6 #include "vg/vg_perlin.h"
8 VG_STATIC
void player__skate_bind( player_instance
*player
)
10 struct player_skate
*s
= &player
->_skate
;
11 struct player_avatar
*av
= player
->playeravatar
;
12 struct skeleton
*sk
= &av
->sk
;
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" );
28 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
30 struct player_skate
*s
= &player
->_skate
;
34 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
36 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
38 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
43 * Collision detection routines
49 * Does collision detection on a sphere vs world, and applies some smoothing
50 * filters to the manifold afterwards
52 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
53 m4x3f mtx
, rb_sphere
*sphere
,
56 world_instance
*world
= get_active_world();
59 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
61 for( int i
=0; i
<len
; i
++ )
63 man
[i
].rba
= &player
->rb
;
67 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
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
);
75 int new_len
= rb_manifold_apply_filtered( man
, len
);
89 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
90 v3f pos
, v3f dir
, float r
,
91 struct grind_info
*inf
)
93 world_instance
*world
= get_active_world();
96 v3_copy( dir
, plane
);
97 v3_normalize( plane
);
98 plane
[3] = v3_dot( plane
, pos
);
101 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
102 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
105 bh_iter_init( 0, &it
);
116 int sample_count
= 0;
122 v3_cross( plane
, player
->basis
[1], support_axis
);
123 v3_normalize( support_axis
);
125 while( bh_next( world
->geo_bh
, &it
, box
, &idx
) ){
126 u32
*ptri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
129 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
131 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
135 for( int j
=0; j
<3; j
++ )
136 v3_copy( world
->scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
138 for( int j
=0; j
<3; j
++ ){
142 struct grind_sample
*sample
= &samples
[ sample_count
];
145 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
147 v3_sub( co
, pos
, d
);
148 if( v3_length2( d
) > r
*r
)
152 v3_sub( tri
[1], tri
[0], va
);
153 v3_sub( tri
[2], tri
[0], vb
);
154 v3_cross( va
, vb
, normal
);
156 sample
->normal
[0] = v3_dot( support_axis
, normal
);
157 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
158 sample
->co
[0] = v3_dot( support_axis
, d
);
159 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
161 v3_copy( normal
, sample
->normal3
); /* normalize later
162 if we want to us it */
164 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
165 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
166 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
168 v2_normalize( sample
->normal
);
171 if( sample_count
== vg_list_size( samples
) )
172 goto too_many_samples
;
179 if( sample_count
< 2 )
187 v2_fill( min_co
, INFINITY
);
188 v2_fill( max_co
, -INFINITY
);
190 v3_zero( average_direction
);
191 v3_zero( average_normal
);
193 int passed_samples
= 0;
195 for( int i
=0; i
<sample_count
-1; i
++ ){
196 struct grind_sample
*si
, *sj
;
200 for( int j
=i
+1; j
<sample_count
; j
++ ){
206 /* non overlapping */
207 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
210 /* not sharp angle */
211 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
216 v3_sub( sj
->centroid
, si
->centroid
, v0
);
217 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
218 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
221 v2_minv( sj
->co
, min_co
, min_co
);
222 v2_maxv( sj
->co
, max_co
, max_co
);
225 v3_copy( si
->normal3
, n0
);
226 v3_copy( sj
->normal3
, n1
);
227 v3_cross( n0
, n1
, dir
);
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
232 v3_add( average_direction
, dir
, average_direction
);
234 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
235 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
238 v3_add( si
->normal3
, average_normal
, average_normal
);
240 v3_add( sj
->normal3
, average_normal
, average_normal
);
246 if( !passed_samples
)
249 if( (v3_length2( average_direction
) <= 0.001f
) ||
250 (v3_length2( average_normal
) <= 0.001f
) )
253 float div
= 1.0f
/(float)passed_samples
;
254 v3_normalize( average_direction
);
255 v3_normalize( average_normal
);
258 v2_add( min_co
, max_co
, average_coord
);
259 v2_muls( average_coord
, 0.5f
, average_coord
);
261 v3_muls( support_axis
, average_coord
[0], inf
->co
);
262 inf
->co
[1] += average_coord
[1];
263 v3_add( pos
, inf
->co
, inf
->co
);
264 v3_copy( average_normal
, inf
->n
);
265 v3_copy( average_direction
, inf
->dir
);
267 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
268 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
269 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
271 return passed_samples
;
274 VG_STATIC
void reset_jump_info( jump_info
*inf
)
277 inf
->land_dist
= 0.0f
;
279 inf
->type
= k_prediction_unset
;
280 v3_zero( inf
->apex
);
283 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
285 v3f target
, float max_angle_delta
,
288 struct player_skate
*s
= &player
->_skate
;
290 /* calculate the exact 2 solutions to jump onto that grind spot */
293 v3_sub( target
, player
->rb
.co
, v0
);
294 m3x3_mulv( player
->invbasis
, v0
, v0
);
302 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
304 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
305 v
= { v3_dot( ax
, player
->rb
.v
), v_local
[1] };
307 float a
= atan2f( v
[1], v
[0] ),
309 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
314 root
= sqrtf( root
);
315 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
316 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
318 if( fabsf(a0
-a
) < max_angle_delta
){
319 jump_info
*inf
= &jumps
[ valid_count
++ ];
320 reset_jump_info( inf
);
322 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
323 inf
->v
[1] += sinf( a0
) * m
;
324 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
325 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
326 inf
->gravity
= gravity
;
328 v3_copy( target
, inf
->log
[inf
->log_length
++] );
331 if( fabsf(a1
-a
) < max_angle_delta
){
332 jump_info
*inf
= &jumps
[ valid_count
++ ];
333 reset_jump_info( inf
);
335 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
336 inf
->v
[1] += sinf( a1
) * m
;
337 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
338 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
339 inf
->gravity
= gravity
;
341 v3_copy( target
, inf
->log
[inf
->log_length
++] );
349 void player__approximate_best_trajectory( player_instance
*player
)
351 world_instance
*world
= get_active_world();
353 struct player_skate
*s
= &player
->_skate
;
354 float k_trace_delta
= k_rb_delta
* 10.0f
;
356 s
->state
.air_start
= vg
.time
;
357 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
358 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
360 s
->possible_jump_count
= 0;
363 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
364 v3_normalize( axis
);
366 /* at high slopes, Y component is low */
367 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
368 angle_begin
= -(1.0f
-fabsf( upness
)),
371 struct grind_info grind
;
372 int grind_located
= 0;
373 float grind_located_gravity
