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
*world
= 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
);
396 float vt
= (float)m
* (1.0f
/30.0f
),
397 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
400 q_axis_angle( qbias
, axis
, ang
);
401 q_mulv( qbias
, launch_v
, launch_v
);
403 float yaw_sketch
= 1.0f
-fabsf(upness
);
405 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
406 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
407 q_mulv( qbias
, launch_v
, launch_v
);
409 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
410 gravity
= k_gravity
* gravity_bias
;
411 inf
->gravity
= gravity
;
412 v3_copy( launch_v
, inf
->v
);
415 m3x3_copy( player
->basis
, basis
);
417 for( int i
=1; i
<=50; i
++ ){
418 float t
= (float)i
* k_trace_delta
;
420 v3_muls( launch_v
, t
, co1
);
421 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
422 v3_add( launch_co
, co1
, co1
);
424 float launch_vy
= v3_dot( launch_v
,basis
[1] );
426 int search_for_grind
= 1;
427 if( grind_located
) search_for_grind
= 0;
428 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
432 v3f closest
={0.0f
,0.0f
,0.0f
};
433 if( search_for_grind
){
434 if( bh_closest_point( 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( world
->rendering_gate
){
495 ent_gate
*gate
= 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
);
508 float scan_radius
= k_board_radius
;
509 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
511 int idx
= spherecast_world( world
, co0
, co1
, scan_radius
, &t1
, n
);
514 v3_lerp( co0
, co1
, t1
, co
);
515 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
517 v3_copy( n
, inf
->n
);
518 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
519 struct world_surface
*surf
= world_tri_index_surface(world
, tri
[0]);
521 inf
->type
= k_prediction_land
;
524 v3_copy( launch_v
, ve
);
525 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
527 inf
->score
= -v3_dot( ve
, inf
->n
);
528 inf
->land_dist
= t
+ k_trace_delta
* t1
;
531 /* Bias prediction towords ramps */
532 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
539 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
544 if( inf
->type
== k_prediction_unset
)
545 s
->possible_jump_count
--;
549 jump_info grind_jumps
[2];
552 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
553 0.175f
*VG_PIf
, grind_located_gravity
);
555 /* knock out original landing points in the 1m area */
556 for( u32 j
=0; j
<s
->possible_jump_count
; j
++ ){
557 jump_info
*jump
= &s
->possible_jumps
[ j
];
558 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
559 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
560 jump
->score
+= descale
*3.0f
;
563 for( int i
=0; i
<valid_count
; i
++ ){
564 jump_info
*jump
= &grind_jumps
[i
];
565 jump
->type
= k_prediction_grind
;
567 v3f launch_v
, launch_co
, co0
, co1
;
569 v3_copy( jump
->v
, launch_v
);
570 v3_copy( player
->rb
.co
, launch_co
);
573 m3x3_copy( player
->basis
, basis
);
575 float t
= 0.05f
* jump
->land_dist
;
576 v3_muls( launch_v
, t
, co0
);
577 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
578 v3_add( launch_co
, co0
, co0
);
580 /* rough scan to make sure we dont collide with anything */
581 for( int j
=1; j
<=16; j
++ ){
582 t
= (float)j
*(1.0f
/16.0f
);
585 t
*= jump
->land_dist
;
587 v3_muls( launch_v
, t
, co1
);
588 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
589 v3_add( launch_co
, co1
, co1
);
594 int idx
= spherecast_world( world
, co0
,co1
,
595 k_board_radius
*0.1f
, &t1
, n
);
597 goto invalidated_grind
;
603 v3_copy( grind
.n
, jump
->n
);
605 /* determine score */
607 v3_copy( jump
->v
, ve
);
608 v3_muladds( ve
, player
->basis
[1], -jump
->gravity
*jump
->land_dist
, ve
);
609 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
611 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
619 float score_min
= INFINITY
,
620 score_max
= -INFINITY
;
622 jump_info
*best
= NULL
;
624 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
625 jump_info
*jump
= &s
->possible_jumps
[i
];
627 if( jump
->score
< score_min
)
630 score_min
= vg_minf( score_min
, jump
->score
);
631 score_max
= vg_maxf( score_max
, jump
->score
);
634 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
635 jump_info
*jump
= &s
->possible_jumps
[i
];
636 float s
= jump
->score
;
639 s
/= (score_max
-score_min
);
643 jump
->colour
= s
* 255.0f
;
647 else if( jump
->type
== k_prediction_land
)
650 jump
->colour
|= 0xff000000;
654 v3_copy( best
->n
, s
->land_normal
);
655 v3_copy( best
->v
, player
->rb
.v
);
656 s
->land_dist
= best
->land_dist
;
658 v2f steer
= { player
->input_js1h
->axis
.value
,
659 player
->input_js1v
->axis
.value
};
660 v2_normalize_clamp( steer
);
661 s
->state
.gravity_bias
= best
->gravity
;
663 if( best
->type
== k_prediction_grind
){
664 s
->state
.activity
= k_skate_activity_air_to_grind
;
667 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
668 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
670 s
->state
.flip_time
= 0.0f
;
671 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
674 s
->state
.flip_rate
= 0.0f
;
675 v3_zero( s
->state
.flip_axis
);
679 v3_copy( player
->basis
[1], s
->land_normal
);
685 * Varius physics models
686 * ------------------------------------------------
690 * Air control, no real physics
692 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
694 struct player_skate
*s
= &player
->_skate
;
696 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
697 player__approximate_best_trajectory( player
);
699 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
700 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
702 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
705 q_axis_angle( correction
, axis
,
706 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
707 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
709 v2f steer
= { player
->input_js1h
->axis
.value
,
710 player
->input_js1v
->axis
.value
};
711 v2_normalize_clamp( steer
);
714 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
715 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
717 struct player_skate
*s
= &player
->_skate
;
720 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
722 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
723 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
725 v3_mul( strength
, F
, F
);
727 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
728 s
->board_trick_residualv
);
729 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
730 k_rb_delta
, s
->board_trick_residuald
);
732 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
733 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
736 int carry_on
= player_skate_trick_input( player
);
738 /* we assume velocities share a common divisor, in which case the
739 * interval is the minimum value (if not zero) */
741 float min_rate
= 99999.0f
;
743 for( int i
=0; i
<3; i
++ ){
744 float v
= s
->state
.trick_vel
[i
];
745 if( (v
> 0.0f
) && (v
< min_rate
) )
749 float interval
= 1.0f
/ min_rate
,
750 current
= floorf( s
->state
.trick_time
/ interval
),
751 next_end
= (current
+1.0f
) * interval
;
754 /* integrate trick velocities */
755 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
756 s
->state
.trick_euler
);
758 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
759 s
->state
.trick_time
= 0.0f
;
760 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
761 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
762 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
763 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
764 v3_zero( s
->state
.trick_vel
);
767 s
->state
.trick_time
+= k_rb_delta
;
770 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
771 s
->state
.trick_time
> 0.2f
)
773 player__skate_kill_audio( player
);
774 player__dead_transition( player
);
777 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
778 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
779 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
780 s
->state
.trick_time
= 0.0f
;
781 v3_zero( s
->state
.trick_vel
);
785 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
787 struct player_skate
*s
= &player
->_skate
;
789 float grabt
= player
->input_grab
->axis
.value
;
792 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
793 s
->state
.grab_mouse_delta
);
795 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
798 v2_zero( s
->state
.grab_mouse_delta
);
800 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
803 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
805 struct player_skate
*s
= &player
->_skate
;
808 float steer
= player
->input_js1h
->axis
.value
,
809 grab
= player
->input_grab
->axis
.value
;
811 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
814 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
819 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
820 rate
= 6.0f
* fabsf(steer
);
824 /* rotate slower when grabbing on ground */
825 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
827 if( s
->state
.activity
== k_skate_activity_grind_5050
){
832 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
833 rate
*= fabsf(steer
);
835 float a
= 0.8f
* -steer
* k_rb_delta
;
838 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
839 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
841 v3_normalize( s
->grind_vec
);
844 else if( s
->state
.manual_direction
){
850 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
