fuck you, you cant put your couch there
[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 #if 0
349 VG_STATIC
350 int create_jump_for_target( world_instance *world, player_instance *player,
351 v3f target, float max_angle, jump_info *jump )
352 {
353
354 if( fabsf(a0-a) > fabsf(a1-a) )
355 a0 = a1;
356
357 if( fabsf(a0-a) > max_angle )
358 return 0;
359
360 /* TODO: sweep the path before chosing the smallest dist */
361
362
363 #if 0
364 /* add a trace */
365 for( int i=0; i<=20; i++ )
366 {
367 float t = (float)i * (1.0f/20.0f) * p->land_dist;
368
369 v3f p0;
370 v3_muls( p->v, t, p0 );
371 v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
372
373 v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
374 }
375 #endif
376
377 return 1;
378 }
379 else
380 return 0;
381 }
382 #endif
383
384 VG_STATIC
385 void player__approximate_best_trajectory( player_instance *player )
386 {
387 world_instance *world = get_active_world();
388
389 struct player_skate *s = &player->_skate;
390 float k_trace_delta = k_rb_delta * 10.0f;
391
392 s->state.air_start = vg.time;
393 v3_copy( player->rb.v, s->state.air_init_v );
394 v3_copy( player->rb.co, s->state.air_init_co );
395
396 s->possible_jump_count = 0;
397
398 v3f axis;
399 v3_cross( player->rb.v, player->rb.to_world[1], axis );
400 v3_normalize( axis );
401
402 /* at high slopes, Y component is low */
403 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
404 angle_begin = -(1.0f-fabsf( upness )),
405 angle_end = 1.0f;
406
407 struct grind_info grind;
408 int grind_located = 0;
409 float grind_located_gravity = k_gravity;
410
411
412 v3f launch_v_bounds[2];
413
414 for( int i=0; i<2; i++ ){
415 v3_copy( player->rb.v, launch_v_bounds[i] );
416 float ang = (float[]){ angle_begin, angle_end }[ i ];
417 ang *= 0.15f;
418
419 v4f qbias;
420 q_axis_angle( qbias, axis, ang );
421 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
422 }
423
424 for( int m=0;m<=30; m++ ){
425 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
426 reset_jump_info( inf );
427
428 v3f launch_co, launch_v, co0, co1;
429 v3_copy( player->rb.co, launch_co );
430 v3_copy( player->rb.v, launch_v );
431 v3_copy( launch_co, co0 );
432
433 float vt = (float)m * (1.0f/30.0f),
434 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
435
436 v4f qbias;
437 q_axis_angle( qbias, axis, ang );
438 q_mulv( qbias, launch_v, launch_v );
439
440 float yaw_sketch = 1.0f-fabsf(upness);
441
442 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
443 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
444 q_mulv( qbias, launch_v, launch_v );
445
446 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
447 gravity = k_gravity * gravity_bias;
448 inf->gravity = gravity;
449 v3_copy( launch_v, inf->v );
450
451 m3x3f basis;
452 m3x3_copy( player->basis, basis );
453
454 for( int i=1; i<=50; i++ ){
455 float t = (float)i * k_trace_delta;
456
457 v3_muls( launch_v, t, co1 );
458 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
459 v3_add( launch_co, co1, co1 );
460
461 float launch_vy = v3_dot( launch_v,basis[1] );
462
463 int search_for_grind = 1;
464 if( grind_located ) search_for_grind = 0;
465 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
466
467 /* TODO Cleanup */
468
469 v3f closest;
470 if( search_for_grind ){
471 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
472
473 float min_dist = 0.75f;
474 min_dist *= min_dist;
475
476 if( v3_dist2( closest, launch_co ) < min_dist )
477 search_for_grind = 0;
478
479 v3f bound[2];
480
481 for( int j=0; j<2; j++ ){
482 v3_muls( launch_v_bounds[j], t, bound[j] );
483 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
484 v3_add( launch_co, bound[j], bound[j] );
485 }
486
487 float limh = vg_minf( 2.0f, t ),
488 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
489 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
490
491 if( (closest[1] < minh) || (closest[1] > maxh) ){
492 search_for_grind = 0;
493 }
494 }
495 else
496 search_for_grind = 0;
497 }
498
499 if( search_for_grind ){
500 v3f ve;
501 v3_copy( launch_v, ve );
502 v3_muladds( ve, basis[1], -gravity * t, ve );
503
504 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
505
506 /* check alignment */
507 v2f v0 = { v3_dot( ve, basis[0] ),
508 v3_dot( ve, basis[2] ) },
509 v1 = { v3_dot( grind.dir, basis[0] ),
510 v3_dot( grind.dir, basis[2] ) };
511
512 v2_normalize( v0 );
513 v2_normalize( v1 );
514
515 float a = v2_dot( v0, v1 );
516
517 float a_min = cosf( VG_PIf * 0.185f );
518 if( s->grind_cooldown )
519 a_min = cosf( VG_PIf * 0.05f );
520
521 /* check speed */
522 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
523 (a >= a_min) )
524 {
525 grind_located = 1;
526 grind_located_gravity = inf->gravity;
527 }
528 }
529 }
530
531 if( world->rendering_gate ){
532 ent_gate *gate = world->rendering_gate;
533 if( gate_intersect( gate, co1, co0 ) ){
534 m4x3_mulv( gate->transport, co0, co0 );
535 m4x3_mulv( gate->transport, co1, co1 );
536 m3x3_mulv( gate->transport, launch_v, launch_v);
537 m4x3_mulv( gate->transport, launch_co, launch_co );
538 m3x3_mul( gate->transport, basis, basis );
539 }
540 }
541
542 float t1;
543 v3f n;
544
545 float scan_radius = k_board_radius;
546 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
547
548 int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
549 if( idx != -1 ){
550 v3f co;
551 v3_lerp( co0, co1, t1, co );
552 v3_copy( co, inf->log[ inf->log_length ++ ] );
553
554 v3_copy( n, inf->n );
555 u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
556 struct world_surface *surf = world_tri_index_surface(world, tri[0]);
557
558 #if 0
559 v3f v0, v1;
560 v3f pa, pb, pc;
561
562 v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
563 v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
564 v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
565
566 v3_sub( pb, pa, v0 );
567 v3_sub( pc, pa, v1 );
568 v3_cross( v0, v1, inf->n );
569 v3_normalize( inf->n );
570 #endif
571 /* TODO:
572 * grind predictions, we want to FORCE it to land in the correct
573 * location, taking the cloest endpoint or midpoint to be the
574 * snapper.
575 */
576
577 inf->type = k_prediction_land;
578
579 v3f ve;
580 v3_copy( launch_v, ve );
581 v3_muladds( ve, player->basis[1], -gravity * t, ve );
582
583 inf->score = -v3_dot( ve, inf->n );
584 inf->land_dist = t + k_trace_delta * t1;
585
586
587 /* Bias prediction towords ramps */
588 if( !(surf->info.flags & k_material_flag_skate_surface) )
589 inf->score *= 10.0f;
590
591 break;
592 }
593
594 if( i % 3 == 0 )
595 v3_copy( co1, inf->log[ inf->log_length ++ ] );
596
597 v3_copy( co1, co0 );
598 }
599
600 if( inf->type == k_prediction_unset )
601 s->possible_jump_count --;
602 }
603
604 if( grind_located ){
605 jump_info grind_jumps[2];
606
607 int valid_count =
608 create_jumps_to_hit_target( player, grind_jumps, grind.co,
609 0.175f*VG_PIf, grind_located_gravity );
610
611 /* knock out original landing points in the 1m area
612 * TODO: Make this a konstant */
613 for( u32 j=0; j<s->possible_jump_count; j++ ){
614 jump_info *jump = &s->possible_jumps[ j ];
615 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
616 float descale = 1.0f-vg_minf(1.0f,dist);
617 jump->score += descale*3.0f;
618 }
619
620 for( int i=0; i<valid_count; i++ ){
621 jump_info *jump = &grind_jumps[i];
622 jump->type = k_prediction_grind;
623
624 v3f launch_v, launch_co, co0, co1;
625
626 v3_copy( jump->v, launch_v );
627 v3_copy( player->rb.co, launch_co );
628
629 m3x3f basis;
630 m3x3_copy( player->basis, basis );
631
632 float t = 0.05f * jump->land_dist;
633 v3_muls( launch_v, t, co0 );
634 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
635 v3_add( launch_co, co0, co0 );
636
637 #if 0
638 /* rough scan to make sure we dont collide with anything */
639 for( int j=1; j<=16; j++ ){
640 t = (float)j*(1.0f/16.0f);
641 t *= 0.9f;
642 t += 0.05f;
643 t *= jump->land_dist;
644
645 v3_muls( launch_v, t, co1 );
646 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
647 v3_add( launch_co, co1, co1 );
648
649 float t1;
650 v3f n;
651
652 int idx = spherecast_world( world, co0,co1,
653 k_board_radius*0.5f, &t1, n);
654 if( idx != -1 ){
655 goto invalidated_grind;
656 }
657
658 v3_copy( co1, co0 );
659 }
660 #endif
661
662 v3_copy( grind.n, jump->n );
663
664 /* determine score */
665 v3f ve;
666 v3_copy( jump->v, ve );
667 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
668 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
669
670 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
671
672 #if 0
673 continue;
674 invalidated_grind:;
675 #endif
676 }
677 }
678
679
680 float score_min = INFINITY,
681 score_max = -INFINITY;
682
683 jump_info *best = NULL;
684
685 for( int i=0; i<s->possible_jump_count; i ++ ){
686 jump_info *jump = &s->possible_jumps[i];
687
688 if( jump->score < score_min )
689 best = jump;
690
691 score_min = vg_minf( score_min, jump->score );
692 score_max = vg_maxf( score_max, jump->score );
693 }
694
695 for( int i=0; i<s->possible_jump_count; i ++ ){
696 jump_info *jump = &s->possible_jumps[i];
697 float s = jump->score;
698
699 s -= score_min;
700 s /= (score_max-score_min);
701 s = 1.0f - s;
702
703 jump->score = s;
704 jump->colour = s * 255.0f;
705
706 if( jump == best )
707 jump->colour <<= 16;
708 else if( jump->type == k_prediction_land )
709 jump->colour <<= 8;
710
711 jump->colour |= 0xff000000;
712 }
713
714 if( best ){
715 v3_copy( best->n, s->land_normal );
716 v3_copy( best->v, player->rb.v );
717 s->land_dist = best->land_dist;
718
719 v2f steer = { player->input_js1h->axis.value,
720 player->input_js1v->axis.value };
721 v2_normalize_clamp( steer );
722 s->state.gravity_bias = best->gravity;
723
724 if( best->type == k_prediction_grind ){
725 s->state.activity = k_skate_activity_air_to_grind;
726 }
727
728 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
729 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
730 s->state.reverse ;
731 s->state.flip_time = 0.0f;
732 v3_copy( player->rb.to_world[0], s->state.flip_axis );
733 }
734 else{
735 s->state.flip_rate = 0.0f;
736 v3_zero( s->state.flip_axis );
737 }
738 }
739 else{
740 v3_copy( player->basis[1], s->land_normal );
741 }
742 }
743
744 /*
745 *
746 * Varius physics models
747 * ------------------------------------------------
748 */
749
750 /*
751 * Air control, no real physics
