6 #include "vg/vg_perlin.h"
9 VG_STATIC
void player__skate_bind( player_instance
*player
)
11 struct player_skate
*s
= &player
->_skate
;
12 struct player_avatar
*av
= player
->playeravatar
;
13 struct skeleton
*sk
= &av
->sk
;
15 rb_update_transform( &player
->rb
);
16 s
->anim_grind
= skeleton_get_anim( sk
, "pose_grind" );
17 s
->anim_grind_jump
= skeleton_get_anim( sk
, "pose_grind_jump" );
18 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
19 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
20 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
21 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
22 s
->anim_push
= skeleton_get_anim( sk
, "push" );
23 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
24 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
25 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
26 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
29 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
31 struct player_skate
*s
= &player
->_skate
;
35 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
37 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
39 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
44 * Collision detection routines
50 * Does collision detection on a sphere vs world, and applies some smoothing
51 * filters to the manifold afterwards
53 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
54 m4x3f mtx
, rb_sphere
*sphere
,
57 world_instance
*world
= get_active_world();
60 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
62 for( int i
=0; i
<len
; i
++ )
64 man
[i
].rba
= &player
->rb
;
68 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
72 rb_manifold_filter_backface( man
, len
);
73 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
74 rb_manifold_filter_pairs( man
, len
, 0.03f
);
76 int new_len
= rb_manifold_apply_filtered( man
, len
);
90 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
91 v3f pos
, v3f dir
, float r
,
92 struct grind_info
*inf
)
94 world_instance
*world
= get_active_world();
97 v3_copy( dir
, plane
);
98 v3_normalize( plane
);
99 plane
[3] = v3_dot( plane
, pos
);
102 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
103 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
106 bh_iter_init( 0, &it
);
117 int sample_count
= 0;
123 v3_cross( plane
, player
->basis
[1], support_axis
);
124 v3_normalize( support_axis
);
126 while( bh_next( world
->geo_bh
, &it
, box
, &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_skate_surface
) )
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
);
237 v3_add( si
->normal3
, average_normal
, average_normal
);
239 v3_add( sj
->normal3
, average_normal
, average_normal
);
245 if( !passed_samples
)
248 if( (v3_length2( average_direction
) <= 0.001f
) ||
249 (v3_length2( average_normal
) <= 0.001f
) )
252 float div
= 1.0f
/(float)passed_samples
;
253 v3_normalize( average_direction
);
254 v3_normalize( average_normal
);
257 v2_add( min_co
, max_co
, average_coord
);
258 v2_muls( average_coord
, 0.5f
, average_coord
);
260 v3_muls( support_axis
, average_coord
[0], inf
->co
);
261 inf
->co
[1] += average_coord
[1];
262 v3_add( pos
, inf
->co
, inf
->co
);
263 v3_copy( average_normal
, inf
->n
);
264 v3_copy( average_direction
, inf
->dir
);
266 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
267 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
268 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
270 return passed_samples
;
273 VG_STATIC
void reset_jump_info( jump_info
*inf
)
276 inf
->land_dist
= 0.0f
;
278 inf
->type
= k_prediction_unset
;
279 v3_zero( inf
->apex
);
282 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
284 v3f target
, float max_angle_delta
,
287 struct player_skate
*s
= &player
->_skate
;
289 /* calculate the exact 2 solutions to jump onto that grind spot */
292 v3_sub( target
, player
->rb
.co
, v0
);
293 m3x3_mulv( player
->invbasis
, v0
, v0
);
301 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
303 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
304 v
= { v3_dot( ax
, v_local
), v_local
[1] };
306 float a
= atan2f( v
[1], v
[0] ),
308 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
313 root
= sqrtf( root
);
314 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
315 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
317 if( fabsf(a0
-a
) < max_angle_delta
){
318 jump_info
*inf
= &jumps
[ valid_count
++ ];
319 reset_jump_info( inf
);
321 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
322 inf
->v
[1] += sinf( a0
) * m
;
323 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
324 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
325 inf
->gravity
= gravity
;
327 v3_copy( target
, inf
->log
[inf
->log_length
++] );
330 if( fabsf(a1
-a
) < max_angle_delta
){
331 jump_info
*inf
= &jumps
[ valid_count
++ ];
332 reset_jump_info( inf
);
334 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
335 inf
->v
[1] += sinf( a1
) * m
;
336 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
337 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
338 inf
->gravity
= gravity
;
340 v3_copy( target
, inf
->log
[inf
->log_length
++] );
348 void player__approximate_best_trajectory( player_instance
*player
)
350 world_instance
*world0
= get_active_world();
352 struct player_skate
*s
= &player
->_skate
;
353 float k_trace_delta
= k_rb_delta
* 10.0f
;
355 s
->state
.air_start
= vg
.time
;
356 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
357 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
359 s
->possible_jump_count
= 0;
362 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
363 v3_normalize( axis
);
365 /* at high slopes, Y component is low */
366 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
367 angle_begin
= -(1.0f
-fabsf( upness
)),
370 struct grind_info grind
;
371 int grind_located
= 0;
372 float grind_located_gravity
= k_gravity
;
375 v3f launch_v_bounds
[2];
377 for( int i
=0; i
<2; i
++ ){
378 v3_copy( player
->rb
.v
, launch_v_bounds
[i
] );
379 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
383 q_axis_angle( qbias
, axis
, ang
);
384 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
387 for( int m
=0;m
<=30; m
++ ){
388 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
389 reset_jump_info( inf
);
391 v3f launch_co
, launch_v
, co0
, co1
;
392 v3_copy( player
->rb
.co
, launch_co
);
393 v3_copy( player
->rb
.v
, launch_v
);
394 v3_copy( launch_co
, co0
);
395 world_instance
*trace_world
= world0
;
397 float vt
= (float)m
* (1.0f
/30.0f
),
398 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
401 q_axis_angle( qbias
, axis
, ang
);
402 q_mulv( qbias
, launch_v
, launch_v
);
404 float yaw_sketch
= 1.0f
-fabsf(upness
);
406 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
407 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
408 q_mulv( qbias
, launch_v
, launch_v
);
410 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
411 gravity
= k_gravity
* gravity_bias
;
412 inf
->gravity
= gravity
;
413 v3_copy( launch_v
, inf
->v
);
416 m3x3_copy( player
->basis
, basis
);
418 for( int i
=1; i
<=50; i
++ ){
419 float t
= (float)i
* k_trace_delta
;
421 v3_muls( launch_v
, t
, co1
);
422 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
423 v3_add( launch_co
, co1
, co1
);
425 float launch_vy
= v3_dot( launch_v
,basis
[1] );
427 int search_for_grind
= 1;
428 if( grind_located
) search_for_grind
= 0;
429 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
433 v3f closest
={0.0f
,0.0f
,0.0f
};
434 if( search_for_grind
){
435 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
436 float min_dist
= 0.75f
;
437 min_dist
*= min_dist
;
439 if( v3_dist2( closest
, launch_co
) < min_dist
)
440 search_for_grind
= 0;
444 for( int j
=0; j
<2; j
++ ){
445 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
446 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
447 v3_add( launch_co
, bound
[j
], bound
[j
] );
450 float limh
= vg_minf( 2.0f
, t
),
451 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
452 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
454 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
455 search_for_grind
= 0;
459 search_for_grind
= 0;
462 if( search_for_grind
){
464 v3_copy( launch_v
, ve
);
465 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
467 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
468 /* check alignment */
469 v2f v0
= { v3_dot( ve
, basis
[0] ),
470 v3_dot( ve
, basis
[2] ) },
471 v1
= { v3_dot( grind
.dir
, basis
[0] ),
472 v3_dot( grind
.dir
, basis
[2] ) };
477 float a
= v2_dot( v0
, v1
);
479 float a_min
= cosf( VG_PIf
* 0.185f
);
480 if( s
->grind_cooldown
)
481 a_min
= cosf( VG_PIf
* 0.05f
);
484 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
486 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
489 grind_located_gravity
= inf
->gravity
;
494 if( trace_world
->rendering_gate
){
495 ent_gate
*gate
= trace_world
->rendering_gate
;
496 if( gate_intersect( gate
, co1
, co0
) ){
497 m4x3_mulv( gate
->transport
, co0
, co0
);
498 m4x3_mulv( gate
->transport
, co1
, co1
);
499 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
500 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
501 m3x3_mul( gate
->transport
, basis
, basis
);
503 if( gate
->type
== k_gate_type_nonlocel
){
504 trace_world
= &world_global
.worlds
[ gate
->target
];
512 float scan_radius
= k_board_radius
;
513 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
515 int idx
= spherecast_world(trace_world
, co0
, co1
, scan_radius
, &t1
, n
);
518 v3_lerp( co0
, co1
, t1
, co
);
519 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
521 v3_copy( n
, inf
->n
);
522 u32
*tri
= &trace_world
->scene_geo
->arrindices
[ idx
*3 ];
523 struct world_surface
*surf
=
524 world_tri_index_surface( trace_world
, tri
[0] );
526 inf
->type
= k_prediction_land
;
529 v3_copy( launch_v
, ve
);
530 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