851 addspeed
= (steer
* -top
) - current
,
852 maxaccel
= rate
* k_rb_delta
,
853 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
855 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
859 * Computes friction and surface interface model
861 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
863 struct player_skate
*s
= &player
->_skate
;
866 * Computing localized friction forces for controlling the character
867 * Friction across X is significantly more than Z
871 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
874 if( fabsf(vel
[2]) > 0.01f
)
875 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
877 if( fabsf( slip
) > 1.2f
)
878 slip
= vg_signf( slip
) * 1.2f
;
880 s
->state
.slip
= slip
;
881 s
->state
.reverse
= -vg_signf(vel
[2]);
883 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
884 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
886 /* Pushing additive force */
888 if( !player
->input_jump
->button
.value
){
889 if( player
->input_push
->button
.value
||
890 (vg
.time
-s
->state
.start_push
<0.75) )
892 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
893 s
->state
.start_push
= vg
.time
;
895 s
->state
.cur_push
= vg
.time
;
897 double push_time
= vg
.time
- s
->state
.start_push
;
899 float cycle_time
= push_time
*k_push_cycle_rate
,
900 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
901 amt
= accel
* VG_TIMESTEP_FIXED
,
902 current
= v3_length( vel
),
903 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
904 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
906 vel
[2] += delta
* -s
->state
.reverse
;
910 /* Send back to velocity */
911 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
914 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
916 struct player_skate
*s
= &player
->_skate
;
917 int charging_jump_prev
= s
->state
.charging_jump
;
918 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
920 /* Cannot charge this in air */
921 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
922 s
->state
.charging_jump
= 0;
926 if( s
->state
.charging_jump
){
927 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
929 if( !charging_jump_prev
)
930 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
933 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
936 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
938 /* player let go after charging past 0.2: trigger jump */
939 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
942 /* Launch more up if alignment is up else improve velocity */
943 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
945 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
947 if( s
->state
.activity
== k_skate_activity_ground
){
948 v3_copy( player
->rb
.v
, jumpdir
);
949 v3_normalize( jumpdir
);
950 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
951 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
952 v3_normalize( jumpdir
);
954 v3_copy( s
->state
.up_dir
, jumpdir
);
955 s
->grind_cooldown
= 30;
956 s
->state
.activity
= k_skate_activity_ground
;
958 float tilt
= player
->input_js1h
->axis
.value
* 0.3f
;
959 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
962 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
963 q_mulv( qtilt
, jumpdir
, jumpdir
);
965 s
->surface_cooldown
= 10;
967 float force
= k_jump_force
*s
->state
.jump_charge
;
968 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
969 s
->state
.jump_charge
= 0.0f
;
970 s
->state
.jump_time
= vg
.time
;
972 v2f steer
= { player
->input_js1h
->axis
.value
,
973 player
->input_js1v
->axis
.value
};
974 v2_normalize_clamp( steer
);
977 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
982 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
984 struct player_skate
*s
= &player
->_skate
;
986 if( s
->state
.activity
!= k_skate_activity_ground
){
987 v3_zero( s
->state
.throw_v
);
991 /* Throw / collect routine
993 if( player
->input_grab
->axis
.value
> 0.5f
){
994 if( s
->state
.activity
== k_skate_activity_ground
){
996 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1001 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1004 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1006 if( s
->state
.activity
== k_skate_activity_ground
){
1007 if( v3_length2(player
->rb
.v
)<(20.0f
*20.0f
) )
1008 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1009 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1012 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1013 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1014 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1018 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1020 v3_copy( s
->state
.throw_v
, dir
);
1021 v3_normalize( dir
);
1023 float max
= v3_dot( dir
, s
->state
.throw_v
),
1024 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1025 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1029 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1031 struct player_skate
*s
= &player
->_skate
;
1033 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1034 v3_copy( s
->state
.up_dir
, ideal_dir
);
1035 v3_normalize( ideal_dir
);
1037 v3_muladds( player
->rb
.co
, ideal_dir
,
1038 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1039 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1041 /* Apply velocities */
1043 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1046 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1047 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1049 float ra
= k_cog_mass_ratio
,
1050 rb
= 1.0f
-k_cog_mass_ratio
;
1052 /* Apply forces & intergrate */
1053 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1054 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1057 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1061 VG_STATIC
void skate_integrate( player_instance
*player
)
1063 struct player_skate
*s
= &player
->_skate
;
1065 float decay_rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1066 decay_rate_z
= decay_rate_x
,
1067 decay_rate_y
= 1.0f
;
1069 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1071 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1072 decay_rate_y
= decay_rate
;
1074 decay_rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1075 decay_rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1076 decay_rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1079 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate_x
,
1080 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1081 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate_z
;
1083 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1084 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1085 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1087 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1088 rb_update_transform( &player
->rb
);
1095 VG_STATIC
void skate_copy_holdout( player_instance
*player
)
1097 struct player_skate
*s
= &player
->_skate
;
1098 struct player_avatar
*av
= player
->playeravatar
;
1099 struct skeleton
*sk
= &av
->sk
;
1100 skeleton_copy_pose( sk
, s
->holdout
, player
->holdout_pose
);
1103 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1105 return (player
->input_trick0
->button
.value
) |
1106 (player
->input_trick1
->button
.value
<< 1) |
1107 (player
->input_trick2
->button
.value
<< 1) |
1108 (player
->input_trick2
->button
.value
);
1111 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1113 struct player_skate
*s
= &player
->_skate
;
1115 if( vg_input_button_down( player
->input_use
) ){
1116 player
->subsystem
= k_player_subsystem_walk
;
1119 v3_copy( player
->cam
.angles
, angles
);
1122 skate_copy_holdout( player
);
1123 player
->holdout_time
= 0.34f
;
1124 player__skate_kill_audio( player
);
1125 player__walk_transition( player
, angles
);
1130 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1131 (trick_id
= player_skate_trick_input( player
)) )
1133 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1134 v3_zero( s
->state
.trick_vel
);
1135 s
->state
.trick_time
= 0.0f
;
1137 if( trick_id
== 1 ){
1138 s
->state
.trick_vel
[0] = 3.0f
;
1140 else if( trick_id
== 2 ){
1141 s
->state
.trick_vel
[2] = 3.0f
;
1143 else if( trick_id
== 3 ){
1144 s
->state
.trick_vel
[0] = 2.0f
;
1145 s
->state
.trick_vel
[2] = 2.0f
;
1151 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1153 struct player_skate
*s
= &player
->_skate
;
1155 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1156 jump_info
*jump
= &s
->possible_jumps
[i
];
1158 if( jump
->log_length
== 0 ){
1159 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1162 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1163 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1165 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1166 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1169 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1172 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1173 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1175 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1180 float air
= s
->state
.activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1181 speed
= v3_length( player
->rb
.v
),
1182 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1183 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
);
1185 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1189 static float menu_gate
= 1.0f
;
1190 menu_gate
= vg_lerpf( menu_gate
, 1-cl_menu
, vg
.frame_delta
*4.0f
);
