7 VG_STATIC
void player__skate_bind( player_instance
*player
)
9 struct player_skate
*s
= &player
->_skate
;
10 struct player_avatar
*av
= player
->playeravatar
;
11 struct skeleton
*sk
= &av
->sk
;
13 rb_update_transform( &player
->rb
);
14 s
->anim_grind
= skeleton_get_anim( sk
, "pose_grind" );
15 s
->anim_grind_jump
= skeleton_get_anim( sk
, "pose_grind_jump" );
16 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
17 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
18 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
19 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
20 s
->anim_push
= skeleton_get_anim( sk
, "push" );
21 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
22 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
23 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
24 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
27 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
29 struct player_skate
*s
= &player
->_skate
;
33 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
35 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
37 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
42 * Collision detection routines
48 * Does collision detection on a sphere vs world, and applies some smoothing
49 * filters to the manifold afterwards
51 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
52 m4x3f mtx
, rb_sphere
*sphere
,
55 world_instance
*world
= get_active_world();
58 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
60 for( int i
=0; i
<len
; i
++ )
62 man
[i
].rba
= &player
->rb
;
66 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
70 rb_manifold_filter_backface( man
, len
);
71 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
72 rb_manifold_filter_pairs( man
, len
, 0.03f
);
74 int new_len
= rb_manifold_apply_filtered( man
, len
);
88 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
89 v3f pos
, v3f dir
, float r
,
90 struct grind_info
*inf
)
92 world_instance
*world
= get_active_world();
95 v3_copy( dir
, plane
);
96 v3_normalize( plane
);
97 plane
[3] = v3_dot( plane
, pos
);
100 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
101 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
104 bh_iter_init( 0, &it
);
115 int sample_count
= 0;
121 v3_cross( plane
, player
->basis
[1], support_axis
);
122 v3_normalize( support_axis
);
124 while( bh_next( world
->geo_bh
, &it
, box
, &idx
) ){
125 u32
*ptri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
128 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
130 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
134 for( int j
=0; j
<3; j
++ )
135 v3_copy( world
->scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
137 for( int j
=0; j
<3; j
++ ){
141 struct grind_sample
*sample
= &samples
[ sample_count
];
144 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
146 v3_sub( co
, pos
, d
);
147 if( v3_length2( d
) > r
*r
)
151 v3_sub( tri
[1], tri
[0], va
);
152 v3_sub( tri
[2], tri
[0], vb
);
153 v3_cross( va
, vb
, normal
);
155 sample
->normal
[0] = v3_dot( support_axis
, normal
);
156 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
157 sample
->co
[0] = v3_dot( support_axis
, d
);
158 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
160 v3_copy( normal
, sample
->normal3
); /* normalize later
161 if we want to us it */
163 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
164 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
165 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
167 v2_normalize( sample
->normal
);
170 if( sample_count
== vg_list_size( samples
) )
171 goto too_many_samples
;
178 if( sample_count
< 2 )
186 v2_fill( min_co
, INFINITY
);
187 v2_fill( max_co
, -INFINITY
);
189 v3_zero( average_direction
);
190 v3_zero( average_normal
);
192 int passed_samples
= 0;
194 for( int i
=0; i
<sample_count
-1; i
++ ){
195 struct grind_sample
*si
, *sj
;
199 for( int j
=i
+1; j
<sample_count
; j
++ ){
205 /* non overlapping */
206 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
209 /* not sharp angle */
210 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
215 v3_sub( sj
->centroid
, si
->centroid
, v0
);
216 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
217 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
220 v2_minv( sj
->co
, min_co
, min_co
);
221 v2_maxv( sj
->co
, max_co
, max_co
);
224 v3_copy( si
->normal3
, n0
);
225 v3_copy( sj
->normal3
, n1
);
226 v3_cross( n0
, n1
, dir
);
229 /* make sure the directions all face a common hemisphere */
230 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
231 v3_add( average_direction
, dir
, average_direction
);
233 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
234 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
237 v3_add( si
->normal3
, average_normal
, average_normal
);
239 v3_add( sj
->normal3
, average_normal
, average_normal
);
245 if( !passed_samples
)
248 if( (v3_length2( average_direction
) <= 0.001f
) ||
249 (v3_length2( average_normal
) <= 0.001f
) )
252 float div
= 1.0f
/(float)passed_samples
;
253 v3_normalize( average_direction
);
