6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
10 VG_STATIC
void player__skate_bind( player_instance
*player
)
12 struct player_skate
*s
= &player
->_skate
;
13 struct player_avatar
*av
= player
->playeravatar
;
14 struct skeleton
*sk
= &av
->sk
;
16 rb_update_transform( &player
->rb
);
17 s
->anim_grind
= skeleton_get_anim( sk
, "pose_grind" );
18 s
->anim_grind_jump
= skeleton_get_anim( sk
, "pose_grind_jump" );
19 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
20 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
21 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
22 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
23 s
->anim_push
= skeleton_get_anim( sk
, "push" );
24 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
25 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
26 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
27 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
30 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
32 struct player_skate
*s
= &player
->_skate
;
36 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
38 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
40 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
45 * Collision detection routines
51 * Does collision detection on a sphere vs world, and applies some smoothing
52 * filters to the manifold afterwards
54 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
55 m4x3f mtx
, rb_sphere
*sphere
,
58 world_instance
*world
= world_current_instance();
61 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
63 for( int i
=0; i
<len
; i
++ )
65 man
[i
].rba
= &player
->rb
;
69 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
73 rb_manifold_filter_backface( man
, len
);
74 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
75 rb_manifold_filter_pairs( man
, len
, 0.03f
);
77 int new_len
= rb_manifold_apply_filtered( man
, len
);
91 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
92 v3f pos
, v3f dir
, float r
,
93 struct grind_info
*inf
)
95 world_instance
*world
= world_current_instance();
98 v3_copy( dir
, plane
);
99 v3_normalize( plane
);
100 plane
[3] = v3_dot( plane
, pos
);
103 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
104 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
113 int sample_count
= 0;
119 v3_cross( plane
, player
->basis
[1], support_axis
);
120 v3_normalize( support_axis
);
123 bh_iter_init_box( 0, &it
, box
);
126 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
127 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
130 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
131 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
134 for( int j
=0; j
<3; j
++ )
135 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
137 for( int j
=0; j
<3; j
++ ){
141 struct grind_sample
*sample
= &samples
[ sample_count
];
144 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
146 v3_sub( co
, pos
, d
);
147 if( v3_length2( d
) > r
*r
)
151 v3_sub( tri
[1], tri
[0], va
);
152 v3_sub( tri
[2], tri
[0], vb
);
153 v3_cross( va
, vb
, normal
);
155 sample
->normal
[0] = v3_dot( support_axis
, normal
);
156 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
157 sample
->co
[0] = v3_dot( support_axis
, d
);
158 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
160 v3_copy( normal
, sample
->normal3
); /* normalize later
161 if we want to us it */
163 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
164 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
165 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
167 v2_normalize( sample
->normal
);
170 if( sample_count
== vg_list_size( samples
) )
171 goto too_many_samples
;
178 if( sample_count
< 2 )
186 v2_fill( min_co
, INFINITY
);
187 v2_fill( max_co
, -INFINITY
);
189 v3_zero( average_direction
);
190 v3_zero( average_normal
);
192 int passed_samples
= 0;
194 for( int i
=0; i
<sample_count
-1; i
++ ){
195 struct grind_sample
*si
, *sj
;
199 for( int j
=i
+1; j
<sample_count
; j
++ ){
205 /* non overlapping */
206 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
209 /* not sharp angle */
210 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
215 v3_sub( sj
->centroid
, si
->centroid
, v0
);
216 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
217 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
220 v2_minv( sj
->co
, min_co
, min_co
);
221 v2_maxv( sj
->co
, max_co
, max_co
);
224 v3_copy( si
->normal3
, n0
);
225 v3_copy( sj
->normal3
, n1
);
226 v3_cross( n0
, n1
, dir
);
229 /* make sure the directions all face a common hemisphere */
230 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
231 v3_add( average_direction
, dir
, average_direction
);
233 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
234 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
236 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
237 else v3_add( sj
->normal3
, average_normal
, average_normal
);
243 if( !passed_samples
)
246 if( (v3_length2( average_direction
) <= 0.001f
) ||
247 (v3_length2( average_normal
) <= 0.001f
) )
250 float div
= 1.0f
/(float)passed_samples
;
251 v3_normalize( average_direction
);
252 v3_normalize( average_normal
);
255 v2_add( min_co
, max_co
, average_coord
);
256 v2_muls( average_coord
, 0.5f
, average_coord
);
258 v3_muls( support_axis
, average_coord
[0], inf
->co
);
259 inf
->co
[1] += average_coord
[1];
260 v3_add( pos
, inf
->co
, inf
->co
);
261 v3_copy( average_normal
, inf
->n
);
262 v3_copy( average_direction
, inf
->dir
);
264 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
265 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
266 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
268 return passed_samples
;
271 VG_STATIC
void reset_jump_info( jump_info
*inf
)
274 inf
->land_dist
= 0.0f
;
276 inf
->type
= k_prediction_unset
;
277 v3_zero( inf
->apex
);
280 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
282 v3f target
, float max_angle_delta
,
285 struct player_skate
*s
= &player
->_skate
;
287 /* calculate the exact 2 solutions to jump onto that grind spot */
290 v3_sub( target
, player
->rb
.co
, v0
);
291 m3x3_mulv( player
->invbasis
, v0
, v0
);
299 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
301 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
302 v
= { v3_dot( ax
, v_local
), v_local
[1] };
304 float a
= atan2f( v
[1], v
[0] ),
306 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
311 root
= sqrtf( root
);
312 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
313 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
315 if( fabsf(a0
-a
) < max_angle_delta
){
316 jump_info
*inf
= &jumps
[ valid_count
++ ];
317 reset_jump_info( inf
);
319 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
320 inf
->v
[1] += sinf( a0
) * m
;
321 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
322 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
323 inf
->gravity
= gravity
;
325 v3_copy( target
, inf
->log
[inf
->log_length
++] );
328 if( fabsf(a1
-a
) < max_angle_delta
){
329 jump_info
*inf
= &jumps
[ valid_count
++ ];
330 reset_jump_info( inf
);
332 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
333 inf
->v
[1] += sinf( a1
) * m
;
334 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
335 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
336 inf
->gravity
= gravity
;
338 v3_copy( target
, inf
->log
[inf
->log_length
++] );
346 void player__approximate_best_trajectory( player_instance
*player
)
348 world_instance
*world0
= world_current_instance();
350 struct player_skate
*s
= &player
->_skate
;
351 float k_trace_delta
= k_rb_delta
* 10.0f
;
353 s
->state
.air_start
= vg
.time
;
354 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
355 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
357 s
->possible_jump_count
= 0;
360 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
361 v3_normalize( axis
);
363 /* at high slopes, Y component is low */
364 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
365 angle_begin
= -(1.0f
-fabsf( upness
)),
368 struct grind_info grind
;
369 int grind_located
= 0;
370 float grind_located_gravity
= k_gravity
;
373 v3f launch_v_bounds
[2];
375 for( int i
=0; i
<2; i
++ ){
376 v3_copy( player
->rb
.v
, launch_v_bounds
[i
] );
377 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
381 q_axis_angle( qbias
, axis
, ang
);
382 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
385 for( int m
=0;m
<=30; m
++ ){
386 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
387 reset_jump_info( inf
);
389 v3f launch_co
, launch_v
, co0
, co1
;
390 v3_copy( player
->rb
.co
, launch_co
);
391 v3_copy( player
->rb
.v
, launch_v
);
392 v3_copy( launch_co
, co0
);
393 world_instance
*trace_world
= world0
;
395 float vt
= (float)m
* (1.0f
/30.0f
),
396 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
399 q_axis_angle( qbias
, axis
, ang
);
400 q_mulv( qbias
, launch_v
, launch_v
);
402 float yaw_sketch
= 1.0f
-fabsf(upness
);
404 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
405 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
406 q_mulv( qbias
, launch_v
, launch_v
);
408 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
409 gravity
= k_gravity
* gravity_bias
;
410 inf
->gravity
= gravity
;
411 v3_copy( launch_v
, inf
->v
);
414 m3x3_copy( player
->basis
, basis
);
416 for( int i
=1; i
<=50; i
++ ){
417 float t
= (float)i
* k_trace_delta
;
419 v3_muls( launch_v
, t
, co1
);
420 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
421 v3_add( launch_co
, co1
, co1
);
423 float launch_vy
= v3_dot( launch_v
,basis
[1] );
425 int search_for_grind
= 1;
426 if( grind_located
) search_for_grind
= 0;
427 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
431 v3f closest
={0.0f
,0.0f
,0.0f
};
432 if( search_for_grind
){
433 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
434 float min_dist
= 0.75f
;
435 min_dist
*= min_dist
;
437 if( v3_dist2( closest
, launch_co
) < min_dist
)
438 search_for_grind
= 0;
442 for( int j
=0; j
<2; j
++ ){
443 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
444 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
445 v3_add( launch_co
, bound
[j
], bound
[j
] );
448 float limh
= vg_minf( 2.0f
, t
),
449 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
