cam rework
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5
6 VG_STATIC void player__skate_bind( player_instance *player )
7 {
8 struct player_skate *s = &player->_skate;
9 struct player_avatar *av = player->playeravatar;
10 struct skeleton *sk = &av->sk;
11
12 rb_update_transform( &player->rb );
13 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
14 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
15 s->anim_air = skeleton_get_anim( sk, "pose_air" );
16 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
17 s->anim_push = skeleton_get_anim( sk, "push" );
18 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
19 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
20 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
21 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
22 }
23
24 /*
25 * Collision detection routines
26 *
27 *
28 */
29
30 /*
31 * Does collision detection on a sphere vs world, and applies some smoothing
32 * filters to the manifold afterwards
33 */
34 VG_STATIC int skate_collide_smooth( player_instance *player,
35 m4x3f mtx, rb_sphere *sphere,
36 rb_ct *man )
37 {
38 debug_sphere( mtx, sphere->radius, VG__BLACK );
39
40 int len = 0;
41 len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
42
43 for( int i=0; i<len; i++ )
44 {
45 man[i].rba = &player->rb;
46 man[i].rbb = NULL;
47 }
48
49 rb_manifold_filter_coplanar( man, len, 0.05f );
50
51 if( len > 1 )
52 {
53 rb_manifold_filter_backface( man, len );
54 rb_manifold_filter_joint_edges( man, len, 0.05f );
55 rb_manifold_filter_pairs( man, len, 0.05f );
56 }
57 int new_len = rb_manifold_apply_filtered( man, len );
58 if( len && !new_len )
59 len = 1;
60 else
61 len = new_len;
62
63 return len;
64 }
65 /*
66 * Gets the closest grindable edge to the player within max_dist
67 */
68 VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
69 v3f c0, v3f c1,
70 float max_dist )
71 {
72 bh_iter it;
73 bh_iter_init( 0, &it );
74
75 boxf region;
76
77 box_init_inf( region );
78 box_addpt( region, p0 );
79 box_addpt( region, p1 );
80
81 float k_r = max_dist;
82 v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
83 v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
84
85 float closest = k_r*k_r;
86 struct grind_edge *closest_edge = NULL;
87
88 int idx;
89 while( bh_next( world.grind_bh, &it, region, &idx ) )
90 {
91 struct grind_edge *edge = &world.grind_edges[ idx ];
92
93 float s,t;
94 v3f pa, pb;
95
96 float d2 =
97 closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
98
99 if( d2 < closest )
100 {
101 closest = d2;
102 closest_edge = edge;
103 v3_copy( pa, c0 );
104 v3_copy( pb, c1 );
105 }
106 }
107
108 return closest_edge;
109 }
110
111 VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
112 {
113 v3f p0, p1, c0, c1;
114 v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 );
115 v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
116 v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 );
117 v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 );
118
119 float const k_r = 0.25f;
120 struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1,
121 c0, c1, k_r );
122
123 if( closest_edge )
124 {
125 v3f delta;
126 v3_sub( c1, c0, delta );
127
128 if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
129 {
130 contact->p = v3_length( delta );
131 contact->type = k_contact_type_edge;
132 contact->element_id = 0;
133 v3_copy( c1, contact->co );
134 contact->rba = NULL;
135 contact->rbb = NULL;
136
137 v3f edge_dir, axis_dir;
138 v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
139 v3_normalize( edge_dir );
140 v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
141 v3_cross( edge_dir, axis_dir, contact->n );
142
143 return 1;
144 }
145 else
146 return 0;
147 }
148
149 return 0;
150 }
151
152 /*
153 *
154 * Prediction system
155 *
156 *
157 */
158
159 /*
160 * Trace a path given a velocity rotation.
161 *
162 * TODO: this MIGHT be worth doing RK4 on the gravity field.
163 */
164 VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
165 struct land_prediction *prediction )
166 {
167 float pstep = VG_TIMESTEP_FIXED * 10.0f;
168 float k_bias = 0.96f;
169
170 v3f pco, pco1, pv;
171 v3_copy( co, pco );
172 v3_muls( v, k_bias, pv );
173
174 m3x3_mulv( vr, pv, pv );
175 v3_muladds( pco, pv, pstep, pco );
176
177 struct grind_edge *best_grind = NULL;
178 float closest_grind = INFINITY;
179
180 float grind_score = INFINITY,
181 air_score = INFINITY,
182 time_to_impact = 0.0f;
183
184 prediction->log_length = 0;
185 v3_copy( pco, prediction->apex );
186
187 for( int i=0; i<vg_list_size(prediction->log); i++ )
188 {
189 v3_copy( pco, pco1 );
190
191 pv[1] += -k_gravity * pstep;
192
193 m3x3_mulv( vr, pv, pv );
194 v3_muladds( pco, pv, pstep, pco );
195
196 if( pco[1] > prediction->apex[1] )
197 v3_copy( pco, prediction->apex );
198
199 v3f vdir;
200
201 v3_sub( pco, pco1, vdir );
202
203 float l = v3_length( vdir );
204 v3_muls( vdir, 1.0f/l, vdir );
205
206 v3f c0, c1;
207 struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
208 c0, c1, 0.4f );
209
210 if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
211 {
212 float d2 = v3_dist2( c0, c1 );
