6 VG_STATIC
void player__skate_bind( player_instance
*player
)
8 struct player_skate
*s
= &player
->_skate
;
9 struct player_avatar
*av
= player
->playeravatar
;
10 struct skeleton
*sk
= &av
->sk
;
12 rb_update_transform( &player
->rb
);
13 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
14 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
15 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
16 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
17 s
->anim_push
= skeleton_get_anim( sk
, "push" );
18 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
19 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
20 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
21 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
25 * Collision detection routines
31 * Does collision detection on a sphere vs world, and applies some smoothing
32 * filters to the manifold afterwards
34 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
35 m4x3f mtx
, rb_sphere
*sphere
,
39 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
41 for( int i
=0; i
<len
; i
++ )
43 man
[i
].rba
= &player
->rb
;
47 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
51 rb_manifold_filter_backface( man
, len
);
52 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
53 rb_manifold_filter_pairs( man
, len
, 0.05f
);
55 int new_len
= rb_manifold_apply_filtered( man
, len
);
64 * Gets the closest grindable edge to the player within max_dist
66 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
71 bh_iter_init( 0, &it
);
75 box_init_inf( region
);
76 box_addpt( region
, p0
);
77 box_addpt( region
, p1
);
80 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
81 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
83 float closest
= k_r
*k_r
;
84 struct grind_edge
*closest_edge
= NULL
;
87 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
89 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
95 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
109 VG_STATIC
int skate_grind_collide( player_instance
*player
, rb_ct
*contact
)
112 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
113 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
114 v3_muladds( p0
, player
->rb
.to_world
[1], 0.08f
, p0
);
115 v3_muladds( p1
, player
->rb
.to_world
[1], 0.08f
, p1
);
117 float const k_r
= 0.25f
;
118 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
124 v3_sub( c1
, c0
, delta
);
126 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
128 contact
->p
= v3_length( delta
);
129 contact
->type
= k_contact_type_edge
;
130 contact
->element_id
= 0;
131 v3_copy( c1
, contact
->co
);
135 v3f edge_dir
, axis_dir
;
136 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
137 v3_normalize( edge_dir
);
138 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
139 v3_cross( edge_dir
, axis_dir
, contact
->n
);
155 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
156 v3f pos
, v3f dir
, float r
,
157 struct grind_info
*inf
)
160 v3_copy( dir
, plane
);
161 v3_normalize( plane
);
162 plane
[3] = v3_dot( plane
, pos
);
165 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
166 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
168 vg_line_boxf( box
, VG__BLACK
);
171 m3x3_copy( player
->rb
.to_world
, mtx
);
172 v3_copy( pos
, mtx
[3] );
175 bh_iter_init( 0, &it
);
186 int sample_count
= 0;
192 v3_cross( plane
, (v3f
){0.0f
,1.0f
,0.0f
}, support_axis
);
193 v3_normalize( support_axis
);
195 while( bh_next( world
.geo_bh
, &it
, box
, &idx
) )
197 u32
*ptri
= &world
.scene_geo
->arrindices
[ idx
*3 ];
200 for( int j
=0; j
<3; j
++ )
201 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
203 for( int j
=0; j
<3; j
++ )
208 struct grind_sample
*sample
= &samples
[ sample_count
];
211 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
214 v3_sub( co
, pos
, d
);
215 if( v3_length2( d
) > r
*r
)
219 v3_sub( tri
[1], tri
[0], va
);
220 v3_sub( tri
[2], tri
[0], vb
);
221 v3_cross( va
, vb
, normal
);
223 sample
->normal
[0] = v3_dot( support_axis
, normal
);
224 sample
->normal
[1] = normal
[1];
225 sample
->co
[0] = v3_dot( support_axis
, d
);
226 sample
->co
[1] = d
[1];
228 v3_copy( normal
, sample
->normal3
); /* normalize later
229 if we want to us it */
231 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
232 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
233 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
235 v2_normalize( sample
->normal
);
238 if( sample_count
== vg_list_size( samples
) )
246 if( sample_count
< 2 )
254 v2_fill( min_co
, INFINITY
);
255 v2_fill( max_co
, -INFINITY
);
257 v3_zero( average_direction
);
258 v3_zero( average_normal
);
260 int passed_samples
= 0;
262 for( int i
=0; i
<sample_count
-1; i
++ )
264 struct grind_sample
*si
, *sj
;
268 for( int j
=i
+1; j
<sample_count
; j
++ )
275 /* non overlapping */
276 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
279 /* not sharp angle */
280 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
285 v3_sub( sj
->centroid
, si
->centroid
, v0
);
286 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
287 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
290 v2_minv( sj
->co
, min_co
, min_co
);
291 v2_maxv( sj
->co
, max_co
, max_co
);
294 v3_copy( si
->normal3
, n0
);
295 v3_copy( sj
->normal3
, n1
);
296 v3_cross( n0
, n1
, dir
);
299 /* make sure the directions all face a common hemisphere */
300 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
301 v3_add( average_direction
, dir
, average_direction
);
303 if( si
->normal3
[1] > sj
->normal3
[1] )
304 v3_add( si
->normal3
, average_normal
, average_normal
);
306 v3_add( sj
->normal3
, average_normal
, average_normal
);
312 if( !passed_samples
)
315 if( (v3_length2( average_direction
) <= 0.001f
) ||
316 (v3_length2( average_normal
) <= 0.001f
) )
319 float div
= 1.0f
/(float)passed_samples
;
320 v3_normalize( average_direction
);
321 v3_normalize( average_normal
);
324 v2_add( min_co
, max_co
, average_coord
);
325 v2_muls( average_coord
, 0.5f
, average_coord
);
327 v3_muls( support_axis
, average_coord
[0], inf
->co
);
328 inf
->co
[1] += average_coord
[1];
329 v3_add( pos
, inf
->co
, inf
->co
);
330 v3_copy( average_normal
, inf
->n
);
331 v3_copy( average_direction
, inf
->dir
);
333 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
334 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
335 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
337 return passed_samples
;
341 static inline void skate_grind_coordv2i( v2f co
, v2i d
)
343 const float k_inv_res
= 1.0f
/0.01f
;
344 d
[0] = floorf( co
[0] * k_inv_res
);
345 d
[1] = floorf( co
[1] * k_inv_res
);
348 static inline u32
skate_grind_hashv2i( v2i d
)
350 return (d
[0] * 92837111) ^ (d
[1] * 689287499);
353 static inline u32
skate_grind_hashv2f( v2f co
)
356 skate_grind_coordv2i( co
, d
);
357 return skate_grind_hashv2i( d
);
360 VG_STATIC
int skate_grind_scansq( player_instance
*player
, v3f pos
,
361 v3f result_co
, v3f result_dir
, v3f result_n
)
364 v3_copy( player
->rb
.v
, plane
);
365 v3_normalize( plane
);
366 plane
[3] = v3_dot( plane
, pos
);
369 float r
= k_board_length
;
370 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
371 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
373 vg_line_boxf( box
, VG__BLACK
);
376 m3x3_copy( player
->rb
.to_world
, mtx
);
377 v3_copy( pos
, mtx
[3] );
380 bh_iter_init( 0, &it
);
392 int sample_count
= 0;
398 v3_cross( plane
, (v3f
){0.0f
,1.0f
,0.0f
}, support_axis
);
399 v3_normalize( support_axis
);
401 while( bh_next( world
.geo_bh
, &it
, box
, &idx
) )
403 u32
*ptri
= &world
.scene_geo
->arrindices
[ idx
*3 ];
406 for( int j
=0; j
<3; j
++ )
407 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
409 for( int j
=0; j
<3; j
++ )
414 struct grind_sample
*sample
= &samples
[ sample_count
];
417 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
420 v3_sub( co
, pos
, d
);
421 if( v3_length2( d
) > r
*r
)
425 v3_sub( tri
[1], tri
[0], va
);
426 v3_sub( tri
[2], tri
[0], vb
);
427 v3_cross( va
, vb
, normal
);
429 sample
->normal
[0] = v3_dot( support_axis
, normal
);
430 sample
->normal
[1] = normal
[1];
431 sample
->co
[0] = v3_dot( support_axis
, d
);
432 sample
->co
[1] = d
[1];
434 v3_copy( normal
, sample
->normal3
); /* normalize later
435 if we want to us it */
437 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
438 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
439 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
441 v2_normalize( sample
->normal
);
444 if( sample_count
== vg_list_size( samples
) )
452 if( sample_count
< 2 )
457 /* spacial hashing */
459 const int k_hashmap_size
= 128;
460 u32 hashmap
[k_hashmap_size
+1];
463 for( int i
=0; i
<k_hashmap_size
+1; i
++ )
466 for( int i
=0; i
<sample_count
; i