254 v3_normalize( average_normal
);
257 v2_add( min_co
, max_co
, average_coord
);
258 v2_muls( average_coord
, 0.5f
, average_coord
);
260 v3_muls( support_axis
, average_coord
[0], inf
->co
);
261 inf
->co
[1] += average_coord
[1];
262 v3_add( pos
, inf
->co
, inf
->co
);
263 v3_copy( average_normal
, inf
->n
);
264 v3_copy( average_direction
, inf
->dir
);
266 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
267 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
268 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
270 return passed_samples
;
273 VG_STATIC
void reset_jump_info( jump_info
*inf
)
276 inf
->land_dist
= 0.0f
;
278 inf
->type
= k_prediction_unset
;
279 v3_zero( inf
->apex
);
282 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
284 v3f target
, float max_angle_delta
,
287 struct player_skate
*s
= &player
->_skate
;
289 /* calculate the exact 2 solutions to jump onto that grind spot */
292 v3_sub( target
, player
->rb
.co
, v0
);
293 m3x3_mulv( player
->invbasis
, v0
, v0
);
301 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
303 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
304 v
= { v3_dot( ax
, player
->rb
.v
), v_local
[1] };
306 float a
= atan2f( v
[1], v
[0] ),
308 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
313 root
= sqrtf( root
);
314 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
315 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
317 if( fabsf(a0
-a
) < max_angle_delta
){
318 jump_info
*inf
= &jumps
[ valid_count
++ ];
319 reset_jump_info( inf
);
321 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
322 inf
->v
[1] += sinf( a0
) * m
;
323 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
324 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
325 inf
->gravity
= gravity
;
327 v3_copy( target
, inf
->log
[inf
->log_length
++] );
330 if( fabsf(a1
-a
) < max_angle_delta
){
331 jump_info
*inf
= &jumps
[ valid_count
++ ];
332 reset_jump_info( inf
);
334 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
335 inf
->v
[1] += sinf( a1
) * m
;
336 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
337 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
338 inf
->gravity
= gravity
;
340 v3_copy( target
, inf
->log
[inf
->log_length
++] );
349 int create_jump_for_target( world_instance
*world
, player_instance
*player
,
350 v3f target
, float max_angle
, jump_info
*jump
)
353 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
356 if( fabsf(a0
-a
) > max_angle
)
359 /* TODO: sweep the path before chosing the smallest dist */
364 for( int i
=0; i
<=20; i
++ )
366 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
369 v3_muls( p
->v
, t
, p0
);
370 v3_muladds( p0
, player
->basis
[1], -0.5f
* p
->gravity
* t
*t
, p0
);
372 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
384 void player__approximate_best_trajectory( player_instance
*player
)
386 world_instance
*world
= get_active_world();
388 struct player_skate
*s
= &player
->_skate
;
389 float k_trace_delta
= k_rb_delta
* 10.0f
;
391 s
->state
.air_start
= vg
.time
;
392 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
393 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
395 s
->possible_jump_count
= 0;
398 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
399 v3_normalize( axis
);
401 /* at high slopes, Y component is low */
402 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
403 angle_begin
= -(1.0f
-fabsf( upness
)),
406 struct grind_info grind
;
407 int grind_located
= 0;
408 float grind_located_gravity
= k_gravity
;
411 v3f launch_v_bounds
[2];
413 for( int i
=0; i
<2; i
++ ){
414 v3_copy( player
->rb
.v
, launch_v_bounds
[i
] );
415 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
419 q_axis_angle( qbias
, axis
, ang
);
420 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
423 for( int m
=0;m
<=30; m
++ ){
424 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
425 reset_jump_info( inf
);
427 v3f launch_co
, launch_v
, co0
, co1
;
428 v3_copy( player
->rb
.co
, launch_co
);
429 v3_copy( player
->rb
.v
, launch_v
);
430 v3_copy( launch_co
, co0
);
432 float vt
= (float)m
* (1.0f
/30.0f
),
433 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
436 q_axis_angle( qbias
, axis
, ang
);
437 q_mulv( qbias
, launch_v
, launch_v
);
439 float yaw_sketch
= 1.0f
-fabsf(upness
);
441 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
442 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
443 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 ){
474 for( int j
=0; j
<2; j
++ ){
475 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
476 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
477 v3_add( launch_co
, bound
[j
], bound
[j
] );
480 float minh
= vg_minf( bound
[0][1], bound
[1][1] ),
481 maxh
= vg_maxf( bound
[0][1], bound
[1][1] );
483 vg_info( "%f [%f:%f]\n", closest
[1], minh
, maxh
);
485 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
486 search_for_grind
= 0;
490 search_for_grind
= 0;
493 if( search_for_grind
){
495 v3_copy( launch_v
, ve
);
496 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
