reverts
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 VG_STATIC void player__skate_bind( player_instance *player )
12 {
13 struct player_skate *s = &player->_skate;
14 struct player_avatar *av = player->playeravatar;
15 struct skeleton *sk = &av->sk;
16
17 rb_update_transform( &player->rb );
18 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
19 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
20 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
21 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
22 s->anim_air = skeleton_get_anim( sk, "pose_air" );
23 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
24 s->anim_push = skeleton_get_anim( sk, "push" );
25 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
26 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
27 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
28 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
29 }
30
31 VG_STATIC void player__skate_kill_audio( player_instance *player )
32 {
33 struct player_skate *s = &player->_skate;
34
35 audio_lock();
36 if( s->aud_main )
37 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
38 if( s->aud_air )
39 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
40 if( s->aud_slide )
41 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
42 audio_unlock();
43 }
44
45 /*
46 * Collision detection routines
47 *
48 *
49 */
50
51 /*
52 * Does collision detection on a sphere vs world, and applies some smoothing
53 * filters to the manifold afterwards
54 */
55 VG_STATIC int skate_collide_smooth( player_instance *player,
56 m4x3f mtx, rb_sphere *sphere,
57 rb_ct *man )
58 {
59 world_instance *world = world_current_instance();
60
61 int len = 0;
62 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
63
64 for( int i=0; i<len; i++ )
65 {
66 man[i].rba = &player->rb;
67 man[i].rbb = NULL;
68 }
69
70 rb_manifold_filter_coplanar( man, len, 0.03f );
71
72 if( len > 1 )
73 {
74 rb_manifold_filter_backface( man, len );
75 rb_manifold_filter_joint_edges( man, len, 0.03f );
76 rb_manifold_filter_pairs( man, len, 0.03f );
77 }
78 int new_len = rb_manifold_apply_filtered( man, len );
79 if( len && !new_len )
80 len = 1;
81 else
82 len = new_len;
83
84 return len;
85 }
86
87 struct grind_info
88 {
89 v3f co, dir, n;
90 };
91
92 VG_STATIC int skate_grind_scansq( player_instance *player,
93 v3f pos, v3f dir, float r,
94 struct grind_info *inf )
95 {
96 world_instance *world = world_current_instance();
97
98 v4f plane;
99 v3_copy( dir, plane );
100 v3_normalize( plane );
101 plane[3] = v3_dot( plane, pos );
102
103 boxf box;
104 v3_add( pos, (v3f){ r, r, r }, box[1] );
105 v3_sub( pos, (v3f){ r, r, r }, box[0] );
106
107 struct grind_sample{
108 v2f co;
109 v2f normal;
110 v3f normal3,
111 centroid;
112 }
113 samples[48];
114 int sample_count = 0;
115
116 v2f support_min,
117 support_max;
118
119 v3f support_axis;
120 v3_cross( plane, player->basis[1], support_axis );
121 v3_normalize( support_axis );
122
123 bh_iter it;
124 bh_iter_init_box( 0, &it, box );
125 i32 idx;
126
127 while( bh_next( world->geo_bh, &it, &idx ) ){
128 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
129 v3f tri[3];
130
131 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
132 if( !(surf->info.flags & k_material_flag_grindable) )
133 continue;
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
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 );
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
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 );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f
183 average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
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 )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228 v3_normalize( dir );
229
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 );
233
234 float yi = v3_dot( player->basis[1], si->normal3 ),
235 yj = v3_dot( player->basis[1], sj->normal3 );
236
237 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
238 else v3_add( sj->normal3, average_normal, average_normal );
239
240 passed_samples ++;
241 }
242 }
243
244 if( !passed_samples )
245 return 0;
246
247 if( (v3_length2( average_direction ) <= 0.001f) ||
248 (v3_length2( average_normal ) <= 0.001f ) )
249 return 0;
250
251 float div = 1.0f/(float)passed_samples;
252 v3_normalize( average_direction );
253 v3_normalize( average_normal );
254
255 v2f average_coord;
256 v2_add( min_co, max_co, average_coord );
257 v2_muls( average_coord, 0.5f, average_coord );
258
259 v3_muls( support_axis, average_coord[0], inf->co );
260 inf->co[1] += average_coord[1];
261 v3_add( pos, inf->co, inf->co );
262 v3_copy( average_normal, inf->n );
263 v3_copy( average_direction, inf->dir );
264
265 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
266 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
267 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
268
269 return passed_samples;
270 }
271
272 VG_STATIC void reset_jump_info( jump_info *inf )
273 {
274 inf->log_length = 0;
275 inf->land_dist = 0.0f;
276 inf->score = 0.0f;
277 inf->type = k_prediction_unset;
278 v3_zero( inf->apex );
279 }
280
281 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
282 jump_info *jumps,
283 v3f target, float max_angle_delta,
284 float gravity )
285 {
286 struct player_skate *s = &player->_skate;
287
288 /* calculate the exact 2 solutions to jump onto that grind spot */
289
290 v3f v0;
291 v3_sub( target, player->rb.co, v0 );
292 m3x3_mulv( player->invbasis, v0, v0 );
293
294 v3f ax;
295 v3_copy( v0, ax );
296 ax[1] = 0.0f;
297 v3_normalize( ax );
298
299 v3f v_local;
300 m3x3_mulv( player->invbasis, player->rb.v, v_local );
301
302 v2f d = { v3_dot( ax, v0 ), v0[1] },
303 v = { v3_dot( ax, v_local ), v_local[1] };
304
305 float a = atan2f( v[1], v[0] ),
306 m = v2_length( v ),
307 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
308
309 int valid_count = 0;
310
311 if( root > 0.0f ){
312 root = sqrtf( root );
313 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
314 a1 = atanf( (m*m - root) / (gravity * d[0]) );
315
316 if( fabsf(a0-a) < max_angle_delta ){
317 jump_info *inf = &jumps[ valid_count ++ ];
318 reset_jump_info( inf );
319
320 v3_muls( ax, cosf( a0 ) * m, inf->v );
321 inf->v[1] += sinf( a0 ) * m;
322 m3x3_mulv( player->basis, inf->v, inf->v );
323 inf->land_dist = d[0] / (cosf(a0)*m);
324 inf->gravity = gravity;
325
326 v3_copy( target, inf->log[inf->log_length ++] );
327 }
328
329 if( fabsf(a1-a) < max_angle_delta ){
330 jump_info *inf = &jumps[ valid_count ++ ];
331 reset_jump_info( inf );
332
333 v3_muls( ax, cosf( a1 ) * m, inf->v );
334 inf->v[1] += sinf( a1 ) * m;
335 m3x3_mulv( player->basis, inf->v, inf->v );
336 inf->land_dist = d[0] / (cosf(a1)*m);
337 inf->gravity = gravity;
338
339 v3_copy( target, inf->log[inf->log_length ++] );
340 }
341 }
342
343 return valid_count;
344 }
345
346 VG_STATIC
347 void player__approximate_best_trajectory( player_instance *player )
348 {
349 world_instance *world0 = world_current_instance();
350
351 struct player_skate *s = &player->_skate;
352 float k_trace_delta = k_rb_delta * 10.0f;
353
354 s->state.air_start = vg.time;
355 v3_copy( player->rb.v, s->state.air_init_v );
356 v3_copy( player->rb.co, s->state.air_init_co );
357
358 s->possible_jump_count = 0;
359
360 v3f axis;
361 v3_cross( player->rb.v, player->rb.to_world[1], axis );
362 v3_normalize( axis );
363
364 /* at high slopes, Y component is low */
365 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
366 angle_begin = -(1.0f-fabsf( upness )),
367 angle_end = 1.0f;
368
369 struct grind_info grind;
370 int grind_located = 0;
371 float grind_located_gravity = k_gravity;
372
373
374 v3f launch_v_bounds[2];
375
376 for( int i=0; i<2; i++ ){
377 v3_copy( player->rb.v, launch_v_bounds[i] );
378 float ang = (float[]){ angle_begin, angle_end }[ i ];
379 ang *= 0.15f;
380
381 v4f qbias;
382 q_axis_angle( qbias, axis, ang );
383 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
384 }
385
386 for( int m=0;m<=30; m++ ){
387 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
388 reset_jump_info( inf );
389
390 v3f launch_co, launch_v, co0, co1;
391 v3_copy( player->rb.co, launch_co );
392 v3_copy( player->rb.v, launch_v );
393 v3_copy( launch_co, co0 );
394 world_instance *trace_world = world0;
395
396 float vt = (float)m * (1.0f/30.0f),
397 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
398
399 v4f qbias;
400 q_axis_angle( qbias, axis, ang );
401 q_mulv( qbias, launch_v, launch_v );
402
403 float yaw_sketch = 1.0f-fabsf(upness);
404
405 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
406 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
407 q_mulv( qbias, launch_v, launch_v );
408
409 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
410 gravity = k_gravity * gravity_bias;
411 inf->gravity = gravity;
412 v3_copy( launch_v, inf->v );
413
414 m3x3f basis;
415 m3x3_copy( player->basis, basis );
416
417 for( int i=1; i<=50; i++ ){
418 float t = (float)i * k_trace_delta;
419
420 v3_muls( launch_v, t, co1 );
421 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
422 v3_add( launch_co, co1, co1 );
423
424 float launch_vy = v3_dot( launch_v,basis[1] );
425
426 int search_for_grind = 1;
427 if( grind_located ) search_for_grind = 0;
428 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
429
430 /* REFACTOR */
431
432 v3f closest={0.0f,0.0f,0.0f};
433 if( search_for_grind ){
434 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
435 float min_dist = 0.75f;
436 min_dist *= min_dist;
437
438 if( v3_dist2( closest, launch_co ) < min_dist )
439 search_for_grind = 0;
440
441 v3f bound[2];
442
443 for( int j=0; j<2; j++ ){
444 v3_muls( launch_v_bounds[j], t, bound[j] );
445 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
446 v3_add( launch_co, bound[j], bound[j] );
447 }
448
449 float limh = vg_minf( 2.0f, t ),
450 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
451 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
452
453 if( (closest[1] < minh) || (closest[1] > maxh) ){
454 search_for_grind = 0;
455 }
456 }
457 else
458 search_for_grind = 0;
459 }
460
461 if( search_for_grind ){
462 v3f ve;
463 v3_copy( launch_v, ve );
464 v3_muladds( ve, basis[1], -gravity * t, ve );
465
466 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
467 /* check alignment */
468 v2f v0 = { v3_dot( ve, basis[0] ),
469 v3_dot( ve, basis[2] ) },
470 v1 = { v3_dot( grind.dir, basis[0] ),
471 v3_dot( grind.dir, basis[2] ) };
472
473 v2_normalize( v0 );
474 v2_normalize( v1 );
475
476 float a = v2_dot( v0, v1 );
477
478 float a_min = cosf( VG_PIf * 0.185f );
479 if( s->grind_cooldown )
480 a_min = cosf( VG_PIf * 0.05f );
481
482 /* check speed */
483 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
484 (a >= a_min) &&
485 (fabsf(grind.dir[1]) < 0.70710678118654752f))
486 {
487 grind_located = 1;
488 grind_located_gravity = inf->gravity;
489 }
490 }
491 }
492
493 if( trace_world->rendering_gate ){
494 ent_gate *gate = trace_world->rendering_gate;
495 if( gate_intersect( gate, co1, co0 ) ){
496 m4x3_mulv( gate->transport, co0, co0 );
497 m4x3_mulv( gate->transport, co1, co1 );
498 m3x3_mulv( gate->transport, launch_v, launch_v);
499 m4x3_mulv( gate->transport, launch_co, launch_co );
500 m3x3_mul( gate->transport, basis, basis );
501
502 if( gate->type == k_gate_type_nonlocel ){
503 trace_world = &world_static.worlds[ gate->target ];
504 }
505 }
506 }
507
508 float t1;