++ )
468 u32 h
= skate_grind_hashv2f( samples
[i
].co
) % k_hashmap_size
;
473 for( int i
=0; i
<k_hashmap_size
; i
++ )
475 hashmap
[i
+1] += hashmap
[i
];
478 /* trash compactor */
479 for( int i
=0; i
<sample_count
; i
++ )
481 u32 h
= skate_grind_hashv2f( samples
[i
].co
) % k_hashmap_size
;
484 entries
[ hashmap
[h
] ] = i
;
493 v2_fill( min_co
, INFINITY
);
494 v2_fill( max_co
, -INFINITY
);
496 v3_zero( average_direction
);
497 v3_zero( average_normal
);
499 int passed_samples
= 0;
501 for( int i
=0; i
<sample_count
; i
++ )
503 struct grind_sample
*si
, *sj
;
507 skate_grind_coordv2i( si
->co
, start
);
509 v2i offsets
[] = { {-1,-1},{ 0,-1},{ 1,-1},
510 {-1, 0},{ 0, 0},{ 1, 0},
511 {-1, 1},{ 0, 1},{ 1, 1} };
513 for( int j
=0; j
<vg_list_size(offsets
); j
++ )
516 v2i_add( start
, offsets
[j
], cell
);
518 u32 h
= skate_grind_hashv2i( cell
) % k_hashmap_size
;
520 int start
= hashmap
[ h
],
521 end
= hashmap
[ h
+1 ];
523 for( int k
=start
; k
<end
; k
++ )
525 int idx
= entries
[ k
];
531 /* non overlapping */
532 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
535 /* not sharp angle */
536 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
541 v3_sub( sj
->centroid
, si
->centroid
, v0
);
542 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
543 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
546 v2_minv( sj
->co
, min_co
, min_co
);
547 v2_maxv( sj
->co
, max_co
, max_co
);
550 v3_copy( si
->normal3
, n0
);
551 v3_copy( sj
->normal3
, n1
);
552 v3_cross( n0
, n1
, dir
);
555 /* make sure the directions all face a common hemisphere */
556 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
557 v3_add( average_direction
, dir
, average_direction
);
559 if( si
->normal3
[1] > sj
->normal3
[1] )
560 v3_add( si
->normal3
, average_normal
, average_normal
);
562 v3_add( sj
->normal3
, average_normal
, average_normal
);
569 if( !passed_samples
)
572 if( (v3_length2( average_direction
) <= 0.001f
) ||
573 (v3_length2( average_normal
) <= 0.001f
) )
576 float div
= 1.0f
/(float)passed_samples
;
577 v3_normalize( average_direction
);
578 v3_normalize( average_normal
);
581 v2_add( min_co
, max_co
, average_coord
);
582 v2_muls( average_coord
, 0.5f
, average_coord
);
585 v3_muls( support_axis
, average_coord
[0], result_co
);
586 result_co
[1] += average_coord
[1];
587 v3_add( pos
, result_co
, result_co
);
590 vg_line_pt3( result_co
, 0.02f
, VG__GREEN
);
593 v3_muladds( result_co
, average_direction
, 0.35f
, p0
);
594 v3_muladds( result_co
, average_direction
, -0.35f
, p1
);
595 vg_line( p0
, p1
, VG__PINK
);
598 v3_copy( average_normal
, result_n
);
599 v3_copy( average_direction
, result_dir
);
601 return passed_samples
;
614 * Trace a path given a velocity rotation.
616 * TODO: this MIGHT be worth doing RK4 on the gravity field.
618 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
619 struct land_prediction
*prediction
)
621 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
622 float k_bias
= 0.96f
;
626 v3_muls( v
, k_bias
, pv
);
628 m3x3_mulv( vr
, pv
, pv
);
629 v3_muladds( pco
, pv
, pstep
, pco
);
631 struct grind_edge
*best_grind
= NULL
;
632 float closest_grind
= INFINITY
;
634 float grind_score
= INFINITY
,
635 air_score
= INFINITY
,
636 time_to_impact
= 0.0f
;
638 prediction
->log_length
= 0;
639 v3_copy( pco
, prediction
->apex
);
641 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
643 v3_copy( pco
, pco1
);
645 pv
[1] += -k_gravity
* pstep
;
647 m3x3_mulv( vr
, pv
, pv
);
648 v3_muladds( pco
, pv
, pstep
, pco
);
650 if( pco
[1] > prediction
->apex
[1] )
651 v3_copy( pco
, prediction
->apex
);
655 v3_sub( pco
, pco1
, vdir
);
657 float l
= v3_length( vdir
);
658 v3_muls( vdir
, 1.0f
/l
, vdir
);
661 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
664 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
666 float d2
= v3_dist2( c0
, c1
);
667 if( d2
< closest_grind
)
671 grind_score
= closest_grind
* 0.05f
;
678 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
681 v3_copy( n1
, prediction
->n
);
682 air_score
= -v3_dot( pv
, n1
);
684 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
685 struct world_material
*mat
= world_tri_index_material( vert_index
);
687 /* Bias prediction towords ramps */
688 if( mat
->info
.flags
& k_material_flag_skate_surface
)
691 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
692 time_to_impact
+= t1
* pstep
;
696 time_to_impact
+= pstep
;
697 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
700 if( grind_score
< air_score
)
702 prediction
->score
= grind_score
;
703 prediction
->type
= k_prediction_grind
;
705 else if( air_score
< INFINITY
)
707 prediction
->score
= air_score
;
708 prediction
->type
= k_prediction_land
;
712 prediction
->score
= INFINITY
;
713 prediction
->type
= k_prediction_none
;
716 prediction
->land_dist
= time_to_impact
;
720 void player__approximate_best_trajectory( player_instance
*player
)
722 struct player_skate
*s
= &player
->_skate
;
724 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
725 float best_velocity_delta
= -9999.9f
;
728 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
729 v3_normalize( axis
);
731 s
->prediction_count
= 0;
732 m3x3_identity( s
->state
.velocity_bias
);
734 float best_vmod
= 0.0f
,
735 min_score
= INFINITY
,
736 max_score
= -INFINITY
;
738 v3_zero( s
->state
.apex
);
742 * Search a broad selection of futures
744 for( int m
=-3;m
<=12; m
++ )
746 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
748 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
753 q_axis_angle( bias_q
, axis
, vmod
);
754 q_m3x3( bias_q
, bias
);
756 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
758 if( p
->type
!= k_prediction_none
)
760 if( p
->score
< min_score
)
762 min_score
= p
->score
;
764 s
->land_dist
= p
->land_dist
;
765 v3_copy( p
->apex
, s
->state
.apex
);
768 if( p
->score
> max_score
)
769 max_score
= p
->score
;
774 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
775 q_m3x3( vr_q
, s
->state
.velocity_bias
);
777 q_axis_angle( vr_q
, axis
, best_vmod
);
778 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
783 for( int i
=0; i
<s
->prediction_count
; i
++ )
785 struct land_prediction
*p
= &s
->predictions
[i
];
791 vg_error( "negative score! (%f)\n", l
);
795 l
/= (max_score
-min_score
);
801 p
->colour
|= 0xff000000;
805 v2f steer
= { player
->input_js1h
->axis
.value
,
806 player
->input_js1v
->axis
.value
};
807 v2_normalize_clamp( steer
);
809 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.0f
) )
811 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
813 s
->state
.flip_time
= 0.0f
;
814 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
818 s
->state
.flip_rate
= 0.0f
;
819 v3_zero( s
->state
.flip_axis
);
825 * Varius physics models
826 * ------------------------------------------------
830 VG_STATIC
void skate_apply_grind_model( player_instance
*player
,
831 rb_ct
*manifold
, int len
)
833 struct player_skate
*s
= &player
->_skate
;
835 /* FIXME: Queue audio events instead */
838 if( s
->state
.activity
== k_skate_activity_grind
)
842 audio_player_set_flags( &audio_player_extra
,
843 AUDIO_FLAG_SPACIAL_3D
);
844 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
845 audio_player_set_vol( &audio_player_extra
, 20.0f
);
846 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
850 s
->state
.activity
= k_skate_activity_air
;
855 v2f steer
= { player
->input_js1h
->axis
.value
,
856 player
->input_js1v
->axis
.value
};
857 v2_normalize_clamp( steer
);
860 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
861 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
866 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
867 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
870 s
->state
.slip
= 0.0f
;
871 s
->state
.activity
= k_skate_activity_grind
;
873 /* TODO: Compression */
874 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
875 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
877 if( fabsf(angle
) < 0.99f
)
880 v3_cross( player
->rb
.to_world
[1], up
, axis
);
883 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
884 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
887 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
888 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
889 m3x3_identity( s
->state
.velocity_bias
);
890 m3x3_identity( s
->state
.velocity_bias_pstep
);
892 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
894 /* FIXME: Queue audio events instead */
897 audio_player_set_flags( &audio_player_extra
,
898 AUDIO_FLAG_SPACIAL_3D
);
899 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
900 audio_player_set_vol( &audio_player_extra
, 20.0f
);
901 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
909 * Air control, no real physics
