
2420 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2421 v3_copy( localplayer
.rb
.co
, start_co
);
2423 /* calculate transform one step into future */
2426 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2429 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2432 v3_copy( localplayer
.rb
.w
, axis
);
2434 float mag
= v3_length( axis
);
2435 v3_divs( axis
, mag
, axis
);
2436 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2437 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2438 q_normalize( future_q
);
2441 v4_copy( localplayer
.rb
.q
, future_q
);
2443 v3f future_cg
, current_cg
, cg_offset
;
2444 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2445 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2446 v3_sub( future_cg
, current_cg
, cg_offset
);
2448 /* calculate the minimum time we can move */
2449 float max_time
= player_skate
.substep
;
2451 for( int i
=0; i
<k_wheel_count
; i
++ ){
2452 if( wheels
[i
].state
== k_collider_state_disabled
)
2455 v3f current
, future
, r_cg
;
2457 q_mulv( future_q
, wheels
[i
].pos
, future
);
2458 v3_add( future
, future_co
, future
);
2459 v3_add( cg_offset
, future
, future
);
2461 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2462 v3_add( current
, localplayer
.rb
.co
, current
);
2467 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2468 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2469 k_material_flag_walking
) != -1)
2470 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2473 /* clamp to a fraction of delta, to prevent locking */
2474 float rate_lock
= substep_count
;
2475 rate_lock
*= vg
.time_fixed_delta
* 0.1f
;
2476 rate_lock
*= rate_lock
;
2478 max_time
= vg_maxf( max_time
, rate_lock
);
2479 player_skate
.substep_delta
= max_time
;
2482 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2483 player_skate
.substep_delta
, localplayer
.rb
.co
);
2484 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2487 v3_copy( localplayer
.rb
.w
, axis
);
2489 float mag
= v3_length( axis
);
2490 v3_divs( axis
, mag
, axis
);
2491 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2492 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2493 q_normalize( localplayer
.rb
.q
);
2495 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2496 v3_sub( current_cg
, future_cg
, cg_offset
);
2497 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2500 rb_update_matrices( &localplayer
.rb
);
2501 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2503 player_skate
.substep
-= player_skate
.substep_delta
;
2505 rb_ct manifold
[128];
2506 int manifold_len
= 0;
2508 * Phase -1: head detection
2509 * --------------------------------------------------------------------------
2511 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2515 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2516 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2517 k_material_flag_walking
) != -1) )
2519 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2520 rb_update_matrices( &localplayer
.rb
);
2522 vg_info( "player fell of due to hitting head\n" );
2523 player__dead_transition( k_player_die_type_head
);
2528 * Phase 1: Regular collision detection
2529 * --------------------------------------------------------------------------
2532 for( int i
=0; i
<k_wheel_count
; i
++ ){
2533 if( wheels
[i
].state
== k_collider_state_disabled
)
2537 m3x3_identity( mtx
);
2538 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2540 rb_ct
*man
= &manifold
[ manifold_len
];
2542 int l
= skate_collide_smooth( mtx
, wheels
[i
].radius
, man
);
2544 wheels
[i
].state
= k_collider_state_colliding
;
2549 float grind_radius
= k_board_radius
* 0.75f
;
2550 rb_capsule capsule
= { .h
= (k_board_length
+0.2f
)*2.0f
,
2551 .r
= grind_radius
};
2553 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2554 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2555 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2556 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2557 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2559 rb_ct
*cman
= &manifold
[manifold_len
];
2561 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, world
->geo_bh
,
2562 cman
, k_material_flag_walking
);
2565 for( int i
=0; i
<l
; i
++ )
2566 cman
[l
].type
= k_contact_type_edge
;
2567 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2568 l
= rb_manifold_apply_filtered( cman
, l
);
2571 vg_line_capsule( mtx
, capsule
.r
, capsule
.h
, VG__WHITE
);
2574 if( state
->activity
>= k_skate_activity_grind_any
){
2575 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2576 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2577 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2578 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2579 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2581 ct
->type
= k_contact_type_default
;
2587 * --------------------------------------------------------------------------
2592 m4x3_mulv( localplayer
.rb
.to_world
,
2593 player_skate
.weight_distribution
, world_cog
);
2594 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2596 for( int i
=0; i
<manifold_len
; i
++ ){
2597 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2598 rb_debug_contact( &manifold
[i
] );
2601 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2602 v3f extent
= { k_board_width
*10.0f
, 0.1f
, k_board_length
};
2603 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2604 ey2
= k_board_interia
*extent
[1]*extent
[1],
2605 ez2
= k_board_interia
*extent
[2]*extent
[2];
2607 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2608 float inv_mass
= 1.0f
/mass
;
2611 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2612 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2613 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2616 m3x3_identity( iI
);
2623 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2624 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2626 for( int j
=0; j
<10; j
++ ){
2627 for( int i
=0; i
<manifold_len
; i
++ ){
2629 * regular dance; calculate velocity & total mass, apply impulse.
