fix quality profile water/shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 #include "ent_tornado.c"
12 #include "vg/vg_rigidbody.h"
13 #include "scene_rigidbody.h"
14 #include "player_glide.h"
15
16 static void player__skate_bind(void){
17 struct skeleton *sk = &localplayer.skeleton;
18 rb_update_matrices( &localplayer.rb );
19
20 struct { struct skeleton_anim **anim; const char *name; }
21 bindings[] = {
22 { &player_skate.anim_grind, "pose_grind" },
23 { &player_skate.anim_grind_jump, "pose_grind_jump" },
24 { &player_skate.anim_stand, "pose_stand" },
25 { &player_skate.anim_highg, "pose_highg" },
26 { &player_skate.anim_air, "pose_air" },
27 { &player_skate.anim_slide, "pose_slide" },
28 { &player_skate.anim_push, "push" },
29 { &player_skate.anim_push_reverse, "push_reverse" },
30 { &player_skate.anim_ollie, "ollie" },
31 { &player_skate.anim_ollie_reverse,"ollie_reverse" },
32 { &player_skate.anim_grabs, "grabs" },
33 { &player_skate.anim_handplant, "handplant" },
34 };
35
36 for( u32 i=0; i<vg_list_size(bindings); i++ )
37 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
38 }
39
40 static void player__skate_kill_audio(void){
41 audio_lock();
42 if( player_skate.aud_main ){
43 player_skate.aud_main =
44 audio_channel_fadeout( player_skate.aud_main, 0.1f );
45 }
46 if( player_skate.aud_air ){
47 player_skate.aud_air =
48 audio_channel_fadeout( player_skate.aud_air, 0.1f );
49 }
50 if( player_skate.aud_slide ){
51 player_skate.aud_slide =
52 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
53 }
54 audio_unlock();
55 }
56
57 /*
58 * Collision detection routines
59 *
60 *
61 */
62
63 /*
64 * Does collision detection on a sphere vs world, and applies some smoothing
65 * filters to the manifold afterwards
66 */
67 static int skate_collide_smooth( m4x3f mtx, f32 r, rb_ct *man ){
68 world_instance *world = world_current_instance();
69
70 int len = 0;
71 len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man,
72 k_material_flag_walking );
73
74 for( int i=0; i<len; i++ ){
75 man[i].rba = &localplayer.rb;
76 man[i].rbb = NULL;
77 }
78
79 rb_manifold_filter_coplanar( man, len, 0.03f );
80
81 if( len > 1 ){
82 rb_manifold_filter_backface( man, len );
83 rb_manifold_filter_joint_edges( man, len, 0.03f );
84 rb_manifold_filter_pairs( man, len, 0.03f );
85 }
86 int new_len = rb_manifold_apply_filtered( man, len );
87 if( len && !new_len )
88 len = 1;
89 else
90 len = new_len;
91
92 return len;
93 }
94
95 struct grind_info
96 {
97 v3f co, dir, n;
98 };
99
100 static int skate_grind_scansq( v3f pos, v3f dir, float r,
101 struct grind_info *inf ){
102 world_instance *world = world_current_instance();
103
104 v4f plane;
105 v3_copy( dir, plane );
106 v3_normalize( plane );
107 plane[3] = v3_dot( plane, pos );
108
109 boxf box;
110 v3_add( pos, (v3f){ r, r, r }, box[1] );
111 v3_sub( pos, (v3f){ r, r, r }, box[0] );
112
113 struct grind_sample{
114 v2f co;
115 v2f normal;
116 v3f normal3,
117 centroid;
118 }
119 samples[48];
120 int sample_count = 0;
121
122 v2f support_min,
123 support_max;
124
125 v3f support_axis;
126 v3_cross( plane, (v3f){0,1,0}, support_axis );
127 v3_normalize( support_axis );
128
129 bh_iter it;
130 bh_iter_init_box( 0, &it, box );
131 i32 idx;
132
133 while( bh_next( world->geo_bh, &it, &idx ) ){
134 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
135 v3f tri[3];
136
137 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
138 if( !(surf->info.flags & k_material_flag_grindable) )
139 continue;
140
141 for( int j=0; j<3; j++ )
142 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
143
144 for( int j=0; j<3; j++ ){
145 int i0 = j,
146 i1 = (j+1) % 3;
147
148 struct grind_sample *sample = &samples[ sample_count ];
149 v3f co;
150
151 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
152 v3f d;
153 v3_sub( co, pos, d );
154 if( v3_length2( d ) > r*r )
155 continue;
156
157 v3f va, vb, normal;
158 v3_sub( tri[1], tri[0], va );
159 v3_sub( tri[2], tri[0], vb );
160 v3_cross( va, vb, normal );
161
162 sample->normal[0] = v3_dot( support_axis, normal );
163 sample->normal[1] = normal[1];
164 sample->co[0] = v3_dot( support_axis, d );
165 sample->co[1] = d[1];
166
167 v3_copy( normal, sample->normal3 ); /* normalize later
168 if we want to us it */
169
170 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
171 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
172 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
173
174 v2_normalize( sample->normal );
175 sample_count ++;
176
177 if( sample_count == vg_list_size( samples ) )
178 goto too_many_samples;
179 }
180 }
181 }
182
183 too_many_samples:
184
185 if( sample_count < 2 )
186 return 0;
187
188 v3f average_direction,
189 average_normal;
190
191 v2f min_co, max_co;
192 v2_fill( min_co, INFINITY );
193 v2_fill( max_co, -INFINITY );
194
195 v3_zero( average_direction );
196 v3_zero( average_normal );
197
198 int passed_samples = 0;
199
200 for( int i=0; i<sample_count-1; i++ ){
201 struct grind_sample *si, *sj;
202
203 si = &samples[i];
204
205 for( int j=i+1; j<sample_count; j++ ){
206 if( i == j )
207 continue;
208
209 sj = &samples[j];
210
211 /* non overlapping */
212 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
213 continue;
214
215 /* not sharp angle */
216 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
217 continue;
218
219 /* not convex */
220 v3f v0;
221 v3_sub( sj->centroid, si->centroid, v0 );
222 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
223 v3_dot( v0, sj->normal3 ) <= 0.0f )
224 continue;
225
226 v2_minv( sj->co, min_co, min_co );
227 v2_maxv( sj->co, max_co, max_co );
228
229 v3f n0, n1, dir;
230 v3_copy( si->normal3, n0 );
231 v3_copy( sj->normal3, n1 );
232 v3_cross( n0, n1, dir );
233
234 if( v3_length2( dir ) <= 0.000001f )
235 continue;
236
237 v3_normalize( dir );
238
239 /* make sure the directions all face a common hemisphere */
240 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
241 v3_add( average_direction, dir, average_direction );
242
243 float yi = si->normal3[1],
244 yj = sj->normal3[1];
245
246 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
247 else v3_add( sj->normal3, average_normal, average_normal );
248
249 passed_samples ++;
250 }
251 }
252
253 if( !passed_samples )
254 return 0;
255
256 if( (v3_length2( average_direction ) <= 0.001f) ||
257 (v3_length2( average_normal ) <= 0.001f ) )
258 return 0;
259
260 float div = 1.0f/(float)passed_samples;
261 v3_normalize( average_direction );
262 v3_normalize( average_normal );
263
264 v2f average_coord;
265 v2_add( min_co, max_co, average_coord );
266 v2_muls( average_coord, 0.5f, average_coord );
267
268 v3_muls( support_axis, average_coord[0], inf->co );
269 inf->co[1] += average_coord[1];
270 v3_add( pos, inf->co, inf->co );
271 v3_copy( average_normal, inf->n );
272 v3_copy( average_direction, inf->dir );
273
274 vg_line_point( inf->co, 0.02f, VG__GREEN );
275 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
276 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
277
278 return passed_samples;
279 }
280
281 static void reset_jump_info( jump_info *inf ){
282 inf->log_length = 0;
283 inf->land_dist = 0.0f;
284 inf->score = 0.0f;
285 inf->type = k_prediction_unset;
286 v3_zero( inf->apex );
287 }
288
289 static int create_jumps_to_hit_target( jump_info *jumps,
290 v3f target, float max_angle_delta,
291 float gravity ){
292 /* calculate the exact 2 solutions to jump onto that grind spot */
293
294 v3f v0;
295 v3_sub( target, localplayer.rb.co, v0 );
296
297 v3f ax;
298 v3_copy( v0, ax );
299 ax[1] = 0.0f;
300 v3_normalize( ax );
301
302 v2f d = { v3_dot( ax, v0 ), v0[1] },
303 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
304
305 float a = atan2f( v[1], v[0] ),
306 m = v2_length( v ),
307 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
308
309 int valid_count = 0;
310
311 if( root > 0.0f ){
312 root = sqrtf( root );
313 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
314 a1 = atanf( (m*m - root) / (gravity * d[0]) );
315
316 if( fabsf(a0-a) < max_angle_delta ){
317 jump_info *inf = &jumps[ valid_count ++ ];
318 reset_jump_info( inf );
319
320 v3_muls( ax, cosf( a0 ) * m, inf->v );
321 inf->v[1] += sinf( a0 ) * m;
322 inf->land_dist = d[0] / (cosf(a0)*m);
323 inf->gravity = gravity;
324
325 v3_copy( target, inf->log[inf->log_length ++] );
326 }
327
328 if( fabsf(a1-a) < max_angle_delta ){
329 jump_info *inf = &jumps[ valid_count ++ ];
330 reset_jump_info( inf );
331
332 v3_muls( ax, cosf( a1 ) * m, inf->v );
333 inf->v[1] += sinf( a1 ) * m;
334 inf->land_dist = d[0] / (cosf(a1)*m);
335 inf->gravity = gravity;
336
337 v3_copy( target, inf->log[inf->log_length ++] );
338 }
339 }
340
341 return valid_count;
342 }
343
344 static void player__approximate_best_trajectory(void){
345 world_instance *world0 = world_current_instance();
346
347 float k_trace_delta = k_rb_delta * 10.0f;
348 struct player_skate_state *state = &player_skate.state;
349
350 state->air_start = vg.time;
351 v3_copy( localplayer.rb.v, state->air_init_v );
352 v3_copy( localplayer.rb.co, state->air_init_co );
353
354 player_skate.possible_jump_count = 0;
355
356 v3f axis;
357 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
358 v3_normalize( axis );
359
360 /* at high slopes, Y component is low */
361 float upness = localplayer.rb.to_world[1][1],
362 angle_begin = -(1.0f-fabsf( upness )),
363 angle_end = 1.0f;
364
365 struct grind_info grind;
366 int grind_located = 0;
367 float grind_located_gravity = k_gravity;
368
369
370 v3f launch_v_bounds[2];
371
372 for( int i=0; i<2; i++ ){
373 v3_copy( localplayer.rb.v, launch_v_bounds[i] );
374 float ang = (float[]){ angle_begin, angle_end }[ i ];
375 ang *= 0.15f;
376
377 v4f qbias;
378 q_axis_angle( qbias, axis, ang );
379 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
380 }
381
382 for( int m=0;m<=30; m++ ){
383 jump_info *inf =
384 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
385 reset_jump_info( inf );
386
387 v3f launch_co, launch_v, co0, co1;
388 v3_copy( localplayer.rb.co, launch_co );
389 v3_copy( localplayer.rb.v, launch_v );
390 v3_copy( launch_co, co0 );
391 world_instance *trace_world = world0;
392
393 float vt = (float)m * (1.0f/30.0f),
394 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
395
396 v4f qbias;
397 q_axis_angle( qbias, axis, ang );
398 q_mulv( qbias, launch_v, launch_v );
399
400 float yaw_sketch = 1.0f-fabsf(upness);
401
402 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
403 q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
404 q_mulv( qbias, launch_v, launch_v );
405
406 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
407 gravity = k_gravity * gravity_bias;
408 inf->gravity = gravity;
409 v3_copy( launch_v, inf->v );
410
411 /* initial conditions */
412 v3f v;
413 v3_copy( launch_v, v );
414 v3_copy( launch_co, co1 );
415
416 for( int i=1; i<=50; i++ ){
417 f32 t = (f32)i * k_trace_delta;
418
419 /* integrate forces */
420 v3f a;
421 ent_tornado_forces( co1, v, a );
422 a[1] -= gravity;
423
424 /* position */
425 v3_muladds( co1, v, k_trace_delta, co1 );
426 v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
427
428 /* velocity */
429 v3_muladds( v, a, k_trace_delta, v );
430
431 int search_for_grind = 1;
432 if( grind_located ) search_for_grind = 0;
433 if( v[1] > 0.0f ) search_for_grind = 0;
434
435 /* REFACTOR */
436
437 v3f closest={0.0f,0.0f,0.0f};
438 if( search_for_grind ){
439 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
440 float min_dist = 0.75f;
441 min_dist *= min_dist;
442
443 if( v3_dist2( closest, launch_co ) < min_dist )
444 search_for_grind = 0;
445
446 v3f bound[2];
447
448 for( int j=0; j<2; j++ ){
449 v3_muls( launch_v_bounds[j], t, bound[j] );
450 bound[j][1] += -0.5f*gravity*t*t;
451 v3_add( launch_co, bound[j], bound[j] );
452 }
453
454 float limh = vg_minf( 2.0f, t ),
455 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
456 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
457
458 if( (closest[1] < minh) || (closest[1] > maxh) ){
459 search_for_grind = 0;
460 }
461 }
462 else
463 search_for_grind = 0;
464 }
465
466 if( search_for_grind ){
467 if( skate_grind_scansq( closest, v, 0.5f, &grind ) ){
468 /* check alignment */
469 v2f v0 = { v[0], v[2] },
470 v1 = { grind.dir[0], grind.dir[2] };
471
472 v2_normalize( v0 );
473 v2_normalize( v1 );
474
475 float a = v2_dot( v0, v1 );
476
477 float a_min = cosf( VG_PIf * 0.185f );
478 if( state->grind_cooldown )
479 a_min = cosf( VG_PIf * 0.05f );
480
481 /* check speed */
482 if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
483 (a >= a_min) &&
484 (fabsf(grind.dir[1]) < 0.70710678118654752f))
485 {
486 grind_located = 1;
487 grind_located_gravity = inf->gravity;
488 }
489 }
490 }
491
492 if( trace_world->rendering_gate ){
493 ent_gate *gate = trace_world->rendering_gate;
494 if( gate_intersect( gate, co1, co0 ) ){
495 m4x3_mulv( gate->transport, co0, co0 );
496 m4x3_mulv( gate->transport, co1, co1 );
497 m3x3_mulv( gate->transport, launch_v, launch_v);
498 m4x3_mulv( gate->transport, launch_co, launch_co );
499
500 if( gate->flags & k_ent_gate_nonlocal )
501 trace_world = &world_static.instances[ gate->target ];
502 }
503 }
504
505 float t1;
506 v3f n;
507
508 float scan_radius = k_board_radius;
509 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
510
511 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
512 k_material_flag_walking );
513 if( idx != -1 ){
514 v3f co;
515 v3_lerp( co0, co1, t1, co );
516 v3_copy( co, inf->log[ inf->log_length ++ ] );
517
518 v3_copy( n, inf->n );
519 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
520 struct world_surface *surf =