911 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
913 struct player_skate
*s
= &player
->_skate
;
915 if( s
->state
.activity_prev
!= k_skate_activity_air
)
916 player__approximate_best_trajectory( player
);
918 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
924 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
925 float k_bias
= 0.98f
;
928 v3_copy( player
->rb
.co
, pco
);
929 v3_muls( player
->rb
.v
, 1.0f
, pv
);
931 float time_to_impact
= 0.0f
;
932 float limiter
= 1.0f
;
934 struct grind_edge
*best_grind
= NULL
;
935 float closest_grind
= INFINITY
;
937 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
940 for( int i
=0; i
<250; i
++ )
942 v3_copy( pco
, pco1
);
943 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
945 pv
[1] += -k_gravity
* pstep
;
946 v3_muladds( pco
, pv
, pstep
, pco
);
951 v3_sub( pco
, pco1
, vdir
);
952 contact
.dist
= v3_length( vdir
);
953 v3_divs( vdir
, contact
.dist
, vdir
);
956 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
959 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
961 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
962 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
967 float orig_dist
= contact
.dist
;
968 if( ray_world( pco1
, vdir
, &contact
) )
970 v3_copy( contact
.normal
, target_normal
);
972 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
973 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
976 time_to_impact
+= pstep
;
981 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
983 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
985 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
986 limiter
= 1.0f
-limiter
;
988 limiter
= 1.0f
-limiter
;
991 if( fabsf(angle
) < 0.9999f
)
994 q_axis_angle( correction
, axis
,
995 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
996 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
1001 v2f steer
= { player
->input_js1h
->axis
.value
,
1002 player
->input_js1v
->axis
.value
};
1003 v2_normalize_clamp( steer
);
1005 s
->land_dist
= time_to_impact
;
1006 v3_copy( target_normal
, s
->land_normal
);
1010 VG_STATIC
void skate_get_board_points( player_instance
*player
,
1011 v3f front
, v3f back
)
1013 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
1014 pos_back
= {0.0f
,0.0f
, k_board_length
};
1016 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
1017 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
1023 * Casts and pushes a sphere-spring model into the world
1025 VG_STATIC
int skate_simulate_spring( player_instance
*player
,
1028 struct player_skate
*s
= &player
->_skate
;
1030 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
1031 spring_k
= mod
* k_spring_force
,
1032 damp_k
= mod
* k_spring_dampener
,
1036 v3_copy( pos
, start
);
1037 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
1041 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
1043 if( hit_info
!= -1 )
1046 v3_sub( start
, player
->rb
.co
, delta
);
1048 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
1050 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
1052 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
1053 damp
*damp_k
*k_rb_delta
, F
);
1055 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
1057 /* Angular velocity */
1059 v3_cross( delta
, F
, wa
);
1060 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
1062 v3_lerp( start
, end
, t
, pos
);
1067 v3_copy( end
, pos
);
1075 * Handles connection between the player and the ground
1077 * TODO: Must save original velocity to use here
1079 VG_STATIC
void skate_apply_interface_model( player_instance
*player
,
1080 rb_ct
*manifold
, int len
)
1082 struct player_skate
*s
= &player
->_skate
;
1087 v3f spring0
, spring1
;
1089 skate_get_board_points( player
, spring1
, spring0
);
1090 int spring_hit0
= 0, //skate_simulate_spring( player, s, spring0 ),
1091 spring_hit1
= 0; //skate_simulate_spring( player, s, spring1 );
1093 v3f animavg
, animdelta
;
1094 v3_add( spring0
, spring1
, animavg
);
1095 v3_muls( animavg
, 0.5f
, animavg
);
1097 v3_sub( spring1
, spring0
, animdelta
);
1098 v3_normalize( animdelta
);
1100 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
1102 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
1103 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
1105 float angle
= -atan2f( dy
, dx
);
1106 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
1108 int lift_frames_limit
= 6;
1110 /* Surface connection */
1111 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
1113 s
->state
.lift_frames
++;
1115 if( s
->state
.lift_frames
>= lift_frames_limit
)
1116 s
->state
.activity
= k_skate_activity_air
;
1121 v3_zero( surface_avg
);
1123 for( int i
=0; i
<len
; i
++ )
1124 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
1125 v3_normalize( surface_avg
);
1127 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
1129 s
->state
.lift_frames
++;
1131 if( s
->state
.lift_frames
>= lift_frames_limit
)
1132 s
->state
.activity
= k_skate_activity_air
;
1136 s
->state
.activity
= k_skate_activity_ground
;
1137 s
->state
.lift_frames
= 0;
1138 v3f projected
, axis
;
1140 if( s
->state
.activity_prev
== k_skate_activity_air
)
1142 player
->cam_land_punch_v
+= v3_dot( player
->rb
.v
, surface_avg
) *
1146 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
1147 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
1148 DOWNFORCE
, player
->rb
.v
);
1150 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
1151 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
1152 v3_normalize( projected
);
1154 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
1155 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
1158 if( fabsf(angle
) < 0.9999f
)
1161 q_axis_angle( correction
, axis
,
1162 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
1163 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
1171 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
1172 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
1174 struct player_skate
*s
= &player
->_skate
;
1177 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
1179 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
1180 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
1181 v3_add( Fd
, Fs
, F
);
1182 v3_mul( strength
, F
, F
);
1184 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
1185 s
->board_trick_residualv
);
1186 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
1187 k_rb_delta
, s
->board_trick_residuald
);
1189 if( s
->state
.activity
== k_skate_activity_air
)
1191 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
1194 int carry_on
= player_skate_trick_input( player
);
1196 /* we assume velocities share a common divisor, in which case the
1197 * interval is the minimum value (if not zero) */
1199 float min_rate
= 99999.0f
;
1201 for( int i
=0; i
<3; i
++ )
1203 float v
= s
->state
.trick_vel
[i
];
1204 if( (v
> 0.0f
) && (v
< min_rate
) )
1208 float interval
= 1.0f
/ min_rate
,
1209 current
= floorf( s
->state
.trick_time
/ interval
),
1210 next_end
= (current
+1.0f
) * interval
;
1213 /* integrate trick velocities */
1214 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
1215 s
->state
.trick_euler
);
1217 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) )
1219 s
->state
.trick_time
= 0.0f
;
1220 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
1221 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
1222 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
1223 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
1224 v3_zero( s
->state
.trick_vel
);
1227 s
->state
.trick_time
+= k_rb_delta
;
1231 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
1232 s
->state
.trick_time
> 0.2f
)
1234 player__dead_transition( player
);
1237 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
1238 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
1239 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
1240 s
->state
.trick_time
= 0.0f
;
1241 v3_zero( s
->state
.trick_vel
);
1245 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
1247 struct player_skate
*s
= &player
->_skate
;
1249 float grabt
= player
->input_grab
->axis
.value
;
1253 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
1254 s
->state
.grab_mouse_delta
);
1256 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
1259 v2_zero( s
->state
.grab_mouse_delta
);
1261 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
1264 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
1266 struct player_skate
*s
= &player
->_skate
;
1269 float input
= player
->input_js1h
->axis
.value
,
1270 grab
= player
->input_grab
->axis
.value
,
1271 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
1272 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
1275 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer_scaled