2632 rb_ct
*ct
= &manifold
[i
];
2635 v3_sub( ct
->co
, world_cog
, delta
);
2636 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2637 v3_add( localplayer
.rb
.v
, rv
, rv
);
2640 v3_cross( delta
, ct
->n
, raCn
);
2643 m3x3_mulv( iIw
, raCn
, raCnI
);
2645 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2646 vn
= v3_dot( rv
, ct
->n
),
2647 lambda
= normal_mass
* ( -vn
);
2649 float temp
= ct
->norm_impulse
;
2650 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2651 lambda
= ct
->norm_impulse
- temp
;
2654 v3_muls( ct
->n
, lambda
, impulse
);
2656 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2657 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2658 v3_cross( delta
, impulse
, impulse
);
2659 m3x3_mulv( iIw
, impulse
, impulse
);
2660 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2662 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2663 v3_add( localplayer
.rb
.v
, rv
, rv
);
2664 vn
= v3_dot( rv
, ct
->n
);
2669 rb_depenetrate( manifold
, manifold_len
, dt
);
2670 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2671 rb_update_matrices( &localplayer
.rb
);
2675 if( player_skate
.substep
>= 0.0001f
)
2676 goto begin_collision
; /* again! */
2679 * End of collision and dynamics routine
2680 * --------------------------------------------------------------------------
2683 f32 nforce
= v3_length(normal_total
);
2684 if( nforce
> 4.0f
){
2685 if( nforce
> 17.6f
){
2686 vg_info( "player fell off due to hitting ground too hard\n" );
2687 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2688 player__dead_transition( k_player_die_type_feet
);
2692 f32 amt
= k_cam_punch
;
2693 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2697 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2698 localplayer
.cam_land_punch_v
);
2701 player_skate
.surface
= k_surface_prop_concrete
;
2703 for( int i
=0; i
<manifold_len
; i
++ ){
2704 rb_ct
*ct
= &manifold
[i
];
2705 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2707 if( surf
->info
.surface_prop
> player_skate
.surface
)
2708 player_skate
.surface
= surf
->info
.surface_prop
;
2711 for( int i
=0; i
<k_wheel_count
; i
++ ){
2713 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2714 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2715 vg_line_sphere( mtx
, wheels
[i
].radius
,
2716 (u32
[]){ VG__WHITE
, VG__BLACK
,
2717 wheels
[i
].colour
}[ wheels
[i
].state
]);
2721 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2723 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2726 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2728 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2729 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2730 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2731 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2732 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2733 m3x3_mulv( gate
->transport
, state
->head_position
,
2734 state
->head_position
);
2735 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2737 v4f transport_rotation
;
2738 m3x3_q( gate
->transport
, transport_rotation
);
2739 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2740 q_mul( transport_rotation
, state
->smoothed_rotation
,
2741 state
->smoothed_rotation
);
2742 q_normalize( localplayer
.rb
.q
);
2743 q_normalize( state
->smoothed_rotation
);
2744 rb_update_matrices( &localplayer
.rb
);
2745 player__pass_gate( id
);
2748 /* FIXME: Rate limit */
2749 static int stick_frames
= 0;
2751 if( state
->activity
>= k_skate_activity_ground
)
2756 if( stick_frames
> 5 ) stick_frames
= 5;
2758 if( stick_frames
== 4 ){
2759 if( state
->activity
== k_skate_activity_ground
){
2760 if( (fabsf(state
->slip
) > 0.75f
) ){
2761 player__networked_sfx( k_player_subsystem_skate
, 128,
2762 k_player_skate_soundeffect_land_bad
,
2763 localplayer
.rb
.co
, 0.6f
);
2766 player__networked_sfx( k_player_subsystem_skate
, 128,
2767 k_player_skate_soundeffect_land_good
,
2768 localplayer
.rb
.co
, 1.0f
);
2771 else if( player_skate
.surface
== k_surface_prop_metal
){
2772 player__networked_sfx( k_player_subsystem_skate
, 128,
2773 k_player_skate_soundeffect_grind_metal
,
2774 localplayer
.rb
.co
, 1.0f
);
2777 player__networked_sfx( k_player_subsystem_skate
, 128,
2778 k_player_skate_soundeffect_grind_wood
,
2779 localplayer
.rb
.co
, 1.0f
);
2781 } else if( stick_frames
== 0 ){
2782 /* TODO: EXIT SOUNDS */
2785 if( (state
->activity_prev
< k_skate_activity_grind_any
) &&
2786 (state
->activity
>= k_skate_activity_grind_any
) ){
2787 state
->velocity_limit
= v3_length( localplayer
.rb
.v
)*1.0f
;
2788 state
->grind_y_start
= localplayer
.rb
.co
[1];
2791 if( state
->activity
>= k_skate_activity_grind_any
){
2792 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2794 state
->velocity_limit
+= -dy
*0.2f
;
2796 state
->grind_y_start
= localplayer
.rb
.co
[1];
2799 f32 speed_end
= v3_length( localplayer
.rb
.v
);
2800 if( speed_end
> state