752 */
753 VG_STATIC void skate_apply_air_model( player_instance *player )
754 {
755 struct player_skate *s = &player->_skate;
756
757 if( s->state.activity_prev > k_skate_activity_air_to_grind )
758 player__approximate_best_trajectory( player );
759
760 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
761 angle = vg_clampf( angle, -1.0f, 1.0f );
762 v3f axis;
763 v3_cross( player->rb.to_world[1], s->land_normal, axis );
764
765 v4f correction;
766 q_axis_angle( correction, axis,
767 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
768 q_mul( correction, player->rb.q, player->rb.q );
769
770 v2f steer = { player->input_js1h->axis.value,
771 player->input_js1v->axis.value };
772 v2_normalize_clamp( steer );
773 }
774
775 VG_STATIC int player_skate_trick_input( player_instance *player );
776 VG_STATIC void skate_apply_trick_model( player_instance *player )
777 {
778 struct player_skate *s = &player->_skate;
779
780 v3f Fd, Fs, F;
781 v3f strength = { 3.7f, 3.6f, 8.0f };
782
783 v3_muls( s->board_trick_residualv, -4.0f , Fd );
784 v3_muls( s->board_trick_residuald, -10.0f, Fs );
785 v3_add( Fd, Fs, F );
786 v3_mul( strength, F, F );
787
788 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
789 s->board_trick_residualv );
790 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
791 k_rb_delta, s->board_trick_residuald );
792
793 if( s->state.activity <= k_skate_activity_air_to_grind ){
794 if( v3_length2( s->state.trick_vel ) < 0.0001f )
795 return;
796
797 int carry_on = player_skate_trick_input( player );
798
799 /* we assume velocities share a common divisor, in which case the
800 * interval is the minimum value (if not zero) */
801
802 float min_rate = 99999.0f;
803
804 for( int i=0; i<3; i++ ){
805 float v = s->state.trick_vel[i];
806 if( (v > 0.0f) && (v < min_rate) )
807 min_rate = v;
808 }
809
810 float interval = 1.0f / min_rate,
811 current = floorf( s->state.trick_time / interval ),
812 next_end = (current+1.0f) * interval;
813
814
815 /* integrate trick velocities */
816 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
817 s->state.trick_euler );
818
819 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
820 s->state.trick_time = 0.0f;
821 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
822 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
823 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
824 v3_copy( s->state.trick_vel, s->board_trick_residualv );
825 v3_zero( s->state.trick_vel );
826 }
827
828 s->state.trick_time += k_rb_delta;
829 }
830 else{
831 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
832 s->state.trick_time > 0.2f)
833 {
834 player__skate_kill_audio( player );
835 player__dead_transition( player );
836 }
837
838 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
839 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
840 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
841 s->state.trick_time = 0.0f;
842 v3_zero( s->state.trick_vel );
843 }
844 }
845
846 VG_STATIC void skate_apply_grab_model( player_instance *player )
847 {
848 struct player_skate *s = &player->_skate;
849
850 float grabt = player->input_grab->axis.value;
851
852 if( grabt > 0.5f ){
853 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
854 s->state.grab_mouse_delta );
855
856 v2_normalize_clamp( s->state.grab_mouse_delta );
857 }
858 else
859 v2_zero( s->state.grab_mouse_delta );
860
861 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
862 }
863
864 VG_STATIC void skate_apply_steering_model( player_instance *player )
865 {
866 struct player_skate *s = &player->_skate;
867
868 /* Steering */
869 float steer = player->input_js1h->axis.value,
870 grab = player->input_grab->axis.value;
871
872 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
873
874 v3f steer_axis;
875 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
876
877 float rate = 26.0f,
878 top = 1.0f;
879
880 if( s->state.activity <= k_skate_activity_air_to_grind ){
881 rate = 6.0f * fabsf(steer);
882 top = 1.5f;
883 }
884 else{
885 /* rotate slower when grabbing on ground */
886 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
887
888 if( s->state.activity == k_skate_activity_grind_5050 ){
889 rate = 0.0f;
890 top = 0.0f;
891 }
892
893 else if( s->state.activity >= k_skate_activity_grind_any ){
894 rate *= fabsf(steer);
895
896 float a = 0.8f * -steer * k_rb_delta;
897
898 v4f q;
899 q_axis_angle( q, player->rb.to_world[1], a );
900 q_mulv( q, s->grind_vec, s->grind_vec );
901
902 v3_normalize( s->grind_vec );
903 }
904
905 else if( s->state.manual_direction ){
906 rate = 35.0f;
907 top = 1.5f;
908 }
909 }
910
911 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
912 addspeed = (steer * -top) - current,
913 maxaccel = rate * k_rb_delta,
914 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
915
916 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
917 }
918
919 /*
920 * Computes friction and surface interface model
921 */
922 VG_STATIC void skate_apply_friction_model( player_instance *player )
923 {
924 struct player_skate *s = &player->_skate;
925
926 /*
927 * Computing localized friction forces for controlling the character
928 * Friction across X is significantly more than Z
929 */
930
931 v3f vel;
932 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
933 float slip = 0.0f;
934
935 if( fabsf(vel[2]) > 0.01f )
936 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
937
938 if( fabsf( slip ) > 1.2f )
939 slip = vg_signf( slip ) * 1.2f;
940
941 s->state.slip = slip;
942 s->state.reverse = -vg_signf(vel[2]);
943
944 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
945 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
946
947 /* Pushing additive force */
948
949 if( !player->input_jump->button.value ){
950 if( player->input_push->button.value ||
951 (vg.time-s->state.start_push<0.75) )
952 {
953 if( (vg.time - s->state.cur_push) > 0.25 )
954 s->state.start_push = vg.time;
955
956 s->state.cur_push = vg.time;
957
958 double push_time = vg.time - s->state.start_push;
959
960 float cycle_time = push_time*k_push_cycle_rate,
961 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
962 amt = accel * VG_TIMESTEP_FIXED,
963 current = v3_length( vel ),
964 new_vel = vg_minf( current + amt, k_max_push_speed ),
965 delta = new_vel - vg_minf( current, k_max_push_speed );
966
967 vel[2] += delta * -s->state.reverse;
968 }
969 }
970
971 /* Send back to velocity */
972 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
973 }
974
975 VG_STATIC void skate_apply_jump_model( player_instance *player )
976 {
977 struct player_skate *s = &player->_skate;
978 int charging_jump_prev = s->state.charging_jump;
979 s->state.charging_jump = player->input_jump->button.value;
980
981 /* Cannot charge this in air */
982 if( s->state.activity <= k_skate_activity_air_to_grind ){
983 s->state.charging_jump = 0;
984 return;
985 }
986
987 if( s->state.charging_jump ){
988 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
989
990 if( !charging_jump_prev )
991 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
992 }
993 else{
994 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
995 }
996
997 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
998
999 /* player let go after charging past 0.2: trigger jump */
1000 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
1001 v3f jumpdir;
1002
1003 /* Launch more up if alignment is up else improve velocity */
1004 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
1005 mod = 0.5f,
1006 dir = mod + fabsf(aup)*(1.0f-mod);
1007
1008 if( s->state.activity == k_skate_activity_ground ){
1009 v3_copy( player->rb.v, jumpdir );
1010 v3_normalize( jumpdir );
1011 v3_muls( jumpdir, 1.0f-dir, jumpdir );
1012 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
1013 v3_normalize( jumpdir );
1014 }else{
1015 v3_copy( s->state.up_dir, jumpdir );
1016 s->grind_cooldown = 30;
1017 s->state.activity = k_skate_activity_ground;
1018
1019 float tilt = player->input_js1h->axis.value * 0.3f;
1020 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
1021
1022 v4f qtilt;
1023 q_axis_angle( qtilt, s->grind_dir, tilt );
1024 q_mulv( qtilt, jumpdir, jumpdir );
1025 }
1026 s->surface_cooldown = 10;
1027
1028 float force = k_jump_force*s->state.jump_charge;
1029 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
1030 s->state.jump_charge = 0.0f;
1031 s->state.jump_time = vg.time;
1032
1033 v2f steer = { player->input_js1h->axis.value,
1034 player->input_js1v->axis.value };
1035 v2_normalize_clamp( steer );
1036
1037 audio_lock();
1038 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
1039 audio_unlock();
1040 }
1041 }
1042
1043 VG_STATIC void skate_apply_pump_model( player_instance *player )
1044 {
1045 struct player_skate *s = &player->_skate;
1046
1047 if( s->state.activity != k_skate_activity_ground ){
1048 v3_zero( s->state.throw_v );
1049 return;
1050 }
1051
1052 /* Throw / collect routine
1053 *
1054 * TODO: Max speed boost
1055 */
1056 if( player->input_grab->axis.value > 0.5f ){
1057 if( s->state.activity == k_skate_activity_ground ){
1058 /* Throw */
1059 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1060 }
1061 }
1062 else{
1063 /* Collect */
1064 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1065
1066 v3f Fl, Fv;
1067 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1068
1069 if( s->state.activity == k_skate_activity_ground ){
1070 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1071 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1072 }
1073
1074 v3_muls( player->rb.to_world[1], -doty, Fv );
1075 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1076 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1077 }
1078
1079 /* Decay */
1080 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1081 v3f dir;
1082 v3_copy( s->state.throw_v, dir );
1083 v3_normalize( dir );
1084
1085 float max = v3_dot( dir, s->state.throw_v ),
1086 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1087 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1088 }
1089 }
1090
1091 VG_STATIC void skate_apply_cog_model( player_instance *player )
1092 {
1093 struct player_skate *s = &player->_skate;
1094
1095 v3f ideal_cog, ideal_diff, ideal_dir;
1096 v3_copy( s->state.up_dir, ideal_dir );
1097 v3_normalize( ideal_dir );
1098
1099 v3_muladds( player->rb.co, ideal_dir,
1100 1.0f-player->input_grab->axis.value, ideal_cog );