450 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
452 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
453 search_for_grind
= 0;
457 search_for_grind
= 0;
460 if( search_for_grind
){
462 v3_copy( launch_v
, ve
);
463 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
465 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
466 /* check alignment */
467 v2f v0
= { v3_dot( ve
, basis
[0] ),
468 v3_dot( ve
, basis
[2] ) },
469 v1
= { v3_dot( grind
.dir
, basis
[0] ),
470 v3_dot( grind
.dir
, basis
[2] ) };
475 float a
= v2_dot( v0
, v1
);
477 float a_min
= cosf( VG_PIf
* 0.185f
);
478 if( s
->grind_cooldown
)
479 a_min
= cosf( VG_PIf
* 0.05f
);
482 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
484 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
487 grind_located_gravity
= inf
->gravity
;
492 if( trace_world
->rendering_gate
){
493 ent_gate
*gate
= trace_world
->rendering_gate
;
494 if( gate_intersect( gate
, co1
, co0
) ){
495 m4x3_mulv( gate
->transport
, co0
, co0
);
496 m4x3_mulv( gate
->transport
, co1
, co1
);
497 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
498 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
499 m3x3_mul( gate
->transport
, basis
, basis
);
501 if( gate
->type
== k_gate_type_nonlocel
){
502 trace_world
= &world_static
.worlds
[ gate
->target
];
510 float scan_radius
= k_board_radius
;
511 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
513 int idx
= spherecast_world(trace_world
, co0
, co1
, scan_radius
, &t1
, n
);
516 v3_lerp( co0
, co1
, t1
, co
);
517 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
519 v3_copy( n
, inf
->n
);
520 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
521 struct world_surface
*surf
=
522 world_tri_index_surface( trace_world
, tri
[0] );
524 inf
->type
= k_prediction_land
;
527 v3_copy( launch_v
, ve
);
528 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
530 inf
->score
= -v3_dot( ve
, inf
->n
);
531 inf
->land_dist
= t
+ k_trace_delta
* t1
;
533 /* Bias prediction towords ramps */
534 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
537 if( surf
->info
.flags
& k_material_flag_boundary
)
538 s
->possible_jump_count
--;
544 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
549 if( inf
->type
== k_prediction_unset
)
550 s
->possible_jump_count
--;
554 jump_info grind_jumps
[2];
557 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
558 0.175f
*VG_PIf
, grind_located_gravity
);
560 /* knock out original landing points in the 1m area */
561 for( u32 j
=0; j
<s
->possible_jump_count
; j
++ ){
562 jump_info
*jump
= &s
->possible_jumps
[ j
];
563 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
564 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
565 jump
->score
+= descale
*3.0f
;
568 for( int i
=0; i
<valid_count
; i
++ ){
569 jump_info
*jump
= &grind_jumps
[i
];
570 jump
->type
= k_prediction_grind
;
572 v3f launch_v
, launch_co
, co0
, co1
;
574 v3_copy( jump
->v
, launch_v
);
575 v3_copy( player
->rb
.co
, launch_co
);
578 m3x3_copy( player
->basis
, basis
);
580 float t
= 0.05f
* jump
->land_dist
;
581 v3_muls( launch_v
, t
, co0
);
582 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
583 v3_add( launch_co
, co0
, co0
);
585 /* rough scan to make sure we dont collide with anything */
586 for( int j
=1; j
<=16; j
++ ){
587 t
= (float)j
*(1.0f
/16.0f
);
590 t
*= jump
->land_dist
;
592 v3_muls( launch_v
, t
, co1
);
593 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
594 v3_add( launch_co
, co1
, co1
);
599 int idx
= spherecast_world( world0
, co0
,co1
,
600 k_board_radius
*0.1f
, &t1
, n
);
602 goto invalidated_grind
;
608 v3_copy( grind
.n
, jump
->n
);
610 /* determine score */
612 v3_copy( jump
->v
, ve
);
613 v3_muladds( ve
, player
->basis
[1], -jump
->gravity
*jump
->land_dist
, ve
);
614 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
616 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
624 float score_min
= INFINITY
,
625 score_max
= -INFINITY
;
627 jump_info
*best
= NULL
;
629 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
630 jump_info
*jump
= &s
->possible_jumps
[i
];
632 if( jump
->score
< score_min
)
635 score_min
= vg_minf( score_min
, jump
->score
);
636 score_max
= vg_maxf( score_max
, jump
->score
);
639 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
640 jump_info
*jump
= &s
->possible_jumps
[i
];
641 float s
= jump
->score
;
644 s
/= (score_max
-score_min
);
648 jump
->colour
= s
* 255.0f
;
652 else if( jump
->type
== k_prediction_land
)
655 jump
->colour
|= 0xff000000;
659 v3_copy( best
->n
, s
->land_normal
);
660 v3_copy( best
->v
, player
->rb
.v
);
661 s
->land_dist
= best
->land_dist
;
663 s
->state
.gravity_bias
= best
->gravity
;
665 if( best
->type
== k_prediction_grind
){
666 s
->state
.activity
= k_skate_activity_air_to_grind
;
670 joystick_state( k_srjoystick_steer
, steer
);
671 v2_normalize_clamp( steer
);
673 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
674 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
676 s
->state
.flip_time
= 0.0f
;
677 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
680 s
->state
.flip_rate
= 0.0f
;
681 v3_zero( s
->state
.flip_axis
);
685 v3_copy( player
->basis
[1], s
->land_normal
);
691 * Varius physics models
692 * ------------------------------------------------
696 * Air control, no real physics
698 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
700 struct player_skate
*s
= &player
->_skate
;
702 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
703 player__approximate_best_trajectory( player
);
705 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
706 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
708 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
711 q_axis_angle( correction
, axis
,
712 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
713 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
716 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
717 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
719 struct player_skate
*s
= &player
->_skate
;
722 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
724 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
725 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
727 v3_mul( strength
, F
, F
);
729 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
730 s
->board_trick_residualv
);
731 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
732 k_rb_delta
, s
->board_trick_residuald
);
734 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
735 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
738 int carry_on
= player_skate_trick_input( player
);
740 /* we assume velocities share a common divisor, in which case the
741 * interval is the minimum value (if not zero) */
743 float min_rate
= 99999.0f
;
745 for( int i
=0; i
<3; i
++ ){
746 float v
= s
->state
.trick_vel
[i
];
747 if( (v
> 0.0f
) && (v
< min_rate
) )
751 float interval
= 1.0f
/ min_rate
,
752 current
= floorf( s
->state
.trick_time
/ interval
),
753 next_end
= (current
+1.0f
) * interval
;
756 /* integrate trick velocities */
757 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
758 s
->state
.trick_euler
);
760 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
761 s
->state
.trick_time
= 0.0f
;
762 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
763 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
764 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
765 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
766 v3_zero( s
->state
.trick_vel
);
769 s
->state
.trick_time
+= k_rb_delta
;
772 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
773 s
->state
.trick_time
> 0.2f
)
775 player__skate_kill_audio( player
);
776 player__dead_transition( player
);
779 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
780 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
781 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
782 s
->state
.trick_time
= 0.0f
;
783 v3_zero( s
->state
.trick_vel
);
787 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
789 struct player_skate
*s
= &player
->_skate
;
791 float grabt
= axis_state( k_sraxis_grab
);
794 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
795 s
->state
.grab_mouse_delta
);
797 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
800 v2_zero( s
->state
.grab_mouse_delta
);
802 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
805 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
807 struct player_skate
*s
= &player
->_skate
;
810 joystick_state( k_srjoystick_steer
, jsteer
);
813 float steer
= jsteer
[0],
814 grab
= axis_state( k_sraxis_grab
);
816 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
819 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
824 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
825 rate
= 6.0f
* fabsf(steer
);
829 /* rotate slower when grabbing on ground */
830 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
832 if( s
->state
.activity
== k_skate_activity_grind_5050
){
837 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
838 rate
*= fabsf(steer
);
840 float a
= 0.8f
* -steer
* k_rb_delta
;
843 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
844 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
846 v3_normalize( s
->grind_vec
);
849 else if( s
->state
.manual_direction
){
855 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
856 addspeed
= (steer
* -top
) - current
,
857 maxaccel
= rate
* k_rb_delta
,
858 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
860 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
864 * Computes friction and surface interface model
866 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
868 struct player_skate
*s
= &player
->_skate
;
871 * Computing localized friction forces for controlling the character
872 * Friction across X is significantly more than Z
876 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
879 if( fabsf(vel
[2]) > 0.01f
)
880 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
882 if( fabsf( slip
) > 1.2f
)
883 slip
= vg_signf( slip
) * 1.2f
;
885 s
->state
.slip
= slip
;
886 s
->state
.reverse
= -vg_signf(vel
[2]);
888 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