->velocity_limit
){
2801 v3_muls( localplayer
.rb
.v
, state
->velocity_limit
/speed_end
,
2807 void player__skate_im_gui(void){
2808 struct player_skate_state
*state
= &player_skate
.state
;
2809 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2810 localplayer
.rb
.v
[1],
2811 localplayer
.rb
.v
[2] );
2812 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2813 localplayer
.rb
.co
[1],
2814 localplayer
.rb
.co
[2] );
2815 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2816 localplayer
.rb
.w
[1],
2817 localplayer
.rb
.w
[2] );
2819 const char *activity_txt
[] = {
2824 "undefined (INVALID)",
2825 "grind_any (INVALID)",
2827 "grind_metallic (INVALID)",
2833 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2835 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2836 state
->steerx_s
, state
->steery_s
,
2837 k_steer_ground
, k_steer_air
);
2839 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2841 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2842 state
->trick_vel
[0],
2843 state
->trick_vel
[1],
2844 state
->trick_vel
[2] );
2845 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2847 state
->trick_euler
[0],
2848 state
->trick_euler
[1],
2849 state
->trick_euler
[2] );
2852 void player__skate_animate(void){
2853 struct player_skate_state
*state
= &player_skate
.state
;
2854 struct player_skate_animator
*animator
= &player_skate
.animator
;
2857 float kheight
= 2.0f
,
2860 v3_zero( animator
->offset
);
2862 v3f cog_local
, cog_ideal
;
2863 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2865 v3_copy( state
->up_dir
, cog_ideal
);
2866 v3_normalize( cog_ideal
);
2867 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2869 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2871 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2872 animator
->offset
[1] *= -1.0f
;
2874 float curspeed
= v3_length( localplayer
.rb
.v
),
2875 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2876 kicks
= (vg_randf64(&vg
.rand
)-0.5f
)*2.0f
*kickspeed
,
2877 sign
= vg_signf( kicks
);
2879 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2880 6.0f
*vg
.time_delta
);
2881 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2882 2.4f
*vg
.time_delta
);
2884 animator
->offset
[0] *= 0.26f
;
2885 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2887 animator
->offset
[1] *= -0.3f
;
2888 animator
->offset
[2] *= 0.01f
;
2890 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2891 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2892 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2895 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2897 /* localized vectors */
2898 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2901 * Animation blending
2902 * ===========================================
2907 float desired
= 0.0f
;
2908 if( state
->activity
== k_skate_activity_ground
)
2909 desired
= vg_clampf( vg_maxf(fabsf( state
->slip
),
2910 fabsf( state
->skid
) ), 0.0f
, 1.0f
);
2912 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2915 if( fabsf(state
->slip
) > fabsf(dirx
) ) dirx
= state
->slip
;
2916 if( fabsf(state
->skid
) > fabsf(dirx
) ) dirx
= state
->skid
;
2917 if( fabsf( dirx
) > 0.025f
) dirx
= vg_signf( dirx
);
2918 dirx
= vg_signf( state
->slip
);
2919 vg_slewf( &animator
->x
, dirx
, 2.6f
*vg
.time_delta
);
2922 cam_offset
[0] += animator
->slide
* -animator
->x
;
2923 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2925 /* movement information */
2926 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2928 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2929 fly
= iair
? 1.0f
: 0.0f
,
2930 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2932 if( state
->activity
>= k_skate_activity_grind_any
)
2935 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2936 animator
->skid
= state
->skid
;
2937 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2938 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2940 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2941 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2942 animator
->reverse
= state
->reverse
;
2944 if( fabsf(state
->slip
) > 0.3f
){
2945 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2946 state
->delayed_slip_dir
= vg_signf(slide_x
);
2950 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2951 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2953 f32 grind_frame
= 0.5f
;
2955 if( state
->activity
== k_skate_activity_grind_front50
)
2957 else if( state
->activity
== k_skate_activity_grind_back50
)
2960 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2961 5.0f
*vg
.time_delta
);
2962 animator
->activity
= state
->activity
;
2963 animator
->surface
= player_skate
.surface
;
2966 animator
->push_time
= vg
.time
- state
->start_push
;
2967 animator
->push
= vg_lerpf( animator
->push
,
2968 (vg
.time
- state
->cur_push
) < 0.125,
2969 6.0f
*vg
.time_delta
);
2972 animator
->jump_charge