213 if( d2 < closest_grind )
214 {
215 closest_grind = d2;
216 best_grind = ge;
217 grind_score = closest_grind * 0.05f;
218 }
219 }
220
221 v3f n1;
222
223 float t1;
224 int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
225 if( idx != -1 )
226 {
227 v3_copy( n1, prediction->n );
228 air_score = -v3_dot( pv, n1 );
229
230 u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
231 struct world_material *mat = world_tri_index_material( vert_index );
232
233 /* Bias prediction towords ramps */
234 if( mat->info.flags & k_material_flag_skate_surface )
235 air_score *= 0.1f;
236
237 v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
238 time_to_impact += t1 * pstep;
239 break;
240 }
241
242 time_to_impact += pstep;
243 v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
244 }
245
246 if( grind_score < air_score )
247 {
248 prediction->score = grind_score;
249 prediction->type = k_prediction_grind;
250 }
251 else if( air_score < INFINITY )
252 {
253 prediction->score = air_score;
254 prediction->type = k_prediction_land;
255 }
256 else
257 {
258 prediction->score = INFINITY;
259 prediction->type = k_prediction_none;
260 }
261
262 prediction->land_dist = time_to_impact;
263 }
264
265 VG_STATIC
266 void player_approximate_best_trajectory( player_instance *player )
267 {
268 struct player_skate *s = &player->_skate;
269
270 float pstep = VG_TIMESTEP_FIXED * 10.0f;
271 float best_velocity_delta = -9999.9f;
272
273 v3f axis;
274 v3_cross( player->rb.to_world[1], player->rb.v, axis );
275 v3_normalize( axis );
276
277 s->prediction_count = 0;
278 m3x3_identity( s->state.velocity_bias );
279
280 float best_vmod = 0.0f,
281 min_score = INFINITY,
282 max_score = -INFINITY;
283
284 v3_zero( s->state.apex );
285 s->land_dist = 0.0f;
286
287 /*
288 * Search a broad selection of futures
289 */
290 for( int m=-3;m<=12; m++ )
291 {
292 struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
293
294 float vmod = ((float)m / 15.0f)*0.09f;
295
296 m3x3f bias;
297 v4f bias_q;
298
299 q_axis_angle( bias_q, axis, vmod );
300 q_m3x3( bias_q, bias );
301
302 skate_score_biased_path( player->rb.co, player->rb.v, bias, p );
303
304 if( p->type != k_prediction_none )
305 {
306 if( p->score < min_score )
307 {
308 min_score = p->score;
309 best_vmod = vmod;
310 s->land_dist = p->land_dist;
311 v3_copy( p->apex, s->state.apex );
312 }
313
314 if( p->score > max_score )
315 max_score = p->score;
316 }
317 }
318
319 v4f vr_q;
320 q_axis_angle( vr_q, axis, best_vmod*0.1f );
321 q_m3x3( vr_q, s->state.velocity_bias );
322
323 q_axis_angle( vr_q, axis, best_vmod );
324 q_m3x3( vr_q, s->state.velocity_bias_pstep );
325
326 /*
327 * Logging
328 */
329 for( int i=0; i<s->prediction_count; i ++ )
330 {
331 struct land_prediction *p = &s->predictions[i];
332
333 float l = p->score;
334
335 if( l < 0.0f )
336 {
337 vg_error( "negative score! (%f)\n", l );
338 }
339
340 l -= min_score;
341 l /= (max_score-min_score);
342 l = 1.0f - l;
343 l *= 255.0f;
344
345 p->colour = l;
346 p->colour <<= 8;
347 p->colour |= 0xff000000;
348 }
349
350
351 v2f steer = { player->input_js1h->axis.value,
352 player->input_js1v->axis.value };
353 v2_normalize_clamp( steer );
354
355 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.0f) )
356 {
357 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
358 s->state.reverse ;
359 s->state.flip_time = 0.0f;
360 v3_copy( player->rb.to_world[0], s->state.flip_axis );
361 }
362 else
363 {
364 s->state.flip_rate = 0.0f;
365 v3_zero( s->state.flip_axis );
366 }
367 }
368
369 /*
370 *
371 * Varius physics models
372 * ------------------------------------------------
373 */
374
375 VG_STATIC void skate_apply_grind_model( player_instance *player,
376 rb_ct *manifold, int len )
377 {
378 struct player_skate *s = &player->_skate;
379
380 /* FIXME: Queue audio events instead */
381 if( len == 0 )
382 {
383 if( s->state.activity == k_skate_activity_grind )
384 {
385 #if 0
386 audio_lock();
387 audio_player_set_flags( &audio_player_extra,
388 AUDIO_FLAG_SPACIAL_3D );
389 audio_player_set_position( &audio_player_extra, player.rb.co );
390 audio_player_set_vol( &audio_player_extra, 20.0f );
391 audio_player_playclip( &audio_player_extra, &audio_board[6] );
392 audio_unlock();
393 #endif
394
395 s->state.activity = k_skate_activity_air;
396 }
397 return;
398 }
399
400 v2f steer = { player->input_js1h->axis.value,
401 player->input_js1v->axis.value };
402 v2_normalize_clamp( steer );
403
404 s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
405 s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
406
407 #if 0
408 v4f rotate;
409 q_axis_angle( rotate, player->rb.to_world[0], siX );
410 q_mul( rotate, player.rb.q, player.rb.q );
411 #endif
412
413 s->state.slip = 0.0f;
414 s->state.activity = k_skate_activity_grind;
415
416 /* TODO: Compression */
417 v3f up = { 0.0f, 1.0f, 0.0f };
418 float angle = v3_dot( player->rb.to_world[1], up );
419
420 if( fabsf(angle) < 0.99f )
421 {
422 v3f axis;
423 v3_cross( player->rb.to_world[1], up, axis );
424
425 v4f correction;
426 q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
427 q_mul( correction, player->rb.q, player->rb.q );