), steer_axis
);
1279 if( s
->state
.activity
== k_skate_activity_air
)
1281 rate
= 6.0f
* fabsf(steer_scaled
);
1284 else if( s
->state
.activity
>= k_skate_activity_grind_any
)
1286 rate
*= fabsf(steer_scaled
);
1289 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
1290 addspeed
= (steer_scaled
* -1.0f
) - current
,
1291 maxaccel
= rate
* k_rb_delta
,
1292 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
1294 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
1298 * Computes friction and surface interface model
1300 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
1302 struct player_skate
*s
= &player
->_skate
;
1305 * Computing localized friction forces for controlling the character
1306 * Friction across X is significantly more than Z
1310 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
1313 if( fabsf(vel
[2]) > 0.01f
)
1314 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
1316 if( fabsf( slip
) > 1.2f
)
1317 slip
= vg_signf( slip
) * 1.2f
;
1319 s
->state
.slip
= slip
;
1320 s
->state
.reverse
= -vg_signf(vel
[2]);
1322 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
1323 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
1325 /* Pushing additive force */
1327 if( !player
->input_jump
->button
.value
)
1329 if( player
->input_push
->button
.value
)
1331 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
1332 s
->state
.start_push
= vg
.time
;
1334 s
->state
.cur_push
= vg
.time
;
1336 double push_time
= vg
.time
- s
->state
.start_push
;
1338 float cycle_time
= push_time
*k_push_cycle_rate
,
1339 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
1340 amt
= accel
* VG_TIMESTEP_FIXED
,
1341 current
= v3_length( vel
),
1342 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
1343 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
1345 vel
[2] += delta
* -s
->state
.reverse
;
1349 /* Send back to velocity */
1350 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
1353 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
1355 struct player_skate
*s
= &player
->_skate
;
1356 int charging_jump_prev
= s
->state
.charging_jump
;
1357 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
1359 /* Cannot charge this in air */
1360 if( s
->state
.activity
== k_skate_activity_air
)
1362 s
->state
.charging_jump
= 0;
1366 if( s
->state
.charging_jump
)
1368 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
1370 if( !charging_jump_prev
)
1371 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
1375 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
1378 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
1380 /* player let go after charging past 0.2: trigger jump */
1381 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
1385 /* Launch more up if alignment is up else improve velocity */
1386 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
1388 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
1390 v3_copy( player
->rb
.v
, jumpdir
);
1391 v3_normalize( jumpdir
);
1392 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
1393 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
1394 v3_normalize( jumpdir
);
1396 float force
= k_jump_force
*s
->state
.jump_charge
;
1397 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
1398 s
->state
.jump_charge
= 0.0f
;
1399 s
->state
.jump_time
= vg
.time
;
1400 s
->state
.activity
= k_skate_activity_air
;
1402 v2f steer
= { player
->input_js1h
->axis
.value
,
1403 player
->input_js1v
->axis
.value
};
1404 v2_normalize_clamp( steer
);
1408 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
1409 s
->state
.steery_s
= -steer
[0] * maxspin
;
1410 s
->state
.steerx
= s
->state
.steerx_s
;
1411 s
->state
.lift_frames
++;
1414 /* FIXME audio events */
1417 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
1418 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
1419 audio_player_set_vol( &audio_player_extra
, 20.0f
);
1420 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
1426 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
1428 struct player_skate
*s
= &player
->_skate
;
1430 /* Throw / collect routine
1432 * TODO: Max speed boost
1434 if( player
->input_grab
->axis
.value
> 0.5f
)
1436 if( s
->state
.activity
== k_skate_activity_ground
)
1439 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1445 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1448 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1450 if( s
->state
.activity
== k_skate_activity_ground
)
1452 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1453 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1456 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1457 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1458 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1462 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
1465 v3_copy( s
->state
.throw_v
, dir
);
1466 v3_normalize( dir
);
1468 float max
= v3_dot( dir
, s
->state
.throw_v
),
1469 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1470 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1474 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1476 struct player_skate
*s
= &player
->_skate
;
1478 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1479 v3_copy( s
->state
.up_dir
, ideal_dir
);
1480 v3_normalize( ideal_dir
);
1482 v3_muladds( player
->rb
.co
, ideal_dir
,
1483 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1484 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1486 /* Apply velocities */
1488 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1491 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1492 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1494 float ra
= k_cog_mass_ratio
,
1495 rb
= 1.0f
-k_cog_mass_ratio
;
1497 /* Apply forces & intergrate */
1498 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1499 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
1500 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1504 VG_STATIC
void skate_integrate( player_instance
*player
)
1506 struct player_skate
*s
= &player
->_skate
;
1508 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
1509 decay_rate_y
= 1.0f
;
1511 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1513 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1514 decay_rate_y
= decay_rate
;
1517 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
1518 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1519 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
1521 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1522 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1523 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1525 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1526 rb_update_transform( &player
->rb
);
1533 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1535 return (player
->input_trick0
->button
.value
) |
1536 (player
->input_trick1
->button
.value
<< 1) |
1537 (player
->input_trick2
->button
.value
<< 1) |
1538 (player
->input_trick2
->button
.value
);
1541 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1543 struct player_skate
*s
= &player
->_skate
;
1545 if( vg_input_button_down( player
->input_use
) )
1547 player
->subsystem
= k_player_subsystem_walk
;
1550 v3_copy( player
->cam
.angles
, angles
);
1553 player__walk_transition( player
, angles
);
1557 if( vg_input_button_down( player
->input_reset
) )
1559 player
->rb
.co
[1] += 2.0f
;
1560 s
->state
.cog
[1] += 2.0f
;
1561 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
1562 v3_zero( player
->rb
.w
);
1563 v3_zero( player
->rb
.v
);
1565 rb_update_transform( &player
->rb
);
1569 if( (s
->state
.activity
== k_skate_activity_air
) &&
1570 (trick_id
= player_skate_trick_input( player
)) )
1572 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
)
1574 v3_zero( s
->state
.trick_vel
);
1575 s
->state
.trick_time
= 0.0f
;
1579 s
->state
.trick_vel
[0] = 3.0f
;
1581 else if( trick_id
== 2 )
1583 s
->state
.trick_vel
[2] = 3.0f
;
1585 else if( trick_id
== 3 )
1587 s
->state
.trick_vel
[0] = 2.0f
;
1588 s
->state
.trick_vel
[2] = 2.0f
;
1594 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1596 struct player_skate
*s
= &player
->_skate
;
1599 for( int i
=0; i
<s
->prediction_count
; i
++ )
1601 struct land_prediction
*p
= &s
->predictions
[i
];
1603 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1604 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
1606 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1609 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1610 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1612 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1615 vg_line_pt3( s
->state
.apex
, 0.200f
, 0xff0000ff );
1616 vg_line_pt3( s
->state
.apex
, 0.201f
, 0xff00ffff );
1621 * truck alignment model at ra(local)