889 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
891 /* Pushing additive force */
893 if( !button_press( k_srbind_jump
) ){
894 if( button_press( k_srbind_push
) || (vg
.time
-s
->state
.start_push
<0.75) )
896 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
897 s
->state
.start_push
= vg
.time
;
899 s
->state
.cur_push
= vg
.time
;
901 double push_time
= vg
.time
- s
->state
.start_push
;
903 float cycle_time
= push_time
*k_push_cycle_rate
,
904 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
905 amt
= accel
* VG_TIMESTEP_FIXED
,
906 current
= v3_length( vel
),
907 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
908 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
910 vel
[2] += delta
* -s
->state
.reverse
;
914 /* Send back to velocity */
915 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
918 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
920 struct player_skate
*s
= &player
->_skate
;
921 int charging_jump_prev
= s
->state
.charging_jump
;
922 s
->state
.charging_jump
= button_press( k_srbind_jump
);
924 /* Cannot charge this in air */
925 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
926 s
->state
.charging_jump
= 0;
930 if( s
->state
.charging_jump
){
931 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
933 if( !charging_jump_prev
)
934 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
937 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
940 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
942 /* player let go after charging past 0.2: trigger jump */
943 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
946 /* Launch more up if alignment is up else improve velocity */
947 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
949 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
951 if( s
->state
.activity
== k_skate_activity_ground
){
952 v3_copy( player
->rb
.v
, jumpdir
);
953 v3_normalize( jumpdir
);
954 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
955 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
956 v3_normalize( jumpdir
);
958 v3_copy( s
->state
.up_dir
, jumpdir
);
959 s
->grind_cooldown
= 30;
960 s
->state
.activity
= k_skate_activity_ground
;
963 joystick_state( k_srjoystick_steer
, steer
);
965 float tilt
= steer
[0] * 0.3f
;
966 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
969 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
970 q_mulv( qtilt
, jumpdir
, jumpdir
);
972 s
->surface_cooldown
= 10;
974 float force
= k_jump_force
*s
->state
.jump_charge
;
975 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
976 s
->state
.jump_charge
= 0.0f
;
977 s
->state
.jump_time
= vg
.time
;
980 audio_oneshot_3d( &audio_jumps
[vg_randu32()%2], player
->rb
.co
, 40.0f
, 1.0f
);
985 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
987 struct player_skate
*s
= &player
->_skate
;
989 if( s
->state
.activity
!= k_skate_activity_ground
){
990 v3_zero( s
->state
.throw_v
);
994 /* Throw / collect routine
996 if( axis_state( k_sraxis_grab
) > 0.5f
){
997 if( s
->state
.activity
== k_skate_activity_ground
){
999 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1004 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1007 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1009 if( s
->state
.activity
== k_skate_activity_ground
){
1010 if( v3_length2(player
->rb
.v
)<(20.0f
*20.0f
) )
1011 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1012 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1015 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1016 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1017 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1021 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1023 v3_copy( s
->state
.throw_v
, dir
);
1024 v3_normalize( dir
);
1026 float max
= v3_dot( dir
, s
->state
.throw_v
),
1027 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1028 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1032 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1034 struct player_skate
*s
= &player
->_skate
;
1036 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1037 v3_copy( s
->state
.up_dir
, ideal_dir
);
1038 v3_normalize( ideal_dir
);
1040 float grab
= axis_state( k_sraxis_grab
);
1041 v3_muladds( player
->rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1042 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1044 /* Apply velocities */
1046 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1049 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1050 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1052 float ra
= k_cog_mass_ratio
,
1053 rb
= 1.0f
-k_cog_mass_ratio
;
1055 /* Apply forces & intergrate */
1056 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1057 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1060 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1064 VG_STATIC
void skate_integrate( player_instance
*player
)
1066 struct player_skate
*s
= &player
->_skate
;
1068 float decay_rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1069 decay_rate_z
= decay_rate_x
,
1070 decay_rate_y
= 1.0f
;
1072 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1074 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1075 decay_rate_y
= decay_rate
;
1077 decay_rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1078 decay_rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1079 decay_rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1082 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate_x
,
1083 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1084 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate_z
;
1086 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1087 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1088 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1090 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1091 rb_update_transform( &player
->rb
);
1098 VG_STATIC
void skate_copy_holdout( player_instance
*player
)
1100 struct player_skate
*s
= &player
->_skate
;
1101 struct player_avatar
*av
= player
->playeravatar
;
1102 struct skeleton
*sk
= &av
->sk
;
1103 skeleton_copy_pose( sk
, s
->holdout
, player
->holdout_pose
);
1106 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1108 return (button_press( k_srbind_trick0
) ) |
1109 (button_press( k_srbind_trick1
) << 1) |
1110 (button_press( k_srbind_trick2
) << 1) |
1111 (button_press( k_srbind_trick2
) );
1114 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1116 struct player_skate
*s
= &player
->_skate
;
1118 if( button_down( k_srbind_use
) ){
1119 player
->subsystem
= k_player_subsystem_walk
;
1122 v3_copy( player
->cam
.angles
, angles
);
1125 skate_copy_holdout( player
);
1126 player
->holdout_time
= 0.34f
;
1127 player__skate_kill_audio( player
);
1128 player__walk_transition( player
, angles
);
1133 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1134 (trick_id
= player_skate_trick_input( player
)) )
1136 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1137 v3_zero( s
->state
.trick_vel
);
1138 s
->state
.trick_time
= 0.0f
;
1140 if( trick_id
== 1 ){
1141 s
->state
.trick_vel
[0] = 3.0f
;
1143 else if( trick_id
== 2 ){
1144 s
->state
.trick_vel
[2] = 3.0f
;
1146 else if( trick_id
== 3 ){
1147 s
->state
.trick_vel
[0] = 2.0f
;
1148 s
->state
.trick_vel
[2] = 2.0f
;
1154 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1156 struct player_skate
*s
= &player
->_skate
;
1158 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1159 jump_info
*jump
= &s
->possible_jumps
[i
];
1161 if( jump
->log_length
== 0 ){
1162 vg_fatal_error( "assert: jump->log_length == 0\n" );
1165 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1166 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1168 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1169 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1172 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1175 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1176 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1178 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1183 float air
= s
->state
.activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1184 speed
= v3_length( player
->rb
.v
),
1185 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1186 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
);
1188 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1192 f32 gate
= 1.0f
-menu
.factive
,
1193 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1194 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1195 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1197 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1200 s
->aud_air
= audio_get_first_idle_channel();
1202 audio_channel_init( s
->aud_air
, &audio_board
[1], flags
);
1205 if( !s
->aud_slide
){
1206 s
->aud_slide
= audio_get_first_idle_channel();
1208 audio_channel_init( s
->aud_slide
, &audio_board
[2], flags
);
1212 /* brrrrrrrrrrrt sound for tiles and stuff
1213 * --------------------------------------------------------*/
1214 float sidechain_amt
= 0.0f
,
1215 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1217 if( (s
->surface
== k_surface_prop_tiles
) &&
1218 (s
->state
.activity
< k_skate_activity_grind_any
) )
1219 sidechain_amt
= 1.0f
;
1221 sidechain_amt
= 0.0f
;
1223 audio_set_lfo_frequency( 0, hz
);
1224 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1225 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1227 if( s
->sample_change_cooldown
> 0.0f
){
1228 s
->sample_change_cooldown
-= vg
.time_frame_delta
;
1231 int sample_type
= k_skate_sample_concrete
;
1233 if( s
->state
.activity
== k_skate_activity_grind_5050
){
1234 if( s
->surface
== k_surface_prop_metal
)
1235 sample_type
= k_skate_sample_metal_scrape_generic
;
1237 sample_type
= k_skate_sample_concrete_scrape_metal
;
1239 else if( (s
->state
.activity
== k_skate_activity_grind_back50
) ||
1240 (s
->state
.activity
== k_skate_activity_grind_front50
) )
1242 if( s
->surface
== k_surface_prop_metal
){
1243 sample_type
= k_skate_sample_metal_scrape_generic
;
1246 float a
= v3_dot( player
->rb
.to_world
[2], s
->grind_dir
);
1247 if( fabsf(a
) > 0.70710678118654752f
)
1248 sample_type
= k_skate_sample_concrete_scrape_wood
;
1250 sample_type