1193 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * menu_gate
,
1194 vol_air
= sqrtf( air
*attn
* 0.5f
) * menu_gate
,
1195 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * menu_gate
;
1197 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1200 s
->aud_air
= audio_get_first_idle_channel();
1202 audio_channel_init( s
->aud_air
, &audio_board
[1], flags
);
1205 if( !s
->aud_slide
){
1206 s
->aud_slide
= audio_get_first_idle_channel();
1208 audio_channel_init( s
->aud_slide
, &audio_board
[2], flags
);
1212 /* brrrrrrrrrrrt sound for tiles and stuff
1213 * --------------------------------------------------------*/
1214 float sidechain_amt
= 0.0f
,
1215 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1217 if( (s
->surface
== k_surface_prop_tiles
) &&
1218 (s
->state
.activity
< k_skate_activity_grind_any
) )
1219 sidechain_amt
= 1.0f
;
1221 sidechain_amt
= 0.0f
;
1223 audio_set_lfo_frequency( 0, hz
);
1224 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1225 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1227 if( s
->sample_change_cooldown
> 0.0f
){
1228 s
->sample_change_cooldown
-= vg
.frame_delta
;
1231 int sample_type
= k_skate_sample_concrete
;
1233 if( s
->state
.activity
== k_skate_activity_grind_5050
){
1234 if( s
->surface
== k_surface_prop_metal
)
1235 sample_type
= k_skate_sample_metal_scrape_generic
;
1237 sample_type
= k_skate_sample_concrete_scrape_metal
;
1239 else if( (s
->state
.activity
== k_skate_activity_grind_back50
) ||
1240 (s
->state
.activity
== k_skate_activity_grind_front50
) )
1242 if( s
->surface
== k_surface_prop_metal
){
1243 sample_type
= k_skate_sample_metal_scrape_generic
;
1246 float a
= v3_dot( player
->rb
.to_world
[2], s
->grind_dir
);
1247 if( fabsf(a
) > 0.70710678118654752f
)
1248 sample_type
= k_skate_sample_concrete_scrape_wood
;
1250 sample_type
= k_skate_sample_concrete_scrape_metal
;
1253 else if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1254 if( s
->surface
== k_surface_prop_metal
)
1255 sample_type
= k_skate_sample_metal_scrape_generic
;
1257 sample_type
= k_skate_sample_concrete_scrape_wood
;
1260 audio_clip
*relevant_samples
[] = {
1268 if( (s
->main_sample_type
!= sample_type
) || (!s
->aud_main
) ){
1270 audio_channel_crossfade( s
->aud_main
, relevant_samples
[sample_type
],
1272 s
->sample_change_cooldown
= 0.1f
;
1273 s
->main_sample_type
= sample_type
;
1278 s
->aud_main
->colour
= 0x00103efe;
1279 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1280 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1281 audio_channel_edit_volume( s
->aud_main
, vol_main
, 1 );
1282 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1284 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1285 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1289 s
->aud_slide
->colour
= 0x00103efe;
1290 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1291 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1292 audio_channel_edit_volume( s
->aud_slide
, vol_slide
, 1 );
1293 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1297 s
->aud_air
->colour
= 0x00103efe;
1298 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1299 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1300 audio_channel_edit_volume( s
->aud_air
, vol_air
, 1 );
1307 * truck alignment model at ra(local)
1308 * returns 1 if valid surface:
1309 * surface_normal will be filled out with an averaged normal vector
1310 * axel_dir will be the direction from left to right wheels
1312 * returns 0 if no good surface found
1315 int skate_compute_surface_alignment( player_instance
*player
,
1317 v3f surface_normal
, v3f axel_dir
)
1319 struct player_skate
*s
= &player
->_skate
;
1320 world_instance
*world
= get_active_world();
1322 v3f truck
, left
, right
;
1323 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1325 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1326 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1327 vg_line( left
, right
, colour
);
1329 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1331 ray_hit ray_l
, ray_r
;
1334 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1336 int res_l
= 0, res_r
= 0;
1338 for( int i
=0; i
<8; i
++ )
1340 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1341 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1342 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1343 ray_l
.dist
= 2.1f
* k_board_radius
;
1345 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1351 for( int i
=0; i
<8; i
++ )
1353 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1354 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1355 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1356 ray_r
.dist
= 2.1f
* k_board_radius
;
1358 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1366 v3f tangent_average
;
1367 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1368 v3_zero( tangent_average
);
1370 if( res_l
|| res_r
)
1373 v3_copy( midpoint
, p0
);
1374 v3_copy( midpoint
, p1
);
1378 v3_copy( ray_l
.pos
, p0
);
1379 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1380 v3_add( t
, tangent_average
, tangent_average
);
1384 v3_copy( ray_r
.pos
, p1
);
1385 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1386 v3_add( t
, tangent_average
, tangent_average
);
1389 v3_sub( p1
, p0
, v0
);
1394 /* fallback: use the closes point to the trucks */
1396 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1400 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1403 for( int j
=0; j
<3; j
++ )
1404 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1406 v3f vert0
, vert1
, n
;
1407 v3_sub( verts
[1], verts
[0], vert0
);
1408 v3_sub( verts
[2], verts
[0], vert1
);
1409 v3_cross( vert0
, vert1
, n
);
1412 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1415 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1416 v3_muladds( v0
, player
->rb
.to_world
[2],
1417 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1421 v3_cross( n
, player
->rb
.to_world
[0], t
);
1422 v3_add( t
, tangent_average
, tangent_average
);
1428 v3_muladds( truck
, v0
, k_board_width
, right
);
1429 v3_muladds( truck
, v0
, -k_board_width
, left
);
1431 vg_line( left
, right
, VG__WHITE
);
1433 v3_normalize( tangent_average
);
1434 v3_cross( v0
, tangent_average
, surface_normal
);
1435 v3_copy( v0
, axel_dir
);
1440 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1442 struct player_skate
*s
= &player
->_skate
;
1443 v3_zero( s
->weight_distribution
);
1445 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1447 if( s
->state
.manual_direction
== 0 ){
1448 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1449 (s
->state
.activity
== k_skate_activity_ground
) &&
1450 (s
->state
.jump_charge
<= 0.01f
) )
1451 s
->state
.manual_direction
= reverse_dir
;
1454 if( player
->input_js1v
->axis
.value
< 0.1f
){
1455 s
->state
.manual_direction
= 0;
1458 if( reverse_dir
!= s
->state
.manual_direction
){
1464 if( s
->state
.manual_direction
){
1465 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1466 s
->weight_distribution
[2] = k_board_length
* amt
*
1467 (float)s
->state
.manual_direction
;
1470 if( s
->state
.manual_direction
){
1473 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1474 v3_negate( plane_z
, plane_z
);
1476 v3_muladds( plane_z
, s
->surface_picture
,
1477 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1478 v3_normalize( plane_z
);
1480 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1481 v3_normalize( plane_z
);
1484 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1485 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1488 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1491 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1492 k_manul_spring
, k_manul_dampener
,
1497 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1499 struct player_skate
*s
= &player
->_skate
;
1501 if( s
->state
.activity
== k_skate_activity_ground
){
1503 v3_copy( s
->surface_picture
, target
);
1505 target
[1] += 2.0f
* s
->surface_picture
[1];
1506 v3_normalize( target
);
1508 v3_lerp( s
->state
.up_dir
, target
,
1509 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1511 else if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
1512 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1513 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1516 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1517 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1521 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1524 v3_sub( target
, origin
, dir
);
1527 ray
.dist
= v3_length( dir
);
1528 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1531 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1537 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1539 v3_copy( inf
->dir
, mtx
[0] );
1540 v3_copy( inf
->n
, mtx
[1] );
1541 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1544 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1545 struct grind_info
*inf
, float strength
)
1548 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1549 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1551 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1552 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1553 F
= a
* -dir
* k_grind_max_friction
;
1555 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1558 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1559 struct grind_info
*inf
, float strength
)
1562 skate_grind_orient( inf