1101 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1102
1103 /* Apply velocities */
1104 v3f rv;
1105 v3_sub( player->rb.v, s->state.cog_v, rv );
1106
1107 v3f F;
1108 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1109 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1110
1111 float ra = k_cog_mass_ratio,
1112 rb = 1.0f-k_cog_mass_ratio;
1113
1114 /* Apply forces & intergrate */
1115 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1116 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1117 s->state.cog_v );
1118
1119 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1120 }
1121
1122
1123 VG_STATIC void skate_integrate( player_instance *player )
1124 {
1125 struct player_skate *s = &player->_skate;
1126
1127 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1128 decay_rate_z = decay_rate_x,
1129 decay_rate_y = 1.0f;
1130
1131 if( s->state.activity >= k_skate_activity_grind_any ){
1132 #if 0
1133 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1134 decay_rate_y = decay_rate;
1135 #endif
1136 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1137 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1138 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1139 }
1140
1141 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1142 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1143 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1144
1145 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1146 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1147 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1148
1149 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1150 rb_update_transform( &player->rb );
1151 }
1152
1153 /*
1154 * 1 2 or 3
1155 */
1156
1157 VG_STATIC int player_skate_trick_input( player_instance *player )
1158 {
1159 return (player->input_trick0->button.value) |
1160 (player->input_trick1->button.value << 1) |
1161 (player->input_trick2->button.value << 1) |
1162 (player->input_trick2->button.value);
1163 }
1164
1165 VG_STATIC void player__skate_pre_update( player_instance *player )
1166 {
1167 struct player_skate *s = &player->_skate;
1168
1169 if( vg_input_button_down( player->input_use ) ){
1170 player->subsystem = k_player_subsystem_walk;
1171
1172 v3f angles;
1173 v3_copy( player->cam.angles, angles );
1174 angles[2] = 0.0f;
1175
1176 player->holdout_time = 0.25f;
1177 player__skate_kill_audio( player );
1178 player__walk_transition( player, angles );
1179 return;
1180 }
1181
1182 if( vg_input_button_down( player->input_reset ) ){
1183 player->rb.co[1] += 2.0f;
1184 s->state.cog[1] += 2.0f;
1185 q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
1186 v3_zero( player->rb.w );
1187 v3_zero( player->rb.v );
1188
1189 rb_update_transform( &player->rb );
1190 }
1191
1192 int trick_id;
1193 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1194 (trick_id = player_skate_trick_input( player )) )
1195 {
1196 if( (vg.time - s->state.jump_time) < 0.1f ){
1197 v3_zero( s->state.trick_vel );
1198 s->state.trick_time = 0.0f;
1199
1200 if( trick_id == 1 ){
1201 s->state.trick_vel[0] = 3.0f;
1202 }
1203 else if( trick_id == 2 ){
1204 s->state.trick_vel[2] = 3.0f;
1205 }
1206 else if( trick_id == 3 ){
1207 s->state.trick_vel[0] = 2.0f;
1208 s->state.trick_vel[2] = 2.0f;
1209 }
1210 }
1211 }
1212 }
1213
1214 VG_STATIC void player__skate_post_update( player_instance *player )
1215 {
1216 struct player_skate *s = &player->_skate;
1217
1218 for( int i=0; i<s->possible_jump_count; i++ ){
1219 jump_info *jump = &s->possible_jumps[i];
1220
1221 if( jump->log_length == 0 ){
1222 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1223 }
1224
1225 for( int j=0; j<jump->log_length - 1; j ++ ){
1226 float brightness = jump->score*jump->score*jump->score;
1227 v3f p1;
1228 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1229 vg_line( jump->log[j], p1, jump->colour );
1230 }
1231
1232 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1233
1234 v3f p1;
1235 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1236 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1237
1238 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1239 }
1240
1241 audio_lock();
1242
1243 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1244 speed = v3_length( player->rb.v ),
1245 attn = vg_minf( 1.0f, speed*0.1f ),
1246 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1247
1248 if( s->state.activity >= k_skate_activity_grind_any ){
1249 slide = 0.0f;
1250 }
1251
1252 float
1253 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
1254 vol_air = sqrtf( air *attn * 0.5f ),
1255 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
1256
1257 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1258
1259 if( !s->aud_air )
1260 s->aud_air = audio_request_channel( &audio_board[1], flags );
1261
1262 if( !s->aud_slide )
1263 s->aud_slide = audio_request_channel( &audio_board[2], flags );
1264
1265
1266 /* brrrrrrrrrrrt sound for tiles and stuff
1267 * --------------------------------------------------------*/
1268 float sidechain_amt = 0.0f,
1269 hz = vg_maxf( speed * 2.0f, 2.0f );
1270
1271 if( (s->surface == k_surface_prop_tiles) &&
1272 (s->state.activity < k_skate_activity_grind_any) )
1273 sidechain_amt = 1.0f;
1274 else
1275 sidechain_amt = 0.0f;
1276
1277 audio_set_lfo_frequency( 0, hz );
1278 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1279 vg_lerpf( 250.0f, 80.0f, attn ) );
1280
1281 if( s->sample_change_cooldown > 0.0f ){
1282 s->sample_change_cooldown -= vg.frame_delta;
1283 }
1284 else{
1285 int sample_type = k_skate_sample_concrete;
1286
1287 if( s->state.activity == k_skate_activity_grind_5050 ){
1288 if( s->surface == k_surface_prop_metal )
1289 sample_type = k_skate_sample_metal_scrape_generic;
1290 else
1291 sample_type = k_skate_sample_concrete_scrape_metal;
1292 }
1293 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1294 (s->state.activity == k_skate_activity_grind_front50) )
1295 {
1296 if( s->surface == k_surface_prop_metal ){
1297 sample_type = k_skate_sample_metal_scrape_generic;
1298 }
1299 else{
1300 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1301 if( fabsf(a) > 0.70710678118654752f )
1302 sample_type = k_skate_sample_concrete_scrape_wood;
1303 else
1304 sample_type = k_skate_sample_concrete_scrape_metal;
1305 }
1306 }
1307 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1308 if( s->surface == k_surface_prop_metal )
1309 sample_type = k_skate_sample_metal_scrape_generic;
1310 else
1311 sample_type = k_skate_sample_concrete_scrape_wood;
1312 }
1313
1314 audio_clip *relevant_samples[] = {
1315 &audio_board[0],
1316 &audio_board[0], /* TODO? */
1317 &audio_board[7],
1318 &audio_board[6],
1319 &audio_board[5]
1320 };
1321
1322 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1323 s->aud_main =
1324 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1325 0.06f, flags );
1326 s->sample_change_cooldown = 0.1f;
1327 s->main_sample_type = sample_type;
1328 }
1329 }
1330
1331 if( s->aud_main ){
1332 s->aud_main->colour = 0x00103efe;
1333 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1334 audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1335 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1336
1337 float rate = 1.0f + (attn-0.5f)*0.2f;
1338 audio_channel_set_sampling_rate( s->aud_main, rate );
1339 }
1340
1341 if( s->aud_slide ){
1342 s->aud_slide->colour = 0x00103efe;
1343 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1344 audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1345 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1346 }
1347
1348 if( s->aud_air ){
1349 s->aud_air->colour = 0x00103efe;
1350 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1351 audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1352 }
1353
1354 audio_unlock();
1355 }
1356
1357 /*
1358 * truck alignment model at ra(local)
1359 * returns 1 if valid surface:
1360 * surface_normal will be filled out with an averaged normal vector
1361 * axel_dir will be the direction from left to right wheels
1362 *
1363 * returns 0 if no good surface found
1364 */
1365 VG_STATIC
1366 int skate_compute_surface_alignment( player_instance *player,
1367 v3f ra, u32 colour,
1368 v3f surface_normal, v3f axel_dir )
1369 {
1370 struct player_skate *s = &player->_skate;
1371 world_instance *world = get_active_world();
1372
1373 v3f truck, left, right;
1374 m4x3_mulv( player->rb.to_world, ra, truck );
1375
1376 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1377 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1378 vg_line( left, right, colour );
1379
1380 float k_max_truck_flex = VG_PIf * 0.25f;
1381
1382 ray_hit ray_l, ray_r;
1383
1384 v3f dir;
1385 v3_muls( player->rb.to_world[1], -1.0f, dir );
1386
1387 int res_l = 0, res_r = 0;
1388
1389 for( int i=0; i<8; i++ )
1390 {
1391 float t = 1.0f - (float)i * (1.0f/8.0f);
1392 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1393 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1394 ray_l.dist = 2.1f * k_board_radius;
1395
1396 res_l = ray_world( world, left, dir, &ray_l );
1397
1398 if( res_l )
1399 break;
1400 }
1401
1402 for( int i=0; i<8; i++ )
1403 {
1404 float t = 1.0f - (float)i * (1.0f/8.0f);
1405 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1406 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1407 ray_r.dist = 2.1f * k_board_radius;
1408
1409 res_r = ray_world( world, right, dir, &ray_r );
1410
1411 if( res_r )
1412 break;
1413 }
1414
1415 v3f v0;
1416 v3f midpoint;
1417 v3f tangent_average;
1418 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1419 v3_zero( tangent_average );
1420
1421 if( res_l || res_r )
1422 {
1423 v3f p0, p1, t;
1424 v3_copy( midpoint, p0 );
1425 v3_copy( midpoint, p1 );
1426
1427 if( res_l )
1428 {
1429 v3_copy( ray_l.pos, p0 );
1430 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1431 v3_add( t, tangent_average, tangent_average );
1432 }
1433 if( res_r )
1434 {
1435 v3_copy( ray_r.pos, p1 );
1436 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1437 v3_add( t, tangent_average, tangent_average );
1438 }
1439
1440 v3_sub( p1, p0, v0 );
1441 v3_normalize( v0 );
1442 }
1443 else
1444 {
1445 /* fallback: use the closes point to the trucks */
1446 v3f closest;
1447 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1448
1449 if( idx != -1 )
1450 {