509 v3f n;
510
511 float scan_radius = k_board_radius;
512 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
513
514 int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
515 if( idx != -1 ){
516 v3f co;
517 v3_lerp( co0, co1, t1, co );
518 v3_copy( co, inf->log[ inf->log_length ++ ] );
519
520 v3_copy( n, inf->n );
521 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
522 struct world_surface *surf =
523 world_tri_index_surface( trace_world, tri[0] );
524
525 inf->type = k_prediction_land;
526
527 v3f ve;
528 v3_copy( launch_v, ve );
529 v3_muladds( ve, player->basis[1], -gravity * t, ve );
530
531 inf->score = -v3_dot( ve, inf->n );
532 inf->land_dist = t + k_trace_delta * t1;
533
534 /* Bias prediction towords ramps */
535 if( !(surf->info.flags & k_material_flag_skate_target) )
536 inf->score *= 10.0f;
537
538 if( surf->info.flags & k_material_flag_boundary )
539 s->possible_jump_count --;
540
541 break;
542 }
543
544 if( i % 3 == 0 )
545 v3_copy( co1, inf->log[ inf->log_length ++ ] );
546
547 v3_copy( co1, co0 );
548 }
549
550 if( inf->type == k_prediction_unset )
551 s->possible_jump_count --;
552 }
553
554 if( grind_located ){
555 jump_info grind_jumps[2];
556
557 int valid_count =
558 create_jumps_to_hit_target( player, grind_jumps, grind.co,
559 0.175f*VG_PIf, grind_located_gravity );
560
561 /* knock out original landing points in the 1m area */
562 for( u32 j=0; j<s->possible_jump_count; j++ ){
563 jump_info *jump = &s->possible_jumps[ j ];
564 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
565 float descale = 1.0f-vg_minf(1.0f,dist);
566 jump->score += descale*3.0f;
567 }
568
569 for( int i=0; i<valid_count; i++ ){
570 jump_info *jump = &grind_jumps[i];
571 jump->type = k_prediction_grind;
572
573 v3f launch_v, launch_co, co0, co1;
574
575 v3_copy( jump->v, launch_v );
576 v3_copy( player->rb.co, launch_co );
577
578 m3x3f basis;
579 m3x3_copy( player->basis, basis );
580
581 float t = 0.05f * jump->land_dist;
582 v3_muls( launch_v, t, co0 );
583 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
584 v3_add( launch_co, co0, co0 );
585
586 /* rough scan to make sure we dont collide with anything */
587 for( int j=1; j<=16; j++ ){
588 t = (float)j*(1.0f/16.0f);
589 t *= 0.9f;
590 t += 0.05f;
591 t *= jump->land_dist;
592
593 v3_muls( launch_v, t, co1 );
594 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
595 v3_add( launch_co, co1, co1 );
596
597 float t1;
598 v3f n;
599
600 int idx = spherecast_world( world0, co0,co1,
601 k_board_radius*0.1f, &t1, n);
602 if( idx != -1 ){
603 goto invalidated_grind;
604 }
605
606 v3_copy( co1, co0 );
607 }
608
609 v3_copy( grind.n, jump->n );
610
611 /* determine score */
612 v3f ve;
613 v3_copy( jump->v, ve );
614 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
615 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
616
617 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
618
619 continue;
620 invalidated_grind:;
621 }
622 }
623
624
625 float score_min = INFINITY,
626 score_max = -INFINITY;
627
628 jump_info *best = NULL;
629
630 for( int i=0; i<s->possible_jump_count; i ++ ){
631 jump_info *jump = &s->possible_jumps[i];
632
633 if( jump->score < score_min )
634 best = jump;
635
636 score_min = vg_minf( score_min, jump->score );
637 score_max = vg_maxf( score_max, jump->score );
638 }
639
640 for( int i=0; i<s->possible_jump_count; i ++ ){
641 jump_info *jump = &s->possible_jumps[i];
642 float s = jump->score;
643
644 s -= score_min;
645 s /= (score_max-score_min);
646 s = 1.0f - s;
647
648 jump->score = s;
649 jump->colour = s * 255.0f;
650
651 if( jump == best )
652 jump->colour <<= 16;
653 else if( jump->type == k_prediction_land )
654 jump->colour <<= 8;
655
656 jump->colour |= 0xff000000;
657 }
658
659 if( best ){
660 v3_copy( best->n, s->land_normal );
661 v3_copy( best->v, player->rb.v );
662 s->land_dist = best->land_dist;
663
664 s->state.gravity_bias = best->gravity;
665
666 if( best->type == k_prediction_grind ){
667 s->state.activity = k_skate_activity_air_to_grind;
668 }
669
670 v2f steer;
671 joystick_state( k_srjoystick_steer, steer );
672 v2_normalize_clamp( steer );
673
674 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
675 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
676 s->state.reverse ;
677 s->state.flip_time = 0.0f;
678 v3_copy( player->rb.to_world[0], s->state.flip_axis );
679 }
680 else{
681 s->state.flip_rate = 0.0f;
682 v3_zero( s->state.flip_axis );
683 }
684 }
685 else{
686 v3_copy( player->basis[1], s->land_normal );
687 }
688 }
689
690 /*
691 *
692 * Varius physics models
693 * ------------------------------------------------
694 */
695
696 /*
697 * Air control, no real physics
698 */
699 VG_STATIC void skate_apply_air_model( player_instance *player )
700 {
701 struct player_skate *s = &player->_skate;
702
703 if( s->state.activity_prev > k_skate_activity_air_to_grind )
704 player__approximate_best_trajectory( player );
705
706 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
707 angle = vg_clampf( angle, -1.0f, 1.0f );
708 v3f axis;
709 v3_cross( player->rb.to_world[1], s->land_normal, axis );
710
711 v4f correction;
712 q_axis_angle( correction, axis,
713 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
714 q_mul( correction, player->rb.q, player->rb.q );
715 }
716
717 VG_STATIC int player_skate_trick_input( player_instance *player );
718 VG_STATIC void skate_apply_trick_model( player_instance *player )
719 {
720 struct player_skate *s = &player->_skate;
721
722 v3f Fd, Fs, F;
723 v3f strength = { 3.7f, 3.6f, 8.0f };
724
725 v3_muls( s->board_trick_residualv, -4.0f , Fd );
726 v3_muls( s->board_trick_residuald, -10.0f, Fs );
727 v3_add( Fd, Fs, F );
728 v3_mul( strength, F, F );
729
730 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
731 s->board_trick_residualv );
732 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
733 k_rb_delta, s->board_trick_residuald );
734
735 if( s->state.activity <= k_skate_activity_air_to_grind ){
736 if( v3_length2( s->state.trick_vel ) < 0.0001f )
737 return;
738
739 int carry_on = player_skate_trick_input( player );
740
741 /* we assume velocities share a common divisor, in which case the
742 * interval is the minimum value (if not zero) */
743
744 float min_rate = 99999.0f;
745
746 for( int i=0; i<3; i++ ){
747 float v = s->state.trick_vel[i];
748 if( (v > 0.0f) && (v < min_rate) )
749 min_rate = v;
750 }
751
752 float interval = 1.0f / min_rate,
753 current = floorf( s->state.trick_time / interval ),
754 next_end = (current+1.0f) * interval;
755
756
757 /* integrate trick velocities */
758 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
759 s->state.trick_euler );
760
761 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
762 s->state.trick_time = 0.0f;
763 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
764 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
765 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
766 v3_copy( s->state.trick_vel, s->board_trick_residualv );
767 v3_zero( s->state.trick_vel );
768 }
769
770 s->state.trick_time += k_rb_delta;
771 }
772 else{
773 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
774 s->state.trick_time > 0.2f)
775 {
776 player__skate_kill_audio( player );
777 player__dead_transition( player );
778 }
779
780 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
781 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
782 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
783 s->state.trick_time = 0.0f;
784 v3_zero( s->state.trick_vel );
785 }
786 }
787
788 VG_STATIC void skate_apply_grab_model( player_instance *player )
789 {
790 struct player_skate *s = &player->_skate;
791
792 float grabt = axis_state( k_sraxis_grab );
793
794 if( grabt > 0.5f ){
795 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
796 s->state.grab_mouse_delta );
797
798 v2_normalize_clamp( s->state.grab_mouse_delta );
799 }
800 else
801 v2_zero( s->state.grab_mouse_delta );
802
803 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
804 }
805
806 VG_STATIC void skate_apply_steering_model( player_instance *player )
807 {
808 struct player_skate *s = &player->_skate;
809
810 v2f jsteer;
811 joystick_state( k_srjoystick_steer, jsteer );
812
813 /* Steering */
814 float steer = jsteer[0],
815 grab = axis_state( k_sraxis_grab );
816
817 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
818
819 v3f steer_axis;
820 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
821
822 float rate = 26.0f,
823 top = 1.0f;
824
825 if( s->state.activity <= k_skate_activity_air_to_grind ){
826 rate = 6.0f * fabsf(steer);
827 top = 1.5f;
828 }
829 else{
830 /* rotate slower when grabbing on ground */
831 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
832
833 if( s->state.activity == k_skate_activity_grind_5050 ){
834 rate = 0.0f;
835 top = 0.0f;
836 }
837
838 else if( s->state.activity >= k_skate_activity_grind_any ){
839 rate *= fabsf(steer);
840
841 float a = 0.8f * -steer * k_rb_delta;
842
843 v4f q;
844 q_axis_angle( q, player->rb.to_world[1], a );
845 q_mulv( q, s->grind_vec, s->grind_vec );
846
847 v3_normalize( s->grind_vec );
848 }
849
850 else if( s->state.manual_direction ){
851 rate = 35.0f;
852 top = 1.5f;
853 }
854
855 if( grab < 0.5f ){
856 top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer;
857 }
858 }
859
860 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
861 addspeed = (steer * -top) - current,
862 maxaccel = rate * k_rb_delta,
863 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
864
865 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
866 }
867
868 /*
869 * Computes friction and surface interface model
870 */
871 VG_STATIC void skate_apply_friction_model( player_instance *player )
872 {
873 struct player_skate *s = &player->_skate;
874
875 /*
876 * Computing localized friction forces for controlling the character
877 * Friction across X is significantly more than Z
878 */
879
880 v3f vel;
881 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
882 float slip = 0.0f;
883
884 if( fabsf(vel[2]) > 0.01f )
885 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
886
887 if( fabsf( slip ) > 1.2f )
888 slip = vg_signf( slip ) * 1.2f;
889
890 s->state.slip = slip;
891 s->state.reverse = -vg_signf(vel[2]);
892
893 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
894 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
895
896 /* Pushing additive force */
897
898 if( !button_press( k_srbind_jump ) ){
899 if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
900 {
901 if( (vg.time - s->state.cur_push) > 0.25 )
902 s->state.start_push = vg.time;
903
904 s->state.cur_push = vg.time;
905
906 double push_time = vg.time - s->state.start_push;
907
908 float cycle_time = push_time*k_push_cycle_rate,
909 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
910 amt = accel * VG_TIMESTEP_FIXED,
911 current = v3_length( vel ),
912 new_vel = vg_minf( current + amt, k_max_push_speed ),
913 delta = new_vel - vg_minf( current, k_max_push_speed );
914
915 vel[2] += delta * -s->state.reverse;
916 }
917 }
918
919 /* Send back to velocity */
920 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
921 }
922
923 VG_STATIC void skate_apply_jump_model( player_instance *player )
924 {
925 struct player_skate *s = &player->_skate;
926 int charging_jump_prev = s->state.charging_jump;
927 s->state.charging_jump = button_press( k_srbind_jump );
928
929 /* Cannot charge this in air */
930 if( s->state.activity <= k_skate_activity_air_to_grind ){
