entities zones
[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
8 VG_STATIC void player__skate_bind( player_instance *player )
9 {
10 struct player_skate *s = &player->_skate;
11 struct player_avatar *av = player->playeravatar;
12 struct skeleton *sk = &av->sk;
13
14 rb_update_transform( &player->rb );
15 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
16 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
17 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
18 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
19 s->anim_air = skeleton_get_anim( sk, "pose_air" );
20 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
21 s->anim_push = skeleton_get_anim( sk, "push" );
22 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
23 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
24 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
25 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
26 }
27
28 VG_STATIC void player__skate_kill_audio( player_instance *player )
29 {
30 struct player_skate *s = &player->_skate;
31
32 audio_lock();
33 if( s->aud_main )
34 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
35 if( s->aud_air )
36 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
37 if( s->aud_slide )
38 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
39 audio_unlock();
40 }
41
42 /*
43 * Collision detection routines
44 *
45 *
46 */
47
48 /*
49 * Does collision detection on a sphere vs world, and applies some smoothing
50 * filters to the manifold afterwards
51 */
52 VG_STATIC int skate_collide_smooth( player_instance *player,
53 m4x3f mtx, rb_sphere *sphere,
54 rb_ct *man )
55 {
56 world_instance *world = get_active_world();
57
58 int len = 0;
59 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
60
61 for( int i=0; i<len; i++ )
62 {
63 man[i].rba = &player->rb;
64 man[i].rbb = NULL;
65 }
66
67 rb_manifold_filter_coplanar( man, len, 0.03f );
68
69 if( len > 1 )
70 {
71 rb_manifold_filter_backface( man, len );
72 rb_manifold_filter_joint_edges( man, len, 0.03f );
73 rb_manifold_filter_pairs( man, len, 0.03f );
74 }
75 int new_len = rb_manifold_apply_filtered( man, len );
76 if( len && !new_len )
77 len = 1;
78 else
79 len = new_len;
80
81 return len;
82 }
83
84 struct grind_info
85 {
86 v3f co, dir, n;
87 };
88
89 VG_STATIC int skate_grind_scansq( player_instance *player,
90 v3f pos, v3f dir, float r,
91 struct grind_info *inf )
92 {
93 world_instance *world = get_active_world();
94
95 v4f plane;
96 v3_copy( dir, plane );
97 v3_normalize( plane );
98 plane[3] = v3_dot( plane, pos );
99
100 boxf box;
101 v3_add( pos, (v3f){ r, r, r }, box[1] );
102 v3_sub( pos, (v3f){ r, r, r }, box[0] );
103
104 bh_iter it;
105 bh_iter_init( 0, &it );
106 int idx;
107
108 struct grind_sample
109 {
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, player->basis[1], support_axis );
123 v3_normalize( support_axis );
124
125 while( bh_next( world->geo_bh, &it, box, &idx ) ){
126 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
127 v3f tri[3];
128
129 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
130 #if 0
131 if( !(surf->info.flags & k_material_flag_skate_surface) )
132 continue;
133 #endif
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = v3_dot( player->basis[1], normal );
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = v3_dot( player->basis[1], d );
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f
183 average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
216 v3_sub( sj->centroid, si->centroid, v0 );
217 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
218 v3_dot( v0, sj->normal3 ) <= 0.0f )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228 v3_normalize( dir );
229
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
232 v3_add( average_direction, dir, average_direction );
233
234 float yi = v3_dot( player->basis[1], si->normal3 ),
235 yj = v3_dot( player->basis[1], sj->normal3 );
236
237 if( yi > yj )
238 v3_add( si->normal3, average_normal, average_normal );
239 else
240 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_pt3( inf->co, 0.02f, VG__GREEN );
268 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
269 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
270
271 return passed_samples;
272 }
273
274 VG_STATIC void reset_jump_info( jump_info *inf )
275 {
276 inf->log_length = 0;
277 inf->land_dist = 0.0f;
278 inf->score = 0.0f;
279 inf->type = k_prediction_unset;
280 v3_zero( inf->apex );
281 }
282
283 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
284 jump_info *jumps,
285 v3f target, float max_angle_delta,
286 float gravity )
287 {
288 struct player_skate *s = &player->_skate;
289
290 /* calculate the exact 2 solutions to jump onto that grind spot */
291
292 v3f v0;
293 v3_sub( target, player->rb.co, v0 );
294 m3x3_mulv( player->invbasis, v0, v0 );
295
296 v3f ax;
297 v3_copy( v0, ax );
298 ax[1] = 0.0f;
299 v3_normalize( ax );
300
301 v3f v_local;
302 m3x3_mulv( player->invbasis, player->rb.v, v_local );
303
304 v2f d = { v3_dot( ax, v0 ), v0[1] },
305 v = { v3_dot( ax, player->rb.v ), v_local[1] };
306
307 float a = atan2f( v[1], v[0] ),
308 m = v2_length( v ),
309 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
310
311 int valid_count = 0;
312
313 if( root > 0.0f ){
314 root = sqrtf( root );
315 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
316 a1 = atanf( (m*m - root) / (gravity * d[0]) );
317
318 if( fabsf(a0-a) < max_angle_delta ){
319 jump_info *inf = &jumps[ valid_count ++ ];
320 reset_jump_info( inf );
321
322 v3_muls( ax, cosf( a0 ) * m, inf->v );
323 inf->v[1] += sinf( a0 ) * m;
324 m3x3_mulv( player->basis, inf->v, inf->v );
325 inf->land_dist = d[0] / (cosf(a0)*m);
326 inf->gravity = gravity;
327
328 v3_copy( target, inf->log[inf->log_length ++] );
329 }
330
331 if( fabsf(a1-a) < max_angle_delta ){
332 jump_info *inf = &jumps[ valid_count ++ ];
333 reset_jump_info( inf );
334
335 v3_muls( ax, cosf( a1 ) * m, inf->v );
336 inf->v[1] += sinf( a1 ) * m;
337 m3x3_mulv( player->basis, inf->v, inf->v );
338 inf->land_dist = d[0] / (cosf(a1)*m);
339 inf->gravity = gravity;
340
341 v3_copy( target, inf->log[inf->log_length ++] );
342 }
343 }
344
345 return valid_count;
346 }
347
348 VG_STATIC
349 void player__approximate_best_trajectory( player_instance *player )
350 {
351 world_instance *world = get_active_world();
352
353 struct player_skate *s = &player->_skate;
354 float k_trace_delta = k_rb_delta * 10.0f;
355
356 s->state.air_start = vg.time;
357 v3_copy( player->rb.v, s->state.air_init_v );
358 v3_copy( player->rb.co, s->state.air_init_co );
359
360 s->possible_jump_count = 0;
361
362 v3f axis;
363 v3_cross( player->rb.v, player->rb.to_world[1], axis );
364 v3_normalize( axis );
365
366 /* at high slopes, Y component is low */
367 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
368 angle_begin = -(1.0f-fabsf( upness )),
369 angle_end = 1.0f;
370
371 struct grind_info grind;
372 int grind_located = 0;
373 float grind_located_gravity = k_gravity;
374
375
376 v3f launch_v_bounds[2];
377
378 for( int i=0; i<2; i++ ){
379 v3_copy( player->rb.v, launch_v_bounds[i] );
380 float ang = (float[]){ angle_begin, angle_end }[ i ];
381 ang *= 0.15f;
382
383 v4f qbias;
384 q_axis_angle( qbias, axis, ang );
385 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
386 }
387
388 for( int m=0;m<=30; m++ ){
389 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
390 reset_jump_info( inf );
391
392 v3f launch_co, launch_v, co0, co1;
393 v3_copy( player->rb.co, launch_co );
394 v3_copy( player->rb.v, launch_v );
395 v3_copy( launch_co, co0 );
396
397 float vt = (float)m * (1.0f/30.0f),
398 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
399
400 v4f qbias;
401 q_axis_angle( qbias, axis, ang );
402 q_mulv( qbias, launch_v, launch_v );
403
404 float yaw_sketch = 1.0f-fabsf(upness);
405
406 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
407 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
408 q_mulv( qbias, launch_v, launch_v );
409
410 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
411 gravity = k_gravity * gravity_bias;
412 inf->gravity = gravity;
413 v3_copy( launch_v, inf->v );
414
415 m3x3f basis;
416 m3x3_copy( player->basis, basis );
417
418 for( int i=1; i<=50; i++ ){
419 float t = (float)i * k_trace_delta;
420
421 v3_muls( launch_v, t, co1 );
422 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
423 v3_add( launch_co, co1, co1 );
424
425 float launch_vy = v3_dot( launch_v,basis[1] );
426
427 int search_for_grind = 1;
428 if( grind_located ) search_for_grind = 0;
429 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
430
431 /* REFACTOR */
432
433 v3f closest;
434 if( search_for_grind ){
435 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
436
437 float min_dist = 0.75f;
438 min_dist *= min_dist;
439
440 if( v3_dist2( closest, launch_co ) < min_dist )
441 search_for_grind = 0;
442
443 v3f bound[2];
444
445 for( int j=0; j<2; j++ ){
446 v3_muls( launch_v_bounds[j], t, bound[j] );
447 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
448 v3_add( launch_co, bound[j], bound[j] );
449 }
450
451 float limh = vg_minf( 2.0f, t ),
452 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
453 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
454
455 if( (closest[1] < minh) || (closest[1] > maxh) ){
456 search_for_grind = 0;
457 }
458 }
459 else
460 search_for_grind = 0;
461 }
462
463 if( search_for_grind ){
464 v3f ve;
465 v3_copy( launch_v, ve );
466 v3_muladds( ve, basis[1], -gravity * t, ve );
467
468 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
469 /* check alignment */
470 v2f v0 = { v3_dot( ve, basis[0] ),
471 v3_dot( ve, basis[2] ) },
472 v1 = { v3_dot( grind.dir, basis[0] ),
473 v3_dot( grind.dir, basis[2] ) };
474
475 v2_normalize( v0 );
476 v2_normalize( v1 );
477
478 float a = v2_dot( v0, v1 );
479
480 float a_min = cosf( VG_PIf * 0.185f );
481 if( s->grind_cooldown )
482 a_min = cosf( VG_PIf * 0.05f );
483
484 /* check speed */
485 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
486 (a >= a_min) &&
487 (fabsf(grind.dir[1]) < 0.70710678118654752f))
488 {
489 grind_located = 1;
490 grind_located_gravity = inf->gravity;
491 }
492 }
493 }
494
495 if( world->rendering_gate ){
496 ent_gate *gate = world->rendering_gate;
497 if( gate_intersect( gate, co1, co0 ) ){
498 m4x3_mulv( gate->transport, co0, co0 );
499 m4x3_mulv( gate->transport, co1, co1 );
500 m3x3_mulv( gate->transport, launch_v, launch_v);
501 m4x3_mulv( gate->transport, launch_co, launch_co );
502 m3x3_mul( gate->transport, basis, basis );
503 }
504 }
505
506 float t1;
507 v3f n;
508
509 float scan_radius = k_board_radius;
510 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
511
512 int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
513 if( idx != -1 ){
514 v3f co;
515 v3_lerp( co0, co1, t1, co );
516 v3_copy( co, inf->log[ inf->log_length ++ ] );
517
518 v3_copy( n, inf->n );
519 u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
520 struct world_surface *surf = world_tri_index_surface(world, tri[0]);
521
522 inf->type = k_prediction_land;
523
524 v3f ve;
525 v3_copy( launch_v, ve );