= state
->jump_charge
;
2973 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2974 8.4f
*vg
.time_delta
);
2977 animator
->jump_dir
= state
->jump_dir
;
2978 f32 jump_start_frame
= 14.0f
/30.0f
;
2979 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2980 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2981 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2982 animator
->jump_time
= jump_frame
;
2985 float jump_t
= vg
.time
-state
->jump_time
;
2988 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2989 extra
*= state
->slap
* 4.0f
;
2991 v3_add( state
->trick_euler
, state
->trick_residuald
,
2992 animator
->board_euler
);
2993 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2995 animator
->board_euler
[0] *= 0.5f
;
2996 animator
->board_euler
[1] += extra
;
2997 animator
->trick_type
= state
->trick_type
;
3000 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
3003 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
3004 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
3007 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
3008 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
3009 animator
->board_lean
=
3010 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
3012 /* feet placement */
3013 struct player_board
*board
=
3014 addon_cache_item_if_loaded( k_addon_type_board
,
3015 localplayer
.board_view_slot
);
3017 if( animator
->weight
> 0.0f
){
3018 animator
->foot_offset
[0] =
3019 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
3022 animator
->foot_offset
[1] =
3023 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
3027 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
3028 animator
->slap
= state
->slap
;
3029 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
3030 vg
.time_delta
*10.0f
);
3033 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
3034 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
3035 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
3036 8.4f
*vg
.time_delta
);
3039 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
3043 joystick_state( k_srjoystick_grab
, grab_input
);
3044 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
3046 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
3047 else v2_normalize_clamp( grab_input
);
3048 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
3049 animator
->grabbing
= state
->grabbing
;
3053 joystick_state( k_srjoystick_steer
, steer
);
3054 animator
->airdir
= vg_lerpf( animator
->airdir
,
3055 -steer
[0], 2.4f
*vg
.time_delta
);
3057 animator
->steer
[0] = steer
[0];
3058 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
3059 steer
[0], 4.0f
*vg
.time_delta
);
3063 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
3064 (fabsf(state
->flip_rate
) > 0.01f
) ){
3065 float substep
= vg
.time_fixed_extrapolate
;
3066 float t
= state
->flip_time
+state
->flip_rate
*substep
*vg
.time_fixed_delta
;
3067 sign
= vg_signf( t
);
3069 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3070 t
= sign
* (1.0f
-t
*t
);
3072 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3073 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
3074 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3075 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
3076 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
3079 q_identity( animator
->qflip
);
3081 /* counter-rotation */
3082 if( v3_length2( state
->up_dir
) > 0.001f
){
3083 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
3084 2.0f
*vg
.time_frame_delta
,
3085 state
->smoothed_rotation
);
3086 q_normalize( state
->smoothed_rotation
);
3088 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
3089 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
3090 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
3091 yaw_smooth
[1] = 0.0f
;
3092 v3_normalize( yaw_smooth
);
3094 f32 yaw_counter_rotate
= yaw_smooth
[0];
3095 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
3096 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
3097 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
3100 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3101 v3_normalize( ndir
);
3103 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
3104 float a
= v3_dot( ndir
, up
);
3105 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
3108 v4f qcounteryaw
, qfixup
;
3110 v3_cross( up
, ndir
, axis
);
3111 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3113 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3114 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3116 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3117 q_normalize( animator
->qfixuptotal
);
3120 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3121 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3123 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3124 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3126 else q_identity( animator
->qfixuptotal
);
3128 if( state