428 }
429
430 float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
431 v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
432 m3x3_identity( s->state.velocity_bias );
433 m3x3_identity( s->state.velocity_bias_pstep );
434
435 if( s->state.activity_prev != k_skate_activity_grind )
436 {
437 /* FIXME: Queue audio events instead */
438 #if 0
439 audio_lock();
440 audio_player_set_flags( &audio_player_extra,
441 AUDIO_FLAG_SPACIAL_3D );
442 audio_player_set_position( &audio_player_extra, player.rb.co );
443 audio_player_set_vol( &audio_player_extra, 20.0f );
444 audio_player_playclip( &audio_player_extra, &audio_board[5] );
445 audio_unlock();
446 #endif
447 }
448 }
449
450 /*
451 * Air control, no real physics
452 */
453 VG_STATIC void skate_apply_air_model( player_instance *player )
454 {
455 struct player_skate *s = &player->_skate;
456
457 if( s->state.activity != k_skate_activity_air )
458 return;
459
460 if( s->state.activity_prev != k_skate_activity_air )
461 player_approximate_best_trajectory( player );
462
463 m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
464 ray_hit hit;
465
466 /*
467 * Prediction
468 */
469 float pstep = VG_TIMESTEP_FIXED * 1.0f;
470 float k_bias = 0.98f;
471
472 v3f pco, pco1, pv;
473 v3_copy( player->rb.co, pco );
474 v3_muls( player->rb.v, 1.0f, pv );
475
476 float time_to_impact = 0.0f;
477 float limiter = 1.0f;
478
479 struct grind_edge *best_grind = NULL;
480 float closest_grind = INFINITY;
481
482 v3f target_normal = { 0.0f, 1.0f, 0.0f };
483 int has_target = 0;
484
485 for( int i=0; i<250; i++ )
486 {
487 v3_copy( pco, pco1 );
488 m3x3_mulv( s->state.velocity_bias, pv, pv );
489
490 pv[1] += -k_gravity * pstep;
491 v3_muladds( pco, pv, pstep, pco );
492
493 ray_hit contact;
494 v3f vdir;
495
496 v3_sub( pco, pco1, vdir );
497 contact.dist = v3_length( vdir );
498 v3_divs( vdir, contact.dist, vdir);
499
500 v3f c0, c1;
501 struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
502 c0, c1, 0.4f );
503
504 if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
505 {
506 vg_line( ge->p0, ge->p1, 0xff0000ff );
507 vg_line_cross( pco, 0xff0000ff, 0.25f );
508 has_target = 1;
509 break;
510 }
511
512 float orig_dist = contact.dist;
513 if( ray_world( pco1, vdir, &contact ) )
514 {
515 v3_copy( contact.normal, target_normal );
516 has_target = 1;
517 time_to_impact += (contact.dist/orig_dist)*pstep;
518 vg_line_cross( contact.pos, 0xffff0000, 0.25f );
519 break;
520 }
521 time_to_impact += pstep;
522 }
523
524 if( has_target )
525 {
526 float angle = v3_dot( player->rb.to_world[1], target_normal );
527 v3f axis;
528 v3_cross( player->rb.to_world[1], target_normal, axis );
529
530 limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
531 limiter = 1.0f-limiter;
532 limiter *= limiter;
533 limiter = 1.0f-limiter;
534
535 if( fabsf(angle) < 0.99f )
536 {
537 v4f correction;
538 q_axis_angle( correction, axis,
539 acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
540 q_mul( correction, player->rb.q, player->rb.q );
541 }
542 }
543
544 v2f steer = { player->input_js1h->axis.value,
545 player->input_js1v->axis.value };
546 v2_normalize_clamp( steer );
547
548 s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
549 s->state.steerx += steer[1] * s->state.reverse * k_steer_air
550 * limiter * k_rb_delta;
551 s->land_dist = time_to_impact;
552 v3_copy( target_normal, s->land_normal );
553 }
554
555 VG_STATIC void skate_get_board_points( player_instance *player,
556 v3f front, v3f back )
557 {
558 v3f pos_front = {0.0f,0.0f,-k_board_length},
559 pos_back = {0.0f,0.0f, k_board_length};
560
561 m4x3_mulv( player->rb.to_world, pos_front, front );
562 m4x3_mulv( player->rb.to_world, pos_back, back );
563 }
564
565 /*
566 * Casts and pushes a sphere-spring model into the world
567 */
568 VG_STATIC int skate_simulate_spring( player_instance *player,
569 v3f pos )
570 {
571 struct player_skate *s = &player->_skate;
572
573 float mod = 0.7f * player->input_grab->axis.value + 0.3f,
574 spring_k = mod * k_spring_force,
575 damp_k = mod * k_spring_dampener,
576 disp_k = 0.4f;
577
578 v3f start, end;
579 v3_copy( pos, start );
580 v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
581
582 float t;
583 v3f n;
584 int hit_info = spherecast_world( start, end, 0.2f, &t, n );
585
586 if( hit_info != -1 )
587 {
588 v3f F, delta;
589 v3_sub( start, player->rb.co, delta );
590
591 float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
592 damp =
593 vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
594
595 v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
596 damp*damp_k*k_rb_delta, F );
597
598 v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
599
600 /* Angular velocity */
601 v3f wa;
602 v3_cross( delta, F, wa );
603 v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
604
605 v3_lerp( start, end, t, pos );
606 return 1;
607 }
608 else
609 {
610 v3_copy( end, pos );
611 return 0;
612 }
613 }
614
615
616 /*
617 * Handles connection between the player and the ground
618 */
619 VG_STATIC void skate_apply_interface_model( player_instance *player,
620 rb_ct *manifold, int len )
621 {
