6 VG_STATIC
void player__skate_bind( player_instance
*player
)
8 struct player_skate
*s
= &player
->_skate
;
9 struct player_avatar
*av
= player
->playeravatar
;
10 struct skeleton
*sk
= &av
->sk
;
12 rb_update_transform( &player
->rb
);
13 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
14 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
15 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
16 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
17 s
->anim_push
= skeleton_get_anim( sk
, "push" );
18 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
19 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
20 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
21 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
25 * Collision detection routines
31 * Does collision detection on a sphere vs world, and applies some smoothing
32 * filters to the manifold afterwards
34 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
35 m4x3f mtx
, rb_sphere
*sphere
,
38 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
41 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
43 for( int i
=0; i
<len
; i
++ )
45 man
[i
].rba
= &player
->rb
;
49 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
53 rb_manifold_filter_backface( man
, len
);
54 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
55 rb_manifold_filter_pairs( man
, len
, 0.05f
);
57 int new_len
= rb_manifold_apply_filtered( man
, len
);
66 * Gets the closest grindable edge to the player within max_dist
68 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
73 bh_iter_init( 0, &it
);
77 box_init_inf( region
);
78 box_addpt( region
, p0
);
79 box_addpt( region
, p1
);
82 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
83 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
85 float closest
= k_r
*k_r
;
86 struct grind_edge
*closest_edge
= NULL
;
89 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
91 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
97 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
111 VG_STATIC
int skate_grind_collide( player_instance
*player
, rb_ct
*contact
)
114 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
115 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
116 v3_muladds( p0
, player
->rb
.to_world
[1], 0.08f
, p0
);
117 v3_muladds( p1
, player
->rb
.to_world
[1], 0.08f
, p1
);
119 float const k_r
= 0.25f
;
120 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
126 v3_sub( c1
, c0
, delta
);
128 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
130 contact
->p
= v3_length( delta
);
131 contact
->type
= k_contact_type_edge
;
132 contact
->element_id
= 0;
133 v3_copy( c1
, contact
->co
);
137 v3f edge_dir
, axis_dir
;
138 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
139 v3_normalize( edge_dir
);
140 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
141 v3_cross( edge_dir
, axis_dir
, contact
->n
);
160 * Trace a path given a velocity rotation.
162 * TODO: this MIGHT be worth doing RK4 on the gravity field.
164 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
165 struct land_prediction
*prediction
)
167 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
168 float k_bias
= 0.96f
;
172 v3_muls( v
, k_bias
, pv
);
174 m3x3_mulv( vr
, pv
, pv
);
175 v3_muladds( pco
, pv
, pstep
, pco
);
177 struct grind_edge
*best_grind
= NULL
;
178 float closest_grind
= INFINITY
;
180 float grind_score
= INFINITY
,
181 air_score
= INFINITY
,
182 time_to_impact
= 0.0f
;
184 prediction
->log_length
= 0;
185 v3_copy( pco
, prediction
->apex
);
187 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
189 v3_copy( pco
, pco1
);
191 pv
[1] += -k_gravity
* pstep
;
193 m3x3_mulv( vr
, pv
, pv
);
194 v3_muladds( pco
, pv
, pstep
, pco
);
196 if( pco
[1] > prediction
->apex
[1] )
197 v3_copy( pco
, prediction
->apex
);
201 v3_sub( pco
, pco1
, vdir
);
203 float l
= v3_length( vdir
);
204 v3_muls( vdir
, 1.0f
/l
, vdir
);
207 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
210 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
212 float d2
= v3_dist2( c0
, c1
);
213 if( d2
< closest_grind
)
217 grind_score
= closest_grind
* 0.05f
;
224 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
227 v3_copy( n1
, prediction
->n
);
228 air_score
= -v3_dot( pv
, n1
);
230 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
231 struct world_material
*mat
= world_tri_index_material( vert_index
);
233 /* Bias prediction towords ramps */
234 if( mat
->info
.flags
& k_material_flag_skate_surface
)
237 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
238 time_to_impact
+= t1
* pstep
;
242 time_to_impact
+= pstep
;
243 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
246 if( grind_score
< air_score
)
248 prediction
->score
= grind_score
;
249 prediction
->type
= k_prediction_grind
;
251 else if( air_score
< INFINITY
)
253 prediction
->score
= air_score
;
254 prediction
->type
= k_prediction_land
;
258 prediction
->score
= INFINITY
;
259 prediction
->type
= k_prediction_none
;
262 prediction
->land_dist
= time_to_impact
;
266 void player__approximate_best_trajectory( player_instance
*player
)
268 struct player_skate
*s
= &player
->_skate
;
270 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
271 float best_velocity_delta
= -9999.9f
;
274 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
275 v3_normalize( axis
);
277 s
->prediction_count
= 0;
278 m3x3_identity( s
->state
.velocity_bias
);
280 float best_vmod
= 0.0f
,
281 min_score
= INFINITY
