6 #include "vg/vg_perlin.h"
8 VG_STATIC
void player__skate_bind( player_instance
*player
)
10 struct player_skate
*s
= &player
->_skate
;
11 struct player_avatar
*av
= player
->playeravatar
;
12 struct skeleton
*sk
= &av
->sk
;
14 rb_update_transform( &player
->rb
);
15 s
->anim_grind
= skeleton_get_anim( sk
, "pose_grind" );
16 s
->anim_grind_jump
= skeleton_get_anim( sk
, "pose_grind_jump" );
17 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
18 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
19 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
20 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
21 s
->anim_push
= skeleton_get_anim( sk
, "push" );
22 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
23 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
24 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
25 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
28 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
30 struct player_skate
*s
= &player
->_skate
;
34 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
36 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
38 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
43 * Collision detection routines
49 * Does collision detection on a sphere vs world, and applies some smoothing
50 * filters to the manifold afterwards
52 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
53 m4x3f mtx
, rb_sphere
*sphere
,
56 world_instance
*world
= get_active_world();
59 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
61 for( int i
=0; i
<len
; i
++ )
63 man
[i
].rba
= &player
->rb
;
67 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
71 rb_manifold_filter_backface( man
, len
);
72 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
73 rb_manifold_filter_pairs( man
, len
, 0.03f
);
75 int new_len
= rb_manifold_apply_filtered( man
, len
);
89 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
90 v3f pos
, v3f dir
, float r
,
91 struct grind_info
*inf
)
93 world_instance
*world
= get_active_world();
96 v3_copy( dir
, plane
);
97 v3_normalize( plane
);
98 plane
[3] = v3_dot( plane
, pos
);
101 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
102 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
105 bh_iter_init( 0, &it
);
116 int sample_count
= 0;
122 v3_cross( plane
, player
->basis
[1], support_axis
);
123 v3_normalize( support_axis
);
125 while( bh_next( world
->geo_bh
, &it
, box
, &idx
) ){
126 u32
*ptri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
129 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
131 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
135 for( int j
=0; j
<3; j
++ )
136 v3_copy( world
->scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
138 for( int j
=0; j
<3; j
++ ){
142 struct grind_sample
*sample
= &samples
[ sample_count
];
145 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
147 v3_sub( co
, pos
, d
);
148 if( v3_length2( d
) > r
*r
)
152 v3_sub( tri
[1], tri
[0], va
);
153 v3_sub( tri
[2], tri
[0], vb
);
154 v3_cross( va
, vb
, normal
);
156 sample
->normal
[0] = v3_dot( support_axis
, normal
);
157 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
158 sample
->co
[0] = v3_dot( support_axis
, d
);
159 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
161 v3_copy( normal
, sample
->normal3
); /* normalize later
162 if we want to us it */
164 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
165 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
166 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
168 v2_normalize( sample
->normal
);
171 if( sample_count
== vg_list_size( samples
) )
172 goto too_many_samples
;
179 if( sample_count
< 2 )
187 v2_fill( min_co
, INFINITY
);
188 v2_fill( max_co
, -INFINITY
);
190 v3_zero( average_direction
);
191 v3_zero( average_normal
);
193 int passed_samples
= 0;
195 for( int i
=0; i
<sample_count
-1; i
++ ){
196 struct grind_sample
*si
, *sj
;
200 for( int j
=i
+1; j
<sample_count
; j
++ ){
206 /* non overlapping */
207 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
210 /* not sharp angle */
211 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
216 v3_sub( sj
->centroid
, si
->centroid
, v0
);
217 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
218 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
221 v2_minv( sj
->co
, min_co
, min_co
);
222 v2_maxv( sj
->co
, max_co
, max_co
);
225 v3_copy( si
->normal3
, n0
);
226 v3_copy( sj
->normal3
, n1
);
227 v3_cross( n0
, n1
, dir
);
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
232 v3_add( average_direction
, dir
, average_direction
);
234 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
235 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
238 v3_add( si
->normal3
, average_normal
, average_normal
);
240 v3_add( sj
->normal3
, average_normal
, average_normal
);
246 if( !passed_samples
)
249 if( (v3_length2( average_direction
) <= 0.001f
) ||
250 (v3_length2( average_normal
) <= 0.001f
) )
253 float div
= 1.0f
/(float)passed_samples
;
254 v3_normalize( average_direction
);
255 v3_normalize( average_normal
);
258 v2_add( min_co
, max_co
, average_coord
);
259 v2_muls( average_coord
, 0.5f
, average_coord
);
261 v3_muls( support_axis
, average_coord
[0], inf
->co
);
262 inf
->co
[1] += average_coord
[1];
263 v3_add( pos
, inf
->co
, inf
->co
);
264 v3_copy( average_normal
, inf
->n
);
265 v3_copy( average_direction
, inf
->dir
);
267 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
268 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
269 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
271 return passed_samples
;
274 VG_STATIC
void reset_jump_info( jump_info
*inf
)
277 inf
->land_dist
= 0.0f
;
279 inf
->type
= k_prediction_unset
;
280 v3_zero( inf
->apex
);
283 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
285 v3f target
, float max_angle_delta
,
288 struct player_skate
*s
= &player
->_skate
;
290 /* calculate the exact 2 solutions to jump onto that grind spot */
293 v3_sub( target
, player
->rb
.co
, v0
);
294 m3x3_mulv( player
->invbasis
, v0
, v0
);
302 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
304 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
305 v
= { v3_dot( ax
, player
->rb
.v
), v_local
[1] };
307 float a
= atan2f( v
[1], v
[0] ),
309 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
314 root
= sqrtf( root
);
315 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
316 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
318 if( fabsf(a0
-a
) < max_angle_delta
){
319 jump_info
*inf
= &jumps
[ valid_count
++ ];
320 reset_jump_info( inf
);
322 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
323 inf
->v
[1] += sinf( a0
) * m
;
324 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
325 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
326 inf
->gravity
= gravity
;
328 v3_copy( target
, inf
->log
[inf
->log_length
++] );
331 if( fabsf(a1
-a
) < max_angle_delta
){
332 jump_info
*inf
= &jumps
[ valid_count
++ ];
333 reset_jump_info( inf
);
335 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
336 inf
->v
[1] += sinf( a1
) * m
;
337 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
338 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
339 inf
->gravity
= gravity
;
341 v3_copy( target
, inf
->log
[inf
->log_length
++] );
350 int create_jump_for_target( world_instance