, mtx
);
1563 m3x3_transpose( mtx
, mtx_inv
);
1566 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1568 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1569 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1570 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1573 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1574 float sign
, struct grind_info
*inf
,
1577 struct player_skate
*s
= &player
->_skate
;
1580 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1582 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1583 v3_add( player
->rb
.co
, raw
, wsp
);
1585 v3_copy( ra
, s
->weight_distribution
);
1588 v3_sub( inf
->co
, wsp
, delta
);
1591 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1594 skate_grind_decay( player
, inf
, strength
);
1595 skate_grind_friction( player
, inf
, strength
);
1597 /* yeah yeah yeah yeah */
1598 v3f raw_nplane
, axis
;
1599 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1600 v3_cross( raw_nplane
, inf
->n
, axis
);
1601 v3_normalize( axis
);
1605 skate_grind_orient( inf
, mtx
);
1606 v3f target_fwd
, fwd
, up
, target_up
;
1607 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1608 v3_copy( raw_nplane
, fwd
);
1609 v3_copy( player
->rb
.to_world
[1], up
);
1610 v3_copy( inf
->n
, target_up
);
1612 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1613 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1615 v3_normalize( target_fwd
);
1616 v3_normalize( fwd
);
1619 float way
= player
->input_js1v
->axis
.value
*
1620 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1623 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1624 q_mulv( q
, target_up
, target_up
);
1625 q_mulv( q
, target_fwd
, target_fwd
);
1627 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1632 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1633 k_grind_spring
*strength
,
1634 k_grind_dampener
*strength
,
1637 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1638 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1639 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1641 s
->grind_strength
= strength
;
1644 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1645 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1646 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1649 v3_copy( inf
->dir
, s
->grind_dir
);
1652 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1653 struct grind_info
*inf_front
,
1654 struct grind_info
*inf_back
)
1656 struct player_skate
*s
= &player
->_skate
;
1657 struct grind_info inf_avg
;
1659 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1660 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1661 v3_normalize( inf_avg
.dir
);
1663 v3f axis_front
, axis_back
, axis
;
1664 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1665 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1666 v3_add( axis_front
, axis_back
, axis
);
1667 v3_normalize( axis
);
1669 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1670 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1673 float way
= player
->input_js1v
->axis
.value
*
1674 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1677 v3_copy( player
->rb
.to_world
[1], up
);
1678 v3_copy( inf_avg
.n
, target_up
);
1679 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1680 q_mulv( q
, target_up
, target_up
);
1682 v3_zero( s
->weight_distribution
);
1683 s
->weight_distribution
[2] = k_board_length
* -way
;
1685 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1690 v3f fwd_nplane
, dir_nplane
;
1691 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1692 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1695 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1696 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1698 v3_normalize( fwd_nplane
);
1699 v3_normalize( dir_nplane
);
1701 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1706 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1707 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1708 delta_front
, delta_back
, delta_total
;
1710 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1711 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1713 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1714 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1715 v3_add( delta_front
, delta_back
, delta_total
);
1717 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1720 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1721 v3_zero( limit
->ra
);
1722 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1725 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1728 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1729 struct grind_info
*inf
)
1731 struct player_skate
*s
= &player
->_skate
;
1733 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1734 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1736 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1737 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1739 /* Exit condition: lost grind tracking */
1740 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1743 /* Exit condition: cant see grind target directly */
1744 if( !skate_point_visible( wheel_co
, inf
->co
) )
1747 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1748 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1749 minv
= k_grind_axel_min_vel
*0.8f
;
1754 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1757 v3_copy( inf
->dir
, s
->grind_dir
);
1761 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1762 struct grind_info
*inf
)
1764 struct player_skate
*s
= &player
->_skate
;
1767 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1770 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1771 v3_add( player
->rb
.co
, raw
, wsp
);
1773 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1775 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1778 /* velocity should be at least 60% aligned */
1780 v3_cross( inf
->n
, inf
->dir
, axis
);
1781 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1783 if( v3_length2( pv
) < 0.0001f
)
1787 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1790 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1794 /* check for vertical alignment */
1795 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1799 v3f local_co
, local_dir
, local_n
;
1800 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1801 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1802 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1804 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1806 float truck_height
= -(k_board_radius
+0.03f
);
1809 v3_cross( player
->rb
.w
, raw
, rv
);
1810 v3_add( player
->rb
.v
, rv
, rv
);
1812 if( (local_co
[1] >= truck_height
) &&
1813 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1822 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1823 struct grind_info
*inf
)
1825 struct player_skate
*s
= &player
->_skate
;
1827 v3f local_co
, local_dir
, local_n
;
1828 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1829 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1830 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1833 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1835 v3_copy( intersection
, s
->weight_distribution
);
1837 skate_grind_decay( player
, inf
, 0.0125f
);
1838 skate_grind_friction( player
, inf
, 0.25f
);
1840 /* direction alignment */
1842 v3_cross( local_dir
, local_n
, perp
);
1843 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1844 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1846 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1847 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1850 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1851 q_mulv( qbalance
, perp
, perp
);
1853 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1855 k_grind_spring
, k_grind_dampener
,
1858 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1860 k_grind_spring
, k_grind_dampener
,
1863 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1864 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1866 v3_copy( inf
->dir
, s
->grind_dir
);
1869 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1870 struct grind_info
*inf
)
1872 struct player_skate
*s
= &player
->_skate
;
1874 if( skate_grind_scansq( player
, player
->rb
.co
,
1875 player
->rb
.to_world
[0], k_board_length
,
1878 v3f local_co
, local_dir
;
1879 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1880 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1882 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1883 (local_co
[1] >= 0.0f
) && /* at deck level */
1884 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1886 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1896 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1897 struct grind_info
*inf
)
1899 struct player_skate
*s
= &player
->_skate
;
1901 if( !skate_grind_scansq( player
, player
->rb
.co
,
1902 player
->rb
.to_world
[0], k_board_length
,
1906 /* Exit condition: cant see grind target directly */
1908 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1909 if( !skate_point_visible( vis
, inf
->co
) )
1912 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1913 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1914 minv
= k_grind_axel_min_vel
*0.8f
;
1919 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1925 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1926 struct grind_info
*inf
)
1928 struct player_skate
*s