498 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
499 /* check alignment */
500 v2f v0
= { v3_dot( ve
, basis
[0] ),
501 v3_dot( ve
, basis
[2] ) },
502 v1
= { v3_dot( grind
.dir
, basis
[0] ),
503 v3_dot( grind
.dir
, basis
[2] ) };
508 float a
= v2_dot( v0
, v1
);
510 if( a
>= cosf( VG_PIf
* 0.185f
) ){
512 grind_located_gravity
= inf
->gravity
;
514 vg_success( "Grind located\n" );
519 if( world
->rendering_gate
){
520 ent_gate
*gate
= world
->rendering_gate
;
521 if( gate_intersect( gate
, co1
, co0
) ){
522 m4x3_mulv( gate
->transport
, co0
, co0
);
523 m4x3_mulv( gate
->transport
, co1
, co1
);
524 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
525 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
526 m3x3_mul( gate
->transport
, basis
, basis
);
533 int idx
= spherecast_world( world
, co0
, co1
, k_board_radius
, &t1
, n
);
536 v3_lerp( co0
, co1
, t1
, co
);
537 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
539 v3_copy( n
, inf
->n
);
540 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
541 struct world_surface
*surf
= world_tri_index_surface(world
, tri
[0]);
547 v3_copy( world
->scene_geo
->arrvertices
[tri
[0]].co
, pa
);
548 v3_copy( world
->scene_geo
->arrvertices
[tri
[1]].co
, pb
);
549 v3_copy( world
->scene_geo
->arrvertices
[tri
[2]].co
, pc
);
551 v3_sub( pb
, pa
, v0
);
552 v3_sub( pc
, pa
, v1
);
553 v3_cross( v0
, v1
, inf
->n
);
554 v3_normalize( inf
->n
);
557 * grind predictions, we want to FORCE it to land in the correct
558 * location, taking the cloest endpoint or midpoint to be the
562 inf
->type
= k_prediction_land
;
565 v3_copy( launch_v
, ve
);
566 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
568 inf
->score
= -v3_dot( ve
, inf
->n
);
569 inf
->land_dist
= t
+ k_trace_delta
* t1
;
572 /* Bias prediction towords ramps */
573 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
580 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
585 if( inf
->type
== k_prediction_unset
)
586 s
->possible_jump_count
--;
590 jump_info grind_jumps
[2];
593 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
594 0.175f
*VG_PIf
, grind_located_gravity
);
596 /* knock out original landing points in the 1m area
597 * TODO: Make this a konstant */
598 for( u32 j
=0; j
<s
->possible_jump_count
; j
++ ){
599 jump_info
*jump
= &s
->possible_jumps
[ j
];
600 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
601 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
602 jump
->score
+= descale
*3.0f
;
605 for( int i
=0; i
<valid_count
; i
++ ){
606 jump_info
*jump
= &grind_jumps
[i
];
607 jump
->type
= k_prediction_grind
;
609 v3f launch_v
, launch_co
, co0
, co1
;
611 v3_copy( jump
->v
, launch_v
);
612 v3_copy( player
->rb
.co
, launch_co
);
615 m3x3_copy( player
->basis
, basis
);
617 float t
= 0.05f
* jump
->land_dist
;
618 v3_muls( launch_v
, t
, co0
);
619 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
620 v3_add( launch_co
, co0
, co0
);
623 /* rough scan to make sure we dont collide with anything */
624 for( int j
=1; j
<=16; j
++ ){
625 t
= (float)j
*(1.0f
/16.0f
);
628 t
*= jump
->land_dist
;
630 v3_muls( launch_v
, t
, co1
);
631 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
632 v3_add( launch_co
, co1
, co1
);
637 int idx
= spherecast_world( world
, co0
,co1
,
638 k_board_radius
*0.5f
, &t1
, n
);
640 goto invalidated_grind
;
647 v3_copy( grind
.n
, jump
->n
);
649 /* determine score */
651 v3_copy( jump
->v
, ve
);
652 v3_muladds( ve
, player
->basis
[1], -jump
->gravity
*jump
->land_dist
, ve
);
653 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
655 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
665 float score_min
= INFINITY
,
666 score_max
= -INFINITY
;
668 jump_info
*best
= NULL
;
670 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
671 jump_info
*jump
= &s
->possible_jumps
[i
];
673 if( jump
->score
< score_min
)
676 score_min
= vg_minf( score_min
, jump
->score
);
677 score_max
= vg_maxf( score_max
, jump
->score
);
680 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
681 jump_info
*jump
= &s
->possible_jumps
[i
];
682 float s
= jump
->score
;
685 s
/= (score_max
-score_min
);
689 jump
->colour
= s
* 255.0f
;
693 else if( jump
->type
== k_prediction_land
)
696 jump
->colour
|= 0xff000000;
700 v3_copy( best
->n
, s
->land_normal
);
701 v3_copy( best
->v
, player
->rb
.v
);
702 s
->land_dist
= best
->land_dist
;
704 v2f steer
= { player
->input_js1h
->axis
.value
,
705 player
->input_js1v
->axis
.value
};
706 v2_normalize_clamp( steer
);
707 s
->state
.gravity_bias
= best
->gravity
;
709 if( best
->type
== k_prediction_grind
){
710 s
->state
.activity
= k_skate_activity_air_to_grind
;
713 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
714 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
716 s
->state
.flip_time
= 0.0f
;
717 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
720 s
->state
.flip_rate
= 0.0f
;
721 v3_zero( s
->state
.flip_axis
);
725 v3_copy( player
->basis
[1], s
->land_normal
);
731 * Varius physics models
732 * ------------------------------------------------
736 * Air control, no real physics