1622 * returns 1 if valid surface:
1623 * surface_normal will be filled out with an averaged normal vector
1624 * axel_dir will be the direction from left to right wheels
1626 * returns 0 if no good surface found
1629 int skate_compute_surface_alignment( player_instance
*player
,
1631 v3f surface_normal
, v3f axel_dir
)
1633 struct player_skate
*s
= &player
->_skate
;
1635 v3f truck
, left
, right
;
1636 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1637 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1638 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1640 vg_line( left
, right
, colour
);
1642 v3_muladds( left
, player
->rb
.to_world
[1], 0.1f
, left
);
1643 v3_muladds( right
, player
->rb
.to_world
[1], 0.1f
, right
);
1645 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1647 ray_hit ray_l
, ray_r
;
1652 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1654 int res_l
= ray_world( left
, dir
, &ray_l
),
1655 res_r
= ray_world( right
, dir
, &ray_r
);
1657 /* ignore bad normals */
1659 if( v3_dot( ray_l
.normal
, player
->rb
.to_world
[1] ) < 0.7071f
)
1663 if( v3_dot( ray_r
.normal
, player
->rb
.to_world
[1] ) < 0.7071f
)
1668 v3f tangent_average
;
1669 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1670 v3_zero( tangent_average
);
1672 if( res_l
|| res_r
)
1675 v3_copy( midpoint
, p0
);
1676 v3_copy( midpoint
, p1
);
1680 v3_copy( ray_l
.pos
, p0
);
1681 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1682 v3_add( t
, tangent_average
, tangent_average
);
1686 v3_copy( ray_r
.pos
, p1
);
1687 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1688 v3_add( t
, tangent_average
, tangent_average
);
1691 v3_sub( p1
, p0
, v0
);
1696 /* fallback: use the closes point to the trucks */
1698 int idx
= bh_closest_point( world
.geo_bh
, midpoint
, closest
, 0.1f
);
1702 u32
*tri
= &world
.scene_geo
->arrindices
[ idx
* 3 ];
1705 for( int j
=0; j
<3; j
++ )
1706 v3_copy( world
.scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1708 v3f vert0
, vert1
, n
;
1709 v3_sub( verts
[1], verts
[0], vert0
);
1710 v3_sub( verts
[2], verts
[0], vert1
);
1711 v3_cross( vert0
, vert1
, n
);
1714 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1717 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1718 v3_muladds( v0
, player
->rb
.to_world
[2],
1719 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1723 v3_cross( n
, player
->rb
.to_world
[0], t
);
1724 v3_add( t
, tangent_average
, tangent_average
);
1730 v3_muladds( truck
, v0
, k_board_width
, right
);
1731 v3_muladds( truck
, v0
, -k_board_width
, left
);
1733 vg_line( left
, right
, VG__WHITE
);
1735 v3_normalize( tangent_average
);
1736 v3_cross( v0
, tangent_average
, surface_normal
);
1737 v3_copy( v0
, axel_dir
);
1742 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1744 struct player_skate
*s
= &player
->_skate
;
1745 v3_zero( s
->weight_distribution
);
1747 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1749 if( s
->state
.manual_direction
== 0 )
1751 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1752 (s
->state
.activity
== k_skate_activity_ground
) &&
1753 (s
->state
.jump_charge
<= 0.01f
) )
1754 s
->state
.manual_direction
= reverse_dir
;
1758 if( player
->input_js1v
->axis
.value
< 0.1f
)
1760 s
->state
.manual_direction
= 0;
1764 if( reverse_dir
!= s
->state
.manual_direction
)
1767 player__dead_transition( player
);
1774 if( s
->state
.manual_direction
)
1776 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1777 s
->weight_distribution
[2] = k_board_length
* amt
*
1778 (float)s
->state
.manual_direction
;
1781 /* TODO: Fall back on land normal */
1782 /* TODO: Lerp weight distribution */
1783 /* TODO: Can start manual only if not charge jump */
1784 if( s
->state
.manual_direction
)
1788 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1789 v3_negate( plane_z
, plane_z
);
1791 v3_muladds( plane_z
, s
->surface_picture
,
1792 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1793 v3_normalize( plane_z
);
1795 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1796 v3_normalize( plane_z
);
1799 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1800 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1803 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1806 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1807 k_manul_spring
, k_manul_dampener
,
1812 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1814 struct player_skate
*s
= &player
->_skate
;
1816 if( s
->state
.activity
== k_skate_activity_ground
)
1819 v3_copy( s
->surface_picture
, target
);
1821 target
[1] += 2.0f
* s
->surface_picture
[1];
1822 v3_normalize( target
);
1824 v3_lerp( s
->state
.up_dir
, target
,
1825 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1827 else if( s
->state
.activity
== k_skate_activity_air
)
1829 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1830 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1834 /* FIXME UNDEFINED! */
1835 vg_warn( "Undefined up target!\n" );
1837 v3_lerp( s
->state
.up_dir
, (v3f
){0.0f
,1.0f
,0.0f
},
1838 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1842 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1845 v3_sub( target
, origin
, dir
);
1848 ray
.dist
= v3_length( dir
);
1849 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1852 if( ray_world( origin
, dir
, &ray
) )
1858 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1860 /* TODO: Is N and Dir really orthogonal? */
1861 v3_copy( inf
->dir
, mtx
[0] );
1862 v3_copy( inf
->n
, mtx
[1] );
1863 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1866 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1867 v3f grind_co
, struct grind_info
*inf
,
1870 struct player_skate
*s
= &player
->_skate
;
1873 v3_sub( inf
->co
, grind_co
, delta
);
1876 skate_grind_orient( inf
, mtx
);
1877 m3x3_transpose( mtx
, mtx_inv
);
1881 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1883 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1884 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1885 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1888 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1891 /* friction force */
1892 float a
= 1.0f
-fabsf( v3_dot( player
->rb
.to_world
[2], inf
->dir
) ),
1893 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1894 F
= a
* -dir
* k_grind_max_friction
;
1896 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1899 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[1],
1904 vg_line_arrow( player
->rb
.co
, inf
->n
, 1.0f
, VG__GREEN
);
1906 /* TODO: This was a nice idea, but we should just apply steering to the
1907 * target vector instead of this strange feedback loop thing! */
1909 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1911 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1913 k_grind_spring
*strength
,
1914 k_grind_dampener
*strength
,
1917 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1920 m3x3_mulv( mtx_inv
, player
->rb
.to_world
[2], new_target
);
1921 v3_lerp( s
->grind_vec
, new_target
, k_rb_delta
* 0.1f
, s
->grind_vec
);
1923 s
->grind_strength
= strength
;
1926 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1927 m4x3_mulv( player
->rb
.to_local
, grind_co
, limit
->ra
);
1928 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1932 VG_STATIC
int skate_grind_truck_singular( player_instance
*player
, float sign
)
1934 struct grind_info inf
;
1936 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1937 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1939 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1940 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1942 /* Exit condition: lost grind tracking */
1943 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, &inf
) )
1946 /* Exit condition: cant see grind target directly */
1947 if( !skate_point_visible( wheel_co
, inf
.co
) )
1950 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1951 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
.dir
)),
1952 minv
= k_grind_axel_min_vel
*0.8f
;
1957 float t
= vg_clampf( (dv
-minv
)/(k_grind_axel_min_vel
-minv
), 0.0f
, 1.0f
);
1958 skate_grind_truck_apply( player
, grind_co
, &inf
, t
);
1962 VG_STATIC
int skate_truck_entry_condition( player_instance
*player
, float sign
)
1964 struct player_skate
*s
= &player
->_skate
;
1965 struct grind_info inf
;
1967 /* TODO: Trash compactor this */
1968 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1971 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1972 v3_add( player
->rb
.co
, raw
, wsp
);
1974 if( skate_grind_scansq( player
,
1975 wsp
, player
->rb
.v
, 0.3,
1978 if( fabsf(v3_dot( player
->rb
.v
, inf
.dir
)) < k_grind_axel_min_vel
)
1981 /* velocity should be at least 60% aligned */
1983 v3_cross( inf