1451 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1452 v3f verts[3];
1453
1454 for( int j=0; j<3; j++ )
1455 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1456
1457 v3f vert0, vert1, n;
1458 v3_sub( verts[1], verts[0], vert0 );
1459 v3_sub( verts[2], verts[0], vert1 );
1460 v3_cross( vert0, vert1, n );
1461 v3_normalize( n );
1462
1463 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1464 return 0;
1465
1466 v3_cross( n, player->rb.to_world[2], v0 );
1467 v3_muladds( v0, player->rb.to_world[2],
1468 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1469 v3_normalize( v0 );
1470
1471 v3f t;
1472 v3_cross( n, player->rb.to_world[0], t );
1473 v3_add( t, tangent_average, tangent_average );
1474 }
1475 else
1476 return 0;
1477 }
1478
1479 v3_muladds( truck, v0, k_board_width, right );
1480 v3_muladds( truck, v0, -k_board_width, left );
1481
1482 vg_line( left, right, VG__WHITE );
1483
1484 v3_normalize( tangent_average );
1485 v3_cross( v0, tangent_average, surface_normal );
1486 v3_copy( v0, axel_dir );
1487
1488 return 1;
1489 }
1490
1491 VG_STATIC void skate_weight_distribute( player_instance *player )
1492 {
1493 struct player_skate *s = &player->_skate;
1494 v3_zero( s->weight_distribution );
1495
1496 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1497
1498 if( s->state.manual_direction == 0 ){
1499 if( (player->input_js1v->axis.value > 0.7f) &&
1500 (s->state.activity == k_skate_activity_ground) &&
1501 (s->state.jump_charge <= 0.01f) )
1502 s->state.manual_direction = reverse_dir;
1503 }
1504 else{
1505 if( player->input_js1v->axis.value < 0.1f ){
1506 s->state.manual_direction = 0;
1507 }
1508 else{
1509 if( reverse_dir != s->state.manual_direction ){
1510 return;
1511 }
1512 }
1513 }
1514
1515 if( s->state.manual_direction ){
1516 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1517 s->weight_distribution[2] = k_board_length * amt *
1518 (float)s->state.manual_direction;
1519 }
1520
1521 /* TODO: Fall back on land normal */
1522 /* TODO: Lerp weight distribution */
1523 if( s->state.manual_direction ){
1524 v3f plane_z;
1525
1526 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1527 v3_negate( plane_z, plane_z );
1528
1529 v3_muladds( plane_z, s->surface_picture,
1530 -v3_dot( plane_z, s->surface_picture ), plane_z );
1531 v3_normalize( plane_z );
1532
1533 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1534 v3_normalize( plane_z );
1535
1536 v3f p1;
1537 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1538 vg_line( player->rb.co, p1, VG__GREEN );
1539
1540 v3f refdir;
1541 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1542 refdir );
1543
1544 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1545 k_manul_spring, k_manul_dampener,
1546 s->substep_delta );
1547 }
1548 }
1549
1550 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1551 {
1552 struct player_skate *s = &player->_skate;
1553
1554 if( s->state.activity == k_skate_activity_ground ){
1555 v3f target;
1556 v3_copy( s->surface_picture, target );
1557
1558 target[1] += 2.0f * s->surface_picture[1];
1559 v3_normalize( target );
1560
1561 v3_lerp( s->state.up_dir, target,
1562 8.0f * s->substep_delta, s->state.up_dir );
1563 }
1564 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1565 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1566 8.0f * s->substep_delta, s->state.up_dir );
1567 }
1568 else{
1569 v3_lerp( s->state.up_dir, player->basis[1],
1570 12.0f * s->substep_delta, s->state.up_dir );
1571 }
1572 }
1573
1574 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1575 {
1576 v3f dir;
1577 v3_sub( target, origin, dir );
1578
1579 ray_hit ray;
1580 ray.dist = v3_length( dir );
1581 v3_muls( dir, 1.0f/ray.dist, dir );
1582 ray.dist -= 0.025f;
1583
1584 if( ray_world( get_active_world(), origin, dir, &ray ) )
1585 return 0;
1586
1587 return 1;
1588 }
1589
1590 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1591 {
1592 /* TODO: Is N and Dir really orthogonal? */
1593 v3_copy( inf->dir, mtx[0] );
1594 v3_copy( inf->n, mtx[1] );
1595 v3_cross( mtx[0], mtx[1], mtx[2] );
1596 }
1597
1598 VG_STATIC void skate_grind_friction( player_instance *player,
1599 struct grind_info *inf, float strength )
1600 {
1601 v3f v2;
1602 v3_muladds( player->rb.to_world[2], inf->n,
1603 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1604
1605 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1606 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1607 F = a * -dir * k_grind_max_friction;
1608
1609 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1610 }
1611
1612 VG_STATIC void skate_grind_decay( player_instance *player,
1613 struct grind_info *inf, float strength )
1614 {
1615 m3x3f mtx, mtx_inv;
1616 skate_grind_orient( inf, mtx );
1617 m3x3_transpose( mtx, mtx_inv );
1618
1619 v3f v_grind;
1620 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1621
1622 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1623 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1624 m3x3_mulv( mtx, v_grind, player->rb.v );
1625 }
1626
1627 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1628 float sign, struct grind_info *inf,
1629 float strength )
1630 {
1631 struct player_skate *s = &player->_skate;
1632
1633 /* TODO: Trash compactor this */
1634 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1635 v3f raw, wsp;
1636 m3x3_mulv( player->rb.to_world, ra, raw );
1637 v3_add( player->rb.co, raw, wsp );
1638
1639 v3_copy( ra, s->weight_distribution );
1640
1641 v3f delta;
1642 v3_sub( inf->co, wsp, delta );
1643
1644 /* spring force */
1645 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1646 player->rb.v );
1647
1648 skate_grind_decay( player, inf, strength );
1649 skate_grind_friction( player, inf, strength );
1650
1651 /* yeah yeah yeah yeah */
1652 v3f raw_nplane, axis;
1653 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1654 v3_cross( raw_nplane, inf->n, axis );
1655 v3_normalize( axis );
1656
1657 /* orientation */
1658 m3x3f mtx;
1659 skate_grind_orient( inf, mtx );
1660 v3f target_fwd, fwd, up, target_up;
1661 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1662 v3_copy( raw_nplane, fwd );
1663 v3_copy( player->rb.to_world[1], up );
1664 v3_copy( inf->n, target_up );
1665
1666 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1667 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1668
1669 v3_normalize( target_fwd );
1670 v3_normalize( fwd );
1671
1672
1673 float way = player->input_js1v->axis.value *
1674 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1675
1676 v4f q;
1677 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1678 q_mulv( q, target_up, target_up );
1679 q_mulv( q, target_fwd, target_fwd );
1680
1681 rb_effect_spring_target_vector( &player->rb, up, target_up,
1682 k_grind_spring,
1683 k_grind_dampener,
1684 k_rb_delta );
1685
1686 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1687 k_grind_spring*strength,
1688 k_grind_dampener*strength,
1689 k_rb_delta );
1690
1691 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1692 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1693 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1694
1695 s->grind_strength = strength;
1696
1697 /* Fake contact */
1698 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1699 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1700 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1701 limit->p = 0.0f;
1702
1703 v3_copy( inf->dir, s->grind_dir );
1704 }
1705
1706 VG_STATIC void skate_5050_apply( player_instance *player,
1707 struct grind_info *inf_front,
1708 struct grind_info *inf_back )
1709 {
1710 struct player_skate *s = &player->_skate;
1711 struct grind_info inf_avg;
1712
1713 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1714 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1715 v3_normalize( inf_avg.dir );
1716
1717 v3f axis_front, axis_back, axis;
1718 v3_cross( inf_front->dir, inf_front->n, axis_front );
1719 v3_cross( inf_back->dir, inf_back->n, axis_back );
1720 v3_add( axis_front, axis_back, axis );
1721 v3_normalize( axis );
1722
1723 v3_cross( axis, inf_avg.dir, inf_avg.n );
1724 skate_grind_decay( player, &inf_avg, 1.0f );
1725
1726
1727 float way = player->input_js1v->axis.value *
1728 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1729 v4f q;
1730 v3f up, target_up;
1731 v3_copy( player->rb.to_world[1], up );
1732 v3_copy( inf_avg.n, target_up );
1733 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1734 q_mulv( q, target_up, target_up );
1735
1736 v3_zero( s->weight_distribution );
1737 s->weight_distribution[2] = k_board_length * -way;
1738
1739 rb_effect_spring_target_vector( &player->rb, up, target_up,
1740 k_grind_spring,
1741 k_grind_dampener,
1742 k_rb_delta );
1743
1744 v3f fwd_nplane, dir_nplane;
1745 v3_muladds( player->rb.to_world[2], inf_avg.n,
1746 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1747
1748 v3f dir;
1749 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1750 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1751
1752 v3_normalize( fwd_nplane );
1753 v3_normalize( dir_nplane );
1754
1755 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1756 1000.0f,
1757 k_grind_dampener,
1758 k_rb_delta );
1759
1760 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1761 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1762 delta_front, delta_back, delta_total;
1763
1764 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1765 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1766
1767 v3_sub( inf_front->co, pos_front, delta_front );
1768 v3_sub( inf_back->co, pos_back, delta_back );
1769 v3_add( delta_front, delta_back, delta_total );
1770
1771 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1772
1773 /* Fake contact */
1774 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1775 v3_zero( limit->ra );
1776 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1777 limit->p = 0.0f;
1778
1779 v3_copy( inf_avg.dir, s->grind_dir );
1780 }
1781
1782 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1783 struct grind_info *inf )
1784 {
1785 struct player_skate *s = &player->_skate;
1786
1787 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1788 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1789
1790 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1791 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1792
1793 /* Exit condition: lost grind tracking */