= k_gravity
;
376 v3f launch_v_bounds
[2];
378 for( int i
=0; i
<2; i
++ ){
379 v3_copy( player
->rb
.v
, launch_v_bounds
[i
] );
380 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
384 q_axis_angle( qbias
, axis
, ang
);
385 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
388 for( int m
=0;m
<=30; m
++ ){
389 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
390 reset_jump_info( inf
);
392 v3f launch_co
, launch_v
, co0
, co1
;
393 v3_copy( player
->rb
.co
, launch_co
);
394 v3_copy( player
->rb
.v
, launch_v
);
395 v3_copy( launch_co
, co0
);
397 float vt
= (float)m
* (1.0f
/30.0f
),
398 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
401 q_axis_angle( qbias
, axis
, ang
);
402 q_mulv( qbias
, launch_v
, launch_v
);
404 float yaw_sketch
= 1.0f
-fabsf(upness
);
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
);
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
);
416 m3x3_copy( player
->basis
, basis
);
418 for( int i
=1; i
<=50; i
++ ){
419 float t
= (float)i
* k_trace_delta
;
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
);
425 float launch_vy
= v3_dot( launch_v
,basis
[1] );
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;
434 if( search_for_grind
){
435 if( bh_closest_point( world
->geo_bh
, co1
, closest
, 1.0f
) != -1 ){
437 float min_dist
= 0.75f
;
438 min_dist
*= min_dist
;
440 if( v3_dist2( closest
, launch_co
) < min_dist
)
441 search_for_grind
= 0;
445 for( int j
=0; j
<2; j
++ ){
446 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
447 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
448 v3_add( launch_co
, bound
[j
], bound
[j
] );
451 float limh
= vg_minf( 2.0f
, t
),
452 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
453 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
455 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
456 search_for_grind
= 0;
460 search_for_grind
= 0;
463 if( search_for_grind
){
465 v3_copy( launch_v
, ve
);
466 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
468 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
469 /* check alignment */
470 v2f v0
= { v3_dot( ve
, basis
[0] ),
471 v3_dot( ve
, basis
[2] ) },
472 v1
= { v3_dot( grind
.dir
, basis
[0] ),
473 v3_dot( grind
.dir
, basis
[2] ) };
478 float a
= v2_dot( v0
, v1
);
480 float a_min
= cosf( VG_PIf
* 0.185f
);
481 if( s
->grind_cooldown
)
482 a_min
= cosf( VG_PIf
* 0.05f
);
485 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
487 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
490 grind_located_gravity
= inf
->gravity
;
495 if( 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
);
509 float scan_radius
= k_board_radius
;
510 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
512 int idx
= spherecast_world( world
, co0
, co1
, scan_radius
, &t1
, n
);
515 v3_lerp( co0
, co1
, t1
, co
);
516 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
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]);
522 inf
->type
= k_prediction_land
;
525 v3_copy( launch_v
, ve
);
526 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
528 inf
->score
= -v3_dot( ve
, inf
->n
);
529 inf
->land_dist
= t
+ k_trace_delta
* t1
;
532 /* Bias prediction towords ramps */
533 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
540 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
545 if( inf
->type
== k_prediction_unset
)
546 s
->possible_jump_count
--;
550 jump_info grind_jumps
[2];
553 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
554 0.175f
*VG_PIf
, grind_located_gravity
);
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
;
564 for( int i
=0; i
<valid_count
; i
++ ){
565 jump_info
*jump
= &grind_jumps
[i
];
566 jump
->type
= k_prediction_grind
;
568 v3f launch_v
, launch_co
, co0
, co1
;
570 v3_copy( jump
->v
, launch_v
);
571 v3_copy( player
->rb
.co
, launch_co
);
574 m3x3_copy( player
->basis
, basis
);
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
);
581 /* rough scan to make sure we dont collide with anything */
582 /* NOTE this was rarely needed and ends up with false negatives. */
584 for( int j
=1; j
<=16; j
++ ){
585 t
= (float)j
*(1.0f
/16.0f
);
588 t
*= jump
->land_dist
;
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
);
597 int idx
= spherecast_world( world
, co0
,co1
,
598 k_board_radius
*0.5f
, &t1
, n
);
600 goto invalidated_grind
;
607 v3_copy( grind
.n
, jump
->n
);
609 /* determine score */
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
;
615 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
625 float score_min
= INFINITY
,
626 score_max
= -INFINITY
;
628 jump_info
*best
= NULL
;
630 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
631 jump_info
*jump
= &s
->possible_jumps
[i
];
633 if( jump
->score
< score_min
)
636 score_min
= vg_minf( score_min
, jump
->score
);
637 score_max
= vg_maxf( score_max
, jump
->score
);
640 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
641 jump_info
*jump
= &s
->possible_jumps
[i
];
642 float s
= jump
->score
;
645 s
/= (score_max
-score_min
);
649 jump
->colour
= s
* 255.0f
;
653 else if( jump
->type
== k_prediction_land
)
656 jump
->colour
|= 0xff000000;
660 v3_copy( best
->n
, s
->land_normal
);
661 v3_copy( best
->v
, player
->rb
.v
);
662 s
->land_dist
= best
->land_dist
;
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
;
669 if( best
->type
== k_prediction_grind
){
670 s
->state
.activity
= k_skate_activity_air_to_grind
;
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]) *
676 s
->state
.flip_time
= 0.0f
;
677 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
680 s
->state
.flip_rate
= 0.0f
;
681 v3_zero( s
->state
.flip_axis
);
685 v3_copy( player
->basis
[1], s
->land_normal
);
691 * Varius physics models
692 * ------------------------------------------------
696 * Air control, no real physics
698 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
700 struct player_skate
*s
= &player
->_skate
;
702 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
703 player__approximate_best_trajectory( player
);
705 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
706 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
708 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
711 q_axis_angle( correction
, axis
,
712 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
713 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
715 v2f steer
= { player
->input_js1h
->axis
.value
,
716 player
->input_js1v
->axis
.value
};
717 v2_normalize_clamp( steer
);
720 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
721 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
723 struct player_skate
*s
= &player
->_skate
;
726 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
728 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
729 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
731 v3_mul( strength
, F
, F
);
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
);
738 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
739 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
742 int carry_on
= player_skate_trick_input( player
);
744 /* we assume velocities share a common divisor, in which case the
745 * interval is the minimum value (if not zero) */
747 float min_rate
= 99999.0f
;
749 for( int i
=0; i
<3; i
++ ){
750 float v
= s
->state
.trick_vel
[i
];
751 if( (v
> 0.0f
) && (v