532 inf
->score
= -v3_dot( ve
, inf
->n
);
533 inf
->land_dist
= t
+ k_trace_delta
* t1
;
536 /* Bias prediction towords ramps */
537 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
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 v2f steer
= { player
->input_js1h
->axis
.value
,
664 player
->input_js1v
->axis
.value
};
665 v2_normalize_clamp( steer
);
666 s
->state
.gravity_bias
= best
->gravity
;
668 if( best
->type
== k_prediction_grind
){
669 s
->state
.activity
= k_skate_activity_air_to_grind
;
672 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
673 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
675 s
->state
.flip_time
= 0.0f
;
676 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
679 s
->state
.flip_rate
= 0.0f
;
680 v3_zero( s
->state
.flip_axis
);
684 v3_copy( player
->basis
[1], s
->land_normal
);
690 * Varius physics models
691 * ------------------------------------------------
695 * Air control, no real physics
697 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
699 struct player_skate
*s
= &player
->_skate
;
701 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
702 player__approximate_best_trajectory( player
);
704 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
705 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
707 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
710 q_axis_angle( correction
, axis
,
711 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
712 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
714 v2f steer
= { player
->input_js1h
->axis
.value
,
715 player
->input_js1v
->axis
.value
};
716 v2_normalize_clamp( steer
);
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_to_grind
){
738 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
741 int carry_on
= player_skate_trick_input( player
);
743 /* we assume velocities share a common divisor, in which case the
744 * interval is the minimum value (if not zero) */
746 float min_rate
= 99999.0f
;
748 for( int i
=0; i
<3; i
++ ){
749 float v
= s
->state
.trick_vel
[i
];
750 if( (v
> 0.0f
) && (v
< min_rate
) )
754 float interval
= 1.0f
/ min_rate
,
755 current
= floorf( s
->state
.trick_time
/ interval
),
756 next_end
= (current
+1.0f
) * interval
;
759 /* integrate trick velocities */
760 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
761 s
->state
.trick_euler
);
763 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
764 s
->state
.trick_time
= 0.0f
;
765 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
766 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
767 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
768 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
769 v3_zero( s
->state
.trick_vel
);
772 s
->state
.trick_time
+= k_rb_delta
;
775 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
776 s
->state
.trick_time
> 0.2f
)
778 player__skate_kill_audio( player
);
779 player__dead_transition( player
);
782 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
783 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
784 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
785 s
->state
.trick_time
= 0.0f
;
786 v3_zero( s
->state
.trick_vel
);
790 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
792 struct player_skate
*s
= &player
->_skate
;
794 float grabt
= player
->input_grab
->axis
.value
;
797 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
798 s
->state
.grab_mouse_delta
);
800 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
803 v2_zero( s
->state
.grab_mouse_delta
);
805 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
808 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
810 struct player_skate
*s
= &player
->_skate
;
813 float steer
= player
->input_js1h
->axis
.value
,
814 grab
= player
->input_grab
->axis
.value
;
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( !player
->input_jump
->button
.value
){
894 if( player
->input_push
->button
.value
||
895 (vg
.time
-s
->state
.start_push
<0.75) )
897 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
898 s
->state
.start_push
= vg
.time
;
900 s
->state
.cur_push
= vg
.time
;
902 double push_time
= vg
.time
- s
->state
.start_push
;
904 float cycle_time
= push_time
*k_push_cycle_rate
,
905 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
906 amt
= accel
* VG_TIMESTEP_FIXED
,
907 current
= v3_length( vel
),
908 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
909 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
911 vel
[2] += delta
* -s
->state
.reverse
;
915 /* Send back to velocity */
916 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
919 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
921 struct player_skate
*s
= &player
->_skate
;
922 int charging_jump_prev
= s
->state
.charging_jump
;
923 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
925 /* Cannot charge this in air */
926 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
927 s
->state
.charging_jump
= 0;
931 if( s
->state
.charging_jump
){
932 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
934 if( !charging_jump_prev
)
935 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
938 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
941 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
943 /* player let go after charging past 0.2: trigger jump */
944 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
947 /* Launch more up if alignment is up else improve velocity */
948 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
950 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
952 if( s
->state
.activity
== k_skate_activity_ground
){
953 v3_copy( player
->rb
.v
, jumpdir
);
954 v3_normalize( jumpdir
);
955 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
956 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
957 v3_normalize( jumpdir
);
959 v3_copy( s
->state
.up_dir
, jumpdir
);
960 s
->grind_cooldown
= 30;
961 s
->state
.activity
= k_skate_activity_ground
;
963 float tilt
= player
->input_js1h
->axis
.value
* 0.3f
;
964 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
967 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
968 q_mulv( qtilt
, jumpdir
, jumpdir
);
970 s
->surface_cooldown
= 10;
972 float force
= k_jump_force
*s
->state
.jump_charge
;
973 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
974 s
->state
.jump_charge
= 0.0f
;
975 s
->state
.jump_time
= vg
.time
;
977 v2f steer
= { player
->input_js1h
->axis
.value
,
978 player
->input_js1v
->axis
.value
};
979 v2_normalize_clamp( steer
);
982 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
987 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
989 struct player_skate
*s
= &player
->_skate
;
991 if( s
->state
.activity
!= k_skate_activity_ground
){
992 v3_zero( s
->state
.throw_v
);
996 /* Throw / collect routine
998 if( player
->input_grab
->axis
.value
> 0.5f
){
999 if( s
->state
.activity
== k_skate_activity_ground
){
1001 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1006 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1009 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1011 if( s
->state
.activity
== k_skate_activity_ground
){
1012 if( v3_length2(player
->rb
.v
)<(20.0f
*20.0f
) )
1013 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1014 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1017 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1018 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1019 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1023 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1025 v3_copy( s
->state
.throw_v
, dir
);
1026 v3_normalize( dir
);
1028 float max
= v3_dot( dir
, s
->state
.throw_v
),
1029 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1030 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1034 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1036 struct player_skate
*s
= &player
->_skate
;
1038 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1039 v3_copy( s
->state
.up_dir
, ideal_dir
);
1040 v3_normalize( ideal_dir
);
1042 v3_muladds( player
->rb
.co
, ideal_dir
,
1043 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1044 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1046 /* Apply velocities */
1048 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1051 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1052 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1054 float ra
= k_cog_mass_ratio
,
1055 rb
= 1.0f
-k_cog_mass_ratio
;
1057 /* Apply forces & intergrate */
1058 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1059 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1062 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1066 VG_STATIC
void skate_integrate( player_instance
*player
)
1068 struct player_skate
*s
= &player
->_skate
;
1070 float decay_rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1071 decay_rate_z
= decay_rate_x
,
1072 decay_rate_y
= 1.0f
;
1074 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1076 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1077 decay_rate_y
= decay_rate
;
1079 decay_rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1080 decay_rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1081 decay_rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1084 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate_x
,
1085 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1086 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate_z
;
1088 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1089 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1090 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1092 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1093 rb_update_transform( &player
->rb
);
1100 VG_STATIC
void skate_copy_holdout( player_instance
*player
)
1102 struct player_skate
*s
= &player
->_skate
;
1103 struct player_avatar
*av
= player
->playeravatar
;
1104 struct skeleton
*sk
= &av
->sk
;