,
282 max_score
= -INFINITY
;
284 v3_zero( s
->state
.apex
);
288 * Search a broad selection of futures
290 for( int m
=-3;m
<=12; m
++ )
292 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
294 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
299 q_axis_angle( bias_q
, axis
, vmod
);
300 q_m3x3( bias_q
, bias
);
302 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
304 if( p
->type
!= k_prediction_none
)
306 if( p
->score
< min_score
)
308 min_score
= p
->score
;
310 s
->land_dist
= p
->land_dist
;
311 v3_copy( p
->apex
, s
->state
.apex
);
314 if( p
->score
> max_score
)
315 max_score
= p
->score
;
320 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
321 q_m3x3( vr_q
, s
->state
.velocity_bias
);
323 q_axis_angle( vr_q
, axis
, best_vmod
);
324 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
329 for( int i
=0; i
<s
->prediction_count
; i
++ )
331 struct land_prediction
*p
= &s
->predictions
[i
];
337 vg_error( "negative score! (%f)\n", l
);
341 l
/= (max_score
-min_score
);
347 p
->colour
|= 0xff000000;
351 v2f steer
= { player
->input_js1h
->axis
.value
,
352 player
->input_js1v
->axis
.value
};
353 v2_normalize_clamp( steer
);
355 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.0f
) )
357 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
359 s
->state
.flip_time
= 0.0f
;
360 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
364 s
->state
.flip_rate
= 0.0f
;
365 v3_zero( s
->state
.flip_axis
);
371 * Varius physics models
372 * ------------------------------------------------
375 VG_STATIC
void skate_apply_grind_model( player_instance
*player
,
376 rb_ct
*manifold
, int len
)
378 struct player_skate
*s
= &player
->_skate
;
380 /* FIXME: Queue audio events instead */
383 if( s
->state
.activity
== k_skate_activity_grind
)
387 audio_player_set_flags( &audio_player_extra
,
388 AUDIO_FLAG_SPACIAL_3D
);
389 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
390 audio_player_set_vol( &audio_player_extra
, 20.0f
);
391 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
395 s
->state
.activity
= k_skate_activity_air
;
400 v2f steer
= { player
->input_js1h
->axis
.value
,
401 player
->input_js1v
->axis
.value
};
402 v2_normalize_clamp( steer
);
404 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
405 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
409 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
410 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
413 s
->state
.slip
= 0.0f
;
414 s
->state
.activity
= k_skate_activity_grind
;
416 /* TODO: Compression */
417 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
418 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
420 if( fabsf(angle
) < 0.99f
)
423 v3_cross( player
->rb
.to_world
[1], up
, axis
);
426 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
427 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
430 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
431 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
432 m3x3_identity( s
->state
.velocity_bias
);
433 m3x3_identity( s
->state
.velocity_bias_pstep
);
435 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
437 /* FIXME: Queue audio events instead */
440 audio_player_set_flags( &audio_player_extra
,
441 AUDIO_FLAG_SPACIAL_3D
);
442 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
443 audio_player_set_vol( &audio_player_extra
, 20.0f
);
444 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
451 * Air control, no real physics
453 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
455 struct player_skate
*s
= &player
->_skate
;
457 if( s
->state
.activity
!= k_skate_activity_air
)
460 if( s
->state
.activity_prev
!= k_skate_activity_air
)
461 player__approximate_best_trajectory( player
);
463 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
469 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
470 float k_bias
= 0.98f
;
473 v3_copy( player
->rb
.co
, pco
);
474 v3_muls( player
->rb
.v
, 1.0f
, pv
);
476 float time_to_impact
= 0.0f
;
477 float limiter
= 1.0f
;
479 struct grind_edge
*best_grind
= NULL
;
480 float closest_grind
= INFINITY
;
482 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
485 for( int i
=0; i
<250; i
++ )
487 v3_copy( pco
, pco1
);
488 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
490 pv
[1] += -k_gravity
* pstep
;
491 v3_muladds( pco
, pv
, pstep
, pco
);
496 v3_sub( pco
, pco1
, vdir
);
497 contact
.dist
= v3_length( vdir
);
498 v3_divs( vdir
, contact
.dist
, vdir
);
501 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
504 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
506 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
507 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
512 float orig_dist
= contact
.dist
;
513 if( ray_world( pco1
, vdir
, &contact
) )
515 v3_copy( contact
.normal
, target_normal
);
517 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
518 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
521 time_to_impact
+= pstep
;
526 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
528 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
530 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
531 limiter
= 1.0f
-limiter
;
533 limiter
= 1.0f
-limiter
;
535 if( fabsf(angle
) < 0.99f
)
538 q_axis_angle( correction
, axis
,
539 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
540 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
544 v2f steer
= { player
->input_js1h
->axis
.value
,
