1 #include "player_skate.h"
4 #include "vg/vg_perlin.h"
5 #include "vg/vg_lines.h"
7 #include "ent_skateshop.h"
10 #include "ent_tornado.h"
12 #include "vg/vg_rigidbody.h"
13 #include "scene_rigidbody.h"
14 #include "player_glide.h"
15 #include "player_dead.h"
16 #include "player_walk.h"
19 struct player_skate player_skate
;
20 struct player_subsystem_interface player_subsystem_skate
=
22 .system_register
= player__skate_register
,
23 .bind
= player__skate_bind
,
24 .pre_update
= player__skate_pre_update
,
25 .update
= player__skate_update
,
26 .post_update
= player__skate_post_update
,
27 .im_gui
= player__skate_im_gui
,
28 .animate
= player__skate_animate
,
29 .pose
= player__skate_pose
,
30 .effects
= player__skate_effects
,
31 .post_animate
= player__skate_post_animate
,
32 .network_animator_exchange
= player__skate_animator_exchange
,
33 .sfx_oneshot
= player__skate_sfx_oneshot
,
34 .sfx_comp
= player__skate_comp_audio
,
35 .sfx_kill
= player__skate_kill_audio
,
37 .animator_data
= &player_skate
.animator
,
38 .animator_size
= sizeof(player_skate
.animator
),
42 void player__skate_bind(void){
43 struct skeleton
*sk
= &localplayer
.skeleton
;
44 rb_update_matrices( &localplayer
.rb
);
46 struct { struct skeleton_anim
**anim
; const char *name
; }
48 { &player_skate
.anim_grind
, "pose_grind" },
49 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
50 { &player_skate
.anim_stand
, "pose_stand" },
51 { &player_skate
.anim_highg
, "pose_highg" },
52 { &player_skate
.anim_air
, "pose_air" },
53 { &player_skate
.anim_slide
, "pose_slide" },
54 { &player_skate
.anim_push
, "push" },
55 { &player_skate
.anim_push_reverse
, "push_reverse" },
56 { &player_skate
.anim_ollie
, "ollie" },
57 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
58 { &player_skate
.anim_grabs
, "grabs" },
59 { &player_skate
.anim_handplant
, "handplant" },
62 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
63 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
66 void player__skate_kill_audio(void){
68 if( player_skate
.aud_main
){
69 player_skate
.aud_main
=
70 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
72 if( player_skate
.aud_air
){
73 player_skate
.aud_air
=
74 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
76 if( player_skate
.aud_slide
){
77 player_skate
.aud_slide
=
78 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
84 * Collision detection routines
90 * Does collision detection on a sphere vs world, and applies some smoothing
91 * filters to the manifold afterwards
93 static int skate_collide_smooth( m4x3f mtx
, f32 r
, rb_ct
*man
){
94 world_instance
*world
= world_current_instance();
97 len
= rb_sphere__scene( mtx
, r
, NULL
, world
->geo_bh
, man
,
98 k_material_flag_walking
);
100 for( int i
=0; i
<len
; i
++ ){
101 man
[i
].rba
= &localplayer
.rb
;
105 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
108 rb_manifold_filter_backface( man
, len
);
109 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
110 rb_manifold_filter_pairs( man
, len
, 0.03f
);
112 int new_len
= rb_manifold_apply_filtered( man
, len
);
113 if( len
&& !new_len
)
126 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
127 struct grind_info
*inf
){
128 world_instance
*world
= world_current_instance();
131 v3_copy( dir
, plane
);
132 v3_normalize( plane
);
133 plane
[3] = v3_dot( plane
, pos
);
136 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
137 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
146 int sample_count
= 0;
152 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
153 v3_normalize( support_axis
);
156 bh_iter_init_box( 0, &it
, box
);
159 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
160 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
163 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
164 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
167 for( int j
=0; j
<3; j
++ )
168 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
170 for( int j
=0; j
<3; j
++ ){
174 struct grind_sample
*sample
= &samples
[ sample_count
];
177 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
179 v3_sub( co
, pos
, d
);
180 if( v3_length2( d
) > r
*r
)
184 v3_sub( tri
[1], tri
[0], va
);
185 v3_sub( tri
[2], tri
[0], vb
);
186 v3_cross( va
, vb
, normal
);
188 sample
->normal
[0] = v3_dot( support_axis
, normal
);
189 sample
->normal
[1] = normal
[1];
190 sample
->co
[0] = v3_dot( support_axis
, d
);
191 sample
->co
[1] = d
[1];
193 v3_copy( normal
, sample
->normal3
); /* normalize later
194 if we want to us it */
196 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
197 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
198 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
200 v2_normalize( sample
->normal
);
203 if( sample_count
== vg_list_size( samples
) )
204 goto too_many_samples
;
211 if( sample_count
< 2 )
214 v3f average_direction
,
218 v2_fill( min_co
, INFINITY
);
219 v2_fill( max_co
, -INFINITY
);
221 v3_zero( average_direction
);
222 v3_zero( average_normal
);
224 int passed_samples
= 0;
226 for( int i
=0; i
<sample_count
-1; i
++ ){
227 struct grind_sample
*si
, *sj
;
231 for( int j
=i
+1; j
<sample_count
; j
++ ){
237 /* non overlapping */
238 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
241 /* not sharp angle */
242 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
247 v3_sub( sj
->centroid
, si
->centroid
, v0
);
248 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
249 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
252 v2_minv( sj
->co
, min_co
, min_co
);
253 v2_maxv( sj
->co
, max_co
, max_co
);
256 v3_copy( si
->normal3
, n0
);
257 v3_copy( sj
->normal3
, n1
);
258 v3_cross( n0
, n1
, dir
);
260 if( v3_length2( dir
) <= 0.000001f
)
265 /* make sure the directions all face a common hemisphere */
266 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
267 v3_add( average_direction
, dir
, average_direction
);
269 float yi
= si
->normal3
[1],
272 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
273 else v3_add( sj
->normal3
, average_normal
, average_normal
);
279 if( !passed_samples
)
282 if( (v3_length2( average_direction
) <= 0.001f
) ||
283 (v3_length2( average_normal
) <= 0.001f
) )
286 float div
= 1.0f
/(float)passed_samples
;
287 v3_normalize( average_direction
);
288 v3_normalize( average_normal
);
291 v2_add( min_co
, max_co
, average_coord
);
292 v2_muls( average_coord
, 0.5f
, average_coord
);
294 v3_muls( support_axis
, average_coord
[0], inf
->co
);
295 inf
->co
[1] += average_coord
[1];
296 v3_add( pos
, inf
->co
, inf
->co
);
297 v3_copy( average_normal
, inf
->n
);
298 v3_copy( average_direction
, inf
->dir
);
300 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
301 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
302 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
304 return passed_samples
;
307 static void reset_jump_info( jump_info
*inf
){
309 inf
->land_dist
= 0.0f
;
311 inf
->type
= k_prediction_unset
;
312 v3_zero( inf
->apex
);
315 static int create_jumps_to_hit_target( jump_info
*jumps
,
316 v3f target
, float max_angle_delta
,
318 /* calculate the exact 2 solutions to jump onto that grind spot */
321 v3_sub( target
, localplayer
.rb
.co
, v0
);
328 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
329 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
331 float a
= atan2f( v
[1], v
[0] ),
333 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
338 root
= sqrtf( root
);
339 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
340 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
342 if( fabsf(a0
-a
) < max_angle_delta
){
343 jump_info
*inf
= &jumps
[ valid_count
++ ];
344 reset_jump_info( inf
);
346 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
347 inf
->v
[1] += sinf( a0
) * m
;
348 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
349 inf
->gravity
= gravity
;
351 v3_copy( target
, inf
->log
[inf
->log_length
++] );
354 if( fabsf(a1
-a
) < max_angle_delta
){
355 jump_info
*inf
= &jumps
[ valid_count
++ ];
356 reset_jump_info( inf
);
358 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
359 inf
->v
[1] += sinf( a1
) * m
;
360 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
361 inf
->gravity
= gravity
;
363 v3_copy( target
, inf
->log
[inf
->log_length
++] );
370 void player__approximate_best_trajectory(void)
372 world_instance
*world0
= world_current_instance();
374 float k_trace_delta
= vg
.time_fixed_delta
* 10.0f
;
375 struct player_skate_state
*state
= &player_skate
.state
;
377 state
->air_start
= vg
.time
;
378 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
379 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
381 player_skate
.possible_jump_count
= 0;
384 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
385 v3_normalize( axis
);
387 /* at high slopes, Y component is low */
388 float upness
= localplayer
.rb
.to_world
[1][1],
389 angle_begin
= -(1.0f
-fabsf( upness
)),
392 struct grind_info grind
;
393 int grind_located
= 0;
394 float grind_located_gravity
= k_gravity
;
397 v3f launch_v_bounds
[2];
399 for( int i
=0; i
<2; i
++ ){
400 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
401 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
405 q_axis_angle( qbias
, axis
, ang
);
406 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
409 for( int m
=0;m
<=30; m
++ ){
411 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
412 reset_jump_info( inf
);
414 v3f launch_co
, launch_v
, co0
, co1
;
415 v3_copy( localplayer
.rb
.co
, launch_co
);
416 v3_copy( localplayer
.rb
.v
, launch_v
);
417 v3_copy( launch_co
, co0
);
418 world_instance
*trace_world
= world0
;
420 float vt
= (float)m
* (1.0f
/30.0f
),
421 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
424 q_axis_angle( qbias
, axis
, ang
);
425 q_mulv( qbias
, launch_v
, launch_v
);
427 float yaw_sketch
= 1.0f
-fabsf(upness
);
429 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
430 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
431 q_mulv( qbias
, launch_v
, launch_v
);
433 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
434 gravity
= k_gravity
* gravity_bias
;
435 inf
->gravity
= gravity
;
436 v3_copy( launch_v
, inf
->v
);
438 /* initial conditions */
440 v3_copy( launch_v
, v
);
441 v3_copy( launch_co
, co1
);
443 for( int i
=1; i
<=50; i
++ ){
444 f32 t
= (f32
)i
* k_trace_delta
;
446 /* integrate forces */
448 ent_tornado_forces( co1
, v
, a
);
452 v3_muladds( co1
, v
, k_trace_delta
, co1
);
453 v3_muladds( co1
, a
, 0.5f
*k_trace_delta
*k_trace_delta
, co1
);
456 v3_muladds( v
, a
, k_trace_delta
, v
);
458 int search_for_grind
= 1;
459 if( grind_located
) search_for_grind
= 0;
460 if( v
[1] > 0.0f
) search_for_grind
= 0;
464 v3f closest
={0.0f
,0.0f
,0.0f
};
465 if( search_for_grind
){
466 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
467 float min_dist
= 0.75f
;