1105 skeleton_copy_pose( sk
, s
->holdout
, player
->holdout_pose
);
1108 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1110 return (player
->input_trick0
->button
.value
) |
1111 (player
->input_trick1
->button
.value
<< 1) |
1112 (player
->input_trick2
->button
.value
<< 1) |
1113 (player
->input_trick2
->button
.value
);
1116 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1118 struct player_skate
*s
= &player
->_skate
;
1120 if( vg_input_button_down( player
->input_use
) ){
1121 player
->subsystem
= k_player_subsystem_walk
;
1124 v3_copy( player
->cam
.angles
, angles
);
1127 skate_copy_holdout( player
);
1128 player
->holdout_time
= 0.34f
;
1129 player__skate_kill_audio( player
);
1130 player__walk_transition( player
, angles
);
1135 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1136 (trick_id
= player_skate_trick_input( player
)) )
1138 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1139 v3_zero( s
->state
.trick_vel
);
1140 s
->state
.trick_time
= 0.0f
;
1142 if( trick_id
== 1 ){
1143 s
->state
.trick_vel
[0] = 3.0f
;
1145 else if( trick_id
== 2 ){
1146 s
->state
.trick_vel
[2] = 3.0f
;
1148 else if( trick_id
== 3 ){
1149 s
->state
.trick_vel
[0] = 2.0f
;
1150 s
->state
.trick_vel
[2] = 2.0f
;
1156 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1158 struct player_skate
*s
= &player
->_skate
;
1160 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1161 jump_info
*jump
= &s
->possible_jumps
[i
];
1163 if( jump
->log_length
== 0 ){
1164 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1167 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1168 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1170 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1171 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1174 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1177 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1178 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1180 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1185 float air
= s
->state
.activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1186 speed
= v3_length( player
->rb
.v
),
1187 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1188 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
);
1190 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1194 static float menu_gate
= 1.0f
;
1195 menu_gate
= vg_lerpf( menu_gate
, 1-cl_menu
, vg
.time_frame_delta
*4.0f
);
1198 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * menu_gate
,
1199 vol_air
= sqrtf( air
*attn
* 0.5f
) * menu_gate
,
1200 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * menu_gate
;
1202 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1205 s
->aud_air
= audio_get_first_idle_channel();
1207 audio_channel_init( s
->aud_air
, &audio_board
[1], flags
);
1210 if( !s
->aud_slide
){
1211 s
->aud_slide
= audio_get_first_idle_channel();
1213 audio_channel_init( s
->aud_slide
, &audio_board
[2], flags
);
1217 /* brrrrrrrrrrrt sound for tiles and stuff
1218 * --------------------------------------------------------*/
1219 float sidechain_amt
= 0.0f
,
1220 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1222 if( (s
->surface
== k_surface_prop_tiles
) &&
1223 (s
->state
.activity
< k_skate_activity_grind_any
) )
1224 sidechain_amt
= 1.0f
;
1226 sidechain_amt
= 0.0f
;
1228 audio_set_lfo_frequency( 0, hz
);
1229 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1230 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1232 if( s
->sample_change_cooldown
> 0.0f
){
1233 s
->sample_change_cooldown
-= vg
.time_frame_delta
;
1236 int sample_type
= k_skate_sample_concrete
;
1238 if( s
->state
.activity
== k_skate_activity_grind_5050
){
1239 if( s
->surface
== k_surface_prop_metal
)
1240 sample_type
= k_skate_sample_metal_scrape_generic
;
1242 sample_type
= k_skate_sample_concrete_scrape_metal
;
1244 else if( (s
->state
.activity
== k_skate_activity_grind_back50
) ||
1245 (s
->state
.activity
== k_skate_activity_grind_front50
) )
1247 if( s
->surface
== k_surface_prop_metal
){
1248 sample_type
= k_skate_sample_metal_scrape_generic
;
1251 float a
= v3_dot( player
->rb
.to_world
[2], s
->grind_dir
);
1252 if( fabsf(a
) > 0.70710678118654752f
)
1253 sample_type
= k_skate_sample_concrete_scrape_wood
;
1255 sample_type
= k_skate_sample_concrete_scrape_metal
;
1258 else if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1259 if( s
->surface
== k_surface_prop_metal
)
1260 sample_type
= k_skate_sample_metal_scrape_generic
;
1262 sample_type
= k_skate_sample_concrete_scrape_wood
;
1265 audio_clip
*relevant_samples
[] = {
1273 if( (s
->main_sample_type
!= sample_type
) || (!s
->aud_main
) ){
1275 audio_channel_crossfade( s
->aud_main
, relevant_samples
[sample_type
],
1277 s
->sample_change_cooldown
= 0.1f
;
1278 s
->main_sample_type
= sample_type
;
1283 s
->aud_main
->colour
= 0x00103efe;
1284 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1285 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1286 audio_channel_edit_volume( s
->aud_main
, vol_main
, 1 );
1287 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1289 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1290 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1294 s
->aud_slide
->colour
= 0x00103efe;
1295 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1296 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1297 audio_channel_edit_volume( s
->aud_slide
, vol_slide
, 1 );
1298 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1302 s
->aud_air
->colour
= 0x00103efe;
1303 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1304 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1305 audio_channel_edit_volume( s
->aud_air
, vol_air
, 1 );
1312 * truck alignment model at ra(local)
1313 * returns 1 if valid surface:
1314 * surface_normal will be filled out with an averaged normal vector
1315 * axel_dir will be the direction from left to right wheels
1317 * returns 0 if no good surface found
1320 int skate_compute_surface_alignment( player_instance
*player
,
1322 v3f surface_normal
, v3f axel_dir
)
1324 struct player_skate
*s
= &player
->_skate
;
1325 world_instance
*world
= get_active_world();
1327 v3f truck
, left
, right
;
1328 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1330 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1331 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1332 vg_line( left
, right
, colour
);
1334 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1336 ray_hit ray_l
, ray_r
;
1339 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1341 int res_l
= 0, res_r
= 0;
1343 for( int i
=0; i
<8; i
++ )
1345 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1346 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1347 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1348 ray_l
.dist
= 2.1f
* k_board_radius
;
1350 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1356 for( int i
=0; i
<8; i
++ )
1358 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1359 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1360 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1361 ray_r
.dist
= 2.1f
* k_board_radius
;
1363 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1371 v3f tangent_average
;
1372 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1373 v3_zero( tangent_average
);
1375 if( res_l
|| res_r
)
1378 v3_copy( midpoint
, p0
);
1379 v3_copy( midpoint
, p1
);
1383 v3_copy( ray_l
.pos
, p0
);
1384 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1385 v3_add( t
, tangent_average
, tangent_average
);
1389 v3_copy( ray_r
.pos
, p1
);
1390 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1391 v3_add( t
, tangent_average
, tangent_average
);
1394 v3_sub( p1
, p0
, v0
);
1399 /* fallback: use the closes point to the trucks */
1401 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1405 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1408 for( int j
=0; j
<3; j
++ )
1409 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1411 v3f vert0
, vert1
, n
;
1412 v3_sub( verts
[1], verts
[0], vert0
);
1413 v3_sub( verts
[2], verts
[0], vert1
);
1414 v3_cross( vert0
, vert1
, n
);
1417 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1420 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1421 v3_muladds( v0
, player
->rb
.to_world
[2],
1422 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1426 v3_cross( n
, player
->rb
.to_world
[0], t
);
1427 v3_add( t
, tangent_average
, tangent_average
);
1433 v3_muladds( truck
, v0
, k_board_width
, right
);
1434 v3_muladds( truck
, v0
, -k_board_width
, left
);
1436 vg_line( left
, right
, VG__WHITE
);
1438 v3_normalize( tangent_average
);
1439 v3_cross( v0
, tangent_average
, surface_normal
);
1440 v3_copy( v0
, axel_dir
);
1445 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1447 struct player_skate
*s
= &player
->_skate
;
1448 v3_zero( s
->weight_distribution
);
1450 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1452 if( s
->state
.manual_direction
== 0 ){
1453 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1454 (s
->state
.activity
== k_skate_activity_ground
) &&
1455 (s
->state
.jump_charge
<= 0.01f
) )
1456 s
->state
.manual_direction
= reverse_dir
;
1459 if( player
->input_js1v
->axis
.value
< 0.1f
){
1460 s
->state
.manual_direction
= 0;
1463 if( reverse_dir
!= s
->state
.manual_direction
){
1469 if( s
->state
.manual_direction
){
1470 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1471 s
->weight_distribution
[2] = k_board_length
* amt
*
1472 (float)s
->state
.manual_direction
;
1475 if( s
->state
.manual_direction
){
1478 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1479 v3_negate( plane_z
, plane_z
);
1481 v3_muladds( plane_z
, s
->surface_picture
,
1482 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1483 v3_normalize( plane_z
);
1485 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1486 v3_normalize( plane_z
);