= k_skate_sample_concrete_scrape_metal
;
1253 else if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1254 if( s
->surface
== k_surface_prop_metal
)
1255 sample_type
= k_skate_sample_metal_scrape_generic
;
1257 sample_type
= k_skate_sample_concrete_scrape_wood
;
1260 audio_clip
*relevant_samples
[] = {
1268 if( (s
->main_sample_type
!= sample_type
) || (!s
->aud_main
) ){
1270 audio_channel_crossfade( s
->aud_main
, relevant_samples
[sample_type
],
1272 s
->sample_change_cooldown
= 0.1f
;
1273 s
->main_sample_type
= sample_type
;
1278 s
->aud_main
->colour
= 0x00103efe;
1279 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1280 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1281 audio_channel_edit_volume( s
->aud_main
, vol_main
, 1 );
1282 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1284 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1285 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1289 s
->aud_slide
->colour
= 0x00103efe;
1290 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1291 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1292 audio_channel_edit_volume( s
->aud_slide
, vol_slide
, 1 );
1293 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1297 s
->aud_air
->colour
= 0x00103efe;
1298 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1299 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1300 audio_channel_edit_volume( s
->aud_air
, vol_air
, 1 );
1307 * truck alignment model at ra(local)
1308 * returns 1 if valid surface:
1309 * surface_normal will be filled out with an averaged normal vector
1310 * axel_dir will be the direction from left to right wheels
1312 * returns 0 if no good surface found
1315 int skate_compute_surface_alignment( player_instance
*player
,
1317 v3f surface_normal
, v3f axel_dir
)
1319 struct player_skate
*s
= &player
->_skate
;
1320 world_instance
*world
= world_current_instance();
1322 v3f truck
, left
, right
;
1323 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1325 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1326 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1327 vg_line( left
, right
, colour
);
1329 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1331 ray_hit ray_l
, ray_r
;
1334 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1336 int res_l
= 0, res_r
= 0;
1338 for( int i
=0; i
<8; i
++ )
1340 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1341 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1342 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1343 ray_l
.dist
= 2.1f
* k_board_radius
;
1345 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1351 for( int i
=0; i
<8; i
++ )
1353 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1354 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1355 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1356 ray_r
.dist
= 2.1f
* k_board_radius
;
1358 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1366 v3f tangent_average
;
1367 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1368 v3_zero( tangent_average
);
1370 if( res_l
|| res_r
)
1373 v3_copy( midpoint
, p0
);
1374 v3_copy( midpoint
, p1
);
1378 v3_copy( ray_l
.pos
, p0
);
1379 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1380 v3_add( t
, tangent_average
, tangent_average
);
1384 v3_copy( ray_r
.pos
, p1
);
1385 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1386 v3_add( t
, tangent_average
, tangent_average
);
1389 v3_sub( p1
, p0
, v0
);
1394 /* fallback: use the closes point to the trucks */
1396 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1400 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1403 for( int j
=0; j
<3; j
++ )
1404 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1406 v3f vert0
, vert1
, n
;
1407 v3_sub( verts
[1], verts
[0], vert0
);
1408 v3_sub( verts
[2], verts
[0], vert1
);
1409 v3_cross( vert0
, vert1
, n
);
1412 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1415 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1416 v3_muladds( v0
, player
->rb
.to_world
[2],
1417 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1421 v3_cross( n
, player
->rb
.to_world
[0], t
);
1422 v3_add( t
, tangent_average
, tangent_average
);
1428 v3_muladds( truck
, v0
, k_board_width
, right
);
1429 v3_muladds( truck
, v0
, -k_board_width
, left
);
1431 vg_line( left
, right
, VG__WHITE
);
1433 v3_normalize( tangent_average
);
1434 v3_cross( v0
, tangent_average
, surface_normal
);
1435 v3_copy( v0
, axel_dir
);
1440 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1442 struct player_skate
*s
= &player
->_skate
;
1443 v3_zero( s
->weight_distribution
);
1445 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1448 joystick_state( k_srjoystick_steer
, steer
);
1450 if( s
->state
.manual_direction
== 0 ){
1451 if( (steer
[1] > 0.7f
) && (s
->state
.activity
== k_skate_activity_ground
) &&
1452 (s
->state
.jump_charge
<= 0.01f
) )
1453 s
->state
.manual_direction
= reverse_dir
;
1456 if( steer
[1] < 0.1f
){
1457 s
->state
.manual_direction
= 0;
1460 if( reverse_dir
!= s
->state
.manual_direction
){
1466 if( s
->state
.manual_direction
){
1467 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1468 s
->weight_distribution
[2] = k_board_length
* amt
*
1469 (float)s
->state
.manual_direction
;
1472 if( s
->state
.manual_direction
){
1475 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1476 v3_negate( plane_z
, plane_z
);
1478 v3_muladds( plane_z
, s
->surface_picture
,
1479 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1480 v3_normalize( plane_z
);
1482 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1483 v3_normalize( plane_z
);
1486 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1487 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1490 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1493 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1494 k_manul_spring
, k_manul_dampener
,
1499 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1501 struct player_skate
*s
= &player
->_skate
;
1503 if( s
->state
.activity
== k_skate_activity_ground
){
1505 v3_copy( s
->surface_picture
, target
);
1507 target
[1] += 2.0f
* s
->surface_picture
[1];
1508 v3_normalize( target
);
1510 v3_lerp( s
->state
.up_dir
, target
,
1511 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1513 else if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
1514 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1515 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1518 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1519 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1523 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1526 v3_sub( target
, origin
, dir
);
1529 ray
.dist
= v3_length( dir
);
1530 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1533 if( ray_world( world_current_instance(), origin
, dir
, &ray
) )
1539 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1541 v3_copy( inf
->dir
, mtx
[0] );
1542 v3_copy( inf
->n
, mtx
[1] );
1543 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1546 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1547 struct grind_info
*inf
, float strength
)
1550 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1551 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1553 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1554 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1555 F
= a
* -dir
* k_grind_max_friction
;
1557 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1560 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1561 struct grind_info
*inf
, float strength
)
1564 skate_grind_orient( inf
, mtx
);
1565 m3x3_transpose( mtx
, mtx_inv
);
1568 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1570 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1571 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1572 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1575 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1576 float sign
, struct grind_info
*inf
,
1579 struct player_skate
*s
= &player
->_skate
;
1582 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1584 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1585 v3_add( player
->rb
.co
, raw
, wsp
);
1587 v3_copy( ra
, s
->weight_distribution
);
1590 v3_sub( inf
->co
, wsp
, delta
);
1593 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1596 skate_grind_decay( player
, inf
, strength
);
1597 skate_grind_friction( player
, inf
, strength
);
1599 /* yeah yeah yeah yeah */
1600 v3f raw_nplane
, axis
;
1601 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1602 v3_cross( raw_nplane
, inf
->n
, axis
);
1603 v3_normalize( axis
);
1607 skate_grind_orient( inf
, mtx
);
1608 v3f target_fwd
, fwd
, up
, target_up
;
1609 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1610 v3_copy( raw_nplane
, fwd
);
1611 v3_copy( player
->rb
.to_world
[1], up
);
1612 v3_copy( inf
->n
, target_up
);
1614 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1615 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1617 v3_normalize( target_fwd
);
1618 v3_normalize( fwd
);
1621 joystick_state( k_srjoystick_steer
, steer
);
1623 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1626 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1627 q_mulv( q
, target_up
, target_up
);
1628 q_mulv( q
, target_fwd
, target_fwd
);
1630 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1635 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1636 k_grind_spring
*strength
,
1637 k_grind_dampener
*strength
,
1640 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1641 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1642 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1644 s
->grind_strength
= strength
;
1647 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1648 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1649 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1652 v3_copy( inf
->dir
, s
->grind_dir
);
1655 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1656 struct grind_info
*inf_front
,
1657 struct grind_info
*inf_back
)
1659 struct player_skate
*s
= &player
->_skate
;
1660 struct grind_info inf_avg
;
1662 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1663 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1664 v3_normalize( inf_avg