622 struct player_skate *s = &player->_skate;
623
624 if( !((s->state.activity == k_skate_activity_ground) ||
625 (s->state.activity == k_skate_activity_air )) )
626 return;
627
628 if( s->state.activity == k_skate_activity_air )
629 s->debug_normal_pressure = 0.0f;
630 else
631 s->debug_normal_pressure = v3_dot( player->rb.to_world[1], player->rb.v );
632
633 /* springs */
634 v3f spring0, spring1;
635
636 skate_get_board_points( player, spring1, spring0 );
637 int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
638 spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
639
640 v3f animavg, animdelta;
641 v3_add( spring0, spring1, animavg );
642 v3_muls( animavg, 0.5f, animavg );
643
644 v3_sub( spring1, spring0, animdelta );
645 v3_normalize( animdelta );
646
647 m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
648
649 float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
650 dy = v3_dot( animdelta, player->rb.to_world[1] );
651
652 float angle = -atan2f( dy, dx );
653 q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
654
655 int lift_frames_limit = 6;
656
657 /* Surface connection */
658 if( len == 0 && !(spring_hit0 && spring_hit1) )
659 {
660 s->state.lift_frames ++;
661
662 if( s->state.lift_frames >= lift_frames_limit )
663 s->state.activity = k_skate_activity_air;
664 }
665 else
666 {
667 v3f surface_avg;
668 v3_zero( surface_avg );
669
670 for( int i=0; i<len; i++ )
671 v3_add( surface_avg, manifold[i].n, surface_avg );
672 v3_normalize( surface_avg );
673
674 if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
675 {
676 s->state.lift_frames ++;
677
678 if( s->state.lift_frames >= lift_frames_limit )
679 s->state.activity = k_skate_activity_air;
680 }
681 else
682 {
683 s->state.activity = k_skate_activity_ground;
684 s->state.lift_frames = 0;
685 v3f projected, axis;
686
687 float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
688 v3_muladds( player->rb.v, player->rb.to_world[1],
689 DOWNFORCE, player->rb.v );
690
691 float d = v3_dot( player->rb.to_world[2], surface_avg );
692 v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
693 v3_normalize( projected );
694
695 float angle = v3_dot( player->rb.to_world[1], projected );
696 v3_cross( player->rb.to_world[1], projected, axis );
697
698 if( fabsf(angle) < 0.9999f )
699 {
700 v4f correction;
701 q_axis_angle( correction, axis,
702 acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
703 q_mul( correction, player->rb.q, player->rb.q );
704 }
705 }
706 }
707 }
708
709 VG_STATIC void skate_apply_grab_model( player_instance *player )
710 {
711 struct player_skate *s = &player->_skate;
712
713 float grabt = player->input_grab->axis.value;
714
715 if( grabt > 0.5f )
716 {
717 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
718 s->state.grab_mouse_delta );
719
720 v2_normalize_clamp( s->state.grab_mouse_delta );
721 }
722 else
723 v2_zero( s->state.grab_mouse_delta );
724
725 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
726 }
727
728 /*
729 * Computes friction and surface interface model
730 */
731 VG_STATIC void skate_apply_friction_model( player_instance *player )
732 {
733 struct player_skate *s = &player->_skate;
734
735 if( s->state.activity != k_skate_activity_ground )
736 return;
737
738 /*
739 * Computing localized friction forces for controlling the character
740 * Friction across X is significantly more than Z
741 */
742
743 v3f vel;
744 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
745 float slip = 0.0f;
746
747 if( fabsf(vel[2]) > 0.01f )
748 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
749
750 if( fabsf( slip ) > 1.2f )
751 slip = vg_signf( slip ) * 1.2f;
752
753 s->state.slip = slip;
754 s->state.reverse = -vg_signf(vel[2]);
755
756 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
757 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
758
759 /* Pushing additive force */
760
761 if( !player->input_jump->button.value )
762 {
763 if( player->input_push->button.value )
764 {
765 if( (vg.time - s->state.cur_push) > 0.25 )
766 s->state.start_push = vg.time;
767
768 s->state.cur_push = vg.time;
769
770 double push_time = vg.time - s->state.start_push;
771
772 float cycle_time = push_time*k_push_cycle_rate,
773 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
774 amt = accel * VG_TIMESTEP_FIXED,
775 current = v3_length( vel ),
776 new_vel = vg_minf( current + amt, k_max_push_speed ),
777 delta = new_vel - vg_minf( current, k_max_push_speed );
778
779 vel[2] += delta * -s->state.reverse;
780 }
781 }
782
783 /* Send back to velocity */
784 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
785
786 /* Steering */
787 float input = player->input_js1h->axis.value,
788 grab = player->input_grab->axis.value,
789 steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
790 steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
791
792 s->state.steery -= steer_scaled * k_rb_delta;
793 }
794
795 VG_STATIC void skate_apply_jump_model( player_instance *player )
796 {
797 struct player_skate *s = &player->_skate;
798 int charging_jump_prev = s->state.charging_jump;
799 s->state.charging_jump = player->input_jump->button.value;
800