526 v3_muladds( ve, player->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
532 /* Bias prediction towords ramps */
533 if( !(surf->info.flags & k_material_flag_skate_surface) )
534 inf->score *= 10.0f;
535
536 break;
537 }
538
539 if( i % 3 == 0 )
540 v3_copy( co1, inf->log[ inf->log_length ++ ] );
541
542 v3_copy( co1, co0 );
543 }
544
545 if( inf->type == k_prediction_unset )
546 s->possible_jump_count --;
547 }
548
549 if( grind_located ){
550 jump_info grind_jumps[2];
551
552 int valid_count =
553 create_jumps_to_hit_target( player, grind_jumps, grind.co,
554 0.175f*VG_PIf, grind_located_gravity );
555
556 /* knock out original landing points in the 1m area */
557 for( u32 j=0; j<s->possible_jump_count; j++ ){
558 jump_info *jump = &s->possible_jumps[ j ];
559 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
560 float descale = 1.0f-vg_minf(1.0f,dist);
561 jump->score += descale*3.0f;
562 }
563
564 for( int i=0; i<valid_count; i++ ){
565 jump_info *jump = &grind_jumps[i];
566 jump->type = k_prediction_grind;
567
568 v3f launch_v, launch_co, co0, co1;
569
570 v3_copy( jump->v, launch_v );
571 v3_copy( player->rb.co, launch_co );
572
573 m3x3f basis;
574 m3x3_copy( player->basis, basis );
575
576 float t = 0.05f * jump->land_dist;
577 v3_muls( launch_v, t, co0 );
578 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
579 v3_add( launch_co, co0, co0 );
580
581 /* rough scan to make sure we dont collide with anything */
582 /* NOTE this was rarely needed and ends up with false negatives. */
583 #if 0
584 for( int j=1; j<=16; j++ ){
585 t = (float)j*(1.0f/16.0f);
586 t *= 0.9f;
587 t += 0.05f;
588 t *= jump->land_dist;
589
590 v3_muls( launch_v, t, co1 );
591 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
592 v3_add( launch_co, co1, co1 );
593
594 float t1;
595 v3f n;
596
597 int idx = spherecast_world( world, co0,co1,
598 k_board_radius*0.5f, &t1, n);
599 if( idx != -1 ){
600 goto invalidated_grind;
601 }
602
603 v3_copy( co1, co0 );
604 }
605 #endif
606
607 v3_copy( grind.n, jump->n );
608
609 /* determine score */
610 v3f ve;
611 v3_copy( jump->v, ve );
612 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
613 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
614
615 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
616
617 #if 0
618 continue;
619 invalidated_grind:;
620 #endif
621 }
622 }
623
624
625 float score_min = INFINITY,
626 score_max = -INFINITY;
627
628 jump_info *best = NULL;
629
630 for( int i=0; i<s->possible_jump_count; i ++ ){
631 jump_info *jump = &s->possible_jumps[i];
632
633 if( jump->score < score_min )
634 best = jump;
635
636 score_min = vg_minf( score_min, jump->score );
637 score_max = vg_maxf( score_max, jump->score );
638 }
639
640 for( int i=0; i<s->possible_jump_count; i ++ ){
641 jump_info *jump = &s->possible_jumps[i];
642 float s = jump->score;
643
644 s -= score_min;
645 s /= (score_max-score_min);
646 s = 1.0f - s;
647
648 jump->score = s;
649 jump->colour = s * 255.0f;
650
651 if( jump == best )
652 jump->colour <<= 16;
653 else if( jump->type == k_prediction_land )
654 jump->colour <<= 8;
655
656 jump->colour |= 0xff000000;
657 }
658
659 if( best ){
660 v3_copy( best->n, s->land_normal );
661 v3_copy( best->v, player->rb.v );
662 s->land_dist = best->land_dist;
663
664 v2f steer = { player->input_js1h->axis.value,
665 player->input_js1v->axis.value };
666 v2_normalize_clamp( steer );
667 s->state.gravity_bias = best->gravity;
668
669 if( best->type == k_prediction_grind ){
670 s->state.activity = k_skate_activity_air_to_grind;
671 }
672
673 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
674 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
675 s->state.reverse ;
676 s->state.flip_time = 0.0f;
677 v3_copy( player->rb.to_world[0], s->state.flip_axis );
678 }
679 else{
680 s->state.flip_rate = 0.0f;
681 v3_zero( s->state.flip_axis );
682 }
683 }
684 else{
685 v3_copy( player->basis[1], s->land_normal );
686 }
687 }
688
689 /*
690 *
691 * Varius physics models
692 * ------------------------------------------------
693 */
694
695 /*
696 * Air control, no real physics
697 */
698 VG_STATIC void skate_apply_air_model( player_instance *player )
699 {
700 struct player_skate *s = &player->_skate;
701
702 if( s->state.activity_prev > k_skate_activity_air_to_grind )
703 player__approximate_best_trajectory( player );
704
705 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
706 angle = vg_clampf( angle, -1.0f, 1.0f );
707 v3f axis;
708 v3_cross( player->rb.to_world[1], s->land_normal, axis );
709
710 v4f correction;
711 q_axis_angle( correction, axis,
712 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
713 q_mul( correction, player->rb.q, player->rb.q );
714
715 v2f steer = { player->input_js1h->axis.value,
716 player->input_js1v->axis.value };
717 v2_normalize_clamp( steer );
718 }
719
720 VG_STATIC int player_skate_trick_input( player_instance *player );
721 VG_STATIC void skate_apply_trick_model( player_instance *player )
722 {
723 struct player_skate *s = &player->_skate;
724
725 v3f Fd, Fs, F;
726 v3f strength = { 3.7f, 3.6f, 8.0f };
727
728 v3_muls( s->board_trick_residualv, -4.0f , Fd );
729 v3_muls( s->board_trick_residuald, -10.0f, Fs );
730 v3_add( Fd, Fs, F );
731 v3_mul( strength, F, F );
732
733 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
734 s->board_trick_residualv );
735 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
736 k_rb_delta, s->board_trick_residuald );
737
738 if( s->state.activity <= k_skate_activity_air_to_grind ){
739 if( v3_length2( s->state.trick_vel ) < 0.0001f )
740 return;
741
742 int carry_on = player_skate_trick_input( player );
743
744 /* we assume velocities share a common divisor, in which case the
745 * interval is the minimum value (if not zero) */
746
747 float min_rate = 99999.0f;
748
749 for( int i=0; i<3; i++ ){
750 float v = s->state.trick_vel[i];
751 if( (v > 0.0f) && (v < min_rate) )
752 min_rate = v;
753 }
754
755 float interval = 1.0f / min_rate,
756 current = floorf( s->state.trick_time / interval ),
757 next_end = (current+1.0f) * interval;
758
759
760 /* integrate trick velocities */
761 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
762 s->state.trick_euler );
763
764 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
765 s->state.trick_time = 0.0f;
766 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
767 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
768 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
769 v3_copy( s->state.trick_vel, s->board_trick_residualv );
770 v3_zero( s->state.trick_vel );
771 }
772
773 s->state.trick_time += k_rb_delta;
774 }
775 else{
776 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
777 s->state.trick_time > 0.2f)
778 {
779 player__skate_kill_audio( player );
780 player__dead_transition( player );
781 }
782
783 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
784 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
785 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
786 s->state.trick_time = 0.0f;
787 v3_zero( s->state.trick_vel );
788 }
789 }
790
791 VG_STATIC void skate_apply_grab_model( player_instance *player )
792 {
793 struct player_skate *s = &player->_skate;
794
795 float grabt = player->input_grab->axis.value;
796
797 if( grabt > 0.5f ){
798 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
799 s->state.grab_mouse_delta );
800
801 v2_normalize_clamp( s->state.grab_mouse_delta );
802 }
803 else
804 v2_zero( s->state.grab_mouse_delta );
805
806 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
807 }
808
809 VG_STATIC void skate_apply_steering_model( player_instance *player )
810 {
811 struct player_skate *s = &player->_skate;
812
813 /* Steering */
814 float steer = player->input_js1h->axis.value,
815 grab = player->input_grab->axis.value;
816
817 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
818
819 v3f steer_axis;
820 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
821
822 float rate = 26.0f,
823 top = 1.0f;
824
825 if( s->state.activity <= k_skate_activity_air_to_grind ){
826 rate = 6.0f * fabsf(steer);
827 top = 1.5f;
828 }
829 else{
830 /* rotate slower when grabbing on ground */
831 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
832
833 if( s->state.activity == k_skate_activity_grind_5050 ){
834 rate = 0.0f;
835 top = 0.0f;
836 }
837
838 else if( s->state.activity >= k_skate_activity_grind_any ){
839 rate *= fabsf(steer);
840
841 float a = 0.8f * -steer * k_rb_delta;
842
843 v4f q;
844 q_axis_angle( q, player->rb.to_world[1], a );
845 q_mulv( q, s->grind_vec, s->grind_vec );
846
847 v3_normalize( s->grind_vec );
848 }
849
850 else if( s->state.manual_direction ){
851 rate = 35.0f;
852 top = 1.5f;
853 }
854 }
855
856 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
857 addspeed = (steer * -top) - current,
858 maxaccel = rate * k_rb_delta,
859 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
860
861 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
862 }
863
864 /*
865 * Computes friction and surface interface model
866 */
867 VG_STATIC void skate_apply_friction_model( player_instance *player )
868 {
869 struct player_skate *s = &player->_skate;
870
871 /*
872 * Computing localized friction forces for controlling the character
873 * Friction across X is significantly more than Z
874 */
875
876 v3f vel;
877 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
878 float slip = 0.0f;
879
880 if( fabsf(vel[2]) > 0.01f )
881 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
882
883 if( fabsf( slip ) > 1.2f )
884 slip = vg_signf( slip ) * 1.2f;
885
886 s->state.slip = slip;
887 s->state.reverse = -vg_signf(vel[2]);
888
889 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
890 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
891
892 /* Pushing additive force */
893
894 if( !player->input_jump->button.value ){
895 if( player->input_push->button.value ||
896 (vg.time-s->state.start_push<0.75) )
897 {
898 if( (vg.time - s->state.cur_push) > 0.25 )
899 s->state.start_push = vg.time;
900
901 s->state.cur_push = vg.time;
902
903 double push_time = vg.time - s->state.start_push;
904
905 float cycle_time = push_time*k_push_cycle_rate,
906 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
907 amt = accel * VG_TIMESTEP_FIXED,
908 current = v3_length( vel ),
909 new_vel = vg_minf( current + amt, k_max_push_speed ),
910 delta = new_vel - vg_minf( current, k_max_push_speed );
911
912 vel[2] += delta * -s->state.reverse;
913 }
914 }
915
916 /* Send back to velocity */
917 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
918 }
919
920 VG_STATIC void skate_apply_jump_model( player_instance *player )
921 {
922 struct player_skate *s = &player->_skate;
923 int charging_jump_prev = s->state.charging_jump;
924 s->state.charging_jump = player->input_jump->button.value;
925
926 /* Cannot charge this in air */
927 if( s->state.activity <= k_skate_activity_air_to_grind ){
928 s->state.charging_jump = 0;
929 return;
930 }
931
932 if( s->state.charging_jump ){
933 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
934
935 if( !charging_jump_prev )
936 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
937 }
938 else{