738 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
740 struct player_skate
*s
= &player
->_skate
;
742 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
743 player__approximate_best_trajectory( player
);
745 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
746 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
748 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
751 q_axis_angle( correction
, axis
,
752 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
753 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
755 v2f steer
= { player
->input_js1h
->axis
.value
,
756 player
->input_js1v
->axis
.value
};
757 v2_normalize_clamp( steer
);
760 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
761 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
763 struct player_skate
*s
= &player
->_skate
;
766 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
768 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
769 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
771 v3_mul( strength
, F
, F
);
773 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
774 s
->board_trick_residualv
);
775 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
776 k_rb_delta
, s
->board_trick_residuald
);
778 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
779 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
782 int carry_on
= player_skate_trick_input( player
);
784 /* we assume velocities share a common divisor, in which case the
785 * interval is the minimum value (if not zero) */
787 float min_rate
= 99999.0f
;
789 for( int i
=0; i
<3; i
++ ){
790 float v
= s
->state
.trick_vel
[i
];
791 if( (v
> 0.0f
) && (v
< min_rate
) )
795 float interval
= 1.0f
/ min_rate
,
796 current
= floorf( s
->state
.trick_time
/ interval
),
797 next_end
= (current
+1.0f
) * interval
;
800 /* integrate trick velocities */
801 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
802 s
->state
.trick_euler
);
804 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
805 s
->state
.trick_time
= 0.0f
;
806 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
807 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
808 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
809 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
810 v3_zero( s
->state
.trick_vel
);
813 s
->state
.trick_time
+= k_rb_delta
;
816 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
817 s
->state
.trick_time
> 0.2f
)
819 player__skate_kill_audio( player
);
820 player__dead_transition( player
);
823 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
824 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
825 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
826 s
->state
.trick_time
= 0.0f
;
827 v3_zero( s
->state
.trick_vel
);
831 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
833 struct player_skate
*s
= &player
->_skate
;
835 float grabt
= player
->input_grab
->axis
.value
;
838 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
839 s
->state
.grab_mouse_delta
);
841 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
844 v2_zero( s
->state
.grab_mouse_delta
);
846 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
849 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
851 struct player_skate
*s
= &player
->_skate
;
854 float steer
= player
->input_js1h
->axis
.value
,
855 grab
= player
->input_grab
->axis
.value
;
857 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
860 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
865 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
866 rate
= 6.0f
* fabsf(steer
);
870 /* rotate slower when grabbing on ground */
871 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
873 if( s
->state
.activity
== k_skate_activity_grind_5050
){
878 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
879 rate
*= fabsf(steer
);
881 float a
= 0.8f
* -steer
* k_rb_delta
;
884 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
885 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
887 v3_normalize( s
->grind_vec
);
890 else if( s
->state
.manual_direction
){
896 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
897 addspeed
= (steer
* -top
) - current
,
898 maxaccel
= rate
* k_rb_delta
,
899 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
901 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
905 * Computes friction and surface interface model
907 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
909 struct player_skate
*s
= &player
->_skate
;
912 * Computing localized friction forces for controlling the character
913 * Friction across X is significantly more than Z
917 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
920 if( fabsf(vel
[2]) > 0.01f
)
921 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
923 if( fabsf( slip
) > 1.2f
)
924 slip
= vg_signf( slip
) * 1.2f
;
926 s
->state
.slip
= slip
;
927 s
->state
.reverse
= -vg_signf(vel
[2]);
929 float S
= (float)s
->grind_cooldown
* (1.0f
/20.0f
);
930 S
= vg_minf( S
, 1.0f
);
932 vel
[0] += vg_cfrictf( vel
[0], S
* k_friction_lat
* k_rb_delta
);
933 vel
[2] += vg_cfrictf( vel