*world
, player_instance
*player
,
351 v3f target
, float max_angle
, jump_info
*jump
)
354 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
357 if( fabsf(a0
-a
) > max_angle
)
360 /* TODO: sweep the path before chosing the smallest dist */
365 for( int i
=0; i
<=20; i
++ )
367 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
370 v3_muls( p
->v
, t
, p0
);
371 v3_muladds( p0
, player
->basis
[1], -0.5f
* p
->gravity
* t
*t
, p0
);
373 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
385 void player__approximate_best_trajectory( player_instance
*player
)
387 world_instance
*world
= get_active_world();
389 struct player_skate
*s
= &player
->_skate
;
390 float k_trace_delta
= k_rb_delta
* 10.0f
;
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
);
396 s
->possible_jump_count
= 0;
399 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
400 v3_normalize( axis
);
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
)),
407 struct grind_info grind
;
408 int grind_located
= 0;
409 float grind_located_gravity
= k_gravity
;
412 v3f launch_v_bounds
[2];
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
];
420 q_axis_angle( qbias
, axis
, ang
);
421 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
424 for( int m
=0;m
<=30; m
++ ){
425 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
426 reset_jump_info( inf
);
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
);
433 float vt
= (float)m
* (1.0f
/30.0f
),
434 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
437 q_axis_angle( qbias
, axis
, ang
);
438 q_mulv( qbias
, launch_v
, launch_v
);
440 float yaw_sketch
= 1.0f
-fabsf(upness
);
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
);
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
);
452 m3x3_copy( player
->basis
, basis
);
454 for( int i
=1; i
<=50; i
++ ){
455 float t
= (float)i
* k_trace_delta
;
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
);
461 float launch_vy
= v3_dot( launch_v
,basis
[1] );
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;
470 if( search_for_grind
){
471 if( bh_closest_point( world
->geo_bh
, co1
, closest
, 1.0f
) != -1 ){
473 float min_dist
= 0.75f
;
474 min_dist
*= min_dist
;
476 if( v3_dist2( closest
, launch_co
) < min_dist
)
477 search_for_grind
= 0;
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
] );
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
;
491 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
492 search_for_grind
= 0;
496 search_for_grind
= 0;
499 if( search_for_grind
){
501 v3_copy( launch_v
, ve
);
502 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
504 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
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] ) };
515 float a
= v2_dot( v0
, v1
);
517 float a_min
= cosf( VG_PIf
* 0.185f
);
518 if( s
->grind_cooldown
)
519 a_min
= cosf( VG_PIf
* 0.05f
);
522 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
526 grind_located_gravity
= inf
->gravity
;
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
);
545 float scan_radius
= k_board_radius
;
546 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
548 int idx
= spherecast_world( world
, co0
, co1
, scan_radius
, &t1
, n
);
551 v3_lerp( co0
, co1
, t1
, co
);
552 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
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]);
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
);
566 v3_sub( pb
, pa
, v0
);
567 v3_sub( pc
, pa
, v1
);
568 v3_cross( v0
, v1
, inf
->n
);
569 v3_normalize( inf
->n
);
572 * grind predictions, we want to FORCE it to land in the correct
573 * location, taking the cloest endpoint or midpoint to be the
577 inf
->type
= k_prediction_land
;
580 v3_copy( launch_v
, ve
);
581 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
583 inf
->score
= -v3_dot( ve
, inf
->n
);
584 inf
->land_dist
= t
+ k_trace_delta
* t1
;
587 /* Bias prediction towords ramps */
588 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
595 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
600 if( inf
->type
== k_prediction_unset
)
601 s
->possible_jump_count
--;
605 jump_info grind_jumps
[2];
608 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
609 0.175f
*VG_PIf
, grind_located_gravity
);
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
;
620 for( int i
=0; i
<valid_count
; i
++ ){
621 jump_info
*jump
= &grind_jumps
[i
];
622 jump
->type
= k_prediction_grind
;
624 v3f launch_v
, launch_co
, co0
, co1
;
626 v3_copy( jump
->v
, launch_v
);
627 v3_copy( player
->rb
.co
, launch_co
);
630 m3x3_copy( player
->basis
, basis
);
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
);
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
);
643 t
*= jump
->land_dist
;
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
);
652 int idx
= spherecast_world( world
, co0
,co1
,
653 k_board_radius
*0.5f
, &t1
, n
);
655 goto invalidated_grind
;
662 v3_copy( grind
.n
, jump
->n
);
664 /* determine score */
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
;
670 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
680 float score_min
= INFINITY
,
681 score_max
= -INFINITY
;
683 jump_info
*best
= NULL
;
685 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
686 jump_info
*jump
= &s
->possible_jumps
[i
];
688 if( jump
->score
< score_min
)
691 score_min
= vg_minf( score_min
, jump
->score
);
692 score_max
= vg_maxf( score_max
, jump
->score
);
695 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
696 jump_info
*jump
= &s
->possible_jumps
[i
];
697 float s
= jump
->score
;
700 s
/= (score_max
-score_min
);
704 jump
->colour
= s
* 255.0f
;
708 else if( jump
->type
== k_prediction_land
)
711 jump
->colour
|= 0xff000000;
715 v3_copy( best
->n
, s
->land_normal
);
716 v3_copy( best
->v
, player
->rb
.v
);
717 s
->land_dist
= best
->land_dist
;
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
;
724 if( best
->type
== k_prediction_grind
){
725 s
->state
.activity
= k_skate_activity_air_to_grind
;
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]) *
731 s
->state
.flip_time
= 0.0f
;
732 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
735 s
->state
.flip_rate
= 0.0f
;
736 v3_zero( s
->state
.flip_axis
);
740 v3_copy( player
->basis
[1], s
->land_normal
);
746 * Varius physics models
747 * ------------------------------------------------
751 * Air control, no real physics
753 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
755 struct player_skate
*s
= &player
->_skate
;
757 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
758 player__approximate_best_trajectory( player
);
760 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
761 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
763 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
766 q_axis_angle( correction
, axis
,
767 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
768 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
770 v2f steer
= { player
->input_js1h
->axis
.value
,
771 player
->input_js1v
->axis
.value
};
772 v2_normalize_clamp( steer
);
775 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
776 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
778 struct player_skate
*s
= &player
->_skate
;
781 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
783 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