->activity
== k_skate_activity_handplant
){
3129 v3_copy( state
->store_co
, animator
->root_co
);
3130 v4_copy( state
->store_q
, animator
->root_q
);
3131 v3_zero( animator
->root_v
);
3134 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3135 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3138 animator
->handplant_t
= state
->handplant_t
;
3141 void player__skate_pose( void *_animator
, player_pose
*pose
){
3142 struct skeleton
*sk
= &localplayer
.skeleton
;
3143 struct player_skate_animator
*animator
= _animator
;
3145 pose
->type
= k_player_pose_type_ik
;
3146 v3_copy( animator
->root_co
, pose
->root_co
);
3147 v4_copy( animator
->root_q
, pose
->root_q
);
3151 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
3152 v3_copy( pose
->root_co
, ext_co
);
3153 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
3155 /* apply flip rotation at midpoint */
3156 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3157 q_normalize( pose
->root_q
);
3159 v3f rotation_point
, rco
;
3160 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
3161 v3_sub( pose
->root_co
, rotation_point
, rco
);
3163 q_mulv( animator
->qflip
, rco
, rco
);
3164 v3_add( rco
, rotation_point
, pose
->root_co
);
3167 * ---------------------------------------------------------------------- */
3169 mdl_keyframe apose
[32], bpose
[32];
3170 mdl_keyframe ground_pose
[32];
3173 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3174 stand_blend
= animator
->offset
[1]*-2.0f
;
3176 pose
->board
.lean
= animator
->board_lean
;
3178 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
3180 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
3181 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
3182 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
3185 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3186 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
3188 mdl_keyframe mirrored
[32];
3189 player_mirror_pose( bpose
, mirrored
);
3190 skeleton_lerp_pose( sk
, bpose
, mirrored
, animator
->z
, bpose
);
3191 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
3193 if( animator
->reverse
> 0.0f
){
3194 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3198 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3199 animator
->push_time
, bpose
);
3201 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3203 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3204 player_skate
.anim_ollie
:
3205 player_skate
.anim_ollie_reverse
;
3207 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
3208 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
3209 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
3212 mdl_keyframe air_pose
[32];
3214 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
3215 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
3217 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
3218 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
3219 grab_frame
= ang_unit
* (15.0f
/30.0f
);
3221 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3222 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3225 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
3228 mdl_keyframe
*kf_board
= &pose
->keyframes
[localplayer
.id_board
-1],
3229 *kf_foot_l
= &pose
->keyframes
[localplayer
.id_ik_foot_l
-1],
3230 *kf_foot_r
= &pose
->keyframes
[localplayer
.id_ik_foot_r
-1],
3231 *kf_knee_l
= &pose
->keyframes
[localplayer
.id_ik_knee_l
-1],
3232 *kf_knee_r
= &pose
->keyframes
[localplayer
.id_ik_knee_r
-1],
3233 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1],
3234 *kf_wheels
[] = { &pose
->keyframes
[localplayer
.id_wheel_r
-1],
3235 &pose
->keyframes
[localplayer
.id_wheel_l
-1] };
3238 mdl_keyframe grind_pose
[32];
3240 f32 frame
= animator
->grind_balance
* 0.5f
;
3242 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
3243 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
3244 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
3246 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3247 animator
->grind
, pose
->keyframes
);
3248 float add_grab_mod
= 1.0f
- animator
->fly
;
3250 /* additive effects */
3251 u32 apply_to
[] = { localplayer
.id_hip
,
3252 localplayer
.id_ik_hand_l
,
3253 localplayer
.id_ik_hand_r
,
3254 localplayer
.id_ik_elbow_l
,
3255 localplayer
.id_ik_elbow_r
};
3257 float apply_rates
[] = { 1.0f
,
3263 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3264 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
3265 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
3269 /* angle 'correction' */
3271 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
3273 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3274 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3275 keyframe_rotate_around( kf
, origin
, sk
->bones
[apply_to
[i
]].co
,
3276 animator
->qfixuptotal
);
3281 if( animator
->activity
== k_skate_activity_handplant
){
3282 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