939 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
940 }
941
942 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
943
944 /* player let go after charging past 0.2: trigger jump */
945 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
946 v3f jumpdir;
947
948 /* Launch more up if alignment is up else improve velocity */
949 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
950 mod = 0.5f,
951 dir = mod + fabsf(aup)*(1.0f-mod);
952
953 if( s->state.activity == k_skate_activity_ground ){
954 v3_copy( player->rb.v, jumpdir );
955 v3_normalize( jumpdir );
956 v3_muls( jumpdir, 1.0f-dir, jumpdir );
957 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
958 v3_normalize( jumpdir );
959 }else{
960 v3_copy( s->state.up_dir, jumpdir );
961 s->grind_cooldown = 30;
962 s->state.activity = k_skate_activity_ground;
963
964 float tilt = player->input_js1h->axis.value * 0.3f;
965 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
966
967 v4f qtilt;
968 q_axis_angle( qtilt, s->grind_dir, tilt );
969 q_mulv( qtilt, jumpdir, jumpdir );
970 }
971 s->surface_cooldown = 10;
972
973 float force = k_jump_force*s->state.jump_charge;
974 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
975 s->state.jump_charge = 0.0f;
976 s->state.jump_time = vg.time;
977
978 v2f steer = { player->input_js1h->axis.value,
979 player->input_js1v->axis.value };
980 v2_normalize_clamp( steer );
981
982 audio_lock();
983 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
984 audio_unlock();
985 }
986 }
987
988 VG_STATIC void skate_apply_pump_model( player_instance *player )
989 {
990 struct player_skate *s = &player->_skate;
991
992 if( s->state.activity != k_skate_activity_ground ){
993 v3_zero( s->state.throw_v );
994 return;
995 }
996
997 /* Throw / collect routine
998 */
999 if( player->input_grab->axis.value > 0.5f ){
1000 if( s->state.activity == k_skate_activity_ground ){
1001 /* Throw */
1002 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1003 }
1004 }
1005 else{
1006 /* Collect */
1007 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1008
1009 v3f Fl, Fv;
1010 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1011
1012 if( s->state.activity == k_skate_activity_ground ){
1013 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1014 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1015 }
1016
1017 v3_muls( player->rb.to_world[1], -doty, Fv );
1018 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1019 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1020 }
1021
1022 /* Decay */
1023 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1024 v3f dir;
1025 v3_copy( s->state.throw_v, dir );
1026 v3_normalize( dir );
1027
1028 float max = v3_dot( dir, s->state.throw_v ),
1029 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1030 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1031 }
1032 }
1033
1034 VG_STATIC void skate_apply_cog_model( player_instance *player )
1035 {
1036 struct player_skate *s = &player->_skate;
1037
1038 v3f ideal_cog, ideal_diff, ideal_dir;
1039 v3_copy( s->state.up_dir, ideal_dir );
1040 v3_normalize( ideal_dir );
1041
1042 v3_muladds( player->rb.co, ideal_dir,
1043 1.0f-player->input_grab->axis.value, ideal_cog );
1044 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1045
1046 /* Apply velocities */
1047 v3f rv;
1048 v3_sub( player->rb.v, s->state.cog_v, rv );
1049
1050 v3f F;
1051 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1052 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1053
1054 float ra = k_cog_mass_ratio,
1055 rb = 1.0f-k_cog_mass_ratio;
1056
1057 /* Apply forces & intergrate */
1058 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1059 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1060 s->state.cog_v );
1061
1062 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1063 }
1064
1065
1066 VG_STATIC void skate_integrate( player_instance *player )
1067 {
1068 struct player_skate *s = &player->_skate;
1069
1070 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1071 decay_rate_z = decay_rate_x,
1072 decay_rate_y = 1.0f;
1073
1074 if( s->state.activity >= k_skate_activity_grind_any ){
1075 #if 0
1076 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1077 decay_rate_y = decay_rate;
1078 #endif
1079 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1080 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1081 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1082 }
1083
1084 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1085 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1086 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1087
1088 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1089 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1090 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1091
1092 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1093 rb_update_transform( &player->rb );
1094 }
1095
1096 /*
1097 * 1 2 or 3
1098 */
1099
1100 VG_STATIC void skate_copy_holdout( player_instance *player )
1101 {
1102 struct player_skate *s = &player->_skate;
1103 struct player_avatar *av = player->playeravatar;
1104 struct skeleton *sk = &av->sk;
1105 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1106 }
1107
1108 VG_STATIC int player_skate_trick_input( player_instance *player )
1109 {
1110 return (player->input_trick0->button.value) |
1111 (player->input_trick1->button.value << 1) |
1112 (player->input_trick2->button.value << 1) |
1113 (player->input_trick2->button.value);
1114 }
1115
1116 VG_STATIC void player__skate_pre_update( player_instance *player )
1117 {
1118 struct player_skate *s = &player->_skate;
1119
1120 if( vg_input_button_down( player->input_use ) ){
1121 player->subsystem = k_player_subsystem_walk;
1122
1123 v3f angles;
1124 v3_copy( player->cam.angles, angles );
1125 angles[2] = 0.0f;
1126
1127 skate_copy_holdout( player );
1128 player->holdout_time = 0.34f;
1129 player__skate_kill_audio( player );
1130 player__walk_transition( player, angles );
1131 return;
1132 }
1133
1134 int trick_id;
1135 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1136 (trick_id = player_skate_trick_input( player )) )
1137 {
1138 if( (vg.time - s->state.jump_time) < 0.1f ){
1139 v3_zero( s->state.trick_vel );
1140 s->state.trick_time = 0.0f;
1141
1142 if( trick_id == 1 ){
1143 s->state.trick_vel[0] = 3.0f;
1144 }
1145 else if( trick_id == 2 ){
1146 s->state.trick_vel[2] = 3.0f;
1147 }
1148 else if( trick_id == 3 ){
1149 s->state.trick_vel[0] = 2.0f;
1150 s->state.trick_vel[2] = 2.0f;
1151 }
1152 }
1153 }
1154 }
1155
1156 VG_STATIC void player__skate_post_update( player_instance *player )
1157 {
1158 struct player_skate *s = &player->_skate;
1159
1160 for( int i=0; i<s->possible_jump_count; i++ ){
1161 jump_info *jump = &s->possible_jumps[i];
1162
1163 if( jump->log_length == 0 ){
1164 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1165 }
1166
1167 for( int j=0; j<jump->log_length - 1; j ++ ){
1168 float brightness = jump->score*jump->score*jump->score;
1169 v3f p1;
1170 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1171 vg_line( jump->log[j], p1, jump->colour );
1172 }
1173
1174 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1175
1176 v3f p1;
1177 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1178 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1179
1180 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1181 }
1182
1183 audio_lock();
1184
1185 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1186 speed = v3_length( player->rb.v ),
1187 attn = vg_minf( 1.0f, speed*0.1f ),
1188 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1189
1190 if( s->state.activity >= k_skate_activity_grind_any ){
1191 slide = 0.0f;
1192 }
1193
1194 float
1195 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
1196 vol_air = sqrtf( air *attn * 0.5f ),
1197 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
1198
1199 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1200
1201 if( !s->aud_air ){
1202 s->aud_air = audio_get_first_idle_channel();
1203 if( s->aud_air )
1204 audio_channel_init( s->aud_air, &audio_board[1], flags );
1205 }
1206
1207 if( !s->aud_slide ){
1208 s->aud_slide = audio_get_first_idle_channel();
1209 if( s->aud_slide )
1210 audio_channel_init( s->aud_slide, &audio_board[2], flags );
1211 }
1212
1213
1214 /* brrrrrrrrrrrt sound for tiles and stuff
1215 * --------------------------------------------------------*/
1216 float sidechain_amt = 0.0f,
1217 hz = vg_maxf( speed * 2.0f, 2.0f );
1218
1219 if( (s->surface == k_surface_prop_tiles) &&
1220 (s->state.activity < k_skate_activity_grind_any) )
1221 sidechain_amt = 1.0f;
1222 else
1223 sidechain_amt = 0.0f;
1224
1225 audio_set_lfo_frequency( 0, hz );
1226 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1227 vg_lerpf( 250.0f, 80.0f, attn ) );
1228
1229 if( s->sample_change_cooldown > 0.0f ){
1230 s->sample_change_cooldown -= vg.frame_delta;
1231 }
1232 else{
1233 int sample_type = k_skate_sample_concrete;
1234
1235 if( s->state.activity == k_skate_activity_grind_5050 ){
1236 if( s->surface == k_surface_prop_metal )
1237 sample_type = k_skate_sample_metal_scrape_generic;
1238 else
1239 sample_type = k_skate_sample_concrete_scrape_metal;
1240 }
1241 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1242 (s->state.activity == k_skate_activity_grind_front50) )
1243 {
1244 if( s->surface == k_surface_prop_metal ){
1245 sample_type = k_skate_sample_metal_scrape_generic;
1246 }
1247 else{
1248 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1249 if( fabsf(a) > 0.70710678118654752f )
1250 sample_type = k_skate_sample_concrete_scrape_wood;
1251 else
1252 sample_type = k_skate_sample_concrete_scrape_metal;
1253 }
1254 }
1255 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1256 if( s->surface == k_surface_prop_metal )
1257 sample_type = k_skate_sample_metal_scrape_generic;
1258 else
1259 sample_type = k_skate_sample_concrete_scrape_wood;
1260 }
1261
1262 audio_clip *relevant_samples[] = {
1263 &audio_board[0],
1264 &audio_board[0],
1265 &audio_board[7],
1266 &audio_board[6],
1267 &audio_board[5]
1268 };
1269
1270 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1271 s->aud_main =
1272 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1273 0.06f, flags );
1274 s->sample_change_cooldown = 0.1f;
1275 s->main_sample_type = sample_type;
1276 }
1277 }
1278
1279 if( s->aud_main ){
1280 s->aud_main->colour = 0x00103efe;
1281 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1282 audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1283 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1284
1285 float rate = 1.0f + (attn-0.5f)*0.2f;
1286 audio_channel_set_sampling_rate( s->aud_main, rate );
1287 }
1288
1289 if( s->aud_slide ){
1290 s->aud_slide->colour = 0x00103efe;
1291 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1292 audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1293 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1294 }
1295
1296 if( s->aud_air ){
1297 s->aud_air->colour = 0x00103efe;
1298 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1299 audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1300 }
1301
1302 audio_unlock();