[2], S
* k_friction_resistance
* k_rb_delta
);
935 /* Pushing additive force */
937 if( !player
->input_jump
->button
.value
){
938 if( player
->input_push
->button
.value
||
939 (vg
.time
-s
->state
.start_push
<0.75) )
941 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
942 s
->state
.start_push
= vg
.time
;
944 s
->state
.cur_push
= vg
.time
;
946 double push_time
= vg
.time
- s
->state
.start_push
;
948 float cycle_time
= push_time
*k_push_cycle_rate
,
949 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
950 amt
= accel
* VG_TIMESTEP_FIXED
,
951 current
= v3_length( vel
),
952 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
953 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
955 vel
[2] += delta
* -s
->state
.reverse
;
959 /* Send back to velocity */
960 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
963 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
965 struct player_skate
*s
= &player
->_skate
;
966 int charging_jump_prev
= s
->state
.charging_jump
;
967 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
969 /* Cannot charge this in air */
970 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
971 s
->state
.charging_jump
= 0;
975 if( s
->state
.charging_jump
){
976 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
978 if( !charging_jump_prev
)
979 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
982 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
985 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
987 /* player let go after charging past 0.2: trigger jump */
988 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
991 /* Launch more up if alignment is up else improve velocity */
992 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
994 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
996 if( s
->state
.activity
== k_skate_activity_ground
){
997 v3_copy( player
->rb
.v
, jumpdir
);
998 v3_normalize( jumpdir
);
999 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
1000 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
1001 v3_normalize( jumpdir
);
1003 v3_copy( s
->state
.up_dir
, jumpdir
);
1004 s
->state
.activity
= k_skate_activity_ground
;
1005 s
->grind_cooldown
= 0;
1007 float tilt
= player
->input_js1h
->axis
.value
* 0.3f
;
1008 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
1011 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
1012 q_mulv( qtilt
, jumpdir
, jumpdir
);
1015 float force
= k_jump_force
*s
->state
.jump_charge
;
1016 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
1017 s
->state
.jump_charge
= 0.0f
;
1018 s
->state
.jump_time
= vg
.time
;
1020 v2f steer
= { player
->input_js1h
->axis
.value
,
1021 player
->input_js1v
->axis
.value
};
1022 v2_normalize_clamp( steer
);
1025 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
1030 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
1032 struct player_skate
*s
= &player
->_skate
;
1034 if( s
->state
.activity
!= k_skate_activity_ground
){
1035 v3_zero( s
->state
.throw_v
);
1039 /* Throw / collect routine
1041 * TODO: Max speed boost
1043 if( player
->input_grab
->axis
.value
> 0.5f
){
1044 if( s
->state
.activity
== k_skate_activity_ground
){
1046 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1051 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1054 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1056 if( s
->state
.activity
== k_skate_activity_ground
){
1057 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1058 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1061 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1062 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1063 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1067 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1069 v3_copy( s
->state
.throw_v
, dir
);
1070 v3_normalize( dir
);
1072 float max
= v3_dot( dir
, s
->state
.throw_v
),
1073 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1074 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1078 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1080 struct player_skate
*s
= &player
->_skate
;
1082 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1083 v3_copy( s
->state
.up_dir
, ideal_dir
);
1084 v3_normalize( ideal_dir
);
1086 v3_muladds( player
->rb
.co
, ideal_dir
,
1087 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1088 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1090 /* Apply velocities */
1092 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1095 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1096 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1098 float ra
= k_cog_mass_ratio
,
1099 rb
= 1.0f
-k_cog_mass_ratio
;
1101 /* Apply forces & intergrate */
1102 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1103 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1106 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1110 VG_STATIC
void skate_integrate( player_instance
*player
)
1112 struct player_skate
*s
= &player
->_skate
;
1114 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
1115 decay_rate_y
= 1.0f
;