545 player
->input_js1v
->axis
.value
};
546 v2_normalize_clamp( steer
);
548 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
549 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
550 * limiter
* k_rb_delta
;
551 s
->land_dist
= time_to_impact
;
552 v3_copy( target_normal
, s
->land_normal
);
555 VG_STATIC
void skate_get_board_points( player_instance
*player
,
556 v3f front
, v3f back
)
558 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
559 pos_back
= {0.0f
,0.0f
, k_board_length
};
561 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
562 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
566 * Casts and pushes a sphere-spring model into the world
568 VG_STATIC
int skate_simulate_spring( player_instance
*player
,
571 struct player_skate
*s
= &player
->_skate
;
573 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
574 spring_k
= mod
* k_spring_force
,
575 damp_k
= mod
* k_spring_dampener
,
579 v3_copy( pos
, start
);
580 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
584 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
589 v3_sub( start
, player
->rb
.co
, delta
);
591 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
593 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
595 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
596 damp
*damp_k
*k_rb_delta
, F
);
598 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
600 /* Angular velocity */
602 v3_cross( delta
, F
, wa
);
603 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
605 v3_lerp( start
, end
, t
, pos
);
617 * Handles connection between the player and the ground
619 * TODO: Must save original velocity to use here
621 VG_STATIC
void skate_apply_interface_model( player_instance
*player
,
622 rb_ct
*manifold
, int len
)
624 struct player_skate
*s
= &player
->_skate
;
626 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
627 (s
->state
.activity
== k_skate_activity_air
)) )
630 if( s
->state
.activity
== k_skate_activity_air
)
631 s
->debug_normal_pressure
= 0.0f
;
633 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
636 v3f spring0
, spring1
;
638 skate_get_board_points( player
, spring1
, spring0
);
639 int spring_hit0
= 0, //skate_simulate_spring( player, s, spring0 ),
640 spring_hit1
= 0; //skate_simulate_spring( player, s, spring1 );
642 v3f animavg
, animdelta
;
643 v3_add( spring0
, spring1
, animavg
);
644 v3_muls( animavg
, 0.5f
, animavg
);
646 v3_sub( spring1
, spring0
, animdelta
);
647 v3_normalize( animdelta
);
649 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
651 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
652 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
654 float angle
= -atan2f( dy
, dx
);
655 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
657 int lift_frames_limit
= 6;
659 /* Surface connection */
660 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
662 s
->state
.lift_frames
++;
664 if( s
->state
.lift_frames
>= lift_frames_limit
)
665 s
->state
.activity
= k_skate_activity_air
;
670 v3_zero( surface_avg
);
672 for( int i
=0; i
<len
; i
++ )
673 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
674 v3_normalize( surface_avg
);
676 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
678 s
->state
.lift_frames
++;
680 if( s
->state
.lift_frames
>= lift_frames_limit
)
681 s
->state
.activity
= k_skate_activity_air
;
685 s
->state
.activity
= k_skate_activity_ground
;
686 s
->state
.lift_frames
= 0;
689 if( s
->state
.activity_prev
== k_skate_activity_air
)
691 player
->cam_land_punch_v
+= v3_dot( player
->rb
.v
, surface_avg
) *
695 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
696 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
697 DOWNFORCE
, player
->rb
.v
);
699 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
700 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
701 v3_normalize( projected
);
703 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
704 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
707 if( fabsf(angle
) < 0.9999f
)
710 q_axis_angle( correction
, axis
,
711 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
712 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
719 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
720 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
722 struct player_skate
*s
= &player
->_skate
;
725 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
727 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
728 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
730 v3_mul( strength
, F
, F
);
732 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
733 s
->board_trick_residualv
);
734 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
735 k_rb_delta
, s
->board_trick_residuald
);
737 if( s
->state
.activity
== k_skate_activity_air
)
739 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
742 int carry_on
= player_skate_trick_input( player
);
744 /* we assume velocities share a common divisor, in which case the
745 * interval is the minimum value (if not zero) */
747 float min_rate
= 99999.0f
;
749 for( int i
=0; i
<3; i
++ )
751 float v
= s
->state
.trick_vel
[i
];
752 if( (v
> 0.0f
) && (v
< min_rate
) )
756 float interval
= 1.0f
/ min_rate
,
757 current
= floorf( s
->state
.trick_time
/ interval
),
758 next_end
= (current
+1.0f
) * interval
;
761 /* integrate trick velocities */
762 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
763 s
->state
.trick_euler
);
765 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) )