468 min_dist
*= min_dist
;
470 if( v3_dist2( closest
, launch_co
) < min_dist
)
471 search_for_grind
= 0;
475 for( int j
=0; j
<2; j
++ ){
476 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
477 bound
[j
][1] += -0.5f
*gravity
*t
*t
;
478 v3_add( launch_co
, bound
[j
], bound
[j
] );
481 float limh
= vg_minf( 2.0f
, t
),
482 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
483 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
485 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
486 search_for_grind
= 0;
490 search_for_grind
= 0;
493 if( search_for_grind
){
494 if( skate_grind_scansq( closest
, v
, 0.5f
, &grind
) ){
495 /* check alignment */
496 v2f v0
= { v
[0], v
[2] },
497 v1
= { grind
.dir
[0], grind
.dir
[2] };
502 float a
= v2_dot( v0
, v1
);
504 float a_min
= cosf( VG_PIf
* 0.185f
);
505 if( state
->grind_cooldown
)
506 a_min
= cosf( VG_PIf
* 0.05f
);
509 if( (fabsf(v3_dot( v
, grind
.dir
))>=k_grind_axel_min_vel
) &&
511 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
514 grind_located_gravity
= inf
->gravity
;
519 if( trace_world
->rendering_gate
){
520 ent_gate
*gate
= trace_world
->rendering_gate
;
521 if( gate_intersect( gate
, co1
, co0
) ){
522 m4x3_mulv( gate
->transport
, co0
, co0
);
523 m4x3_mulv( gate
->transport
, co1
, co1
);
524 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
525 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
527 if( gate
->flags
& k_ent_gate_nonlocal
)
528 trace_world
= &world_static
.instances
[ gate
->target
];
535 float scan_radius
= k_board_radius
;
536 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
538 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
539 k_material_flag_walking
);
542 v3_lerp( co0
, co1
, t1
, co
);
543 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
545 v3_copy( n
, inf
->n
);
546 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
547 struct world_surface
*surf
=
548 world_tri_index_surface( trace_world
, tri
[0] );
550 inf
->type
= k_prediction_land
;
551 inf
->score
= -v3_dot( v
, inf
->n
);
552 inf
->land_dist
= t
+ k_trace_delta
* t1
;
554 /* Bias prediction towords ramps */
555 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
558 if( surf
->info
.flags
& k_material_flag_boundary
)
559 player_skate
.possible_jump_count
--;
565 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
569 if( inf
->type
== k_prediction_unset
)
570 player_skate
.possible_jump_count
--;
574 jump_info grind_jumps
[2];
577 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
578 0.175f
*VG_PIf
, grind_located_gravity
);
580 /* knock out original landing points in the 1m area */
581 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
582 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
583 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
584 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
585 jump
->score
+= descale
*3.0f
;
588 for( int i
=0; i
<valid_count
; i
++ ){
589 jump_info
*jump
= &grind_jumps
[i
];
590 jump
->type
= k_prediction_grind
;
592 v3f launch_v
, launch_co
, co0
, co1
;
594 v3_copy( jump
->v
, launch_v
);
595 v3_copy( localplayer
.rb
.co
, launch_co
);
597 float t
= 0.05f
* jump
->land_dist
;
598 v3_muls( launch_v
, t
, co0
);
599 co0
[1] += -0.5f
* jump
->gravity
* t
*t
;
600 v3_add( launch_co
, co0
, co0
);
602 /* rough scan to make sure we dont collide with anything */
603 for( int j
=1; j
<=16; j
++ ){
604 t
= (float)j
*(1.0f
/16.0f
);
607 t
*= jump
->land_dist
;
609 v3_muls( launch_v
, t
, co1
);
610 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
611 v3_add( launch_co
, co1
, co1
);
616 int idx
= spherecast_world( world0
, co0
,co1
,
617 k_board_radius
*0.1f
, &t1
, n
,
618 k_material_flag_walking
);
620 goto invalidated_grind
;
626 v3_copy( grind
.n
, jump
->n
);
628 /* determine score */
630 v3_copy( jump
->v
, ve
);
631 ve
[1] += -jump
->gravity
*jump
->land_dist
;
632 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
634 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
643 float score_min
= INFINITY
,
644 score_max
= -INFINITY
;
646 jump_info
*best
= NULL
;
648 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
649 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
651 if( jump
->score
< score_min
)
654 score_min
= vg_minf( score_min
, jump
->score
);
655 score_max
= vg_maxf( score_max
, jump
->score
);
658 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
659 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
660 float s
= jump
->score
;
663 s
/= (score_max
-score_min
);
667 jump
->colour
= s
* 255.0f
;
671 else if( jump
->type
== k_prediction_land
)
674 jump
->colour
|= 0xff000000;
678 v3_copy( best
->n
, state
->land_normal
);
679 v3_copy( best
->v
, localplayer
.rb
.v
);
680 state
->land_dist
= best
->land_dist
;
681 state
->gravity_bias
= best
->gravity
;
683 if( best
->type
== k_prediction_grind
){
684 state
->activity
= k_skate_activity_air_to_grind
;
688 joystick_state( k_srjoystick_steer
, steer
);
689 v2_normalize_clamp( steer
);
691 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
692 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
694 state
->flip_time
= 0.0f
;
695 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
698 state
->flip_rate
= 0.0f
;
699 v3_zero( state
->flip_axis
);
703 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
708 * Varius physics models
709 * ------------------------------------------------
713 * Air control, no real physics
715 static void skate_apply_air_model(void){
716 struct player_skate_state
*state
= &player_skate
.state
;
718 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
719 player__approximate_best_trajectory();
721 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
722 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
724 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
727 q_axis_angle( correction
, axis
,
728 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
729 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
732 static enum trick_type
player_skate_trick_input(void);
733 static void skate_apply_trick_model(void){
734 struct player_skate_state
*state
= &player_skate
.state
;
737 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
739 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
740 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
742 v3_mul( strength
, F
, F
);
744 v3_muladds( state
->trick_residualv
, F
, vg
.time_fixed_delta
,
745 state
->trick_residualv
);
746 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
747 vg
.time_fixed_delta
, state
->trick_residuald
);
749 if( state
->activity
<= k_skate_activity_air_to_grind
){
750 if( v3_length2( state
->trick_vel
) < 0.0001f
)
753 int carry_on
= state
->trick_type
== player_skate_trick_input();
755 /* we assume velocities share a common divisor, in which case the
756 * interval is the minimum value (if not zero) */
758 float min_rate
= 99999.0f
;
760 for( int i
=0; i
<3; i
++ ){
761 float v
= state
->trick_vel
[i
];
762 if( (v
> 0.0f
) && (v
< min_rate
) )
766 float interval
= 1.0f
/ min_rate
,
767 current
= floorf( state
->trick_time
),
768 next_end
= current
+1.0f
;
771 /* integrate trick velocities */
772 v3_muladds( state
->trick_euler
, state
->trick_vel
, vg
.time_fixed_delta
,
773 state
->trick_euler
);
775 if( !carry_on
&& (state
->trick_time
+ vg
.time_fixed_delta
/interval
>= next_end
) ){
776 state
->trick_time
= 0.0f
;
777 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
778 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
779 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
780 v3_copy( state
->trick_vel
, state
->trick_residualv
);
781 v3_zero( state
->trick_vel
);
784 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
785 localplayer
.rb
.co
, 40.0f
, 1.0f
);
789 state
->trick_time
+= vg
.time_fixed_delta
/ interval
;
792 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
793 state
->trick_time
> 0.2f
)
795 vg_info( "player fell off due to lack of skill\n" );
796 player__dead_transition( k_player_die_type_feet
);
799 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
800 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
801 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
802 state
->trick_time
= 0.0f
;
803 v3_zero( state
->trick_vel
);
807 static void skate_apply_grab_model(void){
808 struct player_skate_state
*state
= &player_skate
.state
;
810 float grabt
= axis_state( k_sraxis_grab
);
813 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
814 state
->grab_mouse_delta
);
816 v2_normalize_clamp( state
->grab_mouse_delta
);
819 v2_zero( state
->grab_mouse_delta
);
821 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*vg
.time_fixed_delta
);
824 static void skate_apply_steering_model(void){
825 struct player_skate_state
*state
= &player_skate
.state
;
828 joystick_state( k_srjoystick_steer
, jsteer
);
831 float steer
= jsteer
[0],
832 grab
= axis_state( k_sraxis_grab
);
834 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
837 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
842 f32 skid_target
= 0.0f
;
844 if( state
->activity
<= k_skate_activity_air_to_grind
){
845 rate
= 6.0f
* fabsf(steer
);
849 /* rotate slower when grabbing on ground */
850 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
852 if( state
->activity
== k_skate_activity_grind_5050
){
857 else if( state
->activity
>= k_skate_activity_grind_any
){
858 rate
*= fabsf(steer
);
860 float a
= 0.8f
* -steer
* vg
.time_fixed_delta
;
863 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
864 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
866 v3_normalize( player_skate
.grind_vec
);
869 else if( state
->manual_direction
){
874 f32 skid
= axis_state(k_sraxis_skid
);
876 /* skids on keyboard lock to the first direction pressed */
877 if( vg_input
.display_input_method
== k_input_method_kbm
){
878 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)<0.01f
) &&
879 (fabsf(steer
) > 0.4f
) ){
880 state
->skid
= vg_signf( steer
) * 0.02f
;
883 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
884 skid_target
= vg_signf( state
->skid
);
888 if( fabsf(skid
) > 0.1f
){
895 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
899 vg_slewf( &state
->skid
, skid_target
, vg
.time_fixed_delta
*(1.0f
/0.1f
) );
900 steer
= vg_lerpf( steer
, state
->skid
*k_steer_ground
*0.5f
,
901 fabsf(state
->skid
*0.8f
) );
903 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
904 addspeed
= (steer
* -top
) - current
,
905 maxaccel
= rate
* vg
.time_fixed_delta
,
906 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
908 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
909 accel
, localplayer
.rb
.w
);
913 * Computes friction and surface interface model
915 static void skate_apply_friction_model(void){
916 struct player_skate_state
*state
= &player_skate
.state
;