.dir
);
1667 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,player
->rb
.v
)),
1670 v3f axis_front
, axis_back
, axis
;
1671 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1672 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1673 v3_add( axis_front
, axis_back
, axis
);
1674 v3_normalize( axis
);
1676 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1677 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1680 joystick_state( k_srjoystick_steer
, steer
);
1682 float way
= steer
[1] *
1683 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1686 v3_copy( player
->rb
.to_world
[1], up
);
1687 v3_copy( inf_avg
.n
, target_up
);
1688 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1689 q_mulv( q
, target_up
, target_up
);
1691 v3_zero( s
->weight_distribution
);
1692 s
->weight_distribution
[2] = k_board_length
* -way
;
1694 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1698 vg_line_arrow( player
->rb
.co
, up
, 1.0f
, VG__GREEN
);
1699 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1701 v3f fwd_nplane
, dir_nplane
;
1702 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1703 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1706 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1707 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1709 v3_normalize( fwd_nplane
);
1710 v3_normalize( dir_nplane
);
1712 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1716 vg_line_arrow( player
->rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1717 vg_line_arrow( player
->rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1719 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1720 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1721 delta_front
, delta_back
, delta_total
;
1723 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1724 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1726 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1727 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1728 v3_add( delta_front
, delta_back
, delta_total
);
1730 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1733 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1734 v3_zero( limit
->ra
);
1735 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1738 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1741 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1742 struct grind_info
*inf
)
1744 struct player_skate
*s
= &player
->_skate
;
1746 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1747 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1749 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1750 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1752 /* Exit condition: lost grind tracking */
1753 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1756 /* Exit condition: cant see grind target directly */
1757 if( !skate_point_visible( wheel_co
, inf
->co
) )
1760 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1761 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1762 minv
= k_grind_axel_min_vel
*0.8f
;
1767 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1770 v3_copy( inf
->dir
, s
->grind_dir
);
1774 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1775 struct grind_info
*inf
)
1777 struct player_skate
*s
= &player
->_skate
;
1780 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1783 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1784 v3_add( player
->rb
.co
, raw
, wsp
);
1786 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1788 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1791 /* velocity should be at least 60% aligned */
1793 v3_cross( inf
->n
, inf
->dir
, axis
);
1794 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1796 if( v3_length2( pv
) < 0.0001f
)
1800 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1803 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1807 /* check for vertical alignment */
1808 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1812 v3f local_co
, local_dir
, local_n
;
1813 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1814 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1815 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1817 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1819 float truck_height
= -(k_board_radius
+0.03f
);
1822 v3_cross( player
->rb
.w
, raw
, rv
);
1823 v3_add( player
->rb
.v
, rv
, rv
);
1825 if( (local_co
[1] >= truck_height
) &&
1826 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1835 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1836 struct grind_info
*inf
)
1838 struct player_skate
*s
= &player
->_skate
;
1840 v3f local_co
, local_dir
, local_n
;
1841 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1842 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1843 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1846 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1848 v3_copy( intersection
, s
->weight_distribution
);
1850 skate_grind_decay( player
, inf
, 0.0125f
);
1851 skate_grind_friction( player
, inf
, 0.25f
);
1853 /* direction alignment */
1855 v3_cross( local_dir
, local_n
, perp
);
1856 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1857 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1859 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1860 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1863 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1864 q_mulv( qbalance
, perp
, perp
);
1866 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1868 k_grind_spring
, k_grind_dampener
,
1871 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1873 k_grind_spring
, k_grind_dampener
,
1876 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1877 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1879 v3_copy( inf
->dir
, s
->grind_dir
);
1882 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1883 struct grind_info
*inf
)
1885 struct player_skate
*s
= &player
->_skate
;
1887 if( skate_grind_scansq( player
, player
->rb
.co
,
1888 player
->rb
.to_world
[0], k_board_length
,
1891 v3f local_co
, local_dir
;
1892 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1893 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1895 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1896 (local_co
[1] >= 0.0f
) && /* at deck level */
1897 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1899 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1909 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1910 struct grind_info
*inf
)
1912 struct player_skate
*s
= &player
->_skate
;
1914 if( !skate_grind_scansq( player
, player
->rb
.co
,
1915 player
->rb
.to_world
[0], k_board_length
,
1919 /* Exit condition: cant see grind target directly */
1921 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1922 if( !skate_point_visible( vis
, inf
->co
) )
1925 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1926 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1927 minv
= k_grind_axel_min_vel
*0.8f
;
1932 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1938 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1939 struct grind_info
*inf
)
1941 struct player_skate
*s
= &player
->_skate
;
1944 skate_grind_orient( inf
, mtx
);
1945 m3x3_transpose( mtx
, mtx
);
1948 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1950 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1951 v3_normalize( s
->grind_vec
);
1952 v3_copy( inf
->dir
, s
->grind_dir
);
1955 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1957 struct player_skate
*s
= &player
->_skate
;
1959 if( s
->grind_cooldown
> 100 ){
1960 vg_fatal_error( "wth!\n" );
1963 /* debounces this state manager a little bit */
1964 if( s
->grind_cooldown
){
1965 s
->grind_cooldown
--;
1966 return k_skate_activity_undefined
;
1969 struct grind_info inf_back50
,
1981 joystick_state( k_srjoystick_steer
, steer
);
1983 if( s
->state
.activity
== k_skate_activity_grind_5050
||
1984 s
->state
.activity
== k_skate_activity_grind_back50
||
1985 s
->state
.activity
== k_skate_activity_grind_front50
)
1987 float tilt
= steer
[1];
1989 if( fabsf(tilt
) >= 0.25f
){
1990 v3f raw
= {0.0f
,0.0f
,tilt
};
1991 m3x3_mulv( player
->rb
.to_world
, raw
, raw
);
1993 float way
= tilt
* vg_signf( v3_dot( raw
, player
->rb
.v
) );
1995 if( way
< 0.0f
) allow_front
= 0;
1996 else allow_back
= 0;
2000 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
2001 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
2003 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2004 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2007 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2009 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
2010 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2013 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2015 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
2017 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2019 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2022 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2025 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2028 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2030 if( res_back50
!= res_front50
){
2031 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2033 res_back50
&= wants_to_do_that
;
2034 res_front50
&= wants_to_do_that
;
2038 const enum skate_activity table
[] =
2039 { /* slide | back | front */
2040 k_skate_activity_undefined
, /* 0 0 0 */
2041 k_skate_activity_grind_front50
, /* 0 0 1 */
2042 k_skate_activity_grind_back50
, /* 0 1 0 */
2043 k_skate_activity_grind_5050
, /* 0 1 1 */
2045 /* slide has priority always */
2046 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2047 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2048 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2049 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2051 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2053 if( new_activity
== k_skate_activity_undefined
){
2054 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2055 s
->grind_cooldown
= 15;
2056 s
->surface_cooldown
= 10;
2059 else if( new_activity
== k_skate_activity_grind_boardslide
){
2060 skate_boardslide_apply( player
, &inf_slide
);