784 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
786 v3_mul( strength
, F
, F
);
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
);
793 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
794 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
797 int carry_on
= player_skate_trick_input( player
);
799 /* we assume velocities share a common divisor, in which case the
800 * interval is the minimum value (if not zero) */
802 float min_rate
= 99999.0f
;
804 for( int i
=0; i
<3; i
++ ){
805 float v
= s
->state
.trick_vel
[i
];
806 if( (v
> 0.0f
) && (v
< min_rate
) )
810 float interval
= 1.0f
/ min_rate
,
811 current
= floorf( s
->state
.trick_time
/ interval
),
812 next_end
= (current
+1.0f
) * interval
;
815 /* integrate trick velocities */
816 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
817 s
->state
.trick_euler
);
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
);
828 s
->state
.trick_time
+= k_rb_delta
;
831 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
832 s
->state
.trick_time
> 0.2f
)
834 player__skate_kill_audio( player
);
835 player__dead_transition( player
);
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
);
846 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
848 struct player_skate
*s
= &player
->_skate
;
850 float grabt
= player
->input_grab
->axis
.value
;
853 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
854 s
->state
.grab_mouse_delta
);
856 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
859 v2_zero( s
->state
.grab_mouse_delta
);
861 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
864 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
866 struct player_skate
*s
= &player
->_skate
;
869 float steer
= player
->input_js1h
->axis
.value
,
870 grab
= player
->input_grab
->axis
.value
;
872 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
875 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
880 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
881 rate
= 6.0f
* fabsf(steer
);
885 /* rotate slower when grabbing on ground */
886 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
888 if( s
->state
.activity
== k_skate_activity_grind_5050
){
893 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
894 rate
*= fabsf(steer
);
896 float a
= 0.8f
* -steer
* k_rb_delta
;
899 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
900 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
902 v3_normalize( s
->grind_vec
);
905 else if( s
->state
.manual_direction
){
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
);
916 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
920 * Computes friction and surface interface model
922 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
924 struct player_skate
*s
= &player
->_skate
;
927 * Computing localized friction forces for controlling the character
928 * Friction across X is significantly more than Z
932 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
935 if( fabsf(vel
[2]) > 0.01f
)
936 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
938 if( fabsf( slip
) > 1.2f
)
939 slip
= vg_signf( slip
) * 1.2f
;
941 s
->state
.slip
= slip
;
942 s
->state
.reverse
= -vg_signf(vel
[2]);
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
);
947 /* Pushing additive force */
949 if( !player
->input_jump
->button
.value
){
950 if( player
->input_push
->button
.value
||
951 (vg
.time
-s
->state
.start_push
<0.75) )
953 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
954 s
->state
.start_push
= vg
.time
;
956 s
->state
.cur_push
= vg
.time
;
958 double push_time
= vg
.time
- s
->state
.start_push
;
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
);
967 vel
[2] += delta
* -s
->state
.reverse
;
971 /* Send back to velocity */
972 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
975 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
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
;
981 /* Cannot charge this in air */
982 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
983 s
->state
.charging_jump
= 0;
987 if( s
->state
.charging_jump
){
988 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
990 if( !charging_jump_prev
)
991 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
994 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
997 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
999 /* player let go after charging past 0.2: trigger jump */
1000 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
1003 /* Launch more up if alignment is up else improve velocity */
1004 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
1006 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
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
);
1015 v3_copy( s
->state
.up_dir
, jumpdir
);
1016 s
->grind_cooldown
= 30;
1017 s
->state
.activity
= k_skate_activity_ground
;
1019 float tilt
= player
->input_js1h
->axis
.value
* 0.3f
;
1020 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
1023 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
1024 q_mulv( qtilt
, jumpdir
, jumpdir
);
1026 s
->surface_cooldown
= 10;
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
;
1033 v2f steer
= { player
->input_js1h
->axis
.value
,
1034 player
->input_js1v
->axis
.value
};
1035 v2_normalize_clamp( steer
);
1038 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
1043 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
1045 struct player_skate
*s
= &player
->_skate
;
1047 if( s
->state
.activity
!= k_skate_activity_ground
){
1048 v3_zero( s
->state
.throw_v
);
1052 /* Throw / collect routine
1054 * TODO: Max speed boost
1056 if( player
->input_grab
->axis
.value
> 0.5f
){
1057 if( s
->state
.activity
== k_skate_activity_ground
){
1059 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1064 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1067 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
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
);
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
);
1080 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1082 v3_copy( s
->state
.throw_v
, dir
);
1083 v3_normalize( dir
);
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
);
1091 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1093 struct player_skate
*s
= &player
->_skate
;
1095 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1096 v3_copy( s
->state
.up_dir
, ideal_dir
);
1097 v3_normalize( ideal_dir
);
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
);
1103 /* Apply velocities */
1105 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1108 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1109 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1111 float ra
= k_cog_mass_ratio
,
1112 rb
= 1.0f
-k_cog_mass_ratio
;
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
,
1119 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1123 VG_STATIC
void skate_integrate( player_instance
*player
)
1125 struct player_skate
*s
= &player
->_skate
;
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
;
1131 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1133 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1134 decay_rate_y
= decay_rate
;
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
);
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
;
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
);
