6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
10 VG_STATIC
void player__skate_bind( player_instance
*player
)
12 struct player_skate
*s
= &player
->_skate
;
13 struct player_avatar
*av
= player
->playeravatar
;
14 struct skeleton
*sk
= &av
->sk
;
16 rb_update_transform( &player
->rb
);
17 s
->anim_grind
= skeleton_get_anim( sk
, "pose_grind" );
18 s
->anim_grind_jump
= skeleton_get_anim( sk
, "pose_grind_jump" );
19 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
20 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
21 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
22 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
23 s
->anim_push
= skeleton_get_anim( sk
, "push" );
24 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
25 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
26 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
27 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
30 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
32 struct player_skate
*s
= &player
->_skate
;
36 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
38 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
40 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
45 * Collision detection routines
51 * Does collision detection on a sphere vs world, and applies some smoothing
52 * filters to the manifold afterwards
54 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
55 m4x3f mtx
, rb_sphere
*sphere
,
58 world_instance
*world
= get_active_world();
61 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
63 for( int i
=0; i
<len
; i
++ )
65 man
[i
].rba
= &player
->rb
;
69 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
73 rb_manifold_filter_backface( man
, len
);
74 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
75 rb_manifold_filter_pairs( man
, len
, 0.03f
);
77 int new_len
= rb_manifold_apply_filtered( man
, len
);
91 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
92 v3f pos
, v3f dir
, float r
,
93 struct grind_info
*inf
)
95 world_instance
*world
= get_active_world();
98 v3_copy( dir
, plane
);
99 v3_normalize( plane
);
100 plane
[3] = v3_dot( plane
, pos
);
103 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
104 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
107 bh_iter_init( 0, &it
);
118 int sample_count
= 0;
124 v3_cross( plane
, player
->basis
[1], support_axis
);
125 v3_normalize( support_axis
);
127 while( bh_next( world
->geo_bh
, &it
, box
, &idx
) ){
128 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
131 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
132 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
135 for( int j
=0; j
<3; j
++ )
136 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
138 for( int j
=0; j
<3; j
++ ){
142 struct grind_sample
*sample
= &samples
[ sample_count
];
145 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
147 v3_sub( co
, pos
, d
);
148 if( v3_length2( d
) > r
*r
)
152 v3_sub( tri
[1], tri
[0], va
);
153 v3_sub( tri
[2], tri
[0], vb
);
154 v3_cross( va
, vb
, normal
);
156 sample
->normal
[0] = v3_dot( support_axis
, normal
);
157 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
158 sample
->co
[0] = v3_dot( support_axis
, d
);
159 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
161 v3_copy( normal
, sample
->normal3
); /* normalize later
162 if we want to us it */
164 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
165 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
166 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
168 v2_normalize( sample
->normal
);
171 if( sample_count
== vg_list_size( samples
) )
172 goto too_many_samples
;
179 if( sample_count
< 2 )
187 v2_fill( min_co
, INFINITY
);
188 v2_fill( max_co
, -INFINITY
);
190 v3_zero( average_direction
);
191 v3_zero( average_normal
);
193 int passed_samples
= 0;
195 for( int i
=0; i
<sample_count
-1; i
++ ){
196 struct grind_sample
*si
, *sj
;
200 for( int j
=i
+1; j
<sample_count
; j
++ ){
206 /* non overlapping */
207 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
210 /* not sharp angle */
211 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
216 v3_sub( sj
->centroid
, si
->centroid
, v0
);
217 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
218 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
221 v2_minv( sj
->co
, min_co
, min_co
);
222 v2_maxv( sj
->co
, max_co
, max_co
);
225 v3_copy( si
->normal3
, n0
);
226 v3_copy( sj
->normal3
, n1
);
227 v3_cross( n0
, n1
, dir
);
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
232 v3_add( average_direction
, dir
, average_direction
);
234 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
235 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
238 v3_add( si
->normal3
, average_normal
, average_normal
);
240 v3_add( sj
->normal3
, average_normal
, average_normal
);
246 if( !passed_samples
)
249 if( (v3_length2( average_direction
) <= 0.001f
) ||
250 (v3_length2( average_normal
) <= 0.001f
) )
253 float div
= 1.0f
/(float)passed_samples
;
254 v3_normalize( average_direction
);
255 v3_normalize( average_normal
);
258 v2_add( min_co
, max_co
, average_coord
);
259 v2_muls( average_coord
, 0.5f
, average_coord
);
261 v3_muls( support_axis
, average_coord
[0], inf
->co
);
262 inf
->co
[1] += average_coord
[1];
263 v3_add( pos
, inf
->co
, inf
->co
);
264 v3_copy( average_normal
, inf
->n
);
265 v3_copy( average_direction
, inf
->dir
);
267 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
268 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
269 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
271 return passed_samples
;
274 VG_STATIC
void reset_jump_info( jump_info
*inf
)
277 inf
->land_dist
= 0.0f
;
279 inf
->type
= k_prediction_unset
;
280 v3_zero( inf
->apex
);
283 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
285 v3f target
, float max_angle_delta
,
288 struct player_skate
*s
= &player
->_skate
;
290 /* calculate the exact 2 solutions to jump onto that grind spot */
293 v3_sub( target
, player
->rb
.co
, v0
);
294 m3x3_mulv( player
->invbasis
, v0
, v0
);
302 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
304 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
305 v
= { v3_dot( ax
, v_local
), v_local
[1] };
307 float a
= atan2f( v
[1], v
[0] ),
309 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
314 root
= sqrtf( root
);
315 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
316 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
318 if( fabsf(a0
-a
) < max_angle_delta
){
319 jump_info
*inf
= &jumps
[ valid_count
++ ];
320 reset_jump_info( inf
);
322 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
323 inf
->v
[1] += sinf( a0
) * m
;
324 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
325 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
326 inf
->gravity
= gravity
;
328 v3_copy( target
, inf
->log
[inf
->log_length
++] );
331 if( fabsf(a1
-a
) < max_angle_delta
){
332 jump_info
*inf
= &jumps
[ valid_count
++ ];
333 reset_jump_info( inf
);
335 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
336 inf
->v
[1] += sinf( a1
) * m
;
337 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
338 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
339 inf
->gravity
= gravity
;
341 v3_copy( target
, inf
->log
[inf
->log_length
++] );
349 void player__approximate_best_trajectory( player_instance
*player
)
351 world_instance
*world0
= get_active_world();
353 struct player_skate
*s
= &player
->_skate
;
354 float k_trace_delta
= k_rb_delta
* 10.0f
;
356 s
->state
.air_start
= vg
.time
;
357 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
358 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
360 s
->possible_jump_count
= 0;
363 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
364 v3_normalize( axis
);
366 /* at high slopes, Y component is low */
367 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
368 angle_begin
= -(1.0f
-fabsf( upness
)),
371 struct grind_info grind
;
372 int grind_located
= 0;
373 float grind_located_gravity
= k_gravity
;
376 v3f launch_v_bounds
[2];
378 for( int i
=0; i
<2; i
++ ){
379 v3_copy( player
->rb
.v
, launch_v_bounds
[i
] );
380 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
384 q_axis_angle( qbias
, axis
, ang
);
385 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
388 for( int m
=0;m
<=30; m
++ ){
389 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
390 reset_jump_info( inf
);
392 v3f launch_co
, launch_v
, co0
, co1
;
393 v3_copy( player
->rb
.co
, launch_co
);
394 v3_copy( player
->rb
.v
, launch_v
);
395 v3_copy( launch_co
, co0
);
396 world_instance
*trace_world
= world0
;
398 float vt
= (float)m
* (1.0f
/30.0f
),
399 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
402 q_axis_angle( qbias
, axis
, ang
);
403 q_mulv( qbias
, launch_v
, launch_v
);
405 float yaw_sketch
= 1.0f
-fabsf(upness
);
407 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
408 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
409 q_mulv( qbias
, launch_v
, launch_v
);
411 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
412 gravity
= k_gravity
* gravity_bias
;
413 inf
->gravity
= gravity
;
414 v3_copy( launch_v
, inf
->v
);
417 m3x3_copy( player
->basis
, basis
);
419 for( int i
=1; i
<=50; i
++ ){
420 float t
= (float)i
* k_trace_delta
;
422 v3_muls( launch_v
, t
, co1
);
423 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
424 v3_add( launch_co
, co1
, co1
);
426 float launch_vy
= v3_dot( launch_v
,basis
[1] );
428 int search_for_grind
= 1;
429 if( grind_located
) search_for_grind
= 0;
430 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
434 v3f closest
={0.0f
,0.0f
,0.0f
};
435 if( search_for_grind
){
436 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
437 float min_dist
= 0.75f
;
438 min_dist
*= min_dist
;
440 if( v3_dist2( closest
, launch_co
) < min_dist
)
441 search_for_grind
= 0;
445 for( int j
=0; j
<2; j
++ ){
446 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
447 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
448 v3_add( launch_co
, bound
[j
], bound
[j
] );
451 float limh
= vg_minf( 2.0f
, t
),
452 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