767 s
->state
.trick_time
= 0.0f
;
768 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
769 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
770 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
771 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
772 v3_zero( s
->state
.trick_vel
);
775 s
->state
.trick_time
+= k_rb_delta
;
779 if( (s
->state
.lift_frames
== 0)
780 && (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
781 s
->state
.trick_time
> 0.2f
)
783 player__dead_transition( player
);
786 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
787 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
788 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
789 s
->state
.trick_time
= 0.0f
;
790 v3_zero( s
->state
.trick_vel
);
794 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
796 struct player_skate
*s
= &player
->_skate
;
798 float grabt
= player
->input_grab
->axis
.value
;
802 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
803 s
->state
.grab_mouse_delta
);
805 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
808 v2_zero( s
->state
.grab_mouse_delta
);
810 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
814 * Computes friction and surface interface model
816 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
818 struct player_skate
*s
= &player
->_skate
;
820 if( s
->state
.activity
!= k_skate_activity_ground
)
824 * Computing localized friction forces for controlling the character
825 * Friction across X is significantly more than Z
829 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
832 if( fabsf(vel
[2]) > 0.01f
)
833 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
835 if( fabsf( slip
) > 1.2f
)
836 slip
= vg_signf( slip
) * 1.2f
;
838 s
->state
.slip
= slip
;
839 s
->state
.reverse
= -vg_signf(vel
[2]);
841 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
842 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
844 /* Pushing additive force */
846 if( !player
->input_jump
->button
.value
)
848 if( player
->input_push
->button
.value
)
850 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
851 s
->state
.start_push
= vg
.time
;
853 s
->state
.cur_push
= vg
.time
;
855 double push_time
= vg
.time
- s
->state
.start_push
;
857 float cycle_time
= push_time
*k_push_cycle_rate
,
858 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
859 amt
= accel
* VG_TIMESTEP_FIXED
,
860 current
= v3_length( vel
),
861 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
862 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
864 vel
[2] += delta
* -s
->state
.reverse
;
868 /* Send back to velocity */
869 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
872 float input
= player
->input_js1h
->axis
.value
,
873 grab
= player
->input_grab
->axis
.value
,
874 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
875 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
877 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
880 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
882 struct player_skate
*s
= &player
->_skate
;
883 int charging_jump_prev
= s
->state
.charging_jump
;
884 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
886 /* Cannot charge this in air */
887 if( s
->state
.activity
!= k_skate_activity_ground
)
888 s
->state
.charging_jump
= 0;
890 if( s
->state
.charging_jump
)
892 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
894 if( !charging_jump_prev
)
895 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
899 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
902 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
904 if( s
->state
.activity
== k_skate_activity_air
)
907 /* player let go after charging past 0.2: trigger jump */
908 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
912 /* Launch more up if alignment is up else improve velocity */
913 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
915 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
917 v3_copy( player
->rb
.v
, jumpdir
);
918 v3_normalize( jumpdir
);
919 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
920 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
921 v3_normalize( jumpdir
);
923 float force
= k_jump_force
*s
->state
.jump_charge
;
924 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
925 s
->state
.jump_charge
= 0.0f
;
926 s
->state
.jump_time
= vg
.time
;
928 v2f steer
= { player
->input_js1h
->axis
.value
,
929 player
->input_js1v
->axis
.value
};
930 v2_normalize_clamp( steer
);
932 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
933 s
->state
.steery_s
= -steer
[0] * maxspin
;
934 s
->state
.steerx
= s
->state
.steerx_s
;
935 s
->state
.lift_frames
++;
937 /* FIXME audio events */
940 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
941 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
942 audio_player_set_vol( &audio_player_extra
, 20.0f
);
943 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
949 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
951 struct player_skate
*s
= &player
->_skate
;
953 /* Throw / collect routine
955 * TODO: Max speed boost
957 if( player
->input_grab
->axis
.value
> 0.5f
)
959 if( s
->state
.activity
== k_skate_activity_ground
)
962 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
968 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
971 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
973 if( s
->state
.activity
== k_skate_activity_ground
)
975 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