= &player
->_skate
;
1931 skate_grind_orient( inf
, mtx
);
1932 m3x3_transpose( mtx
, mtx
);
1935 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1937 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1938 v3_normalize( s
->grind_vec
);
1939 v3_copy( inf
->dir
, s
->grind_dir
);
1942 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1944 struct player_skate
*s
= &player
->_skate
;
1946 if( s
->grind_cooldown
> 100 ){
1947 vg_fatal_exit_loop( "wth!\n" );
1950 /* debounces this state manager a little bit */
1951 if( s
->grind_cooldown
){
1952 s
->grind_cooldown
--;
1953 return k_skate_activity_undefined
;
1956 struct grind_info inf_back50
,
1967 if( s
->state
.activity
== k_skate_activity_grind_5050
||
1968 s
->state
.activity
== k_skate_activity_grind_back50
||
1969 s
->state
.activity
== k_skate_activity_grind_front50
)
1971 float tilt
= player
->input_js1v
->axis
.value
;
1973 if( fabsf(tilt
) >= 0.25f
){
1974 v3f raw
= {0.0f
,0.0f
,tilt
};
1975 m3x3_mulv( player
->rb
.to_world
, raw
, raw
);
1977 float way
= player
->input_js1v
->axis
.value
*
1978 vg_signf( v3_dot( raw
, player
->rb
.v
) );
1980 if( way
< 0.0f
) allow_front
= 0;
1981 else allow_back
= 0;
1985 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1986 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1988 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
1989 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1992 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1994 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
1995 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1998 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2000 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
2002 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2004 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2007 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2010 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2013 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2015 if( res_back50
!= res_front50
){
2016 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
2018 res_back50
&= wants_to_do_that
;
2019 res_front50
&= wants_to_do_that
;
2023 const enum skate_activity table
[] =
2024 { /* slide | back | front */
2025 k_skate_activity_undefined
, /* 0 0 0 */
2026 k_skate_activity_grind_front50
, /* 0 0 1 */
2027 k_skate_activity_grind_back50
, /* 0 1 0 */
2028 k_skate_activity_grind_5050
, /* 0 1 1 */
2030 /* slide has priority always */
2031 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2032 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2033 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2034 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2036 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2038 if( new_activity
== k_skate_activity_undefined
){
2039 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2040 s
->grind_cooldown
= 15;
2041 s
->surface_cooldown
= 10;
2044 else if( new_activity
== k_skate_activity_grind_boardslide
){
2045 skate_boardslide_apply( player
, &inf_slide
);
2047 else if( new_activity
== k_skate_activity_grind_back50
){
2048 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
2049 skate_store_grind_vec( player
, &inf_back50
);
2051 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
2053 else if( new_activity
== k_skate_activity_grind_front50
){
2054 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
2055 skate_store_grind_vec( player
, &inf_front50
);
2057 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2059 else if( new_activity
== k_skate_activity_grind_5050
)
2060 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2062 return new_activity
;
2065 VG_STATIC
void player__skate_update( player_instance
*player
)
2067 struct player_skate
*s
= &player
->_skate
;
2068 world_instance
*world
= get_active_world();
2070 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2071 s
->state
.activity_prev
= s
->state
.activity
;
2073 struct board_collider
2080 enum board_collider_state
2082 k_collider_state_default
,
2083 k_collider_state_disabled
,
2084 k_collider_state_colliding
2091 { 0.0f
, 0.0f
, -k_board_length
},
2092 .radius
= k_board_radius
,
2096 { 0.0f
, 0.0f
, k_board_length
},
2097 .radius
= k_board_radius
,
2104 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2106 float min_dist
= 0.6f
;
2107 for( int i
=0; i
<2; i
++ ){
2109 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2111 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2112 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2116 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2117 vy
= vg_maxf( 0.0f
, vy
);
2119 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2121 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2123 wheels
[0].pos
[1] = s
->state
.slap
;
2124 wheels
[1].pos
[1] = s
->state
.slap
;
2130 const int k_wheel_count
= 2;
2132 s
->substep
= k_rb_delta
;
2133 s
->substep_delta
= s
->substep
;
2136 int substep_count
= 0;
2138 v3_zero( s
->surface_picture
);
2140 int prev_contacts
[2];
2142 for( int i
=0; i
<k_wheel_count
; i
++ ){
2143 wheels
[i
].state
= k_collider_state_default
;
2144 prev_contacts
[i
] = s
->wheel_contacts
[i
];
2147 /* check if we can enter or continue grind */
2148 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2149 if( grindable_activity
!= k_skate_activity_undefined
){
2150 s
->state
.activity
= grindable_activity
;
2154 int contact_count
= 0;
2155 for( int i
=0; i
<2; i
++ ){
2157 v3_copy( player
->rb
.to_world
[0], axel
);
2159 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2160 wheels
[i
].colour
, normal
, axel
) )
2162 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2164 k_surface_spring
, k_surface_dampener
,
2167 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2169 s
->wheel_contacts
[i
] = 1;
2172 s
->wheel_contacts
[i
] = 0;
2175 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2178 if( s
->surface_cooldown
){
2179 s
->surface_cooldown
--;
2183 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2185 for( int i
=0; i
<2; i
++ ){
2186 if( !prev_contacts
[i
] ){
2188 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, co
);
2189 audio_oneshot_3d( &audio_taps
[rand()%4], co
, 40.0f
, 0.75f
);
2195 if( contact_count
){
2196 s
->state
.activity
= k_skate_activity_ground
;
2197 s
->state
.gravity_bias
= k_gravity
;
2198 v3_normalize( s
->surface_picture
);
2200 skate_apply_friction_model( player
);
2201 skate_weight_distribute( player
);
2204 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2205 s
->state
.activity
= k_skate_activity_air
;
2207 v3_zero( s
->weight_distribution
);
2208 skate_apply_air_model( player
);
2213 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2214 wheels
[1].state
= k_collider_state_disabled
;
2215 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2216 wheels
[0].state
= k_collider_state_disabled
;
2217 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2218 wheels
[0].state
= k_collider_state_disabled
;
2219 wheels
[1].state
= k_collider_state_disabled
;
2222 /* all activities */
2223 skate_apply_steering_model( player
);
2224 skate_adjust_up_direction( player
);
2225 skate_apply_cog_model( player
);
2226 skate_apply_jump_model( player
);
2227 skate_apply_grab_model( player
);
2228 skate_apply_trick_model( player
);
2229 skate_apply_pump_model( player
);
2234 * Phase 0: Continous collision detection
2235 * --------------------------------------------------------------------------
2238 v3f head_wp0
, head_wp1
, start_co
;
2239 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2240 v3_copy( player
->rb
.co
, start_co
);
2242 /* calculate transform one step into future */
2245 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2247 if( v3_length2( player
->rb
.w
) > 0.0f
){
2250 v3_copy( player
->rb
.w
, axis
);
2252 float mag
= v3_length( axis
);
2253 v3_divs( axis
, mag
, axis
);
2254 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2255 q_mul( rotation
, player
->rb
.q
, future_q
);
2256 q_normalize( future_q
);
2259 v4_copy( player
->rb
.q
, future_q
);
2261 v3f future_cg
, current_cg
, cg_offset
;
2262 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2263 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2264 v3_sub( future_cg
, current_cg
, cg_offset
);
2266 /* calculate the minimum time we can move */
2267 float max_time
= s
->substep
;
2269 for( int i
=0; i
<k_wheel_count
; i
++ ){
2270 if( wheels
[i
].state
== k_collider_state_disabled
)
2273 v3f current
, future
, r_cg
;
2275 q_mulv( future_q
, wheels
[i
].pos
, future
);
2276 v3_add( future
, future_co
, future
);
2277 v3_add( cg_offset
, future
, future
);
2279 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2280 v3_add( current
, player
->rb
.co
, current
);
2285 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2286 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2287 max_time
= vg_minf( max_time
, t
* s
->substep
);
2290 /* clamp to a fraction of delta, to prevent locking */
2291 float rate_lock
= substep_count
;
2292 rate_lock
*= k_rb_delta
* 0.1f
;
2293 rate_lock
*= rate_lock
;
2295 max_time
= vg_maxf( max_time
, rate_lock
);
2296 s
->substep_delta
= max_time
;
2299 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2300 if( v3_length2( player
->rb
.w
) > 0.0f
){
2303 v3_copy( player
->rb
.w
, axis
);
2305 float mag
= v3_length( axis
);
2306 v3_divs( axis
, mag
, axis
);