453 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
455 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
456 search_for_grind
= 0;
460 search_for_grind
= 0;
463 if( search_for_grind
){
465 v3_copy( launch_v
, ve
);
466 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
468 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
469 /* check alignment */
470 v2f v0
= { v3_dot( ve
, basis
[0] ),
471 v3_dot( ve
, basis
[2] ) },
472 v1
= { v3_dot( grind
.dir
, basis
[0] ),
473 v3_dot( grind
.dir
, basis
[2] ) };
478 float a
= v2_dot( v0
, v1
);
480 float a_min
= cosf( VG_PIf
* 0.185f
);
481 if( s
->grind_cooldown
)
482 a_min
= cosf( VG_PIf
* 0.05f
);
485 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
487 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
490 grind_located_gravity
= inf
->gravity
;
495 if( trace_world
->rendering_gate
){
496 ent_gate
*gate
= trace_world
->rendering_gate
;
497 if( gate_intersect( gate
, co1
, co0
) ){
498 m4x3_mulv( gate
->transport
, co0
, co0
);
499 m4x3_mulv( gate
->transport
, co1
, co1
);
500 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
501 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
502 m3x3_mul( gate
->transport
, basis
, basis
);
504 if( gate
->type
== k_gate_type_nonlocel
){
505 trace_world
= &world_global
.worlds
[ gate
->target
];
513 float scan_radius
= k_board_radius
;
514 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
516 int idx
= spherecast_world(trace_world
, co0
, co1
, scan_radius
, &t1
, n
);
519 v3_lerp( co0
, co1
, t1
, co
);
520 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
522 v3_copy( n
, inf
->n
);
523 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
524 struct world_surface
*surf
=
525 world_tri_index_surface( trace_world
, tri
[0] );
527 inf
->type
= k_prediction_land
;
530 v3_copy( launch_v
, ve
);
531 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
533 inf
->score
= -v3_dot( ve
, inf
->n
);
534 inf
->land_dist
= t
+ k_trace_delta
* t1
;
536 /* Bias prediction towords ramps */
537 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
540 if( surf
->info
.flags
& k_material_flag_boundary
)
541 s
->possible_jump_count
--;
547 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
552 if( inf
->type
== k_prediction_unset
)
553 s
->possible_jump_count
--;
557 jump_info grind_jumps
[2];
560 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
561 0.175f
*VG_PIf
, grind_located_gravity
);
563 /* knock out original landing points in the 1m area */
564 for( u32 j
=0; j
<s
->possible_jump_count
; j
++ ){
565 jump_info
*jump
= &s
->possible_jumps
[ j
];
566 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
567 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
568 jump
->score
+= descale
*3.0f
;
571 for( int i
=0; i
<valid_count
; i
++ ){
572 jump_info
*jump
= &grind_jumps
[i
];
573 jump
->type
= k_prediction_grind
;
575 v3f launch_v
, launch_co
, co0
, co1
;
577 v3_copy( jump
->v
, launch_v
);
578 v3_copy( player
->rb
.co
, launch_co
);
581 m3x3_copy( player
->basis
, basis
);
583 float t
= 0.05f
* jump
->land_dist
;
584 v3_muls( launch_v
, t
, co0
);
585 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
586 v3_add( launch_co
, co0
, co0
);
588 /* rough scan to make sure we dont collide with anything */
589 for( int j
=1; j
<=16; j
++ ){
590 t
= (float)j
*(1.0f
/16.0f
);
593 t
*= jump
->land_dist
;
595 v3_muls( launch_v
, t
, co1
);
596 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
597 v3_add( launch_co
, co1
, co1
);
602 int idx
= spherecast_world( world0
, co0
,co1
,
603 k_board_radius
*0.1f
, &t1
, n
);
605 goto invalidated_grind
;
611 v3_copy( grind
.n
, jump
->n
);
613 /* determine score */
615 v3_copy( jump
->v
, ve
);
616 v3_muladds( ve
, player
->basis
[1], -jump
->gravity
*jump
->land_dist
, ve
);
617 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
619 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
627 float score_min
= INFINITY
,
628 score_max
= -INFINITY
;
630 jump_info
*best
= NULL
;
632 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
633 jump_info
*jump
= &s
->possible_jumps
[i
];
635 if( jump
->score
< score_min
)
638 score_min
= vg_minf( score_min
, jump
->score
);
639 score_max
= vg_maxf( score_max
, jump
->score
);
642 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
643 jump_info
*jump
= &s
->possible_jumps
[i
];
644 float s
= jump
->score
;
647 s
/= (score_max
-score_min
);
651 jump
->colour
= s
* 255.0f
;
655 else if( jump
->type
== k_prediction_land
)
658 jump
->colour
|= 0xff000000;
662 v3_copy( best
->n
, s
->land_normal
);
663 v3_copy( best
->v
, player
->rb
.v
);
664 s
->land_dist
= best
->land_dist
;
666 s
->state
.gravity_bias
= best
->gravity
;
668 if( best
->type
== k_prediction_grind
){
669 s
->state
.activity
= k_skate_activity_air_to_grind
;
673 joystick_state( k_srjoystick_steer
, steer
);
674 v2_normalize_clamp( steer
);
676 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
677 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
679 s
->state
.flip_time
= 0.0f
;
680 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
683 s
->state
.flip_rate
= 0.0f
;
684 v3_zero( s
->state
.flip_axis
);
688 v3_copy( player
->basis
[1], s
->land_normal
);
694 * Varius physics models
695 * ------------------------------------------------
699 * Air control, no real physics
701 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
703 struct player_skate
*s
= &player
->_skate
;
705 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
706 player__approximate_best_trajectory( player
);
708 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
709 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
711 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
714 q_axis_angle( correction
, axis
,
715 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
716 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
719 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
720 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
722 struct player_skate
*s
= &player
->_skate
;
725 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
727 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
728 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
730 v3_mul( strength
, F
, F
);
732 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
733 s
->board_trick_residualv
);
734 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
735 k_rb_delta
, s
->board_trick_residuald
);
737 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
738 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
741 int carry_on
= player_skate_trick_input( player
);
743 /* we assume velocities share a common divisor, in which case the
744 * interval is the minimum value (if not zero) */
746 float min_rate
= 99999.0f
;
748 for( int i
=0; i
<3; i
++ ){
749 float v
= s
->state
.trick_vel
[i
];
750 if( (v
> 0.0f
) && (v
< min_rate
) )
754 float interval
= 1.0f
/ min_rate
,
755 current
= floorf( s
->state
.trick_time
/ interval
),
756 next_end
= (current
+1.0f
) * interval
;
759 /* integrate trick velocities */
760 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
761 s
->state
.trick_euler
);
763 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
764 s
->state
.trick_time
= 0.0f
;
765 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
766 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
767 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
768 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
769 v3_zero( s
->state
.trick_vel
);
772 s
->state
.trick_time
+= k_rb_delta
;
775 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
776 s
->state
.trick_time
> 0.2f
)
778 player__skate_kill_audio( player
);
779 player__dead_transition( player
);
782 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
783 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
784 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
785 s
->state
.trick_time
= 0.0f
;
786 v3_zero( s
->state
.trick_vel
);
790 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
792 struct player_skate
*s
= &player
->_skate
;
794 float grabt
= axis_state( k_sraxis_grab
);
797 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
798 s
->state
.grab_mouse_delta
);
800 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
803 v2_zero( s
->state
.grab_mouse_delta
);
805 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
808 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
810 struct player_skate
*s
= &player
->_skate
;
813 joystick_state( k_srjoystick_steer
, jsteer
);
816 float steer
= jsteer
[0],
817 grab
= axis_state( k_sraxis_grab
);
819 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
822 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
827 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
828 rate
= 6.0f
* fabsf(steer
);
832 /* rotate slower when grabbing on ground */
833 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
835 if( s
->state
.activity
== k_skate_activity_grind_5050
){
840 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
841 rate
*= fabsf(steer
);
843 float a
= 0.8f
* -steer
* k_rb_delta
;
846 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
847 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
849 v3_normalize( s
->grind_vec
);
852 else if( s
->state
.manual_direction
){
858 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
859 addspeed
= (steer
* -top
) - current
,
860 maxaccel
= rate
* k_rb_delta
,
861 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
863 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
867 * Computes friction and surface interface model
869 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
871 struct player_skate
*s
= &player
->_skate
;
874 * Computing localized friction forces for controlling the character
875 * Friction across X is significantly more than Z
879 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
882 if( fabsf(vel
[2]) > 0.01f
)
883 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
885 if( fabsf( slip
) > 1.2f
)
886 slip
= vg_signf( slip
) * 1.2f
;
888 s
->state
.slip
= slip
;
889 s
->state
.reverse
= -vg_signf(vel
[2]);