1794 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1795 return 0;
1796
1797 /* Exit condition: cant see grind target directly */
1798 if( !skate_point_visible( wheel_co, inf->co ) )
1799 return 0;
1800
1801 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1802 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1803 minv = k_grind_axel_min_vel*0.8f;
1804
1805 if( dv < minv )
1806 return 0;
1807
1808 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1809 return 0;
1810
1811 v3_copy( inf->dir, s->grind_dir );
1812 return 1;
1813 }
1814
1815 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1816 struct grind_info *inf )
1817 {
1818 struct player_skate *s = &player->_skate;
1819
1820 /* TODO: Trash compactor this */
1821 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1822
1823 v3f raw, wsp;
1824 m3x3_mulv( player->rb.to_world, ra, raw );
1825 v3_add( player->rb.co, raw, wsp );
1826
1827 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1828 {
1829 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1830 return 0;
1831
1832 /* velocity should be at least 60% aligned */
1833 v3f pv, axis;
1834 v3_cross( inf->n, inf->dir, axis );
1835 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1836
1837 if( v3_length2( pv ) < 0.0001f )
1838 return 0;
1839 v3_normalize( pv );
1840
1841 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1842 return 0;
1843
1844 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1845 return 0;
1846
1847 #if 0
1848 /* check for vertical alignment */
1849 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1850 return 0;
1851 #endif
1852
1853 v3f local_co, local_dir, local_n;
1854 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1855 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1856 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1857
1858 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1859
1860 float truck_height = -(k_board_radius+0.03f);
1861
1862 v3f rv;
1863 v3_cross( player->rb.w, raw, rv );
1864 v3_add( player->rb.v, rv, rv );
1865
1866 if( (local_co[1] >= truck_height) &&
1867 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1868 {
1869 return 1;
1870 }
1871 }
1872
1873 return 0;
1874 }
1875
1876 VG_STATIC void skate_boardslide_apply( player_instance *player,
1877 struct grind_info *inf )
1878 {
1879 struct player_skate *s = &player->_skate;
1880
1881 v3f local_co, local_dir, local_n;
1882 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1883 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1884 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1885
1886 v3f intersection;
1887 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1888 intersection );
1889 v3_copy( intersection, s->weight_distribution );
1890
1891 skate_grind_decay( player, inf, 0.0125f );
1892 skate_grind_friction( player, inf, 0.25f );
1893
1894 /* direction alignment */
1895 v3f dir, perp;
1896 v3_cross( local_dir, local_n, perp );
1897 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1898 v3_muls( perp, vg_signf(perp[2]), perp );
1899
1900 m3x3_mulv( player->rb.to_world, dir, dir );
1901 m3x3_mulv( player->rb.to_world, perp, perp );
1902
1903 v4f qbalance;
1904 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1905 q_mulv( qbalance, perp, perp );
1906
1907 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1908 dir,
1909 k_grind_spring, k_grind_dampener,
1910 k_rb_delta );
1911
1912 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1913 perp,
1914 k_grind_spring, k_grind_dampener,
1915 k_rb_delta );
1916
1917 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1918 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1919
1920 v3_copy( inf->dir, s->grind_dir );
1921 }
1922
1923 VG_STATIC int skate_boardslide_entry( player_instance *player,
1924 struct grind_info *inf )
1925 {
1926 struct player_skate *s = &player->_skate;
1927
1928 if( skate_grind_scansq( player, player->rb.co,
1929 player->rb.to_world[0], k_board_length,
1930 inf ) )
1931 {
1932 v3f local_co, local_dir;
1933 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1934 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1935
1936 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1937 (local_co[1] >= 0.0f) && /* at deck level */
1938 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1939 {
1940 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1941 return 0;
1942
1943 return 1;
1944 }
1945 }
1946
1947 return 0;
1948 }
1949
1950 VG_STATIC int skate_boardslide_renew( player_instance *player,
1951 struct grind_info *inf )
1952 {
1953 struct player_skate *s = &player->_skate;
1954
1955 if( !skate_grind_scansq( player, player->rb.co,
1956 player->rb.to_world[0], k_board_length,
1957 inf ) )
1958 return 0;
1959
1960 /* Exit condition: cant see grind target directly */
1961 v3f vis;
1962 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1963 if( !skate_point_visible( vis, inf->co ) )
1964 return 0;
1965
1966 /* Exit condition: minimum velocity not reached, but allow a bit of error
1967 * TODO: trash compactor */
1968 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1969 minv = k_grind_axel_min_vel*0.8f;
1970
1971 if( dv < minv )
1972 return 0;
1973
1974 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1975 return 0;
1976
1977 return 1;
1978 }
1979
1980 VG_STATIC void skate_store_grind_vec( player_instance *player,
1981 struct grind_info *inf )
1982 {
1983 struct player_skate *s = &player->_skate;
1984
1985 m3x3f mtx;
1986 skate_grind_orient( inf, mtx );
1987 m3x3_transpose( mtx, mtx );
1988
1989 v3f raw;
1990 v3_sub( inf->co, player->rb.co, raw );
1991
1992 m3x3_mulv( mtx, raw, s->grind_vec );
1993 v3_normalize( s->grind_vec );
1994 v3_copy( inf->dir, s->grind_dir );
1995 }
1996
1997 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1998 {
1999 struct player_skate *s = &player->_skate;
2000
2001 /* debounces this state manager a little bit */
2002 if( s->grind_cooldown ){
2003 s->grind_cooldown --;
2004 return k_skate_activity_undefined;
2005 }
2006
2007 struct grind_info inf_back50,
2008 inf_front50,
2009 inf_slide;
2010
2011 int res_back50 = 0,
2012 res_front50 = 0,
2013 res_slide = 0;
2014
2015 int allow_back = 1,
2016 allow_front = 1;
2017
2018 if( s->state.activity == k_skate_activity_grind_5050 ||
2019 s->state.activity == k_skate_activity_grind_back50 ||
2020 s->state.activity == k_skate_activity_grind_front50 )
2021 {
2022 float tilt = player->input_js1v->axis.value;
2023
2024 if( fabsf(tilt) >= 0.25f ){
2025 v3f raw = {0.0f,0.0f,tilt};
2026 m3x3_mulv( player->rb.to_world, raw, raw );
2027
2028 float way = player->input_js1v->axis.value *
2029 vg_signf( v3_dot( raw, player->rb.v ) );
2030
2031 if( way < 0.0f ) allow_front = 0;
2032 else allow_back = 0;
2033 }
2034 }
2035
2036 if( s->state.activity == k_skate_activity_grind_boardslide ){
2037 res_slide = skate_boardslide_renew( player, &inf_slide );
2038 }
2039 else if( s->state.activity == k_skate_activity_grind_back50 ){
2040 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2041
2042 if( allow_front )
2043 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2044 }
2045 else if( s->state.activity == k_skate_activity_grind_front50 ){
2046 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2047
2048 if( allow_back )
2049 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2050 }
2051 else if( s->state.activity == k_skate_activity_grind_5050 ){
2052 if( allow_front )
2053 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2054 if( allow_back )
2055 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2056 }
2057 else{
2058 res_slide = skate_boardslide_entry( player, &inf_slide );
2059
2060 if( allow_back )
2061 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2062
2063 if( allow_front )
2064 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2065
2066 if( res_back50 != res_front50 ){
2067 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
2068
2069 res_back50 &= wants_to_do_that;
2070 res_front50 &= wants_to_do_that;
2071 }
2072 }
2073
2074 const enum skate_activity table[] =
2075 { /* slide | back | front */
2076 k_skate_activity_undefined, /* 0 0 0 */
2077 k_skate_activity_grind_front50, /* 0 0 1 */
2078 k_skate_activity_grind_back50, /* 0 1 0 */
2079 k_skate_activity_grind_5050, /* 0 1 1 */
2080
2081 /* slide has priority always */
2082 k_skate_activity_grind_boardslide, /* 1 0 0 */
2083 k_skate_activity_grind_boardslide, /* 1 0 1 */
2084 k_skate_activity_grind_boardslide, /* 1 1 0 */
2085 k_skate_activity_grind_boardslide, /* 1 1 1 */
2086 }
2087 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2088
2089 if( new_activity == k_skate_activity_undefined ){
2090 if( s->state.activity >= k_skate_activity_grind_any ){
2091 s->grind_cooldown = 15;
2092 s->surface_cooldown = 10;
2093 }
2094 }
2095 else if( new_activity == k_skate_activity_grind_boardslide ){
2096 skate_boardslide_apply( player, &inf_slide );
2097 }
2098 else if( new_activity == k_skate_activity_grind_back50 ){
2099 if( s->state.activity != k_skate_activity_grind_back50 )
2100 skate_store_grind_vec( player, &inf_back50 );
2101
2102 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2103 }
2104 else if( new_activity == k_skate_activity_grind_front50 ){
2105 if( s->state.activity != k_skate_activity_grind_front50 )
2106 skate_store_grind_vec( player, &inf_front50 );
2107
2108 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2109 }
2110 else if( new_activity == k_skate_activity_grind_5050 )
2111 skate_5050_apply( player, &inf_front50, &inf_back50 );
2112
2113 return new_activity;
2114 }
2115
2116 VG_STATIC void player__skate_update( player_instance *player )
2117 {
2118 struct player_skate *s = &player->_skate;
2119 world_instance *world = get_active_world();
2120
2121 v3_copy( player->rb.co, s->state.prev_pos );
2122 s->state.activity_prev = s->state.activity;
2123
2124 struct board_collider
2125 {
2126 v3f pos;
2127 float radius;
2128
2129 u32 colour;
2130
2131 enum board_collider_state
2132 {
2133 k_collider_state_default,
2134 k_collider_state_disabled,
2135 k_collider_state_colliding
2136 }
2137 state;
2138 }
2139 wheels[] =
2140 {
2141 {
2142 { 0.0f, 0.0f, -k_board_length },
2143 .radius = k_board_radius,
2144 .colour = VG__RED
2145 },
2146 {
2147 { 0.0f, 0.0f, k_board_length },
2148 .radius = k_board_radius,
2149 .colour = VG__GREEN
2150 }
2151 };
2152