1149 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1150 rb_update_transform( &player
->rb
);
1157 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
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
);
1165 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1167 struct player_skate
*s
= &player
->_skate
;
1169 if( vg_input_button_down( player
->input_use
) ){
1170 player
->subsystem
= k_player_subsystem_walk
;
1173 v3_copy( player
->cam
.angles
, angles
);
1176 player
->holdout_time
= 0.25f
;
1177 player__skate_kill_audio( player
);
1178 player__walk_transition( player
, angles
);
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
);
1189 rb_update_transform( &player
->rb
);
1193 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1194 (trick_id
= player_skate_trick_input( player
)) )
1196 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1197 v3_zero( s
->state
.trick_vel
);
1198 s
->state
.trick_time
= 0.0f
;
1200 if( trick_id
== 1 ){
1201 s
->state
.trick_vel
[0] = 3.0f
;
1203 else if( trick_id
== 2 ){
1204 s
->state
.trick_vel
[2] = 3.0f
;
1206 else if( trick_id
== 3 ){
1207 s
->state
.trick_vel
[0] = 2.0f
;
1208 s
->state
.trick_vel
[2] = 2.0f
;
1214 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1216 struct player_skate
*s
= &player
->_skate
;
1218 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1219 jump_info
*jump
= &s
->possible_jumps
[i
];
1221 if( jump
->log_length
== 0 ){
1222 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1225 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1226 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1228 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1229 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1232 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1235 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1236 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1238 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
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
);
1248 if( s
->state
.activity
>= k_skate_activity_grind_any
){
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
);
1257 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1260 s
->aud_air
= audio_request_channel( &audio_board
[1], flags
);
1263 s
->aud_slide
= audio_request_channel( &audio_board
[2], flags
);
1266 /* brrrrrrrrrrrt sound for tiles and stuff
1267 * --------------------------------------------------------*/
1268 float sidechain_amt
= 0.0f
,
1269 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1271 if( (s
->surface
== k_surface_prop_tiles
) &&
1272 (s
->state
.activity
< k_skate_activity_grind_any
) )
1273 sidechain_amt
= 1.0f
;
1275 sidechain_amt
= 0.0f
;
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
) );
1281 if( s
->sample_change_cooldown
> 0.0f
){
1282 s
->sample_change_cooldown
-= vg
.frame_delta
;
1285 int sample_type
= k_skate_sample_concrete
;
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
;
1291 sample_type
= k_skate_sample_concrete_scrape_metal
;
1293 else if( (s
->state
.activity
== k_skate_activity_grind_back50
) ||
1294 (s
->state
.activity
== k_skate_activity_grind_front50
) )
1296 if( s
->surface
== k_surface_prop_metal
){
1297 sample_type
= k_skate_sample_metal_scrape_generic
;
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
;
1304 sample_type
= k_skate_sample_concrete_scrape_metal
;
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
;
1311 sample_type
= k_skate_sample_concrete_scrape_wood
;
1314 audio_clip
*relevant_samples
[] = {
1316 &audio_board
[0], /* TODO? */
1322 if( (s
->main_sample_type
!= sample_type
) || (!s
->aud_main
) ){
1324 audio_channel_crossfade( s
->aud_main
, relevant_samples
[sample_type
],
1326 s
->sample_change_cooldown
= 0.1f
;
1327 s
->main_sample_type
= sample_type
;
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
);
1337 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1338 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
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
);
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
);
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
1363 * returns 0 if no good surface found
1366 int skate_compute_surface_alignment( player_instance
*player
,
1368 v3f surface_normal
, v3f axel_dir
)
1370 struct player_skate
*s
= &player
->_skate
;
1371 world_instance
*world
= get_active_world();
1373 v3f truck
, left
, right
;
1374 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
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
);
1380 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1382 ray_hit ray_l
, ray_r
;
1385 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1387 int res_l
= 0, res_r
= 0;
1389 for( int i
=0; i
<8; i
++ )
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
;
1396 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1402 for( int i
=0; i
<8; i
++ )
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
;
1409 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1417 v3f tangent_average
;
1418 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1419 v3_zero( tangent_average
);
1421 if( res_l
|| res_r
)
1424 v3_copy( midpoint
, p0
);
1425 v3_copy( midpoint
, p1
);
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
);
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
);
1440 v3_sub( p1
, p0
, v0
);
1445 /* fallback: use the closes point to the trucks */
1447 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1451 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1454 for( int j
=0; j
<3; j
++ )
1455 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
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
);
1463 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
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
);
1472 v3_cross( n
, player
->rb
.to_world
[0], t
);
1473 v3_add( t
, tangent_average
, tangent_average
);
1479 v3_muladds( truck
, v0
, k_board_width
, right
);
1480 v3_muladds( truck
, v0
, -k_board_width
, left
);
1482 vg_line( left
, right
, VG__WHITE
);
1484 v3_normalize( tangent_average
);
1485 v3_cross( v0
, tangent_average
, surface_normal
);
1486 v3_copy( v0
, axel_dir
);
1491 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1493 struct player_skate
*s
= &player
->_skate
;
1494 v3_zero( s
->weight_distribution
);
1496 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
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
;
1505 if( player
->input_js1v
->axis
.value
< 0.1f
){
1506 s
->state
.manual_direction
= 0;
1509 if( reverse_dir
!= s
->state
.manual_direction
){
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
;
1521 /* TODO: Fall back on land normal */
1522 /* TODO: Lerp weight distribution */
1523 if( s
->state
.manual_direction
){
1526 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1527 v3_negate( plane_z
, plane_z
);
1529 v3_muladds( plane_z
, s
->surface_picture
,
1530 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1531 v3_normalize( plane_z
);
1533 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1534 v3_normalize( plane_z
);
1537 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1538 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1541 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1544 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1545 k_manul_spring
, k_manul_dampener
,