1117 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1118 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1119 decay_rate_y
= decay_rate
;
1122 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
1123 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1124 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
1126 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1127 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1128 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1130 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1131 rb_update_transform( &player
->rb
);
1138 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1140 return (player
->input_trick0
->button
.value
) |
1141 (player
->input_trick1
->button
.value
<< 1) |
1142 (player
->input_trick2
->button
.value
<< 1) |
1143 (player
->input_trick2
->button
.value
);
1146 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1148 struct player_skate
*s
= &player
->_skate
;
1150 if( vg_input_button_down( player
->input_use
) ){
1151 player
->subsystem
= k_player_subsystem_walk
;
1154 v3_copy( player
->cam
.angles
, angles
);
1157 player
->holdout_time
= 0.25f
;
1158 player__skate_kill_audio( player
);
1159 player__walk_transition( player
, angles
);
1163 if( vg_input_button_down( player
->input_reset
) ){
1164 player
->rb
.co
[1] += 2.0f
;
1165 s
->state
.cog
[1] += 2.0f
;
1166 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
1167 v3_zero( player
->rb
.w
);
1168 v3_zero( player
->rb
.v
);
1170 rb_update_transform( &player
->rb
);
1174 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1175 (trick_id
= player_skate_trick_input( player
)) )
1177 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1178 v3_zero( s
->state
.trick_vel
);
1179 s
->state
.trick_time
= 0.0f
;
1181 if( trick_id
== 1 ){
1182 s
->state
.trick_vel
[0] = 3.0f
;
1184 else if( trick_id
== 2 ){
1185 s
->state
.trick_vel
[2] = 3.0f
;
1187 else if( trick_id
== 3 ){
1188 s
->state
.trick_vel
[0] = 2.0f
;
1189 s
->state
.trick_vel
[2] = 2.0f
;
1195 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1197 struct player_skate
*s
= &player
->_skate
;
1199 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1200 jump_info
*jump
= &s
->possible_jumps
[i
];
1202 if( jump
->log_length
== 0 ){
1203 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1206 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1207 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1209 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1210 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1213 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1216 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1217 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1219 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1223 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1228 float air
= s
->state
.activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1229 speed
= v3_length( player
->rb
.v
),
1230 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1231 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
),
1233 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
),
1234 vol_air
= sqrtf( air
*attn
* 0.5f
),
1235 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
);
1237 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1239 s
->aud_main
= audio_request_channel( &audio_board
[0], flags
);
1242 s
->aud_air
= audio_request_channel( &audio_board
[1], flags
);
1245 s
->aud_slide
= audio_request_channel( &audio_board
[2], flags
);
1248 /* brrrrrrrrrrrt sound for tiles and stuff
1249 * --------------------------------------------------------*/
1250 float sidechain_amt
= 0.0f
,
1253 if( s
->surface
== k_surface_prop_tiles
)
1254 sidechain_amt
= 1.0f
;
1256 sidechain_amt
= 0.0f
;
1258 audio_set_lfo_frequency( 0, hz
);
1259 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1260 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1263 s
->aud_main
->colour
= 0x00103efe;
1264 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1265 audio_channel_slope_volume( s
->aud_main
, 0.05f
, vol_main
);
1266 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1268 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1269 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1273 s
->aud_slide
->colour
= 0x00103efe;
1274 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1275 audio_channel_slope_volume( s
->aud_slide
, 0.05f
, vol_slide
);
1276 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1280 s
->aud_air
->colour
= 0x00103efe;
1281 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1282 audio_channel_slope_volume( s
->aud_air
, 0.05f
, vol_air
);
1289 * truck alignment model at ra(local)
1290 * returns 1 if valid surface:
1291 * surface_normal will be filled out with an averaged normal vector
1292 * axel_dir will be the direction from left to right wheels
1294 * returns 0 if no good surface found
1297 int skate_compute_surface_alignment( player_instance
*player
,
1299 v3f surface_normal
, v3f axel_dir
)
1301 struct player_skate
*s
= &player
->_skate
;
1302 world_instance