2153 float slap = 0.0f;
2154
2155 if( s->state.activity <= k_skate_activity_air_to_grind ){
2156
2157 float min_dist = 0.6f;
2158 for( int i=0; i<2; i++ ){
2159 v3f wpos, closest;
2160 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2161
2162 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2163 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2164 }
2165 }
2166 min_dist -= 0.2f;
2167 float vy = v3_dot( player->basis[1], player->rb.v );
2168 vy = vg_maxf( 0.0f, vy );
2169
2170 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2171 }
2172 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2173
2174 wheels[0].pos[1] = s->state.slap;
2175 wheels[1].pos[1] = s->state.slap;
2176
2177
2178
2179
2180
2181 const int k_wheel_count = 2;
2182
2183 s->substep = k_rb_delta;
2184 s->substep_delta = s->substep;
2185 s->limit_count = 0;
2186
2187 int substep_count = 0;
2188
2189 v3_zero( s->surface_picture );
2190
2191 int prev_contacts[2];
2192
2193 for( int i=0; i<k_wheel_count; i++ ){
2194 wheels[i].state = k_collider_state_default;
2195 prev_contacts[i] = s->wheel_contacts[i];
2196 }
2197
2198 /* check if we can enter or continue grind */
2199 enum skate_activity grindable_activity = skate_availible_grind( player );
2200 if( grindable_activity != k_skate_activity_undefined ){
2201 s->state.activity = grindable_activity;
2202 goto grinding;
2203 }
2204
2205 int contact_count = 0;
2206 for( int i=0; i<2; i++ ){
2207 v3f normal, axel;
2208 v3_copy( player->rb.to_world[0], axel );
2209
2210 if( skate_compute_surface_alignment( player, wheels[i].pos,
2211 wheels[i].colour, normal, axel ) )
2212 {
2213 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2214 axel,
2215 k_surface_spring, k_surface_dampener,
2216 s->substep_delta );
2217
2218 v3_add( normal, s->surface_picture, s->surface_picture );
2219 contact_count ++;
2220 s->wheel_contacts[i] = 1;
2221 }
2222 else{
2223 s->wheel_contacts[i] = 0;
2224 }
2225
2226 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2227 }
2228
2229 if( s->surface_cooldown ){
2230 s->surface_cooldown --;
2231 contact_count = 0;
2232 }
2233
2234 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2235 audio_lock();
2236 for( int i=0; i<2; i++ ){
2237 if( !prev_contacts[i] ){
2238 v3f co;
2239 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2240 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2241 }
2242 }
2243 audio_unlock();
2244 }
2245
2246 if( contact_count ){
2247 s->state.activity = k_skate_activity_ground;
2248 s->state.gravity_bias = k_gravity;
2249 v3_normalize( s->surface_picture );
2250
2251 skate_apply_friction_model( player );
2252 skate_weight_distribute( player );
2253 }
2254 else{
2255 if( s->state.activity > k_skate_activity_air_to_grind )
2256 s->state.activity = k_skate_activity_air;
2257
2258 v3_zero( s->weight_distribution );
2259 skate_apply_air_model( player );
2260 }
2261
2262 grinding:;
2263
2264 if( s->state.activity == k_skate_activity_grind_back50 )
2265 wheels[1].state = k_collider_state_disabled;
2266 if( s->state.activity == k_skate_activity_grind_front50 )
2267 wheels[0].state = k_collider_state_disabled;
2268 if( s->state.activity == k_skate_activity_grind_5050 ){
2269 wheels[0].state = k_collider_state_disabled;
2270 wheels[1].state = k_collider_state_disabled;
2271 }
2272
2273 /* all activities */
2274 skate_apply_steering_model( player );
2275 skate_adjust_up_direction( player );
2276 skate_apply_cog_model( player );
2277 skate_apply_jump_model( player );
2278 skate_apply_grab_model( player );
2279 skate_apply_trick_model( player );
2280 skate_apply_pump_model( player );
2281
2282 begin_collision:;
2283
2284 /*
2285 * Phase 0: Continous collision detection
2286 * --------------------------------------------------------------------------
2287 */
2288
2289 v3f head_wp0, head_wp1, start_co;
2290 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2291 v3_copy( player->rb.co, start_co );
2292
2293 /* calculate transform one step into future */
2294 v3f future_co;
2295 v4f future_q;
2296 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2297
2298 if( v3_length2( player->rb.w ) > 0.0f ){
2299 v4f rotation;
2300 v3f axis;
2301 v3_copy( player->rb.w, axis );
2302
2303 float mag = v3_length( axis );
2304 v3_divs( axis, mag, axis );
2305 q_axis_angle( rotation, axis, mag*s->substep );
2306 q_mul( rotation, player->rb.q, future_q );
2307 q_normalize( future_q );
2308 }
2309 else
2310 v4_copy( player->rb.q, future_q );
2311
2312 v3f future_cg, current_cg, cg_offset;
2313 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2314 q_mulv( future_q, s->weight_distribution, future_cg );
2315 v3_sub( future_cg, current_cg, cg_offset );
2316
2317 /* calculate the minimum time we can move */
2318 float max_time = s->substep;
2319
2320 for( int i=0; i<k_wheel_count; i++ ){
2321 if( wheels[i].state == k_collider_state_disabled )
2322 continue;
2323
2324 v3f current, future, r_cg;
2325
2326 q_mulv( future_q, wheels[i].pos, future );
2327 v3_add( future, future_co, future );
2328 v3_add( cg_offset, future, future );
2329
2330 q_mulv( player->rb.q, wheels[i].pos, current );
2331 v3_add( current, player->rb.co, current );
2332
2333 float t;
2334 v3f n;
2335
2336 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2337 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2338 max_time = vg_minf( max_time, t * s->substep );
2339 }
2340
2341 /* clamp to a fraction of delta, to prevent locking */
2342 float rate_lock = substep_count;
2343 rate_lock *= k_rb_delta * 0.1f;
2344 rate_lock *= rate_lock;
2345
2346 max_time = vg_maxf( max_time, rate_lock );
2347 s->substep_delta = max_time;
2348
2349 /* integrate */
2350 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2351 if( v3_length2( player->rb.w ) > 0.0f ){
2352 v4f rotation;
2353 v3f axis;
2354 v3_copy( player->rb.w, axis );
2355
2356 float mag = v3_length( axis );
2357 v3_divs( axis, mag, axis );
2358 q_axis_angle( rotation, axis, mag*s->substep_delta );
2359 q_mul( rotation, player->rb.q, player->rb.q );
2360 q_normalize( player->rb.q );
2361
2362 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2363 v3_sub( current_cg, future_cg, cg_offset );
2364 v3_add( player->rb.co, cg_offset, player->rb.co );
2365 }
2366
2367 rb_update_transform( &player->rb );
2368 v3_muladds( player->rb.v, player->basis[1],
2369 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2370
2371 s->substep -= s->substep_delta;
2372
2373 rb_ct manifold[128];
2374 int manifold_len = 0;
2375
2376 /*
2377 * Phase -1: head detection
2378 * --------------------------------------------------------------------------
2379 */
2380 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2381
2382 float t;
2383 v3f n;
2384 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2385 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2386 {
2387 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2388 rb_update_transform( &player->rb );
2389
2390 player__skate_kill_audio( player );
2391 player__dead_transition( player );
2392 return;
2393 }
2394
2395 /*
2396 * Phase 1: Regular collision detection
2397 * --------------------------------------------------------------------------
2398 */
2399
2400 for( int i=0; i<k_wheel_count; i++ ){
2401 if( wheels[i].state == k_collider_state_disabled )
2402 continue;
2403
2404 m4x3f mtx;
2405 m3x3_identity( mtx );
2406 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2407
2408 rb_sphere collider = { .radius = wheels[i].radius };
2409
2410 rb_ct *man = &manifold[ manifold_len ];
2411
2412 int l = skate_collide_smooth( player, mtx, &collider, man );
2413 if( l )
2414 wheels[i].state = k_collider_state_colliding;
2415
2416 manifold_len += l;
2417 }
2418
2419 float grind_radius = k_board_radius * 0.75f;
2420 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2421 .radius=grind_radius };
2422 m4x3f mtx;
2423 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2424 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2425 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2426 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2427 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2428
2429 rb_ct *cman = &manifold[manifold_len];
2430
2431 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2432 cman );
2433
2434 /* weld joints */
2435 for( int i=0; i<l; i ++ )
2436 cman[l].type = k_contact_type_edge;
2437 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2438 l = rb_manifold_apply_filtered( cman, l );
2439
2440 manifold_len += l;
2441
2442 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2443
2444 /* add limits */
2445 if( s->state.activity >= k_skate_activity_grind_any ){
2446 for( int i=0; i<s->limit_count; i++ ){
2447 struct grind_limit *limit = &s->limits[i];
2448 rb_ct *ct = &manifold[ manifold_len ++ ];
2449 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2450 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2451 ct->p = limit->p;
2452 ct->type = k_contact_type_default;
2453 }
2454 }
2455
2456 /*
2457 * Phase 3: Dynamics
2458 * --------------------------------------------------------------------------
2459 */
2460
2461
2462 v3f world_cog;
2463 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2464 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2465
2466 for( int i=0; i<manifold_len; i ++ ){
2467 rb_prepare_contact( &manifold[i], s->substep_delta );
2468 rb_debug_contact( &manifold[i] );
2469 }
2470
2471 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2472 v3f extent = { k_board_width, 0.1f, k_board_length };
2473 float ex2 = k_board_interia*extent[0]*extent[0],
2474 ey2 = k_board_interia*extent[1]*extent[1],
2475 ez2 = k_board_interia*extent[2]*extent[2];
2476
2477 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2478 float inv_mass = 1.0f/mass;
2479
2480 v3f I;
2481 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2482 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2483 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2484
2485 m3x3f iI;
2486 m3x3_identity( iI );
2487 iI[0][0] = I[0];
2488 iI[1][1] = I[1];
2489 iI[2][2] = I[2];
2490 m3x3_inv( iI, iI );
2491
2492 m3x3f iIw;
2493 m3x3_mul( iI, player->rb.to_local, iIw );
2494 m3x3_mul( player->rb.to_world, iIw, iIw );
2495
2496 for( int j=0; j<10; j++ ){
2497 for( int i=0; i<manifold_len; i++ ){
2498 /*
2499 * regular dance; calculate velocity & total mass, apply impulse.