891 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
892 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
894 /* Pushing additive force */
896 if( !button_press( k_srbind_jump
) ){
897 if( button_press( k_srbind_push
) || (vg
.time
-s
->state
.start_push
<0.75) )
899 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
900 s
->state
.start_push
= vg
.time
;
902 s
->state
.cur_push
= vg
.time
;
904 double push_time
= vg
.time
- s
->state
.start_push
;
906 float cycle_time
= push_time
*k_push_cycle_rate
,
907 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
908 amt
= accel
* VG_TIMESTEP_FIXED
,
909 current
= v3_length( vel
),
910 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
911 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
913 vel
[2] += delta
* -s
->state
.reverse
;
917 /* Send back to velocity */
918 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
921 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
923 struct player_skate
*s
= &player
->_skate
;
924 int charging_jump_prev
= s
->state
.charging_jump
;
925 s
->state
.charging_jump
= button_press( k_srbind_jump
);
927 /* Cannot charge this in air */
928 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
929 s
->state
.charging_jump
= 0;
933 if( s
->state
.charging_jump
){
934 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
936 if( !charging_jump_prev
)
937 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
940 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
943 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
945 /* player let go after charging past 0.2: trigger jump */
946 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
949 /* Launch more up if alignment is up else improve velocity */
950 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
952 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
954 if( s
->state
.activity
== k_skate_activity_ground
){
955 v3_copy( player
->rb
.v
, jumpdir
);
956 v3_normalize( jumpdir
);
957 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
958 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
959 v3_normalize( jumpdir
);
961 v3_copy( s
->state
.up_dir
, jumpdir
);
962 s
->grind_cooldown
= 30;
963 s
->state
.activity
= k_skate_activity_ground
;
966 joystick_state( k_srjoystick_steer
, steer
);
968 float tilt
= steer
[0] * 0.3f
;
969 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
972 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
973 q_mulv( qtilt
, jumpdir
, jumpdir
);
975 s
->surface_cooldown
= 10;
977 float force
= k_jump_force
*s
->state
.jump_charge
;
978 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
979 s
->state
.jump_charge
= 0.0f
;
980 s
->state
.jump_time
= vg
.time
;
983 audio_oneshot_3d( &audio_jumps
[vg_randu32()%2], player
->rb
.co
, 40.0f
, 1.0f
);
988 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
990 struct player_skate
*s
= &player
->_skate
;
992 if( s
->state
.activity
!= k_skate_activity_ground
){
993 v3_zero( s
->state
.throw_v
);
997 /* Throw / collect routine
999 if( axis_state( k_sraxis_grab
) > 0.5f
){
1000 if( s
->state
.activity
== k_skate_activity_ground
){
1002 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1007 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1010 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1012 if( s
->state
.activity
== k_skate_activity_ground
){
1013 if( v3_length2(player
->rb
.v
)<(20.0f
*20.0f
) )
1014 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1015 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1018 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1019 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1020 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1024 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1026 v3_copy( s
->state
.throw_v
, dir
);
1027 v3_normalize( dir
);
1029 float max
= v3_dot( dir
, s
->state
.throw_v
),
1030 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1031 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1035 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1037 struct player_skate
*s
= &player
->_skate
;
1039 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1040 v3_copy( s
->state
.up_dir
, ideal_dir
);
1041 v3_normalize( ideal_dir
);
1043 float grab
= axis_state( k_sraxis_grab
);
1044 v3_muladds( player
->rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1045 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1047 /* Apply velocities */
1049 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1052 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1053 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1055 float ra
= k_cog_mass_ratio
,
1056 rb
= 1.0f
-k_cog_mass_ratio
;
1058 /* Apply forces & intergrate */
1059 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1060 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1063 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1067 VG_STATIC
void skate_integrate( player_instance
*player
)
1069 struct player_skate
*s
= &player
->_skate
;
1071 float decay_rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1072 decay_rate_z
= decay_rate_x
,
1073 decay_rate_y
= 1.0f
;
1075 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1077 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1078 decay_rate_y
= decay_rate
;
1080 decay_rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1081 decay_rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1082 decay_rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1085 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate_x
,
1086 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1087 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate_z
;
1089 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1090 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1091 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1093 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1094 rb_update_transform( &player
->rb
);
1101 VG_STATIC
void skate_copy_holdout( player_instance
*player
)
1103 struct player_skate
*s
= &player
->_skate
;
1104 struct player_avatar
*av
= player
->playeravatar
;
1105 struct skeleton
*sk
= &av
->sk
;
1106 skeleton_copy_pose( sk
, s
->holdout
, player
->holdout_pose
);
1109 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1111 return (button_press( k_srbind_trick0
) ) |
1112 (button_press( k_srbind_trick1
) << 1) |
1113 (button_press( k_srbind_trick2
) << 1) |
1114 (button_press( k_srbind_trick2
) );
1117 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1119 struct player_skate
*s
= &player
->_skate
;
1121 if( button_down( k_srbind_use
) ){
1122 player
->subsystem
= k_player_subsystem_walk
;
1125 v3_copy( player
->cam
.angles
, angles
);
1128 skate_copy_holdout( player
);
1129 player
->holdout_time
= 0.34f
;
1130 player__skate_kill_audio( player
);
1131 player__walk_transition( player
, angles
);
1136 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1137 (trick_id
= player_skate_trick_input( player
)) )
1139 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1140 v3_zero( s
->state
.trick_vel
);
1141 s
->state
.trick_time
= 0.0f
;
1143 if( trick_id
== 1 ){
1144 s
->state
.trick_vel
[0] = 3.0f
;
1146 else if( trick_id
== 2 ){
1147 s
->state
.trick_vel
[2] = 3.0f
;
1149 else if( trick_id
== 3 ){
1150 s
->state
.trick_vel
[0] = 2.0f
;
1151 s
->state
.trick_vel
[2] = 2.0f
;
1157 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1159 struct player_skate
*s
= &player
->_skate
;
1161 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1162 jump_info
*jump
= &s
->possible_jumps
[i
];
1164 if( jump
->log_length
== 0 ){
1165 vg_fatal_error( "assert: jump->log_length == 0\n" );
1168 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1169 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1171 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1172 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1175 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1178 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1179 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1181 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1186 float air
= s
->state
.activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1187 speed
= v3_length( player
->rb
.v
),
1188 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1189 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
);
1191 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1195 f32 gate
= 1.0f
-menu
.factive
,
1196 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1197 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1198 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1200 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1203 s
->aud_air
= audio_get_first_idle_channel();
1205 audio_channel_init( s
->aud_air
, &audio_board
[1], flags
);
1208 if( !s
->aud_slide
){
1209 s
->aud_slide
= audio_get_first_idle_channel();
1211 audio_channel_init( s
->aud_slide
, &audio_board
[2], flags
);
1215 /* brrrrrrrrrrrt sound for tiles and stuff
1216 * --------------------------------------------------------*/
1217 float sidechain_amt
= 0.0f
,
1218 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1220 if( (s
->surface
== k_surface_prop_tiles
) &&
1221 (s
->state
.activity
< k_skate_activity_grind_any
) )
1222 sidechain_amt
= 1.0f
;
1224 sidechain_amt
= 0.0f
;
1226 audio_set_lfo_frequency( 0, hz
);
1227 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1228 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1230 if( s
->sample_change_cooldown
> 0.0f
){
1231 s
->sample_change_cooldown
-= vg
.time_frame_delta
;
1234 int sample_type
= k_skate_sample_concrete
;
1236 if( s
->state
.activity
== k_skate_activity_grind_5050
){
1237 if( s
->surface
== k_surface_prop_metal
)
1238 sample_type
= k_skate_sample_metal_scrape_generic
;
1240 sample_type
= k_skate_sample_concrete_scrape_metal
;
1242 else if( (s
->state
.activity
== k_skate_activity_grind_back50
) ||
1243 (s
->state
.activity
== k_skate_activity_grind_front50
) )
1245 if( s
->surface
== k_surface_prop_metal
){
1246 sample_type
= k_skate_sample_metal_scrape_generic
;
1249 float a
= v3_dot( player
->rb
.to_world
[2], s