1489 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1490 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1493 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1496 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1497 k_manul_spring
, k_manul_dampener
,
1502 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1504 struct player_skate
*s
= &player
->_skate
;
1506 if( s
->state
.activity
== k_skate_activity_ground
){
1508 v3_copy( s
->surface_picture
, target
);
1510 target
[1] += 2.0f
* s
->surface_picture
[1];
1511 v3_normalize( target
);
1513 v3_lerp( s
->state
.up_dir
, target
,
1514 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1516 else if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
1517 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1518 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1521 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1522 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1526 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1529 v3_sub( target
, origin
, dir
);
1532 ray
.dist
= v3_length( dir
);
1533 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1536 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1542 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1544 v3_copy( inf
->dir
, mtx
[0] );
1545 v3_copy( inf
->n
, mtx
[1] );
1546 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1549 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1550 struct grind_info
*inf
, float strength
)
1553 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1554 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1556 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1557 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1558 F
= a
* -dir
* k_grind_max_friction
;
1560 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1563 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1564 struct grind_info
*inf
, float strength
)
1567 skate_grind_orient( inf
, mtx
);
1568 m3x3_transpose( mtx
, mtx_inv
);
1571 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1573 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1574 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1575 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1578 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1579 float sign
, struct grind_info
*inf
,
1582 struct player_skate
*s
= &player
->_skate
;
1585 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1587 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1588 v3_add( player
->rb
.co
, raw
, wsp
);
1590 v3_copy( ra
, s
->weight_distribution
);
1593 v3_sub( inf
->co
, wsp
, delta
);
1596 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1599 skate_grind_decay( player
, inf
, strength
);
1600 skate_grind_friction( player
, inf
, strength
);
1602 /* yeah yeah yeah yeah */
1603 v3f raw_nplane
, axis
;
1604 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1605 v3_cross( raw_nplane
, inf
->n
, axis
);
1606 v3_normalize( axis
);
1610 skate_grind_orient( inf
, mtx
);
1611 v3f target_fwd
, fwd
, up
, target_up
;
1612 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1613 v3_copy( raw_nplane
, fwd
);
1614 v3_copy( player
->rb
.to_world
[1], up
);
1615 v3_copy( inf
->n
, target_up
);
1617 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1618 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1620 v3_normalize( target_fwd
);
1621 v3_normalize( fwd
);
1624 float way
= player
->input_js1v
->axis
.value
*
1625 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1628 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1629 q_mulv( q
, target_up
, target_up
);
1630 q_mulv( q
, target_fwd
, target_fwd
);
1632 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1637 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1638 k_grind_spring
*strength
,
1639 k_grind_dampener
*strength
,
1642 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1643 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1644 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1646 s
->grind_strength
= strength
;
1649 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1650 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1651 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1654 v3_copy( inf
->dir
, s
->grind_dir
);
1657 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1658 struct grind_info
*inf_front
,
1659 struct grind_info
*inf_back
)
1661 struct player_skate
*s
= &player
->_skate
;
1662 struct grind_info inf_avg
;
1664 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1665 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1666 v3_normalize( inf_avg
.dir
);
1668 v3f axis_front
, axis_back
, axis
;
1669 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1670 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1671 v3_add( axis_front
, axis_back
, axis
);
1672 v3_normalize( axis
);
1674 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1675 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1678 float way
= player
->input_js1v
->axis
.value
*
1679 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1682 v3_copy( player
->rb
.to_world
[1], up
);
1683 v3_copy( inf_avg
.n
, target_up
);
1684 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1685 q_mulv( q
, target_up
, target_up
);
1687 v3_zero( s
->weight_distribution
);
1688 s
->weight_distribution
[2] = k_board_length
* -way
;
1690 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1695 v3f fwd_nplane
, dir_nplane
;
1696 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1697 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1700 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1701 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1703 v3_normalize( fwd_nplane
);
1704 v3_normalize( dir_nplane
);
1706 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1711 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1712 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1713 delta_front
, delta_back
, delta_total
;
1715 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1716 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1718 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1719 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1720 v3_add( delta_front
, delta_back
, delta_total
);
1722 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1725 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1726 v3_zero( limit
->ra
);
1727 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1730 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1733 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1734 struct grind_info
*inf
)
1736 struct player_skate
*s
= &player
->_skate
;
1738 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1739 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1741 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1742 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1744 /* Exit condition: lost grind tracking */
1745 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1748 /* Exit condition: cant see grind target directly */
1749 if( !skate_point_visible( wheel_co
, inf
->co
) )
1752 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1753 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1754 minv
= k_grind_axel_min_vel
*0.8f
;
1759 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1762 v3_copy( inf
->dir
, s
->grind_dir
);
1766 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1767 struct grind_info
*inf
)
1769 struct player_skate
*s
= &player
->_skate
;
1772 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1775 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1776 v3_add( player
->rb
.co
, raw
, wsp
);
1778 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1780 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1783 /* velocity should be at least 60% aligned */
1785 v3_cross( inf
->n
, inf
->dir
, axis
);
1786 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1788 if( v3_length2( pv
) < 0.0001f
)
1792 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1795 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1799 /* check for vertical alignment */
1800 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1804 v3f local_co
, local_dir
, local_n
;
1805 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1806 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1807 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1809 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1811 float truck_height
= -(k_board_radius
+0.03f
);
1814 v3_cross( player
->rb
.w
, raw
, rv
);
1815 v3_add( player
->rb
.v
, rv
, rv
);
1817 if( (local_co
[1] >= truck_height
) &&
1818 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1827 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1828 struct grind_info
*inf
)
1830 struct player_skate
*s
= &player
->_skate
;
1832 v3f local_co
, local_dir
, local_n
;
1833 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1834 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1835 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1838 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1840 v3_copy( intersection
, s
->weight_distribution
);
1842 skate_grind_decay( player
, inf
, 0.0125f
);
1843 skate_grind_friction( player
, inf
, 0.25f
);
1845 /* direction alignment */
1847 v3_cross( local_dir
, local_n
, perp
);
1848 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1849 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1851 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1852 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1855 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1856 q_mulv( qbalance
, perp
, perp
);
1858 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1860 k_grind_spring
, k_grind_dampener
,
1863 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1865 k_grind_spring
, k_grind_dampener
,