521 world_tri_index_surface( trace_world, tri[0] );
522
523 inf->type = k_prediction_land;
524 inf->score = -v3_dot( v, inf->n );
525 inf->land_dist = t + k_trace_delta * t1;
526
527 /* Bias prediction towords ramps */
528 if( !(surf->info.flags & k_material_flag_skate_target) )
529 inf->score *= 10.0f;
530
531 if( surf->info.flags & k_material_flag_boundary )
532 player_skate.possible_jump_count --;
533
534 break;
535 }
536
537 if( i % 3 == 0 )
538 v3_copy( co1, inf->log[ inf->log_length ++ ] );
539 v3_copy( co1, co0 );
540 }
541
542 if( inf->type == k_prediction_unset )
543 player_skate.possible_jump_count --;
544 }
545
546 if( grind_located ){
547 jump_info grind_jumps[2];
548
549 int valid_count =
550 create_jumps_to_hit_target( grind_jumps, grind.co,
551 0.175f*VG_PIf, grind_located_gravity );
552
553 /* knock out original landing points in the 1m area */
554 for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
555 jump_info *jump = &player_skate.possible_jumps[ j ];
556 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
557 float descale = 1.0f-vg_minf(1.0f,dist);
558 jump->score += descale*3.0f;
559 }
560
561 for( int i=0; i<valid_count; i++ ){
562 jump_info *jump = &grind_jumps[i];
563 jump->type = k_prediction_grind;
564
565 v3f launch_v, launch_co, co0, co1;
566
567 v3_copy( jump->v, launch_v );
568 v3_copy( localplayer.rb.co, launch_co );
569
570 float t = 0.05f * jump->land_dist;
571 v3_muls( launch_v, t, co0 );
572 co0[1] += -0.5f * jump->gravity * t*t;
573 v3_add( launch_co, co0, co0 );
574
575 /* rough scan to make sure we dont collide with anything */
576 for( int j=1; j<=16; j++ ){
577 t = (float)j*(1.0f/16.0f);
578 t *= 0.9f;
579 t += 0.05f;
580 t *= jump->land_dist;
581
582 v3_muls( launch_v, t, co1 );
583 co1[1] += -0.5f * jump->gravity * t*t;
584 v3_add( launch_co, co1, co1 );
585
586 float t1;
587 v3f n;
588
589 int idx = spherecast_world( world0, co0,co1,
590 k_board_radius*0.1f, &t1, n,
591 k_material_flag_walking );
592 if( idx != -1 ){
593 goto invalidated_grind;
594 }
595
596 v3_copy( co1, co0 );
597 }
598
599 v3_copy( grind.n, jump->n );
600
601 /* determine score */
602 v3f ve;
603 v3_copy( jump->v, ve );
604 ve[1] += -jump->gravity*jump->land_dist;
605 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
606
607 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
608 *jump;
609
610 continue;
611 invalidated_grind:;
612 }
613 }
614
615
616 float score_min = INFINITY,
617 score_max = -INFINITY;
618
619 jump_info *best = NULL;
620
621 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
622 jump_info *jump = &player_skate.possible_jumps[i];
623
624 if( jump->score < score_min )
625 best = jump;
626
627 score_min = vg_minf( score_min, jump->score );
628 score_max = vg_maxf( score_max, jump->score );
629 }
630
631 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
632 jump_info *jump = &player_skate.possible_jumps[i];
633 float s = jump->score;
634
635 s -= score_min;
636 s /= (score_max-score_min);
637 s = 1.0f - s;
638
639 jump->score = s;
640 jump->colour = s * 255.0f;
641
642 if( jump == best )
643 jump->colour <<= 16;
644 else if( jump->type == k_prediction_land )
645 jump->colour <<= 8;
646
647 jump->colour |= 0xff000000;
648 }
649
650 if( best ){
651 v3_copy( best->n, state->land_normal );
652 v3_copy( best->v, localplayer.rb.v );
653 state->land_dist = best->land_dist;
654 state->gravity_bias = best->gravity;
655
656 if( best->type == k_prediction_grind ){
657 state->activity = k_skate_activity_air_to_grind;
658 }
659
660 v2f steer;
661 joystick_state( k_srjoystick_steer, steer );
662 v2_normalize_clamp( steer );
663
664 if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
665 state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
666 state->reverse ;
667 state->flip_time = 0.0f;
668 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
669 }
670 else{
671 state->flip_rate = 0.0f;
672 v3_zero( state->flip_axis );
673 }
674 }
675 else
676 v3_copy( (v3f){0,1,0}, state->land_normal );
677 }
678
679 /*
680 *
681 * Varius physics models
682 * ------------------------------------------------
683 */
684
685 /*
686 * Air control, no real physics
687 */
688 static void skate_apply_air_model(void){
689 struct player_skate_state *state = &player_skate.state;
690
691 if( state->activity_prev > k_skate_activity_air_to_grind )
692 player__approximate_best_trajectory();
693
694 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
695 angle = vg_clampf( angle, -1.0f, 1.0f );
696 v3f axis;
697 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
698
699 v4f correction;
700 q_axis_angle( correction, axis,
701 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
702 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
703 }
704
705 static enum trick_type player_skate_trick_input(void);
706 static void skate_apply_trick_model(void){
707 struct player_skate_state *state = &player_skate.state;
708
709 v3f Fd, Fs, F;
710 v3f strength = { 3.7f, 3.6f, 8.0f };
711
712 v3_muls( state->trick_residualv, -4.0f , Fd );
713 v3_muls( state->trick_residuald, -10.0f, Fs );
714 v3_add( Fd, Fs, F );
715 v3_mul( strength, F, F );
716
717 v3_muladds( state->trick_residualv, F, k_rb_delta,
718 state->trick_residualv );
719 v3_muladds( state->trick_residuald, state->trick_residualv,
720 k_rb_delta, state->trick_residuald );
721
722 if( state->activity <= k_skate_activity_air_to_grind ){
723 if( v3_length2( state->trick_vel ) < 0.0001f )
724 return;
725
726 int carry_on = state->trick_type == player_skate_trick_input();
727
728 /* we assume velocities share a common divisor, in which case the
729 * interval is the minimum value (if not zero) */
730
731 float min_rate = 99999.0f;
732
733 for( int i=0; i<3; i++ ){
734 float v = state->trick_vel[i];
735 if( (v > 0.0f) && (v < min_rate) )
736 min_rate = v;
737 }
738
739 float interval = 1.0f / min_rate,
740 current = floorf( state->trick_time ),
741 next_end = current+1.0f;
742
743
744 /* integrate trick velocities */
745 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
746 state->trick_euler );
747
748 if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
749 state->trick_time = 0.0f;
750 state->trick_euler[0] = roundf( state->trick_euler[0] );
751 state->trick_euler[1] = roundf( state->trick_euler[1] );
752 state->trick_euler[2] = roundf( state->trick_euler[2] );
753 v3_copy( state->trick_vel, state->trick_residualv );
754 v3_zero( state->trick_vel );
755
756 audio_lock();
757 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
758 localplayer.rb.co, 40.0f, 1.0f );
759 audio_unlock();
760 }
761 else
762 state->trick_time += k_rb_delta / interval;
763 }
764 else{
765 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
766 state->trick_time > 0.2f)
767 {
768 player__dead_transition( k_player_die_type_feet );
769 }
770
771 state->trick_euler[0] = roundf( state->trick_euler[0] );
772 state->trick_euler[1] = roundf( state->trick_euler[1] );
773 state->trick_euler[2] = roundf( state->trick_euler[2] );
774 state->trick_time = 0.0f;
775 v3_zero( state->trick_vel );
776 }
777 }
778
779 static void skate_apply_grab_model(void){
780 struct player_skate_state *state = &player_skate.state;
781
782 float grabt = axis_state( k_sraxis_grab );
783
784 if( grabt > 0.5f ){
785 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
786 state->grab_mouse_delta );
787
788 v2_normalize_clamp( state->grab_mouse_delta );
789 }
790 else
791 v2_zero( state->grab_mouse_delta );
792
793 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
794 }
795
796 static void skate_apply_steering_model(void){
797 struct player_skate_state *state = &player_skate.state;
798
799 v2f jsteer;
800 joystick_state( k_srjoystick_steer, jsteer );
801
802 /* Steering */
803 float steer = jsteer[0],
804 grab = axis_state( k_sraxis_grab );
805
806 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
807
808 v3f steer_axis;
809 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
810
811 float rate = 26.0f,
812 top = 1.0f;
813
814 f32 skid_target = 0.0f;
815
816 if( state->activity <= k_skate_activity_air_to_grind ){
817 rate = 6.0f * fabsf(steer);
818 top = 1.5f;
819 }
820 else{
821 /* rotate slower when grabbing on ground */
822 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
823
824 if( state->activity == k_skate_activity_grind_5050 ){
825 rate = 0.0f;
826 top = 0.0f;
827 }
828
829 else if( state->activity >= k_skate_activity_grind_any ){
830 rate *= fabsf(steer);
831
832 float a = 0.8f * -steer * k_rb_delta;
833
834 v4f q;
835 q_axis_angle( q, localplayer.rb.to_world[1], a );
836 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
837
838 v3_normalize( player_skate.grind_vec );
839 }
840
841 else if( state->manual_direction ){
842 rate = 35.0f;
843 top = 1.5f;
844 }
845 else {
846 f32 skid = axis_state(k_sraxis_skid);
847
848 /* skids on keyboard lock to the first direction pressed */
849 if( vg_input.display_input_method == k_input_method_kbm ){
850 if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
851 (fabsf(steer) > 0.4f) ){
852 state->skid = vg_signf( steer ) * 0.02f;
853 }
854
855 if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
856 skid_target = vg_signf( state->skid );
857 }
858 }
859 else {
860 if( fabsf(skid) > 0.1f ){
861 skid_target = skid;
862 }
863 }
864 }
865
866 if( grab < 0.5f ){
867 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
868 }
869 }
870
871 vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
872 steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
873 fabsf(state->skid*0.8f) );
874
875 float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
876 addspeed = (steer * -top) - current,
877 maxaccel = rate * k_rb_delta,
878 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
879
880 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
881 accel, localplayer.rb.w );
882 }
883
884 /*
885 * Computes friction and surface interface model
886 */
887 static void skate_apply_friction_model(void){
888 struct player_skate_state *state = &player_skate.state;
889
890 /*
891 * Computing localized friction forces for controlling the character
892 * Friction across X is significantly more than Z
893 */
894
895 v3f vel;
896 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
897 float slip = 0.0f;
898
899 if( fabsf(vel[2]) > 0.01f )
900 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
901
902 if( fabsf( slip ) > 1.2f )
903 slip = vg_signf( slip ) * 1.2f;
904
905 state->slip = slip;
906 state->reverse = -vg_signf(vel[2]);
907
908 f32 lat = k_friction_lat;
909
910 if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
911 if( (player_skate.surface == k_surface_prop_snow) ||
912 (player_skate.surface == k_surface_prop_sand) ){
913 lat *= 8.0f;
914 }
915 else
916 lat *= 1.5f;
917 }
918
919 if( player_skate.surface == k_surface_prop_snow )
920 lat *= 0.5f;
921 else if( player_skate.surface == k_surface_prop_sand )
922 lat *= 0.6f;
923
924 vel[0] += vg_cfrictf( vel[0], lat * k_rb_delta );
925 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
926
927 /* Pushing additive force */
928
929 if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
930 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
931 if( (vg.time - state->cur_push) > 0.25 )
932 state->start_push = vg.time;
933
934 state->cur_push = vg.time;
935
936 double push_time = vg.time - state->start_push;
937
938 float cycle_time = push_time*k_push_cycle_rate,
939 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
940 amt = accel * VG_TIMESTEP_FIXED,
941 current = v3_length( vel ),
942 new_vel = vg_minf( current + amt, k_max_push_speed ),
943 delta = new_vel - vg_minf( current, k_max_push_speed );
944
945 vel[2] += delta * -state->reverse;
946 }
947 }
948
949 /* Send back to velocity */
950 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
951 }
952
953 static void skate_apply_jump_model(void){
954 struct player_skate_state *state = &player_skate.state;
955 int charging_jump_prev = state->charging_jump;
956 state->charging_jump = button_press( k_srbind_jump );
957
958 /* Cannot charge this in air */
959 if( state->activity <= k_skate_activity_air_to_grind ){
960 state->charging_jump = 0;
961 return;
962 }
963
964 if( state->charging_jump ){
965 state->jump_charge += k_rb_delta * k_jump_charge_speed;
966
967 if( !charging_jump_prev )
968 state->jump_dir = state->reverse>0.0f? 1: 0;
969 }
970 else{
971 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
972 }
973
974 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
975
976 /* player let go after charging past 0.2: trigger jump */
977 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
978 v3f jumpdir;
979
980 /* Launch more up if alignment is up else improve velocity */
981 float aup = localplayer.rb.to_world[1][1],
982 mod = 0.5f,
983 dir = mod + fabsf(aup)*(1.0f-mod);
984
985 if( state->activity == k_skate_activity_ground ){
986 v3_copy( localplayer.rb.v, jumpdir );
987 v3_normalize( jumpdir );
988 v3_muls( jumpdir, 1.0f-dir, jumpdir );
989 v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
990 v3_normalize( jumpdir );
991 }else{
992 v3_copy( state->up_dir, jumpdir );
993 state->grind_cooldown = 30;
994 state->activity = k_skate_activity_ground;
995
996 v2f steer;
997 joystick_state( k_srjoystick_steer, steer );
998
999 float tilt = steer[0] * 0.3f;
1000 tilt *= vg_signf(v3_dot( localplayer.rb.v,
1001 player_skate.grind_dir ));
1002
1003 v4f qtilt;
1004 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
1005 q_mulv( qtilt, jumpdir, jumpdir );
1006 }
1007 state->surface_cooldown = 10;
1008 state->trick_input_collect = 0.0f;
1009
1010 float force = k_jump_force*state->jump_charge;