1303 }
1304
1305 /*
1306 * truck alignment model at ra(local)
1307 * returns 1 if valid surface:
1308 * surface_normal will be filled out with an averaged normal vector
1309 * axel_dir will be the direction from left to right wheels
1310 *
1311 * returns 0 if no good surface found
1312 */
1313 VG_STATIC
1314 int skate_compute_surface_alignment( player_instance *player,
1315 v3f ra, u32 colour,
1316 v3f surface_normal, v3f axel_dir )
1317 {
1318 struct player_skate *s = &player->_skate;
1319 world_instance *world = get_active_world();
1320
1321 v3f truck, left, right;
1322 m4x3_mulv( player->rb.to_world, ra, truck );
1323
1324 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1325 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1326 vg_line( left, right, colour );
1327
1328 float k_max_truck_flex = VG_PIf * 0.25f;
1329
1330 ray_hit ray_l, ray_r;
1331
1332 v3f dir;
1333 v3_muls( player->rb.to_world[1], -1.0f, dir );
1334
1335 int res_l = 0, res_r = 0;
1336
1337 for( int i=0; i<8; i++ )
1338 {
1339 float t = 1.0f - (float)i * (1.0f/8.0f);
1340 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1341 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1342 ray_l.dist = 2.1f * k_board_radius;
1343
1344 res_l = ray_world( world, left, dir, &ray_l );
1345
1346 if( res_l )
1347 break;
1348 }
1349
1350 for( int i=0; i<8; i++ )
1351 {
1352 float t = 1.0f - (float)i * (1.0f/8.0f);
1353 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1354 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1355 ray_r.dist = 2.1f * k_board_radius;
1356
1357 res_r = ray_world( world, right, dir, &ray_r );
1358
1359 if( res_r )
1360 break;
1361 }
1362
1363 v3f v0;
1364 v3f midpoint;
1365 v3f tangent_average;
1366 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1367 v3_zero( tangent_average );
1368
1369 if( res_l || res_r )
1370 {
1371 v3f p0, p1, t;
1372 v3_copy( midpoint, p0 );
1373 v3_copy( midpoint, p1 );
1374
1375 if( res_l )
1376 {
1377 v3_copy( ray_l.pos, p0 );
1378 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1379 v3_add( t, tangent_average, tangent_average );
1380 }
1381 if( res_r )
1382 {
1383 v3_copy( ray_r.pos, p1 );
1384 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1385 v3_add( t, tangent_average, tangent_average );
1386 }
1387
1388 v3_sub( p1, p0, v0 );
1389 v3_normalize( v0 );
1390 }
1391 else
1392 {
1393 /* fallback: use the closes point to the trucks */
1394 v3f closest;
1395 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1396
1397 if( idx != -1 )
1398 {
1399 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1400 v3f verts[3];
1401
1402 for( int j=0; j<3; j++ )
1403 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1404
1405 v3f vert0, vert1, n;
1406 v3_sub( verts[1], verts[0], vert0 );
1407 v3_sub( verts[2], verts[0], vert1 );
1408 v3_cross( vert0, vert1, n );
1409 v3_normalize( n );
1410
1411 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1412 return 0;
1413
1414 v3_cross( n, player->rb.to_world[2], v0 );
1415 v3_muladds( v0, player->rb.to_world[2],
1416 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1417 v3_normalize( v0 );
1418
1419 v3f t;
1420 v3_cross( n, player->rb.to_world[0], t );
1421 v3_add( t, tangent_average, tangent_average );
1422 }
1423 else
1424 return 0;
1425 }
1426
1427 v3_muladds( truck, v0, k_board_width, right );
1428 v3_muladds( truck, v0, -k_board_width, left );
1429
1430 vg_line( left, right, VG__WHITE );
1431
1432 v3_normalize( tangent_average );
1433 v3_cross( v0, tangent_average, surface_normal );
1434 v3_copy( v0, axel_dir );
1435
1436 return 1;
1437 }
1438
1439 VG_STATIC void skate_weight_distribute( player_instance *player )
1440 {
1441 struct player_skate *s = &player->_skate;
1442 v3_zero( s->weight_distribution );
1443
1444 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1445
1446 if( s->state.manual_direction == 0 ){
1447 if( (player->input_js1v->axis.value > 0.7f) &&
1448 (s->state.activity == k_skate_activity_ground) &&
1449 (s->state.jump_charge <= 0.01f) )
1450 s->state.manual_direction = reverse_dir;
1451 }
1452 else{
1453 if( player->input_js1v->axis.value < 0.1f ){
1454 s->state.manual_direction = 0;
1455 }
1456 else{
1457 if( reverse_dir != s->state.manual_direction ){
1458 return;
1459 }
1460 }
1461 }
1462
1463 if( s->state.manual_direction ){
1464 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1465 s->weight_distribution[2] = k_board_length * amt *
1466 (float)s->state.manual_direction;
1467 }
1468
1469 if( s->state.manual_direction ){
1470 v3f plane_z;
1471
1472 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1473 v3_negate( plane_z, plane_z );
1474
1475 v3_muladds( plane_z, s->surface_picture,
1476 -v3_dot( plane_z, s->surface_picture ), plane_z );
1477 v3_normalize( plane_z );
1478
1479 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1480 v3_normalize( plane_z );
1481
1482 v3f p1;
1483 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1484 vg_line( player->rb.co, p1, VG__GREEN );
1485
1486 v3f refdir;
1487 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1488 refdir );
1489
1490 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1491 k_manul_spring, k_manul_dampener,
1492 s->substep_delta );
1493 }
1494 }
1495
1496 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1497 {
1498 struct player_skate *s = &player->_skate;
1499
1500 if( s->state.activity == k_skate_activity_ground ){
1501 v3f target;
1502 v3_copy( s->surface_picture, target );
1503
1504 target[1] += 2.0f * s->surface_picture[1];
1505 v3_normalize( target );
1506
1507 v3_lerp( s->state.up_dir, target,
1508 8.0f * s->substep_delta, s->state.up_dir );
1509 }
1510 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1511 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1512 8.0f * s->substep_delta, s->state.up_dir );
1513 }
1514 else{
1515 v3_lerp( s->state.up_dir, player->basis[1],
1516 12.0f * s->substep_delta, s->state.up_dir );
1517 }
1518 }
1519
1520 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1521 {
1522 v3f dir;
1523 v3_sub( target, origin, dir );
1524
1525 ray_hit ray;
1526 ray.dist = v3_length( dir );
1527 v3_muls( dir, 1.0f/ray.dist, dir );
1528 ray.dist -= 0.025f;
1529
1530 if( ray_world( get_active_world(), origin, dir, &ray ) )
1531 return 0;
1532
1533 return 1;
1534 }
1535
1536 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1537 {
1538 v3_copy( inf->dir, mtx[0] );
1539 v3_copy( inf->n, mtx[1] );
1540 v3_cross( mtx[0], mtx[1], mtx[2] );
1541 }
1542
1543 VG_STATIC void skate_grind_friction( player_instance *player,
1544 struct grind_info *inf, float strength )
1545 {
1546 v3f v2;
1547 v3_muladds( player->rb.to_world[2], inf->n,
1548 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1549
1550 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1551 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1552 F = a * -dir * k_grind_max_friction;
1553
1554 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1555 }
1556
1557 VG_STATIC void skate_grind_decay( player_instance *player,
1558 struct grind_info *inf, float strength )
1559 {
1560 m3x3f mtx, mtx_inv;
1561 skate_grind_orient( inf, mtx );
1562 m3x3_transpose( mtx, mtx_inv );
1563
1564 v3f v_grind;
1565 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1566
1567 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1568 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1569 m3x3_mulv( mtx, v_grind, player->rb.v );
1570 }
1571
1572 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1573 float sign, struct grind_info *inf,
1574 float strength )
1575 {
1576 struct player_skate *s = &player->_skate;
1577
1578 /* REFACTOR */
1579 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1580 v3f raw, wsp;
1581 m3x3_mulv( player->rb.to_world, ra, raw );
1582 v3_add( player->rb.co, raw, wsp );
1583
1584 v3_copy( ra, s->weight_distribution );
1585
1586 v3f delta;
1587 v3_sub( inf->co, wsp, delta );
1588
1589 /* spring force */
1590 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1591 player->rb.v );
1592
1593 skate_grind_decay( player, inf, strength );
1594 skate_grind_friction( player, inf, strength );
1595
1596 /* yeah yeah yeah yeah */
1597 v3f raw_nplane, axis;
1598 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1599 v3_cross( raw_nplane, inf->n, axis );
1600 v3_normalize( axis );
1601
1602 /* orientation */
1603 m3x3f mtx;
1604 skate_grind_orient( inf, mtx );
1605 v3f target_fwd, fwd, up, target_up;
1606 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1607 v3_copy( raw_nplane, fwd );
1608 v3_copy( player->rb.to_world[1], up );
1609 v3_copy( inf->n, target_up );
1610
1611 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1612 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1613
1614 v3_normalize( target_fwd );
1615 v3_normalize( fwd );
1616
1617
1618 float way = player->input_js1v->axis.value *
1619 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1620
1621 v4f q;
1622 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1623 q_mulv( q, target_up, target_up );
1624 q_mulv( q, target_fwd, target_fwd );
1625
1626 rb_effect_spring_target_vector( &player->rb, up, target_up,
1627 k_grind_spring,
1628 k_grind_dampener,
1629 k_rb_delta );
1630
1631 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1632 k_grind_spring*strength,
1633 k_grind_dampener*strength,
1634 k_rb_delta );
1635
1636 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1637 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1638 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1639
1640 s->grind_strength = strength;
1641
1642 /* Fake contact */
1643 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1644 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1645 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1646 limit->p = 0.0f;
1647
1648 v3_copy( inf->dir, s->grind_dir );
1649 }
1650
1651 VG_STATIC void skate_5050_apply( player_instance *player,
1652 struct grind_info *inf_front,
1653 struct grind_info *inf_back )
1654 {
1655 struct player_skate *s = &player->_skate;
1656 struct grind_info inf_avg;
1657
1658 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1659 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1660 v3_normalize( inf_avg.dir );
1661
1662 v3f axis_front, axis_back, axis;
1663 v3_cross( inf_front->dir, inf_front->n, axis_front );
1664 v3_cross( inf_back->dir, inf_back->n, axis_back );
1665 v3_add( axis_front, axis_back, axis );
1666 v3_normalize( axis );
1667
1668 v3_cross( axis, inf_avg.dir, inf_avg.n );
1669 skate_grind_decay( player, &inf_avg, 1.0f );
1670
1671
1672 float way = player->input_js1v->axis.value *
1673 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1674 v4f q;
1675 v3f up, target_up;
1676 v3_copy( player->rb.to_world[1], up );
1677 v3_copy( inf_avg.n, target_up );
1678 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1679 q_mulv( q, target_up, target_up );
1680
1681 v3_zero( s->weight_distribution );
1682 s->weight_distribution[2] = k_board_length * -way;
1683
1684 rb_effect_spring_target_vector( &player->rb, up, target_up,
1685 k_grind_spring,
1686 k_grind_dampener,
1687 k_rb_delta );
1688
1689 v3f fwd_nplane, dir_nplane;
1690 v3_muladds( player->rb.to_world[2], inf_avg.n,
