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