->grind_dir
);
1250 if( fabsf(a
) > 0.70710678118654752f
)
1251 sample_type
= k_skate_sample_concrete_scrape_wood
;
1253 sample_type
= k_skate_sample_concrete_scrape_metal
;
1256 else if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1257 if( s
->surface
== k_surface_prop_metal
)
1258 sample_type
= k_skate_sample_metal_scrape_generic
;
1260 sample_type
= k_skate_sample_concrete_scrape_wood
;
1263 audio_clip
*relevant_samples
[] = {
1271 if( (s
->main_sample_type
!= sample_type
) || (!s
->aud_main
) ){
1273 audio_channel_crossfade( s
->aud_main
, relevant_samples
[sample_type
],
1275 s
->sample_change_cooldown
= 0.1f
;
1276 s
->main_sample_type
= sample_type
;
1281 s
->aud_main
->colour
= 0x00103efe;
1282 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1283 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1284 audio_channel_edit_volume( s
->aud_main
, vol_main
, 1 );
1285 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1287 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1288 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1292 s
->aud_slide
->colour
= 0x00103efe;
1293 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1294 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1295 audio_channel_edit_volume( s
->aud_slide
, vol_slide
, 1 );
1296 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1300 s
->aud_air
->colour
= 0x00103efe;
1301 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1302 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1303 audio_channel_edit_volume( s
->aud_air
, vol_air
, 1 );
1310 * truck alignment model at ra(local)
1311 * returns 1 if valid surface:
1312 * surface_normal will be filled out with an averaged normal vector
1313 * axel_dir will be the direction from left to right wheels
1315 * returns 0 if no good surface found
1318 int skate_compute_surface_alignment( player_instance
*player
,
1320 v3f surface_normal
, v3f axel_dir
)
1322 struct player_skate
*s
= &player
->_skate
;
1323 world_instance
*world
= get_active_world();
1325 v3f truck
, left
, right
;
1326 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1328 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1329 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1330 vg_line( left
, right
, colour
);
1332 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1334 ray_hit ray_l
, ray_r
;
1337 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1339 int res_l
= 0, res_r
= 0;
1341 for( int i
=0; i
<8; i
++ )
1343 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1344 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1345 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1346 ray_l
.dist
= 2.1f
* k_board_radius
;
1348 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1354 for( int i
=0; i
<8; i
++ )
1356 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1357 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1358 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1359 ray_r
.dist
= 2.1f
* k_board_radius
;
1361 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1369 v3f tangent_average
;
1370 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1371 v3_zero( tangent_average
);
1373 if( res_l
|| res_r
)
1376 v3_copy( midpoint
, p0
);
1377 v3_copy( midpoint
, p1
);
1381 v3_copy( ray_l
.pos
, p0
);
1382 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1383 v3_add( t
, tangent_average
, tangent_average
);
1387 v3_copy( ray_r
.pos
, p1
);
1388 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1389 v3_add( t
, tangent_average
, tangent_average
);
1392 v3_sub( p1
, p0
, v0
);
1397 /* fallback: use the closes point to the trucks */
1399 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1403 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1406 for( int j
=0; j
<3; j
++ )
1407 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1409 v3f vert0
, vert1
, n
;
1410 v3_sub( verts
[1], verts
[0], vert0
);
1411 v3_sub( verts
[2], verts
[0], vert1
);
1412 v3_cross( vert0
, vert1
, n
);
1415 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1418 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1419 v3_muladds( v0
, player
->rb
.to_world
[2],
1420 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1424 v3_cross( n
, player
->rb
.to_world
[0], t
);
1425 v3_add( t
, tangent_average
, tangent_average
);
1431 v3_muladds( truck
, v0
, k_board_width
, right
);
1432 v3_muladds( truck
, v0
, -k_board_width
, left
);
1434 vg_line( left
, right
, VG__WHITE
);
1436 v3_normalize( tangent_average
);
1437 v3_cross( v0
, tangent_average
, surface_normal
);
1438 v3_copy( v0
, axel_dir
);
1443 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1445 struct player_skate
*s
= &player
->_skate
;
1446 v3_zero( s
->weight_distribution
);
1448 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1451 joystick_state( k_srjoystick_steer
, steer
);
1453 if( s
->state
.manual_direction
== 0 ){
1454 if( (steer
[1] > 0.7f
) && (s
->state
.activity
== k_skate_activity_ground
) &&
1455 (s
->state
.jump_charge
<= 0.01f
) )
1456 s
->state
.manual_direction
= reverse_dir
;
1459 if( steer
[1] < 0.1f
){
1460 s
->state
.manual_direction
= 0;
1463 if( reverse_dir
!= s
->state
.manual_direction
){
1469 if( s
->state
.manual_direction
){
1470 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1471 s
->weight_distribution
[2] = k_board_length
* amt
*
1472 (float)s
->state
.manual_direction
;
1475 if( s
->state
.manual_direction
){
1478 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1479 v3_negate( plane_z
, plane_z
);
1481 v3_muladds( plane_z
, s
->surface_picture
,
1482 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1483 v3_normalize( plane_z
);
1485 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1486 v3_normalize( plane_z
);
1489 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1490 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1493 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1496 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1497 k_manul_spring
, k_manul_dampener
,
1502 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1504 struct player_skate
*s
= &player
->_skate
;
1506 if( s
->state
.activity
== k_skate_activity_ground
){
1508 v3_copy( s
->surface_picture
, target
);
1510 target
[1] += 2.0f
* s
->surface_picture
[1];
1511 v3_normalize( target
);
1513 v3_lerp( s
->state
.up_dir
, target
,
1514 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1516 else if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
1517 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1518 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1521 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1522 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1526 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1529 v3_sub( target
, origin
, dir
);
1532 ray
.dist
= v3_length( dir
);
1533 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1536 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1542 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1544 v3_copy( inf
->dir
, mtx
[0] );
1545 v3_copy( inf
->n
, mtx
[1] );
1546 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1549 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1550 struct grind_info
*inf
, float strength
)
1553 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1554 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1556 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1557 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1558 F
= a
* -dir
* k_grind_max_friction
;
1560 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1563 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1564 struct grind_info
*inf
, float strength
)
1567 skate_grind_orient( inf
, mtx
);
1568 m3x3_transpose( mtx
, mtx_inv
);
1571 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1573 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1574 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1575 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1578 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1579 float sign
, struct grind_info
*inf
,
1582 struct player_skate
*s
= &player
->_skate
;
1585 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1587 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1588 v3_add( player
->rb
.co
, raw
, wsp
);
1590 v3_copy( ra
, s
->weight_distribution
);
1593 v3_sub( inf
->co
, wsp
, delta
);
1596 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1599 skate_grind_decay( player
, inf
, strength
);
1600 skate_grind_friction( player
, inf
, strength
);
1602 /* yeah yeah yeah yeah */
1603 v3f raw_nplane
, axis
;
1604 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1605 v3_cross( raw_nplane
, inf
->n
, axis
);
1606 v3_normalize( axis
);
1610 skate_grind_orient( inf
, mtx
);
1611 v3f target_fwd
, fwd
, up
, target_up
;
1612 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1613 v3_copy( raw_nplane
, fwd
);
1614 v3_copy( player
->rb
.to_world
[1], up
);
1615 v3_copy( inf
->n
, target_up
);
1617 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1618 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1620 v3_normalize( target_fwd
);
1621 v3_normalize( fwd
);
1624 joystick_state( k_srjoystick_steer
, steer
);
1626 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1629 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1630 q_mulv( q
, target_up
, target_up
);
1631 q_mulv( q
, target_fwd
, target_fwd
);
1633 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1638 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1639 k_grind_spring
*strength
,
1640 k_grind_dampener
*strength
,
1643 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1644 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1645 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1647 s
->grind_strength
= strength
;
1650 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1651 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1652 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1655 v3_copy( inf
->dir
, s
->grind_dir
);
1658 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1659 struct grind_info
*inf_front
,
1660 struct grind_info