1868 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1869 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1871 v3_copy( inf
->dir
, s
->grind_dir
);
1874 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1875 struct grind_info
*inf
)
1877 struct player_skate
*s
= &player
->_skate
;
1879 if( skate_grind_scansq( player
, player
->rb
.co
,
1880 player
->rb
.to_world
[0], k_board_length
,
1883 v3f local_co
, local_dir
;
1884 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1885 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1887 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1888 (local_co
[1] >= 0.0f
) && /* at deck level */
1889 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1891 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1901 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1902 struct grind_info
*inf
)
1904 struct player_skate
*s
= &player
->_skate
;
1906 if( !skate_grind_scansq( player
, player
->rb
.co
,
1907 player
->rb
.to_world
[0], k_board_length
,
1911 /* Exit condition: cant see grind target directly */
1913 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1914 if( !skate_point_visible( vis
, inf
->co
) )
1917 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1918 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1919 minv
= k_grind_axel_min_vel
*0.8f
;
1924 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1930 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1931 struct grind_info
*inf
)
1933 struct player_skate
*s
= &player
->_skate
;
1936 skate_grind_orient( inf
, mtx
);
1937 m3x3_transpose( mtx
, mtx
);
1940 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1942 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1943 v3_normalize( s
->grind_vec
);
1944 v3_copy( inf
->dir
, s
->grind_dir
);
1947 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1949 struct player_skate
*s
= &player
->_skate
;
1951 if( s
->grind_cooldown
> 100 ){
1952 vg_fatal_exit_loop( "wth!\n" );
1955 /* debounces this state manager a little bit */
1956 if( s
->grind_cooldown
){
1957 s
->grind_cooldown
--;
1958 return k_skate_activity_undefined
;
1961 struct grind_info inf_back50
,
1972 if( s
->state
.activity
== k_skate_activity_grind_5050
||
1973 s
->state
.activity
== k_skate_activity_grind_back50
||
1974 s
->state
.activity
== k_skate_activity_grind_front50
)
1976 float tilt
= player
->input_js1v
->axis
.value
;
1978 if( fabsf(tilt
) >= 0.25f
){
1979 v3f raw
= {0.0f
,0.0f
,tilt
};
1980 m3x3_mulv( player
->rb
.to_world
, raw
, raw
);
1982 float way
= player
->input_js1v
->axis
.value
*
1983 vg_signf( v3_dot( raw
, player
->rb
.v
) );
1985 if( way
< 0.0f
) allow_front
= 0;
1986 else allow_back
= 0;
1990 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1991 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1993 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
1994 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1997 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1999 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
2000 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2003 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2005 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
2007 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2009 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2012 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2015 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2018 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2020 if( res_back50
!= res_front50
){
2021 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
2023 res_back50
&= wants_to_do_that
;
2024 res_front50
&= wants_to_do_that
;
2028 const enum skate_activity table
[] =
2029 { /* slide | back | front */
2030 k_skate_activity_undefined
, /* 0 0 0 */
2031 k_skate_activity_grind_front50
, /* 0 0 1 */
2032 k_skate_activity_grind_back50
, /* 0 1 0 */
2033 k_skate_activity_grind_5050
, /* 0 1 1 */
2035 /* slide has priority always */
2036 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2037 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2038 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2039 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2041 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2043 if( new_activity
== k_skate_activity_undefined
){
2044 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2045 s
->grind_cooldown
= 15;
2046 s
->surface_cooldown
= 10;
2049 else if( new_activity
== k_skate_activity_grind_boardslide
){
2050 skate_boardslide_apply( player
, &inf_slide
);
2052 else if( new_activity
== k_skate_activity_grind_back50
){
2053 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
2054 skate_store_grind_vec( player
, &inf_back50
);
2056 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
2058 else if( new_activity
== k_skate_activity_grind_front50
){
2059 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
2060 skate_store_grind_vec( player
, &inf_front50
);
2062 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2064 else if( new_activity
== k_skate_activity_grind_5050
)
2065 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2067 return new_activity
;
2070 VG_STATIC
void player__skate_update( player_instance
*player
)
2072 struct player_skate
*s
= &player
->_skate
;
2073 world_instance
*world
= get_active_world();
2075 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2076 s
->state
.activity_prev
= s
->state
.activity
;
2078 struct board_collider
2085 enum board_collider_state
2087 k_collider_state_default
,
2088 k_collider_state_disabled
,
2089 k_collider_state_colliding
2096 { 0.0f
, 0.0f
, -k_board_length
},
2097 .radius
= k_board_radius
,
2101 { 0.0f
, 0.0f
, k_board_length
},
2102 .radius
= k_board_radius
,
2109 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2111 float min_dist
= 0.6f
;
2112 for( int i
=0; i
<2; i
++ ){
2114 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2116 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2117 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2121 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2122 vy
= vg_maxf( 0.0f
, vy
);
2124 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2126 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2128 wheels
[0].pos
[1] = s
->state
.slap
;
2129 wheels
[1].pos
[1] = s
->state
.slap
;
2135 const int k_wheel_count
= 2;
2137 s
->substep
= k_rb_delta
;
2138 s
->substep_delta
= s
->substep
;
2141 int substep_count
= 0;
2143 v3_zero( s
->surface_picture
);
2145 int prev_contacts
[2];
2147 for( int i
=0; i
<k_wheel_count
; i
++ ){
2148 wheels
[i
].state
= k_collider_state_default
;
2149 prev_contacts
[i
] = s
->wheel_contacts
[i
];
2152 /* check if we can enter or continue grind */
2153 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2154 if( grindable_activity
!= k_skate_activity_undefined
){
2155 s
->state
.activity
= grindable_activity
;
2159 int contact_count
= 0;
2160 for( int i
=0; i
<2; i
++ ){
2162 v3_copy( player
->rb
.to_world
[0], axel
);
2164 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2165 wheels
[i
].colour
, normal
, axel
) )
2167 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2169 k_surface_spring
, k_surface_dampener
,
2172 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2174 s
->wheel_contacts
[i
] = 1;
2177 s
->wheel_contacts
[i
] = 0;
2180 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2183 if( s
->surface_cooldown
){
2184 s
->surface_cooldown
--;
2188 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2190 for( int i
=0; i
<2; i
++ ){
2191 if( !prev_contacts
[i
] ){
2193 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, co
);
2194 audio_oneshot_3d( &audio_taps
[rand()%4], co
, 40.0f
, 0.75f
);
2200 if( contact_count
){
2201 s
->state
.activity
= k_skate_activity_ground
;
2202 s
->state
.gravity_bias
= k_gravity
;
2203 v3_normalize( s
->surface_picture
);
2205 skate_apply_friction_model( player
);
2206 skate_weight_distribute( player
);
2209 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2210 s
->state
.activity
= k_skate_activity_air
;
2212 v3_zero( s
->weight_distribution
);
2213 skate_apply_air_model( player
);
2218 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2219 wheels
[1].state
= k_collider_state_disabled
;
2220 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2221 wheels
[0].state
= k_collider_state_disabled
;
2222 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2223 wheels
[0].state
= k_collider_state_disabled
;
2224 wheels
[1].state
= k_collider_state_disabled
;
2227 /* all activities */
2228 skate_apply_steering_model( player
);
2229 skate_adjust_up_direction( player
);
2230 skate_apply_cog_model( player
);
2231 skate_apply_jump_model( player
);
2232 skate_apply_grab_model( player
);
2233 skate_apply_trick_model( player
);
2234 skate_apply_pump_model( player
);
2239 * Phase 0: Continous collision detection
2240 * --------------------------------------------------------------------------
2243 v3f head_wp0
, head_wp1
, start_co
;
2244 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2245 v3_copy( player
->rb
.co
, start_co
);
2247 /* calculate transform one step into future */
2250 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2252 if( v3_length2( player
->rb
.w
) > 0.0f
){
2255 v3_copy( player
->rb
.w
, axis
);
2257 float mag
= v3_length( axis
);
2258 v3_divs( axis
, mag
, axis
);
2259 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2260 q_mul( rotation
, player
->rb
.q
, future_q
);
2261 q_normalize( future_q
);
2264 v4_copy( player
->rb
.q
, future_q
);
2266 v3f future_cg
, current_cg
, cg_offset
;
2267 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2268 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2269 v3_sub( future_cg
, current_cg
, cg_offset
);
2271 /* calculate the minimum time we can move */
2272 float max_time
= s
->substep
;
2274 for( int i
=0; i
<k_wheel_count
; i
++ ){
2275 if( wheels
[i
].state
== k_collider_state_disabled