931 s->state.charging_jump = 0;
932 return;
933 }
934
935 if( s->state.charging_jump ){
936 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
937
938 if( !charging_jump_prev )
939 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
940 }
941 else{
942 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
943 }
944
945 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
946
947 /* player let go after charging past 0.2: trigger jump */
948 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
949 v3f jumpdir;
950
951 /* Launch more up if alignment is up else improve velocity */
952 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
953 mod = 0.5f,
954 dir = mod + fabsf(aup)*(1.0f-mod);
955
956 if( s->state.activity == k_skate_activity_ground ){
957 v3_copy( player->rb.v, jumpdir );
958 v3_normalize( jumpdir );
959 v3_muls( jumpdir, 1.0f-dir, jumpdir );
960 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
961 v3_normalize( jumpdir );
962 }else{
963 v3_copy( s->state.up_dir, jumpdir );
964 s->grind_cooldown = 30;
965 s->state.activity = k_skate_activity_ground;
966
967 v2f steer;
968 joystick_state( k_srjoystick_steer, steer );
969
970 float tilt = steer[0] * 0.3f;
971 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
972
973 v4f qtilt;
974 q_axis_angle( qtilt, s->grind_dir, tilt );
975 q_mulv( qtilt, jumpdir, jumpdir );
976 }
977 s->surface_cooldown = 10;
978
979 float force = k_jump_force*s->state.jump_charge;
980 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
981 s->state.jump_charge = 0.0f;
982 s->state.jump_time = vg.time;
983
984 audio_lock();
985 audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f);
986 audio_unlock();
987 }
988 }
989
990 VG_STATIC void skate_apply_pump_model( player_instance *player )
991 {
992 struct player_skate *s = &player->_skate;
993
994 if( s->state.activity != k_skate_activity_ground ){
995 v3_zero( s->state.throw_v );
996 return;
997 }
998
999 /* Throw / collect routine
1000 */
1001 if( axis_state( k_sraxis_grab ) > 0.5f ){
1002 if( s->state.activity == k_skate_activity_ground ){
1003 /* Throw */
1004 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1005 }
1006 }
1007 else{
1008 /* Collect */
1009 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1010
1011 v3f Fl, Fv;
1012 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1013
1014 if( s->state.activity == k_skate_activity_ground ){
1015 if( v3_length2(player->rb.v)<(20.0f*20.0f) )
1016 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1017 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1018 }
1019
1020 v3_muls( player->rb.to_world[1], -doty, Fv );
1021 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1022 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1023 }
1024
1025 /* Decay */
1026 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1027 v3f dir;
1028 v3_copy( s->state.throw_v, dir );
1029 v3_normalize( dir );
1030
1031 float max = v3_dot( dir, s->state.throw_v ),
1032 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1033 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1034 }
1035 }
1036
1037 VG_STATIC void skate_apply_cog_model( player_instance *player )
1038 {
1039 struct player_skate *s = &player->_skate;
1040
1041 v3f ideal_cog, ideal_diff, ideal_dir;
1042 v3_copy( s->state.up_dir, ideal_dir );
1043 v3_normalize( ideal_dir );
1044
1045 float grab = axis_state( k_sraxis_grab );
1046 v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1047 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1048
1049 /* Apply velocities */
1050 v3f rv;
1051 v3_sub( player->rb.v, s->state.cog_v, rv );
1052
1053 v3f F;
1054 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1055 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1056
1057 float ra = k_cog_mass_ratio,
1058 rb = 1.0f-k_cog_mass_ratio;
1059
1060 /* Apply forces & intergrate */
1061 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1062 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1063 s->state.cog_v );
1064
1065 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1066 }
1067
1068
1069 VG_STATIC void skate_integrate( player_instance *player )
1070 {
1071 struct player_skate *s = &player->_skate;
1072
1073 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1074 decay_rate_z = decay_rate_x,
1075 decay_rate_y = 1.0f;
1076
1077 if( s->state.activity >= k_skate_activity_grind_any ){
1078 #if 0
1079 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1080 decay_rate_y = decay_rate;
1081 #endif
1082 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1083 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1084 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1085 }
1086
1087 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1088 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1089 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1090
1091 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1092 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1093 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1094
1095 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1096 rb_update_transform( &player->rb );
1097 }
1098
1099 /*
1100 * 1 2 or 3
1101 */
1102
1103 VG_STATIC void skate_copy_holdout( player_instance *player )
1104 {
1105 struct player_skate *s = &player->_skate;
1106 struct player_avatar *av = player->playeravatar;
1107 struct skeleton *sk = &av->sk;
1108 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1109 }
1110
1111 VG_STATIC int player_skate_trick_input( player_instance *player )
1112 {
1113 return (button_press( k_srbind_trick0 ) ) |
1114 (button_press( k_srbind_trick1 ) << 1) |
1115 (button_press( k_srbind_trick2 ) << 1) |
1116 (button_press( k_srbind_trick2 ) );
1117 }
1118
1119 VG_STATIC void player__skate_pre_update( player_instance *player )
1120 {
1121 struct player_skate *s = &player->_skate;
1122
1123 if( button_down( k_srbind_use ) ){
1124 player->subsystem = k_player_subsystem_walk;
1125
1126 v3f angles;
1127 v3_copy( player->cam.angles, angles );
1128 angles[2] = 0.0f;
1129
1130 skate_copy_holdout( player );
1131 player->holdout_time = 0.34f;
1132 player__skate_kill_audio( player );
1133 player__walk_transition( player, angles );
1134 return;
1135 }
1136
1137 int trick_id;
1138 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1139 (trick_id = player_skate_trick_input( player )) )
1140 {
1141 if( (vg.time - s->state.jump_time) < 0.1f ){
1142 v3_zero( s->state.trick_vel );
1143 s->state.trick_time = 0.0f;
1144
1145 if( trick_id == 1 ){
1146 s->state.trick_vel[0] = 3.0f;
1147 }
1148 else if( trick_id == 2 ){
1149 s->state.trick_vel[2] = 3.0f;
1150 }
1151 else if( trick_id == 3 ){
1152 s->state.trick_vel[0] = 2.0f;
1153 s->state.trick_vel[2] = 2.0f;
1154 }
1155 }
1156 }
1157 }
1158
1159 VG_STATIC void player__skate_post_update( player_instance *player )
1160 {
1161 struct player_skate *s = &player->_skate;
1162
1163 for( int i=0; i<s->possible_jump_count; i++ ){
1164 jump_info *jump = &s->possible_jumps[i];
1165
1166 if( jump->log_length == 0 ){
1167 vg_fatal_error( "assert: jump->log_length == 0\n" );
1168 }
1169
1170 for( int j=0; j<jump->log_length - 1; j ++ ){
1171 float brightness = jump->score*jump->score*jump->score;
1172 v3f p1;
1173 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1174 vg_line( jump->log[j], p1, jump->colour );
1175 }
1176
1177 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1178
1179 v3f p1;
1180 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1181 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1182
1183 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1184 }
1185
1186 audio_lock();
1187
1188 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1189 speed = v3_length( player->rb.v ),
1190 attn = vg_minf( 1.0f, speed*0.1f ),
1191 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1192
1193 if( s->state.activity >= k_skate_activity_grind_any ){
1194 slide = 0.0f;
1195 }
1196
1197 f32 gate = 1.0f-menu.factive,
1198 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1199 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1200 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1201
1202 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1203
1204 if( !s->aud_air ){
1205 s->aud_air = audio_get_first_idle_channel();
1206 if( s->aud_air )
1207 audio_channel_init( s->aud_air, &audio_board[1], flags );
1208 }
1209
1210 if( !s->aud_slide ){
1211 s->aud_slide = audio_get_first_idle_channel();
1212 if( s->aud_slide )
1213 audio_channel_init( s->aud_slide, &audio_board[2], flags );
1214 }
1215
1216
1217 /* brrrrrrrrrrrt sound for tiles and stuff
1218 * --------------------------------------------------------*/
1219 float sidechain_amt = 0.0f,
1220 hz = vg_maxf( speed * 2.0f, 2.0f );
1221
1222 if( (s->surface == k_surface_prop_tiles) &&
1223 (s->state.activity < k_skate_activity_grind_any) )
1224 sidechain_amt = 1.0f;
1225 else
1226 sidechain_amt = 0.0f;
1227
1228 audio_set_lfo_frequency( 0, hz );
1229 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1230 vg_lerpf( 250.0f, 80.0f, attn ) );
1231
1232 if( s->sample_change_cooldown > 0.0f ){
1233 s->sample_change_cooldown -= vg.time_frame_delta;
1234 }
1235 else{
1236 int sample_type = k_skate_sample_concrete;
1237
1238 if( s->state.activity == k_skate_activity_grind_5050 ){
1239 if( s->surface == k_surface_prop_metal )
1240 sample_type = k_skate_sample_metal_scrape_generic;
1241 else
1242 sample_type = k_skate_sample_concrete_scrape_metal;
1243 }
1244 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1245 (s->state.activity == k_skate_activity_grind_front50) )
1246 {
1247 if( s->surface == k_surface_prop_metal ){
1248 sample_type = k_skate_sample_metal_scrape_generic;
1249 }
1250 else{
1251 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1252 if( fabsf(a) > 0.70710678118654752f )
1253 sample_type = k_skate_sample_concrete_scrape_wood;
1254 else
1255 sample_type = k_skate_sample_concrete_scrape_metal;
1256 }
1257 }
1258 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1259 if( s->surface == k_surface_prop_metal )
1260 sample_type = k_skate_sample_metal_scrape_generic;
1261 else
1262 sample_type = k_skate_sample_concrete_scrape_wood;
1263 }
1264
1265 audio_clip *relevant_samples[] = {
1266 &audio_board[0],
1267 &audio_board[0],
1268 &audio_board[7],
1269 &audio_board[6],
1270 &audio_board[5]
1271 };
1272
1273 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1274 s->aud_main =
1275 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1276 0.06f, flags );
1277 s->sample_change_cooldown = 0.1f;
1278 s->main_sample_type = sample_type;
1279 }
1280 }
1281
1282 if( s->aud_main ){
1283 s->aud_main->colour = 0x00103efe;
1284 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1285 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1286 audio_channel_edit_volume( s->aud_main, vol_main, 1 );
1287 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1288
1289 float rate = 1.0f + (attn-0.5f)*0.2f;
1290 audio_channel_set_sampling_rate( s->aud_main, rate );
1291 }
1292
1293 if( s->aud_slide ){
1294 s->aud_slide->colour = 0x00103efe;
1295 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1296 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1297 audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
1298 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1299 }
1300
1301 if( s->aud_air ){
1302 s->aud_air->colour = 0x00103efe;