*inf_back
)
1662 struct player_skate
*s
= &player
->_skate
;
1663 struct grind_info inf_avg
;
1665 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1666 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1667 v3_normalize( inf_avg
.dir
);
1669 v3f axis_front
, axis_back
, axis
;
1670 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1671 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1672 v3_add( axis_front
, axis_back
, axis
);
1673 v3_normalize( axis
);
1675 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1676 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1679 joystick_state( k_srjoystick_steer
, steer
);
1681 float way
= steer
[1] *
1682 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1685 v3_copy( player
->rb
.to_world
[1], up
);
1686 v3_copy( inf_avg
.n
, target_up
);
1687 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1688 q_mulv( q
, target_up
, target_up
);
1690 v3_zero( s
->weight_distribution
);
1691 s
->weight_distribution
[2] = k_board_length
* -way
;
1693 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1698 v3f fwd_nplane
, dir_nplane
;
1699 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1700 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1703 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1704 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1706 v3_normalize( fwd_nplane
);
1707 v3_normalize( dir_nplane
);
1709 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1714 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1715 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1716 delta_front
, delta_back
, delta_total
;
1718 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1719 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1721 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1722 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1723 v3_add( delta_front
, delta_back
, delta_total
);
1725 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1728 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1729 v3_zero( limit
->ra
);
1730 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1733 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1736 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1737 struct grind_info
*inf
)
1739 struct player_skate
*s
= &player
->_skate
;
1741 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1742 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1744 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1745 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1747 /* Exit condition: lost grind tracking */
1748 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1751 /* Exit condition: cant see grind target directly */
1752 if( !skate_point_visible( wheel_co
, inf
->co
) )
1755 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1756 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1757 minv
= k_grind_axel_min_vel
*0.8f
;
1762 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1765 v3_copy( inf
->dir
, s
->grind_dir
);
1769 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1770 struct grind_info
*inf
)
1772 struct player_skate
*s
= &player
->_skate
;
1775 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1778 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1779 v3_add( player
->rb
.co
, raw
, wsp
);
1781 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1783 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1786 /* velocity should be at least 60% aligned */
1788 v3_cross( inf
->n
, inf
->dir
, axis
);
1789 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1791 if( v3_length2( pv
) < 0.0001f
)
1795 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1798 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1802 /* check for vertical alignment */
1803 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1807 v3f local_co
, local_dir
, local_n
;
1808 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1809 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1810 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1812 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1814 float truck_height
= -(k_board_radius
+0.03f
);
1817 v3_cross( player
->rb
.w
, raw
, rv
);
1818 v3_add( player
->rb
.v
, rv
, rv
);
1820 if( (local_co
[1] >= truck_height
) &&
1821 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1830 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1831 struct grind_info
*inf
)
1833 struct player_skate
*s
= &player
->_skate
;
1835 v3f local_co
, local_dir
, local_n
;
1836 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1837 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1838 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1841 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1843 v3_copy( intersection
, s
->weight_distribution
);
1845 skate_grind_decay( player
, inf
, 0.0125f
);
1846 skate_grind_friction( player
, inf
, 0.25f
);
1848 /* direction alignment */
1850 v3_cross( local_dir
, local_n
, perp
);
1851 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1852 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1854 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1855 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1858 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1859 q_mulv( qbalance
, perp
, perp
);
1861 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1863 k_grind_spring
, k_grind_dampener
,
1866 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1868 k_grind_spring
, k_grind_dampener
,
1871 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1872 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1874 v3_copy( inf
->dir
, s
->grind_dir
);
1877 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1878 struct grind_info
*inf
)
1880 struct player_skate
*s
= &player
->_skate
;
1882 if( skate_grind_scansq( player
, player
->rb
.co
,
1883 player
->rb
.to_world
[0], k_board_length
,
1886 v3f local_co
, local_dir
;
1887 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1888 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1890 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1891 (local_co
[1] >= 0.0f
) && /* at deck level */
1892 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1894 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1904 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1905 struct grind_info
*inf
)
1907 struct player_skate
*s
= &player
->_skate
;
1909 if( !skate_grind_scansq( player
, player
->rb
.co
,
1910 player
->rb
.to_world
[0], k_board_length
,
1914 /* Exit condition: cant see grind target directly */
1916 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1917 if( !skate_point_visible( vis
, inf
->co
) )
1920 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1921 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1922 minv
= k_grind_axel_min_vel
*0.8f
;
1927 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1933 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1934 struct grind_info
*inf
)
1936 struct player_skate
*s
= &player
->_skate
;
1939 skate_grind_orient( inf
, mtx
);
1940 m3x3_transpose( mtx
, mtx
);
1943 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1945 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1946 v3_normalize( s
->grind_vec
);
1947 v3_copy( inf
->dir
, s
->grind_dir
);
1950 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1952 struct player_skate
*s
= &player
->_skate
;
1954 if( s
->grind_cooldown
> 100 ){
1955 vg_fatal_error( "wth!\n" );
1958 /* debounces this state manager a little bit */
1959 if( s
->grind_cooldown
){
1960 s
->grind_cooldown
--;
1961 return k_skate_activity_undefined
;
1964 struct grind_info inf_back50
,
1976 joystick_state( k_srjoystick_steer
, steer
);
1978 if( s
->state
.activity
== k_skate_activity_grind_5050
||
1979 s
->state
.activity
== k_skate_activity_grind_back50
||
1980 s
->state
.activity
== k_skate_activity_grind_front50
)
1982 float tilt
= steer
[1];
1984 if( fabsf(tilt
) >= 0.25f
){
1985 v3f raw
= {0.0f
,0.0f
,tilt
};
1986 m3x3_mulv( player
->rb
.to_world
, raw
, raw
);
1988 float way
= tilt
* vg_signf( v3_dot( raw
, player
->rb
.v
) );
1990 if( way
< 0.0f
) allow_front
= 0;
1991 else allow_back
= 0;
1995 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1996 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1998 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
1999 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2002 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2004 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
2005 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2008 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2010 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
2012 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2014 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2017 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2020 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2023 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2025 if( res_back50
!= res_front50
){
2026 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2028 res_back50
&= wants_to_do_that
;
2029 res_front50
&= wants_to_do_that
;
2033 const enum skate_activity table
[] =
2034 { /* slide | back | front */
2035 k_skate_activity_undefined
, /* 0 0 0 */
2036 k_skate_activity_grind_front50
, /* 0 0 1 */
2037 k_skate_activity_grind_back50
, /* 0 1 0 */
2038 k_skate_activity_grind_5050
, /* 0 1 1 */
2040 /* slide has priority always */
2041 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2042 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2043 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2044 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2046 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2048 if( new_activity
== k_skate_activity_undefined
){
2049 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2050 s
->grind_cooldown
= 15;
2051 s
->surface_cooldown
= 10;
2054 else if( new_activity
== k_skate_activity_grind_boardslide
){
2055 skate_boardslide_apply( player
, &inf_slide
);
2057 else if( new_activity
== k_skate_activity_grind_back50
){