)
2278 v3f current
, future
, r_cg
;
2280 q_mulv( future_q
, wheels
[i
].pos
, future
);
2281 v3_add( future
, future_co
, future
);
2282 v3_add( cg_offset
, future
, future
);
2284 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2285 v3_add( current
, player
->rb
.co
, current
);
2290 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2291 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2292 max_time
= vg_minf( max_time
, t
* s
->substep
);
2295 /* clamp to a fraction of delta, to prevent locking */
2296 float rate_lock
= substep_count
;
2297 rate_lock
*= k_rb_delta
* 0.1f
;
2298 rate_lock
*= rate_lock
;
2300 max_time
= vg_maxf( max_time
, rate_lock
);
2301 s
->substep_delta
= max_time
;
2304 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2305 if( v3_length2( player
->rb
.w
) > 0.0f
){
2308 v3_copy( player
->rb
.w
, axis
);
2310 float mag
= v3_length( axis
);
2311 v3_divs( axis
, mag
, axis
);
2312 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2313 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2314 q_normalize( player
->rb
.q
);
2316 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2317 v3_sub( current_cg
, future_cg
, cg_offset
);
2318 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2321 rb_update_transform( &player
->rb
);
2322 v3_muladds( player
->rb
.v
, player
->basis
[1],
2323 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2325 s
->substep
-= s
->substep_delta
;
2327 rb_ct manifold
[128];
2328 int manifold_len
= 0;
2331 * Phase -1: head detection
2332 * --------------------------------------------------------------------------
2334 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2338 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2339 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2341 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2342 rb_update_transform( &player
->rb
);
2344 player__skate_kill_audio( player
);
2345 player__dead_transition( player
);
2350 * Phase 1: Regular collision detection
2351 * --------------------------------------------------------------------------
2354 for( int i
=0; i
<k_wheel_count
; i
++ ){
2355 if( wheels
[i
].state
== k_collider_state_disabled
)
2359 m3x3_identity( mtx
);
2360 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2362 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2364 rb_ct
*man
= &manifold
[ manifold_len
];
2366 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2368 wheels
[i
].state
= k_collider_state_colliding
;
2373 float grind_radius
= k_board_radius
* 0.75f
;
2374 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2375 .radius
=grind_radius
};
2377 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2378 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2379 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2380 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2381 grind_radius
+ k_board_radius
*0.25f
+s
->state
.slap
, mtx
[3] );
2383 rb_ct
*cman
= &manifold
[manifold_len
];
2385 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2389 for( int i
=0; i
<l
; i
++ )
2390 cman
[l
].type
= k_contact_type_edge
;
2391 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2392 l
= rb_manifold_apply_filtered( cman
, l
);
2397 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2400 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2401 for( int i
=0; i
<s
->limit_count
; i
++ ){
2402 struct grind_limit
*limit
= &s
->limits
[i
];
2403 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2404 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2405 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2407 ct
->type
= k_contact_type_default
;
2413 * --------------------------------------------------------------------------
2418 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2419 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2421 for( int i
=0; i
<manifold_len
; i
++ ){
2422 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2423 rb_debug_contact( &manifold
[i
] );
2426 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2427 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2428 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2429 ey2
= k_board_interia
*extent
[1]*extent
[1],
2430 ez2
= k_board_interia
*extent
[2]*extent
[2];
2432 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2433 float inv_mass
= 1.0f
/mass
;
2436 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2437 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2438 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2441 m3x3_identity( iI
);
2448 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2449 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2451 for( int j
=0; j
<10; j
++ ){
2452 for( int i
=0; i
<manifold_len
; i
++ ){
2454 * regular dance; calculate velocity & total mass, apply impulse.
2457 struct contact
*ct
= &manifold
[i
];
2460 v3_sub( ct
->co
, world_cog
, delta
);
2461 v3_cross( player
->rb
.w
, delta
, rv
);
2462 v3_add( player
->rb
.v
, rv
, rv
);
2465 v3_cross( delta
, ct
->n
, raCn
);
2468 m3x3_mulv( iIw
, raCn
, raCnI
);
2470 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2471 vn
= v3_dot( rv
, ct
->n
),
2472 lambda
= normal_mass
* ( -vn
);
2474 float temp
= ct
->norm_impulse
;
2475 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2476 lambda
= ct
->norm_impulse
- temp
;
2479 v3_muls( ct
->n
, lambda
, impulse
);
2481 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2482 v3_cross( delta
, impulse
, impulse
);
2483 m3x3_mulv( iIw
, impulse
, impulse
);
2484 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2486 v3_cross( player
->rb
.w
, delta
, rv
);
2487 v3_add( player
->rb
.v
, rv
, rv
);
2488 vn
= v3_dot( rv
, ct
->n
);
2493 rb_depenetrate( manifold
, manifold_len
, dt
);
2494 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2495 rb_update_transform( &player
->rb
);
2499 if( s
->substep
>= 0.0001f
)
2500 goto begin_collision
; /* again! */
2503 * End of collision and dynamics routine
2504 * --------------------------------------------------------------------------
2507 s
->surface
= k_surface_prop_concrete
;
2509 for( int i
=0; i
<manifold_len
; i
++ ){
2510 rb_ct
*ct
= &manifold
[i
];
2511 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2513 if( surf
->info
.surface_prop
> s
->surface
)
2514 s
->surface
= surf
->info
.surface_prop
;
2517 for( int i
=0; i
<k_wheel_count
; i
++ ){
2519 m3x3_copy( player
->rb
.to_world
, mtx
);
2520 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2521 debug_sphere( mtx
, wheels
[i
].radius
,
2522 (u32
[]){ VG__WHITE
, VG__BLACK
,
2523 wheels
[i
].colour
}[ wheels
[i
].state
]);
2526 skate_integrate( player
);
2527 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2530 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2533 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2534 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2535 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2536 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2537 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2538 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2539 s
->state
.head_position
);
2540 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2542 v4f transport_rotation
;
2543 m3x3_q( gate
->transport
, transport_rotation
);
2544 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2545 q_mul( transport_rotation
, s
->state
.smoothed_rotation
,
2546 s
->state
.smoothed_rotation
);
2547 rb_update_transform( &player
->rb
);
2549 s
->state_gate_storage
= s
->state
;
2550 player__pass_gate( player
, gate
);
2553 /* FIXME: Rate limit */
2554 static int stick_frames
= 0;
2556 if( s
->state
.activity
>= k_skate_activity_ground
)
2561 if( stick_frames
> 5 ) stick_frames
= 5;
2563 if( stick_frames
== 4 ){
2566 if( s
->state
.activity
== k_skate_activity_ground
){
2567 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2568 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2572 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2576 else if( s
->surface
== k_surface_prop_metal
){
2577 audio_oneshot_3d( &audio_board
[3], player
->rb
.co
, 40.0f
, 1.0f
);
2580 audio_oneshot_3d( &audio_board
[8], player
->rb
.co
, 40.0f
, 1.0f
);
2584 } else if( stick_frames
== 0 ){
2589 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2591 struct player_skate
*s
= &player
->_skate
;
2592 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2595 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2598 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2602 const char *activity_txt
[] =
2607 "undefined (INVALID)",
2608 "grind_any (INVALID)",
2610 "grind_metallic (INVALID)",
2616 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2618 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2619 s
->state
.steerx_s
, s
->state
.steery_s
,
2620 k_steer_ground
, k_steer_air
);
2622 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2623 s
->state
.flip_time
);
2624 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2625 s
->state
.trick_vel
[0],
2626 s
->state
.trick_vel
[1],
2627 s
->state
.trick_vel
[2] );
2628 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2629 s
->state
.trick_euler
[0],
2630 s
->state
.trick_euler
[1],
2631 s
->state
.trick_euler
[2] );
2634 VG_STATIC
void player__skate_animate( player_instance
*player
,
2635 player_animation
*dest
)
2637 struct player_skate
*s
= &player
->_skate
;
2638 struct player_avatar
*av
= player
->playeravatar
;
2639 struct skeleton
*sk
= &av
->sk
;
2642 float kheight
= 2.0f
,
2648 v3f cog_local
, cog_ideal
;
2649 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2651 v3_copy( s
->state
.up_dir
, cog_ideal
);
2652 v3_normalize( cog_ideal
);
2653 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2655 v3_sub( cog_ideal
, cog_local
, offset
);
2658 v3_muls( offset
, 4.0f
, offset
);
2661 float curspeed
= v3_length( player
->rb
.v
),