1691 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1692
1693 v3f dir;
1694 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1695 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1696
1697 v3_normalize( fwd_nplane );
1698 v3_normalize( dir_nplane );
1699
1700 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1701 1000.0f,
1702 k_grind_dampener,
1703 k_rb_delta );
1704
1705 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1706 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1707 delta_front, delta_back, delta_total;
1708
1709 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1710 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1711
1712 v3_sub( inf_front->co, pos_front, delta_front );
1713 v3_sub( inf_back->co, pos_back, delta_back );
1714 v3_add( delta_front, delta_back, delta_total );
1715
1716 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1717
1718 /* Fake contact */
1719 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1720 v3_zero( limit->ra );
1721 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1722 limit->p = 0.0f;
1723
1724 v3_copy( inf_avg.dir, s->grind_dir );
1725 }
1726
1727 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1728 struct grind_info *inf )
1729 {
1730 struct player_skate *s = &player->_skate;
1731
1732 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1733 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1734
1735 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1736 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1737
1738 /* Exit condition: lost grind tracking */
1739 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1740 return 0;
1741
1742 /* Exit condition: cant see grind target directly */
1743 if( !skate_point_visible( wheel_co, inf->co ) )
1744 return 0;
1745
1746 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1747 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1748 minv = k_grind_axel_min_vel*0.8f;
1749
1750 if( dv < minv )
1751 return 0;
1752
1753 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1754 return 0;
1755
1756 v3_copy( inf->dir, s->grind_dir );
1757 return 1;
1758 }
1759
1760 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1761 struct grind_info *inf )
1762 {
1763 struct player_skate *s = &player->_skate;
1764
1765 /* REFACTOR */
1766 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1767
1768 v3f raw, wsp;
1769 m3x3_mulv( player->rb.to_world, ra, raw );
1770 v3_add( player->rb.co, raw, wsp );
1771
1772 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1773 {
1774 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1775 return 0;
1776
1777 /* velocity should be at least 60% aligned */
1778 v3f pv, axis;
1779 v3_cross( inf->n, inf->dir, axis );
1780 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1781
1782 if( v3_length2( pv ) < 0.0001f )
1783 return 0;
1784 v3_normalize( pv );
1785
1786 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1787 return 0;
1788
1789 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1790 return 0;
1791
1792 #if 0
1793 /* check for vertical alignment */
1794 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1795 return 0;
1796 #endif
1797
1798 v3f local_co, local_dir, local_n;
1799 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1800 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1801 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1802
1803 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1804
1805 float truck_height = -(k_board_radius+0.03f);
1806
1807 v3f rv;
1808 v3_cross( player->rb.w, raw, rv );
1809 v3_add( player->rb.v, rv, rv );
1810
1811 if( (local_co[1] >= truck_height) &&
1812 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1813 {
1814 return 1;
1815 }
1816 }
1817
1818 return 0;
1819 }
1820
1821 VG_STATIC void skate_boardslide_apply( player_instance *player,
1822 struct grind_info *inf )
1823 {
1824 struct player_skate *s = &player->_skate;
1825
1826 v3f local_co, local_dir, local_n;
1827 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1828 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1829 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1830
1831 v3f intersection;
1832 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1833 intersection );
1834 v3_copy( intersection, s->weight_distribution );
1835
1836 skate_grind_decay( player, inf, 0.0125f );
1837 skate_grind_friction( player, inf, 0.25f );
1838
1839 /* direction alignment */
1840 v3f dir, perp;
1841 v3_cross( local_dir, local_n, perp );
1842 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1843 v3_muls( perp, vg_signf(perp[2]), perp );
1844
1845 m3x3_mulv( player->rb.to_world, dir, dir );
1846 m3x3_mulv( player->rb.to_world, perp, perp );
1847
1848 v4f qbalance;
1849 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1850 q_mulv( qbalance, perp, perp );
1851
1852 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1853 dir,
1854 k_grind_spring, k_grind_dampener,
1855 k_rb_delta );
1856
1857 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1858 perp,
1859 k_grind_spring, k_grind_dampener,
1860 k_rb_delta );
1861
1862 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1863 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1864
1865 v3_copy( inf->dir, s->grind_dir );
1866 }
1867
1868 VG_STATIC int skate_boardslide_entry( player_instance *player,
1869 struct grind_info *inf )
1870 {
1871 struct player_skate *s = &player->_skate;
1872
1873 if( skate_grind_scansq( player, player->rb.co,
1874 player->rb.to_world[0], k_board_length,
1875 inf ) )
1876 {
1877 v3f local_co, local_dir;
1878 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1879 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1880
1881 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1882 (local_co[1] >= 0.0f) && /* at deck level */
1883 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1884 {
1885 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1886 return 0;
1887
1888 return 1;
1889 }
1890 }
1891
1892 return 0;
1893 }
1894
1895 VG_STATIC int skate_boardslide_renew( player_instance *player,
1896 struct grind_info *inf )
1897 {
1898 struct player_skate *s = &player->_skate;
1899
1900 if( !skate_grind_scansq( player, player->rb.co,
1901 player->rb.to_world[0], k_board_length,
1902 inf ) )
1903 return 0;
1904
1905 /* Exit condition: cant see grind target directly */
1906 v3f vis;
1907 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1908 if( !skate_point_visible( vis, inf->co ) )
1909 return 0;
1910
1911 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1912 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1913 minv = k_grind_axel_min_vel*0.8f;
1914
1915 if( dv < minv )
1916 return 0;
1917
1918 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1919 return 0;
1920
1921 return 1;
1922 }
1923
1924 VG_STATIC void skate_store_grind_vec( player_instance *player,
1925 struct grind_info *inf )
1926 {
1927 struct player_skate *s = &player->_skate;
1928
1929 m3x3f mtx;
1930 skate_grind_orient( inf, mtx );
1931 m3x3_transpose( mtx, mtx );
1932
1933 v3f raw;
1934 v3_sub( inf->co, player->rb.co, raw );
1935
1936 m3x3_mulv( mtx, raw, s->grind_vec );
1937 v3_normalize( s->grind_vec );
1938 v3_copy( inf->dir, s->grind_dir );
1939 }
1940
1941 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1942 {
1943 struct player_skate *s = &player->_skate;
1944
1945 if( s->grind_cooldown > 100 ){
1946 vg_fatal_exit_loop( "wth!\n" );
1947 }
1948
1949 /* debounces this state manager a little bit */
1950 if( s->grind_cooldown ){
1951 s->grind_cooldown --;
1952 return k_skate_activity_undefined;
1953 }
1954
1955 struct grind_info inf_back50,
1956 inf_front50,
1957 inf_slide;
1958
1959 int res_back50 = 0,
1960 res_front50 = 0,
1961 res_slide = 0;
1962
1963 int allow_back = 1,
1964 allow_front = 1;
1965
1966 if( s->state.activity == k_skate_activity_grind_5050 ||
1967 s->state.activity == k_skate_activity_grind_back50 ||
1968 s->state.activity == k_skate_activity_grind_front50 )
1969 {
1970 float tilt = player->input_js1v->axis.value;
1971
1972 if( fabsf(tilt) >= 0.25f ){
1973 v3f raw = {0.0f,0.0f,tilt};
1974 m3x3_mulv( player->rb.to_world, raw, raw );
1975
1976 float way = player->input_js1v->axis.value *
1977 vg_signf( v3_dot( raw, player->rb.v ) );
1978
1979 if( way < 0.0f ) allow_front = 0;
1980 else allow_back = 0;
1981 }
1982 }
1983
1984 if( s->state.activity == k_skate_activity_grind_boardslide ){
1985 res_slide = skate_boardslide_renew( player, &inf_slide );
1986 }
1987 else if( s->state.activity == k_skate_activity_grind_back50 ){
1988 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
1989
1990 if( allow_front )
1991 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
1992 }
1993 else if( s->state.activity == k_skate_activity_grind_front50 ){
1994 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1995
1996 if( allow_back )
1997 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1998 }
1999 else if( s->state.activity == k_skate_activity_grind_5050 ){
2000 if( allow_front )
2001 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2002 if( allow_back )
2003 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2004 }
2005 else{
2006 res_slide = skate_boardslide_entry( player, &inf_slide );
2007
2008 if( allow_back )
2009 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2010
2011 if( allow_front )
2012 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2013
2014 if( res_back50 != res_front50 ){
2015 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
2016
2017 res_back50 &= wants_to_do_that;
2018 res_front50 &= wants_to_do_that;
2019 }
2020 }
2021
2022 const enum skate_activity table[] =
2023 { /* slide | back | front */
2024 k_skate_activity_undefined, /* 0 0 0 */
2025 k_skate_activity_grind_front50, /* 0 0 1 */
2026 k_skate_activity_grind_back50, /* 0 1 0 */
2027 k_skate_activity_grind_5050, /* 0 1 1 */
2028
2029 /* slide has priority always */
2030 k_skate_activity_grind_boardslide, /* 1 0 0 */
2031 k_skate_activity_grind_boardslide, /* 1 0 1 */
2032 k_skate_activity_grind_boardslide, /* 1 1 0 */
2033 k_skate_activity_grind_boardslide, /* 1 1 1 */
2034 }
2035 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2036
2037 if( new_activity == k_skate_activity_undefined ){
2038 if( s->state.activity >= k_skate_activity_grind_any ){
2039 s->grind_cooldown = 15;
2040 s->surface_cooldown = 10;
2041 }
2042 }
2043 else if( new_activity == k_skate_activity_grind_boardslide ){
2044 skate_boardslide_apply( player, &inf_slide );
2045 }
2046 else if( new_activity == k_skate_activity_grind_back50 ){
2047 if( s->state.activity != k_skate_activity_grind_back50 )
2048 skate_store_grind_vec( player, &inf_back50 );
2049
2050 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2051 }
2052 else if( new_activity == k_skate_activity_grind_front50 ){
2053 if( s->state.activity != k_skate_activity_grind_front50 )
2054 skate_store_grind_vec( player, &inf_front50 );
2055
2056 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2057 }
2058 else if( new_activity == k_skate_activity_grind_5050 )
2059 skate_5050_apply( player, &inf_front50, &inf_back50 );
2060
2061 return new_activity;