976 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
979 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
980 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
981 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
985 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
988 v3_copy( s
->state
.throw_v
, dir
);
991 float max
= v3_dot( dir
, s
->state
.throw_v
),
992 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
993 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
997 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
999 struct player_skate
*s
= &player
->_skate
;
1001 v3f ideal_cog
, ideal_diff
;
1002 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
1003 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1004 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1006 /* Apply velocities */
1008 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1011 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1012 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1014 float ra
= k_cog_mass_ratio
,
1015 rb
= 1.0f
-k_cog_mass_ratio
;
1017 /* Apply forces & intergrate */
1018 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1019 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
1020 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1023 VG_STATIC
void skate_collision_response( player_instance
*player
,
1024 rb_ct
*manifold
, int len
)
1026 struct player_skate
*s
= &player
->_skate
;
1028 for( int j
=0; j
<10; j
++ )
1030 for( int i
=0; i
<len
; i
++ )
1032 struct contact
*ct
= &manifold
[i
];
1035 v3_sub( ct
->co
, player
->rb
.co
, delta
);
1036 v3_cross( player
->rb
.w
, delta
, dv
);
1037 v3_add( player
->rb
.v
, dv
, dv
);
1039 float vn
= -v3_dot( dv
, ct
->n
);
1042 float temp
= ct
->norm_impulse
;
1043 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
1044 vn
= ct
->norm_impulse
- temp
;
1047 v3_muls( ct
->n
, vn
, impulse
);
1049 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
1050 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
1052 player__dead_transition( player
);
1056 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
1057 v3_cross( delta
, impulse
, impulse
);
1060 * W Impulses are limited to the Y and X axises, we don't really want
1061 * roll angular velocities being included.
1063 * Can also tweak the resistance of each axis here by scaling the wx,wy
1067 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
1068 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
,
1069 wz
= v3_dot( player
->rb
.to_world
[2], impulse
) * 2.0f
;
1071 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1072 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1073 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1078 VG_STATIC
void skate_integrate( player_instance
*player
)
1080 struct player_skate
*s
= &player
->_skate
;
1082 /* integrate rigidbody velocities */
1084 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1085 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1086 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1089 float decay_rate
= 0.5f
*0.125f
;
1091 if( s
->state
.activity
== k_skate_activity_air
)
1093 float dist
= 1.0f
-(s
->land_dist
/4.0f
);
1094 decay_rate
= 0.5f
* vg_maxf( dist
*dist
, 0.0f
);
1097 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, decay_rate
, player
->rb
.w
);
1100 if( v3_length2( player
->rb
.w
) > 0.0f
)
1104 v3_copy( player
->rb
.w
, axis
);
1106 float mag
= v3_length( axis
);
1107 v3_divs( axis
, mag
, axis
);
1108 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1109 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1113 /* integrate steering velocities */
1115 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.24f
;
1117 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1118 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1120 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1121 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1123 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1124 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1126 s
->state
.steerx
= 0.0f
;
1127 s
->state
.steery
= 0.0f
;
1129 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1130 rb_update_transform( &player
->rb
);
1137 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1139 return (player
->input_trick0
->button
.value
) |
1140 (player
->input_trick1
->button
.value
<< 1) |
1141 (player
->input_trick2
->button
.value
<< 1) |
1142 (player
->input_trick2
->button
.value
);
1145 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1147 struct player_skate
*s
= &player
->_skate
;
1149 if( vg_input_button_down( player
->input_use
) )
1151 player
->subsystem
= k_player_subsystem_walk
;
1154 v3_copy( player
->cam
.angles
, angles
);
1157 player__walk_transition( player
, angles
);
1162 if( (s
->state
.lift_frames
> 0) &&
1163 (trick_id
= player_skate_trick_input( player
)) )
1165 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
)
1167 v3_zero( s
->state
.trick_vel
);
1168 s
->state
.trick_time
= 0.0f
;
1172 s
->state
.trick_vel
[0] = 3.0f
;
1174 else if( trick_id
== 2 )
1176 s
->state
.trick_vel
[2] = 3.0f
;
1178 else if( trick_id
== 3 )
1180 s
->state
.trick_vel
[0] = 2.0f
;
1181 s
->state
.trick_vel
[2] = 2.0f
;
1187 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1189 struct player_skate
*s
= &player
->_skate
;
1190 for( int i
=0; i
<s
->prediction_count
; i
++ )
1192 struct land_prediction
*p
= &s
->predictions