2662 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2663 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2664 sign
= vg_signf( kicks
);
2666 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2667 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2670 offset
[0] += s
->wobble
[1]*3.0f
;
2675 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2676 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2678 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2681 * Animation blending
2682 * ===========================================
2687 float desired
= 0.0f
;
2688 if( s
->state
.activity
== k_skate_activity_ground
)
2689 desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2691 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2694 /* movement information */
2696 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
2698 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2699 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2700 fly
= iair
? 1.0f
: 0.0f
,
2701 wdist
= s
->weight_distribution
[2] / k_board_length
;
2703 if( s
->state
.activity
>= k_skate_activity_grind_any
)
2706 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2707 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2708 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 3.4f
*vg
.time_delta
);
2709 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2712 mdl_keyframe apose
[32], bpose
[32];
2713 mdl_keyframe ground_pose
[32];
2715 /* when the player is moving fast he will crouch down a little bit */
2716 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2717 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2720 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2721 stand_blend
= offset
[1]*-2.0f
;
2724 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2726 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2728 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2729 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2730 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2733 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2734 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2735 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2738 double push_time
= vg
.time
- s
->state
.start_push
;
2739 s
->blend_push
= vg_lerpf( s
->blend_push
,
2740 (vg
.time
- s
->state
.cur_push
) < 0.125,
2741 6.0f
*vg
.time_delta
);
2743 if( s
->state
.reverse
> 0.0f
)
2744 skeleton_sample_anim( sk
, s
->anim_push
, push_time
, bpose
);
2746 skeleton_sample_anim( sk
, s
->anim_push_reverse
, push_time
, bpose
);
2748 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2751 float jump_start_frame
= 14.0f
/30.0f
;
2753 float charge
= s
->state
.jump_charge
;
2754 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2756 float setup_frame
= charge
* jump_start_frame
,
2757 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2759 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2760 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2761 setup_frame
= jump_frame
;
2763 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2765 s
->anim_ollie_reverse
;
2767 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2768 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2771 mdl_keyframe air_pose
[32];
2773 float target
= -player
->input_js1h
->axis
.value
;
2775 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2777 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2778 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2780 static v2f grab_choice
;
2782 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2783 player
->input_js2v
->axis
.value
};
2784 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2785 if( v2_length2( grab_input
) <= 0.001f
)
2786 grab_input
[0] = -1.0f
;
2788 v2_normalize_clamp( grab_input
);
2789 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2791 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2792 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2793 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2795 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2796 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2799 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2802 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2803 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2804 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2805 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2806 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2807 *kf_hip
= &dest
->pose
[av
->id_hip
-1],
2808 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2809 &dest
->pose
[av
->id_wheel_l
-1] };
2812 mdl_keyframe grind_pose
[32];
2814 float grind_frame
= 0.5f
;
2816 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2818 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2822 float grind
=s
->state
.activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2823 s
->blend_grind
= vg_lerpf( s
->blend_grind
, grind
, 5.0f
*vg
.time_delta
);
2824 s
->blend_grind_balance
=vg_lerpf( s
->blend_grind_balance
,
2825 grind_frame
, 5.0f
*vg
.time_delta
);
2827 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
2829 skeleton_sample_anim( sk
, s
->anim_grind
, grind_frame
, apose
);
2830 skeleton_sample_anim( sk
, s
->anim_grind_jump
, grind_frame
, bpose
);
2831 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_jump
, grind_pose
);
2833 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2835 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2837 /* additive effects */
2839 u32 apply_to
[] = { av
->id_hip
,
2843 av
->id_ik_elbow_r
};
2845 float apply_rates
[] = { 1.0f
,
2851 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2852 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2853 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2856 /* angle correction */
2857 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
2859 if( v4_length(s
->state
.smoothed_rotation
) <= 0.1f
||
2860 v4_length(s
->state
.smoothed_rotation
) >= 1.1f
){
2861 vg_warn( "FIX THIS! CARROT\n" );
2862 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
2864 v4_lerp( s
->state
.smoothed_rotation
, player
->rb
.q
,
2865 2.0f
*vg
.time_frame_delta
,
2866 s
->state
.smoothed_rotation
);
2867 q_normalize( s
->state
.smoothed_rotation
);
2869 v3f yaw_ref
= {1.0f
,0.0f
,0.0f
},
2870 yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2871 q_mulv( player
->rb
.q
, yaw_ref
, yaw_ref
);
2872 q_mulv( s
->state
.smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2873 m3x3_mulv( player
->rb
.to_local
, yaw_smooth
, yaw_smooth
);
2874 m3x3_mulv( player
->rb
.to_local
, yaw_ref
, yaw_ref
);
2876 float yaw_counter_rotate
= v3_dot(yaw_ref
,yaw_smooth
);
2877 yaw_counter_rotate
= vg_clampf(yaw_counter_rotate
,-1.0f
,1.0f
);
2878 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2879 yaw_counter_rotate
*= 1.0f
-s
->blend_fly
;
2882 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2883 v3_normalize( ndir
);
2885 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2887 float a
= v3_dot( ndir
, up
);
2888 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2891 v4f qfixup
, qcounteryaw
, qtotal
;
2893 v3_cross( up
, ndir
, axis
);
2894 q_axis_angle( qfixup
, axis
, a
);
2896 q_axis_angle( qcounteryaw
, (v3f
){0.0f
,1.0f
,0.0f
}, yaw_counter_rotate
);
2897 q_mul( qcounteryaw
, qfixup
, qtotal
);
2898 q_normalize( qtotal
);
2900 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2902 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2904 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2905 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2907 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
2912 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2913 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2915 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2916 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2921 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2924 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2926 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2927 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2928 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2930 q_mul( qpitchr
, qrollr
, qtrickr
);
2931 q_mul( qyawr
, qtrickr
, qtotal
);
2932 q_normalize( qtotal
);
2934 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2937 /* trick rotation */
2938 v4f qtrick
, qyaw
, qpitch
, qroll
;
2940 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2942 float jump_t
= vg
.time
-s
->state
.jump_time
;
2946 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2947 extra
*= s
->state
.slap
* 4.0f
;
2949 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2950 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] + extra
);
2951 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2953 q_mul( qyaw
, qroll
, qtrick
);
2954 q_mul( qpitch
, qtrick
, qtrick
);
2955 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2956 q_normalize( kf_board
->q
);
2959 /* foot weight distribution */
2960 if( s
->blend_weight
> 0.0f
){
2961 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2962 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2965 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2966 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2969 float slapm
= vg_maxf( 1.0f
-v3_length2( s
->state
.trick_vel
), 0.0f
);
2970 s
->subslap
= vg_lerpf( s
->subslap
, slapm
, vg
.time_delta
*10.0f
);
2972 kf_foot_l
->co
[1] += s
->state
.slap
;
2973 kf_foot_r
->co
[1] += s
->state
.slap
;
2974 kf_knee_l
->co
[1] += s
->state
.slap
;
2975 kf_knee_r
->co
[1] += s
->state
.slap
;
2976 kf_board
->co
[1] += s
->state
.slap
* s
->subslap
;
2977 kf_hip
->co
[1] += s
->state
.slap
* 0.25f
;
2980 * animation wishlist:
2981 * boardslide/grind jump animations
2982 * when tricking the slap should not appply or less apply
2983 * not animations however DONT target grinds that are vertically down.