1550 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1552 struct player_skate
*s
= &player
->_skate
;
1554 if( s
->state
.activity
== k_skate_activity_ground
){
1556 v3_copy( s
->surface_picture
, target
);
1558 target
[1] += 2.0f
* s
->surface_picture
[1];
1559 v3_normalize( target
);
1561 v3_lerp( s
->state
.up_dir
, target
,
1562 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
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
);
1569 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1570 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1574 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1577 v3_sub( target
, origin
, dir
);
1580 ray
.dist
= v3_length( dir
);
1581 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1584 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1590 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
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] );
1598 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1599 struct grind_info
*inf
, float strength
)
1602 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1603 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
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
;
1609 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1612 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1613 struct grind_info
*inf
, float strength
)
1616 skate_grind_orient( inf
, mtx
);
1617 m3x3_transpose( mtx
, mtx_inv
);
1620 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
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
);
1627 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1628 float sign
, struct grind_info
*inf
,
1631 struct player_skate
*s
= &player
->_skate
;
1633 /* TODO: Trash compactor this */
1634 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1636 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1637 v3_add( player
->rb
.co
, raw
, wsp
);
1639 v3_copy( ra
, s
->weight_distribution
);
1642 v3_sub( inf
->co
, wsp
, delta
);
1645 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1648 skate_grind_decay( player
, inf
, strength
);
1649 skate_grind_friction( player
, inf
, strength
);
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
);
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
);
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
);
1669 v3_normalize( target_fwd
);
1670 v3_normalize( fwd
);
1673 float way
= player
->input_js1v
->axis
.value
*
1674 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
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
);
1681 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1686 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1687 k_grind_spring
*strength
,
1688 k_grind_dampener
*strength
,
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
);
1695 s
->grind_strength
= strength
;
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
);
1703 v3_copy( inf
->dir
, s
->grind_dir
);
1706 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1707 struct grind_info
*inf_front
,
1708 struct grind_info
*inf_back
)
1710 struct player_skate
*s
= &player
->_skate
;
1711 struct grind_info inf_avg
;
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
);
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
);
1723 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1724 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1727 float way
= player
->input_js1v
->axis
.value
*
1728 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
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
);
1736 v3_zero( s
->weight_distribution
);
1737 s
->weight_distribution
[2] = k_board_length
* -way
;
1739 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
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
);
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
);
1752 v3_normalize( fwd_nplane
);
1753 v3_normalize( dir_nplane
);
1755 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
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
;
1764 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1765 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
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
);
1771 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
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
);
1779 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1782 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1783 struct grind_info
*inf
)
1785 struct player_skate
*s
= &player
->_skate
;
1787 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1788 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1790 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1791 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1793 /* Exit condition: lost grind tracking */
1794 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1797 /* Exit condition: cant see grind target directly */
1798 if( !skate_point_visible( wheel_co
, inf
->co
) )
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
;
1808 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1811 v3_copy( inf
->dir
, s
->grind_dir
);
1815 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1816 struct grind_info
*inf
)
1818 struct player_skate
*s
= &player
->_skate
;
1820 /* TODO: Trash compactor this */
1821 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1824 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1825 v3_add( player
->rb
.co
, raw
, wsp
);
1827 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1829 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1832 /* velocity should be at least 60% aligned */
1834 v3_cross( inf
->n
, inf
->dir
, axis
);
1835 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1837 if( v3_length2( pv
) < 0.0001f
)
1841 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1844 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1848 /* check for vertical alignment */
1849 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
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
);
1858 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1860 float truck_height
= -(k_board_radius
+0.03f
);
1863 v3_cross( player
->rb
.w
, raw
, rv
);
1864 v3_add( player
->rb
.v
, rv
, rv
);
1866 if( (local_co
[1] >= truck_height
) &&
1867 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1876 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1877 struct grind_info
*inf
)
1879 struct player_skate
*s
= &player
->_skate
;
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
);
1887 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1889 v3_copy( intersection
, s
->weight_distribution
);
1891 skate_grind_decay( player
, inf
, 0.0125f
);
1892 skate_grind_friction( player
, inf
, 0.25f
);
1894 /* direction alignment */
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
);
1900 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1901 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1904 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1905 q_mulv( qbalance
, perp
, perp
);
1907 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1909 k_grind_spring
, k_grind_dampener
,
1912 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1914 k_grind_spring
, k_grind_dampener
,
1917 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1918 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1920 v3_copy( inf
->dir
, s