1303 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1304 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1305 audio_channel_edit_volume( s->aud_air, vol_air, 1 );
1306 }
1307
1308 audio_unlock();
1309 }
1310
1311 /*
1312 * truck alignment model at ra(local)
1313 * returns 1 if valid surface:
1314 * surface_normal will be filled out with an averaged normal vector
1315 * axel_dir will be the direction from left to right wheels
1316 *
1317 * returns 0 if no good surface found
1318 */
1319 VG_STATIC
1320 int skate_compute_surface_alignment( player_instance *player,
1321 v3f ra, u32 colour,
1322 v3f surface_normal, v3f axel_dir )
1323 {
1324 struct player_skate *s = &player->_skate;
1325 world_instance *world = world_current_instance();
1326
1327 v3f truck, left, right;
1328 m4x3_mulv( player->rb.to_world, ra, truck );
1329
1330 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1331 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1332 vg_line( left, right, colour );
1333
1334 float k_max_truck_flex = VG_PIf * 0.25f;
1335
1336 ray_hit ray_l, ray_r;
1337
1338 v3f dir;
1339 v3_muls( player->rb.to_world[1], -1.0f, dir );
1340
1341 int res_l = 0, res_r = 0;
1342
1343 for( int i=0; i<8; i++ )
1344 {
1345 float t = 1.0f - (float)i * (1.0f/8.0f);
1346 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1347 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1348 ray_l.dist = 2.1f * k_board_radius;
1349
1350 res_l = ray_world( world, left, dir, &ray_l );
1351
1352 if( res_l )
1353 break;
1354 }
1355
1356 for( int i=0; i<8; i++ )
1357 {
1358 float t = 1.0f - (float)i * (1.0f/8.0f);
1359 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1360 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1361 ray_r.dist = 2.1f * k_board_radius;
1362
1363 res_r = ray_world( world, right, dir, &ray_r );
1364
1365 if( res_r )
1366 break;
1367 }
1368
1369 v3f v0;
1370 v3f midpoint;
1371 v3f tangent_average;
1372 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1373 v3_zero( tangent_average );
1374
1375 if( res_l || res_r )
1376 {
1377 v3f p0, p1, t;
1378 v3_copy( midpoint, p0 );
1379 v3_copy( midpoint, p1 );
1380
1381 if( res_l )
1382 {
1383 v3_copy( ray_l.pos, p0 );
1384 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1385 v3_add( t, tangent_average, tangent_average );
1386 }
1387 if( res_r )
1388 {
1389 v3_copy( ray_r.pos, p1 );
1390 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1391 v3_add( t, tangent_average, tangent_average );
1392 }
1393
1394 v3_sub( p1, p0, v0 );
1395 v3_normalize( v0 );
1396 }
1397 else
1398 {
1399 /* fallback: use the closes point to the trucks */
1400 v3f closest;
1401 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1402
1403 if( idx != -1 )
1404 {
1405 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1406 v3f verts[3];
1407
1408 for( int j=0; j<3; j++ )
1409 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1410
1411 v3f vert0, vert1, n;
1412 v3_sub( verts[1], verts[0], vert0 );
1413 v3_sub( verts[2], verts[0], vert1 );
1414 v3_cross( vert0, vert1, n );
1415 v3_normalize( n );
1416
1417 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1418 return 0;
1419
1420 v3_cross( n, player->rb.to_world[2], v0 );
1421 v3_muladds( v0, player->rb.to_world[2],
1422 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1423 v3_normalize( v0 );
1424
1425 v3f t;
1426 v3_cross( n, player->rb.to_world[0], t );
1427 v3_add( t, tangent_average, tangent_average );
1428 }
1429 else
1430 return 0;
1431 }
1432
1433 v3_muladds( truck, v0, k_board_width, right );
1434 v3_muladds( truck, v0, -k_board_width, left );
1435
1436 vg_line( left, right, VG__WHITE );
1437
1438 v3_normalize( tangent_average );
1439 v3_cross( v0, tangent_average, surface_normal );
1440 v3_copy( v0, axel_dir );
1441
1442 return 1;
1443 }
1444
1445 VG_STATIC void skate_weight_distribute( player_instance *player )
1446 {
1447 struct player_skate *s = &player->_skate;
1448 v3_zero( s->weight_distribution );
1449
1450 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1451
1452 v2f steer;
1453 joystick_state( k_srjoystick_steer, steer );
1454
1455 if( s->state.manual_direction == 0 ){
1456 if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
1457 (s->state.jump_charge <= 0.01f) )
1458 s->state.manual_direction = reverse_dir;
1459 }
1460 else{
1461 if( steer[1] < 0.1f ){
1462 s->state.manual_direction = 0;
1463 }
1464 else{
1465 if( reverse_dir != s->state.manual_direction ){
1466 return;
1467 }
1468 }
1469 }
1470
1471 if( s->state.manual_direction ){
1472 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1473 s->weight_distribution[2] = k_board_length * amt *
1474 (float)s->state.manual_direction;
1475 }
1476
1477 if( s->state.manual_direction ){
1478 v3f plane_z;
1479
1480 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1481 v3_negate( plane_z, plane_z );
1482
1483 v3_muladds( plane_z, s->surface_picture,
1484 -v3_dot( plane_z, s->surface_picture ), plane_z );
1485 v3_normalize( plane_z );
1486
1487 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1488 v3_normalize( plane_z );
1489
1490 v3f p1;
1491 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1492 vg_line( player->rb.co, p1, VG__GREEN );
1493
1494 v3f refdir;
1495 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1496 refdir );
1497
1498 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1499 k_manul_spring, k_manul_dampener,
1500 s->substep_delta );
1501 }
1502 }
1503
1504 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1505 {
1506 struct player_skate *s = &player->_skate;
1507
1508 if( s->state.activity == k_skate_activity_ground ){
1509 v3f target;
1510 v3_copy( s->surface_picture, target );
1511
1512 target[1] += 2.0f * s->surface_picture[1];
1513 v3_normalize( target );
1514
1515 v3_lerp( s->state.up_dir, target,
1516 8.0f * s->substep_delta, s->state.up_dir );
1517 }
1518 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1519 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1520 8.0f * s->substep_delta, s->state.up_dir );
1521 }
1522 else{
1523 v3_lerp( s->state.up_dir, player->basis[1],
1524 12.0f * s->substep_delta, s->state.up_dir );
1525 }
1526 }
1527
1528 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1529 {
1530 v3f dir;
1531 v3_sub( target, origin, dir );
1532
1533 ray_hit ray;
1534 ray.dist = v3_length( dir );
1535 v3_muls( dir, 1.0f/ray.dist, dir );
1536 ray.dist -= 0.025f;
1537
1538 if( ray_world( world_current_instance(), origin, dir, &ray ) )
1539 return 0;
1540
1541 return 1;
1542 }
1543
1544 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1545 {
1546 v3_copy( inf->dir, mtx[0] );
1547 v3_copy( inf->n, mtx[1] );
1548 v3_cross( mtx[0], mtx[1], mtx[2] );
1549 }
1550
1551 VG_STATIC void skate_grind_friction( player_instance *player,
1552 struct grind_info *inf, float strength )
1553 {
1554 v3f v2;
1555 v3_muladds( player->rb.to_world[2], inf->n,
1556 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1557
1558 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1559 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1560 F = a * -dir * k_grind_max_friction;
1561
1562 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1563 }
1564
1565 VG_STATIC void skate_grind_decay( player_instance *player,
1566 struct grind_info *inf, float strength )
1567 {
1568 m3x3f mtx, mtx_inv;
1569 skate_grind_orient( inf, mtx );
1570 m3x3_transpose( mtx, mtx_inv );
1571
1572 v3f v_grind;
1573 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1574
1575 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1576 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1577 m3x3_mulv( mtx, v_grind, player->rb.v );
1578 }
1579
1580 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1581 float sign, struct grind_info *inf,
1582 float strength )
1583 {
1584 struct player_skate *s = &player->_skate;
1585
1586 /* REFACTOR */
1587 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1588 v3f raw, wsp;
1589 m3x3_mulv( player->rb.to_world, ra, raw );
1590 v3_add( player->rb.co, raw, wsp );
1591
1592 v3_copy( ra, s->weight_distribution );
1593
1594 v3f delta;
1595 v3_sub( inf->co, wsp, delta );
1596
1597 /* spring force */
1598 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1599 player->rb.v );
1600
1601 skate_grind_decay( player, inf, strength );
1602 skate_grind_friction( player, inf, strength );
1603
1604 /* yeah yeah yeah yeah */
1605 v3f raw_nplane, axis;
1606 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1607 v3_cross( raw_nplane, inf->n, axis );
1608 v3_normalize( axis );
1609
1610 /* orientation */
1611 m3x3f mtx;
1612 skate_grind_orient( inf, mtx );
1613 v3f target_fwd, fwd, up, target_up;
1614 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1615 v3_copy( raw_nplane, fwd );
1616 v3_copy( player->rb.to_world[1], up );
1617 v3_copy( inf->n, target_up );
1618
1619 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1620 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1621
1622 v3_normalize( target_fwd );
1623 v3_normalize( fwd );
1624
1625 v2f steer;
1626 joystick_state( k_srjoystick_steer, steer );
1627
1628 float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1629
1630 v4f q;
1631 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1632 q_mulv( q, target_up, target_up );
1633 q_mulv( q, target_fwd, target_fwd );
1634
1635 rb_effect_spring_target_vector( &player->rb, up, target_up,
1636 k_grind_spring,
1637 k_grind_dampener,
1638 k_rb_delta );
1639
1640 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1641 k_grind_spring*strength,
1642 k_grind_dampener*strength,
1643 k_rb_delta );
1644
1645 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1646 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1647 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1648
1649 s->grind_strength = strength;
1650
1651 /* Fake contact */
1652 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1653 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1654 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1655 limit->p = 0.0f;
1656
1657 v3_copy( inf->dir, s->grind_dir );
1658 }
1659
1660 VG_STATIC void skate_5050_apply( player_instance *player,
1661 struct grind_info *inf_front,
1662 struct grind_info *inf_back )
1663 {
1664 struct player_skate *s = &player->_skate;
1665 struct grind_info inf_avg;
1666
1667 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1668 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1669 v3_normalize( inf_avg.dir );
1670
1671 /* dont ask */
1672 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
1673 inf_avg.dir );
1674
1675 v3f axis_front, axis_back, axis;
1676 v3_cross( inf_front->dir, inf_front->n, axis_front );
1677 v3_cross( inf_back->dir, inf_back->n, axis_back );
1678 v3_add( axis_front, axis_back, axis );
1679 v3_normalize( axis );
1680
1681 v3_cross( axis, inf_avg.dir, inf_avg.n );
1682 skate_grind_decay( player, &inf_avg, 1.0f );
1683
1684 v2f steer;
1685 joystick_state( k_srjoystick_steer, steer );
1686
1687 float way = steer[1] *
1688 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1689 v4f q;
1690 v3f up, target_up;
1691 v3_copy( player->rb.to_world[1], up );
1692 v3_copy( inf_avg.n, target_up );
1693 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1694 q_mulv( q, target_up, target_up );
1695
1696 v3_zero( s->weight_distribution );
1697 s->weight_distribution[2] = k_board_length * -way;
1698
1699 rb_effect_spring_target_vector( &player->rb, up, target_up,
1700 k_grind_spring,
1701 k_grind_dampener,
1702 k_rb_delta );
1703 vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