.n
, inf
.dir
, axis
);
1984 v3_muladds( player
->rb
.v
, inf
.n
, -v3_dot( player
->rb
.v
, inf
.n
), pv
);
1986 if( v3_length2( pv
) < 0.0001f
)
1990 if( fabsf(v3_dot( pv
, inf
.dir
)) < k_grind_axel_max_angle
)
1994 v3f local_co
, local_dir
, local_n
;
1995 m4x3_mulv( player
->rb
.to_local
, inf
.co
, local_co
);
1996 m3x3_mulv( player
->rb
.to_local
, inf
.dir
, local_dir
);
1997 m3x3_mulv( player
->rb
.to_local
, inf
.n
, local_n
);
1999 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
2001 float truck_height
= -(k_board_radius
+0.03f
);
2004 v3_cross( player
->rb
.w
, raw
, rv
);
2005 v3_add( player
->rb
.v
, rv
, rv
);
2007 if( (local_co
[1] >= truck_height
) &&
2008 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) &&
2009 (v3_dot( rv
, inf
.n
) < 0.1f
) )
2012 skate_grind_orient( &inf
, mtx
);
2013 m3x3_transpose( mtx
, mtx
);
2014 m3x3_mulv( mtx
, player
->rb
.to_world
[2], s
->grind_vec
);
2016 skate_grind_truck_apply( player
, wsp
, &inf
, 1.0f
);
2024 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
2026 struct player_skate
*s
= &player
->_skate
;
2030 * ------------------------------------
2033 struct grind_info grind_center
;
2034 if( skate_grind_scansq( player
,
2036 player
->rb
.to_world
[0], k_board_length
,
2039 v3f local_co
, local_dir
, local_n
;
2040 m4x3_mulv( player
->rb
.to_local
, grind_center
.co
, local_co
);
2041 m3x3_mulv( player
->rb
.to_local
, grind_center
.dir
, local_dir
);
2042 m3x3_mulv( player
->rb
.to_local
, grind_center
.n
, local_n
);
2044 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
2045 (local_co
[1] >= 0.0f
) && /* at deck level */
2046 (fabsf(local_dir
[0]) >= 0.5f
) ) /* perpendicular to us */
2048 /* compute position on center line */
2051 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
2053 v3_copy( intersection
, s
->weight_distribution
);
2056 /* TODO: alignment & strengths should be proportional to speed */
2057 /* dont apply correction in connecting velocities */
2061 v3_muls( grind_center
.dir
,
2062 v3_dot( player
->rb
.v
, grind_center
.dir
), ideal_v
);
2064 v3_sub( ideal_v
, player
->rb
.v
, diff
);
2065 v3_muladds( player
->rb
.v
, diff
, k_grind_aligment
* k_rb_delta
,
2069 /* direction alignment */
2071 v3_cross( local_dir
, local_n
, perp
);
2072 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
2073 v3_muls( perp
, vg_signf(perp
[2]), perp
);
2075 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
2076 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
2078 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2080 k_grind_spring
, k_grind_dampener
,
2083 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
2085 k_grind_spring
, k_grind_dampener
,
2088 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
2089 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
2091 return k_skate_activity_grind_boardslide
;
2095 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2097 int result
= skate_grind_truck_singular( player
, 1.0f
),
2098 front
= skate_truck_entry_condition( player
, -1.0f
);
2100 const enum skate_activity table
[] =
2101 { /* result | front */
2102 k_skate_activity_undefined
, /* 0 0 */
2103 k_skate_activity_grind_front50
, /* 0 1 */
2104 k_skate_activity_grind_back50
, /* 1 0 */
2105 k_skate_activity_grind_5050
/* 1 1 */
2108 return table
[ result
<<1 | front
];
2110 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
2112 int result
= skate_grind_truck_singular( player
, -1.0f
),
2113 back
= skate_truck_entry_condition( player
, 1.0f
);
2115 const enum skate_activity table
[] =
2116 { /* result | back */
2117 k_skate_activity_undefined
, /* 0 0 */
2118 k_skate_activity_grind_back50
, /* 0 1 */
2119 k_skate_activity_grind_front50
, /* 1 0 */
2120 k_skate_activity_grind_5050
/* 1 1 */
2123 return table
[ result
<<1 | back
];
2125 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
2128 return k_skate_activity_grind_back50
;
2132 int front
= skate_truck_entry_condition( player
, -1.0f
),
2133 back
= skate_truck_entry_condition( player
, 1.0f
);
2135 const enum skate_activity table
[] =
2136 { /* front | back */
2137 k_skate_activity_undefined
, /* 0 0 */
2138 k_skate_activity_grind_back50
, /* 0 1 */
2139 k_skate_activity_grind_front50
, /* 1 0 */
2140 k_skate_activity_grind_5050
/* 1 1 */
2143 return table
[ front
<<1 | back
];
2149 VG_STATIC
void skate_grind_boardslide( player_instance
*player
)
2154 VG_STATIC
void player__skate_update( player_instance
*player
)
2156 struct player_skate
*s
= &player
->_skate
;
2157 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2158 s
->state
.activity_prev
= s
->state
.activity
;
2160 struct board_collider
2168 enum board_collider_state
2170 k_collider_state_default
,
2171 k_collider_state_disabled
,
2172 k_collider_state_colliding
2179 { 0.0f
, 0.0f
, -k_board_length
},
2180 .radius
= k_board_radius
,
2185 { 0.0f
, 0.0f
, k_board_length
},
2186 .radius
= k_board_radius
,
2191 { 0.0f
, 0.2f
, -k_board_length
- k_board_end_radius
},
2192 .radius
= k_board_end_radius
,
2197 { 0.0f
, 0.2f
, k_board_length
+ k_board_end_radius
},
2198 .radius
= k_board_end_radius
,
2204 const int k_wheel_count
= 2;
2206 s
->substep
= k_rb_delta
;
2207 s
->substep_delta
= s
->substep
;
2210 int substep_count
= 0;
2212 v3_zero( s
->surface_picture
);
2214 for( int i
=0; i
<k_wheel_count
; i
++ )
2215 wheels
[i
].state
= k_collider_state_default
;
2217 /* check if we can enter or continue grind */
2218 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2219 if( grindable_activity
!= k_skate_activity_undefined
)
2221 s
->state
.activity
= grindable_activity
;
2225 int contact_count
= 0;
2226 for( int i
=0; i
<2; i
++ )
2229 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2230 wheels
[i
].colour
, normal
, axel
) )
2232 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2234 k_board_spring
, k_board_dampener
,
2237 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2244 s
->state
.activity
= k_skate_activity_ground
;
2245 v3_normalize( s
->surface_picture
);
2247 skate_apply_friction_model( player
);
2248 skate_weight_distribute( player
);
2249 skate_apply_pump_model( player
);
2253 s
->state
.activity
= k_skate_activity_air
;
2254 skate_apply_air_model( player
);
2259 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2260 wheels
[1].state
= k_collider_state_disabled
;
2261 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2262 wheels
[0].state
= k_collider_state_disabled
;
2263 if( s
->state
.activity
== k_skate_activity_grind_5050
)
2265 wheels
[0].state
= k_collider_state_disabled
;
2266 wheels
[1].state
= k_collider_state_disabled
;
2269 /* all activities */
2270 skate_apply_steering_model( player
);
2271 skate_adjust_up_direction( player
);
2272 skate_apply_cog_model( player
);
2273 skate_apply_jump_model( player
);
2274 skate_apply_grab_model( player
);
2275 skate_apply_trick_model( player
);
2281 * Phase 0: Continous collision detection
2282 * --------------------------------------------------------------------------
2285 v3f head_wp0
, head_wp1
, start_co
;
2286 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2287 v3_copy( player
->rb
.co
, start_co
);
2289 /* calculate transform one step into future */
2292 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2294 if( v3_length2( player
->rb
.w
) > 0.0f
)
2298 v3_copy( player
->rb
.w
, axis
);
2300 float mag
= v3_length( axis
);
2301 v3_divs( axis
, mag
, axis
);
2302 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2303 q_mul( rotation
, player
->rb
.q
, future_q
);
2304 q_normalize( future_q
);
2307 /* calculate the minimum time we can move */
2308 float max_time
= s
->substep
;
2310 for( int i
=0; i
<k_wheel_count
; i
++ )
2312 if( wheels
[i
].state
== k_collider_state_disabled
)
2315 v3f current
, future
;
2316 q_mulv( future_q
, wheels
[i
].pos
, future
);
2317 v3_add( future
, future_co
, future
);
2319 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2320 v3_add( current
, player
->rb
.co
, current
);
2325 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2326 if( spherecast_world( current
, future
, cast_radius
, &t
, n
) != -1)
2327 max_time
= vg_minf( max_time
, t
* s
->substep
);
2330 /* clamp to a fraction of delta, to prevent locking */
2331 float rate_lock
= substep_count
;
2332 rate_lock
*= k_rb_delta
* 0.1f
;
2333 rate_lock
*= rate_lock
;
2335 max_time
= vg_maxf( max_time
, rate_lock
);
2336 s
->substep_delta
= max_time
;
2339 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2340 if( v3_length2( player
->rb
.w
) > 0.0f
)
2344 v3_copy( player
->rb
.w
, axis
);
2346 float mag
= v3_length( axis
);
2347 v3_divs( axis
, mag
, axis
);
2348 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2349 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2352 rb_update_transform( &player