2307 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2308 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2309 q_normalize( player
->rb
.q
);
2311 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2312 v3_sub( current_cg
, future_cg
, cg_offset
);
2313 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2316 rb_update_transform( &player
->rb
);
2317 v3_muladds( player
->rb
.v
, player
->basis
[1],
2318 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2320 s
->substep
-= s
->substep_delta
;
2322 rb_ct manifold
[128];
2323 int manifold_len
= 0;
2326 * Phase -1: head detection
2327 * --------------------------------------------------------------------------
2329 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2333 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2334 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2336 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2337 rb_update_transform( &player
->rb
);
2339 player__skate_kill_audio( player
);
2340 player__dead_transition( player
);
2345 * Phase 1: Regular collision detection
2346 * --------------------------------------------------------------------------
2349 for( int i
=0; i
<k_wheel_count
; i
++ ){
2350 if( wheels
[i
].state
== k_collider_state_disabled
)
2354 m3x3_identity( mtx
);
2355 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2357 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2359 rb_ct
*man
= &manifold
[ manifold_len
];
2361 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2363 wheels
[i
].state
= k_collider_state_colliding
;
2368 float grind_radius
= k_board_radius
* 0.75f
;
2369 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2370 .radius
=grind_radius
};
2372 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2373 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2374 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2375 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2376 grind_radius
+ k_board_radius
*0.25f
+s
->state
.slap
, mtx
[3] );
2378 rb_ct
*cman
= &manifold
[manifold_len
];
2380 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2384 for( int i
=0; i
<l
; i
++ )
2385 cman
[l
].type
= k_contact_type_edge
;
2386 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2387 l
= rb_manifold_apply_filtered( cman
, l
);
2391 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2394 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2395 for( int i
=0; i
<s
->limit_count
; i
++ ){
2396 struct grind_limit
*limit
= &s
->limits
[i
];
2397 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2398 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2399 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2401 ct
->type
= k_contact_type_default
;
2407 * --------------------------------------------------------------------------
2412 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2413 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2415 for( int i
=0; i
<manifold_len
; i
++ ){
2416 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2417 rb_debug_contact( &manifold
[i
] );
2420 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2421 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2422 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2423 ey2
= k_board_interia
*extent
[1]*extent
[1],
2424 ez2
= k_board_interia
*extent
[2]*extent
[2];
2426 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2427 float inv_mass
= 1.0f
/mass
;
2430 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2431 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2432 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2435 m3x3_identity( iI
);
2442 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2443 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2445 for( int j
=0; j
<10; j
++ ){
2446 for( int i
=0; i
<manifold_len
; i
++ ){
2448 * regular dance; calculate velocity & total mass, apply impulse.
2451 struct contact
*ct
= &manifold
[i
];
2454 v3_sub( ct
->co
, world_cog
, delta
);
2455 v3_cross( player
->rb
.w
, delta
, rv
);
2456 v3_add( player
->rb
.v
, rv
, rv
);
2459 v3_cross( delta
, ct
->n
, raCn
);
2462 m3x3_mulv( iIw
, raCn
, raCnI
);
2464 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2465 vn
= v3_dot( rv
, ct
->n
),
2466 lambda
= normal_mass
* ( -vn
);
2468 float temp
= ct
->norm_impulse
;
2469 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2470 lambda
= ct
->norm_impulse
- temp
;
2473 v3_muls( ct
->n
, lambda
, impulse
);
2475 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2476 v3_cross( delta
, impulse
, impulse
);
2477 m3x3_mulv( iIw
, impulse
, impulse
);
2478 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2480 v3_cross( player
->rb
.w
, delta
, rv
);
2481 v3_add( player
->rb
.v
, rv
, rv
);
2482 vn
= v3_dot( rv
, ct
->n
);
2487 rb_depenetrate( manifold
, manifold_len
, dt
);
2488 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2489 rb_update_transform( &player
->rb
);
2493 if( s
->substep
>= 0.0001f
)
2494 goto begin_collision
; /* again! */
2497 * End of collision and dynamics routine
2498 * --------------------------------------------------------------------------
2501 s
->surface
= k_surface_prop_concrete
;
2503 for( int i
=0; i
<manifold_len
; i
++ ){
2504 rb_ct
*ct
= &manifold
[i
];
2505 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2507 if( surf
->info
.surface_prop
> s
->surface
)
2508 s
->surface
= surf
->info
.surface_prop
;
2511 for( int i
=0; i
<k_wheel_count
; i
++ ){
2513 m3x3_copy( player
->rb
.to_world
, mtx
);
2514 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2515 debug_sphere( mtx
, wheels
[i
].radius
,
2516 (u32
[]){ VG__WHITE
, VG__BLACK
,
2517 wheels
[i
].colour
}[ wheels
[i
].state
]);
2520 skate_integrate( player
);
2521 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2524 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2527 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2528 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2529 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2530 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2531 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2532 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2533 s
->state
.head_position
);
2534 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2536 v4f transport_rotation
;
2537 m3x3_q( gate
->transport
, transport_rotation
);
2538 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2539 q_mul( transport_rotation
, s
->state
.smoothed_rotation
,
2540 s
->state
.smoothed_rotation
);
2541 rb_update_transform( &player
->rb
);
2543 s
->state_gate_storage
= s
->state
;
2544 player__pass_gate( player
, gate
);
2547 /* FIXME: Rate limit */
2548 static int stick_frames
= 0;
2550 if( s
->state
.activity
>= k_skate_activity_ground
)
2555 if( stick_frames
> 5 ) stick_frames
= 5;
2557 if( stick_frames
== 4 ){
2560 if( s
->state
.activity
== k_skate_activity_ground
){
2561 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2562 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2566 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2570 else if( s
->surface
== k_surface_prop_metal
){
2571 audio_oneshot_3d( &audio_board
[3], player
->rb
.co
, 40.0f
, 1.0f
);
2574 audio_oneshot_3d( &audio_board
[8], player
->rb
.co
, 40.0f
, 1.0f
);
2578 } else if( stick_frames
== 0 ){
2583 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2585 struct player_skate
*s
= &player
->_skate
;
2586 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2589 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2592 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2596 const char *activity_txt
[] =
2601 "undefined (INVALID)",
2602 "grind_any (INVALID)",
2604 "grind_metallic (INVALID)",
2610 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2612 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2613 s
->state
.steerx_s
, s
->state
.steery_s
,
2614 k_steer_ground
, k_steer_air
);
2616 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2617 s
->state
.flip_time
);
2618 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2619 s
->state
.trick_vel
[0],
2620 s
->state
.trick_vel
[1],
2621 s
->state
.trick_vel
[2] );
2622 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2623 s
->state
.trick_euler
[0],
2624 s
->state
.trick_euler
[1],
2625 s
->state
.trick_euler
[2] );
2628 VG_STATIC
void player__skate_animate( player_instance
*player
,
2629 player_animation
*dest
)
2631 struct player_skate
*s
= &player
->_skate
;
2632 struct player_avatar
*av
= player
->playeravatar
;
2633 struct skeleton
*sk
= &av
->sk
;
2636 float kheight
= 2.0f
,
2642 v3f cog_local
, cog_ideal
;
2643 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2645 v3_copy( s
->state
.up_dir
, cog_ideal
);
2646 v3_normalize( cog_ideal
);
2647 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2649 v3_sub( cog_ideal
, cog_local
, offset
);
2652 v3_muls( offset
, 4.0f
, offset
);
2655 float curspeed
= v3_length( player
->rb
.v
),
2656 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2657 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2658 sign
= vg_signf( kicks
);
2660 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2661 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2664 offset
[0] += s
->wobble
[1]*3.0f
;
2669 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2670 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2672 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2675 * Animation blending