< min_rate
) )
755 float interval
= 1.0f
/ min_rate
,
756 current
= floorf( s
->state
.trick_time
/ interval
),
757 next_end
= (current
+1.0f
) * interval
;
760 /* integrate trick velocities */
761 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
762 s
->state
.trick_euler
);
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
);
773 s
->state
.trick_time
+= k_rb_delta
;
776 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
777 s
->state
.trick_time
> 0.2f
)
779 player__skate_kill_audio( player
);
780 player__dead_transition( player
);
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
);
791 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
793 struct player_skate
*s
= &player
->_skate
;
795 float grabt
= player
->input_grab
->axis
.value
;
798 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
799 s
->state
.grab_mouse_delta
);
801 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
804 v2_zero( s
->state
.grab_mouse_delta
);
806 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
809 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
811 struct player_skate
*s
= &player
->_skate
;
814 float steer
= player
->input_js1h
->axis
.value
,
815 grab
= player
->input_grab
->axis
.value
;
817 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
820 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
825 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
826 rate
= 6.0f
* fabsf(steer
);
830 /* rotate slower when grabbing on ground */
831 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
833 if( s
->state
.activity
== k_skate_activity_grind_5050
){
838 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
839 rate
*= fabsf(steer
);
841 float a
= 0.8f
* -steer
* k_rb_delta
;
844 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
845 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
847 v3_normalize( s
->grind_vec
);
850 else if( s
->state
.manual_direction
){
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
);
861 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
865 * Computes friction and surface interface model
867 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
869 struct player_skate
*s
= &player
->_skate
;
872 * Computing localized friction forces for controlling the character
873 * Friction across X is significantly more than Z
877 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
880 if( fabsf(vel
[2]) > 0.01f
)
881 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
883 if( fabsf( slip
) > 1.2f
)
884 slip
= vg_signf( slip
) * 1.2f
;
886 s
->state
.slip
= slip
;
887 s
->state
.reverse
= -vg_signf(vel
[2]);
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
);
892 /* Pushing additive force */
894 if( !player
->input_jump
->button
.value
){
895 if( player
->input_push
->button
.value
||
896 (vg
.time
-s
->state
.start_push
<0.75) )
898 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
899 s
->state
.start_push
= vg
.time
;
901 s
->state
.cur_push
= vg
.time
;
903 double push_time
= vg
.time
- s
->state
.start_push
;
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
);
912 vel
[2] += delta
* -s
->state
.reverse
;
916 /* Send back to velocity */
917 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
920 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
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
;
926 /* Cannot charge this in air */
927 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
928 s
->state
.charging_jump
= 0;
932 if( s
->state
.charging_jump
){
933 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
935 if( !charging_jump_prev
)
936 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
939 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
942 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
944 /* player let go after charging past 0.2: trigger jump */
945 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
948 /* Launch more up if alignment is up else improve velocity */
949 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
951 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
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
);
960 v3_copy( s
->state
.up_dir
, jumpdir
);
961 s
->grind_cooldown
= 30;
962 s
->state
.activity
= k_skate_activity_ground
;
964 float tilt
= player
->input_js1h
->axis
.value
* 0.3f
;
965 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
968 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
969 q_mulv( qtilt
, jumpdir
, jumpdir
);
971 s
->surface_cooldown
= 10;
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
;
978 v2f steer
= { player
->input_js1h
->axis
.value
,
979 player
->input_js1v
->axis
.value
};
980 v2_normalize_clamp( steer
);
983 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
988 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
990 struct player_skate
*s
= &player
->_skate
;
992 if( s
->state
.activity
!= k_skate_activity_ground
){
993 v3_zero( s
->state
.throw_v
);
997 /* Throw / collect routine
999 if( player
->input_grab
->axis
.value
> 0.5f
){
1000 if( s
->state
.activity
== k_skate_activity_ground
){
1002 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1007 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1010 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1012 if( s
->state
.activity
== k_skate_activity_ground
){
1013 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
);
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
);
1023 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1025 v3_copy( s
->state
.throw_v
, dir
);
1026 v3_normalize( dir
);
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
);
1034 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1036 struct player_skate
*s
= &player
->_skate
;
1038 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1039 v3_copy( s
->state
.up_dir
, ideal_dir
);
1040 v3_normalize( ideal_dir
);
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
);
1046 /* Apply velocities */
1048 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1051 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1052 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1054 float ra
= k_cog_mass_ratio
,
1055 rb
= 1.0f
-k_cog_mass_ratio
;
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
,
1062 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1066 VG_STATIC
void skate_integrate( player_instance
*player
)
1068 struct player_skate
*s
= &player
->_skate
;
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
;
1074 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1076 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1077 decay_rate_y
= decay_rate
;
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
);
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
;
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
);
1092 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1093 rb_update_transform( &player
->rb
);
1100 VG_STATIC
void skate_copy_holdout( player_instance
*player
)
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
);
1108 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
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
);
1116 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1118 struct player_skate
*s
= &player
->_skate
;
1120 if( vg_input_button_down( player
->input_use
) ){
1121 player
->subsystem