*world
= get_active_world();
1304 v3f truck
, left
, right
;
1305 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1307 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1308 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1309 vg_line( left
, right
, colour
);
1311 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1313 ray_hit ray_l
, ray_r
;
1316 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1318 int res_l
= 0, res_r
= 0;
1320 for( int i
=0; i
<8; i
++ )
1322 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1323 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1324 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1325 ray_l
.dist
= 2.1f
* k_board_radius
;
1327 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1333 for( int i
=0; i
<8; i
++ )
1335 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1336 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1337 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1338 ray_r
.dist
= 2.1f
* k_board_radius
;
1340 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1348 v3f tangent_average
;
1349 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1350 v3_zero( tangent_average
);
1352 if( res_l
|| res_r
)
1355 v3_copy( midpoint
, p0
);
1356 v3_copy( midpoint
, p1
);
1360 v3_copy( ray_l
.pos
, p0
);
1361 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1362 v3_add( t
, tangent_average
, tangent_average
);
1366 v3_copy( ray_r
.pos
, p1
);
1367 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1368 v3_add( t
, tangent_average
, tangent_average
);
1371 v3_sub( p1
, p0
, v0
);
1376 /* fallback: use the closes point to the trucks */
1378 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1382 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1385 for( int j
=0; j
<3; j
++ )
1386 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1388 v3f vert0
, vert1
, n
;
1389 v3_sub( verts
[1], verts
[0], vert0
);
1390 v3_sub( verts
[2], verts
[0], vert1
);
1391 v3_cross( vert0
, vert1
, n
);
1394 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1397 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1398 v3_muladds( v0
, player
->rb
.to_world
[2],
1399 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1403 v3_cross( n
, player
->rb
.to_world
[0], t
);
1404 v3_add( t
, tangent_average
, tangent_average
);
1410 v3_muladds( truck
, v0
, k_board_width
, right
);
1411 v3_muladds( truck
, v0
, -k_board_width
, left
);
1413 vg_line( left
, right
, VG__WHITE
);
1415 v3_normalize( tangent_average
);
1416 v3_cross( v0
, tangent_average
, surface_normal
);
1417 v3_copy( v0
, axel_dir
);
1422 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1424 struct player_skate
*s
= &player
->_skate
;
1425 v3_zero( s
->weight_distribution
);
1427 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1429 if( s
->state
.manual_direction
== 0 ){
1430 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1431 (s
->state
.activity
== k_skate_activity_ground
) &&
1432 (s
->state
.jump_charge
<= 0.01f
) )
1433 s
->state
.manual_direction
= reverse_dir
;
1436 if( player
->input_js1v
->axis
.value
< 0.1f
){
1437 s
->state
.manual_direction
= 0;
1440 if( reverse_dir
!= s
->state
.manual_direction
){
1446 if( s
->state
.manual_direction
){
1447 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1448 s
->weight_distribution
[2] = k_board_length
* amt
*
1449 (float)s
->state
.manual_direction
;
1452 /* TODO: Fall back on land normal */
1453 /* TODO: Lerp weight distribution */
1454 if( s
->state
.manual_direction
){
1457 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1458 v3_negate( plane_z
, plane_z
);
1460 v3_muladds( plane_z
, s
->surface_picture
,
1461 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1462 v3_normalize( plane_z
);
1464 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1465 v3_normalize( plane_z
);
1468 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1469 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1472 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1475 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1476 k_manul_spring
, k_manul_dampener
,
1481 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1483 struct player_skate
*s
= &player
->_skate
;
1485 if( s
->state
.activity
== k_skate_activity_ground
){
1487 v3_copy( s
->surface_picture
, target
);
1489 target
[1] += 2.0f
* s
->surface_picture
[1];
1490 v3_normalize( target
);
1492 v3_lerp( s
->state
.up_dir
, target
,
1493 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1495 else if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
1496 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1497 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1500 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1501 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1505 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1508 v3_sub( target
, origin
, dir
);
1511 ray
.dist
= v3_length( dir
);
1512 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1515 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1521 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1523 /* TODO: Is N and Dir really orthogonal? */