->grind_dir
);
1923 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1924 struct grind_info
*inf
)
1926 struct player_skate
*s
= &player
->_skate
;
1928 if( skate_grind_scansq( player
, player
->rb
.co
,
1929 player
->rb
.to_world
[0], k_board_length
,
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
);
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 */
1940 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1950 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1951 struct grind_info
*inf
)
1953 struct player_skate
*s
= &player
->_skate
;
1955 if( !skate_grind_scansq( player
, player
->rb
.co
,
1956 player
->rb
.to_world
[0], k_board_length
,
1960 /* Exit condition: cant see grind target directly */
1962 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1963 if( !skate_point_visible( vis
, inf
->co
) )
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
;
1974 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1980 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1981 struct grind_info
*inf
)
1983 struct player_skate
*s
= &player
->_skate
;
1986 skate_grind_orient( inf
, mtx
);
1987 m3x3_transpose( mtx
, mtx
);
1990 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1992 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1993 v3_normalize( s
->grind_vec
);
1994 v3_copy( inf
->dir
, s
->grind_dir
);
1997 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1999 struct player_skate
*s
= &player
->_skate
;
2001 /* debounces this state manager a little bit */
2002 if( s
->grind_cooldown
){
2003 s
->grind_cooldown
--;
2004 return k_skate_activity_undefined
;
2007 struct grind_info inf_back50
,
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
)
2022 float tilt
= player
->input_js1v
->axis
.value
;
2024 if( fabsf(tilt
) >= 0.25f
){
2025 v3f raw
= {0.0f
,0.0f
,tilt
};
2026 m3x3_mulv( player
->rb
.to_world
, raw
, raw
);
2028 float way
= player
->input_js1v
->axis
.value
*
2029 vg_signf( v3_dot( raw
, player
->rb
.v
) );
2031 if( way
< 0.0f
) allow_front
= 0;
2032 else allow_back
= 0;
2036 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
2037 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
2039 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2040 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2043 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2045 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
2046 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2049 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2051 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
2053 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2055 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2058 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2061 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2064 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2066 if( res_back50
!= res_front50
){
2067 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
2069 res_back50
&= wants_to_do_that
;
2070 res_front50
&= wants_to_do_that
;
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 */
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 */
2087 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
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;
2095 else if( new_activity
== k_skate_activity_grind_boardslide
){
2096 skate_boardslide_apply( player
, &inf_slide
);
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
);
2102 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
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
);
2108 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2110 else if( new_activity
== k_skate_activity_grind_5050
)
2111 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2113 return new_activity
;
2116 VG_STATIC
void player__skate_update( player_instance
*player
)
2118 struct player_skate
*s
= &player
->_skate
;
2119 world_instance
*world
= get_active_world();
2121 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2122 s
->state
.activity_prev
= s
->state
.activity
;
2124 struct board_collider
2131 enum board_collider_state
2133 k_collider_state_default
,
2134 k_collider_state_disabled
,
2135 k_collider_state_colliding
2142 { 0.0f
, 0.0f
, -k_board_length
},
2143 .radius
= k_board_radius
,
2147 { 0.0f
, 0.0f
, k_board_length
},
2148 .radius
= k_board_radius
,
2155 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2157 float min_dist
= 0.6f
;
2158 for( int i
=0; i
<2; i
++ ){
2160 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2162 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2163 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2167 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2168 vy
= vg_maxf( 0.0f
, vy
);
2170 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2172 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2174 wheels
[0].pos
[1] = s
->state
.slap
;
2175 wheels
[1].pos
[1] = s
->state
.slap
;
2181 const int k_wheel_count
= 2;
2183 s
->substep
= k_rb_delta
;
2184 s
->substep_delta
= s
->substep
;
2187 int substep_count
= 0;
2189 v3_zero( s
->surface_picture
);
2191 int prev_contacts
[2];
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
];
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
;
2205 int contact_count
= 0;
2206 for( int i
=0; i
<2; i
++ ){
2208 v3_copy( player
->rb
.to_world
[0], axel
);
2210 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2211 wheels
[i
].colour
, normal
, axel
) )
2213 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2215 k_surface_spring
, k_surface_dampener
,
2218 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2220 s
->wheel_contacts
[i
] = 1;
2223 s
->wheel_contacts
[i
] = 0;
2226 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2229 if( s
->surface_cooldown
){
2230 s
->surface_cooldown
--;
2234 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2236 for( int i
=0; i
<2; i
++ ){
2237 if( !prev_contacts
[i
] ){
2239 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, co
);
2240 audio_oneshot_3d( &audio_taps
[rand()%4], co
, 40.0f
, 0.75f
);
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
);
2251 skate_apply_friction_model( player
);
2252 skate_weight_distribute( player
);
2255 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2256 s
->state
.activity
= k_skate_activity_air
;
2258 v3_zero( s
->weight_distribution
);
2259 skate_apply_air_model( player
);
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
;
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
);
2285 * Phase 0: Continous collision detection
2286 * --------------------------------------------------------------------------
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
);
2293 /* calculate transform one step into future */
2296 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2298 if( v3_length2( player
->rb
.w
) > 0.0f
){
2301 v3_copy( player
->rb
.w
, axis
);
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
);
2310 v4_copy( player
->rb
.q
, future_q
);
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
);
2317 /* calculate the minimum time we can move */
2318 float max_time
= s
->substep
;
2320 for( int i
=0; i
<k_wheel_count
; i
++ ){
2321 if( wheels
[i
].state
== k_collider_state_disabled
)
2324 v3f current
, future
, r_cg
;
2326 q_mulv( future_q
, wheels
[i
].pos
, future
);
2327 v3_add( future
, future_co
, future