= k_player_subsystem_walk
;
1124 v3_copy( player
->cam
.angles
, angles
);
1127 skate_copy_holdout( player
);
1128 player
->holdout_time
= 0.34f
;
1129 player__skate_kill_audio( player
);
1130 player__walk_transition( player
, angles
);
1135 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1136 (trick_id
= player_skate_trick_input( player
)) )
1138 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1139 v3_zero( s
->state
.trick_vel
);
1140 s
->state
.trick_time
= 0.0f
;
1142 if( trick_id
== 1 ){
1143 s
->state
.trick_vel
[0] = 3.0f
;
1145 else if( trick_id
== 2 ){
1146 s
->state
.trick_vel
[2] = 3.0f
;
1148 else if( trick_id
== 3 ){
1149 s
->state
.trick_vel
[0] = 2.0f
;
1150 s
->state
.trick_vel
[2] = 2.0f
;
1156 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1158 struct player_skate
*s
= &player
->_skate
;
1160 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1161 jump_info
*jump
= &s
->possible_jumps
[i
];
1163 if( jump
->log_length
== 0 ){
1164 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1167 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1168 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1170 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1171 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1174 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1177 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1178 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1180 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
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
);
1190 if( s
->state
.activity
>= k_skate_activity_grind_any
){
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
);
1199 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1202 s
->aud_air
= audio_get_first_idle_channel();
1204 audio_channel_init( s
->aud_air
, &audio_board
[1], flags
);
1207 if( !s
->aud_slide
){
1208 s
->aud_slide
= audio_get_first_idle_channel();
1210 audio_channel_init( s
->aud_slide
, &audio_board
[2], flags
);
1214 /* brrrrrrrrrrrt sound for tiles and stuff
1215 * --------------------------------------------------------*/
1216 float sidechain_amt
= 0.0f
,
1217 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1219 if( (s
->surface
== k_surface_prop_tiles
) &&
1220 (s
->state
.activity
< k_skate_activity_grind_any
) )
1221 sidechain_amt
= 1.0f
;
1223 sidechain_amt
= 0.0f
;
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
) );
1229 if( s
->sample_change_cooldown
> 0.0f
){
1230 s
->sample_change_cooldown
-= vg
.frame_delta
;
1233 int sample_type
= k_skate_sample_concrete
;
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
;
1239 sample_type
= k_skate_sample_concrete_scrape_metal
;
1241 else if( (s
->state
.activity
== k_skate_activity_grind_back50
) ||
1242 (s
->state
.activity
== k_skate_activity_grind_front50
) )
1244 if( s
->surface
== k_surface_prop_metal
){
1245 sample_type
= k_skate_sample_metal_scrape_generic
;
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
;
1252 sample_type
= k_skate_sample_concrete_scrape_metal
;
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
;
1259 sample_type
= k_skate_sample_concrete_scrape_wood
;
1262 audio_clip
*relevant_samples
[] = {
1270 if( (s
->main_sample_type
!= sample_type
) || (!s
->aud_main
) ){
1272 audio_channel_crossfade( s
->aud_main
, relevant_samples
[sample_type
],
1274 s
->sample_change_cooldown
= 0.1f
;
1275 s
->main_sample_type
= sample_type
;
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
);
1285 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1286 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
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
);
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
);
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
1311 * returns 0 if no good surface found
1314 int skate_compute_surface_alignment( player_instance
*player
,
1316 v3f surface_normal
, v3f axel_dir
)
1318 struct player_skate
*s
= &player
->_skate
;
1319 world_instance
*world
= get_active_world();
1321 v3f truck
, left
, right
;
1322 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
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
);
1328 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1330 ray_hit ray_l
, ray_r
;
1333 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1335 int res_l
= 0, res_r
= 0;
1337 for( int i
=0; i
<8; i
++ )
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
;
1344 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1350 for( int i
=0; i
<8; i
++ )
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
;
1357 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1365 v3f tangent_average
;
1366 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1367 v3_zero( tangent_average
);
1369 if( res_l
|| res_r
)
1372 v3_copy( midpoint
, p0
);
1373 v3_copy( midpoint
, p1
);
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
);
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
);
1388 v3_sub( p1
, p0
, v0
);
1393 /* fallback: use the closes point to the trucks */
1395 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1399 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1402 for( int j
=0; j
<3; j
++ )
1403 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
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
);
1411 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
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
);
1420 v3_cross( n
, player
->rb
.to_world
[0], t
);
1421 v3_add( t
, tangent_average
, tangent_average
);
1427 v3_muladds( truck
, v0
, k_board_width
, right
);
1428 v3_muladds( truck
, v0
, -k_board_width
, left
);
1430 vg_line( left
, right
, VG__WHITE
);
1432 v3_normalize( tangent_average
);
1433 v3_cross( v0
, tangent_average
, surface_normal
);
1434 v3_copy( v0
, axel_dir
);
1439 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1441 struct player_skate
*s
= &player
->_skate
;
1442 v3_zero( s
->weight_distribution
);
1444 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
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
;
1453 if( player
->input_js1v
->axis
.value
< 0.1f
){
1454 s
->state
.manual_direction
= 0;
1457 if( reverse_dir
!= s
->state
.manual_direction
){
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
;
1469 if( s
->state
.manual_direction
){
1472 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1473 v3_negate( plane_z
, plane_z
);
1475 v3_muladds( plane_z
, s
->surface_picture
,
1476 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1477 v3_normalize( plane_z
);
1479 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1480 v3_normalize( plane_z
);
1483 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1484 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1487 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1490 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1491 k_manul_spring
, k_manul_dampener
,
1496 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1498 struct player_skate
*s
= &player
->_skate
;
1500 if( s
->state
.activity
== k_skate_activity_ground
){
1502 v3_copy( s
->surface_picture
, target
);
1504 target
[1] += 2.0f
* s
->surface_picture
[1];
1505 v3_normalize( target
);
1507 v3_lerp( s
->state
.up_dir
, target
,
1508 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
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