1704 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1705
1706 v3f fwd_nplane, dir_nplane;
1707 v3_muladds( player->rb.to_world[2], inf_avg.n,
1708 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1709
1710 v3f dir;
1711 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1712 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1713
1714 v3_normalize( fwd_nplane );
1715 v3_normalize( dir_nplane );
1716
1717 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1718 1000.0f,
1719 k_grind_dampener,
1720 k_rb_delta );
1721 vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
1722 vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
1723
1724 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1725 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1726 delta_front, delta_back, delta_total;
1727
1728 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1729 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1730
1731 v3_sub( inf_front->co, pos_front, delta_front );
1732 v3_sub( inf_back->co, pos_back, delta_back );
1733 v3_add( delta_front, delta_back, delta_total );
1734
1735 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1736
1737 /* Fake contact */
1738 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1739 v3_zero( limit->ra );
1740 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1741 limit->p = 0.0f;
1742
1743 v3_copy( inf_avg.dir, s->grind_dir );
1744 }
1745
1746 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1747 struct grind_info *inf )
1748 {
1749 struct player_skate *s = &player->_skate;
1750
1751 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1752 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1753
1754 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1755 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1756
1757 /* Exit condition: lost grind tracking */
1758 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1759 return 0;
1760
1761 /* Exit condition: cant see grind target directly */
1762 if( !skate_point_visible( wheel_co, inf->co ) )
1763 return 0;
1764
1765 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1766 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1767 minv = k_grind_axel_min_vel*0.8f;
1768
1769 if( dv < minv )
1770 return 0;
1771
1772 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1773 return 0;
1774
1775 v3_copy( inf->dir, s->grind_dir );
1776 return 1;
1777 }
1778
1779 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1780 struct grind_info *inf )
1781 {
1782 struct player_skate *s = &player->_skate;
1783
1784 /* REFACTOR */
1785 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1786
1787 v3f raw, wsp;
1788 m3x3_mulv( player->rb.to_world, ra, raw );
1789 v3_add( player->rb.co, raw, wsp );
1790
1791 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1792 {
1793 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1794 return 0;
1795
1796 /* velocity should be at least 60% aligned */
1797 v3f pv, axis;
1798 v3_cross( inf->n, inf->dir, axis );
1799 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1800
1801 if( v3_length2( pv ) < 0.0001f )
1802 return 0;
1803 v3_normalize( pv );
1804
1805 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1806 return 0;
1807
1808 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1809 return 0;
1810
1811 #if 0
1812 /* check for vertical alignment */
1813 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1814 return 0;
1815 #endif
1816
1817 v3f local_co, local_dir, local_n;
1818 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1819 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1820 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1821
1822 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1823
1824 float truck_height = -(k_board_radius+0.03f);
1825
1826 v3f rv;
1827 v3_cross( player->rb.w, raw, rv );
1828 v3_add( player->rb.v, rv, rv );
1829
1830 if( (local_co[1] >= truck_height) &&
1831 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1832 {
1833 return 1;
1834 }
1835 }
1836
1837 return 0;
1838 }
1839
1840 VG_STATIC void skate_boardslide_apply( player_instance *player,
1841 struct grind_info *inf )
1842 {
1843 struct player_skate *s = &player->_skate;
1844
1845 v3f local_co, local_dir, local_n;
1846 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1847 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1848 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1849
1850 v3f intersection;
1851 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1852 intersection );
1853 v3_copy( intersection, s->weight_distribution );
1854
1855 skate_grind_decay( player, inf, 0.0125f );
1856 skate_grind_friction( player, inf, 0.25f );
1857
1858 /* direction alignment */
1859 v3f dir, perp;
1860 v3_cross( local_dir, local_n, perp );
1861 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1862 v3_muls( perp, vg_signf(perp[2]), perp );
1863
1864 m3x3_mulv( player->rb.to_world, dir, dir );
1865 m3x3_mulv( player->rb.to_world, perp, perp );
1866
1867 v4f qbalance;
1868 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1869 q_mulv( qbalance, perp, perp );
1870
1871 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1872 dir,
1873 k_grind_spring, k_grind_dampener,
1874 k_rb_delta );
1875
1876 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1877 perp,
1878 k_grind_spring, k_grind_dampener,
1879 k_rb_delta );
1880
1881 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1882 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1883
1884 v3_copy( inf->dir, s->grind_dir );
1885 }
1886
1887 VG_STATIC int skate_boardslide_entry( player_instance *player,
1888 struct grind_info *inf )
1889 {
1890 struct player_skate *s = &player->_skate;
1891
1892 if( skate_grind_scansq( player, player->rb.co,
1893 player->rb.to_world[0], k_board_length,
1894 inf ) )
1895 {
1896 v3f local_co, local_dir;
1897 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1898 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1899
1900 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1901 (local_co[1] >= 0.0f) && /* at deck level */
1902 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1903 {
1904 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1905 return 0;
1906
1907 return 1;
1908 }
1909 }
1910
1911 return 0;
1912 }
1913
1914 VG_STATIC int skate_boardslide_renew( player_instance *player,
1915 struct grind_info *inf )
1916 {
1917 struct player_skate *s = &player->_skate;
1918
1919 if( !skate_grind_scansq( player, player->rb.co,
1920 player->rb.to_world[0], k_board_length,
1921 inf ) )
1922 return 0;
1923
1924 /* Exit condition: cant see grind target directly */
1925 v3f vis;
1926 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1927 if( !skate_point_visible( vis, inf->co ) )
1928 return 0;
1929
1930 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1931 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1932 minv = k_grind_axel_min_vel*0.8f;
1933
1934 if( dv < minv )
1935 return 0;
1936
1937 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1938 return 0;
1939
1940 return 1;
1941 }
1942
1943 VG_STATIC void skate_store_grind_vec( player_instance *player,
1944 struct grind_info *inf )
1945 {
1946 struct player_skate *s = &player->_skate;
1947
1948 m3x3f mtx;
1949 skate_grind_orient( inf, mtx );
1950 m3x3_transpose( mtx, mtx );
1951
1952 v3f raw;
1953 v3_sub( inf->co, player->rb.co, raw );
1954
1955 m3x3_mulv( mtx, raw, s->grind_vec );
1956 v3_normalize( s->grind_vec );
1957 v3_copy( inf->dir, s->grind_dir );
1958 }
1959
1960 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1961 {
1962 struct player_skate *s = &player->_skate;
1963
1964 if( s->grind_cooldown > 100 ){
1965 vg_fatal_error( "wth!\n" );
1966 }
1967
1968 /* debounces this state manager a little bit */
1969 if( s->grind_cooldown ){
1970 s->grind_cooldown --;
1971 return k_skate_activity_undefined;
1972 }
1973
1974 struct grind_info inf_back50,
1975 inf_front50,
1976 inf_slide;
1977
1978 int res_back50 = 0,
1979 res_front50 = 0,
1980 res_slide = 0;
1981
1982 int allow_back = 1,
1983 allow_front = 1;
1984
1985 v2f steer;
1986 joystick_state( k_srjoystick_steer, steer );
1987
1988 if( s->state.activity == k_skate_activity_grind_5050 ||
1989 s->state.activity == k_skate_activity_grind_back50 ||
1990 s->state.activity == k_skate_activity_grind_front50 )
1991 {
1992 float tilt = steer[1];
1993
1994 if( fabsf(tilt) >= 0.25f ){
1995 v3f raw = {0.0f,0.0f,tilt};
1996 m3x3_mulv( player->rb.to_world, raw, raw );
1997
1998 float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
1999
2000 if( way < 0.0f ) allow_front = 0;
2001 else allow_back = 0;
2002 }
2003 }
2004
2005 if( s->state.activity == k_skate_activity_grind_boardslide ){
2006 res_slide = skate_boardslide_renew( player, &inf_slide );
2007 }
2008 else if( s->state.activity == k_skate_activity_grind_back50 ){
2009 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2010
2011 if( allow_front )
2012 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2013 }
2014 else if( s->state.activity == k_skate_activity_grind_front50 ){
2015 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2016
2017 if( allow_back )
2018 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2019 }
2020 else if( s->state.activity == k_skate_activity_grind_5050 ){
2021 if( allow_front )
2022 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2023 if( allow_back )
2024 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2025 }
2026 else{
2027 res_slide = skate_boardslide_entry( player, &inf_slide );
2028
2029 if( allow_back )
2030 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2031
2032 if( allow_front )
2033 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2034
2035 if( res_back50 != res_front50 ){
2036 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2037
2038 res_back50 &= wants_to_do_that;
2039 res_front50 &= wants_to_do_that;
2040 }
2041 }
2042
2043 const enum skate_activity table[] =
2044 { /* slide | back | front */
2045 k_skate_activity_undefined, /* 0 0 0 */
2046 k_skate_activity_grind_front50, /* 0 0 1 */
2047 k_skate_activity_grind_back50, /* 0 1 0 */
2048 k_skate_activity_grind_5050, /* 0 1 1 */
2049
2050 /* slide has priority always */
2051 k_skate_activity_grind_boardslide, /* 1 0 0 */
2052 k_skate_activity_grind_boardslide, /* 1 0 1 */
2053 k_skate_activity_grind_boardslide, /* 1 1 0 */
2054 k_skate_activity_grind_boardslide, /* 1 1 1 */
2055 }
2056 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2057
2058 if( new_activity == k_skate_activity_undefined ){
2059 if( s->state.activity >= k_skate_activity_grind_any ){
2060 s->grind_cooldown = 15;
2061 s->surface_cooldown = 10;
2062 }
2063 }
2064 else if( new_activity == k_skate_activity_grind_boardslide ){
2065 skate_boardslide_apply( player, &inf_slide );
2066 }
2067 else if( new_activity == k_skate_activity_grind_back50 ){
2068 if( s->state.activity != k_skate_activity_grind_back50 )
2069 skate_store_grind_vec( player, &inf_back50 );
2070
2071 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2072 }
2073 else if( new_activity == k_skate_activity_grind_front50 ){
2074 if( s->state.activity != k_skate_activity_grind_front50 )
2075 skate_store_grind_vec( player, &inf_front50 );
2076
2077 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2078 }
2079 else if( new_activity == k_skate_activity_grind_5050 )
2080 skate_5050_apply( player, &inf_front50, &inf_back50 );
2081
2082 return new_activity;
2083 }
2084