);
2328 v3_add( cg_offset
, future
, future
);
2330 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2331 v3_add( current
, player
->rb
.co
, current
);
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
);
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
;
2346 max_time
= vg_maxf( max_time
, rate_lock
);
2347 s
->substep_delta
= max_time
;
2350 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2351 if( v3_length2( player
->rb
.w
) > 0.0f
){
2354 v3_copy( player
->rb
.w
, axis
);
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
);
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
);
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
);
2371 s
->substep
-= s
->substep_delta
;
2373 rb_ct manifold
[128];
2374 int manifold_len
= 0;
2377 * Phase -1: head detection
2378 * --------------------------------------------------------------------------
2380 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2384 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2385 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2387 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2388 rb_update_transform( &player
->rb
);
2390 player__skate_kill_audio( player
);
2391 player__dead_transition( player
);
2396 * Phase 1: Regular collision detection
2397 * --------------------------------------------------------------------------
2400 for( int i
=0; i
<k_wheel_count
; i
++ ){
2401 if( wheels
[i
].state
== k_collider_state_disabled
)
2405 m3x3_identity( mtx
);
2406 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2408 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2410 rb_ct
*man
= &manifold
[ manifold_len
];
2412 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2414 wheels
[i
].state
= k_collider_state_colliding
;
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
};
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] );
2429 rb_ct
*cman
= &manifold
[manifold_len
];
2431 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
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
);
2442 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
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
);
2452 ct
->type
= k_contact_type_default
;
2458 * --------------------------------------------------------------------------
2463 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2464 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2466 for( int i
=0; i
<manifold_len
; i
++ ){
2467 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2468 rb_debug_contact( &manifold
[i
] );
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];
2477 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2478 float inv_mass
= 1.0f
/mass
;
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
));
2486 m3x3_identity( iI
);
2493 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2494 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2496 for( int j
=0; j
<10; j
++ ){
2497 for( int i
=0; i
<manifold_len
; i
++ ){
2499 * regular dance; calculate velocity & total mass, apply impulse.
2502 struct contact
*ct
= &manifold
[i
];
2505 v3_sub( ct
->co
, world_cog
, delta
);
2506 v3_cross( player
->rb
.w
, delta
, rv
);
2507 v3_add( player
->rb
.v
, rv
, rv
);
2510 v3_cross( delta
, ct
->n
, raCn
);
2513 m3x3_mulv( iIw
, raCn
, raCnI
);
2515 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2516 vn
= v3_dot( rv
, ct
->n
),
2517 lambda
= normal_mass
* ( -vn
);
2519 float temp
= ct
->norm_impulse
;
2520 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2521 lambda
= ct
->norm_impulse
- temp
;
2524 v3_muls( ct
->n
, lambda
, impulse
);
2526 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2527 v3_cross( delta
, impulse
, impulse
);
2528 m3x3_mulv( iIw
, impulse
, impulse
);
2529 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2531 v3_cross( player
->rb
.w
, delta
, rv
);
2532 v3_add( player
->rb
.v
, rv
, rv
);
2533 vn
= v3_dot( rv
, ct
->n
);
2538 rb_depenetrate( manifold
, manifold_len
, dt
);
2539 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2540 rb_update_transform( &player
->rb
);
2544 if( s
->substep
>= 0.0001f
)
2545 goto begin_collision
; /* again! */
2548 * End of collision and dynamics routine
2549 * --------------------------------------------------------------------------
2552 s
->surface
= k_surface_prop_concrete
;
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
);
2558 if( surf
->info
.surface_prop
!= k_surface_prop_concrete
)
2559 s
->surface
= surf
->info
.surface_prop
;
2562 for( int i
=0; i
<k_wheel_count
; i
++ ){
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
]);
2571 skate_integrate( player
);
2572 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2575 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
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
);
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
);
2594 s
->state_gate_storage
= s
->state
;
2595 player__pass_gate( player
, gate
);
2598 /* FIXME: Rate limit */
2599 static int stick_frames
= 0;
2601 if( s
->state
.activity
== k_skate_activity_ground
)
2607 if( stick_frames
== 4 ){
2609 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2610 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2614 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2621 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2623 struct player_skate
*s
= &player
->_skate
;
2624 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2627 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2630 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2634 const char *activity_txt
[] =
2639 "undefined (INVALID)",
2640 "grind_any (INVALID)",
2647 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
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
);
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] );
2665 VG_STATIC
void player__skate_animate( player_instance
*player
,
2666 player_animation
*dest
)
2668 struct player_skate
*s
= &player
->_skate
;
2669 struct player_avatar
*av
= player
->playeravatar
;
2670 struct skeleton
*sk
= &av
->sk
;
2673 float kheight
= 2.0f
,
2679 v3f cog_local
, cog_ideal
;
2680 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
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
);
2686 v3_sub( cog_ideal
, cog_local
, offset
);
2689 v3_muls( offset
, 4.0f
, offset
);
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
);
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
);
2701 offset
[0] += s
->wobble
[1]*3.0f
;
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
);
2709 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2712 * Animation blending
2713 * ===========================================
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
);
2722 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2725 /* movement information */
2727 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
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
;
2734 if( s
->state
.activity
>= k_skate_activity_grind_any
)
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
);
2743 mdl_keyframe apose
[32], bpose
[32];
2744 mdl_keyframe ground_pose
[32];
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
);
2751 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2752 stand_blend
= offset
[1]*-2.0f
;
2755 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2757 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