3284 mdl_keyframe hpose
[32];
3285 skeleton_sample_anim_clamped( sk
, anim
, animator
->handplant_t
, hpose
);
3286 if( animator
->reverse
< 0.0f
)
3287 player_mirror_pose( hpose
, hpose
);
3289 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
3290 m4x3f world
, mmdl
, world_view
;
3291 q_m3x3( kf_world
->q
, world
);
3292 v3_copy( kf_world
->co
, world
[3] );
3294 q_m3x3( pose
->root_q
, mmdl
);
3295 v3_copy( pose
->root_co
, mmdl
[3] );
3297 m4x3_mul( mmdl
, world
, world_view
);
3299 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
3300 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
3301 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
3304 m4x3_invert_affine( world
, invworld
);
3305 m4x3_mul( mmdl
, invworld
, world_view
);
3307 m3x3_q( world_view
, pose
->root_q
);
3308 v3_copy( world_view
[3], pose
->root_co
);
3310 f32 t
= animator
->handplant_t
,
3311 frames
= anim
->length
-1,
3312 length
= animator
->activity
== k_skate_activity_handplant
?
3313 frames
/ anim
->rate
:
3315 end_dist
= vg_minf( t
, length
- t
)/k_anim_transition
,
3316 blend
= vg_smoothstepf( vg_minf(1,end_dist
) );
3318 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
3322 /* trick rotation */
3323 v4f qtrick
, qyaw
, qpitch
, qroll
;
3324 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3325 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3326 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3328 q_mul( qyaw
, qroll
, qtrick
);
3329 q_mul( qpitch
, qtrick
, qtrick
);
3330 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3331 q_normalize( kf_board
->q
);
3333 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3334 0.5f
* animator
->weight
);
3335 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3336 -0.5f
* animator
->weight
);
3338 kf_foot_l
->co
[1] += animator
->slap
;
3339 kf_foot_r
->co
[1] += animator
->slap
;
3340 kf_knee_l
->co
[1] += animator
->slap
;
3341 kf_knee_r
->co
[1] += animator
->slap
;
3342 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3343 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3345 /* kickflip and shuvit are in the wrong order for some reason */
3346 if( animator
->trick_type
== k_trick_type_kickflip
){
3347 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.15f
;
3348 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3349 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3350 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3352 else if( animator
->trick_type
== k_trick_type_shuvit
){
3353 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3354 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3355 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.1f
;
3356 kf_foot_r
->co
[1] += animator
->trick_foot
* 0.09f
;
3358 else if( animator
->trick_type
== k_trick_type_treflip
){
3359 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3360 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3361 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3362 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3366 * animation wishlist:
3367 * boardslide/grind jump animations
3368 * when tricking the slap should not appply or less apply
3369 * not animations however DONT target grinds that are vertically down.
3372 /* truck rotation */
3373 for( int i
=0; i
<2; i
++ ){
3374 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3375 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3378 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3379 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3380 q_normalize( kf_wheels
[i
]->q
);
3386 *kf_head
= &pose
->keyframes
[localplayer
.id_head
-1],
3387 *kf_elbow_l
= &pose
->keyframes
[localplayer
.id_ik_elbow_l
-1],
3388 *kf_elbow_r
= &pose
->keyframes
[localplayer
.id_ik_elbow_r
-1],
3389 *kf_hand_l
= &pose
->keyframes
[localplayer
.id_ik_hand_l
-1],
3390 *kf_hand_r
= &pose
->keyframes
[localplayer
.id_ik_hand_r
-1],
3391 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1];
3393 float warble
= vg_perlin_fract_1d( vg
.time
, 2.0f
, 2, 300 );
3394 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3397 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3399 v3f origin
= {0.0f
,0.2f
,0.0f
};
3400 keyframe_rotate_around( kf_hand_l
, origin
,
3401 sk
->bones
[localplayer
.id_ik_hand_l
].co
, qrot
);
3402 keyframe_rotate_around( kf_hand_r
, origin
,
3403 sk
->bones
[localplayer
.id_ik_hand_r
].co
, qrot
);
3404 keyframe_rotate_around( kf_hip
, origin
,
3405 sk
->bones
[localplayer
.id_hip
].co
, qrot
);
3406 keyframe_rotate_around( kf_elbow_r
, origin
,
3407 sk
->bones
[localplayer
.id_ik_elbow_r
].co
, qrot
);
3408 keyframe_rotate_around( kf_elbow_l
, origin
,
3409 sk
->bones
[localplayer
.id_ik_elbow_l
].co
, qrot
);
3411 q_inv( qrot
, qrot
);
3412 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3413 q_normalize( kf_head
->q
);
3416 /* hand placement */
3418 u32 hand_id
= animator
->z
< 0.5f
?