2058 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
2059 skate_store_grind_vec( player
, &inf_back50
);
2061 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
2063 else if( new_activity
== k_skate_activity_grind_front50
){
2064 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
2065 skate_store_grind_vec( player
, &inf_front50
);
2067 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2069 else if( new_activity
== k_skate_activity_grind_5050
)
2070 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2072 return new_activity
;
2075 VG_STATIC
void player__skate_update( player_instance
*player
)
2077 struct player_skate
*s
= &player
->_skate
;
2078 world_instance
*world
= get_active_world();
2080 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2081 s
->state
.activity_prev
= s
->state
.activity
;
2083 struct board_collider
2090 enum board_collider_state
2092 k_collider_state_default
,
2093 k_collider_state_disabled
,
2094 k_collider_state_colliding
2101 { 0.0f
, 0.0f
, -k_board_length
},
2102 .radius
= k_board_radius
,
2106 { 0.0f
, 0.0f
, k_board_length
},
2107 .radius
= k_board_radius
,
2114 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2116 float min_dist
= 0.6f
;
2117 for( int i
=0; i
<2; i
++ ){
2119 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2121 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2122 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2126 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2127 vy
= vg_maxf( 0.0f
, vy
);
2129 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2131 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2133 wheels
[0].pos
[1] = s
->state
.slap
;
2134 wheels
[1].pos
[1] = s
->state
.slap
;
2140 const int k_wheel_count
= 2;
2142 s
->substep
= k_rb_delta
;
2143 s
->substep_delta
= s
->substep
;
2146 int substep_count
= 0;
2148 v3_zero( s
->surface_picture
);
2150 int prev_contacts
[2];
2152 for( int i
=0; i
<k_wheel_count
; i
++ ){
2153 wheels
[i
].state
= k_collider_state_default
;
2154 prev_contacts
[i
] = s
->wheel_contacts
[i
];
2157 /* check if we can enter or continue grind */
2158 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2159 if( grindable_activity
!= k_skate_activity_undefined
){
2160 s
->state
.activity
= grindable_activity
;
2164 int contact_count
= 0;
2165 for( int i
=0; i
<2; i
++ ){
2167 v3_copy( player
->rb
.to_world
[0], axel
);
2169 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2170 wheels
[i
].colour
, normal
, axel
) )
2172 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2174 k_surface_spring
, k_surface_dampener
,
2177 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2179 s
->wheel_contacts
[i
] = 1;
2182 s
->wheel_contacts
[i
] = 0;
2185 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2188 if( s
->surface_cooldown
){
2189 s
->surface_cooldown
--;
2193 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2195 for( int i
=0; i
<2; i
++ ){
2196 if( !prev_contacts
[i
] ){
2198 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, co
);
2199 audio_oneshot_3d( &audio_taps
[vg_randu32()%4], co
, 40.0f
, 0.75f
);
2205 if( contact_count
){
2206 s
->state
.activity
= k_skate_activity_ground
;
2207 s
->state
.gravity_bias
= k_gravity
;
2208 v3_normalize( s
->surface_picture
);
2210 skate_apply_friction_model( player
);
2211 skate_weight_distribute( player
);
2214 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2215 s
->state
.activity
= k_skate_activity_air
;
2217 v3_zero( s
->weight_distribution
);
2218 skate_apply_air_model( player
);
2223 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2224 wheels
[1].state
= k_collider_state_disabled
;
2225 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2226 wheels
[0].state
= k_collider_state_disabled
;
2227 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2228 wheels
[0].state
= k_collider_state_disabled
;
2229 wheels
[1].state
= k_collider_state_disabled
;
2232 /* all activities */
2233 skate_apply_steering_model( player
);
2234 skate_adjust_up_direction( player
);
2235 skate_apply_cog_model( player
);
2236 skate_apply_jump_model( player
);
2237 skate_apply_grab_model( player
);
2238 skate_apply_trick_model( player
);
2239 skate_apply_pump_model( player
);
2244 * Phase 0: Continous collision detection
2245 * --------------------------------------------------------------------------
2248 v3f head_wp0
, head_wp1
, start_co
;
2249 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2250 v3_copy( player
->rb
.co
, start_co
);
2252 /* calculate transform one step into future */
2255 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2257 if( v3_length2( player
->rb
.w
) > 0.0f
){
2260 v3_copy( player
->rb
.w
, axis
);
2262 float mag
= v3_length( axis
);
2263 v3_divs( axis
, mag
, axis
);
2264 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2265 q_mul( rotation
, player
->rb
.q
, future_q
);
2266 q_normalize( future_q
);
2269 v4_copy( player
->rb
.q
, future_q
);
2271 v3f future_cg
, current_cg
, cg_offset
;
2272 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2273 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2274 v3_sub( future_cg
, current_cg
, cg_offset
);
2276 /* calculate the minimum time we can move */
2277 float max_time
= s
->substep
;
2279 for( int i
=0; i
<k_wheel_count
; i
++ ){
2280 if( wheels
[i
].state
== k_collider_state_disabled
)
2283 v3f current
, future
, r_cg
;
2285 q_mulv( future_q
, wheels
[i
].pos
, future
);
2286 v3_add( future
, future_co
, future
);
2287 v3_add( cg_offset
, future
, future
);
2289 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2290 v3_add( current
, player
->rb
.co
, current
);
2295 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2296 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2297 max_time
= vg_minf( max_time
, t
* s
->substep
);
2300 /* clamp to a fraction of delta, to prevent locking */
2301 float rate_lock
= substep_count
;
2302 rate_lock
*= k_rb_delta
* 0.1f
;
2303 rate_lock
*= rate_lock
;
2305 max_time
= vg_maxf( max_time
, rate_lock
);
2306 s
->substep_delta
= max_time
;
2309 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2310 if( v3_length2( player
->rb
.w
) > 0.0f
){
2313 v3_copy( player
->rb
.w
, axis
);
2315 float mag
= v3_length( axis
);
2316 v3_divs( axis
, mag
, axis
);
2317 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2318 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2319 q_normalize( player
->rb
.q
);
2321 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2322 v3_sub( current_cg
, future_cg
, cg_offset
);
2323 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2326 rb_update_transform( &player
->rb
);
2327 v3_muladds( player
->rb
.v
, player
->basis
[1],
2328 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2330 s
->substep
-= s
->substep_delta
;
2332 rb_ct manifold
[128];
2333 int manifold_len
= 0;
2336 * Phase -1: head detection
2337 * --------------------------------------------------------------------------
2339 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2343 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2344 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2346 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2347 rb_update_transform( &player
->rb
);
2349 player__skate_kill_audio( player
);
2350 player__dead_transition( player
);
2355 * Phase 1: Regular collision detection
2356 * --------------------------------------------------------------------------
2359 for( int i
=0; i
<k_wheel_count
; i
++ ){
2360 if( wheels
[i
].state
== k_collider_state_disabled
)
2364 m3x3_identity( mtx
);
2365 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2367 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2369 rb_ct
*man
= &manifold
[ manifold_len
];
2371 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2373 wheels
[i
].state
= k_collider_state_colliding
;
2378 float grind_radius
= k_board_radius
* 0.75f
;
2379 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2380 .radius
=grind_radius
};
2382 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2383 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2384 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2385 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2386 grind_radius
+ k_board_radius
*0.25f
+s
->state
.slap
, mtx
[3] );
2388 rb_ct
*cman
= &manifold
[manifold_len
];
2390 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2394 for( int i
=0; i
<l
; i
++ )
2395 cman
[l
].type
= k_contact_type_edge
;
2396 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2397 l
= rb_manifold_apply_filtered( cman
, l
);
2402 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2405 if( s
->state
.activity
>= k_skate_activity_grind_any
){
2406 for( int i
=0; i
<s
->limit_count
; i
++ ){
2407 struct grind_limit
*limit
= &s
->limits
[i
];
2408 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2409 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2410 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2412 ct
->type
= k_contact_type_default
;
2418 * --------------------------------------------------------------------------
2423 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2424 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2426 for( int i
=0; i
<manifold_len
; i
++ ){
2427 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2428 rb_debug_contact( &manifold
[i
] );
2431 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2432 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2433 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2434 ey2
= k_board_interia
*extent
[1]*extent
[1],
2435 ez2
= k_board_interia
*extent
[2]*extent
[2];
2437 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2438 float inv_mass
= 1.0f
/mass
;
2441 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2442 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2443 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2446 m3x3_identity( iI
);
2453 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2454 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2456 for( int j
=0; j
<10; j
++ ){
2457 for( int i
=0; i
<manifold_len
; i
++ ){
2459 * regular dance; calculate velocity & total mass, apply impulse.