2062 else if( new_activity
== k_skate_activity_grind_back50
){
2063 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
2064 skate_store_grind_vec( player
, &inf_back50
);
2066 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
2068 else if( new_activity
== k_skate_activity_grind_front50
){
2069 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
2070 skate_store_grind_vec( player
, &inf_front50
);
2072 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2074 else if( new_activity
== k_skate_activity_grind_5050
)
2075 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2077 return new_activity
;
2080 VG_STATIC
void player__skate_update( player_instance
*player
)
2082 struct player_skate
*s
= &player
->_skate
;
2083 world_instance
*world
= world_current_instance();
2085 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2086 s
->state
.activity_prev
= s
->state
.activity
;
2088 struct board_collider
2095 enum board_collider_state
2097 k_collider_state_default
,
2098 k_collider_state_disabled
,
2099 k_collider_state_colliding
2106 { 0.0f
, 0.0f
, -k_board_length
},
2107 .radius
= k_board_radius
,
2111 { 0.0f
, 0.0f
, k_board_length
},
2112 .radius
= k_board_radius
,
2119 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2121 float min_dist
= 0.6f
;
2122 for( int i
=0; i
<2; i
++ ){
2124 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2126 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2127 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2131 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2132 vy
= vg_maxf( 0.0f
, vy
);
2134 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2136 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2138 wheels
[0].pos
[1] = s
->state
.slap
;
2139 wheels
[1].pos
[1] = s
->state
.slap
;
2145 const int k_wheel_count
= 2;
2147 s
->substep
= k_rb_delta
;
2148 s
->substep_delta
= s
->substep
;
2151 int substep_count
= 0;
2153 v3_zero( s
->surface_picture
);
2155 int prev_contacts
[2];
2157 for( int i
=0; i
<k_wheel_count
; i
++ ){
2158 wheels
[i
].state
= k_collider_state_default
;
2159 prev_contacts
[i
] = s
->wheel_contacts
[i
];
2162 /* check if we can enter or continue grind */
2163 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2164 if( grindable_activity
!= k_skate_activity_undefined
){
2165 s
->state
.activity
= grindable_activity
;
2169 int contact_count
= 0;
2170 for( int i
=0; i
<2; i
++ ){
2172 v3_copy( player
->rb
.to_world
[0], axel
);
2174 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2175 wheels
[i
].colour
, normal
, axel
) )
2177 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2179 k_surface_spring
, k_surface_dampener
,
2182 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2184 s
->wheel_contacts
[i
] = 1;
2187 s
->wheel_contacts
[i
] = 0;
2190 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2193 if( s
->surface_cooldown
){
2194 s
->surface_cooldown
--;
2198 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2200 for( int i
=0; i
<2; i
++ ){
2201 if( !prev_contacts
[i
] ){
2203 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, co
);
2204 audio_oneshot_3d( &audio_taps
[vg_randu32()%4], co
, 40.0f
, 0.75f
);
2210 if( contact_count
){
2211 s
->state
.activity
= k_skate_activity_ground
;
2212 s
->state
.gravity_bias
= k_gravity
;
2213 v3_normalize( s
->surface_picture
);
2215 skate_apply_friction_model( player
);
2216 skate_weight_distribute( player
);
2219 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2220 s
->state
.activity
= k_skate_activity_air
;
2222 v3_zero( s
->weight_distribution
);
2223 skate_apply_air_model( player
);
2228 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2229 wheels
[1].state
= k_collider_state_disabled
;
2230 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2231 wheels
[0].state
= k_collider_state_disabled
;
2232 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2233 wheels
[0].state
= k_collider_state_disabled
;
2234 wheels
[1].state
= k_collider_state_disabled
;
2237 /* all activities */
2238 skate_apply_steering_model( player
);
2239 skate_adjust_up_direction( player
);
2240 skate_apply_cog_model( player
);
2241 skate_apply_jump_model( player
);
2242 skate_apply_grab_model( player
);
2243 skate_apply_trick_model( player
);
2244 skate_apply_pump_model( player
);
2249 * Phase 0: Continous collision detection
2250 * --------------------------------------------------------------------------
2253 v3f head_wp0
, head_wp1
, start_co
;
2254 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2255 v3_copy( player
->rb
.co
, start_co
);
2257 /* calculate transform one step into future */
2260 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2262 if( v3_length2( player
->rb
.w
) > 0.0f
){
2265 v3_copy( player
->rb
.w
, axis
);
2267 float mag
= v3_length( axis
);
2268 v3_divs( axis
, mag
, axis
);
2269 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2270 q_mul( rotation
, player
->rb
.q
, future_q
);
2271 q_normalize( future_q
);
2274 v4_copy( player
->rb
.q
, future_q
);
2276 v3f future_cg
, current_cg
, cg_offset
;
2277 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2278 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2279 v3_sub( future_cg
, current_cg
, cg_offset
);
2281 /* calculate the minimum time we can move */
2282 float max_time
= s
->substep
;
2284 for( int i
=0; i
<k_wheel_count
; i
++ ){
2285 if( wheels
[i
].state
== k_collider_state_disabled
)
2288 v3f current
, future
, r_cg
;
2290 q_mulv( future_q
, wheels
[i
].pos
, future
);
2291 v3_add( future
, future_co
, future
);
2292 v3_add( cg_offset
, future
, future
);
2294 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2295 v3_add( current
, player
->rb
.co
, current
);
2300 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2301 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2302 max_time
= vg_minf( max_time
, t
* s
->substep
);
2305 /* clamp to a fraction of delta, to prevent locking */
2306 float rate_lock
= substep_count
;
2307 rate_lock
*= k_rb_delta
* 0.1f
;
2308 rate_lock
*= rate_lock
;
2310 max_time
= vg_maxf( max_time
, rate_lock
);
2311 s
->substep_delta
= max_time
;
2314 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2315 if( v3_length2( player
->rb
.w
) > 0.0f
){
2318 v3_copy( player
->rb
.w
, axis
);
2320 float mag
= v3_length( axis
);
2321 v3_divs( axis
, mag
, axis
);
2322 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2323 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2324 q_normalize( player
->rb
.q
);
2326 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2327 v3_sub( current_cg
, future_cg
, cg_offset
);
2328 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2331 rb_update_transform( &player
->rb
);
2332 v3_muladds( player
->rb
.v
, player
->basis
[1],
2333 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2335 s
->substep
-= s
->substep_delta
;
2337 rb_ct manifold
[128];
2338 int manifold_len
= 0;
2341 * Phase -1: head detection
2342 * --------------------------------------------------------------------------
2344 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2348 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2349 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2351 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2352 rb_update_transform( &player
->rb
);
2354 player__skate_kill_audio( player
);
2355 player__dead_transition( player
);
2360 * Phase 1: Regular collision detection
2361 * --------------------------------------------------------------------------
2364 for( int i
=0; i
<k_wheel_count
; i
++ ){
2365 if( wheels
[i
].state
== k_collider_state_disabled
)
2369 m3x3_identity( mtx
);
2370 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2372 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2374 rb_ct
*man
= &manifold
[ manifold_len
];
2376 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2378 wheels
[i
].state
= k_collider_state_colliding
;
2383 float grind_radius
= k_board_radius
* 0.75f
;
2384 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2385 .radius
=grind_radius
};
2387 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2388 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2389 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2390 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2391 grind_radius
+ k_board_radius
*0.25f
+s
->state
.slap
, mtx
[3] );
2393 rb_ct
*cman
= &manifold
[manifold_len
];
2395 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2399 for( int i
=0; i
<l
; i
++ )
2400 cman
[l
].type
= k_contact_type_edge
;
2401 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2402 l
= rb_manifold_apply_filtered( cman
, l
);
2407 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2410 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2411 for( int i
=0; i
<s
->limit_count
; i
++ ){
2412 struct grind_limit
*limit
= &s
->limits
[i
];
2413 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2414 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2415 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2417 ct
->type
= k_contact_type_default
;
2423 * --------------------------------------------------------------------------
2428 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2429 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2431 for( int i
=0; i
<manifold_len
; i
++ ){
2432 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2433 rb_debug_contact( &manifold
[i
] );
2436 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2437 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2438 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2439 ey2
= k_board_interia
*extent
[1]*extent
[1],
2440 ez2
= k_board_interia
*extent
[2]*extent
[2];
2442 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2443 float inv_mass
= 1.0f
/mass
;
2446 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2447 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2448 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2451 m3x3_identity( iI
);
2458 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2459 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2461 for( int j
=0; j
<10; j
++ ){
2462 for( int i
=0; i
<manifold_len
; i
++ ){
2464 * regular dance; calculate velocity & total mass, apply impulse.