);
1515 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1516 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1520 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1523 v3_sub( target
, origin
, dir
);
1526 ray
.dist
= v3_length( dir
);
1527 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1530 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1536 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1538 v3_copy( inf
->dir
, mtx
[0] );
1539 v3_copy( inf
->n
, mtx
[1] );
1540 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1543 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1544 struct grind_info
*inf
, float strength
)
1547 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1548 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
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
;
1554 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1557 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1558 struct grind_info
*inf
, float strength
)
1561 skate_grind_orient( inf
, mtx
);
1562 m3x3_transpose( mtx
, mtx_inv
);
1565 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
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
);
1572 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1573 float sign
, struct grind_info
*inf
,
1576 struct player_skate
*s
= &player
->_skate
;
1579 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1581 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1582 v3_add( player
->rb
.co
, raw
, wsp
);
1584 v3_copy( ra
, s
->weight_distribution
);
1587 v3_sub( inf
->co
, wsp
, delta
);
1590 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1593 skate_grind_decay( player
, inf
, strength
);
1594 skate_grind_friction( player
, inf
, strength
);
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
);
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
);
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
);
1614 v3_normalize( target_fwd
);
1615 v3_normalize( fwd
);
1618 float way
= player
->input_js1v
->axis
.value
*
1619 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
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
);
1626 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1631 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1632 k_grind_spring
*strength
,
1633 k_grind_dampener
*strength
,
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
);
1640 s
->grind_strength
= strength
;
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
);
1648 v3_copy( inf
->dir
, s
->grind_dir
);
1651 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1652 struct grind_info
*inf_front
,
1653 struct grind_info
*inf_back
)
1655 struct player_skate
*s
= &player
->_skate
;
1656 struct grind_info inf_avg
;
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
);
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
);
1668 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1669 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1672 float way
= player
->input_js1v
->axis
.value
*
1673 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
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
);
1681 v3_zero( s
->weight_distribution
);
1682 s
->weight_distribution
[2] = k_board_length
* -way
;
1684 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
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
);
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
);
1697 v3_normalize( fwd_nplane
);
1698 v3_normalize( dir_nplane
);
1700 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
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
;
1709 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1710 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
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
);
1716 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
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
);
1724 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1727 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1728 struct grind_info
*inf
)
1730 struct player_skate
*s
= &player
->_skate
;
1732 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1733 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1735 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1736 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1738 /* Exit condition: lost grind tracking */
1739 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1742 /* Exit condition: cant see grind target directly */
1743 if( !skate_point_visible( wheel_co
, inf
->co
) )
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
;
1753 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1756 v3_copy( inf
->dir
, s
->grind_dir
);
1760 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1761 struct grind_info
*inf
)
1763 struct player_skate
*s
= &player
->_skate
;
1766 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1769 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1770 v3_add( player
->rb
.co
, raw
, wsp
);
1772 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1774 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1777 /* velocity should be at least 60% aligned */
1779 v3_cross( inf
->n
, inf
->dir
, axis
);
1780 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1782 if( v3_length2( pv
) < 0.0001f
)
1786 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1789 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1793 /* check for vertical alignment */
1794 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
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
);
1803 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1805 float truck_height
= -(k_board_radius
+0.03f
);
1808 v3_cross( player
->rb
.w
, raw
, rv
);
1809 v3_add( player
->rb
.v
, rv
, rv
);
1811 if( (local_co
[1] >= truck_height
) &&
1812 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1821 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1822 struct grind_info
*inf
)
1824 struct player_skate
*s
= &player
->_skate
;
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
);
1832 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1834 v3_copy( intersection
, s
->weight_distribution
);
1836 skate_grind_decay( player
, inf
, 0.0125f
);
1837 skate_grind_friction( player
, inf
, 0.25f
);
1839 /* direction alignment */
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
);
1845 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1846 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1849 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1850 q_mulv( qbalance
, perp
, perp
);
1852 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1854 k_grind_spring
, k_grind_dampener
,
1857 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1859 k_grind_spring
, k_grind_dampener
,
1862 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1863 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1865 v3_copy( inf
->dir
, s
->grind_dir
);
1868 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1869 struct grind_info
*inf
)
1871 struct player_skate
*s
= &player
->_skate
;
1873 if( skate_grind_scansq( player
, player
->rb
.co
,
1874 player
->rb
.to_world
[0], k_board_length
,
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
);
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 */