->rb
);
2354 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
2355 v3_muladds( player
->rb
.v
, gravity
, s
->substep_delta
, player
->rb
.v
);
2357 s
->substep
-= s
->substep_delta
;
2360 rb_ct manifold
[128];
2361 int manifold_len
= 0;
2364 * Phase -1: head detection
2365 * --------------------------------------------------------------------------
2367 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2372 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2373 (spherecast_world( head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2375 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2376 rb_update_transform( &player
->rb
);
2378 player__dead_transition( player
);
2384 * Phase 1: Regular collision detection
2385 * TODO: Me might want to automatically add contacts from CCD,
2386 * since at high angular velocities, theres a small change
2387 * that discreet detection will miss.
2388 * --------------------------------------------------------------------------
2391 for( int i
=0; i
<k_wheel_count
; i
++ )
2393 if( wheels
[i
].state
== k_collider_state_disabled
)
2397 m3x3_identity( mtx
);
2398 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2400 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2402 rb_ct
*man
= &manifold
[ manifold_len
];
2404 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2406 wheels
[i
].state
= k_collider_state_colliding
;
2408 /* for non-angular contacts we just want Y. contact positions are
2409 * snapped to the local xz plane */
2410 if( !wheels
[i
].apply_angular
)
2412 for( int j
=0; j
<l
; j
++ )
2415 v3_sub( man
[j
].co
, player
->rb
.co
, ra
);
2417 float dy
= v3_dot( player
->rb
.to_world
[1], ra
);
2418 v3_muladds( man
[j
].co
, player
->rb
.to_world
[1], -dy
, man
[j
].co
);
2425 float grind_radius
= k_board_radius
* 0.75f
;
2426 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2427 .radius
=grind_radius
};
2429 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2430 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2431 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2432 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2433 grind_radius
+ k_board_radius
*0.25f
, mtx
[3] );
2435 rb_ct
*cman
= &manifold
[manifold_len
];
2437 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
.rb_geo
.inf
.scene
,
2441 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2444 for( int i
=0; i
<s
->limit_count
; i
++ )
2446 struct grind_limit
*limit
= &s
->limits
[i
];
2447 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2448 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2449 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2451 ct
->type
= k_contact_type_default
;
2456 * --------------------------------------------------------------------------
2459 for( int i
=0; i
<manifold_len
; i
++ )
2461 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2462 rb_debug_contact( &manifold
[i
] );
2465 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2466 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2467 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2468 ey2
= k_board_interia
*extent
[1]*extent
[1],
2469 ez2
= k_board_interia
*extent
[2]*extent
[2];
2471 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2472 float inv_mass
= 1.0f
/mass
;
2475 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2476 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2477 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2480 m3x3_identity( iI
);
2487 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2488 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2491 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2492 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2494 for( int j
=0; j
<10; j
++ )
2496 for( int i
=0; i
<manifold_len
; i
++ )
2499 * regular dance; calculate velocity & total mass, apply impulse.
2502 struct contact
*ct
= &manifold
[i
];
2505 v3_sub( ct
->co
, world_cog
, delta
);
2506 v3_cross( player
->rb
.w
, delta
, rv
);
2507 v3_add( player
->rb
.v
, rv
, rv
);
2510 v3_cross( delta
, ct
->n
, raCn
);
2513 m3x3_mulv( iIw
, raCn
, raCnI
);
2515 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2516 vn
= v3_dot( rv
, ct
->n
),
2517 lambda
= normal_mass
* ( -vn
);
2519 float temp
= ct
->norm_impulse
;
2520 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2521 lambda
= ct
->norm_impulse
- temp
;
2524 v3_muls( ct
->n
, lambda
, impulse
);
2526 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2527 v3_cross( delta
, impulse
, impulse
);
2528 m3x3_mulv( iIw
, impulse
, impulse
);
2529 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2531 v3_cross( player
->rb
.w
, delta
, rv
);
2532 v3_add( player
->rb
.v
, rv
, rv
);
2533 vn
= v3_dot( rv
, ct
->n
);
2538 rb_depenetrate( manifold
, manifold_len
, dt
);
2539 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2540 rb_update_transform( &player
->rb
);
2544 if( s
->substep
>= 0.0001f
)
2545 goto begin_collision
; /* again! */
2548 * End of collision and dynamics routine
2549 * --------------------------------------------------------------------------
2552 for( int i
=0; i
<k_wheel_count
; i
++ )
2555 m3x3_copy( player
->rb
.to_world
, mtx
);
2556 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2557 debug_sphere( mtx
, wheels
[i
].radius
,
2558 (u32
[]){ VG__WHITE
, VG__BLACK
,
2559 wheels
[i
].colour
}[ wheels
[i
].state
]);
2562 skate_integrate( player
);
2563 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2565 teleport_gate
*gate
;
2566 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
2568 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2569 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2570 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2571 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2572 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2573 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2574 s
->state
.head_position
);
2576 v4f transport_rotation
;
2577 m3x3_q( gate
->transport
, transport_rotation
);
2578 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2579 rb_update_transform( &player
->rb
);
2581 s
->state_gate_storage
= s
->state
;
2582 player__pass_gate( player
, gate
);
2586 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2588 struct player_skate
*s
= &player
->_skate
;
2590 /* FIXME: Compression */
2591 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2594 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2597 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2601 const char *activity_txt
[] =
2605 "undefined (INVALID)",
2606 "grind_any (INVALID)",
2615 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2617 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2618 s
->state
.steerx_s
, s
->state
.steery_s
,
2619 k_steer_ground
, k_steer_air
);
2621 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2622 s
->state
.flip_time
);
2623 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2624 s
->state
.trick_vel
[0],
2625 s
->state
.trick_vel
[1],
2626 s
->state
.trick_vel
[2] );
2627 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2628 s
->state
.trick_euler
[0],
2629 s
->state
.trick_euler
[1],
2630 s
->state
.trick_euler
[2] );
2633 VG_STATIC
void player__skate_animate( player_instance
*player
,
2634 player_animation
*dest
)
2636 struct player_skate
*s
= &player
->_skate
;
2637 struct player_avatar
*av
= player
->playeravatar
;
2638 struct skeleton
*sk
= &av
->sk
;
2641 float kheight
= 2.0f
,
2647 v3f cog_local
, cog_ideal
;
2648 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2650 v3_copy( s
->state
.up_dir
, cog_ideal
);
2651 v3_normalize( cog_ideal
);
2652 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2654 v3_sub( cog_ideal
, cog_local
, offset
);
2657 v3_muls( offset
, 4.0f
, offset
);
2660 float curspeed
= v3_length( player
->rb
.v
),
2661 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2662 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2663 sign
= vg_signf( kicks
);
2665 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2666 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2669 offset
[0] += s
->wobble
[1]*3.0f
;
2674 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2675 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2678 * Animation blending
2679 * ===========================================
2684 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2685 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2688 /* movement information */
2690 int iair
= s
->state
.activity
== k_skate_activity_air
;
2692 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2693 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2694 fly
= iair
? 1.0f
: 0.0f
;