2986 /* truck rotation */
2987 for( int i
=0; i
<2; i
++ )
2989 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2990 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2993 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2994 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2995 q_normalize( kf_wheels
[i
]->q
);
3001 *kf_head
= &dest
->pose
[av
->id_head
-1],
3002 *kf_elbow_l
= &dest
->pose
[av
->id_ik_elbow_l
-1],
3003 *kf_elbow_r
= &dest
->pose
[av
->id_ik_elbow_r
-1],
3004 *kf_hand_l
= &dest
->pose
[av
->id_ik_hand_l
-1],
3005 *kf_hand_r
= &dest
->pose
[av
->id_ik_hand_r
-1];
3007 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3008 warble
*= vg_maxf(s
->blend_grind
,fabsf(s
->blend_weight
)) * 0.3f
;
3011 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3013 v3f origin
= {0.0f
,0.2f
,0.0f
};
3014 keyframe_rotate_around( kf_hand_l
, origin
,
3015 av
->sk
.bones
[av
->id_ik_hand_l
].co
, qrot
);
3016 keyframe_rotate_around( kf_hand_r
, origin
,
3017 av
->sk
.bones
[av
->id_ik_hand_r
].co
, qrot
);
3018 keyframe_rotate_around( kf_hip
, origin
,
3019 av
->sk
.bones
[av
->id_hip
].co
, qrot
);
3020 keyframe_rotate_around( kf_elbow_r
, origin
,
3021 av
->sk
.bones
[av
->id_ik_elbow_r
].co
, qrot
);
3022 keyframe_rotate_around( kf_elbow_l
, origin
,
3023 av
->sk
.bones
[av
->id_ik_elbow_l
].co
, qrot
);
3025 q_inv( qrot
, qrot
);
3026 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3027 q_normalize( kf_head
->q
);
3031 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
3032 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
3034 float substep
= vg
.time_fixed_extrapolate
;
3037 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
3038 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
3040 float t
= s
->state
.flip_time
+s
->state
.flip_rate
*substep
*k_rb_delta
;
3041 sign
= vg_signf( t
);
3043 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3044 t
= sign
* (1.0f
-t
*t
);
3046 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3047 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
3048 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3050 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
3052 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
3053 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
3054 q_normalize( dest
->root_q
);
3056 v3f rotation_point
, rco
;
3057 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
3058 v3_sub( dest
->root_co
, rotation_point
, rco
);
3060 q_mulv( qflip
, rco
, rco
);
3061 v3_add( rco
, rotation_point
, dest
->root_co
);
3064 skeleton_copy_pose( sk
, dest
->pose
, s
->holdout
);
3067 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
3069 struct player_skate
*s
= &player
->_skate
;
3070 struct player_avatar
*av
= player
->playeravatar
;
3072 player
->cam_velocity_influence
= 1.0f
;
3074 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3075 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
3076 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
3077 s
->state
.head_position
);
3080 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
3082 struct player_skate
*s
= &player
->_skate
;
3084 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
3085 s
->blend_fly
= 1.0f
;
3087 s
->blend_fly
= 0.0f
;
3089 s
->blend_slide
= 0.0f
;
3092 s
->blend_grind
= 0.0f
;
3093 s
->blend_grind_balance
= 0.0f
;
3094 s
->blend_stand
= 0.0f
;
3095 s
->blend_push
= 0.0f
;
3096 s
->blend_jump
= 0.0f
;
3097 s
->blend_airdir
= 0.0f
;
3098 s
->blend_weight
= 0.0f
;
3100 v2_zero( s
->wobble
);
3102 v3_zero( s
->board_trick_residuald
);
3103 v3_zero( s
->board_trick_residualv
);
3104 v3_zero( s
->truckv0
[0] );
3105 v3_zero( s
->truckv0
[1] );
3108 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
3110 struct player_skate
*s
= &player
->_skate
;
3111 s
->state
.jump_charge
= 0.0f
;
3112 s
->state
.charging_jump
= 0;
3113 s
->state
.jump_dir
= 0;
3114 v3_zero( s
->state
.flip_axis
);
3115 s
->state
.flip_time
= 0.0f
;
3116 s
->state
.flip_rate
= 0.0f
;
3117 s
->state
.reverse
= 0.0f
;
3118 s
->state
.slip
= 0.0f
;
3119 s
->state
.grabbing
= 0.0f
;
3120 v2_zero( s
->state
.grab_mouse_delta
);
3121 s
->state
.slap
= 0.0f
;
3122 s
->state
.jump_time
= 0.0;
3123 s
->state
.start_push
= 0.0;
3124 s
->state
.cur_push
= 0.0;
3125 s
->state
.air_start
= 0.0;
3127 v3_zero( s
->state
.air_init_v
);
3128 v3_zero( s
->state
.air_init_co
);
3130 s
->state
.gravity_bias
= k_gravity
;
3131 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3132 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
3133 v3_zero( s
->state
.throw_v
);
3134 v3_zero( s
->state
.trick_vel
);
3135 v3_zero( s
->state
.trick_euler
);
3136 v3_zero( s
->state
.cog_v
);
3137 s
->grind_cooldown
= 0;
3138 s
->surface_cooldown
= 0;
3139 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
3140 v3_copy( player
->rb
.to_world
[1], s
->state
.up_dir
);
3141 v3_copy( player
->rb
.to_world
[1], s
->surface_picture
);
3142 v3_zero( s
->weight_distribution
);
3143 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3146 VG_STATIC
void player__skate_reset( player_instance
*player
,
3149 struct player_skate
*s
= &player
->_skate
;
3150 v3_zero( player
->rb
.v
);
3151 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3153 s
->state
.activity
= k_skate_activity_air
;
3154 s
->state
.activity_prev
= k_skate_activity_air
;
3156 player__skate_clear_mechanics( player
);
3157 player__skate_reset_animator( player
);
3159 v3_zero( s
->state
.head_position
);
3160 s
->state
.head_position
[1] = 1.8f
;
3163 VG_STATIC
void player__skate_restore( player_instance
*player
)
3165 struct player_skate
*s
= &player
->_skate
;
3166 s
->state
= s
->state_gate_storage
;
3169 #endif /* PLAYER_SKATE_C */