801 /* Cannot charge this in air */
802 if( s->state.activity != k_skate_activity_ground )
803 s->state.charging_jump = 0;
804
805 if( s->state.charging_jump )
806 {
807 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
808
809 if( !charging_jump_prev )
810 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
811 }
812 else
813 {
814 s->state.jump_charge -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
815 }
816
817 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
818
819 if( s->state.activity == k_skate_activity_air )
820 return;
821
822 /* player let go after charging past 0.2: trigger jump */
823 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
824 {
825 v3f jumpdir;
826
827 /* Launch more up if alignment is up else improve velocity */
828 float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
829 mod = 0.5f,
830 dir = mod + fabsf(aup)*(1.0f-mod);
831
832 v3_copy( player->rb.v, jumpdir );
833 v3_normalize( jumpdir );
834 v3_muls( jumpdir, 1.0f-dir, jumpdir );
835 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
836 v3_normalize( jumpdir );
837
838 float force = k_jump_force*s->state.jump_charge;
839 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
840 s->state.jump_charge = 0.0f;
841
842 s->state.jump_time = vg.time;
843
844 v2f steer = { player->input_js1h->axis.value,
845 player->input_js1v->axis.value };
846 v2_normalize_clamp( steer );
847
848 float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
849 s->state.steery_s = -steer[0] * maxspin;
850 s->state.steerx = s->state.steerx_s;
851
852 /* FIXME audio events */
853 #if 0
854 audio_lock();
855 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
856 audio_player_set_position( &audio_player_extra, player.rb.co );
857 audio_player_set_vol( &audio_player_extra, 20.0f );
858 audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
859 audio_unlock();
860 #endif
861 }
862 }
863
864 VG_STATIC void skate_apply_pump_model( player_instance *player )
865 {
866 struct player_skate *s = &player->_skate;
867
868 /* Throw / collect routine
869 *
870 * TODO: Max speed boost
871 */
872 if( player->input_grab->axis.value > 0.5f )
873 {
874 if( s->state.activity == k_skate_activity_ground )
875 {
876 /* Throw */
877 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
878 }
879 }
880 else
881 {
882 /* Collect */
883 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
884
885 v3f Fl, Fv;
886 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
887
888 if( s->state.activity == k_skate_activity_ground )
889 {
890 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
891 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
892 }
893
894 v3_muls( player->rb.to_world[1], -doty, Fv );
895 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
896 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
897 }
898
899 /* Decay */
900 if( v3_length2( s->state.throw_v ) > 0.0001f )
901 {
902 v3f dir;
903 v3_copy( s->state.throw_v, dir );
904 v3_normalize( dir );
905
906 float max = v3_dot( dir, s->state.throw_v ),
907 amt = vg_minf( k_mmdecay * k_rb_delta, max );
908 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
909 }
910 }
911
912 VG_STATIC void skate_apply_cog_model( player_instance *player )
913 {
914 struct player_skate *s = &player->_skate;
915
916 v3f ideal_cog, ideal_diff;
917 v3_muladds( player->rb.co, player->rb.to_world[1],
918 1.0f-player->input_grab->axis.value, ideal_cog );
919 v3_sub( ideal_cog, s->state.cog, ideal_diff );
920
921 /* Apply velocities */
922 v3f rv;
923 v3_sub( player->rb.v, s->state.cog_v, rv );
924
925 v3f F;
926 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
927 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
928
929 float ra = k_cog_mass_ratio,
930 rb = 1.0f-k_cog_mass_ratio;
931
932 /* Apply forces & intergrate */
933 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
934 s->state.cog_v[1] += -9.8f * k_rb_delta;
935 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
936 }
937
938 VG_STATIC void skate_collision_response( player_instance *player,
939 rb_ct *manifold, int len )
940 {
941 struct player_skate *s = &player->_skate;
942
943 for( int j=0; j<10; j++ )
944 {
945 for( int i=0; i<len; i++ )
946 {
947 struct contact *ct = &manifold[i];
948
949 v3f dv, delta;
950 v3_sub( ct->co, player->rb.co, delta );
951 v3_cross( player->rb.w, delta, dv );
952 v3_add( player->rb.v, dv, dv );
953
954 float vn = -v3_dot( dv, ct->n );
955 vn += ct->bias;
956
957 float temp = ct->norm_impulse;
958 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
959 vn = ct->norm_impulse - temp;
960
961 v3f impulse;
962 v3_muls( ct->n, vn, impulse );
963
964 if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
965 fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
966 {
967 /* FIXME */
968 #if 0
969 player_kill();
970 return;
971 #endif
972 }
973
974 v3_add( impulse, player->rb.v, player->rb.v );
975 v3_cross( delta, impulse, impulse );
976
977 /*
978 * W Impulses are limited to the Y and X axises, we don't really want
979 * roll angular velocities being included.
980 *
981 * Can also tweak the resistance of each axis here by scaling the wx,wy
982 * components.