1011 v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
1012 state->jump_charge = 0.0f;
1013 state->jump_time = vg.time;
1014 player__networked_sfx( k_player_subsystem_skate, 32,
1015 k_player_skate_soundeffect_jump,
1016 localplayer.rb.co, 1.0f );
1017 }
1018 }
1019
1020 static void skate_apply_handplant_model(void){
1021 struct player_skate_state *state = &player_skate.state;
1022 if( localplayer.rb.to_world[1][1] < -0.1f ) return;
1023 if( localplayer.rb.to_world[1][1] > 0.6f ) return;
1024 if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
1025
1026 v3f lco = { 0.0f, -0.2f, -state->reverse },
1027 co, dir;
1028 m4x3_mulv( localplayer.rb.to_world, lco, co );
1029 v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
1030 vg_line_arrow( co, dir, 0.13f, 0xff000000 );
1031
1032 ray_hit hit = { .dist = 2.0f };
1033 if( ray_world( world_current_instance(), co, dir,
1034 &hit, k_material_flag_ghosts )) {
1035 vg_line( co, hit.pos, 0xff000000 );
1036 vg_line_point( hit.pos, 0.1f, 0xff000000 );
1037
1038 if( hit.normal[1] < 0.7f ) return;
1039 if( hit.dist < 0.95f ) return;
1040
1041 state->activity = k_skate_activity_handplant;
1042 state->handplant_t = 0.0f;
1043 v3_copy( localplayer.rb.co, state->store_co );
1044 v3_copy( localplayer.rb.v, state->air_init_v );
1045 v4_copy( localplayer.rb.q, state->store_q );
1046 v3_copy( state->cog, state->store_cog );
1047 v3_copy( state->cog_v, state->store_cog_v );
1048 v4_copy( state->smoothed_rotation, state->store_smoothed );
1049 }
1050 }
1051
1052 static void skate_apply_pump_model(void){
1053 struct player_skate_state *state = &player_skate.state;
1054
1055 if( state->activity != k_skate_activity_ground ){
1056 v3_zero( state->throw_v );
1057 return;
1058 }
1059
1060 /* Throw / collect routine
1061 */
1062 if( axis_state( k_sraxis_grab ) > 0.5f ){
1063 if( state->activity == k_skate_activity_ground ){
1064 /* Throw */
1065 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1066 }
1067 }
1068 else{
1069 /* Collect */
1070 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1071
1072 v3f Fl, Fv;
1073 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1074
1075 if( state->activity == k_skate_activity_ground ){
1076 if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
1077 v3_muladds( localplayer.rb.v, Fl,
1078 k_mmcollect_lat, localplayer.rb.v );
1079 }
1080 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1081 }
1082
1083 v3_muls( localplayer.rb.to_world[1], -doty, Fv );
1084 v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
1085 v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
1086 }
1087
1088 /* Decay */
1089 if( v3_length2( state->throw_v ) > 0.0001f ){
1090 v3f dir;
1091 v3_copy( state->throw_v, dir );
1092 v3_normalize( dir );
1093
1094 float max = v3_dot( dir, state->throw_v ),
1095 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1096 v3_muladds( state->throw_v, dir, -amt, state->throw_v );
1097 }
1098 }
1099
1100 static void skate_apply_cog_model(void){
1101 struct player_skate_state *state = &player_skate.state;
1102
1103 v3f ideal_cog, ideal_diff, ideal_dir;
1104 v3_copy( state->up_dir, ideal_dir );
1105 v3_normalize( ideal_dir );
1106
1107 float grab = axis_state( k_sraxis_grab );
1108 v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1109 v3_sub( ideal_cog, state->cog, ideal_diff );
1110
1111 /* Apply velocities */
1112 v3f rv;
1113 v3_sub( localplayer.rb.v, state->cog_v, rv );
1114
1115 v3f F;
1116 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1117 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1118
1119 float ra = k_cog_mass_ratio,
1120 rb = 1.0f-k_cog_mass_ratio;
1121
1122 /* Apply forces & intergrate */
1123 v3_muladds( state->cog_v, F, -rb, state->cog_v );
1124 state->cog_v[1] += -9.8f * k_rb_delta;
1125 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1126 }
1127
1128 static void skate_integrate(void){
1129 struct player_skate_state *state = &player_skate.state;
1130
1131 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1132 rate_z = rate_x,
1133 rate_y = 1.0f;
1134
1135 if( state->activity >= k_skate_activity_grind_any ){
1136 rate_x = 1.0f-(16.0f*k_rb_delta);
1137 rate_y = 1.0f-(10.0f*k_rb_delta);
1138 rate_z = 1.0f-(40.0f*k_rb_delta);
1139 }
1140
1141 float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
1142 wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
1143 wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
1144
1145 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1146 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1147 localplayer.rb.w );
1148 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1149 localplayer.rb.w );
1150
1151 state->flip_time += state->flip_rate * k_rb_delta;
1152 rb_update_matrices( &localplayer.rb );
1153 }
1154
1155 static enum trick_type player_skate_trick_input(void){
1156 return (button_press( k_srbind_trick0 ) ) |
1157 (button_press( k_srbind_trick1 ) << 1) |
1158 (button_press( k_srbind_trick2 ) << 1) |
1159 (button_press( k_srbind_trick2 ) );
1160 }
1161
1162 static void player__skate_pre_update(void){
1163 struct player_skate_state *state = &player_skate.state;
1164
1165 if( state->activity == k_skate_activity_handplant ){
1166 state->handplant_t += vg.time_delta;
1167 mdl_keyframe hpose[32];
1168
1169 struct skeleton_anim *anim = player_skate.anim_handplant;
1170
1171 int end = !skeleton_sample_anim_clamped(
1172 &localplayer.skeleton, anim,
1173 state->handplant_t, hpose );
1174
1175 if( state->reverse < 0.0f )
1176 player_mirror_pose( hpose, hpose );
1177
1178 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
1179 m4x3f world, mmdl, world_view;
1180 q_m3x3( kf_world->q, world );
1181 v3_copy( kf_world->co, world[3] );
1182
1183 /* original mtx */
1184 q_m3x3( state->store_q, mmdl );
1185 v3_copy( state->store_co, mmdl[3] );
1186 m4x3_mul( mmdl, world, world_view );
1187
1188 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
1189 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
1190 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
1191
1192 m4x3f invworld;
1193 m4x3_invert_affine( world, invworld );
1194 m4x3_mul( mmdl, invworld, world_view );
1195
1196 v3_copy( world_view[3], localplayer.rb.co );
1197 m3x3_q( world_view, localplayer.rb.q );
1198
1199 /* new * old^-1 = transfer function */
1200 m4x3f transfer;
1201 m4x3_invert_affine( mmdl, transfer );
1202 m4x3_mul( world_view, transfer, transfer );
1203
1204 m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
1205 m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
1206
1207 m4x3_mulv( transfer, state->store_cog, state->cog );
1208 v3_muladds( state->cog, localplayer.rb.to_world[1],
1209 -state->handplant_t*0.5f, state->cog );
1210
1211 v4f qtransfer;
1212 m3x3_q( transfer, qtransfer );
1213 q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
1214 q_normalize( state->smoothed_rotation );
1215 rb_update_matrices( &localplayer.rb );
1216
1217 if( end ){
1218 state->activity = k_skate_activity_air;
1219 }
1220 else return;
1221 }
1222
1223 if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
1224 localplayer.subsystem = k_player_subsystem_walk;
1225
1226 if( (state->activity <= k_skate_activity_air_to_grind) &&
1227 localplayer.have_glider ){
1228 player_glide_transition();
1229 return;
1230 }
1231
1232 v3f angles;
1233 v3_copy( localplayer.cam.angles, localplayer.angles );
1234 localplayer.angles[2] = 0.0f;
1235
1236 v3f newpos, offset;
1237 m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
1238 v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
1239 v3_sub( localplayer.rb.co, newpos, offset );
1240 v3_copy( newpos, localplayer.rb.co );
1241 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
1242 localplayer.rb.co );
1243
1244 player__begin_holdout( offset );
1245 player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
1246 0: 1, state->trick_euler[0] );
1247
1248 return;
1249 }
1250
1251 enum trick_type trick = player_skate_trick_input();
1252 if( trick )
1253 state->trick_input_collect += vg.time_frame_delta;
1254 else
1255 state->trick_input_collect = 0.0f;
1256
1257 if( state->activity <= k_skate_activity_air_to_grind ){
1258 if( trick && (state->trick_input_collect < 0.1f) ){
1259 if( state->trick_time == 0.0f ){
1260 audio_lock();
1261 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1262 localplayer.rb.co, 40.0f, 1.0f );
1263 audio_unlock();
1264 }
1265
1266 if( state->trick_time < 0.1f ){
1267 v3_zero( state->trick_vel );
1268
1269 if( trick == k_trick_type_kickflip ){
1270 state->trick_vel[0] = 3.0f;
1271 }
1272 else if( trick == k_trick_type_shuvit ){
1273 state->trick_vel[2] = 3.0f;
1274 }
1275 else if( trick == k_trick_type_treflip ){
1276 state->trick_vel[0] = 2.0f;
1277 state->trick_vel[2] = 2.0f;
1278 }
1279 state->trick_type = trick;
1280 }
1281 }
1282 }
1283 else
1284 state->trick_type = k_trick_type_none;
1285 }
1286
1287 static void player__skate_comp_audio( void *_animator ){
1288 struct player_skate_animator *animator = _animator;
1289 audio_lock();
1290
1291 f32 air = ((animator->activity <= k_skate_activity_air_to_grind) ||
1292 (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
1293 speed = v3_length( animator->root_v ),
1294 attn = vg_minf( 1.0f, speed*0.1f ),
1295 slide = animator->slide;
1296
1297 if( animator->activity >= k_skate_activity_grind_any )
1298 slide = 0.0f;
1299
1300 f32 gate = skaterift.time_rate;
1301
1302 if( skaterift.activity == k_skaterift_replay ){
1303 gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
1304 }
1305
1306 f32
1307 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1308 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1309 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1310
1311 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1312
1313 if( !player_skate.aud_air ){
1314 player_skate.aud_air = audio_get_first_idle_channel();
1315 if( player_skate.aud_air )
1316 audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
1317 }
1318
1319 if( !player_skate.aud_slide ){
1320 player_skate.aud_slide = audio_get_first_idle_channel();
1321 if( player_skate.aud_slide )
1322 audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
1323 }
1324
1325
1326 /* brrrrrrrrrrrt sound for tiles and stuff
1327 * --------------------------------------------------------*/
1328 float sidechain_amt = 0.0f,
1329 hz = vg_maxf( speed * 2.0f, 2.0f );
1330
1331 if( (animator->surface == k_surface_prop_tiles) &&
1332 (animator->activity < k_skate_activity_grind_any) )
1333 sidechain_amt = 1.0f;
1334 else
1335 sidechain_amt = 0.0f;
1336
1337 audio_set_lfo_frequency( 0, hz );
1338 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1339 vg_lerpf( 250.0f, 80.0f, attn ) );
1340
1341 if( player_skate.sample_change_cooldown > 0.0f ){
1342 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1343 }
1344 else{
1345 int sample_type = k_skate_sample_concrete;
1346
1347 if( animator->activity == k_skate_activity_grind_5050 ){
1348 if( animator->surface == k_surface_prop_metal )
1349 sample_type = k_skate_sample_metal_scrape_generic;
1350 else
1351 sample_type = k_skate_sample_concrete_scrape_metal;
1352 }
1353 else if( (animator->activity == k_skate_activity_grind_back50) ||
1354 (animator->activity == k_skate_activity_grind_front50) )
1355 {
1356 if( animator->surface == k_surface_prop_metal ){
1357 sample_type = k_skate_sample_metal_scrape_generic;
1358 }
1359 else{
1360 #if 0
1361 float a = v3_dot( localplayer.rb.to_world[2],
1362 player_skate.grind_dir );
1363 if( fabsf(a) > 0.70710678118654752f )
1364 sample_type = k_skate_sample_concrete_scrape_wood;
1365 else
1366 sample_type = k_skate_sample_concrete_scrape_metal;
1367 #endif
1368
1369 sample_type = k_skate_sample_concrete_scrape_wood;
1370 }
1371 }
1372 else if( animator->activity == k_skate_activity_grind_boardslide ){
1373 if( animator->surface == k_surface_prop_metal )
1374 sample_type = k_skate_sample_metal_scrape_generic;
1375 else
1376 sample_type = k_skate_sample_concrete_scrape_wood;
1377 }
1378
1379 audio_clip *relevant_samples[] = {
1380 &audio_board[0],
1381 &audio_board[0],
1382 &audio_board[7],
1383 &audio_board[6],
1384 &audio_board[5]
1385 };
1386
1387 if( (player_skate.main_sample_type != sample_type) ||
1388 (!player_skate.aud_main) ){
1389
1390 player_skate.aud_main =
1391 audio_channel_crossfade( player_skate.aud_main,
1392 relevant_samples[sample_type],
1393 0.06f, flags );
1394 player_skate.sample_change_cooldown = 0.1f;
1395 player_skate.main_sample_type = sample_type;
1396 }
1397 }
1398
1399 if( player_skate.aud_main ){
1400 player_skate.aud_main->colour = 0x00103efe;
1401 audio_channel_set_spacial( player_skate.aud_main,
1402 animator->root_co, 40.0f );
1403 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1404 audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
1405 audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
1406
1407 float rate = 1.0f + (attn-0.5f)*0.2f;
1408 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1409 }
1410
1411 if( player_skate.aud_slide ){
1412 player_skate.aud_slide->colour = 0x00103efe;
1413 audio_channel_set_spacial( player_skate.aud_slide,
1414 animator->root_co, 40.0f );
1415 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1416 audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
1417 audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
1418 }
1419
1420 if( player_skate.aud_air ){
1421 player_skate.aud_air->colour = 0x00103efe;
1422 audio_channel_set_spacial( player_skate.aud_air,
1423 animator->root_co, 40.0f );
1424 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1425 audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
1426 }
1427