2676 * ===========================================
2681 float desired
= 0.0f
;
2682 if( s
->state
.activity
== k_skate_activity_ground
)
2683 desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2685 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2688 /* movement information */
2690 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
2692 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2693 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2694 fly
= iair
? 1.0f
: 0.0f
,
2695 wdist
= s
->weight_distribution
[2] / k_board_length
;
2697 if( s
->state
.activity
>= k_skate_activity_grind_any
)
2700 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2701 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2702 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 3.4f
*vg
.time_delta
);
2703 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2706 mdl_keyframe apose
[32], bpose
[32];
2707 mdl_keyframe ground_pose
[32];
2709 /* when the player is moving fast he will crouch down a little bit */
2710 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2711 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2714 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2715 stand_blend
= offset
[1]*-2.0f
;
2718 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2720 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2722 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2723 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2724 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2727 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2728 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2729 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2732 double push_time
= vg
.time
- s
->state
.start_push
;
2733 s
->blend_push
= vg_lerpf( s
->blend_push
,
2734 (vg
.time
- s
->state
.cur_push
) < 0.125,
2735 6.0f
*vg
.time_delta
);
2737 float pt
= push_time
+ vg
.accumulator
;
2738 if( s
->state
.reverse
> 0.0f
)
2739 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2741 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2743 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2746 float jump_start_frame
= 14.0f
/30.0f
;
2748 float charge
= s
->state
.jump_charge
;
2749 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2751 float setup_frame
= charge
* jump_start_frame
,
2752 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2754 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2755 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2756 setup_frame
= jump_frame
;
2758 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2760 s
->anim_ollie_reverse
;
2762 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2763 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2766 mdl_keyframe air_pose
[32];
2768 float target
= -player
->input_js1h
->axis
.value
;
2770 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2772 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2773 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2775 static v2f grab_choice
;
2777 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2778 player
->input_js2v
->axis
.value
};
2779 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2780 if( v2_length2( grab_input
) <= 0.001f
)
2781 grab_input
[0] = -1.0f
;
2783 v2_normalize_clamp( grab_input
);
2784 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2786 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2787 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2788 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2790 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2791 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2794 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2797 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2798 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2799 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2800 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2801 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2802 *kf_hip
= &dest
->pose
[av
->id_hip
-1],
2803 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2804 &dest
->pose
[av
->id_wheel_l
-1] };
2807 mdl_keyframe grind_pose
[32];
2809 float grind_frame
= 0.5f
;
2811 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2813 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2817 float grind
=s
->state
.activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2818 s
->blend_grind
= vg_lerpf( s
->blend_grind
, grind
, 5.0f
*vg
.time_delta
);
2819 s
->blend_grind_balance
=vg_lerpf( s
->blend_grind_balance
,
2820 grind_frame
, 5.0f
*vg
.time_delta
);
2822 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
2824 skeleton_sample_anim( sk
, s
->anim_grind
, grind_frame
, apose
);
2825 skeleton_sample_anim( sk
, s
->anim_grind_jump
, grind_frame
, bpose
);
2826 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_jump
, grind_pose
);
2828 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2830 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2832 /* additive effects */
2834 u32 apply_to
[] = { av
->id_hip
,
2838 av
->id_ik_elbow_r
};
2840 float apply_rates
[] = { 1.0f
,
2846 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2847 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2848 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2851 /* angle correction */
2852 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
2854 if( v4_length(s
->state
.smoothed_rotation
) <= 0.1f
||
2855 v4_length(s
->state
.smoothed_rotation
) >= 1.1f
){
2856 vg_warn( "FIX THIS! CARROT\n" );
2857 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
2859 v4_lerp( s
->state
.smoothed_rotation
, player
->rb
.q
, 2.0f
*vg
.frame_delta
,
2860 s
->state
.smoothed_rotation
);
2861 q_normalize( s
->state
.smoothed_rotation
);
2863 v3f yaw_ref
= {1.0f
,0.0f
,0.0f
},
2864 yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2865 q_mulv( player
->rb
.q
, yaw_ref
, yaw_ref
);
2866 q_mulv( s
->state
.smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2867 m3x3_mulv( player
->rb
.to_local
, yaw_smooth
, yaw_smooth
);
2868 m3x3_mulv( player
->rb
.to_local
, yaw_ref
, yaw_ref
);
2870 float yaw_counter_rotate
= v3_dot(yaw_ref
,yaw_smooth
);
2871 yaw_counter_rotate
= vg_clampf(yaw_counter_rotate
,-1.0f
,1.0f
);
2872 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2873 yaw_counter_rotate
*= 1.0f
-s
->blend_fly
;
2876 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2877 v3_normalize( ndir
);
2879 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2881 float a
= v3_dot( ndir
, up
);
2882 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2885 v4f qfixup
, qcounteryaw
, qtotal
;
2887 v3_cross( up
, ndir
, axis
);
2888 q_axis_angle( qfixup
, axis
, a
);
2890 q_axis_angle( qcounteryaw
, (v3f
){0.0f
,1.0f
,0.0f
}, yaw_counter_rotate
);
2891 q_mul( qcounteryaw
, qfixup
, qtotal
);
2892 q_normalize( qtotal
);
2894 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2896 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2898 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2899 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2901 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
2906 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2907 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2909 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2910 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2915 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2918 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2920 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2921 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2922 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2924 q_mul( qpitchr
, qrollr
, qtrickr
);
2925 q_mul( qyawr
, qtrickr
, qtotal
);
2926 q_normalize( qtotal
);
2928 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2931 /* trick rotation */
2932 v4f qtrick
, qyaw
, qpitch
, qroll
;
2934 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2936 float jump_t
= vg
.time
-s
->state
.jump_time
;
2940 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2941 extra
*= s
->state
.slap
* 4.0f
;
2943 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2944 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] + extra
);
2945 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2947 q_mul( qyaw
, qroll
, qtrick
);
2948 q_mul( qpitch
, qtrick
, qtrick
);
2949 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2950 q_normalize( kf_board
->q
);
2953 /* foot weight distribution */
2954 if( s
->blend_weight
> 0.0f
){
2955 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2956 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2959 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2960 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2963 float slapm
= vg_maxf( 1.0f
-v3_length2( s
->state
.trick_vel
), 0.0f
);
2964 s
->subslap
= vg_lerpf( s
->subslap
, slapm
, vg
.time_delta
*10.0f
);
2966 kf_foot_l
->co
[1] += s
->state
.slap
;
2967 kf_foot_r
->co
[1] += s
->state
.slap
;
2968 kf_knee_l
->co
[1] += s
->state
.slap
;
2969 kf_knee_r
->co
[1] += s
->state
.slap
;
2970 kf_board
->co
[1] += s
->state
.slap
* s
->subslap
;
2971 kf_hip
->co
[1] += s
->state
.slap
* 0.25f
;
2974 * animation wishlist:
2975 * boardslide/grind jump animations
2976 * when tricking the slap should not appply or less apply
2977 * not animations however DONT target grinds that are vertically down.