983 */
984
985 float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f,
986 wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f;
987
988 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
989 v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
990 }
991 }
992 }
993
994 VG_STATIC void skate_integrate( player_instance *player )
995 {
996 struct player_skate *s = &player->_skate;
997
998 /* integrate rigidbody velocities */
999 v3f gravity = { 0.0f, -9.6f, 0.0f };
1000 v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
1001 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
1002
1003 float decay_rate = 0.5f*0.125f;
1004
1005 if( s->state.activity == k_skate_activity_air )
1006 {
1007 float dist = 1.0f-(s->land_dist/4.0f);
1008 decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
1009 }
1010
1011 v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w );
1012
1013 if( v3_length2( player->rb.w ) > 0.0f )
1014 {
1015 v4f rotation;
1016 v3f axis;
1017 v3_copy( player->rb.w, axis );
1018
1019 float mag = v3_length( axis );
1020 v3_divs( axis, mag, axis );
1021 q_axis_angle( rotation, axis, mag*k_rb_delta );
1022 q_mul( rotation, player->rb.q, player->rb.q );
1023 }
1024
1025 /* integrate steering velocities */
1026 v4f rotate;
1027 float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
1028
1029 s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
1030 s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
1031
1032 q_axis_angle( rotate, player->rb.to_world[1], s->state.steery_s );
1033 q_mul( rotate, player->rb.q, player->rb.q );
1034
1035 q_axis_angle( rotate, player->rb.to_world[0], s->state.steerx_s );
1036 q_mul( rotate, player->rb.q, player->rb.q );
1037
1038 s->state.steerx = 0.0f;
1039 s->state.steery = 0.0f;
1040
1041 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1042 rb_update_transform( &player->rb );
1043 }
1044
1045 VG_STATIC void player__skate_pre_update( player_instance *player )
1046 {
1047 if( vg_input_button_down( player->input_use ) )
1048 {
1049 player->subsystem = k_player_subsystem_walk;
1050
1051 v3f angles;
1052 v3_copy( player->cam.angles, angles );
1053 angles[2] = 0.0f;
1054
1055 player__walk_transition( player, angles );
1056 return;
1057 }
1058 }
1059
1060 VG_STATIC void player__skate_post_update( player_instance *player )
1061 {
1062 struct player_skate *s = &player->_skate;
1063 for( int i=0; i<s->prediction_count; i++ )
1064 {
1065 struct land_prediction *p = &s->predictions[i];
1066
1067 for( int j=0; j<p->log_length - 1; j ++ )
1068 vg_line( p->log[j], p->log[j+1], p->colour );
1069
1070 vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
1071
1072 v3f p1;
1073 v3_add( p->log[p->log_length-1], p->n, p1 );
1074 vg_line( p->log[p->log_length-1], p1, 0xffffffff );
1075
1076 vg_line_pt3( p->apex, 0.02f, 0xffffffff );
1077 }
1078
1079 vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
1080 vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
1081 }
1082
1083 VG_STATIC void player__skate_update( player_instance *player )
1084 {
1085 struct player_skate *s = &player->_skate;
1086 v3_copy( player->rb.co, s->state.prev_pos );
1087 s->state.activity_prev = s->state.activity;
1088
1089 /* Setup colliders */
1090 m4x3f mtx_front, mtx_back;
1091 m3x3_identity( mtx_front );
1092 m3x3_identity( mtx_back );
1093
1094 skate_get_board_points( player, mtx_front[3], mtx_back[3] );
1095
1096 s->sphere_back.radius = 0.3f;
1097 s->sphere_front.radius = 0.3f;
1098
1099 /* create manifold(s) */
1100 rb_ct manifold[72],
1101 *interface_manifold = NULL,
1102 *grind_manifold = NULL;
1103
1104 int
1105 len_front = skate_collide_smooth( player, mtx_front,
1106 &s->sphere_front, manifold ),
1107 len_back = skate_collide_smooth( player, mtx_back,
1108 &s->sphere_back, &manifold[len_front] ),
1109 interface_len = len_front + len_back;
1110
1111 /* try to slap both wheels onto the ground when landing to prevent mega
1112 * angular velocities being added */
1113 if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) )
1114 {
1115 v3f trace_from, trace_dir;
1116 v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
1117
1118 if( len_front )
1119 v3_copy( mtx_back[3], trace_from );
1120 else
1121 v3_copy( mtx_front[3], trace_from );
1122
1123 ray_hit ray;
1124 ray.dist = 0.6f;
1125
1126 if( ray_world( trace_from, trace_dir, &ray ) )
1127 {
1128 rb_ct *ct = &manifold[ interface_len ];
1129
1130 v3_copy( ray.pos, ct->co );
1131 v3_copy( ray.normal, ct->n );
1132 ct->p = 0.0f;
1133
1134 interface_len ++;
1135 }
1136 }
1137
1138 interface_manifold = manifold;
1139 grind_manifold = manifold + interface_len;
1140
1141 int grind_len = skate_grind_collide( player, grind_manifold );
1142
1143 for( int i=0; i<interface_len+grind_len; i ++ )
1144 {
1145 rb_prepare_contact( &manifold[i] );
1146 rb_debug_contact( &manifold[i] );
1147 }
1148
1149 skate_apply_grind_model( player, grind_manifold, grind_len );
1150 skate_apply_interface_model( player, manifold, interface_len );
1151
1152 skate_apply_pump_model( player );
1153 skate_apply_cog_model( player );
1154 skate_collision_response( player, manifold, interface_len + grind_len );
1155
1156 skate_apply_grab_model( player );
1157 skate_apply_friction_model( player );
1158 skate_apply_jump_model( player );
1159 skate_apply_air_model( player );
1160
1161 skate_integrate( player );
1162
1163 vg_line_pt3( s->state.cog, 0.1f, VG__WHITE );
1164 vg_line_pt3( s->state.cog, 0.11f, VG__WHITE );
1165 vg_line_pt3( s->state.cog, 0.12f, VG__WHITE );
1166 vg_line_pt3( s->state.cog, 0.13f, VG__WHITE );
1167 vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
1168
1169 vg_line( player->rb.co, s->state.cog, VG__RED );
1170
1171
1172 teleport_gate *gate;
1173 if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
1174 {
1175 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
1176 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
1177 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
1178 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
1179 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
1180
1181 /*camera */
1182 m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
1183
1184 #if 0
1185 mixedcam_transport( &s->state.cam, gate );