1428 audio_unlock();
1429 }
1430
1431 static void player__skate_post_update(void){
1432 struct player_skate_state *state = &player_skate.state;
1433
1434 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1435 jump_info *jump = &player_skate.possible_jumps[i];
1436
1437 if( jump->log_length == 0 ){
1438 vg_fatal_error( "assert: jump->log_length == 0\n" );
1439 }
1440
1441 for( int j=0; j<jump->log_length - 1; j ++ ){
1442 float brightness = jump->score*jump->score*jump->score;
1443 v3f p1;
1444 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1445 vg_line( jump->log[j], p1, jump->colour );
1446 }
1447
1448 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1449
1450 v3f p1;
1451 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1452 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1453
1454 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1455 }
1456 }
1457
1458 /*
1459 * truck alignment model at ra(local)
1460 * returns 1 if valid surface:
1461 * surface_normal will be filled out with an averaged normal vector
1462 * axel_dir will be the direction from left to right wheels
1463 *
1464 * returns 0 if no good surface found
1465 */
1466 static
1467 int skate_compute_surface_alignment( v3f ra, u32 colour,
1468 v3f surface_normal, v3f axel_dir ){
1469 world_instance *world = world_current_instance();
1470
1471 v3f truck, left, right;
1472 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1473
1474 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
1475 v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
1476 vg_line( left, right, colour );
1477
1478 float k_max_truck_flex = VG_PIf * 0.25f;
1479
1480 ray_hit ray_l, ray_r;
1481
1482 v3f dir;
1483 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1484
1485 int res_l = 0, res_r = 0;
1486
1487 for( int i=0; i<8; i++ ){
1488 float t = 1.0f - (float)i * (1.0f/8.0f);
1489 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
1490 v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
1491 ray_l.dist = 2.1f * k_board_radius;
1492
1493 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1494
1495 if( res_l )
1496 break;
1497 }
1498
1499 for( int i=0; i<8; i++ ){
1500 float t = 1.0f - (float)i * (1.0f/8.0f);
1501 v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
1502 v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
1503 ray_r.dist = 2.1f * k_board_radius;
1504
1505 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1506
1507 if( res_r )
1508 break;
1509 }
1510
1511 v3f v0;
1512 v3f midpoint;
1513 v3f tangent_average;
1514 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1515 v3_zero( tangent_average );
1516
1517 if( res_l || res_r ){
1518 v3f p0, p1, t;
1519 v3_copy( midpoint, p0 );
1520 v3_copy( midpoint, p1 );
1521
1522 if( res_l ){
1523 v3_copy( ray_l.pos, p0 );
1524 v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
1525 v3_add( t, tangent_average, tangent_average );
1526 }
1527 if( res_r ){
1528 v3_copy( ray_r.pos, p1 );
1529 v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
1530 v3_add( t, tangent_average, tangent_average );
1531 }
1532
1533 v3_sub( p1, p0, v0 );
1534 v3_normalize( v0 );
1535 }
1536 else{
1537 /* fallback: use the closes point to the trucks */
1538 v3f closest;
1539 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1540
1541 if( idx != -1 ){
1542 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1543 v3f verts[3];
1544
1545 for( int j=0; j<3; j++ )
1546 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1547
1548 v3f vert0, vert1, n;
1549 v3_sub( verts[1], verts[0], vert0 );
1550 v3_sub( verts[2], verts[0], vert1 );
1551 v3_cross( vert0, vert1, n );
1552 v3_normalize( n );
1553
1554 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1555 return 0;
1556
1557 v3_cross( n, localplayer.rb.to_world[2], v0 );
1558 v3_muladds( v0, localplayer.rb.to_world[2],
1559 -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
1560 v3_normalize( v0 );
1561
1562 v3f t;
1563 v3_cross( n, localplayer.rb.to_world[0], t );
1564 v3_add( t, tangent_average, tangent_average );
1565 }
1566 else
1567 return 0;
1568 }
1569
1570 v3_muladds( truck, v0, k_board_width, right );
1571 v3_muladds( truck, v0, -k_board_width, left );
1572
1573 vg_line( left, right, VG__WHITE );
1574
1575 v3_normalize( tangent_average );
1576 v3_cross( v0, tangent_average, surface_normal );
1577 v3_copy( v0, axel_dir );
1578
1579 return 1;
1580 }
1581
1582 static void skate_weight_distribute(void){
1583 struct player_skate_state *state = &player_skate.state;
1584 v3_zero( player_skate.weight_distribution );
1585
1586 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1587 localplayer.rb.v ) < 0.0f?1:-1;
1588
1589 v2f steer;
1590 joystick_state( k_srjoystick_steer, steer );
1591
1592 if( state->manual_direction == 0 ){
1593 if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
1594 (state->jump_charge <= 0.01f) )
1595 state->manual_direction = reverse_dir;
1596 }
1597 else{
1598 if( steer[1] < 0.1f ){
1599 state->manual_direction = 0;
1600 }
1601 else{
1602 if( reverse_dir != state->manual_direction ){
1603 return;
1604 }
1605 }
1606 }
1607
1608 if( state->manual_direction ){
1609 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1610 player_skate.weight_distribution[2] = k_board_length * amt *
1611 (float)state->manual_direction;
1612 }
1613
1614 if( state->manual_direction ){
1615 v3f plane_z;
1616
1617 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1618 plane_z );
1619 v3_negate( plane_z, plane_z );
1620
1621 v3_muladds( plane_z, player_skate.surface_picture,
1622 -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
1623 v3_normalize( plane_z );
1624
1625 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1626 v3_normalize( plane_z );
1627
1628 v3f p1;
1629 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1630 vg_line( localplayer.rb.co, p1, VG__GREEN );
1631
1632 v3f refdir;
1633 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1634 refdir );
1635
1636 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1637 k_manul_spring, k_manul_dampener,
1638 player_skate.substep_delta );
1639 }
1640 }
1641
1642 static void skate_adjust_up_direction(void){
1643 struct player_skate_state *state = &player_skate.state;
1644
1645 if( state->activity == k_skate_activity_ground ){
1646 v3f target;
1647 v3_copy( player_skate.surface_picture, target );
1648
1649 target[1] += 2.0f * player_skate.surface_picture[1];
1650 v3_normalize( target );
1651
1652 v3_lerp( state->up_dir, target,
1653 8.0f * player_skate.substep_delta, state->up_dir );
1654 }
1655 else if( state->activity <= k_skate_activity_air_to_grind ){
1656 v3_lerp( state->up_dir, localplayer.rb.to_world[1],
1657 8.0f * player_skate.substep_delta, state->up_dir );
1658 }
1659 else{
1660 v3f avg;
1661 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1662 v3_normalize( avg );
1663
1664 v3_lerp( state->up_dir, avg,
1665 6.0f * player_skate.substep_delta, state->up_dir );
1666 }
1667 }
1668
1669 static int skate_point_visible( v3f origin, v3f target ){
1670 v3f dir;
1671 v3_sub( target, origin, dir );
1672
1673 ray_hit ray;
1674 ray.dist = v3_length( dir );
1675 v3_muls( dir, 1.0f/ray.dist, dir );
1676 ray.dist -= 0.025f;
1677
1678 if( ray_world( world_current_instance(), origin, dir, &ray,
1679 k_material_flag_walking ) )
1680 return 0;
1681
1682 return 1;
1683 }
1684
1685 static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
1686 v3_copy( inf->dir, mtx[0] );
1687 v3_copy( inf->n, mtx[1] );
1688 v3_cross( mtx[0], mtx[1], mtx[2] );
1689 }
1690
1691 static void skate_grind_friction( struct grind_info *inf, float strength ){
1692 v3f v2;
1693 v3_muladds( localplayer.rb.to_world[2], inf->n,
1694 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1695
1696 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1697 dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
1698 F = a * -dir * k_grind_max_friction;
1699
1700 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1701 localplayer.rb.v );
1702 }
1703
1704 static void skate_grind_decay( struct grind_info *inf, float strength ){
1705 m3x3f mtx, mtx_inv;
1706 skate_grind_orient( inf, mtx );
1707 m3x3_transpose( mtx, mtx_inv );
1708
1709 v3f v_grind;
1710 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1711
1712 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1713 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1714 m3x3_mulv( mtx, v_grind, localplayer.rb.v );
1715 }
1716
1717 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1718 float strength ){
1719 struct player_skate_state *state = &player_skate.state;
1720 /* REFACTOR */
1721 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1722 v3f raw, wsp;
1723 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1724 v3_add( localplayer.rb.co, raw, wsp );
1725
1726 v3_copy( ra, player_skate.weight_distribution );
1727
1728 v3f delta;
1729 v3_sub( inf->co, wsp, delta );
1730
1731 /* spring force */
1732 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1733 localplayer.rb.v );
1734
1735 skate_grind_decay( inf, strength );
1736 skate_grind_friction( inf, strength );
1737
1738 /* yeah yeah yeah yeah */
1739 v3f raw_nplane, axis;
1740 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1741 v3_cross( raw_nplane, inf->n, axis );
1742 v3_normalize( axis );
1743
1744 /* orientation */
1745 m3x3f mtx;
1746 skate_grind_orient( inf, mtx );
1747 v3f target_fwd, fwd, up, target_up;
1748 m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
1749 v3_copy( raw_nplane, fwd );
1750 v3_copy( localplayer.rb.to_world[1], up );
1751 v3_copy( inf->n, target_up );
1752
1753 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1754 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1755
1756 v3_normalize( target_fwd );
1757 v3_normalize( fwd );
1758
1759 v2f steer;
1760 joystick_state( k_srjoystick_steer, steer );
1761
1762 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1763
1764 v4f q;
1765 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1766 q_mulv( q, target_up, target_up );
1767 q_mulv( q, target_fwd, target_fwd );
1768
1769 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1770 k_grind_spring,
1771 k_grind_dampener,
1772 k_rb_delta );
1773
1774 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1775 k_grind_spring*strength,
1776 k_grind_dampener*strength,
1777 k_rb_delta );
1778
1779 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1780 vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
1781 vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
1782
1783 player_skate.grind_strength = strength;
1784
1785 /* Fake contact */
1786 struct grind_limit *limit =
1787 &player_skate.limits[ player_skate.limit_count ++ ];
1788 m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
1789 m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
1790 limit->p = 0.0f;
1791
1792 v3_copy( inf->dir, player_skate.grind_dir );
1793 }
1794
1795 static void skate_5050_apply( struct grind_info *inf_front,
1796 struct grind_info *inf_back ){
1797 struct player_skate_state *state = &player_skate.state;
1798 struct grind_info inf_avg;
1799
1800 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1801 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1802 v3_normalize( inf_avg.dir );
1803
1804 /* dont ask */
1805 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1806 inf_avg.dir );
1807
1808 v3f axis_front, axis_back, axis;
1809 v3_cross( inf_front->dir, inf_front->n, axis_front );
1810 v3_cross( inf_back->dir, inf_back->n, axis_back );
1811 v3_add( axis_front, axis_back, axis );
1812 v3_normalize( axis );
1813
1814 v3_cross( axis, inf_avg.dir, inf_avg.n );
1815 skate_grind_decay( &inf_avg, 1.0f );
1816
1817 v2f steer;
1818 joystick_state( k_srjoystick_steer, steer );
1819
1820 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1821 localplayer.rb.v ) );
1822 v4f q;
1823 v3f up, target_up;
1824 v3_copy( localplayer.rb.to_world[1], up );
1825 v3_copy( inf_avg.n, target_up );
1826 q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
1827 q_mulv( q, target_up, target_up );
1828
1829 v3_zero( player_skate.weight_distribution );
1830 player_skate.weight_distribution[2] = k_board_length * -way;
1831
1832 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1833 k_grind_spring,
1834 k_grind_dampener,
1835 k_rb_delta );
1836 vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
1837 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1838
1839 v3f fwd_nplane, dir_nplane;
1840 v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
1841 -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
1842
1843 v3f dir;
1844 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1845 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1846
1847 v3_normalize( fwd_nplane );
1848 v3_normalize( dir_nplane );
1849
1850 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1851 1000.0f,
1852 k_grind_dampener,
1853 k_rb_delta );
1854 vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
1855 vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
1856
1857 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1858 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1859 delta_front, delta_back, delta_total;
1860
1861 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1862 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1863
1864 v3_sub( inf_front->co, pos_front, delta_front );
1865 v3_sub( inf_back->co, pos_back, delta_back );
1866 v3_add( delta_front, delta_back, delta_total );
1867
1868 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1869 localplayer.rb.v );
1870
1871 /* Fake contact */
1872 struct grind_limit *limit =
1873 &player_skate.limits[ player_skate.limit_count ++ ];