2085 VG_STATIC void player__skate_update( player_instance *player )
2086 {
2087 struct player_skate *s = &player->_skate;
2088 world_instance *world = world_current_instance();
2089
2090 if( world->water.enabled ){
2091 if( player->rb.co[1]+0.25f < world->water.height ){
2092 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
2093 player__skate_kill_audio( player );
2094 player__dead_transition( player );
2095 return;
2096 }
2097 }
2098
2099 v3_copy( player->rb.co, s->state.prev_pos );
2100 s->state.activity_prev = s->state.activity;
2101 v3f normal_total;
2102 v3_zero( normal_total );
2103
2104 struct board_collider
2105 {
2106 v3f pos;
2107 float radius;
2108
2109 u32 colour;
2110
2111 enum board_collider_state
2112 {
2113 k_collider_state_default,
2114 k_collider_state_disabled,
2115 k_collider_state_colliding
2116 }
2117 state;
2118 }
2119 wheels[] =
2120 {
2121 {
2122 { 0.0f, 0.0f, -k_board_length },
2123 .radius = k_board_radius,
2124 .colour = VG__RED
2125 },
2126 {
2127 { 0.0f, 0.0f, k_board_length },
2128 .radius = k_board_radius,
2129 .colour = VG__GREEN
2130 }
2131 };
2132
2133 float slap = 0.0f;
2134
2135 if( s->state.activity <= k_skate_activity_air_to_grind ){
2136 float min_dist = 0.6f;
2137 for( int i=0; i<2; i++ ){
2138 v3f wpos, closest;
2139 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2140
2141 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2142 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2143 }
2144 }
2145 min_dist -= 0.2f;
2146 float vy = v3_dot( player->basis[1], player->rb.v );
2147 vy = vg_maxf( 0.0f, vy );
2148
2149 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2150 }
2151 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2152
2153 wheels[0].pos[1] = s->state.slap;
2154 wheels[1].pos[1] = s->state.slap;
2155
2156
2157 const int k_wheel_count = 2;
2158
2159 s->substep = k_rb_delta;
2160 s->substep_delta = s->substep;
2161 s->limit_count = 0;
2162
2163 int substep_count = 0;
2164
2165 v3_zero( s->surface_picture );
2166
2167 int prev_contacts[2];
2168
2169 for( int i=0; i<k_wheel_count; i++ ){
2170 wheels[i].state = k_collider_state_default;
2171 prev_contacts[i] = s->wheel_contacts[i];
2172 }
2173
2174 /* check if we can enter or continue grind */
2175 enum skate_activity grindable_activity = skate_availible_grind( player );
2176 if( grindable_activity != k_skate_activity_undefined ){
2177 s->state.activity = grindable_activity;
2178 goto grinding;
2179 }
2180
2181 int contact_count = 0;
2182 for( int i=0; i<2; i++ ){
2183 v3f normal, axel;
2184 v3_copy( player->rb.to_world[0], axel );
2185
2186 if( skate_compute_surface_alignment( player, wheels[i].pos,
2187 wheels[i].colour, normal, axel ) )
2188 {
2189 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2190 axel,
2191 k_surface_spring, k_surface_dampener,
2192 s->substep_delta );
2193
2194 v3_add( normal, s->surface_picture, s->surface_picture );
2195 contact_count ++;
2196 s->wheel_contacts[i] = 1;
2197 }
2198 else{
2199 s->wheel_contacts[i] = 0;
2200 }
2201
2202 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2203 }
2204
2205 if( s->surface_cooldown ){
2206 s->surface_cooldown --;
2207 contact_count = 0;
2208 }
2209
2210 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2211 audio_lock();
2212 for( int i=0; i<2; i++ ){
2213 if( !prev_contacts[i] ){
2214 v3f co;
2215 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2216 audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
2217 }
2218 }
2219 audio_unlock();
2220 }
2221
2222 if( contact_count ){
2223 s->state.activity = k_skate_activity_ground;
2224 s->state.gravity_bias = k_gravity;
2225 v3_normalize( s->surface_picture );
2226
2227 skate_apply_friction_model( player );
2228 skate_weight_distribute( player );
2229 }
2230 else{
2231 if( s->state.activity > k_skate_activity_air_to_grind )
2232 s->state.activity = k_skate_activity_air;
2233
2234 v3_zero( s->weight_distribution );
2235 skate_apply_air_model( player );
2236 }
2237
2238 grinding:;
2239
2240 if( s->state.activity == k_skate_activity_grind_back50 )
2241 wheels[1].state = k_collider_state_disabled;
2242 if( s->state.activity == k_skate_activity_grind_front50 )
2243 wheels[0].state = k_collider_state_disabled;
2244 if( s->state.activity == k_skate_activity_grind_5050 ){
2245 wheels[0].state = k_collider_state_disabled;
2246 wheels[1].state = k_collider_state_disabled;
2247 }
2248
2249 /* all activities */
2250 skate_apply_steering_model( player );
2251 skate_adjust_up_direction( player );
2252 skate_apply_cog_model( player );
2253 skate_apply_jump_model( player );
2254 skate_apply_grab_model( player );
2255 skate_apply_trick_model( player );
2256 skate_apply_pump_model( player );
2257
2258 begin_collision:;
2259
2260 /*
2261 * Phase 0: Continous collision detection
2262 * --------------------------------------------------------------------------
2263 */
2264
2265 v3f head_wp0, head_wp1, start_co;
2266 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2267 v3_copy( player->rb.co, start_co );
2268
2269 /* calculate transform one step into future */
2270 v3f future_co;
2271 v4f future_q;
2272 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2273
2274 if( v3_length2( player->rb.w ) > 0.0f ){
2275 v4f rotation;
2276 v3f axis;
2277 v3_copy( player->rb.w, axis );
2278
2279 float mag = v3_length( axis );
2280 v3_divs( axis, mag, axis );
2281 q_axis_angle( rotation, axis, mag*s->substep );
2282 q_mul( rotation, player->rb.q, future_q );
2283 q_normalize( future_q );
2284 }
2285 else
2286 v4_copy( player->rb.q, future_q );
2287
2288 v3f future_cg, current_cg, cg_offset;
2289 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2290 q_mulv( future_q, s->weight_distribution, future_cg );
2291 v3_sub( future_cg, current_cg, cg_offset );
2292
2293 /* calculate the minimum time we can move */
2294 float max_time = s->substep;
2295
2296 for( int i=0; i<k_wheel_count; i++ ){
2297 if( wheels[i].state == k_collider_state_disabled )
2298 continue;
2299
2300 v3f current, future, r_cg;
2301
2302 q_mulv( future_q, wheels[i].pos, future );
2303 v3_add( future, future_co, future );
2304 v3_add( cg_offset, future, future );
2305
2306 q_mulv( player->rb.q, wheels[i].pos, current );
2307 v3_add( current, player->rb.co, current );
2308
2309 float t;
2310 v3f n;
2311
2312 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2313 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2314 max_time = vg_minf( max_time, t * s->substep );
2315 }
2316
2317 /* clamp to a fraction of delta, to prevent locking */
2318 float rate_lock = substep_count;
2319 rate_lock *= k_rb_delta * 0.1f;
2320 rate_lock *= rate_lock;
2321
2322 max_time = vg_maxf( max_time, rate_lock );
2323 s->substep_delta = max_time;
2324
2325 /* integrate */
2326 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2327 if( v3_length2( player->rb.w ) > 0.0f ){
2328 v4f rotation;
2329 v3f axis;
2330 v3_copy( player->rb.w, axis );
2331
2332 float mag = v3_length( axis );
2333 v3_divs( axis, mag, axis );
2334 q_axis_angle( rotation, axis, mag*s->substep_delta );
2335 q_mul( rotation, player->rb.q, player->rb.q );
2336 q_normalize( player->rb.q );
2337
2338 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2339 v3_sub( current_cg, future_cg, cg_offset );
2340 v3_add( player->rb.co, cg_offset, player->rb.co );
2341 }
2342
2343 rb_update_transform( &player->rb );
2344 v3_muladds( player->rb.v, player->basis[1],
2345 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2346
2347 s->substep -= s->substep_delta;
2348
2349 rb_ct manifold[128];
2350 int manifold_len = 0;
2351
2352 /*
2353 * Phase -1: head detection
2354 * --------------------------------------------------------------------------
2355 */
2356 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2357
2358 float t;
2359 v3f n;
2360 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2361 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2362 {
2363 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2364 rb_update_transform( &player->rb );
2365
2366 player__skate_kill_audio( player );
2367 player__dead_transition( player );
2368 return;
2369 }
2370
2371 /*
2372 * Phase 1: Regular collision detection
2373 * --------------------------------------------------------------------------
2374 */
2375
2376 for( int i=0; i<k_wheel_count; i++ ){
2377 if( wheels[i].state == k_collider_state_disabled )
2378 continue;
2379
2380 m4x3f mtx;
2381 m3x3_identity( mtx );
2382 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2383
2384 rb_sphere collider = { .radius = wheels[i].radius };
2385
2386 rb_ct *man = &manifold[ manifold_len ];
2387
2388 int l = skate_collide_smooth( player, mtx, &collider, man );
2389 if( l )
2390 wheels[i].state = k_collider_state_colliding;
2391
2392 manifold_len += l;
2393 }
2394
2395 float grind_radius = k_board_radius * 0.75f;
2396 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2397 .radius=grind_radius };
2398 m4x3f mtx;
2399 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2400 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2401 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2402 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2403 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2404
2405 rb_ct *cman = &manifold[manifold_len];
2406
2407 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2408 cman );
2409
2410 /* weld joints */
2411 for( int i=0; i<l; i ++ )
2412 cman[l].type = k_contact_type_edge;
2413 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2414 l = rb_manifold_apply_filtered( cman, l );
2415
2416 manifold_len += l;
2417
2418 if( vg_lines.draw )
2419 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2420
2421 /* add limits */
2422 if( s->state.activity >= k_skate_activity_grind_any ){
2423 for( int i=0; i<s->limit_count; i++ ){
2424 struct grind_limit *limit = &s->limits[i];
2425 rb_ct *ct = &manifold[ manifold_len ++ ];
2426 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2427 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2428 ct->p = limit->p;
2429 ct->type = k_contact_type_default;
2430 }
2431 }
2432
2433 /*
2434 * Phase 3: Dynamics
2435 * --------------------------------------------------------------------------
2436 */
2437
2438
2439 v3f world_cog;
2440 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2441 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2442
2443 for( int i=0; i<manifold_len; i ++ ){
2444 rb_prepare_contact( &manifold[i], s->substep_delta );
2445 rb_debug_contact( &manifold[i] );
2446 }
2447
2448 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2449 v3f extent = { k_board_width, 0.1f, k_board_length };
2450 float ex2 = k_board_interia*extent[0]*extent[0],
2451 ey2 = k_board_interia*extent[1]*extent[1],
2452 ez2 = k_board_interia*extent[2]*extent[2];
2453
2454 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2455 float inv_mass = 1.0f/mass;
2456
2457 v3f I;
2458 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2459 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2460 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2461
2462 m3x3f iI;
2463 m3x3_identity( iI );
2464 iI[0][0] = I[0];
2465 iI[1][1] = I[1];
2466 iI[2][2] = I[2];
2467 m3x3_inv( iI, iI );
2468
2469 m3x3f iIw;
2470 m3x3_mul( iI, player->rb.to_local, iIw );
2471 m3x3_mul( player->rb.to_world, iIw, iIw );
2472
2473 for( int j=0; j<10; j++ ){
2474 for( int i=0; i<manifold_len; i++ ){
2475 /*
2476 * regular dance; calculate velocity & total mass, apply impulse.