2462 struct contact
*ct
= &manifold
[i
];
2465 v3_sub( ct
->co
, world_cog
, delta
);
2466 v3_cross( player
->rb
.w
, delta
, rv
);
2467 v3_add( player
->rb
.v
, rv
, rv
);
2470 v3_cross( delta
, ct
->n
, raCn
);
2473 m3x3_mulv( iIw
, raCn
, raCnI
);
2475 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2476 vn
= v3_dot( rv
, ct
->n
),
2477 lambda
= normal_mass
* ( -vn
);
2479 float temp
= ct
->norm_impulse
;
2480 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2481 lambda
= ct
->norm_impulse
- temp
;
2484 v3_muls( ct
->n
, lambda
, impulse
);
2486 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2487 v3_cross( delta
, impulse
, impulse
);
2488 m3x3_mulv( iIw
, impulse
, impulse
);
2489 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2491 v3_cross( player
->rb
.w
, delta
, rv
);
2492 v3_add( player
->rb
.v
, rv
, rv
);
2493 vn
= v3_dot( rv
, ct
->n
);
2498 rb_depenetrate( manifold
, manifold_len
, dt
);
2499 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2500 rb_update_transform( &player
->rb
);
2504 if( s
->substep
>= 0.0001f
)
2505 goto begin_collision
; /* again! */
2508 * End of collision and dynamics routine
2509 * --------------------------------------------------------------------------
2512 s
->surface
= k_surface_prop_concrete
;
2514 for( int i
=0; i
<manifold_len
; i
++ ){
2515 rb_ct
*ct
= &manifold
[i
];
2516 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2518 if( surf
->info
.surface_prop
> s
->surface
)
2519 s
->surface
= surf
->info
.surface_prop
;
2522 for( int i
=0; i
<k_wheel_count
; i
++ ){
2524 m3x3_copy( player
->rb
.to_world
, mtx
);
2525 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2526 debug_sphere( mtx
, wheels
[i
].radius
,
2527 (u32
[]){ VG__WHITE
, VG__BLACK
,
2528 wheels
[i
].colour
}[ wheels
[i
].state
]);
2531 skate_integrate( player
);
2532 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2535 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2538 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2539 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2540 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2541 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2542 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2543 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2544 s
->state
.head_position
);
2545 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2547 v4f transport_rotation
;
2548 m3x3_q( gate
->transport
, transport_rotation
);
2549 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2550 q_mul( transport_rotation
, s
->state
.smoothed_rotation
,
2551 s
->state
.smoothed_rotation
);
2552 rb_update_transform( &player
->rb
);
2554 s
->state_gate_storage
= s
->state
;
2555 player__pass_gate( player
, gate
);
2558 /* FIXME: Rate limit */
2559 static int stick_frames
= 0;
2561 if( s
->state
.activity
>= k_skate_activity_ground
)
2566 if( stick_frames
> 5 ) stick_frames
= 5;
2568 if( stick_frames
== 4 ){
2571 if( s
->state
.activity
== k_skate_activity_ground
){
2572 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2573 audio_oneshot_3d( &audio_lands
[vg_randu32()%2+3], player
->rb
.co
,
2577 audio_oneshot_3d( &audio_lands
[vg_randu32()%3], player
->rb
.co
,
2581 else if( s
->surface
== k_surface_prop_metal
){
2582 audio_oneshot_3d( &audio_board
[3], player
->rb
.co
, 40.0f
, 1.0f
);
2585 audio_oneshot_3d( &audio_board
[8], player
->rb
.co
, 40.0f
, 1.0f
);
2589 } else if( stick_frames
== 0 ){
2594 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2596 struct player_skate
*s
= &player
->_skate
;
2597 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2600 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2603 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2607 const char *activity_txt
[] =
2612 "undefined (INVALID)",
2613 "grind_any (INVALID)",
2615 "grind_metallic (INVALID)",
2621 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2623 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2624 s
->state
.steerx_s
, s
->state
.steery_s
,
2625 k_steer_ground
, k_steer_air
);
2627 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2628 s
->state
.flip_time
);
2629 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2630 s
->state
.trick_vel
[0],
2631 s
->state
.trick_vel
[1],
2632 s
->state
.trick_vel
[2] );
2633 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2634 s
->state
.trick_euler
[0],
2635 s
->state
.trick_euler
[1],
2636 s
->state
.trick_euler
[2] );
2639 VG_STATIC
void player__skate_animate( player_instance
*player
,
2640 player_animation
*dest
)
2642 struct player_skate
*s
= &player
->_skate
;
2643 struct player_avatar
*av
= player
->playeravatar
;
2644 struct skeleton
*sk
= &av
->sk
;
2647 float kheight
= 2.0f
,
2653 v3f cog_local
, cog_ideal
;
2654 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2656 v3_copy( s
->state
.up_dir
, cog_ideal
);
2657 v3_normalize( cog_ideal
);
2658 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2660 v3_sub( cog_ideal
, cog_local
, offset
);
2663 v3_muls( offset
, 4.0f
, offset
);
2666 float curspeed
= v3_length( player
->rb
.v
),
2667 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2668 kicks
= (vg_randf64()-0.5f
)*2.0f
*kickspeed
,
2669 sign
= vg_signf( kicks
);
2671 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2672 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2675 offset
[0] += s
->wobble
[1]*3.0f
;
2680 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2681 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2683 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2686 * Animation blending
2687 * ===========================================
2692 float desired
= 0.0f
;
2693 if( s
->state
.activity
== k_skate_activity_ground
)
2694 desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2696 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2699 /* movement information */
2701 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
2703 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2704 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2705 fly
= iair
? 1.0f
: 0.0f
,
2706 wdist
= s
->weight_distribution
[2] / k_board_length
;
2708 if( s
->state
.activity
>= k_skate_activity_grind_any
)
2711 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2712 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2713 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 3.4f
*vg
.time_delta
);
2714 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2717 mdl_keyframe apose
[32], bpose
[32];
2718 mdl_keyframe ground_pose
[32];
2720 /* when the player is moving fast he will crouch down a little bit */
2721 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2722 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2725 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2726 stand_blend
= offset
[1]*-2.0f
;
2729 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2731 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2733 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2734 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2735 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2738 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2739 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2740 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2743 double push_time
= vg
.time
- s
->state
.start_push
;
2744 s
->blend_push
= vg_lerpf( s
->blend_push
,
2745 (vg
.time
- s
->state
.cur_push
) < 0.125,
2746 6.0f
*vg
.time_delta
);
2748 if( s
->state
.reverse
> 0.0f
)
2749 skeleton_sample_anim( sk
, s
->anim_push
, push_time
, bpose
);
2751 skeleton_sample_anim( sk
, s
->anim_push_reverse
, push_time
, bpose
);
2753 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2756 float jump_start_frame
= 14.0f
/30.0f
;
2758 float charge
= s
->state
.jump_charge
;
2759 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2761 float setup_frame
= charge
* jump_start_frame
,
2762 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2764 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2765 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2766 setup_frame
= jump_frame
;
2768 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2770 s
->anim_ollie_reverse
;
2772 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2773 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2776 mdl_keyframe air_pose
[32];
2779 joystick_state( k_srjoystick_steer
, steer
);
2781 float target
= -steer
[1];
2783 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2785 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2786 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2788 static v2f grab_choice
;
2791 joystick_state( k_srjoystick_grab
, grab_input
);
2792 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2794 if( v2_length2( grab_input
) <= 0.001f
)
2795 grab_input
[0] = -1.0f
;
2797 v2_normalize_clamp( grab_input
);
2798 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2800 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2801 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2802 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2804 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2805 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2808 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2811 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2812 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2813 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2814 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2815 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2816 *kf_hip
= &dest
->pose
[av
->id_hip
-1],
2817 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2818 &dest
->pose
[av
->id_wheel_l
-1] };
2821 mdl_keyframe grind_pose
[32];
2823 float grind_frame
= 0.5f
;
2825 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2827 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2831 float grind
=s
->state
.activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2832 s
->blend_grind
= vg_lerpf( s
->blend_grind
, grind
, 5.0f
*vg
.time_delta
);
2833 s
->blend_grind_balance
=vg_lerpf( s
->blend_grind_balance
,
2834 grind_frame
, 5.0f
*vg
.time_delta
);
2836 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
2838 skeleton_sample_anim( sk
, s
->anim_grind
, grind_frame
, apose
);
2839 skeleton_sample_anim( sk
, s
->anim_grind_jump
, grind_frame
, bpose
);
2840 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_jump
, grind_pose
);
2842 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2844 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2846 /* additive effects */
2848 u32 apply_to
[] = { av
->id_hip
,
2852 av
->id_ik_elbow_r
};
2854 float apply_rates
[] = { 1.0f
,
2860 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2861 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2862 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2865 /* angle correction */
2866 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
2868 if( v4_length(s
->state
.smoothed_rotation
) <= 0.1f
||
2869 v4_length(s
->state
.smoothed_rotation
) >= 1.1f
){
2870 vg_warn( "FIX THIS! CARROT\n" );
2871 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
2873 v4_lerp( s
->state
.smoothed_rotation
, player
->rb
.q
,
2874 2.0f
*vg
.time_frame_delta
,
2875 s
->state
.smoothed_rotation
);
2876 q_normalize( s
->state
.smoothed_rotation
);
2878 v3f yaw_ref
= {1.0f
,0.0f
,0.0f
},
2879 yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2880 q_mulv( player
->rb
.q
, yaw_ref
, yaw_ref
);
2881 q_mulv( s
->state
.smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2882 m3x3_mulv( player
->rb
.to_local
, yaw_smooth
, yaw_smooth
);
2883 m3x3_mulv( player
->rb
.to_local
, yaw_ref
, yaw_ref
);
2885 float yaw_counter_rotate
= v3_dot(yaw_ref
,yaw_smooth
);
2886 yaw_counter_rotate
= vg_clampf(yaw_counter_rotate
,-1.0f
,1.0f
);
2887 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2888 yaw_counter_rotate
*= 1.0f
-s
->blend_fly
;
2891 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2892 v3_normalize( ndir
);
2894 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2896 float a
= v3_dot( ndir
, up
);
2897 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2900 v4f qfixup
, qcounteryaw
, qtotal
;
2902 v3_cross( up
, ndir
, axis
);
2903 q_axis_angle( qfixup
, axis
, a
);
2905 q_axis_angle( qcounteryaw
, (v3f
){0.0f
,1.0f
,0.0f
}, yaw_counter_rotate
);
2906 q_mul( qcounteryaw
, qfixup
, qtotal
);
2907 q_normalize( qtotal
);
2909 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2911 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2913 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2914 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2916 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
2921 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2922 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2924 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2925 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2930 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2933 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2935 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2936 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2937 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2939 q_mul( qpitchr
, qrollr
, qtrickr
);
2940 q_mul( qyawr
, qtrickr
, qtotal
);
2941 q_normalize( qtotal
);
2943 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2946 /* trick rotation */
2947 v4f qtrick
, qyaw
, qpitch
, qroll
;
2949 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2951 float jump_t
= vg
.time
-s
->state
.jump_time
;
2955 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2956 extra
*= s
->state
.slap
* 4.0f
;
2958 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2959 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] + extra
);
2960 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2962 q_mul( qyaw
, qroll
, qtrick
);
2963 q_mul( qpitch
, qtrick
, qtrick
);
2964 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2965 q_normalize( kf_board
->q
);
2967 struct player_board
*board
= player_get_player_board( player
);
2970 /* foot weight distribution */
2971 if( s
->blend_weight
> 0.0f
){
2973 vg_lerpf( kf_foot_l
->co
[2],
2974 board
->truck_positions
[k_board_truck_back
][2]+0.3f
,
2975 0.5f
*s
->blend_weight
);
2979 vg_lerpf( kf_foot_r
->co
[2],
2980 board
->truck_positions
[k_board_truck_front
][2]-0.3f
,
2981 -0.5f
*s
->blend_weight
);
2985 float slapm
= vg_maxf( 1.0f
-v3_length2( s
->state
.trick_vel
), 0.0f
);
2986 s
->subslap
= vg_lerpf( s
->subslap
, slapm
, vg
.time_delta
*10.0f
);
2988 kf_foot_l
->co
[1] += s
->state
.slap
;
2989 kf_foot_r
->co
[1] += s
->state
.slap
;
2990 kf_knee_l
->co
[1] += s
->state
.slap
;
2991 kf_knee_r
->co
[1] += s
->state
.slap
;
2992 kf_board
->co
[1] += s
->state
.slap
* s
->subslap
;
2993 kf_hip
->co
[1] += s
->state
.slap
* 0.25f
;
2996 * animation wishlist:
2997 * boardslide/grind jump animations
2998 * when tricking the slap should not appply or less apply
2999 * not animations however DONT target grinds that are vertically down.