3419 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
3423 q_m3x3( pose
->root_q
, mmdl
);
3424 q_mulv( pose
->root_q
, pose
->keyframes
[hand_id
-1].co
, mmdl
[3] );
3425 v3_add( mmdl
[3], pose
->root_co
, mmdl
[3] );
3426 m4x3_mulv( mmdl
, sk
->bones
[hand_id
].co
, sample_co
);
3428 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3429 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
3432 v3_muls( mmdl
[1], -1.0f
, dir
);
3433 ray_hit hit
= { .dist
= 1.5f
};
3434 if(ray_world( world_current_instance(), sample_co
, dir
, &hit
, 0 )){
3435 vg_line_cross( hit
.pos
, 0xff0000ff, 0.05f
);
3436 vg_line( sample_co
, hit
.pos
, 0xffffffff );
3438 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3439 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
3441 f32 d
= (hit
.dist
- 0.3f
) * amt
;
3442 pose
->keyframes
[hand_id
-1].co
[1] -= d
;
3443 kf_hip
->co
[1] -= d
*0.4f
;
3447 f32 amt
= vg_maxf(0.0f
, (animator
->slide
- 0.5f
) * 2.0f
);
3448 u8 skidders
[] = { localplayer
.id_ik_foot_l
,
3449 localplayer
.id_ik_foot_r
,
3450 localplayer
.id_board
};
3452 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
3454 for( u32 i
=0; i
<vg_list_size(skidders
); i
++ ){
3455 mdl_keyframe
*kf
= &pose
->keyframes
[ skidders
[i
]-1 ];
3456 keyframe_rotate_around( kf
,
3457 (v3f
){0,0,0.4f
*(animator
->z
*2.0f
-1.0f
)*amt
},
3458 sk
->bones
[skidders
[i
]].co
, qskid
);
3464 void player__skate_effects( void *_animator
, m4x3f
*final_mtx
,
3465 struct player_board
*board
,
3466 struct player_effects_data
*effect_data
){
3467 struct skeleton
*sk
= &localplayer
.skeleton
;
3468 struct player_skate_animator
*animator
= _animator
;
3472 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[0][2]}, vp1
);
3473 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[1][2]}, vp0
);
3480 v3f
*board_mtx
= final_mtx
[ localplayer
.id_board
];
3481 m4x3_mulv( board_mtx
, vp0
, vp0
);
3482 m4x3_mulv( board_mtx
, vp1
, vp1
);
3483 v3_add( vp0
, vp1
, vpc
);
3484 v3_muls( vpc
, 0.5f
, vpc
);
3486 if( animator
->surface
== k_surface_prop_sand
){
3487 if( (animator
->slide
>0.4f
) && (v3_length2(animator
->root_v
)>4.0f
*4.0f
) ){
3489 v3_muls( animator
->root_v
, 0.5f
, v
);
3490 v3_lerp( vp0
, vp1
, vg_randf64(&vg
.rand
), co
);
3492 effect_data
->sand
.colour
= 0xff8ec4e6;
3493 effect_spark_apply( &effect_data
->sand
, co
, v
, vg
.time_delta
* 8.0 );
3497 if( animator
->grind
> 0.5f
){
3498 int back
= 0, front
= 0, mid
= 0;
3500 if( animator
->activity
== k_skate_activity_grind_5050
){
3504 else if( animator
->activity
== k_skate_activity_grind_back50
){
3507 else if( animator
->activity
== k_skate_activity_grind_front50
){
3510 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3515 effect_spark_apply( &effect_data
->spark
, vp0
,
3516 animator
->root_v
, vg
.time_delta
);
3520 effect_spark_apply( &effect_data
->spark
, vp1
,
3521 animator
->root_v
, vg
.time_delta
);
3525 effect_spark_apply( &effect_data
->spark
, vpc
,
3526 animator
->root_v
, vg
.time_delta
);
3531 void player__skate_post_animate(void){
3532 struct player_skate_state
*state
= &player_skate
.state
;
3533 localplayer
.cam_velocity_influence
= 1.0f
;
3534 localplayer
.cam_dist
= 1.8f
;
3536 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3537 m4x3_mulv( localplayer
.final_mtx
[ localplayer
.id_head
],
3538 head
, state
->head_position
);
3539 m4x3_mulv( localplayer
.rb
.to_local
,
3540 state
->head_position
, state
->head_position
);
3543 void player__skate_reset_animator(void){
3544 struct player_skate_state
*state
= &player_skate
.state
;
3546 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3548 if( state
->activity
<= k_skate_activity_air_to_grind
)
3549 player_skate
.animator
.fly
= 1.0f
;
3551 player_skate
.animator
.fly
= 0.0f
;
3554 void player__skate_clear_mechanics(void)
3556 struct player_skate_state
*state
= &player_skate
.state
;
3557 state
->jump_charge
= 0.0f
;
3558 state
->charging_jump
= 0;
3559 state
->jump_dir
= 0;
3560 v3_zero( state
->flip_axis
);
3561 state
->flip_time
= 0.0f
;
3562 state
->flip_rate
= 0.0f
;
3563 state
->reverse
= 0.0f
;
3565 state
->grabbing
= 0.0f
;
3566 v2_zero( state
->grab_mouse_delta
);
3568 state
->jump_time
= 0.0;