2477 */
2478
2479 struct contact *ct = &manifold[i];
2480
2481 v3f rv, delta;
2482 v3_sub( ct->co, world_cog, delta );
2483 v3_cross( player->rb.w, delta, rv );
2484 v3_add( player->rb.v, rv, rv );
2485
2486 v3f raCn;
2487 v3_cross( delta, ct->n, raCn );
2488
2489 v3f raCnI, rbCnI;
2490 m3x3_mulv( iIw, raCn, raCnI );
2491
2492 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2493 vn = v3_dot( rv, ct->n ),
2494 lambda = normal_mass * ( -vn );
2495
2496 float temp = ct->norm_impulse;
2497 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2498 lambda = ct->norm_impulse - temp;
2499
2500 v3f impulse;
2501 v3_muls( ct->n, lambda, impulse );
2502
2503 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2504 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2505 v3_cross( delta, impulse, impulse );
2506 m3x3_mulv( iIw, impulse, impulse );
2507 v3_add( impulse, player->rb.w, player->rb.w );
2508
2509 v3_cross( player->rb.w, delta, rv );
2510 v3_add( player->rb.v, rv, rv );
2511 vn = v3_dot( rv, ct->n );
2512 }
2513 }
2514
2515 v3f dt;
2516 rb_depenetrate( manifold, manifold_len, dt );
2517 v3_add( dt, player->rb.co, player->rb.co );
2518 rb_update_transform( &player->rb );
2519
2520 substep_count ++;
2521
2522 if( s->substep >= 0.0001f )
2523 goto begin_collision; /* again! */
2524
2525 /*
2526 * End of collision and dynamics routine
2527 * --------------------------------------------------------------------------
2528 */
2529
2530 f32 nforce = v3_length(normal_total);
2531 if( nforce > 4.0f ){
2532 if( nforce > 17.6f ){
2533 v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
2534 player__dead_transition(player);
2535 player__skate_kill_audio(player);
2536 return;
2537 }
2538
2539 f32 amt = k_cam_punch;
2540 if( player->camera_mode == k_cam_firstperson ){
2541 amt *= 0.25f;
2542 }
2543
2544 v3_muladds( player->cam_land_punch_v, normal_total, amt,
2545 player->cam_land_punch_v );
2546 }
2547
2548 s->surface = k_surface_prop_concrete;
2549
2550 for( int i=0; i<manifold_len; i++ ){
2551 rb_ct *ct = &manifold[i];
2552 struct world_surface *surf = world_contact_surface( world, ct );
2553
2554 if( surf->info.surface_prop > s->surface )
2555 s->surface = surf->info.surface_prop;
2556 }
2557
2558 for( int i=0; i<k_wheel_count; i++ ){
2559 m4x3f mtx;
2560 m3x3_copy( player->rb.to_world, mtx );
2561 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2562 debug_sphere( mtx, wheels[i].radius,
2563 (u32[]){ VG__WHITE, VG__BLACK,
2564 wheels[i].colour }[ wheels[i].state ]);
2565 }
2566
2567 skate_integrate( player );
2568 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2569
2570 ent_gate *gate =
2571 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2572
2573 if( gate ){
2574 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2575 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2576 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2577 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2578 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2579 m3x3_mulv( gate->transport, s->state.head_position,
2580 s->state.head_position );
2581 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2582
2583 v4f transport_rotation;
2584 m3x3_q( gate->transport, transport_rotation );
2585 q_mul( transport_rotation, player->rb.q, player->rb.q );
2586 q_mul( transport_rotation, s->state.smoothed_rotation,
2587 s->state.smoothed_rotation );
2588 rb_update_transform( &player->rb );
2589
2590 s->state_gate_storage = s->state;
2591 player__pass_gate( player, gate );
2592 }
2593
2594 /* FIXME: Rate limit */
2595 static int stick_frames = 0;
2596
2597 if( s->state.activity >= k_skate_activity_ground )
2598 stick_frames ++;
2599 else
2600 stick_frames = 0;
2601
2602 if( stick_frames > 5 ) stick_frames = 5;
2603
2604 if( stick_frames == 4 ){
2605 audio_lock();
2606
2607 if( s->state.activity == k_skate_activity_ground ){
2608 if( (fabsf(s->state.slip) > 0.75f) ){
2609 audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co,
2610 40.0f, 1.0f );
2611 }
2612 else{
2613 audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co,
2614 40.0f, 1.0f );
2615 }
2616 }
2617 else if( s->surface == k_surface_prop_metal ){
2618 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2619 }
2620 else{
2621 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2622 }
2623
2624 audio_unlock();
2625 } else if( stick_frames == 0 ){
2626
2627 }
2628 }
2629
2630 VG_STATIC void player__skate_im_gui( player_instance *player )
2631 {
2632 struct player_skate *s = &player->_skate;
2633 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2634 player->rb.v[1],
2635 player->rb.v[2] );
2636 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2637 player->rb.co[1],
2638 player->rb.co[2] );
2639 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2640 player->rb.w[1],
2641 player->rb.w[2] );
2642
2643 const char *activity_txt[] =
2644 {
2645 "air",
2646 "air_to_grind",
2647 "ground",
2648 "undefined (INVALID)",
2649 "grind_any (INVALID)",
2650 "grind_boardslide",
2651 "grind_metallic (INVALID)",
2652 "grind_back50",
2653 "grind_front50",
2654 "grind_5050"
2655 };
2656
2657 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2658 #if 0
2659 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2660 s->state.steerx_s, s->state.steery_s,
2661 k_steer_ground, k_steer_air );
2662 #endif
2663 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2664 s->state.flip_time );
2665 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2666 s->state.trick_vel[0],
2667 s->state.trick_vel[1],
2668 s->state.trick_vel[2] );
2669 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2670 s->state.trick_euler[0],
2671 s->state.trick_euler[1],
2672 s->state.trick_euler[2] );
2673 }
2674
2675 VG_STATIC void player__skate_animate( player_instance *player,
2676 player_animation *dest )
2677 {
2678 struct player_skate *s = &player->_skate;
2679 struct player_avatar *av = player->playeravatar;
2680 struct skeleton *sk = &av->sk;
2681
2682 /* Head */
2683 float kheight = 2.0f,
2684 kleg = 0.6f;
2685
2686 v3f offset;
2687 v3_zero( offset );
2688
2689 v3f cog_local, cog_ideal;
2690 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2691
2692 v3_copy( s->state.up_dir, cog_ideal );
2693 v3_normalize( cog_ideal );
2694 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2695
2696 v3_sub( cog_ideal, cog_local, offset );
2697
2698
2699 v3_muls( offset, 4.0f, offset );
2700 offset[1] *= -1.0f;
2701
2702 float curspeed = v3_length( player->rb.v ),
2703 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2704 kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
2705 sign = vg_signf( kicks );
2706
2707 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2708 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2709
2710 offset[0] *= 0.26f;
2711 offset[0] += s->wobble[1]*3.0f;
2712
2713 offset[1] *= -0.3f;
2714 offset[2] *= 0.01f;
2715
2716 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2717 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2718
2719 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2720
2721 /*
2722 * Animation blending
2723 * ===========================================
2724 */
2725
2726 /* sliding */
2727 {
2728 float desired = 0.0f;
2729 if( s->state.activity == k_skate_activity_ground )
2730 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2731
2732 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2733 }
2734
2735 /* movement information */
2736 {
2737 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2738
2739 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2740 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2741 fly = iair? 1.0f: 0.0f,
2742 wdist= s->weight_distribution[2] / k_board_length;
2743
2744 if( s->state.activity >= k_skate_activity_grind_any )
2745 wdist = 0.0f;
2746
2747 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2748 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2749 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2750 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2751 }
2752
2753 mdl_keyframe apose[32], bpose[32];
2754 mdl_keyframe ground_pose[32];
2755 {
2756 /* when the player is moving fast he will crouch down a little bit */
2757 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2758 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2759
2760 /* stand/crouch */
2761 float dir_frame = s->blend_z * (15.0f/30.0f),
2762 stand_blend = offset[1]*-2.0f;
2763
2764 v3f local_cog;
2765 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2766
2767 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2768
2769 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2770 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2771 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2772
2773 /* sliding */
2774 float slide_frame = s->blend_x * (15.0f/30.0f);
2775 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2776 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2777
2778 /* pushing */
2779 double push_time = vg.time - s->state.start_push;
2780 s->blend_push = vg_lerpf( s->blend_push,
2781 (vg.time - s->state.cur_push) < 0.125,
2782 6.0f*vg.time_delta );
2783
2784 if( s->state.reverse > 0.0f )
2785 skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
2786 else
2787 skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
2788
2789 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2790
2791 /* trick setup */
2792 float jump_start_frame = 14.0f/30.0f;
2793
2794 float charge = s->state.jump_charge;
2795 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2796
2797 float setup_frame = charge * jump_start_frame,
2798 setup_blend = vg_minf( s->blend_jump, 1.0f );
2799
2800 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2801 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2802 setup_frame = jump_frame;
2803
2804 struct skeleton_anim *jump_anim = s->state.jump_dir?