2500 */
2501
2502 struct contact *ct = &manifold[i];
2503
2504 v3f rv, delta;
2505 v3_sub( ct->co, world_cog, delta );
2506 v3_cross( player->rb.w, delta, rv );
2507 v3_add( player->rb.v, rv, rv );
2508
2509 v3f raCn;
2510 v3_cross( delta, ct->n, raCn );
2511
2512 v3f raCnI, rbCnI;
2513 m3x3_mulv( iIw, raCn, raCnI );
2514
2515 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2516 vn = v3_dot( rv, ct->n ),
2517 lambda = normal_mass * ( -vn );
2518
2519 float temp = ct->norm_impulse;
2520 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2521 lambda = ct->norm_impulse - temp;
2522
2523 v3f impulse;
2524 v3_muls( ct->n, lambda, impulse );
2525
2526 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2527 v3_cross( delta, impulse, impulse );
2528 m3x3_mulv( iIw, impulse, impulse );
2529 v3_add( impulse, player->rb.w, player->rb.w );
2530
2531 v3_cross( player->rb.w, delta, rv );
2532 v3_add( player->rb.v, rv, rv );
2533 vn = v3_dot( rv, ct->n );
2534 }
2535 }
2536
2537 v3f dt;
2538 rb_depenetrate( manifold, manifold_len, dt );
2539 v3_add( dt, player->rb.co, player->rb.co );
2540 rb_update_transform( &player->rb );
2541
2542 substep_count ++;
2543
2544 if( s->substep >= 0.0001f )
2545 goto begin_collision; /* again! */
2546
2547 /*
2548 * End of collision and dynamics routine
2549 * --------------------------------------------------------------------------
2550 */
2551
2552 s->surface = k_surface_prop_concrete;
2553
2554 for( int i=0; i<manifold_len; i++ ){
2555 rb_ct *ct = &manifold[i];
2556 struct world_surface *surf = world_contact_surface( world, ct );
2557
2558 if( surf->info.surface_prop != k_surface_prop_concrete )
2559 s->surface = surf->info.surface_prop;
2560 }
2561
2562 for( int i=0; i<k_wheel_count; i++ ){
2563 m4x3f mtx;
2564 m3x3_copy( player->rb.to_world, mtx );
2565 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2566 debug_sphere( mtx, wheels[i].radius,
2567 (u32[]){ VG__WHITE, VG__BLACK,
2568 wheels[i].colour }[ wheels[i].state ]);
2569 }
2570
2571 skate_integrate( player );
2572 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2573
2574 ent_gate *gate =
2575 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2576
2577 if( gate ){
2578 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2579 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2580 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2581 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2582 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2583 m3x3_mulv( gate->transport, s->state.head_position,
2584 s->state.head_position );
2585 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2586
2587 v4f transport_rotation;
2588 m3x3_q( gate->transport, transport_rotation );
2589 q_mul( transport_rotation, player->rb.q, player->rb.q );
2590 q_mul( transport_rotation, s->state.smoothed_rotation,
2591 s->state.smoothed_rotation );
2592 rb_update_transform( &player->rb );
2593
2594 s->state_gate_storage = s->state;
2595 player__pass_gate( player, gate );
2596 }
2597
2598 /* FIXME: Rate limit */
2599 static int stick_frames = 0;
2600
2601 if( s->state.activity == k_skate_activity_ground )
2602 stick_frames ++;
2603 else
2604 stick_frames = 0;
2605
2606
2607 if( stick_frames == 4 ){
2608 audio_lock();
2609 if( (fabsf(s->state.slip) > 0.75f) ){
2610 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2611 40.0f, 1.0f );
2612 }
2613 else{
2614 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2615 40.0f, 1.0f );
2616 }
2617 audio_unlock();
2618 }
2619 }
2620
2621 VG_STATIC void player__skate_im_gui( player_instance *player )
2622 {
2623 struct player_skate *s = &player->_skate;
2624 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2625 player->rb.v[1],
2626 player->rb.v[2] );
2627 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2628 player->rb.co[1],
2629 player->rb.co[2] );
2630 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2631 player->rb.w[1],
2632 player->rb.w[2] );
2633
2634 const char *activity_txt[] =
2635 {
2636 "air",
2637 "air_to_grind",
2638 "ground",
2639 "undefined (INVALID)",
2640 "grind_any (INVALID)",
2641 "grind_boardslide",
2642 "grind_back50",
2643 "grind_front50",
2644 "grind_5050"
2645 };
2646
2647 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2648 #if 0
2649 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2650 s->state.steerx_s, s->state.steery_s,
2651 k_steer_ground, k_steer_air );
2652 #endif
2653 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2654 s->state.flip_time );
2655 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2656 s->state.trick_vel[0],
2657 s->state.trick_vel[1],
2658 s->state.trick_vel[2] );
2659 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2660 s->state.trick_euler[0],
2661 s->state.trick_euler[1],
2662 s->state.trick_euler[2] );
2663 }
2664
2665 VG_STATIC void player__skate_animate( player_instance *player,
2666 player_animation *dest )
2667 {
2668 struct player_skate *s = &player->_skate;
2669 struct player_avatar *av = player->playeravatar;
2670 struct skeleton *sk = &av->sk;
2671
2672 /* Head */
2673 float kheight = 2.0f,
2674 kleg = 0.6f;
2675
2676 v3f offset;
2677 v3_zero( offset );
2678
2679 v3f cog_local, cog_ideal;
2680 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2681
2682 v3_copy( s->state.up_dir, cog_ideal );
2683 v3_normalize( cog_ideal );
2684 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2685
2686 v3_sub( cog_ideal, cog_local, offset );
2687
2688
2689 v3_muls( offset, 4.0f, offset );
2690 offset[1] *= -1.0f;
2691
2692 float curspeed = v3_length( player->rb.v ),
2693 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2694 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2695 sign = vg_signf( kicks );
2696
2697 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2698 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2699
2700 offset[0] *= 0.26f;
2701 offset[0] += s->wobble[1]*3.0f;
2702
2703 offset[1] *= -0.3f;
2704 offset[2] *= 0.01f;
2705
2706 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2707 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2708
2709 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2710
2711 /*
2712 * Animation blending
2713 * ===========================================
2714 */
2715
2716 /* sliding */
2717 {
2718 float desired = 0.0f;
2719 if( s->state.activity == k_skate_activity_ground )
2720 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2721
2722 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2723 }
2724
2725 /* movement information */
2726 {
2727 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2728
2729 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2730 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2731 fly = iair? 1.0f: 0.0f,
2732 wdist= s->weight_distribution[2] / k_board_length;
2733
2734 if( s->state.activity >= k_skate_activity_grind_any )
2735 wdist = 0.0f;
2736
2737 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2738 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2739 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2740 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2741 }
2742
2743 mdl_keyframe apose[32], bpose[32];
2744 mdl_keyframe ground_pose[32];
2745 {
2746 /* when the player is moving fast he will crouch down a little bit */
2747 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2748 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2749
2750 /* stand/crouch */
2751 float dir_frame = s->blend_z * (15.0f/30.0f),
2752 stand_blend = offset[1]*-2.0f;
2753
2754 v3f local_cog;
2755 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2756
2757 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2758
2759 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2760 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2761 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2762
2763 /* sliding */
2764 float slide_frame = s->blend_x * (15.0f/30.0f);
2765 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2766 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2767
2768 /* pushing */
2769 double push_time = vg.time - s->state.start_push;
2770 s->blend_push = vg_lerpf( s->blend_push,
2771 (vg.time - s->state.cur_push) < 0.125,
2772 6.0f*vg.time_delta );
2773
2774 float pt = push_time + vg.accumulator;
2775 if( s->state.reverse > 0.0f )
2776 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2777 else
2778 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2779
2780 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2781
2782 /* trick setup */
2783 float jump_start_frame = 14.0f/30.0f;
2784
2785 float charge = s->state.jump_charge;
2786 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2787
2788 float setup_frame = charge * jump_start_frame,
2789 setup_blend = vg_minf( s->blend_jump, 1.0f );
2790
2791 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2792 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2793 setup_frame = jump_frame;
2794
2795 struct skeleton_anim *jump_anim = s->state.jump_dir?