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
);
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
);
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
);
2774 float pt
= push_time
+ vg
.accumulator
;
2775 if( s
->state
.reverse
> 0.0f
)
2776 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2778 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2780 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2783 float jump_start_frame
= 14.0f
/30.0f
;
2785 float charge
= s
->state
.jump_charge
;
2786 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2788 float setup_frame
= charge
* jump_start_frame
,
2789 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
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
;
2795 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2797 s
->anim_ollie_reverse
;
2799 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2800 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2803 mdl_keyframe air_pose
[32];
2805 float target
= -player
->input_js1h
->axis
.value
;
2808 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2810 s
->blend_airdir
= 0.0f
;
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
);
2816 static v2f grab_choice
;
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
;
2824 v2_normalize_clamp( grab_input
);
2825 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
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
);
2831 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2832 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2835 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
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] };
2848 mdl_keyframe grind_pose
[32];
2850 /* TODO: factor balance into this sampler */
2851 float grind_frame
= 0.5f
;
2853 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2855 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
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
);
2864 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
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
);
2870 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2872 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2874 /* additive effects */
2876 u32 apply_to
[] = { av
->id_hip
,
2880 av
->id_ik_elbow_r
};
2882 float apply_rates
[] = { 1.0f
,
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
;
2893 /* angle correction */
2894 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
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
);
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
);
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
);
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
;
2918 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2919 v3_normalize( ndir
);
2921 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2923 float a
= v3_dot( ndir
, up
);
2924 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2927 v4f qfixup
, qcounteryaw
, qtotal
;
2929 v3_cross( up
, ndir
, axis
);
2930 q_axis_angle( qfixup
, axis
, a
);
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
);
2936 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2938 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2940 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2941 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2943 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
2948 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2949 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2951 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2952 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2957 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2960 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
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] );
2966 q_mul( qpitchr
, qrollr
, qtrickr
);
2967 q_mul( qyawr
, qtrickr
, qtotal
);
2968 q_normalize( qtotal
);
2970 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2973 /* trick rotation */
2974 v4f qtrick
, qyaw
, qpitch
, qroll
;
2976 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2978 float jump_t
= vg
.time
-s
->state
.jump_time
;
2982 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2983 extra
*= s
->state
.slap
* 4.0f
;
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] );
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
);
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
;
3001 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
3002 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
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
);
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
;
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.
3022 /* truck rotation */
3023 for( int i
=0; i
<2; i
++ )
3025 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
3026 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
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
);
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];
3043 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3044 warble
*= vg_maxf(s
->blend_grind
,fabsf(s
->blend_weight
)) * 0.3f
;
3047 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
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
);
3061 q_inv( qrot
, qrot
);
3062 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3063 q_normalize( kf_head
->q
);
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
);
3070 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
3073 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
3074 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
3076 float t
= s
->state
.flip_time
;
3077 sign
= vg_signf( t
);
3079 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3080 t
= sign
* (1.0f
-t
*t
);
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
);
3086 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
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
);
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
);
3096 q_mulv( qflip
, rco
, rco
);
3097 v3_add( rco
, rotation_point
, dest
->root_co
);
3100 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
3103 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
3105 struct player_skate
*s
= &player
->_skate
;
3106 struct player_avatar
*av
= player
->playeravatar
;
3108 player
->cam_velocity_influence
= 1.0f
;
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
);
3116 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
3118 struct player_skate
*s
= &player
->_skate
;
3120 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
3121 s
->blend_fly
= 1.0f
;
3123 s
->blend_fly
= 0.0f
;
3125 s
->blend_slide
= 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
;
3134 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
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
);
3150 VG_STATIC
void player__skate_reset( player_instance
*player
,
3153 struct player_skate
*s
= &player
->_skate
;
3154 v3_zero( player
->rb
.v
);
3155 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3157 s
->state
.activity
= k_skate_activity_air
;
3158 s
->state
.activity_prev
= k_skate_activity_air
;
3160 player__skate_clear_mechanics( player
);
3161 player__skate_reset_animator( player
);
3163 v3_zero( s
->state
.head_position
);
3164 s
->state
.head_position
[1] = 1.8f
;
3167 #endif /* PLAYER_SKATE_C */