1885 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1895 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1896 struct grind_info
*inf
)
1898 struct player_skate
*s
= &player
->_skate
;
1900 if( !skate_grind_scansq( player
, player
->rb
.co
,
1901 player
->rb
.to_world
[0], k_board_length
,
1905 /* Exit condition: cant see grind target directly */
1907 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1908 if( !skate_point_visible( vis
, inf
->co
) )
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
;
1918 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1924 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1925 struct grind_info
*inf
)
1927 struct player_skate
*s
= &player
->_skate
;
1930 skate_grind_orient( inf
, mtx
);
1931 m3x3_transpose( mtx
, mtx
);
1934 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1936 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1937 v3_normalize( s
->grind_vec
);
1938 v3_copy( inf
->dir
, s
->grind_dir
);
1941 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1943 struct player_skate
*s
= &player
->_skate
;
1945 if( s
->grind_cooldown
> 100 ){
1946 vg_fatal_exit_loop( "wth!\n" );
1949 /* debounces this state manager a little bit */
1950 if( s
->grind_cooldown
){
1951 s
->grind_cooldown
--;
1952 return k_skate_activity_undefined
;
1955 struct grind_info inf_back50
,
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
)
1970 float tilt
= player
->input_js1v
->axis
.value
;
1972 if( fabsf(tilt
) >= 0.25f
){
1973 v3f raw
= {0.0f
,0.0f
,tilt
};
1974 m3x3_mulv( player
->rb
.to_world
, raw
, raw
);
1976 float way
= player
->input_js1v
->axis
.value
*
1977 vg_signf( v3_dot( raw
, player
->rb
.v
) );
1979 if( way
< 0.0f
) allow_front
= 0;
1980 else allow_back
= 0;
1984 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1985 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1987 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
1988 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1991 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1993 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
1994 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1997 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1999 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
2001 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2003 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2006 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2009 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2012 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2014 if( res_back50
!= res_front50
){
2015 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
2017 res_back50
&= wants_to_do_that
;
2018 res_front50
&= wants_to_do_that
;
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 */
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 */
2035 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
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;
2043 else if( new_activity
== k_skate_activity_grind_boardslide
){
2044 skate_boardslide_apply( player
, &inf_slide
);
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
);
2050 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
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
);
2056 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2058 else if( new_activity
== k_skate_activity_grind_5050
)
2059 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2061 return new_activity
;
2064 VG_STATIC
void player__skate_update( player_instance
*player
)
2066 struct player_skate
*s
= &player
->_skate
;
2067 world_instance
*world
= get_active_world();
2069 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2070 s
->state
.activity_prev
= s
->state
.activity
;
2072 struct board_collider
2079 enum board_collider_state
2081 k_collider_state_default
,
2082 k_collider_state_disabled
,
2083 k_collider_state_colliding
2090 { 0.0f
, 0.0f
, -k_board_length
},
2091 .radius
= k_board_radius
,
2095 { 0.0f
, 0.0f
, k_board_length
},
2096 .radius
= k_board_radius
,
2103 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2105 float min_dist
= 0.6f
;
2106 for( int i
=0; i
<2; i
++ ){
2108 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2110 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2111 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2115 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2116 vy
= vg_maxf( 0.0f
, vy
);
2118 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2120 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2122 wheels
[0].pos
[1] = s
->state
.slap
;
2123 wheels
[1].pos
[1] = s
->state
.slap
;
2129 const int k_wheel_count
= 2;
2131 s
->substep
= k_rb_delta
;
2132 s
->substep_delta
= s
->substep
;
2135 int substep_count
= 0;
2137 v3_zero( s
->surface_picture
);
2139 int prev_contacts
[2];
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
];
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
;
2153 int contact_count
= 0;
2154 for( int i
=0; i
<2; i
++ ){
2156 v3_copy( player
->rb
.to_world
[0], axel
);
2158 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2159 wheels
[i
].colour
, normal
, axel
) )
2161 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2163 k_surface_spring
, k_surface_dampener
,
2166 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2168 s
->wheel_contacts
[i
] = 1;
2171 s
->wheel_contacts
[i
] = 0;
2174 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2177 if( s
->surface_cooldown
){
2178 s
->surface_cooldown
--;
2182 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2184 for( int i
=0; i
<2; i
++ ){
2185 if( !prev_contacts
[i
] ){
2187 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, co
);
2188 audio_oneshot_3d( &audio_taps
[rand()%4], co
, 40.0f
, 0.75f
);
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
);
2199 skate_apply_friction_model( player
);
2200 skate_weight_distribute( player
);
2203 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2204 s
->state
.activity
= k_skate_activity_air
;
2206 v3_zero( s
->weight_distribution
);
2207 skate_apply_air_model( player
);
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
;
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
);
2233 * Phase 0: Continous collision detection
2234 * --------------------------------------------------------------------------
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
);
2241 /* calculate transform one step into future */
2244 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2246 if( v3_length2( player
->rb
.w
) > 0.0f
){
2249 v3_copy( player
->rb
.w
, axis
);
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
);
2258 v4_copy( player
->rb
.q
, future_q
);
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
);
2265 /* calculate the minimum time we can move */
2266 float max_time
= s
->substep
;
2268 for( int i
=0; i
<k_wheel_count
; i
++ ){
2269 if( wheels
[i
].state
== k_collider_state_disabled
)
2272 v3f current
, future
, r_cg
;
2274 q_mulv( future_q
, wheels
[i
].pos
, future
);
2275 v3_add( future
, future_co
, future
);
2276 v3_add( cg_offset
, future
, future
);
2278 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2279 v3_add( current
, player
->rb
.co
, current
);
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
);
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
;
2294 max_time
= vg_maxf( max_time