2062 }
2063
2064 VG_STATIC void player__skate_update( player_instance *player )
2065 {
2066 struct player_skate *s = &player->_skate;
2067 world_instance *world = get_active_world();
2068
2069 v3_copy( player->rb.co, s->state.prev_pos );
2070 s->state.activity_prev = s->state.activity;
2071
2072 struct board_collider
2073 {
2074 v3f pos;
2075 float radius;
2076
2077 u32 colour;
2078
2079 enum board_collider_state
2080 {
2081 k_collider_state_default,
2082 k_collider_state_disabled,
2083 k_collider_state_colliding
2084 }
2085 state;
2086 }
2087 wheels[] =
2088 {
2089 {
2090 { 0.0f, 0.0f, -k_board_length },
2091 .radius = k_board_radius,
2092 .colour = VG__RED
2093 },
2094 {
2095 { 0.0f, 0.0f, k_board_length },
2096 .radius = k_board_radius,
2097 .colour = VG__GREEN
2098 }
2099 };
2100
2101 float slap = 0.0f;
2102
2103 if( s->state.activity <= k_skate_activity_air_to_grind ){
2104
2105 float min_dist = 0.6f;
2106 for( int i=0; i<2; i++ ){
2107 v3f wpos, closest;
2108 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2109
2110 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2111 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2112 }
2113 }
2114 min_dist -= 0.2f;
2115 float vy = v3_dot( player->basis[1], player->rb.v );
2116 vy = vg_maxf( 0.0f, vy );
2117
2118 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2119 }
2120 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2121
2122 wheels[0].pos[1] = s->state.slap;
2123 wheels[1].pos[1] = s->state.slap;
2124
2125
2126
2127
2128
2129 const int k_wheel_count = 2;
2130
2131 s->substep = k_rb_delta;
2132 s->substep_delta = s->substep;
2133 s->limit_count = 0;
2134
2135 int substep_count = 0;
2136
2137 v3_zero( s->surface_picture );
2138
2139 int prev_contacts[2];
2140
2141 for( int i=0; i<k_wheel_count; i++ ){
2142 wheels[i].state = k_collider_state_default;
2143 prev_contacts[i] = s->wheel_contacts[i];
2144 }
2145
2146 /* check if we can enter or continue grind */
2147 enum skate_activity grindable_activity = skate_availible_grind( player );
2148 if( grindable_activity != k_skate_activity_undefined ){
2149 s->state.activity = grindable_activity;
2150 goto grinding;
2151 }
2152
2153 int contact_count = 0;
2154 for( int i=0; i<2; i++ ){
2155 v3f normal, axel;
2156 v3_copy( player->rb.to_world[0], axel );
2157
2158 if( skate_compute_surface_alignment( player, wheels[i].pos,
2159 wheels[i].colour, normal, axel ) )
2160 {
2161 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2162 axel,
2163 k_surface_spring, k_surface_dampener,
2164 s->substep_delta );
2165
2166 v3_add( normal, s->surface_picture, s->surface_picture );
2167 contact_count ++;
2168 s->wheel_contacts[i] = 1;
2169 }
2170 else{
2171 s->wheel_contacts[i] = 0;
2172 }
2173
2174 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2175 }
2176
2177 if( s->surface_cooldown ){
2178 s->surface_cooldown --;
2179 contact_count = 0;
2180 }
2181
2182 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2183 audio_lock();
2184 for( int i=0; i<2; i++ ){
2185 if( !prev_contacts[i] ){
2186 v3f co;
2187 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2188 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2189 }
2190 }
2191 audio_unlock();
2192 }
2193
2194 if( contact_count ){
2195 s->state.activity = k_skate_activity_ground;
2196 s->state.gravity_bias = k_gravity;
2197 v3_normalize( s->surface_picture );
2198
2199 skate_apply_friction_model( player );
2200 skate_weight_distribute( player );
2201 }
2202 else{
2203 if( s->state.activity > k_skate_activity_air_to_grind )
2204 s->state.activity = k_skate_activity_air;
2205
2206 v3_zero( s->weight_distribution );
2207 skate_apply_air_model( player );
2208 }
2209
2210 grinding:;
2211
2212 if( s->state.activity == k_skate_activity_grind_back50 )
2213 wheels[1].state = k_collider_state_disabled;
2214 if( s->state.activity == k_skate_activity_grind_front50 )
2215 wheels[0].state = k_collider_state_disabled;
2216 if( s->state.activity == k_skate_activity_grind_5050 ){
2217 wheels[0].state = k_collider_state_disabled;
2218 wheels[1].state = k_collider_state_disabled;
2219 }
2220
2221 /* all activities */
2222 skate_apply_steering_model( player );
2223 skate_adjust_up_direction( player );
2224 skate_apply_cog_model( player );
2225 skate_apply_jump_model( player );
2226 skate_apply_grab_model( player );
2227 skate_apply_trick_model( player );
2228 skate_apply_pump_model( player );
2229
2230 begin_collision:;
2231
2232 /*
2233 * Phase 0: Continous collision detection
2234 * --------------------------------------------------------------------------
2235 */
2236
2237 v3f head_wp0, head_wp1, start_co;
2238 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2239 v3_copy( player->rb.co, start_co );
2240
2241 /* calculate transform one step into future */
2242 v3f future_co;
2243 v4f future_q;
2244 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2245
2246 if( v3_length2( player->rb.w ) > 0.0f ){
2247 v4f rotation;
2248 v3f axis;
2249 v3_copy( player->rb.w, axis );
2250
2251 float mag = v3_length( axis );
2252 v3_divs( axis, mag, axis );
2253 q_axis_angle( rotation, axis, mag*s->substep );
2254 q_mul( rotation, player->rb.q, future_q );
2255 q_normalize( future_q );
2256 }
2257 else
2258 v4_copy( player->rb.q, future_q );
2259
2260 v3f future_cg, current_cg, cg_offset;
2261 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2262 q_mulv( future_q, s->weight_distribution, future_cg );
2263 v3_sub( future_cg, current_cg, cg_offset );
2264
2265 /* calculate the minimum time we can move */
2266 float max_time = s->substep;
2267
2268 for( int i=0; i<k_wheel_count; i++ ){
2269 if( wheels[i].state == k_collider_state_disabled )
2270 continue;
2271
2272 v3f current, future, r_cg;
2273
2274 q_mulv( future_q, wheels[i].pos, future );
2275 v3_add( future, future_co, future );
2276 v3_add( cg_offset, future, future );
2277
2278 q_mulv( player->rb.q, wheels[i].pos, current );
2279 v3_add( current, player->rb.co, current );
2280
2281 float t;
2282 v3f n;
2283
2284 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2285 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2286 max_time = vg_minf( max_time, t * s->substep );
2287 }
2288
2289 /* clamp to a fraction of delta, to prevent locking */
2290 float rate_lock = substep_count;
2291 rate_lock *= k_rb_delta * 0.1f;
2292 rate_lock *= rate_lock;
2293
2294 max_time = vg_maxf( max_time, rate_lock );
2295 s->substep_delta = max_time;
2296
2297 /* integrate */
2298 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2299 if( v3_length2( player->rb.w ) > 0.0f ){
2300 v4f rotation;
2301 v3f axis;
2302 v3_copy( player->rb.w, axis );
2303
2304 float mag = v3_length( axis );
2305 v3_divs( axis, mag, axis );
2306 q_axis_angle( rotation, axis, mag*s->substep_delta );
2307 q_mul( rotation, player->rb.q, player->rb.q );
2308 q_normalize( player->rb.q );
2309
2310 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2311 v3_sub( current_cg, future_cg, cg_offset );
2312 v3_add( player->rb.co, cg_offset, player->rb.co );
2313 }
2314
2315 rb_update_transform( &player->rb );
2316 v3_muladds( player->rb.v, player->basis[1],
2317 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2318
2319 s->substep -= s->substep_delta;
2320
2321 rb_ct manifold[128];
2322 int manifold_len = 0;
2323
2324 /*
2325 * Phase -1: head detection
2326 * --------------------------------------------------------------------------
2327 */
2328 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2329
2330 float t;
2331 v3f n;
2332 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2333 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2334 {
2335 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2336 rb_update_transform( &player->rb );
2337
2338 player__skate_kill_audio( player );
2339 player__dead_transition( player );
2340 return;
2341 }
2342
2343 /*
2344 * Phase 1: Regular collision detection
2345 * --------------------------------------------------------------------------
2346 */
2347
2348 for( int i=0; i<k_wheel_count; i++ ){
2349 if( wheels[i].state == k_collider_state_disabled )
2350 continue;
2351
2352 m4x3f mtx;
2353 m3x3_identity( mtx );
2354 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2355
2356 rb_sphere collider = { .radius = wheels[i].radius };
2357
2358 rb_ct *man = &manifold[ manifold_len ];
2359
2360 int l = skate_collide_smooth( player, mtx, &collider, man );
2361 if( l )
2362 wheels[i].state = k_collider_state_colliding;
2363
2364 manifold_len += l;
2365 }
2366
2367 float grind_radius = k_board_radius * 0.75f;
2368 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2369 .radius=grind_radius };
2370 m4x3f mtx;
2371 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2372 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2373 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2374 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2375 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2376
2377 rb_ct *cman = &manifold[manifold_len];
2378
2379 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2380 cman );
2381
2382 /* weld joints */
2383 for( int i=0; i<l; i ++ )
2384 cman[l].type = k_contact_type_edge;
2385 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2386 l = rb_manifold_apply_filtered( cman, l );
2387
2388 manifold_len += l;
2389
2390 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2391
2392 /* add limits */
2393 if( s->state.activity >= k_skate_activity_grind_any ){
2394 for( int i=0; i<s->limit_count; i++ ){
2395 struct grind_limit *limit = &s->limits[i];
2396 rb_ct *ct = &manifold[ manifold_len ++ ];
2397 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2398 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2399 ct->p = limit->p;
2400 ct->type = k_contact_type_default;
2401 }
2402 }
2403
2404 /*
2405 * Phase 3: Dynamics
2406 * --------------------------------------------------------------------------
2407 */
2408
2409
2410 v3f world_cog;
2411 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2412 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2413
2414 for( int i=0; i<manifold_len; i ++ ){
2415 rb_prepare_contact( &manifold[i], s->substep_delta );
2416 rb_debug_contact( &manifold[i] );
2417 }
2418
2419 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2420 v3f extent = { k_board_width, 0.1f, k_board_length };
2421 float ex2 = k_board_interia*extent[0]*extent[0],
2422 ey2 = k_board_interia*extent[1]*extent[1],
2423 ez2 = k_board_interia*extent[2]*extent[2];
2424
2425 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2426 float inv_mass = 1.0f/mass;
2427
2428 v3f I;
2429 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2430 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2431 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2432
2433 m3x3f iI;
2434 m3x3_identity( iI );
2435 iI[0][0] = I[0];
2436 iI[1][1] = I[1];
2437 iI[2][2] = I[2];
2438 m3x3_inv( iI, iI );
2439
2440 m3x3f iIw;
2441 m3x3_mul( iI, player->rb.to_local, iIw );
2442 m3x3_mul( player->rb.to_world, iIw, iIw );
2443
2444 for( int j=0; j<10; j++ ){
2445 for( int i=0; i<manifold_len; i++ ){
2446 /*
2447 * regular dance; calculate velocity & total mass, apply impulse.