3569 state
->start_push
= 0.0;
3570 state
->cur_push
= 0.0;
3571 state
->air_start
= 0.0;
3573 v3_zero( state
->air_init_v
);
3574 v3_zero( state
->air_init_co
);
3576 state
->gravity_bias
= k_gravity
;
3577 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3578 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3579 v3_zero( state
->throw_v
);
3580 v3_zero( state
->trick_vel
);
3581 v3_zero( state
->trick_euler
);
3582 v3_zero( state
->cog_v
);
3583 state
->grind_cooldown
= 0;
3584 state
->surface_cooldown
= 0;
3585 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3586 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3587 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3588 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3589 v3_zero( player_skate
.weight_distribution
);
3591 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3592 m4x3_mulv( localplayer
.rb
.to_world
, head
, state
->head_position
);
3595 #include "network_compression.h"
3597 void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3598 struct player_skate_animator
*animator
= data
;
3600 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3601 bitpack_qquat( ctx
, animator
->root_q
);
3603 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3604 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3605 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3606 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->z
);
3607 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3609 /* these could likely be pressed down into single bits if needed */
3610 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3611 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3612 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3613 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3614 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3615 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3617 /* just the sign bit? */
3618 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3619 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3620 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3621 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3623 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3624 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3625 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3626 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3627 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3628 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3629 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3631 /* animator->wobble is ommited */
3633 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3634 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3635 bitpack_qquat( ctx
, animator
->qflip
);
3637 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3638 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3639 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3640 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3642 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3643 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3644 bitpack_qf32( ctx
, 16, 0.0f
, 4.0f
, &animator
->handplant_t
);
3645 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->root_v
);
3646 bitpack_bytes( ctx
, 1, &animator
->activity
);
3649 void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3652 if( id
== k_player_skate_soundeffect_jump
){
3653 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3654 pos
, 40.0f
, volume
);
3656 else if( id
== k_player_skate_soundeffect_tap
){
3657 audio_oneshot_3d( &audio_taps
[vg_randu32(&vg
.rand
)%4],
3658 pos
, 40.0f
, volume
);
3660 else if( id
== k_player_skate_soundeffect_land_good
){
3661 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%3],
3662 pos
, 40.0f
, volume
);
3664 else if( id
== k_player_skate_soundeffect_land_bad
){
3665 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%2+3],
3666 pos
, 40.0f
, volume
);
3668 else if( id
== k_player_skate_soundeffect_grind_metal
){
3669 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3671 else if( id
== k_player_skate_soundeffect_grind_wood
){
3672 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);