, rate_lock
);
2295 s
->substep_delta
= max_time
;
2298 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2299 if( v3_length2( player
->rb
.w
) > 0.0f
){
2302 v3_copy( player
->rb
.w
, axis
);
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
);
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
);
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
);
2319 s
->substep
-= s
->substep_delta
;
2321 rb_ct manifold
[128];
2322 int manifold_len
= 0;
2325 * Phase -1: head detection
2326 * --------------------------------------------------------------------------
2328 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2332 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2333 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2335 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2336 rb_update_transform( &player
->rb
);
2338 player__skate_kill_audio( player
);
2339 player__dead_transition( player
);
2344 * Phase 1: Regular collision detection
2345 * --------------------------------------------------------------------------
2348 for( int i
=0; i
<k_wheel_count
; i
++ ){
2349 if( wheels
[i
].state
== k_collider_state_disabled
)
2353 m3x3_identity( mtx
);
2354 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2356 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2358 rb_ct
*man
= &manifold
[ manifold_len
];
2360 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2362 wheels
[i
].state
= k_collider_state_colliding
;
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
};
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] );
2377 rb_ct
*cman
= &manifold
[manifold_len
];
2379 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
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
);
2390 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
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
);
2400 ct
->type
= k_contact_type_default
;
2406 * --------------------------------------------------------------------------
2411 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2412 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2414 for( int i
=0; i
<manifold_len
; i
++ ){
2415 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2416 rb_debug_contact( &manifold
[i
] );
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];
2425 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2426 float inv_mass
= 1.0f
/mass
;
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
));
2434 m3x3_identity( iI
);
2441 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2442 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2444 for( int j
=0; j
<10; j
++ ){
2445 for( int i
=0; i
<manifold_len
; i
++ ){
2447 * regular dance; calculate velocity & total mass, apply impulse.
2450 struct contact
*ct
= &manifold
[i
];
2453 v3_sub( ct
->co
, world_cog
, delta
);
2454 v3_cross( player
->rb
.w
, delta
, rv
);
2455 v3_add( player
->rb
.v
, rv
, rv
);
2458 v3_cross( delta
, ct
->n
, raCn
);
2461 m3x3_mulv( iIw
, raCn
, raCnI
);
2463 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2464 vn
= v3_dot( rv
, ct
->n
),
2465 lambda
= normal_mass
* ( -vn
);
2467 float temp
= ct
->norm_impulse
;
2468 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2469 lambda
= ct
->norm_impulse
- temp
;
2472 v3_muls( ct
->n
, lambda
, impulse
);
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
);
2479 v3_cross( player
->rb
.w
, delta
, rv
);
2480 v3_add( player
->rb
.v
, rv
, rv
);
2481 vn
= v3_dot( rv
, ct
->n
);
2486 rb_depenetrate( manifold
, manifold_len
, dt
);
2487 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2488 rb_update_transform( &player
->rb
);
2492 if( s
->substep
>= 0.0001f
)
2493 goto begin_collision
; /* again! */
2496 * End of collision and dynamics routine
2497 * --------------------------------------------------------------------------
2500 s
->surface
= k_surface_prop_concrete
;
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
);
2506 if( surf
->info
.surface_prop
> s
->surface
)
2507 s
->surface
= surf
->info
.surface_prop
;
2510 for( int i
=0; i
<k_wheel_count
; i
++ ){
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
]);
2519 skate_integrate( player
);
2520 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2523 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
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
);
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
);
2542 s
->state_gate_storage
= s
->state
;
2543 player__pass_gate( player
, gate
);
2546 /* FIXME: Rate limit */
2547 static int stick_frames
= 0;
2549 if( s
->state
.activity
>= k_skate_activity_ground
)
2554 if( stick_frames
> 5 ) stick_frames
= 5;
2556 if( stick_frames
== 4 ){
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
,
2565 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2569 else if( s
->surface
== k_surface_prop_metal
){
2570 audio_oneshot_3d( &audio_board
[3], player
->rb
.co
, 40.0f
, 1.0f
);
2573 audio_oneshot_3d( &audio_board
[8], player
->rb
.co
, 40.0f
, 1.0f
);
2577 } else if( stick_frames
== 0 ){
2582 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2584 struct player_skate
*s
= &player
->_skate
;
2585 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2588 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2591 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2595 const char *activity_txt
[] =
2600 "undefined (INVALID)",
2601 "grind_any (INVALID)",
2603 "grind_metallic (INVALID)",
2609 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
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
);
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] );
2627 VG_STATIC
void player__skate_animate( player_instance
*player
,
2628 player_animation
*dest
)
2630 struct player_skate
*s
= &player
->_skate
;
2631 struct player_avatar
*av
= player
->playeravatar
;
2632 struct skeleton
*sk
= &av
->sk
;
2635 float kheight
= 2.0f
,
2641 v3f cog_local
, cog_ideal
;
2642 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
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
);
2648 v3_sub( cog_ideal
, cog_local
, offset
);
2651 v3_muls( offset
, 4.0f
, offset
);
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
);
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
);
2663 offset
[0] += s
->wobble
[1]*3.0f
;
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
);
2671 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2674 * Animation blending
2675 * ===========================================
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
);
2684 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2687 /* movement information */
2689 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
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
;
2696 if( s
->state
.activity
>= k_skate_activity_grind_any
)
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
);
2705 mdl_keyframe apose
[32], bpose
[32];
2706 mdl_keyframe ground_pose
[32];
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
);
2713 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2714 stand_blend
= offset
[1]*-2.0f
;
2717 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2719 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
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
);
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
);