919 * Computing localized friction forces for controlling the character
920 * Friction across X is significantly more than Z
924 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
927 if( fabsf(vel
[2]) > 0.01f
)
928 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
930 if( fabsf( slip
) > 1.2f
)
931 slip
= vg_signf( slip
) * 1.2f
;
934 state
->reverse
= -vg_signf(vel
[2]);
936 f32 lat
= k_friction_lat
;
938 if( fabsf(axis_state(k_sraxis_skid
)) > 0.1f
){
939 if( (player_skate
.surface
== k_surface_prop_snow
) ||
940 (player_skate
.surface
== k_surface_prop_sand
) ){
947 if( player_skate
.surface
== k_surface_prop_snow
)
949 else if( player_skate
.surface
== k_surface_prop_sand
)
952 vel
[0] += vg_cfrictf( vel
[0], lat
* vg
.time_fixed_delta
);
953 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* vg
.time_fixed_delta
);
955 /* Pushing additive force */
957 if( !button_press( k_srbind_jump
) && (fabsf(state
->skid
)<0.1f
) ){
958 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) ){
959 if( (vg
.time
- state
->cur_push
) > 0.25 )
960 state
->start_push
= vg
.time
;
962 state
->cur_push
= vg
.time
;
964 double push_time
= vg
.time
- state
->start_push
;
966 float cycle_time
= push_time
*k_push_cycle_rate
,
967 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
968 amt
= accel
* VG_TIMESTEP_FIXED
,
969 current
= v3_length( vel
),
970 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
971 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
973 vel
[2] += delta
* -state
->reverse
;
977 /* Send back to velocity */
978 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
981 static void skate_apply_jump_model(void){
982 struct player_skate_state
*state
= &player_skate
.state
;
983 int charging_jump_prev
= state
->charging_jump
;
984 state
->charging_jump
= button_press( k_srbind_jump
);
986 /* Cannot charge this in air */
987 if( state
->activity
<= k_skate_activity_air_to_grind
){
988 state
->charging_jump
= 0;
992 if( state
->charging_jump
){
993 state
->jump_charge
+= vg
.time_fixed_delta
* k_jump_charge_speed
;
995 if( !charging_jump_prev
)
996 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
999 state
->jump_charge
-= k_jump_charge_speed
* vg
.time_fixed_delta
;
1002 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
1004 /* player let go after charging past 0.2: trigger jump */
1005 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
1008 /* Launch more up if alignment is up else improve velocity */
1009 float aup
= localplayer
.rb
.to_world
[1][1],
1011 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
1013 if( state
->activity
== k_skate_activity_ground
){
1014 v3_copy( localplayer
.rb
.v
, jumpdir
);
1015 v3_normalize( jumpdir
);
1016 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
1017 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
1018 v3_normalize( jumpdir
);
1020 v3_copy( state
->up_dir
, jumpdir
);
1021 state
->grind_cooldown
= 30;
1022 state
->activity
= k_skate_activity_ground
;
1025 joystick_state( k_srjoystick_steer
, steer
);
1027 float tilt
= steer
[0] * 0.3f
;
1028 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
1029 player_skate
.grind_dir
));
1032 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
1033 q_mulv( qtilt
, jumpdir
, jumpdir
);
1035 state
->surface_cooldown
= 10;
1036 state
->trick_input_collect
= 0.0f
;
1038 float force
= k_jump_force
*state
->jump_charge
;
1039 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
1040 state
->jump_charge
= 0.0f
;
1041 state
->jump_time
= vg
.time
;
1042 player__networked_sfx( k_player_subsystem_skate
, 32,
1043 k_player_skate_soundeffect_jump
,
1044 localplayer
.rb
.co
, 1.0f
);
1048 static void skate_apply_handplant_model(void){
1049 struct player_skate_state
*state
= &player_skate
.state
;
1050 if( localplayer
.rb
.to_world
[1][1] < -0.1f
) return;
1051 if( localplayer
.rb
.to_world
[1][1] > 0.6f
) return;
1052 if( !( button_press(k_srbind_skid
) || (fabsf(state
->skid
)>0.1f
)) ) return;
1054 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
1056 m4x3_mulv( localplayer
.rb
.to_world
, lco
, co
);
1057 v3_muls( localplayer
.rb
.to_world
[2], state
->reverse
, dir
);
1058 vg_line_arrow( co
, dir
, 0.13f
, 0xff000000 );
1060 ray_hit hit
= { .dist
= 2.0f
};
1061 if( ray_world( world_current_instance(), co
, dir
,
1062 &hit
, k_material_flag_ghosts
)) {
1063 vg_line( co
, hit
.pos
, 0xff000000 );
1064 vg_line_point( hit
.pos
, 0.1f
, 0xff000000 );
1066 if( hit
.normal
[1] < 0.7f
) return;
1067 if( hit
.dist
< 0.95f
) return;
1069 state
->activity
= k_skate_activity_handplant
;
1070 state
->handplant_t
= 0.0f
;
1071 v3_copy( localplayer
.rb
.co
, state
->store_co
);
1072 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
1073 v4_copy( localplayer
.rb
.q
, state
->store_q
);
1074 v3_copy( state
->cog
, state
->store_cog
);
1075 v3_copy( state
->cog_v
, state
->store_cog_v
);
1076 v4_copy( state
->smoothed_rotation
, state
->store_smoothed
);
1080 static void skate_apply_pump_model(void){
1081 struct player_skate_state
*state
= &player_skate
.state
;
1083 if( state
->activity
!= k_skate_activity_ground
){
1084 v3_zero( state
->throw_v
);
1088 /* Throw / collect routine
1090 if( axis_state( k_sraxis_grab
) > 0.5f
){
1091 if( state
->activity
== k_skate_activity_ground
){
1093 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1098 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1101 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
1103 if( state
->activity
== k_skate_activity_ground
){
1104 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
1105 v3_muladds( localplayer
.rb
.v
, Fl
,
1106 k_mmcollect_lat
, localplayer
.rb
.v
);
1108 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
1111 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
1112 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
1113 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1117 if( v3_length2( state
->throw_v
) > 0.0001f
){
1119 v3_copy( state
->throw_v
, dir
);
1120 v3_normalize( dir
);
1122 float max
= v3_dot( dir
, state
->throw_v
),
1123 amt
= vg_minf( k_mmdecay
* vg
.time_fixed_delta
, max
);
1124 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1128 static void skate_apply_cog_model(void){
1129 struct player_skate_state
*state
= &player_skate
.state
;
1131 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1132 v3_copy( state
->up_dir
, ideal_dir
);
1133 v3_normalize( ideal_dir
);
1135 float grab
= axis_state( k_sraxis_grab
);
1136 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1137 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1139 /* Apply velocities */
1141 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1144 v3_muls( ideal_diff
, -k_cog_spring
* 60.0f
, F
);
1145 v3_muladds( F
, rv
, -k_cog_damp
* 60.0f
, F
);
1147 float ra
= k_cog_mass_ratio
,
1148 rb
= 1.0f
-k_cog_mass_ratio
;
1150 /* Apply forces & intergrate */
1151 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1152 state
->cog_v
[1] += -9.8f
* vg
.time_fixed_delta
;
1153 v3_muladds( state
->cog
, state
->cog_v
, vg
.time_fixed_delta
, state
->cog
);
1156 static void skate_integrate(void){
1157 struct player_skate_state
*state
= &player_skate
.state
;
1159 float rate_x
= 1.0f
- (vg
.time_fixed_delta
* 3.0f
),
1163 if( state
->activity
>= k_skate_activity_grind_any
){
1164 rate_x
= 1.0f
-(16.0f
*vg
.time_fixed_delta
);
1165 rate_y
= 1.0f
-(10.0f
*vg
.time_fixed_delta
);
1166 rate_z
= 1.0f
-(40.0f
*vg
.time_fixed_delta
);
1169 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1170 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1171 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1173 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1174 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1176 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1179 state
->flip_time
+= state
->flip_rate
* vg
.time_fixed_delta
;
1180 rb_update_matrices( &localplayer
.rb
);
1183 static enum trick_type
player_skate_trick_input(void){
1184 return (button_press( k_srbind_trick0
) ) |
1185 (button_press( k_srbind_trick1
) << 1) |
1186 (button_press( k_srbind_trick2
) << 1) |
1187 (button_press( k_srbind_trick2
) );
1190 void player__skate_pre_update(void){
1191 struct player_skate_state
*state
= &player_skate
.state
;
1193 if( state
->activity
== k_skate_activity_handplant
){
1194 state
->handplant_t
+= vg
.time_delta
;
1195 mdl_keyframe hpose
[32];
1197 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
1199 int end
= !skeleton_sample_anim_clamped(
1200 &localplayer
.skeleton
, anim
,
1201 state
->handplant_t
, hpose
);
1203 if( state
->reverse
< 0.0f
)
1204 player_mirror_pose( hpose
, hpose
);
1206 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
1207 m4x3f world
, mmdl
, world_view
;
1208 q_m3x3( kf_world
->q
, world
);
1209 v3_copy( kf_world
->co
, world
[3] );
1212 q_m3x3( state
->store_q
, mmdl
);
1213 v3_copy( state
->store_co
, mmdl
[3] );
1214 m4x3_mul( mmdl
, world
, world_view
);
1216 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
1217 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
1218 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
1221 m4x3_invert_affine( world
, invworld
);
1222 m4x3_mul( mmdl
, invworld
, world_view
);
1224 v3_copy( world_view
[3], localplayer
.rb
.co
);
1225 m3x3_q( world_view
, localplayer
.rb
.q
);
1227 /* new * old^-1 = transfer function */
1229 m4x3_invert_affine( mmdl
, transfer
);
1230 m4x3_mul( world_view
, transfer
, transfer
);
1232 m3x3_mulv( transfer
, state
->air_init_v
, localplayer
.rb
.v
);
1233 m3x3_mulv( transfer
, state
->store_cog_v
, state
->cog_v
);
1235 m4x3_mulv( transfer
, state
->store_cog
, state
->cog
);
1236 v3_muladds( state
->cog
, localplayer
.rb
.to_world
[1],
1237 -state
->handplant_t
*0.5f
, state
->cog
);
1240 m3x3_q( transfer
, qtransfer
);
1241 q_mul( qtransfer
, state
->store_smoothed
, state
->smoothed_rotation
);
1242 q_normalize( state
->smoothed_rotation
);
1243 rb_update_matrices( &localplayer
.rb
);
1246 state
->activity
= k_skate_activity_air
;
1251 if( button_down(k_srbind_use
) && (v3_length2(state
->trick_vel
) < 0.01f
) ){
1252 localplayer
.subsystem
= k_player_subsystem_walk
;
1254 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
1255 localplayer
.have_glider
){
1256 player_glide_transition();
1261 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1262 localplayer
.angles
[2] = 0.0f
;
1265 m4x3_mulv( localplayer
.rb
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, newpos
);
1266 v3_add( newpos
, (v3f
){0.0f
,-1.0f
,0.0f
}, newpos
);
1267 v3_sub( localplayer
.rb
.co
, newpos
, offset
);
1268 v3_copy( newpos
, localplayer
.rb
.co
);
1269 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -0.1f
,
1270 localplayer
.rb
.co
);
1272 player__begin_holdout( offset
);
1273 player__walk_transition( state
->activity
<= k_skate_activity_air_to_grind
?