1186 #endif
1187
1188 v4f transport_rotation;
1189 m3x3_q( gate->transport, transport_rotation );
1190 q_mul( transport_rotation, player->rb.q, player->rb.q );
1191 rb_update_transform( &player->rb );
1192
1193 s->state_gate_storage = s->state;
1194 player__pass_gate( player, gate );
1195 }
1196 }
1197
1198 VG_STATIC void player__skate_im_gui( player_instance *player )
1199 {
1200 struct player_skate *s = &player->_skate;
1201
1202 /* FIXME: Compression */
1203 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
1204 player->rb.v[1],
1205 player->rb.v[2] );
1206 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
1207 player->rb.co[1],
1208 player->rb.co[2] );
1209 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
1210 player->rb.w[1],
1211 player->rb.w[2] );
1212
1213 player__debugtext( 1, "activity: %s\n",
1214 (const char *[]){ "k_skate_activity_air",
1215 "k_skate_activity_ground",
1216 "k_skate_activity_grind }" }
1217 [s->state.activity] );
1218 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1219 s->state.steerx_s, s->state.steery_s,
1220 k_steer_ground, k_steer_air );
1221 player__debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate,
1222 s->state.flip_time );
1223 }
1224
1225 VG_STATIC void player__skate_animate( player_instance *player,
1226 player_animation *dest )
1227 {
1228 struct player_skate *s = &player->_skate;
1229 struct player_avatar *av = player->playeravatar;
1230 struct skeleton *sk = &av->sk;
1231
1232 /* Head */
1233 float kheight = 2.0f,
1234 kleg = 0.6f;
1235
1236 v3f offset;
1237 v3_zero( offset );
1238
1239 m4x3_mulv( player->rb.to_local, s->state.cog, offset );
1240 v3_muls( offset, -4.0f, offset );
1241
1242 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
1243
1244 float curspeed = v3_length( player->rb.v ),
1245 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
1246 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
1247 sign = vg_signf( kicks );
1248
1249 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
1250 s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble, 2.4f*vg.time_delta);
1251
1252 offset[0] *= 0.26f;
1253 offset[0] += speed_wobble_2*3.0f;
1254
1255 offset[1] *= -0.3f;
1256 offset[2] *= 0.01f;
1257
1258 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
1259 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
1260
1261 /*
1262 * Animation blending
1263 * ===========================================
1264 */
1265
1266 /* sliding */
1267 {
1268 float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
1269 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
1270 }
1271
1272 /* movement information */
1273 {
1274 int iair = (s->state.activity == k_skate_activity_air) ||
1275 (s->state.activity == k_skate_activity_grind );
1276
1277 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
1278 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
1279 fly = iair? 1.0f: 0.0f;
1280
1281 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
1282 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
1283 s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
1284 }
1285
1286 mdl_keyframe apose[32], bpose[32];
1287 mdl_keyframe ground_pose[32];
1288 {
1289 /* when the player is moving fast he will crouch down a little bit */
1290 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
1291 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
1292
1293 /* stand/crouch */
1294 float dir_frame = s->blend_z * (15.0f/30.0f),
1295 stand_blend = offset[1]*-2.0f;
1296
1297 v3f local_cog;
1298 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
1299
1300 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
1301
1302 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
1303 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
1304 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
1305
1306 /* sliding */
1307 float slide_frame = s->blend_x * (15.0f/30.0f);
1308 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
1309 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
1310
1311 /* pushing */
1312 double push_time = vg.time - s->state.start_push;
1313 s->blend_push = vg_lerpf( s->blend_push,
1314 (vg.time - s->state.cur_push) < 0.125,
1315 6.0f*vg.time_delta );
1316
1317 float pt = push_time + vg.accumulator;
1318 if( s->state.reverse > 0.0f )
1319 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
1320 else
1321 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
1322
1323 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
1324
1325 /* trick setup */
1326 float jump_start_frame = 14.0f/30.0f;
1327
1328 float charge = s->state.jump_charge;
1329 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
1330
1331 float setup_frame = charge * jump_start_frame,
1332 setup_blend = vg_minf( s->blend_jump, 1.0f );
1333
1334 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
1335 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
1336 setup_frame = jump_frame;
1337
1338 struct skeleton_anim *jump_anim = s->state.jump_dir?
1339 s->anim_ollie:
1340 s->anim_ollie_reverse;
1341
1342 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
1343 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
1344 }
1345
1346 mdl_keyframe air_pose[32];
1347 {
1348 float target = -player->input_js1h->axis.value;
1349 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
1350
1351 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
1352 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
1353
1354 static v2f grab_choice;
1355
1356 v2f grab_input = { player->input_js2h->axis.value,
1357 player->input_js2v->axis.value };
1358 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
1359 if( v2_length2( grab_input ) <= 0.001f )
1360 grab_input[0] = -1.0f;
1361 else
1362 v2_normalize_clamp( grab_input );
1363 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
1364
1365 float ang = atan2f( grab_choice[0], grab_choice[1] ),
1366 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
1367 grab_frame = ang_unit * (15.0f/30.0f);
1368
1369 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
1370 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
1371 }
1372
1373 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
1374