2467 struct contact
*ct
= &manifold
[i
];
2470 v3_sub( ct
->co
, world_cog
, delta
);
2471 v3_cross( player
->rb
.w
, delta
, rv
);
2472 v3_add( player
->rb
.v
, rv
, rv
);
2475 v3_cross( delta
, ct
->n
, raCn
);
2478 m3x3_mulv( iIw
, raCn
, raCnI
);
2480 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2481 vn
= v3_dot( rv
, ct
->n
),
2482 lambda
= normal_mass
* ( -vn
);
2484 float temp
= ct
->norm_impulse
;
2485 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2486 lambda
= ct
->norm_impulse
- temp
;
2489 v3_muls( ct
->n
, lambda
, impulse
);
2491 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2492 v3_cross( delta
, impulse
, impulse
);
2493 m3x3_mulv( iIw
, impulse
, impulse
);
2494 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2496 v3_cross( player
->rb
.w
, delta
, rv
);
2497 v3_add( player
->rb
.v
, rv
, rv
);
2498 vn
= v3_dot( rv
, ct
->n
);
2503 rb_depenetrate( manifold
, manifold_len
, dt
);
2504 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2505 rb_update_transform( &player
->rb
);
2509 if( s
->substep
>= 0.0001f
)
2510 goto begin_collision
; /* again! */
2513 * End of collision and dynamics routine
2514 * --------------------------------------------------------------------------
2517 s
->surface
= k_surface_prop_concrete
;
2519 for( int i
=0; i
<manifold_len
; i
++ ){
2520 rb_ct
*ct
= &manifold
[i
];
2521 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2523 if( surf
->info
.surface_prop
> s
->surface
)
2524 s
->surface
= surf
->info
.surface_prop
;
2527 for( int i
=0; i
<k_wheel_count
; i
++ ){
2529 m3x3_copy( player
->rb
.to_world
, mtx
);
2530 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2531 debug_sphere( mtx
, wheels
[i
].radius
,
2532 (u32
[]){ VG__WHITE
, VG__BLACK
,
2533 wheels
[i
].colour
}[ wheels
[i
].state
]);
2536 skate_integrate( player
);
2537 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2540 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2543 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2544 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2545 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2546 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2547 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2548 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2549 s
->state
.head_position
);
2550 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2552 v4f transport_rotation
;
2553 m3x3_q( gate
->transport
, transport_rotation
);
2554 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2555 q_mul( transport_rotation
, s
->state
.smoothed_rotation
,
2556 s
->state
.smoothed_rotation
);
2557 rb_update_transform( &player
->rb
);
2559 s
->state_gate_storage
= s
->state
;
2560 player__pass_gate( player
, gate
);
2563 /* FIXME: Rate limit */
2564 static int stick_frames
= 0;
2566 if( s
->state
.activity
>= k_skate_activity_ground
)
2571 if( stick_frames
> 5 ) stick_frames
= 5;
2573 if( stick_frames
== 4 ){
2576 if( s
->state
.activity
== k_skate_activity_ground
){
2577 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2578 audio_oneshot_3d( &audio_lands
[vg_randu32()%2+3], player
->rb
.co
,
2582 audio_oneshot_3d( &audio_lands
[vg_randu32()%3], player
->rb
.co
,
2586 else if( s
->surface
== k_surface_prop_metal
){
2587 audio_oneshot_3d( &audio_board
[3], player
->rb
.co
, 40.0f
, 1.0f
);
2590 audio_oneshot_3d( &audio_board
[8], player
->rb
.co
, 40.0f
, 1.0f
);
2594 } else if( stick_frames
== 0 ){
2599 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2601 struct player_skate
*s
= &player
->_skate
;
2602 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2605 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2608 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2612 const char *activity_txt
[] =
2617 "undefined (INVALID)",
2618 "grind_any (INVALID)",
2620 "grind_metallic (INVALID)",
2626 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2628 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2629 s
->state
.steerx_s
, s
->state
.steery_s
,
2630 k_steer_ground
, k_steer_air
);
2632 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2633 s
->state
.flip_time
);
2634 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2635 s
->state
.trick_vel
[0],
2636 s
->state
.trick_vel
[1],
2637 s
->state
.trick_vel
[2] );
2638 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2639 s
->state
.trick_euler
[0],
2640 s
->state
.trick_euler
[1],
2641 s
->state
.trick_euler
[2] );
2644 VG_STATIC
void player__skate_animate( player_instance
*player
,
2645 player_animation
*dest
)
2647 struct player_skate
*s
= &player
->_skate
;
2648 struct player_avatar
*av
= player
->playeravatar
;
2649 struct skeleton
*sk
= &av
->sk
;
2652 float kheight
= 2.0f
,
2658 v3f cog_local
, cog_ideal
;
2659 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2661 v3_copy( s
->state
.up_dir
, cog_ideal
);
2662 v3_normalize( cog_ideal
);
2663 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2665 v3_sub( cog_ideal
, cog_local
, offset
);
2668 v3_muls( offset
, 4.0f
, offset
);
2671 float curspeed
= v3_length( player
->rb
.v
),
2672 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2673 kicks
= (vg_randf64()-0.5f
)*2.0f
*kickspeed
,
2674 sign
= vg_signf( kicks
);
2676 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2677 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2680 offset
[0] += s
->wobble
[1]*3.0f
;
2685 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2686 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2688 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2691 * Animation blending
2692 * ===========================================
2697 float desired
= 0.0f
;
2698 if( s
->state
.activity
== k_skate_activity_ground
)
2699 desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2701 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2704 /* movement information */
2706 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
2708 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2709 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2710 fly
= iair
? 1.0f
: 0.0f
,
2711 wdist
= s
->weight_distribution
[2] / k_board_length
;
2713 if( s
->state
.activity
>= k_skate_activity_grind_any
)
2716 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2717 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2718 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 3.4f
*vg
.time_delta
);
2719 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2722 mdl_keyframe apose
[32], bpose
[32];
2723 mdl_keyframe ground_pose
[32];
2725 /* when the player is moving fast he will crouch down a little bit */
2726 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2727 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2730 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2731 stand_blend
= offset
[1]*-2.0f
;
2734 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2736 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2738 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2739 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2740 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2743 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2744 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2745 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2748 double push_time
= vg
.time
- s
->state
.start_push
;
2749 s
->blend_push
= vg_lerpf( s
->blend_push
,
2750 (vg
.time
- s
->state
.cur_push
) < 0.125,
2751 6.0f
*vg
.time_delta
);
2753 if( s
->state
.reverse
> 0.0f
)
2754 skeleton_sample_anim( sk
, s
->anim_push
, push_time
, bpose
);
2756 skeleton_sample_anim( sk
, s
->anim_push_reverse
, push_time
, bpose
);
2758 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2761 float jump_start_frame
= 14.0f
/30.0f
;
2763 float charge
= s
->state
.jump_charge
;
2764 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2766 float setup_frame
= charge
* jump_start_frame
,
2767 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2769 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2770 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2771 setup_frame
= jump_frame
;
2773 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2775 s
->anim_ollie_reverse
;
2777 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2778 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2781 mdl_keyframe air_pose
[32];
2784 joystick_state( k_srjoystick_steer
, steer
);
2786 float target
= -steer
[1];
2788 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2790 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2791 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2793 static v2f grab_choice
;
2796 joystick_state( k_srjoystick_grab
, grab_input
);
2797 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2799 if( v2_length2( grab_input
) <= 0.001f
)
2800 grab_input
[0] = -1.0f
;
2802 v2_normalize_clamp( grab_input
);
2803 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2805 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2806 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2807 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2809 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2810 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2813 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2816 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2817 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2818 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2819 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2820 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2821 *kf_hip
= &dest
->pose
[av
->id_hip
-1],
2822 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2823 &dest
->pose
[av
->id_wheel_l
-1] };
2826 mdl_keyframe grind_pose
[32];
2828 float grind_frame
= 0.5f
;
2830 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2832 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2836 float grind
=s
->state
.activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2837 s
->blend_grind
= vg_lerpf( s
->blend_grind
, grind
, 5.0f
*vg
.time_delta
);
2838 s
->blend_grind_balance
=vg_lerpf( s
->blend_grind_balance
,
2839 grind_frame
, 5.0f
*vg
.time_delta
);
2841 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
2843 skeleton_sample_anim( sk
, s
->anim_grind
, grind_frame
, apose
);
2844 skeleton_sample_anim( sk
, s
->anim_grind_jump
, grind_frame
, bpose
);
2845 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_jump
, grind_pose
);
2847 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2849 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2851 /* additive effects */
2853 u32 apply_to
[] = { av
->id_hip
,
2857 av
->id_ik_elbow_r
};
2859 float apply_rates
[] = { 1.0f
,
2865 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2866 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2867 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2870 /* angle correction */
2871 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
2873 if( v4_length(s
->state
.smoothed_rotation
) <= 0.1f
||
2874 v4_length(s
->state
.smoothed_rotation
) >= 1.1f
){
2875 vg_warn( "FIX THIS! CARROT\n" );
2876 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
2878 v4_lerp( s
->state
.smoothed_rotation
, player
->rb
.q
,
2879 2.0f
*vg
.time_frame_delta
,
2880 s
->state
.smoothed_rotation
);
2881 q_normalize( s
->state
.smoothed_rotation
);
2883 v3f yaw_ref
= {1.0f
,0.0f
,0.0f
},
2884 yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2885 q_mulv( player
->rb
.q
, yaw_ref
, yaw_ref
);
2886 q_mulv( s
->state
.smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2887 m3x3_mulv( player
->rb
.to_local
, yaw_smooth
, yaw_smooth
);
2888 m3x3_mulv( player
->rb
.to_local
, yaw_ref
, yaw_ref
);
2890 float yaw_counter_rotate
= v3_dot(yaw_ref
,yaw_smooth
);
2891 yaw_counter_rotate
= vg_clampf(yaw_counter_rotate
,-1.0f
,1.0f
);
2892 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2893 yaw_counter_rotate
*= 1.0f
-s
->blend_fly
;
2896 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2897 v3_normalize( ndir
);
2899 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2901 float a
= v3_dot( ndir
, up
);
2902 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2905 v4f qfixup
, qcounteryaw
, qtotal
;
2907 v3_cross( up
, ndir
, axis
);
2908 q_axis_angle( qfixup
, axis
, a
);
2910 q_axis_angle( qcounteryaw
, (v3f
){0.0f
,1.0f
,0.0f
}, yaw_counter_rotate
);
2911 q_mul( qcounteryaw
, qfixup
, qtotal
);
2912 q_normalize( qtotal
);
2914 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2916 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2918 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2919 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2921 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
2926 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2927 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2929 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2930 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2935 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2938 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2940 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2941 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2942 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2944 q_mul( qpitchr
, qrollr
, qtrickr
);
2945 q_mul( qyawr
, qtrickr
, qtotal
);
2946 q_normalize( qtotal
);
2948 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2951 /* trick rotation */
2952 v4f qtrick
, qyaw
, qpitch
, qroll
;
2954 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2956 float jump_t
= vg
.time
-s
->state
.jump_time
;
2960 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2961 extra
*= s
->state
.slap
* 4.0f
;
2963 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2964 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] + extra
);
2965 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2967 q_mul( qyaw
, qroll
, qtrick
);
2968 q_mul( qpitch
, qtrick
, qtrick
);
2969 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2970 q_normalize( kf_board
->q
);
2972 struct player_board
*board
= player_get_player_board( player
);
2975 /* foot weight distribution */
2976 if( s
->blend_weight
> 0.0f
){
2978 vg_lerpf( kf_foot_l
->co
[2],
2979 board
->truck_positions
[k_board_truck_back
][2]+0.3f
,
2980 0.5f
*s
->blend_weight
);
2984 vg_lerpf( kf_foot_r
->co
[2],
2985 board
->truck_positions
[k_board_truck_front
][2]-0.3f
,
2986 -0.5f
*s
->blend_weight
);
2990 float slapm
= vg_maxf( 1.0f
-v3_length2( s
->state
.trick_vel
), 0.0f
);
2991 s
->subslap
= vg_lerpf( s
->subslap
, slapm
, vg
.time_delta
*10.0f
);
2993 kf_foot_l
->co
[1] += s
->state
.slap
;
2994 kf_foot_r
->co
[1] += s
->state
.slap
;
2995 kf_knee_l
->co
[1] += s
->state
.slap
;
2996 kf_knee_r
->co
[1] += s
->state
.slap
;
2997 kf_board
->co
[1] += s
->state
.slap
* s
->subslap
;
2998 kf_hip
->co
[1] += s
->state
.slap
* 0.25f
;
3001 * animation wishlist:
3002 * boardslide/grind jump animations
3003 * when tricking the slap should not appply or less apply
3004 * not animations however DONT target grinds that are vertically down.