1274 0: 1, state
->trick_euler
[0] );
1279 enum trick_type trick
= player_skate_trick_input();
1281 state
->trick_input_collect
+= vg
.time_frame_delta
;
1283 state
->trick_input_collect
= 0.0f
;
1285 if( state
->activity
<= k_skate_activity_air_to_grind
){
1286 if( trick
&& (state
->trick_input_collect
< 0.1f
) ){
1287 if( state
->trick_time
== 0.0f
){
1289 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1290 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1294 if( state
->trick_time
< 0.1f
){
1295 v3_zero( state
->trick_vel
);
1297 if( trick
== k_trick_type_kickflip
){
1298 state
->trick_vel
[0] = 3.0f
;
1300 else if( trick
== k_trick_type_shuvit
){
1301 state
->trick_vel
[2] = 3.0f
;
1303 else if( trick
== k_trick_type_treflip
){
1304 state
->trick_vel
[0] = 2.0f
;
1305 state
->trick_vel
[2] = 2.0f
;
1307 state
->trick_type
= trick
;
1312 state
->trick_type
= k_trick_type_none
;
1315 void player__skate_comp_audio( void *_animator
){
1316 struct player_skate_animator
*animator
= _animator
;
1319 f32 air
= ((animator
->activity
<= k_skate_activity_air_to_grind
) ||
1320 (animator
->activity
== k_skate_activity_handplant
))? 1.0f
: 0.0f
,
1321 speed
= v3_length( animator
->root_v
),
1322 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1323 slide
= animator
->slide
;
1325 if( animator
->activity
>= k_skate_activity_grind_any
)
1328 f32 gate
= skaterift
.time_rate
;
1330 if( skaterift
.activity
== k_skaterift_replay
){
1331 gate
= vg_minf( 1.0f
, fabsf(player_replay
.track_velocity
) );
1335 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1336 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1337 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1339 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1341 if( !player_skate
.aud_air
){
1342 player_skate
.aud_air
= audio_get_first_idle_channel();
1343 if( player_skate
.aud_air
)
1344 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1347 if( !player_skate
.aud_slide
){
1348 player_skate
.aud_slide
= audio_get_first_idle_channel();
1349 if( player_skate
.aud_slide
)
1350 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1354 /* brrrrrrrrrrrt sound for tiles and stuff
1355 * --------------------------------------------------------*/
1356 float sidechain_amt
= 0.0f
,
1357 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1359 if( (animator
->surface
== k_surface_prop_tiles
) &&
1360 (animator
->activity
< k_skate_activity_grind_any
) )
1361 sidechain_amt
= 1.0f
;
1363 sidechain_amt
= 0.0f
;
1365 audio_set_lfo_frequency( 0, hz
);
1366 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1367 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1369 if( player_skate
.sample_change_cooldown
> 0.0f
){
1370 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1373 int sample_type
= k_skate_sample_concrete
;
1375 if( animator
->activity
== k_skate_activity_grind_5050
){
1376 if( animator
->surface
== k_surface_prop_metal
)
1377 sample_type
= k_skate_sample_metal_scrape_generic
;
1379 sample_type
= k_skate_sample_concrete_scrape_metal
;
1381 else if( (animator
->activity
== k_skate_activity_grind_back50
) ||
1382 (animator
->activity
== k_skate_activity_grind_front50
) )
1384 if( animator
->surface
== k_surface_prop_metal
){
1385 sample_type
= k_skate_sample_metal_scrape_generic
;
1389 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1390 player_skate
.grind_dir
);
1391 if( fabsf(a
) > 0.70710678118654752f
)
1392 sample_type
= k_skate_sample_concrete_scrape_wood
;
1394 sample_type
= k_skate_sample_concrete_scrape_metal
;
1397 sample_type
= k_skate_sample_concrete_scrape_wood
;
1400 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
1401 if( animator
->surface
== k_surface_prop_metal
)
1402 sample_type
= k_skate_sample_metal_scrape_generic
;
1404 sample_type
= k_skate_sample_concrete_scrape_wood
;
1407 audio_clip
*relevant_samples
[] = {
1415 if( (player_skate
.main_sample_type
!= sample_type
) ||
1416 (!player_skate
.aud_main
) ){
1418 player_skate
.aud_main
=
1419 audio_channel_crossfade( player_skate
.aud_main
,
1420 relevant_samples
[sample_type
],
1422 player_skate
.sample_change_cooldown
= 0.1f
;
1423 player_skate
.main_sample_type
= sample_type
;
1427 if( player_skate
.aud_main
){
1428 player_skate
.aud_main
->colour
= 0x00103efe;
1429 audio_channel_set_spacial( player_skate
.aud_main
,
1430 animator
->root_co
, 40.0f
);
1431 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1432 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1433 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1435 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1436 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1439 if( player_skate
.aud_slide
){
1440 player_skate
.aud_slide
->colour
= 0x00103efe;
1441 audio_channel_set_spacial( player_skate
.aud_slide
,
1442 animator
->root_co
, 40.0f
);
1443 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1444 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1445 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1448 if( player_skate
.aud_air
){
1449 player_skate
.aud_air
->colour
= 0x00103efe;
1450 audio_channel_set_spacial( player_skate
.aud_air
,
1451 animator
->root_co
, 40.0f
);
1452 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1453 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1459 void player__skate_post_update(void){
1460 struct player_skate_state
*state
= &player_skate
.state
;
1462 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1463 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1465 if( jump
->log_length
== 0 ){
1466 vg_fatal_error( "assert: jump->log_length == 0\n" );
1469 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1470 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1472 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1473 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1476 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1479 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1480 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1482 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1487 * truck alignment model at ra(local)
1488 * returns 1 if valid surface:
1489 * surface_normal will be filled out with an averaged normal vector
1490 * axel_dir will be the direction from left to right wheels
1492 * returns 0 if no good surface found
1495 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1496 v3f surface_normal
, v3f axel_dir
){
1497 world_instance
*world
= world_current_instance();
1499 v3f truck
, left
, right
;
1500 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1502 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1503 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1504 vg_line( left
, right
, colour
);
1506 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1508 ray_hit ray_l
, ray_r
;
1511 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1513 int res_l
= 0, res_r
= 0;
1515 for( int i
=0; i
<8; i
++ ){
1516 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1517 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1518 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1519 ray_l
.dist
= 2.1f
* k_board_radius
;
1521 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1527 for( int i
=0; i
<8; i
++ ){
1528 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1529 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1530 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1531 ray_r
.dist
= 2.1f
* k_board_radius
;
1533 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1541 v3f tangent_average
;
1542 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1543 v3_zero( tangent_average
);
1545 if( res_l
|| res_r
){
1547 v3_copy( midpoint
, p0
);
1548 v3_copy( midpoint
, p1
);
1551 v3_copy( ray_l
.pos
, p0
);
1552 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1553 v3_add( t
, tangent_average
, tangent_average
);
1556 v3_copy( ray_r
.pos
, p1
);
1557 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1558 v3_add( t
, tangent_average
, tangent_average
);
1561 v3_sub( p1
, p0
, v0
);
1565 /* fallback: use the closes point to the trucks */
1567 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1570 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1573 for( int j
=0; j
<3; j
++ )
1574 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1576 v3f vert0
, vert1
, n
;
1577 v3_sub( verts
[1], verts
[0], vert0
);
1578 v3_sub( verts
[2], verts
[0], vert1
);
1579 v3_cross( vert0
, vert1
, n
);
1582 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1585 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1586 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1587 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1591 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1592 v3_add( t
, tangent_average
, tangent_average
);
1598 v3_muladds( truck
, v0
, k_board_width
, right
);
1599 v3_muladds( truck
, v0
, -k_board_width
, left
);
1601 vg_line( left
, right
, VG__WHITE
);
1603 v3_normalize( tangent_average
);
1604 v3_cross( v0
, tangent_average
, surface_normal
);
1605 v3_copy( v0
, axel_dir
);
1610 static void skate_weight_distribute(void){
1611 struct player_skate_state
*state
= &player_skate
.state
;
1612 v3_zero( player_skate
.weight_distribution
);
1614 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1615 localplayer
.rb
.v
) < 0.0f
?1:-1;
1618 joystick_state( k_srjoystick_steer
, steer
);
1620 if( state
->manual_direction
== 0 ){
1621 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1622 (state
->jump_charge
<= 0.01f
) )
1623 state
->manual_direction
= reverse_dir
;
1626 if( steer
[1] < 0.1f
){
1627 state
->manual_direction
= 0;
1630 if( reverse_dir
!= state
->manual_direction
){
1636 if( state
->manual_direction
){
1637 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1638 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1639 (float)state
->manual_direction
;
1642 if( state
->manual_direction
){
1645 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1647 v3_negate( plane_z
, plane_z
);
1649 v3_muladds( plane_z
, player_skate
.surface_picture
,
1650 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1651 v3_normalize( plane_z
);
1653 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1654 v3_normalize( plane_z
);
1657 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1658 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1661 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1664 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1665 k_manul_spring
, k_manul_dampener
,
1666 player_skate
.substep_delta
);
1670 static void skate_adjust_up_direction(void){
1671 struct player_skate_state
*state
= &player_skate
.state
;
1673 if( state
->activity
== k_skate_activity_ground
){
1675 v3_copy( player_skate
.surface_picture
, target
);
1677 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1678 v3_normalize( target
);
1680 v3_lerp( state
->up_dir
, target
,
1681 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1683 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1684 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1685 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1689 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1690 v3_normalize( avg
);
1692 v3_lerp( state
->up_dir
, avg
,
1693 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1697 static int skate_point_visible( v3f origin
, v3f target
){
1699 v3_sub( target
, origin
, dir
);
1702 ray
.dist
= v3_length( dir
);
1703 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1706 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1707 k_material_flag_walking
) )
1713 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1714 v3_copy( inf
->dir
, mtx
[0] );
1715 v3_copy( inf
->n
, mtx
[1] );
1716 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1719 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1721 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1722 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1724 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1725 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1726 F
= a
* -dir
* k_grind_max_friction
;
1728 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*vg
.time_fixed_delta
*strength
,
1732 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1734 skate_grind_orient( inf
, mtx
);
1735 m3x3_transpose( mtx
, mtx_inv
);
1738 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1740 float decay
= 1.0f
- ( vg
.time_fixed_delta
* k_grind_decayxy
* strength
);
1741 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1742 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1745 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1747 struct player_skate_state
*state
= &player_skate
.state
;
1749 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1751 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1752 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1754 v3_copy( ra
, player_skate
.weight_distribution
);
1757 v3_sub( inf
->co
, wsp
, delta
);
1760 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*vg
.time_fixed_delta
,
1763 skate_grind_decay( inf
, strength
);
1764 skate_grind_friction( inf
, strength
);
1766 /* yeah yeah yeah yeah */
1767 v3f raw_nplane
, axis
;
1768 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1769 v3_cross( raw_nplane
, inf
->n
, axis
);
1770 v3_normalize( axis
);
1774 skate_grind_orient( inf
, mtx
);
1775 v3f target_fwd
, fwd
, up
, target_up
;
1776 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1777 v3_copy( raw_nplane
, fwd
);
1778 v3_copy( localplayer
.rb
.to_world
[1], up
);
1779 v3_copy( inf
->n
, target_up
);
1781 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1782 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1784 v3_normalize( target_fwd
);
1785 v3_normalize( fwd
);
1788 joystick_state( k_srjoystick_steer
, steer
);
1790 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1793 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1794 q_mulv( q
, target_up
, target_up
);
1795 q_mulv( q
, target_fwd
, target_fwd
);
1797 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1800 vg
.time_fixed_delta
);
1802 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1803 k_grind_spring
*strength
,
1804 k_grind_dampener
*strength
,
1805 vg
.time_fixed_delta
);