[i
];
1194 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1195 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
1197 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1200 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1201 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1203 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1206 vg_line_pt3( s
->state
.apex
, 0.200f
, 0xff0000ff );
1207 vg_line_pt3( s
->state
.apex
, 0.201f
, 0xff00ffff );
1210 VG_STATIC
void player__skate_update( player_instance
*player
)
1212 struct player_skate
*s
= &player
->_skate
;
1213 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1214 s
->state
.activity_prev
= s
->state
.activity
;
1216 float l
= k_board_length
,
1219 v3f wheel_positions
[] =
1228 collider
.radius
= 0.07f
;
1230 s
->substep
= k_rb_delta
;
1236 /* calculate transform one step into future */
1239 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
1241 if( v3_length2( player
->rb
.w
) > 0.0f
)
1245 v3_copy( player
->rb
.w
, axis
);
1247 float mag
= v3_length( axis
);
1248 v3_divs( axis
, mag
, axis
);
1249 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
1250 q_mul( rotation
, player
->rb
.q
, future_q
);
1251 q_normalize( future_q
);
1254 /* calculate the minimum time we can move */
1255 float max_time
= s
->substep
,
1256 cast_radius
= collider
.radius
- 0.05f
;
1258 for( int i
=0; i
<4; i
++ )
1260 v3f current
, future
;
1261 q_mulv( future_q
, wheel_positions
[i
], future
);
1262 v3_add( future
, future_co
, future
);
1264 q_mulv( player
->rb
.q
, wheel_positions
[i
], current
);
1265 v3_add( current
, player
->rb
.co
, current
);
1267 float t
; /* TODO: ignore lightly grazing normals? */
1269 if( spherecast_world( current
, future
, cast_radius
, &t
, n
) != -1)
1271 max_time
= vg_minf( max_time
, t
* s
->substep
);
1275 /* clamp to a fraction of delta, to prevent locking */
1276 max_time
= vg_minf( vg_maxf( max_time
, k_rb_delta
*0.025f
), s
->substep
);
1277 s
->substep_delta
= max_time
;
1280 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
1281 if( v3_length2( player
->rb
.w
) > 0.0f
)
1285 v3_copy( player
->rb
.w
, axis
);
1287 float mag
= v3_length( axis
);
1288 v3_divs( axis
, mag
, axis
);
1289 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
1290 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1293 rb_update_transform( &player
->rb
);
1295 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1296 v3_muladds( player
->rb
.v
, gravity
, s
->substep_delta
, player
->rb
.v
);
1300 s
->substep_delta
= k_rb_delta
;
1304 s
->substep
-= s
->substep_delta
;
1307 /* create manifold(s) */
1308 rb_ct manifold
[128];
1310 int manifold_len
= 0,
1313 manifold_interface
= 0;
1315 rb_ct
*cmanifold
= manifold
;
1317 for( int i
=0; i
<4; i
++ )
1320 m3x3_identity( mtx
);
1322 m4x3_mulv( player
->rb
.to_world
, wheel_positions
[i
], mtx
[3] );
1324 int l
= skate_collide_smooth( player
, mtx
, &collider
, cmanifold
);
1328 manifold_interface
+= l
;
1336 /* try to slap both wheels onto the ground when landing to prevent mega
1337 * angular velocities being added */
1338 if( (s
->state
.activity
== k_skate_activity_air
) &&
1339 (manifold_front
!= manifold_back
) )
1341 v3f trace_from
, trace_dir
;
1342 v3_muls( player
->rb
.to_world
[1], -1.0f
, trace_dir
);
1344 if( manifold_front
)
1345 v3_copy( (v3f
){0.0f
,0.0f
, k_board_length
}, trace_from
);
1347 v3_copy( (v3f
){0.0f
,0.0f
,-k_board_length
}, trace_from
);
1348 m4x3_mulv( player
->rb
.to_world
, trace_from
, trace_from
);
1353 if( ray_world( trace_from
, trace_dir
, &ray
) )
1355 rb_ct
*ct
= cmanifold
;
1357 v3_copy( ray
.pos
, ct
->co
);
1358 v3_copy( ray
.normal
, ct
->n
);
1362 manifold_interface
++;
1366 int grind_len
= skate_grind_collide( player
, cmanifold
);
1367 manifold_len
+= grind_len
;
1369 for( int i
=0; i
<manifold_len
; i
++ )
1372 rb_ct
*ct
= &manifold
[i
];
1374 (s
->substep_delta
* 3600.0f
)
1375 * vg_minf( 0.0f
, -ct
->p
+k_penetration_slop
);
1376 rb_tangent_basis( ct
->n
, ct
->t
[0], ct
->t
[1] );
1377 ct
->norm_impulse
= 0.0f
;
1378 ct
->tangent_impulse
[0] = 0.0f
;
1379 ct
->tangent_impulse
[1] = 0.0f
;
1381 rb_prepare_contact( &manifold
[i
] );
1383 rb_debug_contact( &manifold
[i
] );
1386 skate_collision_response( player
, manifold
, manifold_len
);
1388 if( s
->substep
>= 0.0001f
)
1389 goto begin_collision
;
1391 skate_apply_grind_model( player
, &manifold
[manifold_interface
], grind_len
);
1392 skate_apply_interface_model( player
, manifold
, manifold_interface
);
1394 skate_apply_pump_model( player
);
1395 skate_apply_cog_model( player
);
1397 skate_apply_grab_model( player
);
1398 skate_apply_friction_model( player
);
1399 skate_apply_jump_model( player
);
1400 skate_apply_air_model( player
);
1401 skate_apply_trick_model( player
);
1403 skate_integrate( player
);
1405 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1406 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1407 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1408 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1409 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1411 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1413 teleport_gate
*gate
;
1414 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
1416 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1417 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1418 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1419 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1420 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1422 v4f transport_rotation