1874 v3_zero( limit->ra );
1875 m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
1876 limit->p = 0.0f;
1877
1878 v3_copy( inf_avg.dir, player_skate.grind_dir );
1879 }
1880
1881 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1882 struct player_skate_state *state = &player_skate.state;
1883
1884 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1885 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1886
1887 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1888 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1889
1890 /* Exit condition: lost grind tracking */
1891 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1892 return 0;
1893
1894 /* Exit condition: cant see grind target directly */
1895 if( !skate_point_visible( wheel_co, inf->co ) )
1896 return 0;
1897
1898 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1899 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1900 minv = k_grind_axel_min_vel*0.8f;
1901
1902 if( dv < minv )
1903 return 0;
1904
1905 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1906 return 0;
1907
1908 v3_copy( inf->dir, player_skate.grind_dir );
1909 return 1;
1910 }
1911
1912 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1913 struct player_skate_state *state = &player_skate.state;
1914
1915 /* REFACTOR */
1916 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1917
1918 v3f raw, wsp;
1919 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1920 v3_add( localplayer.rb.co, raw, wsp );
1921
1922 if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
1923 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1924 return 0;
1925
1926 /* velocity should be at least 60% aligned */
1927 v3f pv, axis;
1928 v3_cross( inf->n, inf->dir, axis );
1929 v3_muladds( localplayer.rb.v, inf->n,
1930 -v3_dot( localplayer.rb.v, inf->n ), pv );
1931
1932 if( v3_length2( pv ) < 0.0001f )
1933 return 0;
1934 v3_normalize( pv );
1935
1936 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1937 return 0;
1938
1939 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1940 return 0;
1941
1942 v3f local_co, local_dir, local_n;
1943 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1944 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1945 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1946
1947 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1948
1949 float truck_height = -(k_board_radius+0.03f);
1950
1951 v3f rv;
1952 v3_cross( localplayer.rb.w, raw, rv );
1953 v3_add( localplayer.rb.v, rv, rv );
1954
1955 if( (local_co[1] >= truck_height) &&
1956 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1957 {
1958 return 1;
1959 }
1960 }
1961
1962 return 0;
1963 }
1964
1965 static void skate_boardslide_apply( struct grind_info *inf ){
1966 struct player_skate_state *state = &player_skate.state;
1967
1968 v3f local_co, local_dir, local_n;
1969 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1970 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1971 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1972
1973 v3f intersection;
1974 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1975 intersection );
1976 v3_copy( intersection, player_skate.weight_distribution );
1977
1978 skate_grind_decay( inf, 0.0125f );
1979 skate_grind_friction( inf, 0.25f );
1980
1981 /* direction alignment */
1982 v3f dir, perp;
1983 v3_cross( local_dir, local_n, perp );
1984 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1985 v3_muls( perp, vg_signf(perp[2]), perp );
1986
1987 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1988 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1989
1990 v4f qbalance;
1991 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1992 q_mulv( qbalance, perp, perp );
1993
1994 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1995 dir,
1996 k_grind_spring, k_grind_dampener,
1997 k_rb_delta );
1998
1999 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
2000 perp,
2001 k_grind_spring, k_grind_dampener,
2002 k_rb_delta );
2003
2004 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
2005 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
2006
2007 v3_copy( inf->dir, player_skate.grind_dir );
2008 }
2009
2010 static int skate_boardslide_entry( struct grind_info *inf ){
2011 struct player_skate_state *state = &player_skate.state;
2012
2013 if( skate_grind_scansq( localplayer.rb.co,
2014 localplayer.rb.to_world[0], k_board_length,
2015 inf ) )
2016 {
2017 v3f local_co, local_dir;
2018 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
2019 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
2020
2021 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
2022 (local_co[1] >= 0.0f) && /* at deck level */
2023 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
2024 {
2025 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
2026 return 0;
2027
2028 return 1;
2029 }
2030 }
2031
2032 return 0;
2033 }
2034
2035 static int skate_boardslide_renew( struct grind_info *inf ){
2036 struct player_skate_state *state = &player_skate.state;
2037
2038 if( !skate_grind_scansq( localplayer.rb.co,
2039 localplayer.rb.to_world[0], k_board_length,
2040 inf ) )
2041 return 0;
2042
2043 /* Exit condition: cant see grind target directly */
2044 v3f vis;
2045 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
2046 if( !skate_point_visible( vis, inf->co ) )
2047 return 0;
2048
2049 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2050 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
2051 minv = k_grind_axel_min_vel*0.8f;
2052
2053 if( dv < minv )
2054 return 0;
2055
2056 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
2057 return 0;
2058
2059 return 1;
2060 }
2061
2062 static void skate_store_grind_vec( struct grind_info *inf ){
2063 struct player_skate_state *state = &player_skate.state;
2064
2065 m3x3f mtx;
2066 skate_grind_orient( inf, mtx );
2067 m3x3_transpose( mtx, mtx );
2068
2069 v3f raw;
2070 v3_sub( inf->co, localplayer.rb.co, raw );
2071
2072 m3x3_mulv( mtx, raw, player_skate.grind_vec );
2073 v3_normalize( player_skate.grind_vec );
2074 v3_copy( inf->dir, player_skate.grind_dir );
2075 }
2076
2077 static enum skate_activity skate_availible_grind(void){
2078 struct player_skate_state *state = &player_skate.state;
2079
2080 if( state->grind_cooldown > 100 ){
2081 vg_fatal_error( "wth!\n" );
2082 }
2083
2084 /* debounces this state manager a little bit */
2085 if( state->grind_cooldown ){
2086 state->grind_cooldown --;
2087 return k_skate_activity_undefined;
2088 }
2089
2090 struct grind_info inf_back50,
2091 inf_front50,
2092 inf_slide;
2093
2094 int res_back50 = 0,
2095 res_front50 = 0,
2096 res_slide = 0;
2097
2098 int allow_back = 1,
2099 allow_front = 1;
2100
2101 v2f steer;
2102 joystick_state( k_srjoystick_steer, steer );
2103
2104 if( state->activity == k_skate_activity_grind_5050 ||
2105 state->activity == k_skate_activity_grind_back50 ||
2106 state->activity == k_skate_activity_grind_front50 )
2107 {
2108 float tilt = steer[1];
2109
2110 if( fabsf(tilt) >= 0.25f ){
2111 v3f raw = {0.0f,0.0f,tilt};
2112 m3x3_mulv( localplayer.rb.to_world, raw, raw );
2113
2114 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
2115
2116 if( way < 0.0f ) allow_front = 0;
2117 else allow_back = 0;
2118 }
2119 }
2120
2121 if( state->activity == k_skate_activity_grind_boardslide ){
2122 res_slide = skate_boardslide_renew( &inf_slide );
2123 }
2124 else if( state->activity == k_skate_activity_grind_back50 ){
2125 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2126
2127 if( allow_front )
2128 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2129 }
2130 else if( state->activity == k_skate_activity_grind_front50 ){
2131 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2132
2133 if( allow_back )
2134 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2135 }
2136 else if( state->activity == k_skate_activity_grind_5050 ){
2137 if( allow_front )
2138 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2139 if( allow_back )
2140 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2141 }
2142 else{
2143 res_slide = skate_boardslide_entry( &inf_slide );
2144
2145 if( allow_back )
2146 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2147
2148 if( allow_front )
2149 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2150
2151 if( res_back50 != res_front50 ){
2152 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2153
2154 res_back50 &= wants_to_do_that;
2155 res_front50 &= wants_to_do_that;
2156 }
2157 }
2158
2159 const enum skate_activity table[] =
2160 { /* slide | back | front */
2161 k_skate_activity_undefined, /* 0 0 0 */
2162 k_skate_activity_grind_front50, /* 0 0 1 */
2163 k_skate_activity_grind_back50, /* 0 1 0 */
2164 k_skate_activity_grind_5050, /* 0 1 1 */
2165
2166 /* slide has priority always */
2167 k_skate_activity_grind_boardslide, /* 1 0 0 */
2168 k_skate_activity_grind_boardslide, /* 1 0 1 */
2169 k_skate_activity_grind_boardslide, /* 1 1 0 */
2170 k_skate_activity_grind_boardslide, /* 1 1 1 */
2171 }
2172 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2173
2174 if( new_activity == k_skate_activity_undefined ){
2175 if( state->activity >= k_skate_activity_grind_any ){
2176 state->grind_cooldown = 15;
2177 state->surface_cooldown = 10;
2178 }
2179 }
2180 else if( new_activity == k_skate_activity_grind_boardslide ){
2181 skate_boardslide_apply( &inf_slide );
2182 }
2183 else if( new_activity == k_skate_activity_grind_back50 ){
2184 if( state->activity != k_skate_activity_grind_back50 )
2185 skate_store_grind_vec( &inf_back50 );
2186
2187 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2188 }
2189 else if( new_activity == k_skate_activity_grind_front50 ){
2190 if( state->activity != k_skate_activity_grind_front50 )
2191 skate_store_grind_vec( &inf_front50 );
2192
2193 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2194 }
2195 else if( new_activity == k_skate_activity_grind_5050 )
2196 skate_5050_apply( &inf_front50, &inf_back50 );
2197
2198 return new_activity;
2199 }
2200
2201 static void player__skate_update(void){
2202 struct player_skate_state *state = &player_skate.state;
2203 world_instance *world = world_current_instance();
2204
2205 if( state->activity == k_skate_activity_handplant ){
2206 return;
2207 }
2208
2209 if( world->water.enabled ){
2210 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2211 player__networked_sfx( k_player_subsystem_walk, 32,
2212 k_player_walk_soundeffect_splash,
2213 localplayer.rb.co, 1.0f );
2214 player__dead_transition( k_player_die_type_generic );
2215 return;
2216 }
2217 }
2218
2219 v3_copy( localplayer.rb.co, state->prev_pos );
2220 state->activity_prev = state->activity;
2221 v3f normal_total;
2222 v3_zero( normal_total );
2223
2224 struct board_collider
2225 {
2226 v3f pos;
2227 float radius;
2228
2229 u32 colour;
2230
2231 enum board_collider_state
2232 {
2233 k_collider_state_default,
2234 k_collider_state_disabled,
2235 k_collider_state_colliding
2236 }
2237 state;
2238 }
2239 wheels[] =
2240 {
2241 {
2242 { 0.0f, 0.0f, -k_board_length },
2243 .radius = k_board_radius,
2244 .colour = VG__RED
2245 },
2246 {
2247 { 0.0f, 0.0f, k_board_length },
2248 .radius = k_board_radius,
2249 .colour = VG__GREEN
2250 }
2251 };
2252
2253 float slap = 0.0f;
2254
2255 if( state->activity <= k_skate_activity_air_to_grind ){
2256 float min_dist = 0.6f;
2257 for( int i=0; i<2; i++ ){
2258 v3f wpos, closest;
2259 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2260
2261 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2262 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2263 }
2264 }
2265 min_dist -= 0.2f;
2266 float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
2267 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2268 }
2269 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2270
2271 wheels[0].pos[1] = state->slap;
2272 wheels[1].pos[1] = state->slap;
2273
2274
2275 const int k_wheel_count = 2;
2276
2277 player_skate.substep = k_rb_delta;
2278 player_skate.substep_delta = player_skate.substep;
2279 player_skate.limit_count = 0;
2280
2281 int substep_count = 0;
2282
2283 v3_zero( player_skate.surface_picture );
2284
2285 int prev_contacts[2];
2286
2287 for( int i=0; i<k_wheel_count; i++ ){
2288 wheels[i].state = k_collider_state_default;
2289 prev_contacts[i] = player_skate.wheel_contacts[i];
2290 }
2291
2292 /* check if we can enter or continue grind */
2293 enum skate_activity grindable_activity = skate_availible_grind();
2294 if( grindable_activity != k_skate_activity_undefined ){
2295 state->activity = grindable_activity;
2296 goto grinding;
2297 }
2298
2299 int contact_count = 0;
2300 for( int i=0; i<2; i++ ){
2301 v3f normal, axel;
2302 v3_copy( localplayer.rb.to_world[0], axel );
2303
2304 if( skate_compute_surface_alignment( wheels[i].pos,
2305 wheels[i].colour, normal, axel ) )
2306 {
2307 rb_effect_spring_target_vector( &localplayer.rb,
2308 localplayer.rb.to_world[0],
2309 axel,
2310 k_surface_spring, k_surface_dampener,
2311 player_skate.substep_delta );
2312
2313 v3_add( normal, player_skate.surface_picture,
2314 player_skate.surface_picture );
2315 contact_count ++;
2316 player_skate.wheel_contacts[i] = 1;
2317 }
2318 else{
2319 player_skate.wheel_contacts[i] = 0;
2320 }
2321
2322 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2323 }
2324
2325 if( state->surface_cooldown ){
2326 state->surface_cooldown --;
2327 contact_count = 0;
2328 }
2329
2330 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2331 for( int i=0; i<2; i++ ){
2332 if( !prev_contacts[i] ){
2333 v3f co;
2334 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
2335 player__networked_sfx( k_player_subsystem_skate, 32,