1807 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1808 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1809 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1811 player_skate
.grind_strength
= strength
;
1814 struct grind_limit
*limit
=
1815 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1816 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1817 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1820 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1823 static void skate_5050_apply( struct grind_info
*inf_front
,
1824 struct grind_info
*inf_back
){
1825 struct player_skate_state
*state
= &player_skate
.state
;
1826 struct grind_info inf_avg
;
1828 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1829 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1830 v3_normalize( inf_avg
.dir
);
1833 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1836 v3f axis_front
, axis_back
, axis
;
1837 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1838 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1839 v3_add( axis_front
, axis_back
, axis
);
1840 v3_normalize( axis
);
1842 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1843 skate_grind_decay( &inf_avg
, 1.0f
);
1846 joystick_state( k_srjoystick_steer
, steer
);
1848 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1849 localplayer
.rb
.v
) );
1852 v3_copy( localplayer
.rb
.to_world
[1], up
);
1853 v3_copy( inf_avg
.n
, target_up
);
1854 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1855 q_mulv( q
, target_up
, target_up
);
1857 v3_zero( player_skate
.weight_distribution
);
1858 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1860 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1863 vg
.time_fixed_delta
);
1864 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1865 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1867 v3f fwd_nplane
, dir_nplane
;
1868 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1869 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1872 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1873 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1875 v3_normalize( fwd_nplane
);
1876 v3_normalize( dir_nplane
);
1878 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1881 vg
.time_fixed_delta
);
1882 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1883 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1885 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1886 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1887 delta_front
, delta_back
, delta_total
;
1889 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1890 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1892 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1893 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1894 v3_add( delta_front
, delta_back
, delta_total
);
1896 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* vg
.time_fixed_delta
,
1900 struct grind_limit
*limit
=
1901 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1902 v3_zero( limit
->ra
);
1903 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1906 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1909 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1910 struct player_skate_state
*state
= &player_skate
.state
;
1912 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1913 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1915 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1916 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1918 /* Exit condition: lost grind tracking */
1919 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1922 /* Exit condition: cant see grind target directly */
1923 if( !skate_point_visible( wheel_co
, inf
->co
) )
1926 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1927 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1928 minv
= k_grind_axel_min_vel
*0.8f
;
1933 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1936 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1940 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1941 struct player_skate_state
*state
= &player_skate
.state
;
1944 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1947 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1948 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1950 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1951 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1954 /* velocity should be at least 60% aligned */
1956 v3_cross( inf
->n
, inf
->dir
, axis
);
1957 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1958 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1960 if( v3_length2( pv
) < 0.0001f
)
1964 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1967 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1970 v3f local_co
, local_dir
, local_n
;
1971 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1972 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1973 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1975 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1977 float truck_height
= -(k_board_radius
+0.03f
);
1980 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1981 v3_add( localplayer
.rb
.v
, rv
, rv
);
1983 if( (local_co
[1] >= truck_height
) &&
1984 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1993 static void skate_boardslide_apply( struct grind_info
*inf
){
1994 struct player_skate_state
*state
= &player_skate
.state
;
1996 v3f local_co
, local_dir
, local_n
;
1997 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1998 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1999 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
2002 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
2004 v3_copy( intersection
, player_skate
.weight_distribution
);
2006 skate_grind_decay( inf
, 0.0125f
);
2007 skate_grind_friction( inf
, 0.25f
);
2009 /* direction alignment */
2011 v3_cross( local_dir
, local_n
, perp
);
2012 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
2013 v3_muls( perp
, vg_signf(perp
[2]), perp
);
2015 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
2016 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
2019 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
2020 q_mulv( qbalance
, perp
, perp
);
2022 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
2024 k_grind_spring
, k_grind_dampener
,
2025 vg
.time_fixed_delta
);
2027 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
2029 k_grind_spring
, k_grind_dampener
,
2030 vg
.time_fixed_delta
);
2032 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
2033 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
2035 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2038 static int skate_boardslide_entry( struct grind_info
*inf
){
2039 struct player_skate_state
*state
= &player_skate
.state
;
2041 if( skate_grind_scansq( localplayer
.rb
.co
,
2042 localplayer
.rb
.to_world
[0], k_board_length
,
2045 v3f local_co
, local_dir
;
2046 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
2047 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
2049 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
2050 (local_co
[1] >= 0.0f
) && /* at deck level */
2051 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
2053 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
2063 static int skate_boardslide_renew( struct grind_info
*inf
){
2064 struct player_skate_state
*state
= &player_skate
.state
;
2066 if( !skate_grind_scansq( localplayer
.rb
.co
,
2067 localplayer
.rb
.to_world
[0], k_board_length
,
2071 /* Exit condition: cant see grind target directly */
2073 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2074 if( !skate_point_visible( vis
, inf
->co
) )
2077 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2078 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
2079 minv
= k_grind_axel_min_vel
*0.8f
;
2084 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2090 static void skate_store_grind_vec( struct grind_info
*inf
){
2091 struct player_skate_state
*state
= &player_skate
.state
;
2094 skate_grind_orient( inf
, mtx
);
2095 m3x3_transpose( mtx
, mtx
);
2098 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
2100 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
2101 v3_normalize( player_skate
.grind_vec
);
2102 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2105 static enum skate_activity
skate_availible_grind(void){
2106 struct player_skate_state
*state
= &player_skate
.state
;
2108 if( state
->grind_cooldown
> 100 ){
2109 vg_fatal_error( "wth!\n" );
2112 /* debounces this state manager a little bit */
2113 if( state
->grind_cooldown
){
2114 state
->grind_cooldown
--;
2115 return k_skate_activity_undefined
;
2118 struct grind_info inf_back50
,
2130 joystick_state( k_srjoystick_steer
, steer
);
2132 if( state
->activity
== k_skate_activity_grind_5050
||
2133 state
->activity
== k_skate_activity_grind_back50
||
2134 state
->activity
== k_skate_activity_grind_front50
)
2136 float tilt
= steer
[1];
2138 if( fabsf(tilt
) >= 0.25f
){
2139 v3f raw
= {0.0f
,0.0f
,tilt
};
2140 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2142 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2144 if( way
< 0.0f
) allow_front
= 0;
2145 else allow_back
= 0;
2149 if( state
->activity
== k_skate_activity_grind_boardslide
){
2150 res_slide
= skate_boardslide_renew( &inf_slide
);
2152 else if( state
->activity
== k_skate_activity_grind_back50
){
2153 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2156 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2158 else if( state
->activity
== k_skate_activity_grind_front50
){
2159 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2162 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2164 else if( state
->activity
== k_skate_activity_grind_5050
){
2166 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2168 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2171 res_slide
= skate_boardslide_entry( &inf_slide
);
2174 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2177 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2179 if( res_back50
!= res_front50
){
2180 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2182 res_back50
&= wants_to_do_that
;
2183 res_front50
&= wants_to_do_that
;
2187 const enum skate_activity table
[] =
2188 { /* slide | back | front */
2189 k_skate_activity_undefined
, /* 0 0 0 */
2190 k_skate_activity_grind_front50
, /* 0 0 1 */
2191 k_skate_activity_grind_back50
, /* 0 1 0 */
2192 k_skate_activity_grind_5050
, /* 0 1 1 */
2194 /* slide has priority always */
2195 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2196 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2197 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2198 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2200 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2202 if( new_activity
== k_skate_activity_undefined
){
2203 if( state
->activity
>= k_skate_activity_grind_any
){
2204 state
->grind_cooldown
= 15;
2205 state
->surface_cooldown
= 10;
2208 else if( new_activity
== k_skate_activity_grind_boardslide
){
2209 skate_boardslide_apply( &inf_slide
);
2211 else if( new_activity
== k_skate_activity_grind_back50
){
2212 if( state
->activity
!= k_skate_activity_grind_back50
)
2213 skate_store_grind_vec( &inf_back50
);
2215 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2217 else if( new_activity
== k_skate_activity_grind_front50
){
2218 if( state
->activity
!= k_skate_activity_grind_front50
)
2219 skate_store_grind_vec( &inf_front50
);
2221 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2223 else if( new_activity
== k_skate_activity_grind_5050
)
2224 skate_5050_apply( &inf_front50
, &inf_back50
);
2226 return new_activity
;
2229 void player__skate_update(void){
2230 struct player_skate_state
*state
= &player_skate
.state
;
2231 world_instance
*world
= world_current_instance();
2233 if( state
->activity
== k_skate_activity_handplant
)
2236 if( !world_water_player_safe( world
, 0.25f
) ) return;
2238 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2239 state
->activity_prev
= state
->activity
;
2241 v3_zero( normal_total
);
2243 struct board_collider
2250 enum board_collider_state
2252 k_collider_state_default
,
2253 k_collider_state_disabled
,
2254 k_collider_state_colliding
2261 { 0.0f
, 0.0f
, -k_board_length
},
2262 .radius
= k_board_radius
,
2266 { 0.0f
, 0.0f
, k_board_length
},
2267 .radius
= k_board_radius
,
2274 if( state
->activity
<= k_skate_activity_air_to_grind
){
2275 float min_dist
= 0.6f
;
2276 for( int i
=0; i
<2; i
++ ){
2278 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2280 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2281 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2285 float vy
= vg_maxf( 0.0f
, localplayer
.rb
.v
[1] );
2286 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2288 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*vg
.time_fixed_delta
);
2290 wheels
[0].pos
[1] = state
->slap
;
2291 wheels
[1].pos
[1] = state
->slap
;
2294 const int k_wheel_count
= 2;
2296 player_skate
.substep
= vg
.time_fixed_delta
;
2297 player_skate
.substep_delta
= player_skate
.substep
;
2298 player_skate
.limit_count
= 0;
2300 int substep_count
= 0;
2302 v3_zero( player_skate
.surface_picture
);
2304 int prev_contacts
[2];
2306 for( int i
=0; i
<k_wheel_count
; i
++ ){
2307 wheels
[i
].state
= k_collider_state_default
;
2308 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2311 /* check if we can enter or continue grind */
2312 enum skate_activity grindable_activity
= skate_availible_grind();
2313 if( grindable_activity
!= k_skate_activity_undefined
){
2314 state
->activity
= grindable_activity
;
2318 int contact_count
= 0;
2319 for( int i
=0; i
<2; i
++ ){
2321 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2323 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2324 wheels
[i
].colour
, normal
, axel
) )
2326 rb_effect_spring_target_vector( &localplayer
.rb
,
2327 localplayer
.rb
.to_world
[0],
2329 k_surface_spring
, k_surface_dampener
,
2330 player_skate
.substep_delta
);
2332 v3_add( normal
, player_skate
.surface_picture
,
2333 player_skate
.surface_picture
);
2335 player_skate
.wheel_contacts
[i
] = 1;
2338 player_skate
.wheel_contacts
[i
] = 0;
2341 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2344 if( state