2980 /* truck rotation */
2981 for( int i
=0; i
<2; i
++ )
2983 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2984 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2987 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2988 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2989 q_normalize( kf_wheels
[i
]->q
);
2995 *kf_head
= &dest
->pose
[av
->id_head
-1],
2996 *kf_elbow_l
= &dest
->pose
[av
->id_ik_elbow_l
-1],
2997 *kf_elbow_r
= &dest
->pose
[av
->id_ik_elbow_r
-1],
2998 *kf_hand_l
= &dest
->pose
[av
->id_ik_hand_l
-1],
2999 *kf_hand_r
= &dest
->pose
[av
->id_ik_hand_r
-1];
3001 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3002 warble
*= vg_maxf(s
->blend_grind
,fabsf(s
->blend_weight
)) * 0.3f
;
3005 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3007 v3f origin
= {0.0f
,0.2f
,0.0f
};
3008 keyframe_rotate_around( kf_hand_l
, origin
,
3009 av
->sk
.bones
[av
->id_ik_hand_l
].co
, qrot
);
3010 keyframe_rotate_around( kf_hand_r
, origin
,
3011 av
->sk
.bones
[av
->id_ik_hand_r
].co
, qrot
);
3012 keyframe_rotate_around( kf_hip
, origin
,
3013 av
->sk
.bones
[av
->id_hip
].co
, qrot
);
3014 keyframe_rotate_around( kf_elbow_r
, origin
,
3015 av
->sk
.bones
[av
->id_ik_elbow_r
].co
, qrot
);
3016 keyframe_rotate_around( kf_elbow_l
, origin
,
3017 av
->sk
.bones
[av
->id_ik_elbow_l
].co
, qrot
);
3019 q_inv( qrot
, qrot
);
3020 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3021 q_normalize( kf_head
->q
);
3025 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
3026 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
3028 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
3031 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
3032 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
3034 float t
= s
->state
.flip_time
+s
->state
.flip_rate
*substep
*k_rb_delta
;
3035 sign
= vg_signf( t
);
3037 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3038 t
= sign
* (1.0f
-t
*t
);
3040 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3041 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
3042 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3044 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
3046 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
3047 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
3048 q_normalize( dest
->root_q
);
3050 v3f rotation_point
, rco
;
3051 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
3052 v3_sub( dest
->root_co
, rotation_point
, rco
);
3054 q_mulv( qflip
, rco
, rco
);
3055 v3_add( rco
, rotation_point
, dest
->root_co
);
3058 skeleton_copy_pose( sk
, dest
->pose
, s
->holdout
);
3061 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
3063 struct player_skate
*s
= &player
->_skate
;
3064 struct player_avatar
*av
= player
->playeravatar
;
3066 player
->cam_velocity_influence
= 1.0f
;
3068 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3069 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
3070 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
3071 s
->state
.head_position
);
3074 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
3076 struct player_skate
*s
= &player
->_skate
;
3078 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
3079 s
->blend_fly
= 1.0f
;
3081 s
->blend_fly
= 0.0f
;
3083 s
->blend_slide
= 0.0f
;
3086 s
->blend_grind
= 0.0f
;
3087 s
->blend_grind_balance
= 0.0f
;
3088 s
->blend_stand
= 0.0f
;
3089 s
->blend_push
= 0.0f
;
3090 s
->blend_jump
= 0.0f
;
3091 s
->blend_airdir
= 0.0f
;
3092 s
->blend_weight
= 0.0f
;
3094 v2_zero( s
->wobble
);
3096 v3_zero( s
->board_trick_residuald
);
3097 v3_zero( s
->board_trick_residualv
);
3098 v3_zero( s
->truckv0
[0] );
3099 v3_zero( s
->truckv0
[1] );
3102 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
3104 struct player_skate
*s
= &player
->_skate
;
3105 s
->state
.jump_charge
= 0.0f
;
3106 s
->state
.charging_jump
= 0;
3107 s
->state
.jump_dir
= 0;
3108 v3_zero( s
->state
.flip_axis
);
3109 s
->state
.flip_time
= 0.0f
;
3110 s
->state
.flip_rate
= 0.0f
;
3111 s
->state
.reverse
= 0.0f
;
3112 s
->state
.slip
= 0.0f
;
3113 s
->state
.grabbing
= 0.0f
;
3114 v2_zero( s
->state
.grab_mouse_delta
);
3115 s
->state
.slap
= 0.0f
;
3116 s
->state
.jump_time
= 0.0;
3117 s
->state
.start_push
= 0.0;
3118 s
->state
.cur_push
= 0.0;
3119 s
->state
.air_start
= 0.0;
3121 v3_zero( s
->state
.air_init_v
);
3122 v3_zero( s
->state
.air_init_co
);
3124 s
->state
.gravity_bias
= k_gravity
;
3125 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3126 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
3127 v3_zero( s
->state
.throw_v
);
3128 v3_zero( s
->state
.trick_vel
);
3129 v3_zero( s
->state
.trick_euler
);
3130 v3_zero( s
->state
.cog_v
);
3131 s
->grind_cooldown
= 0;
3132 s
->surface_cooldown
= 0;
3133 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
3134 v3_copy( player
->rb
.to_world
[1], s
->state
.up_dir
);
3135 v3_copy( player
->rb
.to_world
[1], s
->surface_picture
);
3136 v3_zero( s
->weight_distribution
);
3137 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3140 VG_STATIC
void player__skate_reset( player_instance
*player
,
3143 struct player_skate
*s
= &player
->_skate
;
3144 v3_zero( player
->rb
.v
);
3145 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3147 s
->state
.activity
= k_skate_activity_air
;
3148 s
->state
.activity_prev
= k_skate_activity_air
;
3150 player__skate_clear_mechanics( player
);
3151 player__skate_reset_animator( player
);
3153 v3_zero( s
->state
.head_position
);
3154 s
->state
.head_position
[1] = 1.8f
;
3157 VG_STATIC
void player__skate_restore( player_instance
*player
)
3159 struct player_skate
*s
= &player
->_skate
;
3160 s
->state
= s
->state_gate_storage
;
3163 #endif /* PLAYER_SKATE_C */