2336 k_player_skate_soundeffect_tap,
2337 localplayer.rb.co, 0.75f );
2338 }
2339 }
2340 }
2341
2342 if( contact_count ){
2343 state->activity = k_skate_activity_ground;
2344 state->gravity_bias = k_gravity;
2345 v3_normalize( player_skate.surface_picture );
2346
2347 skate_apply_friction_model();
2348 skate_weight_distribute();
2349 }
2350 else{
2351 if( state->activity > k_skate_activity_air_to_grind )
2352 state->activity = k_skate_activity_air;
2353
2354 v3_zero( player_skate.weight_distribution );
2355 skate_apply_air_model();
2356 }
2357
2358 grinding:;
2359
2360 if( state->activity == k_skate_activity_grind_back50 )
2361 wheels[1].state = k_collider_state_disabled;
2362 if( state->activity == k_skate_activity_grind_front50 )
2363 wheels[0].state = k_collider_state_disabled;
2364 if( state->activity == k_skate_activity_grind_5050 ){
2365 wheels[0].state = k_collider_state_disabled;
2366 wheels[1].state = k_collider_state_disabled;
2367 }
2368
2369 /* all activities */
2370 skate_apply_steering_model();
2371 skate_adjust_up_direction();
2372 skate_apply_cog_model();
2373 skate_apply_jump_model();
2374 skate_apply_handplant_model();
2375 skate_apply_grab_model();
2376 skate_apply_trick_model();
2377 skate_apply_pump_model();
2378
2379 ent_tornado_debug();
2380 v3f a;
2381 ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
2382 v3_muladds( localplayer.rb.v, a, k_rb_delta, localplayer.rb.v );
2383
2384 begin_collision:;
2385
2386 /*
2387 * Phase 0: Continous collision detection
2388 * --------------------------------------------------------------------------
2389 */
2390
2391 v3f head_wp0, head_wp1, start_co;
2392 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
2393 v3_copy( localplayer.rb.co, start_co );
2394
2395 /* calculate transform one step into future */
2396 v3f future_co;
2397 v4f future_q;
2398 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2399 future_co );
2400
2401 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2402 v4f rotation;
2403 v3f axis;
2404 v3_copy( localplayer.rb.w, axis );
2405
2406 float mag = v3_length( axis );
2407 v3_divs( axis, mag, axis );
2408 q_axis_angle( rotation, axis, mag*player_skate.substep );
2409 q_mul( rotation, localplayer.rb.q, future_q );
2410 q_normalize( future_q );
2411 }
2412 else
2413 v4_copy( localplayer.rb.q, future_q );
2414
2415 v3f future_cg, current_cg, cg_offset;
2416 q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
2417 q_mulv( future_q, player_skate.weight_distribution, future_cg );
2418 v3_sub( future_cg, current_cg, cg_offset );
2419
2420 /* calculate the minimum time we can move */
2421 float max_time = player_skate.substep;
2422
2423 for( int i=0; i<k_wheel_count; i++ ){
2424 if( wheels[i].state == k_collider_state_disabled )
2425 continue;
2426
2427 v3f current, future, r_cg;
2428
2429 q_mulv( future_q, wheels[i].pos, future );
2430 v3_add( future, future_co, future );
2431 v3_add( cg_offset, future, future );
2432
2433 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2434 v3_add( current, localplayer.rb.co, current );
2435
2436 float t;
2437 v3f n;
2438
2439 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2440 if( spherecast_world( world, current, future, cast_radius, &t, n,
2441 k_material_flag_walking ) != -1)
2442 max_time = vg_minf( max_time, t * player_skate.substep );
2443 }
2444
2445 /* clamp to a fraction of delta, to prevent locking */
2446 float rate_lock = substep_count;
2447 rate_lock *= k_rb_delta * 0.1f;
2448 rate_lock *= rate_lock;
2449
2450 max_time = vg_maxf( max_time, rate_lock );
2451 player_skate.substep_delta = max_time;
2452
2453 /* integrate */
2454 v3_muladds( localplayer.rb.co, localplayer.rb.v,
2455 player_skate.substep_delta, localplayer.rb.co );
2456 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2457 v4f rotation;
2458 v3f axis;
2459 v3_copy( localplayer.rb.w, axis );
2460
2461 float mag = v3_length( axis );
2462 v3_divs( axis, mag, axis );
2463 q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
2464 q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
2465 q_normalize( localplayer.rb.q );
2466
2467 q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
2468 v3_sub( current_cg, future_cg, cg_offset );
2469 v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
2470 }
2471
2472 rb_update_matrices( &localplayer.rb );
2473 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2474
2475 player_skate.substep -= player_skate.substep_delta;
2476
2477 rb_ct manifold[128];
2478 int manifold_len = 0;
2479 /*
2480 * Phase -1: head detection
2481 * --------------------------------------------------------------------------
2482 */
2483 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2484
2485 float t;
2486 v3f n;
2487 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2488 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
2489 k_material_flag_walking ) != -1) )
2490 {
2491 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2492 rb_update_matrices( &localplayer.rb );
2493
2494 player__dead_transition( k_player_die_type_head );
2495 return;
2496 }
2497
2498 /*
2499 * Phase 1: Regular collision detection
2500 * --------------------------------------------------------------------------
2501 */
2502
2503 for( int i=0; i<k_wheel_count; i++ ){
2504 if( wheels[i].state == k_collider_state_disabled )
2505 continue;
2506
2507 m4x3f mtx;
2508 m3x3_identity( mtx );
2509 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2510
2511 rb_ct *man = &manifold[ manifold_len ];
2512
2513 int l = skate_collide_smooth( mtx, wheels[i].radius, man );
2514 if( l )
2515 wheels[i].state = k_collider_state_colliding;
2516
2517 manifold_len += l;
2518 }
2519
2520 float grind_radius = k_board_radius * 0.75f;
2521 rb_capsule capsule = { .h = (k_board_length+0.2f)*2.0f,
2522 .r = grind_radius };
2523 m4x3f mtx;
2524 v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
2525 v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
2526 v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
2527 v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
2528 grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
2529
2530 rb_ct *cman = &manifold[manifold_len];
2531
2532 int l = rb_capsule__scene( mtx, &capsule, NULL, world->geo_bh,
2533 cman, k_material_flag_walking );
2534
2535 /* weld joints */
2536 for( int i=0; i<l; i ++ )
2537 cman[l].type = k_contact_type_edge;
2538 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2539 l = rb_manifold_apply_filtered( cman, l );
2540
2541 manifold_len += l;
2542
2543 if( vg_lines.draw )
2544 vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE );
2545
2546 /* add limits */
2547 if( state->activity >= k_skate_activity_grind_any ){
2548 for( int i=0; i<player_skate.limit_count; i++ ){
2549 struct grind_limit *limit = &player_skate.limits[i];
2550 rb_ct *ct = &manifold[ manifold_len ++ ];
2551 m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
2552 m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
2553 ct->p = limit->p;
2554 ct->type = k_contact_type_default;
2555 }
2556 }
2557
2558 /*
2559 * Phase 3: Dynamics
2560 * --------------------------------------------------------------------------
2561 */
2562
2563
2564 v3f world_cog;
2565 m4x3_mulv( localplayer.rb.to_world,
2566 player_skate.weight_distribution, world_cog );
2567 vg_line_point( world_cog, 0.02f, VG__BLACK );
2568
2569 for( int i=0; i<manifold_len; i ++ ){
2570 rb_prepare_contact( &manifold[i], player_skate.substep_delta );
2571 rb_debug_contact( &manifold[i] );
2572 }
2573
2574 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2575 v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
2576 float ex2 = k_board_interia*extent[0]*extent[0],
2577 ey2 = k_board_interia*extent[1]*extent[1],
2578 ez2 = k_board_interia*extent[2]*extent[2];
2579
2580 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2581 float inv_mass = 1.0f/mass;
2582
2583 v3f I;
2584 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2585 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2586 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2587
2588 m3x3f iI;
2589 m3x3_identity( iI );
2590 iI[0][0] = I[0];
2591 iI[1][1] = I[1];
2592 iI[2][2] = I[2];
2593 m3x3_inv( iI, iI );
2594
2595 m3x3f iIw;
2596 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2597 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2598
2599 for( int j=0; j<10; j++ ){
2600 for( int i=0; i<manifold_len; i++ ){
2601 /*
2602 * regular dance; calculate velocity & total mass, apply impulse.
2603 */
2604
2605 rb_ct *ct = &manifold[i];
2606
2607 v3f rv, delta;
2608 v3_sub( ct->co, world_cog, delta );
2609 v3_cross( localplayer.rb.w, delta, rv );
2610 v3_add( localplayer.rb.v, rv, rv );
2611
2612 v3f raCn;
2613 v3_cross( delta, ct->n, raCn );
2614
2615 v3f raCnI, rbCnI;
2616 m3x3_mulv( iIw, raCn, raCnI );
2617
2618 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2619 vn = v3_dot( rv, ct->n ),
2620 lambda = normal_mass * ( -vn );
2621
2622 float temp = ct->norm_impulse;
2623 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2624 lambda = ct->norm_impulse - temp;
2625
2626 v3f impulse;
2627 v3_muls( ct->n, lambda, impulse );
2628
2629 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2630 v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
2631 v3_cross( delta, impulse, impulse );
2632 m3x3_mulv( iIw, impulse, impulse );
2633 v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
2634
2635 v3_cross( localplayer.rb.w, delta, rv );
2636 v3_add( localplayer.rb.v, rv, rv );
2637 vn = v3_dot( rv, ct->n );
2638 }
2639 }
2640
2641 v3f dt;
2642 rb_depenetrate( manifold, manifold_len, dt );
2643 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2644 rb_update_matrices( &localplayer.rb );
2645
2646 substep_count ++;
2647
2648 if( player_skate.substep >= 0.0001f )
2649 goto begin_collision; /* again! */
2650
2651 /*
2652 * End of collision and dynamics routine
2653 * --------------------------------------------------------------------------
2654 */
2655
2656 f32 nforce = v3_length(normal_total);
2657 if( nforce > 4.0f ){
2658 if( nforce > 17.6f ){
2659 v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
2660 player__dead_transition( k_player_die_type_feet );
2661 return;
2662 }
2663
2664 f32 amt = k_cam_punch;
2665 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2666 amt *= 0.25f;
2667 }
2668
2669 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2670 localplayer.cam_land_punch_v );
2671 }
2672
2673 player_skate.surface = k_surface_prop_concrete;
2674
2675 for( int i=0; i<manifold_len; i++ ){
2676 rb_ct *ct = &manifold[i];
2677 struct world_surface *surf = world_contact_surface( world, ct );
2678
2679 if( surf->info.surface_prop > player_skate.surface )
2680 player_skate.surface = surf->info.surface_prop;
2681 }
2682
2683 for( int i=0; i<k_wheel_count; i++ ){
2684 m4x3f mtx;
2685 m3x3_copy( localplayer.rb.to_world, mtx );
2686 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2687 vg_line_sphere( mtx, wheels[i].radius,
2688 (u32[]){ VG__WHITE, VG__BLACK,
2689 wheels[i].colour }[ wheels[i].state ]);
2690 }
2691
2692 skate_integrate();
2693 vg_line_point( state->cog, 0.02f, VG__WHITE );
2694
2695 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2696
2697 if( id ){
2698 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2699
2700 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
2701 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
2702 m4x3_mulv( gate->transport, state->cog, state->cog );
2703 m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
2704 m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
2705 m3x3_mulv( gate->transport, state->head_position,
2706 state->head_position );
2707 m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
2708
2709 v4f transport_rotation;
2710 m3x3_q( gate->transport, transport_rotation );
2711 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
2712 q_mul( transport_rotation, state->smoothed_rotation,
2713 state->smoothed_rotation );
2714 q_normalize( localplayer.rb.q );
2715 q_normalize( state->smoothed_rotation );
2716 rb_update_matrices( &localplayer.rb );
2717 player__pass_gate( id );
2718 }
2719
2720 /* FIXME: Rate limit */
2721 static int stick_frames = 0;
2722
2723 if( state->activity >= k_skate_activity_ground )
2724 stick_frames ++;
2725 else
2726 stick_frames = 0;
2727
2728 if( stick_frames > 5 ) stick_frames = 5;
2729
2730 if( stick_frames == 4 ){
2731 if( state->activity == k_skate_activity_ground ){
2732 if( (fabsf(state->slip) > 0.75f) ){
2733 player__networked_sfx( k_player_subsystem_skate, 128,
2734 k_player_skate_soundeffect_land_bad,
2735 localplayer.rb.co, 0.6f );
2736 }
2737 else{
2738 player__networked_sfx( k_player_subsystem_skate, 128,
2739 k_player_skate_soundeffect_land_good,
2740 localplayer.rb.co, 1.0f );
2741 }
2742 }
2743 else if( player_skate.surface == k_surface_prop_metal ){
2744 player__networked_sfx( k_player_subsystem_skate, 128,
2745 k_player_skate_soundeffect_grind_metal,
2746 localplayer.rb.co, 1.0f );
2747 }
2748 else{
2749 player__networked_sfx( k_player_subsystem_skate, 128,
2750 k_player_skate_soundeffect_grind_wood,
2751 localplayer.rb.co, 1.0f );
2752 }
2753 } else if( stick_frames == 0 ){
2754 /* TODO: EXIT SOUNDS */
2755 }
2756
2757 if( (state->activity_prev < k_skate_activity_grind_any) &&
2758 (state->activity >= k_skate_activity_grind_any) ){
2759 state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
2760 state->grind_y_start = localplayer.rb.co[1];
2761 }
2762
2763 if( state->activity >= k_skate_activity_grind_any ){
2764 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2765 if( dy < 0.0f ){