->surface_cooldown
){
2345 state
->surface_cooldown
--;
2349 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2350 for( int i
=0; i
<2; i
++ ){
2351 if( !prev_contacts
[i
] ){
2353 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2354 player__networked_sfx( k_player_subsystem_skate
, 32,
2355 k_player_skate_soundeffect_tap
,
2356 localplayer
.rb
.co
, 0.75f
);
2361 if( contact_count
){
2362 state
->activity
= k_skate_activity_ground
;
2363 state
->gravity_bias
= k_gravity
;
2364 v3_normalize( player_skate
.surface_picture
);
2366 skate_apply_friction_model();
2367 skate_weight_distribute();
2370 if( state
->activity
> k_skate_activity_air_to_grind
)
2371 state
->activity
= k_skate_activity_air
;
2373 v3_zero( player_skate
.weight_distribution
);
2374 skate_apply_air_model();
2379 if( state
->activity
== k_skate_activity_grind_back50
)
2380 wheels
[1].state
= k_collider_state_disabled
;
2381 if( state
->activity
== k_skate_activity_grind_front50
)
2382 wheels
[0].state
= k_collider_state_disabled
;
2383 if( state
->activity
== k_skate_activity_grind_5050
){
2384 wheels
[0].state
= k_collider_state_disabled
;
2385 wheels
[1].state
= k_collider_state_disabled
;
2388 /* all activities */
2389 skate_apply_steering_model();
2390 skate_adjust_up_direction();
2391 skate_apply_cog_model();
2392 skate_apply_jump_model();
2393 skate_apply_handplant_model();
2394 skate_apply_grab_model();
2395 skate_apply_trick_model();
2396 skate_apply_pump_model();
2398 ent_tornado_debug();
2400 ent_tornado_forces( localplayer
.rb
.co
, localplayer
.rb
.v
, a
);
2401 v3_muladds( localplayer
.rb
.v
, a
, vg
.time_fixed_delta
, localplayer
.rb
.v
);
2406 * Phase 0: Continous collision detection
2407 * --------------------------------------------------------------------------
2410 v3f head_wp0
, head_wp1
, start_co
;
2411 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2412 v3_copy( localplayer
.rb
.co
, start_co
);
2414 /* calculate transform one step into future */
2417 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2420 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2423 v3_copy( localplayer
.rb
.w
, axis
);
2425 float mag
= v3_length( axis
);
2426 v3_divs( axis
, mag
, axis
);
2427 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2428 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2429 q_normalize( future_q
);
2432 v4_copy( localplayer
.rb
.q
, future_q
);
2434 v3f future_cg
, current_cg
, cg_offset
;
2435 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2436 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2437 v3_sub( future_cg
, current_cg
, cg_offset
);
2439 /* calculate the minimum time we can move */
2440 float max_time
= player_skate
.substep
;
2442 for( int i
=0; i
<k_wheel_count
; i
++ ){
2443 if( wheels
[i
].state
== k_collider_state_disabled
)
2446 v3f current
, future
, r_cg
;
2448 q_mulv( future_q
, wheels
[i
].pos
, future
);
2449 v3_add( future
, future_co
, future
);
2450 v3_add( cg_offset
, future
, future
);
2452 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2453 v3_add( current
, localplayer
.rb
.co
, current
);
2458 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2459 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2460 k_material_flag_walking
) != -1)
2461 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2464 /* clamp to a fraction of delta, to prevent locking */
2465 float rate_lock
= substep_count
;
2466 rate_lock
*= vg
.time_fixed_delta
* 0.1f
;
2467 rate_lock
*= rate_lock
;
2469 max_time
= vg_maxf( max_time
, rate_lock
);
2470 player_skate
.substep_delta
= max_time
;
2473 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2474 player_skate
.substep_delta
, localplayer
.rb
.co
);
2475 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2478 v3_copy( localplayer
.rb
.w
, axis
);
2480 float mag
= v3_length( axis
);
2481 v3_divs( axis
, mag
, axis
);
2482 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2483 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2484 q_normalize( localplayer
.rb
.q
);
2486 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2487 v3_sub( current_cg
, future_cg
, cg_offset
);
2488 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2491 rb_update_matrices( &localplayer
.rb
);
2492 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2494 player_skate
.substep
-= player_skate
.substep_delta
;
2496 rb_ct manifold
[128];
2497 int manifold_len
= 0;
2499 * Phase -1: head detection
2500 * --------------------------------------------------------------------------
2502 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2506 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2507 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2508 k_material_flag_walking
) != -1) )
2510 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2511 rb_update_matrices( &localplayer
.rb
);
2513 vg_info( "player fell of due to hitting head\n" );
2514 player__dead_transition( k_player_die_type_head
);
2519 * Phase 1: Regular collision detection
2520 * --------------------------------------------------------------------------
2523 for( int i
=0; i
<k_wheel_count
; i
++ ){
2524 if( wheels
[i
].state
== k_collider_state_disabled
)
2528 m3x3_identity( mtx
);
2529 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2531 rb_ct
*man
= &manifold
[ manifold_len
];
2533 int l
= skate_collide_smooth( mtx
, wheels
[i
].radius
, man
);
2535 wheels
[i
].state
= k_collider_state_colliding
;
2540 float grind_radius
= k_board_radius
* 0.75f
;
2541 rb_capsule capsule
= { .h
= (k_board_length
+0.2f
)*2.0f
,
2542 .r
= grind_radius
};
2544 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2545 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2546 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2547 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2548 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2550 rb_ct
*cman
= &manifold
[manifold_len
];
2552 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, world
->geo_bh
,
2553 cman
, k_material_flag_walking
);
2556 for( int i
=0; i
<l
; i
++ )
2557 cman
[l
].type
= k_contact_type_edge
;
2558 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2559 l
= rb_manifold_apply_filtered( cman
, l
);
2562 vg_line_capsule( mtx
, capsule
.r
, capsule
.h
, VG__WHITE
);
2565 if( state
->activity
>= k_skate_activity_grind_any
){
2566 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2567 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2568 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2569 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2570 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2572 ct
->type
= k_contact_type_default
;
2578 * --------------------------------------------------------------------------
2583 m4x3_mulv( localplayer
.rb
.to_world
,
2584 player_skate
.weight_distribution
, world_cog
);
2585 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2587 for( int i
=0; i
<manifold_len
; i
++ ){
2588 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2589 rb_debug_contact( &manifold
[i
] );
2592 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2593 v3f extent
= { k_board_width
*10.0f
, 0.1f
, k_board_length
};
2594 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2595 ey2
= k_board_interia
*extent
[1]*extent
[1],
2596 ez2
= k_board_interia
*extent
[2]*extent
[2];
2598 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2599 float inv_mass
= 1.0f
/mass
;
2602 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2603 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2604 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2607 m3x3_identity( iI
);
2614 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2615 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2617 for( int j
=0; j
<10; j
++ ){
2618 for( int i
=0; i
<manifold_len
; i
++ ){
2620 * regular dance; calculate velocity & total mass, apply impulse.
2623 rb_ct
*ct
= &manifold
[i
];
2626 v3_sub( ct
->co
, world_cog
, delta
);
2627 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2628 v3_add( localplayer
.rb
.v
, rv
, rv
);
2631 v3_cross( delta
, ct
->n
, raCn
);
2634 m3x3_mulv( iIw
, raCn
, raCnI
);
2636 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2637 vn
= v3_dot( rv
, ct
->n
),
2638 lambda
= normal_mass
* ( -vn
);
2640 float temp
= ct
->norm_impulse
;
2641 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2642 lambda
= ct
->norm_impulse
- temp
;
2645 v3_muls( ct
->n
, lambda
, impulse
);
2647 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2648 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2649 v3_cross( delta
, impulse
, impulse
);
2650 m3x3_mulv( iIw
, impulse
, impulse
);
2651 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2653 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2654 v3_add( localplayer
.rb
.v
, rv
, rv
);
2655 vn
= v3_dot( rv
, ct
->n
);
2660 rb_depenetrate( manifold
, manifold_len
, dt
);
2661 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2662 rb_update_matrices( &localplayer
.rb
);
2666 if( player_skate
.substep
>= 0.0001f
)
2667 goto begin_collision
; /* again! */
2670 * End of collision and dynamics routine
2671 * --------------------------------------------------------------------------
2674 f32 nforce
= v3_length(normal_total
);
2675 if( nforce
> 4.0f
){
2676 if( nforce
> 17.6f
){
2677 vg_info( "player fell off due to hitting ground too hard\n" );
2678 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2679 player__dead_transition( k_player_die_type_feet
);
2683 f32 amt
= k_cam_punch
;
2684 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2688 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2689 localplayer
.cam_land_punch_v
);
2692 player_skate
.surface
= k_surface_prop_concrete
;
2694 for( int i
=0; i
<manifold_len
; i
++ ){
2695 rb_ct
*ct
= &manifold
[i
];
2696 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2698 if( surf
->info
.surface_prop
> player_skate
.surface
)
2699 player_skate
.surface
= surf
->info
.surface_prop
;
2702 for( int i
=0; i
<k_wheel_count
; i
++ ){
2704 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2705 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2706 vg_line_sphere( mtx
, wheels
[i
].radius
,
2707 (u32
[]){ VG__WHITE
, VG__BLACK
,
2708 wheels
[i
].colour
}[ wheels
[i
].state
]);
2712 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2714 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2717 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2719 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2720 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2721 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2722 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2723 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2724 m3x3_mulv( gate
->transport
, state
->head_position
,
2725 state
->head_position
);
2726 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2728 v4f transport_rotation
;
2729 m3x3_q( gate
->transport
, transport_rotation
);
2730 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2731 q_mul( transport_rotation
, state
->smoothed_rotation
,
2732 state
->smoothed_rotation
);
2733 q_normalize( localplayer
.rb
.q
);
2734 q_normalize( state
->smoothed_rotation
);
2735 rb_update_matrices( &localplayer
.rb
);
2736 player__pass_gate( id
);
2739 /* FIXME: Rate limit */
2740 static int stick_frames
= 0;
2742 if( state
->activity
>= k_skate_activity_ground
)
2747 if( stick_frames
> 5 ) stick_frames
= 5;
2749 if( stick_frames
== 4 ){
2750 if( state
->activity
== k_skate_activity_ground
){
2751 if( (fabsf(state
->slip
) > 0.75f
) ){
2752 player__networked_sfx( k_player_subsystem_skate
, 128,
2753 k_player_skate_soundeffect_land_bad
,
2754 localplayer
.rb
.co
, 0.6f
);
2757 player__networked_sfx( k_player_subsystem_skate
, 128,
2758 k_player_skate_soundeffect_land_good
,
2759 localplayer
.rb
.co
, 1.0f
);
2762 else if( player_skate
.surface
== k_surface_prop_metal
){
2763 player__networked_sfx( k_player_subsystem_skate
, 128,
2764 k_player_skate_soundeffect_grind_metal
,
2765 localplayer
.rb
.co
, 1.0f
);
2768 player__networked_sfx( k_player_subsystem_skate
, 128,
2769 k_player_skate_soundeffect_grind_wood
,
2770 localplayer
.rb
.co
, 1.0f
);
2772 } else if( stick_frames
== 0 ){
2773 /* TODO: EXIT SOUNDS */
2776 if( (state
->activity_prev
< k_skate_activity_grind_any
) &&
2777 (state
->activity
>= k_skate_activity_grind_any
) ){
2778 state
->velocity_limit
= v3_length( localplayer
.rb
.v
)*1.0f
;
2779 state
->grind_y_start
= localplayer
.rb
.co
[1];
2782 if( state
->activity
>= k_skate_activity_grind_any
){
2783 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2785 state
->velocity_limit
+= -dy
*0.2f
;
2787 state
->grind_y_start
= localplayer
.rb
.co
[1];
2790 f32 speed_end
= v3_length( localplayer
.rb
.v
);
2791 if( speed_end
> state
->velocity_limit
){
2792 v3_muls( localplayer
.rb
.v
, state
->velocity_limit
/speed_end
,
2798 void player__skate_im_gui(void){
2799 struct player_skate_state
*state
= &player_skate
.state
;
2800 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2801 localplayer
.rb
.v
[1],
2802 localplayer
.rb
.v
[2] );
2803 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2804 localplayer
.rb
.co
[1],
2805 localplayer
.rb
.co
[2] );
2806 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2807 localplayer
.rb
.w
[1],
2808 localplayer
.rb
.w
[2] );
2810 const char *activity_txt
[] = {
2815 "undefined (INVALID)",
2816 "grind_any (INVALID)",
2818 "grind_metallic (INVALID)",
2824 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2826 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2827 state
->steerx_s
, state
->steery_s
,
2828 k_steer_ground
, k_steer_air
);
2830 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2832 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2833 state
->trick_vel
[0],
2834 state
->trick_vel
[1],
2835 state
->trick_vel
[2] );
2836 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2838 state
->trick_euler
[0],
2839 state
->trick_euler
[1],
2840 state
->trick_euler
[2] );
2843 void player__skate_animate(void){
2844 struct player_skate_state
*state
= &player_skate
.state
;
2845 struct player_skate_animator
*animator
= &player_skate
.animator
;
2848 float kheight
= 2.0f
,
2851 v3_zero( animator
->offset
);