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
);
2736 float pt
= push_time
+ vg
.accumulator
;
2737 if( s
->state
.reverse
> 0.0f
)
2738 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2740 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2742 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2745 float jump_start_frame
= 14.0f
/30.0f
;
2747 float charge
= s
->state
.jump_charge
;
2748 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2750 float setup_frame
= charge
* jump_start_frame
,
2751 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
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
;
2757 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2759 s
->anim_ollie_reverse
;
2761 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2762 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2765 mdl_keyframe air_pose
[32];
2767 float target
= -player
->input_js1h
->axis
.value
;
2769 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
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
);
2774 static v2f grab_choice
;
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
;
2782 v2_normalize_clamp( grab_input
);
2783 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
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
);
2789 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2790 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2793 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
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] };
2806 mdl_keyframe grind_pose
[32];
2808 float grind_frame
= 0.5f
;
2810 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2812 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
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
);
2821 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
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
);
2827 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2829 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2831 /* additive effects */
2833 u32 apply_to
[] = { av
->id_hip
,
2837 av
->id_ik_elbow_r
};
2839 float apply_rates
[] = { 1.0f
,
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
;
2850 /* angle correction */
2851 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
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
);
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
);
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
);
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
;
2875 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2876 v3_normalize( ndir
);
2878 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2880 float a
= v3_dot( ndir
, up
);
2881 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2884 v4f qfixup
, qcounteryaw
, qtotal
;
2886 v3_cross( up
, ndir
, axis
);
2887 q_axis_angle( qfixup
, axis
, a
);
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
);
2893 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2895 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2897 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2898 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2900 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
2905 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2906 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2908 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2909 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2914 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2917 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
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] );
2923 q_mul( qpitchr
, qrollr
, qtrickr
);
2924 q_mul( qyawr
, qtrickr
, qtotal
);
2925 q_normalize( qtotal
);
2927 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2930 /* trick rotation */
2931 v4f qtrick
, qyaw
, qpitch
, qroll
;
2933 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2935 float jump_t
= vg
.time
-s
->state
.jump_time
;
2939 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2940 extra
*= s
->state
.slap
* 4.0f
;
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] );
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
);
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
;
2958 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2959 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
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
);
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
;
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.
2979 /* truck rotation */
2980 for( int i
=0; i
<2; i
++ )
2982 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2983 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
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
);
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];
3000 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3001 warble
*= vg_maxf(s
->blend_grind
,fabsf(s
->blend_weight
)) * 0.3f
;
3004 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
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
);
3018 q_inv( qrot
, qrot
);
3019 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3020 q_normalize( kf_head
->q
);
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
);
3027 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
3030 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
3031 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
3033 float t
= s
->state
.flip_time
;
3034 sign
= vg_signf( t
);
3036 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3037 t
= sign
* (1.0f
-t
*t
);
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
);
3043 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
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
);
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
);
3053 q_mulv( qflip
, rco
, rco
);
3054 v3_add( rco
, rotation_point
, dest
->root_co
);
3057 skeleton_copy_pose( sk
, dest
->pose
, s
->holdout
);
3060 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
3062 struct player_skate
*s
= &player
->_skate
;
3063 struct player_avatar
*av
= player
->playeravatar
;
3065 player
->cam_velocity_influence
= 1.0f
;
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
);
3073 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
3075 struct player_skate
*s
= &player
->_skate
;
3077 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
3078 s
->blend_fly
= 1.0f
;
3080 s
->blend_fly
= 0.0f
;
3082 s
->blend_slide
= 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
;
3093 v2_zero( s
->wobble
);
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] );
3101 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
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;
3120 v3_zero( s
->state
.air_init_v
);
3121 v3_zero( s
->state
.air_init_co
);
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
);
3139 VG_STATIC
void player__skate_reset( player_instance
*player
,
3142 struct player_skate
*s
= &player
->_skate
;
3143 v3_zero( player
->rb
.v
);
3144 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3146 s
->state
.activity
= k_skate_activity_air
;
3147 s
->state
.activity_prev
= k_skate_activity_air
;
3149 player__skate_clear_mechanics( player
);
3150 player__skate_reset_animator( player
);
3152 v3_zero( s
->state
.head_position
);
3153 s
->state
.head_position
[1] = 1.8f
;
3156 #endif /* PLAYER_SKATE_C */