2448 */
2449
2450 struct contact *ct = &manifold[i];
2451
2452 v3f rv, delta;
2453 v3_sub( ct->co, world_cog, delta );
2454 v3_cross( player->rb.w, delta, rv );
2455 v3_add( player->rb.v, rv, rv );
2456
2457 v3f raCn;
2458 v3_cross( delta, ct->n, raCn );
2459
2460 v3f raCnI, rbCnI;
2461 m3x3_mulv( iIw, raCn, raCnI );
2462
2463 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2464 vn = v3_dot( rv, ct->n ),
2465 lambda = normal_mass * ( -vn );
2466
2467 float temp = ct->norm_impulse;
2468 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2469 lambda = ct->norm_impulse - temp;
2470
2471 v3f impulse;
2472 v3_muls( ct->n, lambda, impulse );
2473
2474 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2475 v3_cross( delta, impulse, impulse );
2476 m3x3_mulv( iIw, impulse, impulse );
2477 v3_add( impulse, player->rb.w, player->rb.w );
2478
2479 v3_cross( player->rb.w, delta, rv );
2480 v3_add( player->rb.v, rv, rv );
2481 vn = v3_dot( rv, ct->n );
2482 }
2483 }
2484
2485 v3f dt;
2486 rb_depenetrate( manifold, manifold_len, dt );
2487 v3_add( dt, player->rb.co, player->rb.co );
2488 rb_update_transform( &player->rb );
2489
2490 substep_count ++;
2491
2492 if( s->substep >= 0.0001f )
2493 goto begin_collision; /* again! */
2494
2495 /*
2496 * End of collision and dynamics routine
2497 * --------------------------------------------------------------------------
2498 */
2499
2500 s->surface = k_surface_prop_concrete;
2501
2502 for( int i=0; i<manifold_len; i++ ){
2503 rb_ct *ct = &manifold[i];
2504 struct world_surface *surf = world_contact_surface( world, ct );
2505
2506 if( surf->info.surface_prop > s->surface )
2507 s->surface = surf->info.surface_prop;
2508 }
2509
2510 for( int i=0; i<k_wheel_count; i++ ){
2511 m4x3f mtx;
2512 m3x3_copy( player->rb.to_world, mtx );
2513 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2514 debug_sphere( mtx, wheels[i].radius,
2515 (u32[]){ VG__WHITE, VG__BLACK,
2516 wheels[i].colour }[ wheels[i].state ]);
2517 }
2518
2519 skate_integrate( player );
2520 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2521
2522 ent_gate *gate =
2523 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2524
2525 if( gate ){
2526 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2527 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2528 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2529 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2530 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2531 m3x3_mulv( gate->transport, s->state.head_position,
2532 s->state.head_position );
2533 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2534
2535 v4f transport_rotation;
2536 m3x3_q( gate->transport, transport_rotation );
2537 q_mul( transport_rotation, player->rb.q, player->rb.q );
2538 q_mul( transport_rotation, s->state.smoothed_rotation,
2539 s->state.smoothed_rotation );
2540 rb_update_transform( &player->rb );
2541
2542 s->state_gate_storage = s->state;
2543 player__pass_gate( player, gate );
2544 }
2545
2546 /* FIXME: Rate limit */
2547 static int stick_frames = 0;
2548
2549 if( s->state.activity >= k_skate_activity_ground )
2550 stick_frames ++;
2551 else
2552 stick_frames = 0;
2553
2554 if( stick_frames > 5 ) stick_frames = 5;
2555
2556 if( stick_frames == 4 ){
2557 audio_lock();
2558
2559 if( s->state.activity == k_skate_activity_ground ){
2560 if( (fabsf(s->state.slip) > 0.75f) ){
2561 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2562 40.0f, 1.0f );
2563 }
2564 else{
2565 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2566 40.0f, 1.0f );
2567 }
2568 }
2569 else if( s->surface == k_surface_prop_metal ){
2570 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2571 }
2572 else{
2573 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2574 }
2575
2576 audio_unlock();
2577 } else if( stick_frames == 0 ){
2578
2579 }
2580 }
2581
2582 VG_STATIC void player__skate_im_gui( player_instance *player )
2583 {
2584 struct player_skate *s = &player->_skate;
2585 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2586 player->rb.v[1],
2587 player->rb.v[2] );
2588 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2589 player->rb.co[1],
2590 player->rb.co[2] );
2591 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2592 player->rb.w[1],
2593 player->rb.w[2] );
2594
2595 const char *activity_txt[] =
2596 {
2597 "air",
2598 "air_to_grind",
2599 "ground",
2600 "undefined (INVALID)",
2601 "grind_any (INVALID)",
2602 "grind_boardslide",
2603 "grind_metallic (INVALID)",
2604 "grind_back50",
2605 "grind_front50",
2606 "grind_5050"
2607 };
2608
2609 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2610 #if 0
2611 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2612 s->state.steerx_s, s->state.steery_s,
2613 k_steer_ground, k_steer_air );
2614 #endif
2615 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2616 s->state.flip_time );
2617 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2618 s->state.trick_vel[0],
2619 s->state.trick_vel[1],
2620 s->state.trick_vel[2] );
2621 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2622 s->state.trick_euler[0],
2623 s->state.trick_euler[1],
2624 s->state.trick_euler[2] );
2625 }
2626
2627 VG_STATIC void player__skate_animate( player_instance *player,
2628 player_animation *dest )
2629 {
2630 struct player_skate *s = &player->_skate;
2631 struct player_avatar *av = player->playeravatar;
2632 struct skeleton *sk = &av->sk;
2633
2634 /* Head */
2635 float kheight = 2.0f,
2636 kleg = 0.6f;
2637
2638 v3f offset;
2639 v3_zero( offset );
2640
2641 v3f cog_local, cog_ideal;
2642 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2643
2644 v3_copy( s->state.up_dir, cog_ideal );
2645 v3_normalize( cog_ideal );
2646 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2647
2648 v3_sub( cog_ideal, cog_local, offset );
2649
2650
2651 v3_muls( offset, 4.0f, offset );
2652 offset[1] *= -1.0f;
2653
2654 float curspeed = v3_length( player->rb.v ),
2655 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2656 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2657 sign = vg_signf( kicks );
2658
2659 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2660 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2661
2662 offset[0] *= 0.26f;
2663 offset[0] += s->wobble[1]*3.0f;
2664
2665 offset[1] *= -0.3f;
2666 offset[2] *= 0.01f;
2667
2668 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2669 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2670
2671 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2672
2673 /*
2674 * Animation blending
2675 * ===========================================
2676 */
2677
2678 /* sliding */
2679 {
2680 float desired = 0.0f;
2681 if( s->state.activity == k_skate_activity_ground )
2682 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2683
2684 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2685 }
2686
2687 /* movement information */
2688 {
2689 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2690
2691 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2692 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2693 fly = iair? 1.0f: 0.0f,
2694 wdist= s->weight_distribution[2] / k_board_length;
2695
2696 if( s->state.activity >= k_skate_activity_grind_any )
2697 wdist = 0.0f;
2698
2699 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2700 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2701 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2702 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2703 }
2704
2705 mdl_keyframe apose[32], bpose[32];
2706 mdl_keyframe ground_pose[32];
2707 {
2708 /* when the player is moving fast he will crouch down a little bit */
2709 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2710 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2711
2712 /* stand/crouch */
2713 float dir_frame = s->blend_z * (15.0f/30.0f),
2714 stand_blend = offset[1]*-2.0f;
2715
2716 v3f local_cog;
2717 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2718
2719 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2720
2721 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2722 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2723 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2724
2725 /* sliding */
2726 float slide_frame = s->blend_x * (15.0f/30.0f);
2727 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2728 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2729
2730 /* pushing */
2731 double push_time = vg.time - s->state.start_push;
2732 s->blend_push = vg_lerpf( s->blend_push,
2733 (vg.time - s->state.cur_push) < 0.125,
2734 6.0f*vg.time_delta );
2735
2736 float pt = push_time + vg.accumulator;
2737 if( s->state.reverse > 0.0f )
2738 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2739 else
2740 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2741
2742 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2743
2744 /* trick setup */
2745 float jump_start_frame = 14.0f/30.0f;
2746
2747 float charge = s->state.jump_charge;
2748 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2749
2750 float setup_frame = charge * jump_start_frame,
2751 setup_blend = vg_minf( s->blend_jump, 1.0f );
2752
2753 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2754 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2755 setup_frame = jump_frame;
2756
2757 struct skeleton_anim *jump_anim = s->state.jump_dir?