2853 v3f cog_local
, cog_ideal
;
2854 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2856 v3_copy( state
->up_dir
, cog_ideal
);
2857 v3_normalize( cog_ideal
);
2858 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2860 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2862 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2863 animator
->offset
[1] *= -1.0f
;
2865 float curspeed
= v3_length( localplayer
.rb
.v
),
2866 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2867 kicks
= (vg_randf64(&vg
.rand
)-0.5f
)*2.0f
*kickspeed
,
2868 sign
= vg_signf( kicks
);
2870 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2871 6.0f
*vg
.time_delta
);
2872 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2873 2.4f
*vg
.time_delta
);
2875 animator
->offset
[0] *= 0.26f
;
2876 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2878 animator
->offset
[1] *= -0.3f
;
2879 animator
->offset
[2] *= 0.01f
;
2881 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2882 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2883 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2886 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2888 /* localized vectors */
2889 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2892 * Animation blending
2893 * ===========================================
2898 float desired
= 0.0f
;
2899 if( state
->activity
== k_skate_activity_ground
)
2900 desired
= vg_clampf( vg_maxf(fabsf( state
->slip
),
2901 fabsf( state
->skid
) ), 0.0f
, 1.0f
);
2903 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2906 if( fabsf(state
->slip
) > fabsf(dirx
) ) dirx
= state
->slip
;
2907 if( fabsf(state
->skid
) > fabsf(dirx
) ) dirx
= state
->skid
;
2908 if( fabsf( dirx
) > 0.025f
) dirx
= vg_signf( dirx
);
2909 dirx
= vg_signf( state
->slip
);
2910 vg_slewf( &animator
->x
, dirx
, 2.6f
*vg
.time_delta
);
2913 cam_offset
[0] += animator
->slide
* -animator
->x
;
2914 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2916 /* movement information */
2917 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2919 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2920 fly
= iair
? 1.0f
: 0.0f
,
2921 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2923 if( state
->activity
>= k_skate_activity_grind_any
)
2926 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2927 animator
->skid
= state
->skid
;
2928 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2929 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2931 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2932 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2933 animator
->reverse
= state
->reverse
;
2935 if( fabsf(state
->slip
) > 0.3f
){
2936 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2937 state
->delayed_slip_dir
= vg_signf(slide_x
);
2941 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2942 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2944 f32 grind_frame
= 0.5f
;
2946 if( state
->activity
== k_skate_activity_grind_front50
)
2948 else if( state
->activity
== k_skate_activity_grind_back50
)
2951 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2952 5.0f
*vg
.time_delta
);
2953 animator
->activity
= state
->activity
;
2954 animator
->surface
= player_skate
.surface
;
2957 animator
->push_time
= vg
.time
- state
->start_push
;
2958 animator
->push
= vg_lerpf( animator
->push
,
2959 (vg
.time
- state
->cur_push
) < 0.125,
2960 6.0f
*vg
.time_delta
);
2963 animator
->jump_charge
= state
->jump_charge
;
2964 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2965 8.4f
*vg
.time_delta
);
2968 animator
->jump_dir
= state
->jump_dir
;
2969 f32 jump_start_frame
= 14.0f
/30.0f
;
2970 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2971 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2972 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2973 animator
->jump_time
= jump_frame
;
2976 float jump_t
= vg
.time
-state
->jump_time
;
2979 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2980 extra
*= state
->slap
* 4.0f
;
2982 v3_add( state
->trick_euler
, state
->trick_residuald
,
2983 animator
->board_euler
);
2984 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2986 animator
->board_euler
[0] *= 0.5f
;
2987 animator
->board_euler
[1] += extra
;
2988 animator
->trick_type
= state
->trick_type
;
2991 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2994 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2995 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
2998 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
2999 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
3000 animator
->board_lean
=
3001 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
3003 /* feet placement */
3004 struct player_board
*board
=
3005 addon_cache_item_if_loaded( k_addon_type_board
,
3006 localplayer
.board_view_slot
);
3008 if( animator
->weight
> 0.0f
){
3009 animator
->foot_offset
[0] =
3010 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
3013 animator
->foot_offset
[1] =
3014 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
3018 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
3019 animator
->slap
= state
->slap
;
3020 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
3021 vg
.time_delta
*10.0f
);
3024 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
3025 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
3026 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
3027 8.4f
*vg
.time_delta
);
3030 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
3034 joystick_state( k_srjoystick_grab
, grab_input
);
3035 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
3037 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
3038 else v2_normalize_clamp( grab_input
);
3039 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
3040 animator
->grabbing
= state
->grabbing
;
3044 joystick_state( k_srjoystick_steer
, steer
);
3045 animator
->airdir
= vg_lerpf( animator
->airdir
,
3046 -steer
[0], 2.4f
*vg
.time_delta
);
3048 animator
->steer
[0] = steer
[0];
3049 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
3050 steer
[0], 4.0f
*vg
.time_delta
);
3054 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
3055 (fabsf(state
->flip_rate
) > 0.01f
) ){
3056 float substep
= vg
.time_fixed_extrapolate
;
3057 float t
= state
->flip_time
+state
->flip_rate
*substep
*vg
.time_fixed_delta
;
3058 sign
= vg_signf( t
);
3060 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3061 t
= sign
* (1.0f
-t
*t
);
3063 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3064 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
3065 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3066 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
3067 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
3070 q_identity( animator
->qflip
);
3072 /* counter-rotation */
3073 if( v3_length2( state
->up_dir
) > 0.001f
){
3074 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
3075 2.0f
*vg
.time_frame_delta
,
3076 state
->smoothed_rotation
);
3077 q_normalize( state
->smoothed_rotation
);
3079 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
3080 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
3081 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
3082 yaw_smooth
[1] = 0.0f
;
3083 v3_normalize( yaw_smooth
);
3085 f32 yaw_counter_rotate
= yaw_smooth
[0];
3086 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
3087 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
3088 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
3091 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3092 v3_normalize( ndir
);
3094 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
3095 float a
= v3_dot( ndir
, up
);
3096 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
3099 v4f qcounteryaw
, qfixup
;
3101 v3_cross( up
, ndir
, axis
);
3102 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3104 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3105 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3107 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3108 q_normalize( animator
->qfixuptotal
);
3111 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3112 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3114 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3115 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3117 else q_identity( animator
->qfixuptotal
);
3119 if( state
->activity
== k_skate_activity_handplant
){
3120 v3_copy( state
->store_co
, animator
->root_co
);
3121 v4_copy( state
->store_q
, animator
->root_q
);
3122 v3_zero( animator
->root_v
);
3125 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3126 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3129 animator
->handplant_t
= state
->handplant_t
;
3132 void player__skate_pose( void *_animator
, player_pose
*pose
){
3133 struct skeleton
*sk
= &localplayer
.skeleton
;
3134 struct player_skate_animator
*animator
= _animator
;
3136 pose
->type
= k_player_pose_type_ik
;
3137 v3_copy( animator
->root_co
, pose
->root_co
);
3138 v4_copy( animator
->root_q
, pose
->root_q
);
3142 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
3143 v3_copy( pose
->root_co
, ext_co
);
3144 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
3146 /* apply flip rotation at midpoint */
3147 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3148 q_normalize( pose
->root_q
);
3150 v3f rotation_point
, rco
;
3151 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
3152 v3_sub( pose
->root_co
, rotation_point
, rco
);
3154 q_mulv( animator
->qflip
, rco
, rco
);
3155 v3_add( rco
, rotation_point
, pose
->root_co
);
3158 * ---------------------------------------------------------------------- */
3160 mdl_keyframe apose
[32], bpose
[32];
3161 mdl_keyframe ground_pose
[32];
3164 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3165 stand_blend
= animator
->offset
[1]*-2.0f
;
3167 pose
->board
.lean
= animator
->board_lean
;
3169 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
3171 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
3172 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
3173 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
3176 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3177 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
3179 mdl_keyframe mirrored
[32];
3180 player_mirror_pose( bpose
, mirrored
);
3181 skeleton_lerp_pose( sk
, bpose
, mirrored
, animator
->z
, bpose
);
3182 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
3184 if( animator
->reverse
> 0.0f
){
3185 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3189 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3190 animator
->push_time
, bpose
);
3192 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3194 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3195 player_skate
.anim_ollie
:
3196 player_skate
.anim_ollie_reverse
;
3198 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
3199 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
3200 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
3203 mdl_keyframe air_pose
[32];
3205 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
3206 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
3208 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
3209 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
3210 grab_frame
= ang_unit
* (15.0f
/30.0f
);
3212 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3213 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3216 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
3219 mdl_keyframe
*kf_board
= &pose
->keyframes
[localplayer
.id_board
-1],
3220 *kf_foot_l
= &pose
->keyframes
[localplayer
.id_ik_foot_l
-1],
3221 *kf_foot_r
= &pose
->keyframes
[localplayer
.id_ik_foot_r
-1],
3222 *kf_knee_l
= &pose
->keyframes
[localplayer
.id_ik_knee_l
-1],
3223 *kf_knee_r
= &pose
->keyframes
[localplayer
.id_ik_knee_r
-1],
3224 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1],
3225 *kf_wheels
[] = { &pose
->keyframes
[localplayer
.id_wheel_r
-1],
3226 &pose
->keyframes
[localplayer
.id_wheel_l
-1] };
3229 mdl_keyframe grind_pose
[32];
3231 f32 frame
= animator
->grind_balance
* 0.5f
;
3233 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
3234 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
3235 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
3237 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3238 animator
->grind
, pose
->keyframes
);
3239 float add_grab_mod
= 1.0f
- animator
->fly
;
3241 /* additive effects */
3242 u32 apply_to
[] = { localplayer
.id_hip
,
3243 localplayer
.id_ik_hand_l
,
3244 localplayer
.id_ik_hand_r
,
3245 localplayer
.id_ik_elbow_l
,
3246 localplayer
.id_ik_elbow_r
};
3248 float apply_rates
[] = { 1.0f
,
3254 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3255 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
3256 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
3260 /* angle 'correction' */
3262 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
3264 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3265 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3266 keyframe_rotate_around( kf
, origin
, sk
->bones
[apply_to
[i
]].co
,
3267 animator
->qfixuptotal
);
3272 if( animator
->activity
== k_skate_activity_handplant
){
3273 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
3275 mdl_keyframe hpose
[32];
3276 skeleton_sample_anim_clamped( sk
, anim
, animator
->handplant_t
, hpose
);
3277 if( animator
->reverse
< 0.0f
)
3278 player_mirror_pose( hpose
, hpose
);
3280 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
3281 m4x3f world
, mmdl
, world_view
;
3282 q_m3x3( kf_world
->q
, world
);
3283 v3_copy( kf_world
->co
, world
[3] );
3285 q_m3x3( pose
->root_q
, mmdl
);
3286 v3_copy( pose
->root_co
, mmdl
[3] );
3288 m4x3_mul( mmdl
, world
, world_view
);
3290 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
3291 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
3292 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
3295 m4x3_invert_affine( world
, invworld
);
3296 m4x3_mul( mmdl
, invworld
, world_view
);
3298 m3x3_q( world_view
, pose
->root_q
);
3299 v3_copy( world_view
[3], pose
->root_co
);
3301 f32 t
= animator
->handplant_t
,
3302 frames
= anim
->length
-1,
3303 length
= animator
->activity
== k_skate_activity_handplant
?