1375 float add_grab_mod = 1.0f - s->blend_fly;
1376
1377 /* additive effects */
1378 {
1379 u32 apply_to[] = { av->id_hip,
1380 av->id_ik_hand_l,
1381 av->id_ik_hand_r,
1382 av->id_ik_elbow_l,
1383 av->id_ik_elbow_r };
1384
1385 for( int i=0; i<vg_list_size(apply_to); i ++ )
1386 {
1387 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
1388 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
1389 }
1390
1391 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
1392 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
1393 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1];
1394
1395 v3f bo;
1396 v3_muls( s->board_offset, add_grab_mod, bo );
1397
1398 v3_add( bo, kf_board->co, kf_board->co );
1399 v3_add( bo, kf_foot_l->co, kf_foot_l->co );
1400 v3_add( bo, kf_foot_r->co, kf_foot_r->co );
1401
1402 m3x3f c;
1403 q_m3x3( s->board_rotation, c );
1404
1405 v3f d;
1406 v3_sub( kf_foot_l->co, bo, d );
1407 m3x3_mulv( c, d, d );
1408 v3_add( bo, d, kf_foot_l->co );
1409
1410 v3_sub( kf_foot_r->co, bo, d );
1411 m3x3_mulv( c, d, d );
1412 v3_add( bo, d, kf_foot_r->co );
1413
1414 q_mul( s->board_rotation, kf_board->q, kf_board->q );
1415 q_normalize( kf_board->q );
1416 }
1417
1418 /* transform */
1419 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
1420 v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
1421
1422 v4f qresy, qresx, qresidual;
1423 m3x3f mtx_residual;
1424 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
1425 q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
1426 q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
1427
1428 q_mul( qresy, qresx, qresidual );
1429 q_normalize( qresidual );
1430 q_mul( dest->root_q, qresidual, dest->root_q );
1431 q_normalize( dest->root_q );
1432
1433 v4f qflip;
1434 if( (s->state.activity == k_skate_activity_air) &&
1435 (fabsf(s->state.flip_rate) > 0.01f) )
1436 {
1437 float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta,
1438 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
1439 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
1440 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
1441
1442 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
1443
1444 q_axis_angle( qflip, s->state.flip_axis, angle );
1445 q_mul( qflip, dest->root_q, dest->root_q );
1446 q_normalize( dest->root_q );
1447
1448 v3f rotation_point, rco;
1449 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
1450 v3_sub( dest->root_co, rotation_point, rco );
1451
1452 /* FIXME: q_mul v3 */
1453 m3x3f TEMP;
1454 q_m3x3( qflip, TEMP );
1455 m3x3_mulv( TEMP, rco, rco );
1456 v3_add( rco, rotation_point, dest->root_co );
1457 }
1458 }
1459
1460 VG_STATIC void skate_camera_firstperson( player_instance *player )
1461 {
1462 struct player_skate *s = &player->_skate;
1463 struct player_avatar *av = player->playeravatar;
1464
1465 /* FIXME: viewpoint entity */
1466 v3f vp = {-0.1f,1.8f,0.0f};
1467 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
1468 v3_zero( player->fpv_angles );
1469
1470 v3f flat_dir,
1471 vel_dir,
1472 look_dir;
1473
1474 v3_copy( player->rb.v, vel_dir );
1475 //v3_normalize( vel_dir );
1476
1477 float tti = s->land_dist;
1478 v3f norm;
1479 v3_copy( s->land_normal, norm );
1480
1481 if( s->state.activity == k_skate_activity_ground )
1482 {
1483 tti = 0.0f;
1484 v3_copy( player->rb.to_world[1], norm );
1485 }
1486
1487 v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
1488 //v3_normalize( flat_dir );
1489
1490 v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
1491 v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
1492 player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
1493 }
1494
1495 VG_STATIC void skate_camera_thirdperson( player_instance *player )
1496 {
1497 struct player_skate *s = &player->_skate;
1498 struct player_avatar *av = player->playeravatar;
1499
1500 v3f origin, dir, target;
1501 v3_copy( player->rb.co, origin );
1502 v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
1503 player_set_follower_subject( player, origin );
1504 }
1505
1506 VG_STATIC void player__skate_post_animate( player_instance *player )
1507 {
1508 struct player_skate *s = &player->_skate;
1509 struct player_avatar *av = player->playeravatar;
1510
1511 skate_camera_thirdperson( player );
1512 skate_camera_firstperson( player );
1513 player->cam_angles_override_strength = 0.0f;
1514 player->cam_position_override_strength = 0.0f;
1515
1516
1517
1518
1519 /* FIXME: Organize this. Its int wrong fucking place */
1520 v3f vp0 = {0.0f,0.1f, 0.6f},
1521 vp1 = {0.0f,0.1f,-0.6f};
1522
1523 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
1524 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
1525 }
1526
1527 VG_STATIC void player__skate_reset( player_instance *player,
1528 struct respawn_point *rp )
1529 {
1530 struct player_skate *s = &player->_skate;
1531 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
1532
1533 #if 0
1534 mixedcam_reset( player, &s->state.cam );
1535 #endif
1536 }
1537
1538 VG_STATIC void player__skate_transition( player_instance *player,
1539 v3f init_velocity,
1540 enum skate_activity init_acitivity )
1541 {
1542 struct player_skate *s = &player->_skate;
1543 s->state.activity_prev = k_skate_activity_ground;
1544 s->state.activity = init_acitivity;
1545
1546 v3f dir;
1547 v3_copy( init_velocity, dir );
1548 v3_normalize( dir );
1549
1550 vg_info( "init velocity: %f %f %f\n", init_velocity[0],
1551 init_velocity[1],
1552 init_velocity[2] );
1553
1554 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
1555 atan2f( dir[0], dir[2] ) );
1556
1557 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
1558 v3_copy( init_velocity, s->state.cog_v );
1559 v3_copy( init_velocity, s->state.vl );
1560 v3_copy( init_velocity, player->rb.v );
1561
1562 rb_update_transform( &player->rb );
1563
1564 if( init_acitivity == k_skate_activity_air )
1565 {
1566 player_approximate_best_trajectory( player );
1567 s->blend_fly = 1.0f;
1568 }
1569 else
1570 s->blend_fly = 0.0f;
1571
1572 s->blend_slide = 0.0f;
1573 s->blend_z = 0.0f;
1574 s->blend_x = 0.0f;
1575 s->blend_stand = 0.0f;
1576 s->blend_push = 0.0f;
1577 s->blend_jump = 0.0f;
1578 s->blend_airdir = 0.0f;
1579 }
1580
1581 #endif /* PLAYER_SKATE_C */