2696 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2697 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2698 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
2701 mdl_keyframe apose
[32], bpose
[32];
2702 mdl_keyframe ground_pose
[32];
2704 /* when the player is moving fast he will crouch down a little bit */
2705 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2706 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2709 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2710 stand_blend
= offset
[1]*-2.0f
;
2713 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2715 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2717 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2718 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2719 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2722 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2723 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2724 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2727 double push_time
= vg
.time
- s
->state
.start_push
;
2728 s
->blend_push
= vg_lerpf( s
->blend_push
,
2729 (vg
.time
- s
->state
.cur_push
) < 0.125,
2730 6.0f
*vg
.time_delta
);
2732 float pt
= push_time
+ vg
.accumulator
;
2733 if( s
->state
.reverse
> 0.0f
)
2734 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2736 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2738 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2741 float jump_start_frame
= 14.0f
/30.0f
;
2743 float charge
= s
->state
.jump_charge
;
2744 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2746 float setup_frame
= charge
* jump_start_frame
,
2747 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2749 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2750 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2751 setup_frame
= jump_frame
;
2753 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2755 s
->anim_ollie_reverse
;
2757 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2758 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2761 mdl_keyframe air_pose
[32];
2763 float target
= -player
->input_js1h
->axis
.value
;
2764 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2766 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2767 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2769 static v2f grab_choice
;
2771 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2772 player
->input_js2v
->axis
.value
};
2773 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2774 if( v2_length2( grab_input
) <= 0.001f
)
2775 grab_input
[0] = -1.0f
;
2777 v2_normalize_clamp( grab_input
);
2778 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2780 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2781 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2782 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2784 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2785 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2788 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2790 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2792 /* additive effects */
2794 u32 apply_to
[] = { av
->id_hip
,
2798 av
->id_ik_elbow_r
};
2800 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2802 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2803 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2809 /* angle correction */
2810 if( v3_length2( s
->state
.up_dir
) > 0.001f
)
2813 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2814 v3_normalize( ndir
);
2816 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2818 float a
= v3_dot( ndir
, up
);
2819 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2824 v3_cross( up
, ndir
, axis
);
2825 q_axis_angle( q
, axis
, a
);
2827 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2829 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2831 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2834 v3_sub( kf
->co
, kf_hip
->co
, v0
);
2835 q_mulv( q
, v0
, v0
);
2836 v3_add( v0
, kf_hip
->co
, kf
->co
);
2838 q_mul( q
, kf
->q
, kf
->q
);
2839 q_normalize( kf
->q
);
2843 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2844 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2846 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2847 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2852 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2853 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2854 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1];
2858 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2862 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2864 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2865 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2866 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2868 q_mul( qpitchr
, qrollr
, qtrickr
);
2869 q_mul( qyawr
, qtrickr
, qtotal
);
2870 q_normalize( qtotal
);
2872 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2875 /* trick rotation */
2876 v4f qtrick
, qyaw
, qpitch
, qroll
;
2878 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2880 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2881 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
2882 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2884 q_mul( qpitch
, qroll
, qtrick
);
2885 q_mul( qyaw
, qtrick
, qtrick
);
2886 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2887 q_normalize( kf_board
->q
);
2891 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2892 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2894 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2896 v4f qresy
, qresx
, qresidual
;
2898 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
2899 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
2901 q_mul( qresy
, qresx
, qresidual
);
2902 q_normalize( qresidual
);
2903 q_mul( dest
->root_q
, qresidual
, dest
->root_q
);
2904 q_normalize( dest
->root_q
);
2908 if( (s
->state
.activity
== k_skate_activity_air
) &&
2909 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2911 float t
= s
->state
.flip_time
+ s
->state
.flip_rate
*substep
*k_rb_delta
,
2912 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2913 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2914 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2916 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2918 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2919 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2920 q_normalize( dest
->root_q
);
2922 v3f rotation_point
, rco
;
2923 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2924 v3_sub( dest
->root_co
, rotation_point
, rco
);
2926 q_mulv( qflip
, rco
, rco
);
2927 v3_add( rco
, rotation_point
, dest
->root_co
);
2931 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2933 struct player_skate
*s
= &player
->_skate
;
2934 struct player_avatar
*av
= player
->playeravatar
;
2936 player
->cam_velocity_influence
= 1.0f
;
2938 v3f head
= { 0.0f
, 1.8f
, 0.0f
}; /* FIXME: Viewpoint entity */
2939 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2940 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2941 s
->state
.head_position
);
2944 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2946 struct player_skate
*s
= &player
->_skate
;
2948 if( s
->state
.activity
== k_skate_activity_air
)
2949 s
->blend_fly
= 1.0f
;
2951 s
->blend_fly
= 0.0f
;
2953 s
->blend_slide
= 0.0f
;
2956 s
->blend_stand
= 0.0f
;
2957 s
->blend_push
= 0.0f
;
2958 s
->blend_jump
= 0.0f
;
2959 s
->blend_airdir
= 0.0f
;
2962 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2964 struct player_skate
*s
= &player
->_skate
;
2965 s
->state
.jump_charge
= 0.0f
;
2966 s
->state
.lift_frames
= 0;
2967 s
->state
.flip_rate
= 0.0f
;
2969 s
->state
.steery
= 0.0f
;
2970 s
->state
.steerx
= 0.0f
;
2971 s
->state
.steery_s
= 0.0f
;
2972 s
->state
.steerx_s
= 0.0f
;
2974 s
->state
.reverse
= 0.0f
;
2975 s
->state
.slip
= 0.0f
;
2976 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2978 m3x3_identity( s
->state
.velocity_bias
);
2979 m3x3_identity( s
->state
.velocity_bias_pstep
);
2980 v3_zero( s
->state
.throw_v
);
2981 v3_zero( s
->state
.trick_vel
);
2982 v3_zero( s
->state
.trick_euler
);
2985 VG_STATIC
void player__skate_reset( player_instance
*player
,
2986 struct respawn_point
*rp
)
2988 struct player_skate
*s
= &player
->_skate
;
2989 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
2990 v3_zero( player
->rb
.v
);
2991 v3_zero( s
->state
.cog_v
);
2992 v4_copy( rp
->q
, player
->rb
.q
);
2994 s
->state
.activity
= k_skate_activity_air
;
2995 s
->state
.activity_prev
= k_skate_activity_air
;
2997 player__skate_clear_mechanics( player
);
2998 player__skate_reset_animator( player
);
3000 v3_zero( s
->state
.head_position
);
3001 s
->state
.head_position
[1] = 1.8f
;
3004 #endif /* PLAYER_SKATE_C */