2758 s->anim_ollie:
2759 s->anim_ollie_reverse;
2760
2761 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2762 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2763 }
2764
2765 mdl_keyframe air_pose[32];
2766 {
2767 float target = -player->input_js1h->axis.value;
2768
2769 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2770
2771 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2772 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2773
2774 static v2f grab_choice;
2775
2776 v2f grab_input = { player->input_js2h->axis.value,
2777 player->input_js2v->axis.value };
2778 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2779 if( v2_length2( grab_input ) <= 0.001f )
2780 grab_input[0] = -1.0f;
2781 else
2782 v2_normalize_clamp( grab_input );
2783 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2784
2785 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2786 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2787 grab_frame = ang_unit * (15.0f/30.0f);
2788
2789 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2790 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2791 }
2792
2793 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2794
2795
2796 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2797 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2798 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2799 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2800 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2801 *kf_hip = &dest->pose[av->id_hip-1],
2802 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2803 &dest->pose[av->id_wheel_l-1] };
2804
2805
2806 mdl_keyframe grind_pose[32];
2807 {
2808 float grind_frame = 0.5f;
2809
2810 if( s->state.activity == k_skate_activity_grind_front50 ){
2811 grind_frame = 0.0f;
2812 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2813 grind_frame = 1.0f;
2814 }
2815
2816 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2817 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2818 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2819 grind_frame, 5.0f*vg.time_delta );
2820
2821 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2822
2823 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2824 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2825 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2826 }
2827 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2828
2829 float add_grab_mod = 1.0f - s->blend_fly;
2830
2831 /* additive effects */
2832 {
2833 u32 apply_to[] = { av->id_hip,
2834 av->id_ik_hand_l,
2835 av->id_ik_hand_r,
2836 av->id_ik_elbow_l,
2837 av->id_ik_elbow_r };
2838
2839 float apply_rates[] = { 1.0f,
2840 0.75f,
2841 0.75f,
2842 0.75f,
2843 0.75f };
2844
2845 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2846 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2847 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2848 }
2849
2850 /* angle correction */
2851 if( v3_length2( s->state.up_dir ) > 0.001f ){
2852
2853 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2854 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2855 vg_warn( "FIX THIS! CARROT\n" );
2856 v4_copy( player->rb.q, s->state.smoothed_rotation );
2857 }
2858 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2859 s->state.smoothed_rotation );
2860 q_normalize( s->state.smoothed_rotation );
2861
2862 v3f yaw_ref = {1.0f,0.0f,0.0f},
2863 yaw_smooth = {1.0f,0.0f,0.0f};
2864 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2865 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2866 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2867 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2868
2869 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2870 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2871 yaw_counter_rotate = acosf( yaw_counter_rotate );
2872 yaw_counter_rotate *= 1.0f-s->blend_fly;
2873
2874 v3f ndir;
2875 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2876 v3_normalize( ndir );
2877
2878 v3f up = { 0.0f, 1.0f, 0.0f };
2879
2880 float a = v3_dot( ndir, up );
2881 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2882
2883 v3f axis;
2884 v4f qfixup, qcounteryaw, qtotal;
2885
2886 v3_cross( up, ndir, axis );
2887 q_axis_angle( qfixup, axis, a );
2888
2889 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2890 q_mul( qcounteryaw, qfixup, qtotal );
2891 q_normalize( qtotal );
2892
2893 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2894 v3f origin;
2895 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2896
2897 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2898 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2899
2900 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2901 qtotal );
2902 }
2903
2904 v3f p1, p2;
2905 m3x3_mulv( player->rb.to_world, up, p1 );
2906 m3x3_mulv( player->rb.to_world, ndir, p2 );
2907
2908 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2909 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2910
2911 }
2912
2913 v4f qtotal;
2914 v4f qtrickr, qyawr, qpitchr, qrollr;
2915 v3f eulerr;
2916
2917 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2918
2919 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2920 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2921 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2922
2923 q_mul( qpitchr, qrollr, qtrickr );
2924 q_mul( qyawr, qtrickr, qtotal );
2925 q_normalize( qtotal );
2926
2927 q_mul( qtotal, kf_board->q, kf_board->q );
2928
2929
2930 /* trick rotation */
2931 v4f qtrick, qyaw, qpitch, qroll;
2932 v3f euler;
2933 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2934
2935 float jump_t = vg.time-s->state.jump_time;
2936
2937 float k=17.0f;
2938 float h = k*jump_t;
2939 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2940 extra *= s->state.slap * 4.0f;
2941
2942 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2943 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2944 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2945
2946 q_mul( qyaw, qroll, qtrick );
2947 q_mul( qpitch, qtrick, qtrick );
2948 q_mul( kf_board->q, qtrick, kf_board->q );
2949 q_normalize( kf_board->q );
2950
2951
2952 /* foot weight distribution */
2953 if( s->blend_weight > 0.0f ){
2954 kf_foot_l->co[2] += s->blend_weight * 0.2f;
2955 kf_foot_r->co[2] += s->blend_weight * 0.1f;
2956 }
2957 else{
2958 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2959 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2960 }
2961
2962 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
2963 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
2964
2965 kf_foot_l->co[1] += s->state.slap;
2966 kf_foot_r->co[1] += s->state.slap;
2967 kf_knee_l->co[1] += s->state.slap;
2968 kf_knee_r->co[1] += s->state.slap;
2969 kf_board->co[1] += s->state.slap * s->subslap;
2970 kf_hip->co[1] += s->state.slap * 0.25f;
2971
2972 /*
2973 * animation wishlist:
2974 * boardslide/grind jump animations
2975 * when tricking the slap should not appply or less apply
2976 * not animations however DONT target grinds that are vertically down.
2977 */
2978
2979 /* truck rotation */
2980 for( int i=0; i<2; i++ )
2981 {
2982 float a = vg_minf( s->truckv0[i][0], 1.0f );
2983 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
2984
2985 v4f q;
2986 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
2987 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
2988 q_normalize( kf_wheels[i]->q );
2989 }
2990 }
2991
2992 {
2993 mdl_keyframe
2994 *kf_head = &dest->pose[av->id_head-1],
2995 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
2996 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
2997 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
2998 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
2999
3000 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3001 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3002
3003 v4f qrot;
3004 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3005
3006 v3f origin = {0.0f,0.2f,0.0f};
3007 keyframe_rotate_around( kf_hand_l, origin,
3008 av->sk.bones[av->id_ik_hand_l].co, qrot );
3009 keyframe_rotate_around( kf_hand_r, origin,
3010 av->sk.bones[av->id_ik_hand_r].co, qrot );
3011 keyframe_rotate_around( kf_hip, origin,
3012 av->sk.bones[av->id_hip].co, qrot );
3013 keyframe_rotate_around( kf_elbow_r, origin,
3014 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3015 keyframe_rotate_around( kf_elbow_l, origin,
3016 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3017
3018 q_inv( qrot, qrot );
3019 q_mul( qrot, kf_head->q, kf_head->q );
3020 q_normalize( kf_head->q );
3021 }
3022
3023 /* transform */
3024 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3025 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
3026
3027 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
3028
3029 v4f qflip;
3030 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3031 (fabsf(s->state.flip_rate) > 0.01f) )
3032 {
3033 float t = s->state.flip_time;
3034 sign = vg_signf( t );
3035
3036 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3037 t = sign * (1.0f-t*t);
3038
3039 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3040 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3041 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3042
3043 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3044
3045 q_axis_angle( qflip, s->state.flip_axis, angle );
3046 q_mul( qflip, dest->root_q, dest->root_q );
3047 q_normalize( dest->root_q );
3048
3049 v3f rotation_point, rco;
3050 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
3051 v3_sub( dest->root_co, rotation_point, rco );
3052
3053 q_mulv( qflip, rco, rco );
3054 v3_add( rco, rotation_point, dest->root_co );
3055 }
3056
3057 skeleton_copy_pose( sk, dest->pose, s->holdout );
3058 }
3059
3060 VG_STATIC void player__skate_post_animate( player_instance *player )
3061 {
3062 struct player_skate *s = &player->_skate;
3063 struct player_avatar *av = player->playeravatar;
3064
3065 player->cam_velocity_influence = 1.0f;
3066
3067 v3f head = { 0.0f, 1.8f, 0.0f };
3068 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3069 m4x3_mulv( player->rb.to_local, s->state.head_position,
3070 s->state.head_position );
3071 }
3072
3073 VG_STATIC void player__skate_reset_animator( player_instance *player )
3074 {
3075 struct player_skate *s = &player->_skate;
3076
3077 if( s->state.activity <= k_skate_activity_air_to_grind )
3078 s->blend_fly = 1.0f;
3079 else
3080 s->blend_fly = 0.0f;
3081
3082 s->blend_slide = 0.0f;
3083 s->blend_z = 0.0f;
3084 s->blend_x = 0.0f;
3085 s->blend_grind = 0.0f;
3086 s->blend_grind_balance = 0.0f;
3087 s->blend_stand = 0.0f;
3088 s->blend_push = 0.0f;
3089 s->blend_jump = 0.0f;
3090 s->blend_airdir = 0.0f;
3091 s->blend_weight = 0.0f;
3092 s->subslap = 0.0f;
3093 v2_zero( s->wobble );
3094
3095 v3_zero( s->board_trick_residuald );
3096 v3_zero( s->board_trick_residualv );
3097 v3_zero( s->truckv0[0] );
3098 v3_zero( s->truckv0[1] );
3099 }
3100
3101 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3102 {
3103 struct player_skate *s = &player->_skate;
3104 s->state.jump_charge = 0.0f;
3105 s->state.charging_jump = 0;
3106 s->state.jump_dir = 0;
3107 v3_zero( s->state.flip_axis );
3108 s->state.flip_time = 0.0f;
3109 s->state.flip_rate = 0.0f;
3110 s->state.reverse = 0.0f;
3111 s->state.slip = 0.0f;
3112 s->state.grabbing = 0.0f;
3113 v2_zero( s->state.grab_mouse_delta );
3114 s->state.slap = 0.0f;
3115 s->state.jump_time = 0.0;
3116 s->state.start_push = 0.0;
3117 s->state.cur_push = 0.0;
3118 s->state.air_start = 0.0;
3119
3120 v3_zero( s->state.air_init_v );
3121 v3_zero( s->state.air_init_co );
3122
3123 s->state.gravity_bias = k_gravity;
3124 v3_copy( player->rb.co, s->state.prev_pos );
3125 v4_copy( player->rb.q, s->state.smoothed_rotation );
3126 v3_zero( s->state.throw_v );
3127 v3_zero( s->state.trick_vel );
3128 v3_zero( s->state.trick_euler );
3129 v3_zero( s->state.cog_v );
3130 s->grind_cooldown = 0;
3131 s->surface_cooldown = 0;
3132 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3133 v3_copy( player->rb.to_world[1], s->state.up_dir );
3134 v3_copy( player->rb.to_world[1], s->surface_picture );
3135 v3_zero( s->weight_distribution );
3136 v3_copy( player->rb.co, s->state.prev_pos );
3137 }
3138
3139 VG_STATIC void player__skate_reset( player_instance *player,
3140 ent_spawn *rp )
3141 {
3142 struct player_skate *s = &player->_skate;
3143 v3_zero( player->rb.v );
3144 v4_copy( rp->transform.q, player->rb.q );
3145
3146 s->state.activity = k_skate_activity_air;
3147 s->state.activity_prev = k_skate_activity_air;
3148
3149 player__skate_clear_mechanics( player );
3150 player__skate_reset_animator( player );
3151
3152 v3_zero( s->state.head_position );
3153 s->state.head_position[1] = 1.8f;
3154 }
3155
3156 #endif /* PLAYER_SKATE_C */