;
1423 m3x3_q( gate
->transport
, transport_rotation
);
1424 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1425 rb_update_transform( &player
->rb
);
1427 s
->state_gate_storage
= s
->state
;
1428 player__pass_gate( player
, gate
);
1432 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
1434 struct player_skate
*s
= &player
->_skate
;
1436 /* FIXME: Compression */
1437 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1440 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1443 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1447 player__debugtext( 1, "activity: %s",
1448 (const char *[]){ "k_skate_activity_air",
1449 "k_skate_activity_ground",
1450 "k_skate_activity_grind }" }
1451 [s
->state
.activity
] );
1452 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
1453 s
->state
.steerx_s
, s
->state
.steery_s
,
1454 k_steer_ground
, k_steer_air
);
1455 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
1456 s
->state
.flip_time
);
1457 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
1458 s
->state
.trick_vel
[0],
1459 s
->state
.trick_vel
[1],
1460 s
->state
.trick_vel
[2] );
1461 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
1462 s
->state
.trick_euler
[0],
1463 s
->state
.trick_euler
[1],
1464 s
->state
.trick_euler
[2] );
1467 VG_STATIC
void player__skate_animate( player_instance
*player
,
1468 player_animation
*dest
)
1470 struct player_skate
*s
= &player
->_skate
;
1471 struct player_avatar
*av
= player
->playeravatar
;
1472 struct skeleton
*sk
= &av
->sk
;
1475 float kheight
= 2.0f
,
1481 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1482 v3_muls( offset
, -4.0f
, offset
);
1484 float curspeed
= v3_length( player
->rb
.v
),
1485 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1486 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1487 sign
= vg_signf( kicks
);
1489 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1490 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
1493 offset
[0] += s
->wobble
[1]*3.0f
;
1498 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1499 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1502 * Animation blending
1503 * ===========================================
1508 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1509 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1512 /* movement information */
1514 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1515 (s
->state
.activity
== k_skate_activity_grind
);
1517 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1518 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1519 fly
= iair
? 1.0f
: 0.0f
;
1521 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1522 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1523 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1526 mdl_keyframe apose
[32], bpose
[32];
1527 mdl_keyframe ground_pose
[32];
1529 /* when the player is moving fast he will crouch down a little bit */
1530 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1531 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1534 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1535 stand_blend
= offset
[1]*-2.0f
;
1538 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1540 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1542 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1543 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1544 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1547 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1548 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1549 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1552 double push_time
= vg
.time
- s
->state
.start_push
;
1553 s
->blend_push
= vg_lerpf( s
->blend_push
,
1554 (vg
.time
- s
->state
.cur_push
) < 0.125,
1555 6.0f
*vg
.time_delta
);
1557 float pt
= push_time
+ vg
.accumulator
;
1558 if( s
->state
.reverse
> 0.0f
)
1559 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1561 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1563 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1566 float jump_start_frame
= 14.0f
/30.0f
;
1568 float charge
= s
->state
.jump_charge
;
1569 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1571 float setup_frame
= charge
* jump_start_frame
,
1572 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1574 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1575 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1576 setup_frame
= jump_frame
;
1578 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1580 s
->anim_ollie_reverse
;
1582 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1583 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1586 mdl_keyframe air_pose
[32];
1588 float target
= -player
->input_js1h
->axis
.value
;
1589 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1591 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1592 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1594 static v2f grab_choice
;
1596 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1597 player
->input_js2v
->axis
.value
};
1598 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1599 if( v2_length2( grab_input
) <= 0.001f
)
1600 grab_input
[0] = -1.0f
;
1602 v2_normalize_clamp( grab_input
);