2766 state->velocity_limit += -dy*0.2f;
2767 }
2768 state->grind_y_start = localplayer.rb.co[1];
2769
2770
2771 f32 speed_end = v3_length( localplayer.rb.v );
2772 if( speed_end > state->velocity_limit ){
2773 v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
2774 localplayer.rb.v );
2775 }
2776 }
2777 }
2778
2779 static void player__skate_im_gui(void){
2780 struct player_skate_state *state = &player_skate.state;
2781 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
2782 localplayer.rb.v[1],
2783 localplayer.rb.v[2] );
2784 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
2785 localplayer.rb.co[1],
2786 localplayer.rb.co[2] );
2787 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
2788 localplayer.rb.w[1],
2789 localplayer.rb.w[2] );
2790
2791 const char *activity_txt[] = {
2792 "air",
2793 "air_to_grind",
2794 "ground",
2795 "handplant",
2796 "undefined (INVALID)",
2797 "grind_any (INVALID)",
2798 "grind_boardslide",
2799 "grind_metallic (INVALID)",
2800 "grind_back50",
2801 "grind_front50",
2802 "grind_5050"
2803 };
2804
2805 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2806 #if 0
2807 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2808 state->steerx_s, state->steery_s,
2809 k_steer_ground, k_steer_air );
2810 #endif
2811 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2812 state->flip_time );
2813 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2814 state->trick_vel[0],
2815 state->trick_vel[1],
2816 state->trick_vel[2] );
2817 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2818 state->trick_time,
2819 state->trick_euler[0],
2820 state->trick_euler[1],
2821 state->trick_euler[2] );
2822 }
2823
2824 static void player__skate_animate(void){
2825 struct player_skate_state *state = &player_skate.state;
2826 struct player_skate_animator *animator = &player_skate.animator;
2827
2828 /* Head */
2829 float kheight = 2.0f,
2830 kleg = 0.6f;
2831
2832 v3_zero( animator->offset );
2833
2834 v3f cog_local, cog_ideal;
2835 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2836
2837 v3_copy( state->up_dir, cog_ideal );
2838 v3_normalize( cog_ideal );
2839 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2840
2841 v3_sub( cog_ideal, cog_local, animator->offset );
2842
2843 v3_muls( animator->offset, 4.0f, animator->offset );
2844 animator->offset[1] *= -1.0f;
2845
2846 float curspeed = v3_length( localplayer.rb.v ),
2847 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2848 kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
2849 sign = vg_signf( kicks );
2850
2851 animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
2852 6.0f*vg.time_delta);
2853 animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
2854 2.4f*vg.time_delta);
2855
2856 animator->offset[0] *= 0.26f;
2857 animator->offset[0] += animator->wobble[1]*3.0f;
2858
2859 animator->offset[1] *= -0.3f;
2860 animator->offset[2] *= 0.01f;
2861
2862 animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
2863 (1.0f-fabsf(animator->slide)*0.9f);
2864 animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
2865
2866 v3f cam_offset;
2867 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2868
2869 /* localized vectors */
2870 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2871
2872 /*
2873 * Animation blending
2874 * ===========================================
2875 */
2876
2877 /* sliding */
2878 {
2879 float desired = 0.0f;
2880 if( state->activity == k_skate_activity_ground )
2881 desired = vg_clampf( vg_maxf(fabsf( state->slip ),
2882 fabsf( state->skid ) ), 0.0f, 1.0f );
2883
2884 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2885
2886 f32 dirx = 0.0f;
2887 if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
2888 if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
2889 if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
2890 dirx = vg_signf( state->slip );
2891 vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
2892 }
2893
2894 cam_offset[0] += animator->slide * -animator->x;
2895 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2896
2897 /* movement information */
2898 int iair = state->activity <= k_skate_activity_air_to_grind;
2899
2900 float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
2901 fly = iair? 1.0f: 0.0f,
2902 wdist= player_skate.weight_distribution[2] / k_board_length;
2903
2904 if( state->activity >= k_skate_activity_grind_any )
2905 wdist = 0.0f;
2906
2907 animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
2908 animator->skid = state->skid;
2909 animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
2910 animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
2911
2912 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2913 animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
2914 animator->reverse = state->reverse;
2915
2916 if( fabsf(state->slip) > 0.3f ){
2917 f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
2918 state->delayed_slip_dir = vg_signf(slide_x);
2919 }
2920
2921 /* grinding */
2922 f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2923 animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
2924
2925 f32 grind_frame = 0.5f;
2926
2927 if( state->activity == k_skate_activity_grind_front50 )
2928 grind_frame = 0.0f;
2929 else if( state->activity == k_skate_activity_grind_back50 )
2930 grind_frame = 1.0f;
2931
2932 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2933 5.0f*vg.time_delta );
2934 animator->activity = state->activity;
2935 animator->surface = player_skate.surface;
2936
2937 /* pushing */
2938 animator->push_time = vg.time - state->start_push;
2939 animator->push = vg_lerpf( animator->push,
2940 (vg.time - state->cur_push) < 0.125,
2941 6.0f*vg.time_delta );
2942
2943 /* jumping */
2944 animator->jump_charge = state->jump_charge;
2945 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2946 8.4f*vg.time_delta );
2947
2948 /* trick setup */
2949 animator->jump_dir = state->jump_dir;
2950 f32 jump_start_frame = 14.0f/30.0f;
2951 animator->jump_time = animator->jump_charge * jump_start_frame;
2952 f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
2953 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2954 animator->jump_time = jump_frame;
2955
2956 /* trick */
2957 float jump_t = vg.time-state->jump_time;
2958 float k=17.0f;
2959 float h = k*jump_t;
2960 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2961 extra *= state->slap * 4.0f;
2962
2963 v3_add( state->trick_euler, state->trick_residuald,
2964 animator->board_euler );
2965 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2966
2967 animator->board_euler[0] *= 0.5f;
2968 animator->board_euler[1] += extra;
2969 animator->trick_type = state->trick_type;
2970
2971 /* board lean */
2972 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2973 lean;
2974
2975 lean1 = animator->slide * animator->delayed_slip_dir;
2976 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2977 else lean = lean2;
2978
2979 if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
2980 lean = vg_clampf( lean, -1.0f, 1.0f );
2981 animator->board_lean =
2982 vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
2983
2984 /* feet placement */
2985 struct player_board *board =
2986 addon_cache_item_if_loaded( k_addon_type_board,
2987 localplayer.board_view_slot );
2988 if( board ){
2989 if( animator->weight > 0.0f ){
2990 animator->foot_offset[0] =
2991 board->truck_positions[k_board_truck_back][2]+0.3f;
2992 }
2993 else{
2994 animator->foot_offset[1] =
2995 board->truck_positions[k_board_truck_front][2]-0.3f;
2996 }
2997 }
2998
2999 f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
3000 animator->slap = state->slap;
3001 animator->subslap = vg_lerpf( animator->subslap, slapm,
3002 vg.time_delta*10.0f );
3003
3004 #if 0
3005 f32 l = ((state->activity < k_skate_activity_ground) &&
3006 v3_length2(state->trick_vel) > 0.1f )? 1: 0;
3007 animator->trick_foot = vg_lerpf( animator->trick_foot, l,
3008 8.4f*vg.time_delta );
3009 #endif
3010
3011 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
3012
3013 /* grab */
3014 v2f grab_input;
3015 joystick_state( k_srjoystick_grab, grab_input );
3016 v2_add( state->grab_mouse_delta, grab_input, grab_input );
3017
3018 if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
3019 else v2_normalize_clamp( grab_input );
3020 v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
3021 animator->grabbing = state->grabbing;
3022
3023 /* steer */
3024 v2f steer;
3025 joystick_state( k_srjoystick_steer, steer );
3026 animator->airdir = vg_lerpf( animator->airdir,
3027 -steer[0], 2.4f*vg.time_delta );
3028
3029 animator->steer[0] = steer[0];
3030 animator->steer[1] = vg_lerpf( animator->steer[1],
3031 steer[0], 4.0f*vg.time_delta );
3032
3033
3034 /* flip angle */
3035 if( (state->activity <= k_skate_activity_air_to_grind) &&
3036 (fabsf(state->flip_rate) > 0.01f) ){
3037 float substep = vg.time_fixed_extrapolate;
3038 float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
3039 sign = vg_signf( t );
3040
3041 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3042 t = sign * (1.0f-t*t);
3043
3044 f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3045 distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
3046 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3047 angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
3048 q_axis_angle( animator->qflip, state->flip_axis, angle );
3049 }
3050 else
3051 q_identity( animator->qflip );
3052
3053 /* counter-rotation */
3054 if( v3_length2( state->up_dir ) > 0.001f ){
3055 v4_lerp( state->smoothed_rotation, localplayer.rb.q,
3056 2.0f*vg.time_frame_delta,
3057 state->smoothed_rotation );
3058 q_normalize( state->smoothed_rotation );
3059
3060 v3f yaw_smooth = {1.0f,0.0f,0.0f};
3061 q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
3062 m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
3063 yaw_smooth[1] = 0.0f;
3064 v3_normalize( yaw_smooth );
3065
3066 f32 yaw_counter_rotate = yaw_smooth[0];
3067 yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
3068 yaw_counter_rotate = acosf( yaw_counter_rotate );
3069 yaw_counter_rotate *= 1.0f-animator->fly;
3070
3071 v3f ndir;
3072 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
3073 v3_normalize( ndir );
3074
3075 v3f up = { 0.0f, 1.0f, 0.0f };
3076 float a = v3_dot( ndir, up );
3077 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
3078
3079 v3f axis;
3080 v4f qcounteryaw, qfixup;
3081
3082 v3_cross( up, ndir, axis );
3083 q_axis_angle( qfixup, axis, a*2.0f );
3084
3085 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
3086 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
3087
3088 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
3089 q_normalize( animator->qfixuptotal );
3090
3091 v3f p1, p2;
3092 m3x3_mulv( localplayer.rb.to_world, up, p1 );
3093 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
3094
3095 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
3096 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
3097 }
3098 else q_identity( animator->qfixuptotal );
3099
3100 if( state->activity == k_skate_activity_handplant ){
3101 v3_copy( state->store_co, animator->root_co );
3102 v4_copy( state->store_q, animator->root_q );
3103 v3_zero( animator->root_v );
3104 }
3105 else {
3106 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
3107 v3_copy( localplayer.rb.v, animator->root_v );
3108 }
3109
3110 animator->handplant_t = state->handplant_t;
3111 }
3112
3113 static void player__skate_pose( void *_animator, player_pose *pose ){
3114 struct skeleton *sk = &localplayer.skeleton;
3115 struct player_skate_animator *animator = _animator;
3116
3117 pose->type = k_player_pose_type_ik;
3118 v3_copy( animator->root_co, pose->root_co );
3119 v4_copy( animator->root_q, pose->root_q );
3120
3121 /* transform */
3122 v3f ext_up,ext_co;
3123 q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3124 v3_copy( pose->root_co, ext_co );
3125 v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
3126
3127 /* apply flip rotation at midpoint */
3128 q_mul( animator->qflip, pose->root_q, pose->root_q );
3129 q_normalize( pose->root_q );
3130
3131 v3f rotation_point, rco;
3132 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3133 v3_sub( pose->root_co, rotation_point, rco );
3134
3135 q_mulv( animator->qflip, rco, rco );
3136 v3_add( rco, rotation_point, pose->root_co );
3137
3138 /* ANIMATIONS
3139 * ---------------------------------------------------------------------- */
3140
3141 mdl_keyframe apose[32], bpose[32];
3142 mdl_keyframe ground_pose[32];
3143 {
3144 /* stand/crouch */
3145 f32 dir_frame = animator->z * (15.0f/30.0f),
3146 stand_blend = animator->offset[1]*-2.0f;
3147
3148 pose->board.lean = animator->board_lean;
3149
3150 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3151
3152 skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
3153 skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
3154 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
3155
3156 /* sliding */
3157 f32 slide_frame = animator->x * 0.25f + 0.25f;
3158 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3159
3160 mdl_keyframe mirrored[32];
3161 player_mirror_pose( bpose, mirrored );
3162 skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
3163 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
3164
3165 if( animator->reverse > 0.0f ){
3166 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3167 bpose );
3168 }
3169 else{
3170 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3171 animator->push_time, bpose );
3172 }
3173 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3174
3175 struct skeleton_anim *jump_anim = animator->jump_dir?