2796 s->anim_ollie:
2797 s->anim_ollie_reverse;
2798
2799 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2800 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2801 }
2802
2803 mdl_keyframe air_pose[32];
2804 {
2805 float target = -player->input_js1h->axis.value;
2806
2807 #if 1
2808 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2809 #else
2810 s->blend_airdir = 0.0f;
2811 #endif
2812
2813 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2814 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2815
2816 static v2f grab_choice;
2817
2818 v2f grab_input = { player->input_js2h->axis.value,
2819 player->input_js2v->axis.value };
2820 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2821 if( v2_length2( grab_input ) <= 0.001f )
2822 grab_input[0] = -1.0f;
2823 else
2824 v2_normalize_clamp( grab_input );
2825 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2826
2827 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2828 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2829 grab_frame = ang_unit * (15.0f/30.0f);
2830
2831 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2832 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2833 }
2834
2835 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2836
2837
2838 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2839 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2840 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2841 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2842 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2843 *kf_hip = &dest->pose[av->id_hip-1],
2844 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2845 &dest->pose[av->id_wheel_l-1] };
2846
2847
2848 mdl_keyframe grind_pose[32];
2849 {
2850 /* TODO: factor balance into this sampler */
2851 float grind_frame = 0.5f;
2852
2853 if( s->state.activity == k_skate_activity_grind_front50 ){
2854 grind_frame = 0.0f;
2855 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2856 grind_frame = 1.0f;
2857 }
2858
2859 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2860 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2861 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2862 grind_frame, 5.0f*vg.time_delta );
2863
2864 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2865
2866 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2867 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2868 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2869 }
2870 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2871
2872 float add_grab_mod = 1.0f - s->blend_fly;
2873
2874 /* additive effects */
2875 {
2876 u32 apply_to[] = { av->id_hip,
2877 av->id_ik_hand_l,
2878 av->id_ik_hand_r,
2879 av->id_ik_elbow_l,
2880 av->id_ik_elbow_r };
2881
2882 float apply_rates[] = { 1.0f,
2883 0.75f,
2884 0.75f,
2885 0.75f,
2886 0.75f };
2887
2888 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2889 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2890 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2891 }
2892
2893 /* angle correction */
2894 if( v3_length2( s->state.up_dir ) > 0.001f ){
2895
2896 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2897 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2898 vg_warn( "FIX THIS! CARROT\n" );
2899 v4_copy( player->rb.q, s->state.smoothed_rotation );
2900 }
2901 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2902 s->state.smoothed_rotation );
2903 q_normalize( s->state.smoothed_rotation );
2904
2905 v3f yaw_ref = {1.0f,0.0f,0.0f},
2906 yaw_smooth = {1.0f,0.0f,0.0f};
2907 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2908 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2909 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2910 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2911
2912 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2913 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2914 yaw_counter_rotate = acosf( yaw_counter_rotate );
2915 yaw_counter_rotate *= 1.0f-s->blend_fly;
2916
2917 v3f ndir;
2918 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2919 v3_normalize( ndir );
2920
2921 v3f up = { 0.0f, 1.0f, 0.0f };
2922
2923 float a = v3_dot( ndir, up );
2924 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2925
2926 v3f axis;
2927 v4f qfixup, qcounteryaw, qtotal;
2928
2929 v3_cross( up, ndir, axis );
2930 q_axis_angle( qfixup, axis, a );
2931
2932 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2933 q_mul( qcounteryaw, qfixup, qtotal );
2934 q_normalize( qtotal );
2935
2936 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2937 v3f origin;
2938 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2939
2940 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2941 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2942
2943 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2944 qtotal );
2945 }
2946
2947 v3f p1, p2;
2948 m3x3_mulv( player->rb.to_world, up, p1 );
2949 m3x3_mulv( player->rb.to_world, ndir, p2 );
2950
2951 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2952 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2953
2954 }
2955
2956 v4f qtotal;
2957 v4f qtrickr, qyawr, qpitchr, qrollr;
2958 v3f eulerr;
2959
2960 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2961
2962 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2963 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2964 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2965
2966 q_mul( qpitchr, qrollr, qtrickr );
2967 q_mul( qyawr, qtrickr, qtotal );
2968 q_normalize( qtotal );
2969
2970 q_mul( qtotal, kf_board->q, kf_board->q );
2971
2972
2973 /* trick rotation */
2974 v4f qtrick, qyaw, qpitch, qroll;
2975 v3f euler;
2976 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2977
2978 float jump_t = vg.time-s->state.jump_time;
2979
2980 float k=17.0f;
2981 float h = k*jump_t;
2982 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2983 extra *= s->state.slap * 4.0f;
2984
2985 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2986 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2987 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2988
2989 q_mul( qyaw, qroll, qtrick );
2990 q_mul( qpitch, qtrick, qtrick );
2991 q_mul( kf_board->q, qtrick, kf_board->q );
2992 q_normalize( kf_board->q );
2993
2994
2995 /* foot weight distribution */
2996 if( s->blend_weight > 0.0f ){
2997 kf_foot_l->co[2] += s->blend_weight * 0.2f;
2998 kf_foot_r->co[2] += s->blend_weight * 0.1f;
2999 }
3000 else{
3001 kf_foot_r->co[2] += s->blend_weight * 0.3f;
3002 kf_foot_l->co[2] += s->blend_weight * 0.1f;
3003 }
3004
3005 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
3006 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
3007
3008 kf_foot_l->co[1] += s->state.slap;
3009 kf_foot_r->co[1] += s->state.slap;
3010 kf_knee_l->co[1] += s->state.slap;
3011 kf_knee_r->co[1] += s->state.slap;
3012 kf_board->co[1] += s->state.slap * s->subslap;
3013 kf_hip->co[1] += s->state.slap * 0.25f;
3014
3015 /*
3016 * animation wishlist:
3017 * boardslide/grind jump animations
3018 * when tricking the slap should not appply or less apply
3019 * not animations however DONT target grinds that are vertically down.
3020 */
3021
3022 /* truck rotation */
3023 for( int i=0; i<2; i++ )
3024 {
3025 float a = vg_minf( s->truckv0[i][0], 1.0f );
3026 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3027
3028 v4f q;
3029 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3030 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3031 q_normalize( kf_wheels[i]->q );
3032 }
3033 }
3034
3035 {
3036 mdl_keyframe
3037 *kf_head = &dest->pose[av->id_head-1],
3038 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3039 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3040 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3041 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3042
3043 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3044 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3045
3046 v4f qrot;
3047 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3048
3049 v3f origin = {0.0f,0.2f,0.0f};
3050 keyframe_rotate_around( kf_hand_l, origin,
3051 av->sk.bones[av->id_ik_hand_l].co, qrot );
3052 keyframe_rotate_around( kf_hand_r, origin,
3053 av->sk.bones[av->id_ik_hand_r].co, qrot );
3054 keyframe_rotate_around( kf_hip, origin,
3055 av->sk.bones[av->id_hip].co, qrot );
3056 keyframe_rotate_around( kf_elbow_r, origin,
3057 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3058 keyframe_rotate_around( kf_elbow_l, origin,
3059 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3060
3061 q_inv( qrot, qrot );
3062 q_mul( qrot, kf_head->q, kf_head->q );
3063 q_normalize( kf_head->q );
3064 }
3065
3066 /* transform */
3067 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3068 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
3069
3070 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
3071
3072 v4f qflip;
3073 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3074 (fabsf(s->state.flip_rate) > 0.01f) )
3075 {
3076 float t = s->state.flip_time;
3077 sign = vg_signf( t );
3078
3079 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3080 t = sign * (1.0f-t*t);
3081
3082 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3083 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3084 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3085
3086 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3087
3088 q_axis_angle( qflip, s->state.flip_axis, angle );
3089 q_mul( qflip, dest->root_q, dest->root_q );
3090 q_normalize( dest->root_q );
3091
3092 v3f rotation_point, rco;
3093 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
3094 v3_sub( dest->root_co, rotation_point, rco );
3095
3096 q_mulv( qflip, rco, rco );
3097 v3_add( rco, rotation_point, dest->root_co );
3098 }
3099
3100 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
3101 }
3102
3103 VG_STATIC void player__skate_post_animate( player_instance *player )
3104 {
3105 struct player_skate *s = &player->_skate;
3106 struct player_avatar *av = player->playeravatar;
3107
3108 player->cam_velocity_influence = 1.0f;
3109
3110 v3f head = { 0.0f, 1.8f, 0.0f };
3111 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3112 m4x3_mulv( player->rb.to_local, s->state.head_position,
3113 s->state.head_position );
3114 }
3115
3116 VG_STATIC void player__skate_reset_animator( player_instance *player )
3117 {
3118 struct player_skate *s = &player->_skate;
3119
3120 if( s->state.activity <= k_skate_activity_air_to_grind )
3121 s->blend_fly = 1.0f;
3122 else
3123 s->blend_fly = 0.0f;
3124
3125 s->blend_slide = 0.0f;
3126 s->blend_z = 0.0f;
3127 s->blend_x = 0.0f;
3128 s->blend_stand = 0.0f;
3129 s->blend_push = 0.0f;
3130 s->blend_jump = 0.0f;
3131 s->blend_airdir = 0.0f;
3132 }
3133
3134 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3135 {
3136 struct player_skate *s = &player->_skate;
3137 s->state.jump_charge = 0.0f;
3138 s->state.flip_rate = 0.0f;
3139 s->state.reverse = 0.0f;
3140 s->state.slip = 0.0f;
3141 v3_copy( player->rb.co, s->state.prev_pos );
3142 v4_copy( player->rb.q, s->state.smoothed_rotation );
3143 v3_zero( s->state.throw_v );
3144 v3_zero( s->state.trick_vel );
3145 v3_zero( s->state.trick_euler );
3146 v3_zero( s->state.cog_v );
3147 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3148 }
3149
3150 VG_STATIC void player__skate_reset( player_instance *player,
3151 ent_spawn *rp )
3152 {
3153 struct player_skate *s = &player->_skate;
3154 v3_zero( player->rb.v );
3155 v4_copy( rp->transform.q, player->rb.q );
3156
3157 s->state.activity = k_skate_activity_air;
3158 s->state.activity_prev = k_skate_activity_air;
3159
3160 player__skate_clear_mechanics( player );
3161 player__skate_reset_animator( player );
3162
3163 v3_zero( s->state.head_position );
3164 s->state.head_position[1] = 1.8f;
3165 }
3166
3167 #endif /* PLAYER_SKATE_C */