1603 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1605 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1606 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1607 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1609 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1610 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1613 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
1615 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1617 /* additive effects */
1619 u32 apply_to
[] = { av
->id_hip
,
1623 av
->id_ik_elbow_r
};
1625 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1627 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1628 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1631 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
1632 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
1633 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1];
1636 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1638 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1639 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1640 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1644 q_m3x3( s
->board_rotation
, c
);
1649 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
1654 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
1656 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
1657 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
1658 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
1660 q_mul( qpitchr
, qrollr
, qtrickr
);
1661 q_mul( qyawr
, qtrickr
, qtrickr
);
1662 q_mul( s
->board_rotation
, qtrickr
, qtotal
);
1663 q_normalize( qtotal
);
1665 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
1669 v3_sub( kf_foot_l
->co
, bo
, d
);
1670 q_mulv( qtotal
, d
, d
);
1671 v3_add( bo
, d
, kf_foot_l
->co
);
1673 v3_sub( kf_foot_r
->co
, bo
, d
);
1674 q_mulv( qtotal
, d
, d
);
1675 v3_add( bo
, d
, kf_foot_r
->co
);
1677 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1678 q_normalize( kf_board
->q
);
1681 /* trick rotation */
1682 v4f qtrick
, qyaw
, qpitch
, qroll
;
1684 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
1686 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
1687 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
1688 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
1690 q_mul( qpitch
, qroll
, qtrick
);
1691 q_mul( qyaw
, qtrick
, qtrick
);
1692 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
1693 q_normalize( kf_board
->q
);
1697 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
1698 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.28f
, dest
->root_co
);
1700 v4f qresy
, qresx
, qresidual
;
1702 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1703 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1704 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1706 q_mul( qresy
, qresx
, qresidual
);
1707 q_normalize( qresidual
);
1708 q_mul( dest
->root_q
, qresidual
, dest
->root_q
);
1709 q_normalize( dest
->root_q
);
1712 if( (s
->state
.activity
== k_skate_activity_air
) &&
1713 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
1715 float t
= s
->state
.flip_time
+ s
->state
.flip_rate
*substep
*k_rb_delta
,
1716 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
1717 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
1718 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
1720 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
1722 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
1723 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
1724 q_normalize( dest
->root_q
);
1726 v3f rotation_point
, rco
;
1727 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
1728 v3_sub( dest
->root_co
, rotation_point
, rco
);
1730 q_mulv( qflip
, rco
, rco
);
1731 v3_add( rco
, rotation_point
, dest
->root_co
);
1735 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
1737 struct player_skate
*s
= &player
->_skate
;
1738 struct player_avatar
*av
= player
->playeravatar
;
1740 player
->cam_velocity_influence
= 1.0f
;
1743 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
1745 struct player_skate
*s
= &player
->_skate
;
1747 if( s
->state
.activity
== k_skate_activity_air
)
1748 s
->blend_fly
= 1.0f
;
1750 s
->blend_fly
= 0.0f
;
1752 s
->blend_slide
= 0.0f
;
1755 s
->blend_stand
= 0.0f
;
1756 s
->blend_push
= 0.0f
;
1757 s
->blend_jump
= 0.0f
;
1758 s
->blend_airdir
= 0.0f
;
1761 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
1763 struct player_skate
*s
= &player
->_skate
;
1764 s
->state
.jump_charge
= 0.0f
;
1765 s
->state
.lift_frames
= 0;
1766 s
->state
.flip_rate
= 0.0f
;
1767 s
->state
.steery
= 0.0f
;
1768 s
->state
.steerx
= 0.0f
;
1769 s
->state
.steery_s
= 0.0f
;
1770 s
->state
.steerx_s
= 0.0f
;
1771 s
->state
.reverse
= 0.0f
;
1772 s
->state
.slip
= 0.0f
;
1773 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1775 m3x3_identity( s
->state
.velocity_bias
);
1776 m3x3_identity( s
->state
.velocity_bias_pstep
);
1777 v3_zero( s
->state
.throw_v
);
1778 v3_zero( s
->state
.trick_vel
);
1779 v3_zero( s
->state
.trick_euler
);
1782 VG_STATIC
void player__skate_reset( player_instance
*player
,
1783 struct respawn_point
*rp
)
1785 struct player_skate
*s
= &player
->_skate
;
1786 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1787 v3_zero( player
->rb
.v
);
1788 v3_zero( s
->state
.cog_v
);
1789 v4_copy( rp
->q
, player
->rb
.q
);
1791 s
->state
.activity
= k_skate_activity_air
;
1792 s
->state
.activity_prev
= k_skate_activity_air
;
1794 player__skate_clear_mechanics( player
);
1795 player__skate_reset_animator( player
);
1798 #endif /* PLAYER_SKATE_C */