2805 s->anim_ollie:
2806 s->anim_ollie_reverse;
2807
2808 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2809 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2810 }
2811
2812 mdl_keyframe air_pose[32];
2813 {
2814 v2f steer;
2815 joystick_state( k_srjoystick_steer, steer );
2816
2817 float target = -steer[1];
2818
2819 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2820
2821 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2822 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2823
2824 static v2f grab_choice;
2825
2826 v2f grab_input;
2827 joystick_state( k_srjoystick_grab, grab_input );
2828 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2829
2830 if( v2_length2( grab_input ) <= 0.001f )
2831 grab_input[0] = -1.0f;
2832 else
2833 v2_normalize_clamp( grab_input );
2834 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2835
2836 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2837 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2838 grab_frame = ang_unit * (15.0f/30.0f);
2839
2840 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2841 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2842 }
2843
2844 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2845
2846
2847 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2848 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2849 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2850 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2851 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2852 *kf_hip = &dest->pose[av->id_hip-1],
2853 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2854 &dest->pose[av->id_wheel_l-1] };
2855
2856
2857 mdl_keyframe grind_pose[32];
2858 {
2859 float grind_frame = 0.5f;
2860
2861 if( s->state.activity == k_skate_activity_grind_front50 ){
2862 grind_frame = 0.0f;
2863 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2864 grind_frame = 1.0f;
2865 }
2866
2867 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2868 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2869 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2870 grind_frame, 5.0f*vg.time_delta );
2871
2872 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2873
2874 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2875 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2876 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2877 }
2878 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2879
2880 float add_grab_mod = 1.0f - s->blend_fly;
2881
2882 /* additive effects */
2883 {
2884 u32 apply_to[] = { av->id_hip,
2885 av->id_ik_hand_l,
2886 av->id_ik_hand_r,
2887 av->id_ik_elbow_l,
2888 av->id_ik_elbow_r };
2889
2890 float apply_rates[] = { 1.0f,
2891 0.75f,
2892 0.75f,
2893 0.75f,
2894 0.75f };
2895
2896 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2897 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2898 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2899 }
2900
2901 /* angle correction */
2902 if( v3_length2( s->state.up_dir ) > 0.001f ){
2903
2904 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2905 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2906 vg_warn( "FIX THIS! CARROT\n" );
2907 v4_copy( player->rb.q, s->state.smoothed_rotation );
2908 }
2909 v4_lerp( s->state.smoothed_rotation, player->rb.q,
2910 2.0f*vg.time_frame_delta,
2911 s->state.smoothed_rotation );
2912 q_normalize( s->state.smoothed_rotation );
2913
2914 v3f yaw_ref = {1.0f,0.0f,0.0f},
2915 yaw_smooth = {1.0f,0.0f,0.0f};
2916 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2917 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2918 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2919 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2920
2921 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2922 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2923 yaw_counter_rotate = acosf( yaw_counter_rotate );
2924 yaw_counter_rotate *= 1.0f-s->blend_fly;
2925
2926 v3f ndir;
2927 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2928 v3_normalize( ndir );
2929
2930 v3f up = { 0.0f, 1.0f, 0.0f };
2931
2932 float a = v3_dot( ndir, up );
2933 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2934
2935 v3f axis;
2936 v4f qfixup, qcounteryaw, qtotal;
2937
2938 v3_cross( up, ndir, axis );
2939 q_axis_angle( qfixup, axis, a );
2940
2941 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2942 q_mul( qcounteryaw, qfixup, qtotal );
2943 q_normalize( qtotal );
2944
2945 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2946 v3f origin;
2947 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2948
2949 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2950 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2951
2952 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2953 qtotal );
2954 }
2955
2956 v3f p1, p2;
2957 m3x3_mulv( player->rb.to_world, up, p1 );
2958 m3x3_mulv( player->rb.to_world, ndir, p2 );
2959
2960 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2961 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2962
2963 }
2964
2965 v4f qtotal;
2966 v4f qtrickr, qyawr, qpitchr, qrollr;
2967 v3f eulerr;
2968
2969 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2970
2971 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2972 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2973 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2974
2975 q_mul( qpitchr, qrollr, qtrickr );
2976 q_mul( qyawr, qtrickr, qtotal );
2977 q_normalize( qtotal );
2978
2979 q_mul( qtotal, kf_board->q, kf_board->q );
2980
2981
2982 /* trick rotation */
2983 v4f qtrick, qyaw, qpitch, qroll;
2984 v3f euler;
2985 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2986
2987 float jump_t = vg.time-s->state.jump_time;
2988
2989 float k=17.0f;
2990 float h = k*jump_t;
2991 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2992 extra *= s->state.slap * 4.0f;
2993
2994 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2995 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2996 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2997
2998 q_mul( qyaw, qroll, qtrick );
2999 q_mul( qpitch, qtrick, qtrick );
3000 q_mul( kf_board->q, qtrick, kf_board->q );
3001 q_normalize( kf_board->q );
3002
3003 struct player_board *board =
3004 addon_cache_item_if_loaded( k_addon_type_board,
3005 player->board_view_slot );
3006
3007 if( board ){
3008 /* foot weight distribution */
3009 if( s->blend_weight > 0.0f ){
3010 kf_foot_l->co[2] =
3011 vg_lerpf( kf_foot_l->co[2],
3012 board->truck_positions[k_board_truck_back][2]+0.3f,
3013 0.5f*s->blend_weight );
3014 }
3015 else{
3016 kf_foot_r->co[2] =
3017 vg_lerpf( kf_foot_r->co[2],
3018 board->truck_positions[k_board_truck_front][2]-0.3f,
3019 -0.5f*s->blend_weight );
3020 }
3021 }
3022
3023 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
3024 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
3025
3026 kf_foot_l->co[1] += s->state.slap;
3027 kf_foot_r->co[1] += s->state.slap;
3028 kf_knee_l->co[1] += s->state.slap;
3029 kf_knee_r->co[1] += s->state.slap;
3030 kf_board->co[1] += s->state.slap * s->subslap;
3031 kf_hip->co[1] += s->state.slap * 0.25f;
3032
3033 /*
3034 * animation wishlist:
3035 * boardslide/grind jump animations
3036 * when tricking the slap should not appply or less apply
3037 * not animations however DONT target grinds that are vertically down.
3038 */
3039
3040 /* truck rotation */
3041 for( int i=0; i<2; i++ )
3042 {
3043 float a = vg_minf( s->truckv0[i][0], 1.0f );
3044 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3045
3046 v4f q;
3047 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3048 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3049 q_normalize( kf_wheels[i]->q );
3050 }
3051 }
3052
3053 {
3054 mdl_keyframe
3055 *kf_head = &dest->pose[av->id_head-1],
3056 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3057 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3058 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3059 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3060
3061 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3062 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3063
3064 v4f qrot;
3065 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3066
3067 v3f origin = {0.0f,0.2f,0.0f};
3068 keyframe_rotate_around( kf_hand_l, origin,
3069 av->sk.bones[av->id_ik_hand_l].co, qrot );
3070 keyframe_rotate_around( kf_hand_r, origin,
3071 av->sk.bones[av->id_ik_hand_r].co, qrot );
3072 keyframe_rotate_around( kf_hip, origin,
3073 av->sk.bones[av->id_hip].co, qrot );
3074 keyframe_rotate_around( kf_elbow_r, origin,
3075 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3076 keyframe_rotate_around( kf_elbow_l, origin,
3077 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3078
3079 q_inv( qrot, qrot );
3080 q_mul( qrot, kf_head->q, kf_head->q );
3081 q_normalize( kf_head->q );
3082 }
3083
3084 /* transform */
3085 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3086
3087 v3f ext_up,ext_co;
3088 q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3089 v3_copy( dest->root_co, ext_co );
3090 v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
3091
3092 v4f qflip;
3093 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3094 (fabsf(s->state.flip_rate) > 0.01f) )
3095 {
3096 float substep = vg.time_fixed_extrapolate;
3097 float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
3098 sign = vg_signf( t );
3099
3100 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3101 t = sign * (1.0f-t*t);
3102
3103 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3104 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3105 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3106
3107 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3108
3109 q_axis_angle( qflip, s->state.flip_axis, angle );
3110 q_mul( qflip, dest->root_q, dest->root_q );
3111 q_normalize( dest->root_q );
3112
3113 v3f rotation_point, rco;
3114 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3115 v3_sub( dest->root_co, rotation_point, rco );
3116
3117 q_mulv( qflip, rco, rco );
3118 v3_add( rco, rotation_point, dest->root_co );
3119 }
3120
3121 skeleton_copy_pose( sk, dest->pose, s->holdout );
3122 }
3123
3124 VG_STATIC void player__skate_post_animate( player_instance *player )
3125 {
3126 struct player_skate *s = &player->_skate;
3127 struct player_avatar *av = player->playeravatar;
3128
3129 player->cam_velocity_influence = 1.0f;
3130
3131 v3f head = { 0.0f, 1.8f, 0.0f };
3132 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3133 m4x3_mulv( player->rb.to_local, s->state.head_position,
3134 s->state.head_position );
3135
3136 /* TODO: Extrapolate to_local matrix? */
3137 }
3138
3139 VG_STATIC void player__skate_reset_animator( player_instance *player )
3140 {
3141 struct player_skate *s = &player->_skate;
3142
3143 if( s->state.activity <= k_skate_activity_air_to_grind )
3144 s->blend_fly = 1.0f;
3145 else
3146 s->blend_fly = 0.0f;
3147
3148 s->blend_slide = 0.0f;
3149 s->blend_z = 0.0f;
3150 s->blend_x = 0.0f;
3151 s->blend_grind = 0.0f;
3152 s->blend_grind_balance = 0.0f;
3153 s->blend_stand = 0.0f;
3154 s->blend_push = 0.0f;
3155 s->blend_jump = 0.0f;
3156 s->blend_airdir = 0.0f;
3157 s->blend_weight = 0.0f;
3158 s->subslap = 0.0f;
3159 v2_zero( s->wobble );
3160
3161 v3_zero( s->board_trick_residuald );
3162 v3_zero( s->board_trick_residualv );
3163 v3_zero( s->truckv0[0] );
3164 v3_zero( s->truckv0[1] );
3165 }
3166
3167 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3168 {
3169 struct player_skate *s = &player->_skate;
3170 s->state.jump_charge = 0.0f;
3171 s->state.charging_jump = 0;
3172 s->state.jump_dir = 0;
3173 v3_zero( s->state.flip_axis );
3174 s->state.flip_time = 0.0f;
3175 s->state.flip_rate = 0.0f;
3176 s->state.reverse = 0.0f;
3177 s->state.slip = 0.0f;
3178 s->state.grabbing = 0.0f;
3179 v2_zero( s->state.grab_mouse_delta );
3180 s->state.slap = 0.0f;
3181 s->state.jump_time = 0.0;
3182 s->state.start_push = 0.0;
3183 s->state.cur_push = 0.0;
3184 s->state.air_start = 0.0;
3185
3186 v3_zero( s->state.air_init_v );
3187 v3_zero( s->state.air_init_co );
3188
3189 s->state.gravity_bias = k_gravity;
3190 v3_copy( player->rb.co, s->state.prev_pos );
3191 v4_copy( player->rb.q, s->state.smoothed_rotation );
3192 v3_zero( s->state.throw_v );
3193 v3_zero( s->state.trick_vel );
3194 v3_zero( s->state.trick_euler );
3195 v3_zero( s->state.cog_v );
3196 s->grind_cooldown = 0;
3197 s->surface_cooldown = 0;
3198 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3199 v3_copy( player->rb.to_world[1], s->state.up_dir );
3200 v3_copy( player->rb.to_world[1], s->surface_picture );
3201 v3_zero( s->weight_distribution );
3202 v3_copy( player->rb.co, s->state.prev_pos );
3203 }
3204
3205 VG_STATIC void player__skate_reset( player_instance *player,
3206 ent_spawn *rp )
3207 {
3208 struct player_skate *s = &player->_skate;
3209 v3_zero( player->rb.v );
3210 v4_copy( rp->transform.q, player->rb.q );
3211
3212 s->state.activity = k_skate_activity_air;
3213 s->state.activity_prev = k_skate_activity_air;
3214
3215 player__skate_clear_mechanics( player );
3216 player__skate_reset_animator( player );
3217
3218 v3_zero( s->state.head_position );
3219 s->state.head_position[1] = 1.8f;
3220 }
3221
3222 VG_STATIC void player__skate_restore( player_instance *player )
3223 {
3224 struct player_skate *s = &player->_skate;
3225 s->state = s->state_gate_storage;
3226 }
3227
3228 #endif /* PLAYER_SKATE_C */