3176 player_skate.anim_ollie:
3177 player_skate.anim_ollie_reverse;
3178
3179 f32 setup_blend = vg_minf( animator->jump, 1.0f );
3180 skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
3181 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
3182 }
3183
3184 mdl_keyframe air_pose[32];
3185 {
3186 float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
3187 skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
3188
3189 float ang = atan2f( animator->grab[0], animator->grab[1] ),
3190 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
3191 grab_frame = ang_unit * (15.0f/30.0f);
3192
3193 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3194 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3195 }
3196
3197 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3198 pose->keyframes );
3199
3200 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
3201 *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
3202 *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
3203 *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
3204 *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
3205 *kf_hip = &pose->keyframes[localplayer.id_hip-1],
3206 *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
3207 &pose->keyframes[localplayer.id_wheel_l-1] };
3208
3209
3210 mdl_keyframe grind_pose[32];
3211 {
3212 f32 frame = animator->grind_balance * 0.5f;
3213
3214 skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
3215 skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
3216 skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
3217 }
3218 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3219 animator->grind, pose->keyframes );
3220 float add_grab_mod = 1.0f - animator->fly;
3221
3222 /* additive effects */
3223 u32 apply_to[] = { localplayer.id_hip,
3224 localplayer.id_ik_hand_l,
3225 localplayer.id_ik_hand_r,
3226 localplayer.id_ik_elbow_l,
3227 localplayer.id_ik_elbow_r };
3228
3229 float apply_rates[] = { 1.0f,
3230 0.75f,
3231 0.75f,
3232 0.75f,
3233 0.75f };
3234
3235 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3236 pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
3237 pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
3238 }
3239
3240 #if 1
3241 /* angle 'correction' */
3242 v3f origin;
3243 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3244
3245 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3246 mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
3247 keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
3248 animator->qfixuptotal );
3249 }
3250 #endif
3251
3252
3253 if( animator->activity == k_skate_activity_handplant ){
3254 struct skeleton_anim *anim = player_skate.anim_handplant;
3255
3256 mdl_keyframe hpose[32];
3257 skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
3258 if( animator->reverse < 0.0f )
3259 player_mirror_pose( hpose, hpose );
3260
3261 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
3262 m4x3f world, mmdl, world_view;
3263 q_m3x3( kf_world->q, world );
3264 v3_copy( kf_world->co, world[3] );
3265
3266 q_m3x3( pose->root_q, mmdl );
3267 v3_copy( pose->root_co, mmdl[3] );
3268
3269 m4x3_mul( mmdl, world, world_view );
3270
3271 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
3272 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
3273 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
3274
3275 m4x3f invworld;
3276 m4x3_invert_affine( world, invworld );
3277 m4x3_mul( mmdl, invworld, world_view );
3278
3279 m3x3_q( world_view, pose->root_q );
3280 v3_copy( world_view[3], pose->root_co );
3281
3282 f32 t = animator->handplant_t,
3283 frames = anim->length-1,
3284 length = animator->activity == k_skate_activity_handplant?
3285 frames / anim->rate:
3286 999999,
3287 end_dist = vg_minf( t, length - t )/k_anim_transition,
3288 blend = vg_smoothstepf( vg_minf(1,end_dist) );
3289
3290 skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
3291 }
3292
3293
3294 /* trick rotation */
3295 v4f qtrick, qyaw, qpitch, qroll;
3296 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
3297 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
3298 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
3299
3300 q_mul( qyaw, qroll, qtrick );
3301 q_mul( qpitch, qtrick, qtrick );
3302 q_mul( kf_board->q, qtrick, kf_board->q );
3303 q_normalize( kf_board->q );
3304
3305 kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
3306 0.5f * animator->weight );
3307 kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
3308 -0.5f * animator->weight );
3309
3310 kf_foot_l->co[1] += animator->slap;
3311 kf_foot_r->co[1] += animator->slap;
3312 kf_knee_l->co[1] += animator->slap;
3313 kf_knee_r->co[1] += animator->slap;
3314 kf_board->co[1] += animator->slap * animator->subslap;
3315 kf_hip->co[1] += animator->slap * 0.25f;
3316
3317 /* kickflip and shuvit are in the wrong order for some reason */
3318 if( animator->trick_type == k_trick_type_kickflip ){
3319 kf_foot_l->co[0] += animator->trick_foot * 0.15f;
3320 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3321 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3322 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3323 }
3324 else if( animator->trick_type == k_trick_type_shuvit ){
3325 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3326 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3327 kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
3328 kf_foot_r->co[1] += animator->trick_foot * 0.09f;
3329 }
3330 else if( animator->trick_type == k_trick_type_treflip ){
3331 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3332 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3333 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3334 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3335 }
3336
3337 /*
3338 * animation wishlist:
3339 * boardslide/grind jump animations
3340 * when tricking the slap should not appply or less apply
3341 * not animations however DONT target grinds that are vertically down.
3342 */
3343
3344 /* truck rotation */
3345 for( int i=0; i<2; i++ ){
3346 float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
3347 a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
3348
3349 v4f q;
3350 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3351 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3352 q_normalize( kf_wheels[i]->q );
3353 }
3354
3355 #if 1
3356 {
3357 mdl_keyframe
3358 *kf_head = &pose->keyframes[localplayer.id_head-1],
3359 *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
3360 *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
3361 *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
3362 *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
3363 *kf_hip = &pose->keyframes[localplayer.id_hip-1];
3364
3365 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3366 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3367
3368 v4f qrot;
3369 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3370
3371 v3f origin = {0.0f,0.2f,0.0f};
3372 keyframe_rotate_around( kf_hand_l, origin,
3373 sk->bones[localplayer.id_ik_hand_l].co, qrot );
3374 keyframe_rotate_around( kf_hand_r, origin,
3375 sk->bones[localplayer.id_ik_hand_r].co, qrot );
3376 keyframe_rotate_around( kf_hip, origin,
3377 sk->bones[localplayer.id_hip].co, qrot );
3378 keyframe_rotate_around( kf_elbow_r, origin,
3379 sk->bones[localplayer.id_ik_elbow_r].co, qrot );
3380 keyframe_rotate_around( kf_elbow_l, origin,
3381 sk->bones[localplayer.id_ik_elbow_l].co, qrot );
3382
3383 q_inv( qrot, qrot );
3384 q_mul( qrot, kf_head->q, kf_head->q );
3385 q_normalize( kf_head->q );
3386
3387
3388 /* hand placement */
3389
3390 u32 hand_id = animator->z < 0.5f?
3391 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3392
3393 v3f sample_co;
3394 m4x3f mmdl;
3395 q_m3x3( pose->root_q, mmdl );
3396 q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
3397 v3_add( mmdl[3], pose->root_co, mmdl[3] );
3398 m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
3399
3400 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3401 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3402
3403 v3f dir;
3404 v3_muls( mmdl[1], -1.0f, dir );
3405 ray_hit hit = { .dist = 1.5f };
3406 if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
3407 vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
3408 vg_line( sample_co, hit.pos, 0xffffffff );
3409
3410 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3411 2.0f * fabsf(animator->z*2.0f-1.0f);
3412
3413 f32 d = (hit.dist - 0.3f) * amt;
3414 pose->keyframes[hand_id-1].co[1] -= d;
3415 kf_hip->co[1] -= d*0.4f;
3416 }
3417
3418 /* skid */
3419 f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
3420 u8 skidders[] = { localplayer.id_ik_foot_l,
3421 localplayer.id_ik_foot_r,
3422 localplayer.id_board };
3423 v4f qskid;
3424 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3425
3426 for( u32 i=0; i<vg_list_size(skidders); i ++ ){
3427 mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
3428 keyframe_rotate_around( kf,
3429 (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
3430 sk->bones[skidders[i]].co, qskid );
3431 }
3432 }
3433 #endif
3434 }
3435
3436 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
3437 struct player_board *board,
3438 struct player_effects_data *effect_data ){
3439 struct skeleton *sk = &localplayer.skeleton;
3440 struct player_skate_animator *animator = _animator;
3441
3442 v3f vp0, vp1, vpc;
3443 if( board ){
3444 v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
3445 v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
3446 }
3447 else{
3448 v3_zero( vp0 );
3449 v3_zero( vp1 );
3450 }
3451
3452 v3f *board_mtx = final_mtx[ localplayer.id_board ];
3453 m4x3_mulv( board_mtx, vp0, vp0 );
3454 m4x3_mulv( board_mtx, vp1, vp1 );
3455 v3_add( vp0, vp1, vpc );
3456 v3_muls( vpc, 0.5f, vpc );
3457
3458 if( animator->surface == k_surface_prop_sand ){
3459 if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
3460 v3f v, co;
3461 v3_muls( animator->root_v, 0.5f, v );
3462 v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
3463
3464 effect_data->sand.colour = 0xff8ec4e6;
3465 effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
3466 }
3467 }
3468
3469 if( animator->grind > 0.5f ){
3470 int back = 0, front = 0, mid = 0;
3471
3472 if( animator->activity == k_skate_activity_grind_5050 ){
3473 back = 1;
3474 front = 1;
3475 }
3476 else if( animator->activity == k_skate_activity_grind_back50 ){
3477 back = 1;
3478 }
3479 else if( animator->activity == k_skate_activity_grind_front50 ){
3480 front = 1;
3481 }
3482 else if( animator->activity == k_skate_activity_grind_boardslide ){
3483 mid = 1;
3484 }
3485
3486 if( back ){
3487 effect_spark_apply( &effect_data->spark, vp0,
3488 animator->root_v, vg.time_delta );
3489 }
3490
3491 if( front ){
3492 effect_spark_apply( &effect_data->spark, vp1,
3493 animator->root_v, vg.time_delta );
3494 }
3495
3496 if( mid ){
3497 effect_spark_apply( &effect_data->spark, vpc,
3498 animator->root_v, vg.time_delta );
3499 }
3500 }
3501 }
3502
3503 static void player__skate_post_animate(void){
3504 struct player_skate_state *state = &player_skate.state;
3505 localplayer.cam_velocity_influence = 1.0f;
3506 localplayer.cam_dist = 1.8f;
3507
3508 v3f head = { 0.0f, 1.8f, 0.0f };
3509 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
3510 head, state->head_position );
3511 m4x3_mulv( localplayer.rb.to_local,
3512 state->head_position, state->head_position );
3513 }
3514
3515 static void player__skate_reset_animator(void){
3516 struct player_skate_state *state = &player_skate.state;
3517
3518 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3519
3520 if( state->activity <= k_skate_activity_air_to_grind )
3521 player_skate.animator.fly = 1.0f;
3522 else
3523 player_skate.animator.fly = 0.0f;
3524 }
3525
3526 static void player__skate_clear_mechanics(void){
3527 struct player_skate_state *state = &player_skate.state;
3528 state->jump_charge = 0.0f;
3529 state->charging_jump = 0;
3530 state->jump_dir = 0;
3531 v3_zero( state->flip_axis );
3532 state->flip_time = 0.0f;
3533 state->flip_rate = 0.0f;
3534 state->reverse = 0.0f;
3535 state->slip = 0.0f;
3536 state->grabbing = 0.0f;
3537 v2_zero( state->grab_mouse_delta );
3538 state->slap = 0.0f;
3539 state->jump_time = 0.0;
3540 state->start_push = 0.0;
3541 state->cur_push = 0.0;
3542 state->air_start = 0.0;
3543
3544 v3_zero( state->air_init_v );
3545 v3_zero( state->air_init_co );
3546
3547 state->gravity_bias = k_gravity;
3548 v3_copy( localplayer.rb.co, state->prev_pos );
3549 v4_copy( localplayer.rb.q, state->smoothed_rotation );
3550 v3_zero( state->throw_v );
3551 v3_zero( state->trick_vel );
3552 v3_zero( state->trick_euler );
3553 v3_zero( state->cog_v );
3554 state->grind_cooldown = 0;
3555 state->surface_cooldown = 0;
3556 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
3557 v3_copy( localplayer.rb.to_world[1], state->up_dir );
3558 v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
3559 v3_copy( localplayer.rb.co, state->prev_pos );
3560 v3_zero( player_skate.weight_distribution );
3561 }
3562
3563 #include "network_compression.h"
3564
3565 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3566 struct player_skate_animator *animator = data;
3567
3568 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3569 bitpack_qquat( ctx, animator->root_q );
3570
3571 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
3572 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
3573 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
3574 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
3575 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
3576
3577 /* these could likely be pressed down into single bits if needed */
3578 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
3579 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
3580 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
3581 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
3582 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
3583 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
3584
3585 /* just the sign bit? */
3586 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
3587 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
3588 bitpack_bytes( ctx, 1, &animator->jump_dir );
3589 bitpack_bytes( ctx, 1, &animator->trick_type );
3590
3591 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
3592 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
3593 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
3594 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
3595 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
3596 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
3597 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
3598
3599 /* animator->wobble is ommited */
3600
3601 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3602 bitpack_qquat( ctx, animator->qfixuptotal );
3603 bitpack_qquat( ctx, animator->qflip );
3604
3605 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
3606 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
3607 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
3608 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
3609
3610 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3611 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3612 bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t );
3613 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
3614 bitpack_bytes( ctx, 1, &animator->activity );
3615 }
3616
3617 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3618 audio_lock();
3619
3620 if( id == k_player_skate_soundeffect_jump ){
3621 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3622 pos, 40.0f, volume );
3623 }
3624 else if( id == k_player_skate_soundeffect_tap ){
3625 audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
3626 pos, 40.0f, volume );
3627 }
3628 else if( id == k_player_skate_soundeffect_land_good ){
3629 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
3630 pos, 40.0f, volume );
3631 }
3632 else if( id == k_player_skate_soundeffect_land_bad ){
3633 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
3634 pos, 40.0f, volume );
3635 }
3636 else if( id == k_player_skate_soundeffect_grind_metal ){
3637 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3638 }
3639 else if( id == k_player_skate_soundeffect_grind_wood ){
3640 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3641 }
3642
3643 audio_unlock();
3644 }
3645
3646 #endif /* PLAYER_SKATE_C */