3002 /* truck rotation */
3003 for( int i
=0; i
<2; i
++ )
3005 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
3006 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
3009 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3010 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3011 q_normalize( kf_wheels
[i
]->q
);
3017 *kf_head
= &dest
->pose
[av
->id_head
-1],
3018 *kf_elbow_l
= &dest
->pose
[av
->id_ik_elbow_l
-1],
3019 *kf_elbow_r
= &dest
->pose
[av
->id_ik_elbow_r
-1],
3020 *kf_hand_l
= &dest
->pose
[av
->id_ik_hand_l
-1],
3021 *kf_hand_r
= &dest
->pose
[av
->id_ik_hand_r
-1];
3023 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3024 warble
*= vg_maxf(s
->blend_grind
,fabsf(s
->blend_weight
)) * 0.3f
;
3027 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3029 v3f origin
= {0.0f
,0.2f
,0.0f
};
3030 keyframe_rotate_around( kf_hand_l
, origin
,
3031 av
->sk
.bones
[av
->id_ik_hand_l
].co
, qrot
);
3032 keyframe_rotate_around( kf_hand_r
, origin
,
3033 av
->sk
.bones
[av
->id_ik_hand_r
].co
, qrot
);
3034 keyframe_rotate_around( kf_hip
, origin
,
3035 av
->sk
.bones
[av
->id_hip
].co
, qrot
);
3036 keyframe_rotate_around( kf_elbow_r
, origin
,
3037 av
->sk
.bones
[av
->id_ik_elbow_r
].co
, qrot
);
3038 keyframe_rotate_around( kf_elbow_l
, origin
,
3039 av
->sk
.bones
[av
->id_ik_elbow_l
].co
, qrot
);
3041 q_inv( qrot
, qrot
);
3042 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3043 q_normalize( kf_head
->q
);
3047 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
3050 q_mulv( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
3051 v3_copy( dest
->root_co
, ext_co
);
3052 v3_muladds( dest
->root_co
, ext_up
, -0.1f
, dest
->root_co
);
3055 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
3056 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
3058 float substep
= vg
.time_fixed_extrapolate
;
3059 float t
= s
->state
.flip_time
+s
->state
.flip_rate
*substep
*k_rb_delta
;
3060 sign
= vg_signf( t
);
3062 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3063 t
= sign
* (1.0f
-t
*t
);
3065 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3066 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
3067 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3069 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
3071 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
3072 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
3073 q_normalize( dest
->root_q
);
3075 v3f rotation_point
, rco
;
3076 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
3077 v3_sub( dest
->root_co
, rotation_point
, rco
);
3079 q_mulv( qflip
, rco
, rco
);
3080 v3_add( rco
, rotation_point
, dest
->root_co
);
3083 skeleton_copy_pose( sk
, dest
->pose
, s
->holdout
);
3086 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
3088 struct player_skate
*s
= &player
->_skate
;
3089 struct player_avatar
*av
= player
->playeravatar
;
3091 player
->cam_velocity_influence
= 1.0f
;
3093 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3094 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
3095 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
3096 s
->state
.head_position
);
3098 /* TODO: Extrapolate to_local matrix? */
3101 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
3103 struct player_skate
*s
= &player
->_skate
;
3105 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
3106 s
->blend_fly
= 1.0f
;
3108 s
->blend_fly
= 0.0f
;
3110 s
->blend_slide
= 0.0f
;
3113 s
->blend_grind
= 0.0f
;
3114 s
->blend_grind_balance
= 0.0f
;
3115 s
->blend_stand
= 0.0f
;
3116 s
->blend_push
= 0.0f
;
3117 s
->blend_jump
= 0.0f
;
3118 s
->blend_airdir
= 0.0f
;
3119 s
->blend_weight
= 0.0f
;
3121 v2_zero( s
->wobble
);
3123 v3_zero( s
->board_trick_residuald
);
3124 v3_zero( s
->board_trick_residualv
);
3125 v3_zero( s
->truckv0
[0] );
3126 v3_zero( s
->truckv0
[1] );
3129 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
3131 struct player_skate
*s
= &player
->_skate
;
3132 s
->state
.jump_charge
= 0.0f
;
3133 s
->state
.charging_jump
= 0;
3134 s
->state
.jump_dir
= 0;
3135 v3_zero( s
->state
.flip_axis
);
3136 s
->state
.flip_time
= 0.0f
;
3137 s
->state
.flip_rate
= 0.0f
;
3138 s
->state
.reverse
= 0.0f
;
3139 s
->state
.slip
= 0.0f
;
3140 s
->state
.grabbing
= 0.0f
;
3141 v2_zero( s
->state
.grab_mouse_delta
);
3142 s
->state
.slap
= 0.0f
;
3143 s
->state
.jump_time
= 0.0;
3144 s
->state
.start_push
= 0.0;
3145 s
->state
.cur_push
= 0.0;
3146 s
->state
.air_start
= 0.0;
3148 v3_zero( s
->state
.air_init_v
);
3149 v3_zero( s
->state
.air_init_co
);
3151 s
->state
.gravity_bias
= k_gravity
;
3152 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3153 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
3154 v3_zero( s
->state
.throw_v
);
3155 v3_zero( s
->state
.trick_vel
);
3156 v3_zero( s
->state
.trick_euler
);
3157 v3_zero( s
->state
.cog_v
);
3158 s
->grind_cooldown
= 0;
3159 s
->surface_cooldown
= 0;
3160 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
3161 v3_copy( player
->rb
.to_world
[1], s
->state
.up_dir
);
3162 v3_copy( player
->rb
.to_world
[1], s
->surface_picture
);
3163 v3_zero( s
->weight_distribution
);
3164 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
3167 VG_STATIC
void player__skate_reset( player_instance
*player
,
3170 struct player_skate
*s
= &player
->_skate
;
3171 v3_zero( player
->rb
.v
);
3172 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3174 s
->state
.activity
= k_skate_activity_air
;
3175 s
->state
.activity_prev
= k_skate_activity_air
;
3177 player__skate_clear_mechanics( player
);
3178 player__skate_reset_animator( player
);
3180 v3_zero( s
->state
.head_position
);
3181 s
->state
.head_position
[1] = 1.8f
;
3184 VG_STATIC
void player__skate_restore( player_instance
*player
)
3186 struct player_skate
*s
= &player
->_skate
;
3187 s
->state
= s
->state_gate_storage
;
3190 #endif /* PLAYER_SKATE_C */