3007 /* truck rotation */
3008 for( int i
=0; i
<2; i
++ )
3010 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
3011 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
3014 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3015 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3016 q_normalize( kf_wheels
[i
]->q
);
3022 *kf_head
= &dest
->pose
[av
->id_head
-1],
3023 *kf_elbow_l
= &dest
->pose
[av
->id_ik_elbow_l
-1],
3024 *kf_elbow_r
= &dest
->pose
[av
->id_ik_elbow_r
-1],
3025 *kf_hand_l
= &dest
->pose
[av
->id_ik_hand_l
-1],
3026 *kf_hand_r
= &dest
->pose
[av
->id_ik_hand_r
-1];
3028 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3029 warble
*= vg_maxf(s
->blend_grind
,fabsf(s
->blend_weight
)) * 0.3f
;
3032 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3034 v3f origin
= {0.0f
,0.2f
,0.0f
};
3035 keyframe_rotate_around( kf_hand_l
, origin
,
3036 av
->sk
.bones
[av
->id_ik_hand_l
].co
, qrot
);
3037 keyframe_rotate_around( kf_hand_r
, origin
,
3038 av
->sk
.bones
[av
->id_ik_hand_r
].co
, qrot
);
3039 keyframe_rotate_around( kf_hip
, origin
,
3040 av
->sk
.bones
[av
->id_hip
].co
, qrot
);
3041 keyframe_rotate_around( kf_elbow_r
, origin
,
3042 av
->sk
.bones
[av
->id_ik_elbow_r
].co
, qrot
);
3043 keyframe_rotate_around( kf_elbow_l
, origin
,
3044 av
->sk
.bones
[av
->id_ik_elbow_l
].co
, qrot
);
3046 q_inv( qrot
, qrot
);
3047 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3048 q_normalize( kf_head
->q
);
3052 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
3055 q_mulv( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
3056 v3_copy( dest
->root_co
, ext_co
);
3057 v3_muladds( dest
->root_co
, ext_up
, -0.1f
, dest
->root_co
);
3060 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
3061 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
3063 float substep
= vg
.time_fixed_extrapolate
;
3064 float t
= s
->state
.flip_time
+s
->state
.flip_rate
*substep
*k_rb_delta
;
3065 sign
= vg_signf( t
);
3067 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3068 t
= sign
* (1.0f
-t
*t
);
3070 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3071 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
3072 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3074 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
3076 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
3077 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
3078 q_normalize( dest
->root_q
);
3080 v3f rotation_point
, rco
;
3081 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
3082 v3_sub( dest
->root_co
, rotation_point
, rco
);
3084 q_mulv( qflip
, rco
, rco
);
3085 v3_add( rco
, rotation_point
, dest
->root_co
);
3088 skeleton_copy_pose( sk
, dest
->pose
, s
->holdout
);
3091 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
3093 struct player_skate
*s
= &player
->_skate
;
3094 struct player_avatar
*av
= player
->playeravatar
;
3096 player
->cam_velocity_influence
= 1.0f
;
3098 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3099 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
3100 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
3101 s
->state
.head_position
);
3103 /* TODO: Extrapolate to_local matrix? */
3106 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
3108 struct player_skate
*s
= &player
->_skate
;
3110 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
3111 s
->blend_fly
= 1.0f
;
3113 s
->blend_fly
= 0.0f
;
3115 s
->blend_slide
= 0.0f
;
3118 s
->blend_grind
= 0.0f
;
3119 s
->blend_grind_balance
= 0.0f
;
3120 s
->blend_stand
= 0.0f
;
3121 s
->blend_push
= 0.0f
;
3122 s
->blend_jump
= 0.0f
;
3123 s
->blend_airdir
= 0.0f
;
3124 s
->blend_weight
= 0.0f
;
3126 v2_zero( s
->wobble
);
3128 v3_zero( s
->board_trick_residuald
);
3129 v3_zero( s
->board_trick_residualv
);
3130 v3_zero( s
->truckv0
[0] );
3131 v3_zero( s
->truckv0
[1] );
3134 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
3136 struct player_skate
*s
= &player
->_skate
;
3137 s
->state
.jump_charge
= 0.0f
;
3138 s
->state
.charging_jump
= 0;
3139 s
->state
.jump_dir
= 0;
3140 v3_zero( s
->state
.flip_axis
);
3141 s
->state
.flip_time
= 0.0f
;
3142 s
->state
.flip_rate
= 0.0f
;
3143 s
->state
.reverse
= 0.0f
;
3144 s
->state
.slip
= 0.0f
;
3145 s
->state
.grabbing
= 0.0f
;
3146 v2_zero( s
->state
.grab_mouse_delta
);
3147 s
->state
.slap
= 0.0f
;
3148 s
->state
.jump_time
= 0.0;
3149 s
->state
.start_push
= 0.0;
3150 s
->state
.cur_push
= 0.0;
3151 s
->state
.air_start
= 0.0;
3153 v3_zero( s
->state
.air_init_v
);
3154 v3_zero( s
->state
.air_init_co
);
3156 s
->state
.gravity_bias
= k_gravity
;
3157 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3158 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
3159 v3_zero( s
->state
.throw_v
);
3160 v3_zero( s
->state
.trick_vel
);
3161 v3_zero( s
->state
.trick_euler
);
3162 v3_zero( s
->state
.cog_v
);
3163 s
->grind_cooldown
= 0;
3164 s
->surface_cooldown
= 0;
3165 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
3166 v3_copy( player
->rb
.to_world
[1], s
->state
.up_dir
);
3167 v3_copy( player
->rb
.to_world
[1], s
->surface_picture
);
3168 v3_zero( s
->weight_distribution
);
3169 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3172 VG_STATIC
void player__skate_reset( player_instance
*player
,
3175 struct player_skate
*s
= &player
->_skate
;
3176 v3_zero( player
->rb
.v
);
3177 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3179 s
->state
.activity
= k_skate_activity_air
;
3180 s
->state
.activity_prev
= k_skate_activity_air
;
3182 player__skate_clear_mechanics( player
);
3183 player__skate_reset_animator( player
);
3185 v3_zero( s
->state
.head_position
);
3186 s
->state
.head_position
[1] = 1.8f
;
3189 VG_STATIC
void player__skate_restore( player_instance
*player
)
3191 struct player_skate
*s
= &player
->_skate
;
3192 s
->state
= s
->state_gate_storage
;
3195 #endif /* PLAYER_SKATE_C */