3304 frames
/ anim
->rate
:
3306 end_dist
= vg_minf( t
, length
- t
)/k_anim_transition
,
3307 blend
= vg_smoothstepf( vg_minf(1,end_dist
) );
3309 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
3313 /* trick rotation */
3314 v4f qtrick
, qyaw
, qpitch
, qroll
;
3315 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3316 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3317 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3319 q_mul( qyaw
, qroll
, qtrick
);
3320 q_mul( qpitch
, qtrick
, qtrick
);
3321 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3322 q_normalize( kf_board
->q
);
3324 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3325 0.5f
* animator
->weight
);
3326 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3327 -0.5f
* animator
->weight
);
3329 kf_foot_l
->co
[1] += animator
->slap
;
3330 kf_foot_r
->co
[1] += animator
->slap
;
3331 kf_knee_l
->co
[1] += animator
->slap
;
3332 kf_knee_r
->co
[1] += animator
->slap
;
3333 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3334 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3336 /* kickflip and shuvit are in the wrong order for some reason */
3337 if( animator
->trick_type
== k_trick_type_kickflip
){
3338 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.15f
;
3339 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3340 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3341 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3343 else if( animator
->trick_type
== k_trick_type_shuvit
){
3344 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3345 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3346 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.1f
;
3347 kf_foot_r
->co
[1] += animator
->trick_foot
* 0.09f
;
3349 else if( animator
->trick_type
== k_trick_type_treflip
){
3350 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3351 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3352 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3353 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3357 * animation wishlist:
3358 * boardslide/grind jump animations
3359 * when tricking the slap should not appply or less apply
3360 * not animations however DONT target grinds that are vertically down.
3363 /* truck rotation */
3364 for( int i
=0; i
<2; i
++ ){
3365 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3366 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3369 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3370 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3371 q_normalize( kf_wheels
[i
]->q
);
3377 *kf_head
= &pose
->keyframes
[localplayer
.id_head
-1],
3378 *kf_elbow_l
= &pose
->keyframes
[localplayer
.id_ik_elbow_l
-1],
3379 *kf_elbow_r
= &pose
->keyframes
[localplayer
.id_ik_elbow_r
-1],
3380 *kf_hand_l
= &pose
->keyframes
[localplayer
.id_ik_hand_l
-1],
3381 *kf_hand_r
= &pose
->keyframes
[localplayer
.id_ik_hand_r
-1],
3382 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1];
3384 float warble
= vg_perlin_fract_1d( vg
.time
, 2.0f
, 2, 300 );
3385 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3388 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3390 v3f origin
= {0.0f
,0.2f
,0.0f
};
3391 keyframe_rotate_around( kf_hand_l
, origin
,
3392 sk
->bones
[localplayer
.id_ik_hand_l
].co
, qrot
);
3393 keyframe_rotate_around( kf_hand_r
, origin
,
3394 sk
->bones
[localplayer
.id_ik_hand_r
].co
, qrot
);
3395 keyframe_rotate_around( kf_hip
, origin
,
3396 sk
->bones
[localplayer
.id_hip
].co
, qrot
);
3397 keyframe_rotate_around( kf_elbow_r
, origin
,
3398 sk
->bones
[localplayer
.id_ik_elbow_r
].co
, qrot
);
3399 keyframe_rotate_around( kf_elbow_l
, origin
,
3400 sk
->bones
[localplayer
.id_ik_elbow_l
].co
, qrot
);
3402 q_inv( qrot
, qrot
);
3403 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3404 q_normalize( kf_head
->q
);
3407 /* hand placement */
3409 u32 hand_id
= animator
->z
< 0.5f
?
3410 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
3414 q_m3x3( pose
->root_q
, mmdl
);
3415 q_mulv( pose
->root_q
, pose
->keyframes
[hand_id
-1].co
, mmdl
[3] );
3416 v3_add( mmdl
[3], pose
->root_co
, mmdl
[3] );
3417 m4x3_mulv( mmdl
, sk
->bones
[hand_id
].co
, sample_co
);
3419 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3420 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
3423 v3_muls( mmdl
[1], -1.0f
, dir
);
3424 ray_hit hit
= { .dist
= 1.5f
};
3425 if(ray_world( world_current_instance(), sample_co
, dir
, &hit
, 0 )){
3426 vg_line_cross( hit
.pos
, 0xff0000ff, 0.05f
);
3427 vg_line( sample_co
, hit
.pos
, 0xffffffff );
3429 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3430 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
3432 f32 d
= (hit
.dist
- 0.3f
) * amt
;
3433 pose
->keyframes
[hand_id
-1].co
[1] -= d
;
3434 kf_hip
->co
[1] -= d
*0.4f
;
3438 f32 amt
= vg_maxf(0.0f
, (animator
->slide
- 0.5f
) * 2.0f
);
3439 u8 skidders
[] = { localplayer
.id_ik_foot_l
,
3440 localplayer
.id_ik_foot_r
,
3441 localplayer
.id_board
};
3443 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
3445 for( u32 i
=0; i
<vg_list_size(skidders
); i
++ ){
3446 mdl_keyframe
*kf
= &pose
->keyframes
[ skidders
[i
]-1 ];
3447 keyframe_rotate_around( kf
,
3448 (v3f
){0,0,0.4f
*(animator
->z
*2.0f
-1.0f
)*amt
},
3449 sk
->bones
[skidders
[i
]].co
, qskid
);
3455 void player__skate_effects( void *_animator
, m4x3f
*final_mtx
,
3456 struct player_board
*board
,
3457 struct player_effects_data
*effect_data
){
3458 struct skeleton
*sk
= &localplayer
.skeleton
;
3459 struct player_skate_animator
*animator
= _animator
;
3463 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[0][2]}, vp1
);
3464 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[1][2]}, vp0
);
3471 v3f
*board_mtx
= final_mtx
[ localplayer
.id_board
];
3472 m4x3_mulv( board_mtx
, vp0
, vp0
);
3473 m4x3_mulv( board_mtx
, vp1
, vp1
);
3474 v3_add( vp0
, vp1
, vpc
);
3475 v3_muls( vpc
, 0.5f
, vpc
);
3477 if( animator
->surface
== k_surface_prop_sand
){
3478 if( (animator
->slide
>0.4f
) && (v3_length2(animator
->root_v
)>4.0f
*4.0f
) ){
3480 v3_muls( animator
->root_v
, 0.5f
, v
);
3481 v3_lerp( vp0
, vp1
, vg_randf64(&vg
.rand
), co
);
3483 effect_data
->sand
.colour
= 0xff8ec4e6;
3484 effect_spark_apply( &effect_data
->sand
, co
, v
, vg
.time_delta
* 8.0 );
3488 if( animator
->grind
> 0.5f
){
3489 int back
= 0, front
= 0, mid
= 0;
3491 if( animator
->activity
== k_skate_activity_grind_5050
){
3495 else if( animator
->activity
== k_skate_activity_grind_back50
){
3498 else if( animator
->activity
== k_skate_activity_grind_front50
){
3501 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3506 effect_spark_apply( &effect_data
->spark
, vp0
,
3507 animator
->root_v
, vg
.time_delta
);
3511 effect_spark_apply( &effect_data
->spark
, vp1
,
3512 animator
->root_v
, vg
.time_delta
);
3516 effect_spark_apply( &effect_data
->spark
, vpc
,
3517 animator
->root_v
, vg
.time_delta
);
3522 void player__skate_post_animate(void){
3523 struct player_skate_state
*state
= &player_skate
.state
;
3524 localplayer
.cam_velocity_influence
= 1.0f
;
3525 localplayer
.cam_dist
= 1.8f
;
3527 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3528 m4x3_mulv( localplayer
.final_mtx
[ localplayer
.id_head
],
3529 head
, state
->head_position
);
3530 m4x3_mulv( localplayer
.rb
.to_local
,
3531 state
->head_position
, state
->head_position
);
3534 void player__skate_reset_animator(void){
3535 struct player_skate_state
*state
= &player_skate
.state
;
3537 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3539 if( state
->activity
<= k_skate_activity_air_to_grind
)
3540 player_skate
.animator
.fly
= 1.0f
;
3542 player_skate
.animator
.fly
= 0.0f
;
3545 void player__skate_clear_mechanics(void)
3547 struct player_skate_state
*state
= &player_skate
.state
;
3548 state
->jump_charge
= 0.0f
;
3549 state
->charging_jump
= 0;
3550 state
->jump_dir
= 0;
3551 v3_zero( state
->flip_axis
);
3552 state
->flip_time
= 0.0f
;
3553 state
->flip_rate
= 0.0f
;
3554 state
->reverse
= 0.0f
;
3556 state
->grabbing
= 0.0f
;
3557 v2_zero( state
->grab_mouse_delta
);
3559 state
->jump_time
= 0.0;
3560 state
->start_push
= 0.0;
3561 state
->cur_push
= 0.0;
3562 state
->air_start
= 0.0;
3564 v3_zero( state
->air_init_v
);
3565 v3_zero( state
->air_init_co
);
3567 state
->gravity_bias
= k_gravity
;
3568 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3569 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3570 v3_zero( state
->throw_v
);
3571 v3_zero( state
->trick_vel
);
3572 v3_zero( state
->trick_euler
);
3573 v3_zero( state
->cog_v
);
3574 state
->grind_cooldown
= 0;
3575 state
->surface_cooldown
= 0;
3576 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3577 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3578 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3579 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3580 v3_zero( player_skate
.weight_distribution
);
3582 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3583 m4x3_mulv( localplayer
.rb
.to_world
, head
, state
->head_position
);
3586 #include "network_compression.h"
3588 void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3589 struct player_skate_animator
*animator
= data
;
3591 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3592 bitpack_qquat( ctx
, animator
->root_q
);
3594 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3595 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3596 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3597 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->z
);
3598 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3600 /* these could likely be pressed down into single bits if needed */
3601 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3602 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3603 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3604 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3605 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3606 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3608 /* just the sign bit? */
3609 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3610 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3611 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3612 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3614 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3615 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3616 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3617 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3618 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3619 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3620 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3622 /* animator->wobble is ommited */
3624 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3625 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3626 bitpack_qquat( ctx
, animator
->qflip
);
3628 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3629 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3630 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3631 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3633 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3634 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3635 bitpack_qf32( ctx
, 16, 0.0f
, 4.0f
, &animator
->handplant_t
);
3636 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->root_v
);
3637 bitpack_bytes( ctx
, 1, &animator
->activity
);
3640 void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3643 if( id
== k_player_skate_soundeffect_jump
){
3644 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3645 pos
, 40.0f
, volume
);
3647 else if( id
== k_player_skate_soundeffect_tap
){
3648 audio_oneshot_3d( &audio_taps
[vg_randu32(&vg
.rand
)%4],
3649 pos
, 40.0f
, volume
);
3651 else if( id
== k_player_skate_soundeffect_land_good
){
3652 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%3],
3653 pos
, 40.0f
, volume
);
3655 else if( id
== k_player_skate_soundeffect_land_bad
){
3656 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%2+3],
3657 pos
, 40.0f
, volume
);
3659 else if( id
== k_player_skate_soundeffect_grind_metal
){
3660 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3662 else if( id
== k_player_skate_soundeffect_grind_wood
){
3663 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);