1524 v3_copy( inf
->dir
, mtx
[0] );
1525 v3_copy( inf
->n
, mtx
[1] );
1526 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1529 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1530 struct grind_info
*inf
, float strength
)
1533 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1534 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1536 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1537 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1538 F
= a
* -dir
* k_grind_max_friction
;
1540 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1543 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1544 struct grind_info
*inf
, float strength
)
1547 skate_grind_orient( inf
, mtx
);
1548 m3x3_transpose( mtx
, mtx_inv
);
1551 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1553 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1554 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1555 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1558 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1559 float sign
, struct grind_info
*inf
,
1562 struct player_skate
*s
= &player
->_skate
;
1564 /* TODO: Trash compactor this */
1565 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1567 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1568 v3_add( player
->rb
.co
, raw
, wsp
);
1570 v3_copy( ra
, s
->weight_distribution
);
1573 v3_sub( inf
->co
, wsp
, delta
);
1576 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1579 skate_grind_decay( player
, inf
, strength
);
1580 skate_grind_friction( player
, inf
, strength
);
1582 /* yeah yeah yeah yeah */
1583 v3f raw_nplane
, axis
;
1584 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1585 v3_cross( raw_nplane
, inf
->n
, axis
);
1586 v3_normalize( axis
);
1590 skate_grind_orient( inf
, mtx
);
1591 v3f target_fwd
, fwd
, up
, target_up
;
1592 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1593 v3_copy( raw_nplane
, fwd
);
1594 v3_copy( player
->rb
.to_world
[1], up
);
1595 v3_copy( inf
->n
, target_up
);
1597 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1598 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1600 v3_normalize( target_fwd
);
1601 v3_normalize( fwd
);
1604 float way
= player
->input_js1v
->axis
.value
*
1605 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1608 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1609 q_mulv( q
, target_up
, target_up
);
1610 q_mulv( q
, target_fwd
, target_fwd
);
1612 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1617 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1618 k_grind_spring
*strength
,
1619 k_grind_dampener
*strength
,
1622 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1623 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1624 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1626 s
->grind_strength
= strength
;
1629 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1630 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1631 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1634 v3_copy( inf
->dir
, s
->grind_dir
);
1637 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1638 struct grind_info
*inf_front
,
1639 struct grind_info
*inf_back
)
1641 struct player_skate
*s
= &player
->_skate
;
1642 struct grind_info inf_avg
;
1644 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1645 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1646 v3_normalize( inf_avg
.dir
);
1648 v3f axis_front
, axis_back
, axis
;
1649 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1650 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1651 v3_add( axis_front
, axis_back
, axis
);
1652 v3_normalize( axis
);
1654 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1655 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1658 float way
= player
->input_js1v
->axis
.value
*
1659 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1662 v3_copy( player
->rb
.to_world
[1], up
);
1663 v3_copy( inf_avg
.n
, target_up
);
1664 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1665 q_mulv( q
, target_up
, target_up
);
1667 v3_zero( s
->weight_distribution
);
1668 s
->weight_distribution
[2] = k_board_length
* -way
;
1670 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1675 v3f fwd_nplane
, dir_nplane
;
1676 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1677 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1680 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1681 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1683 v3_normalize( fwd_nplane
);
1684 v3_normalize( dir_nplane
);
1686 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1691 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1692 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1693 delta_front
, delta_back
, delta_total
;
1695 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1696 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1698 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1699 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1700 v3_add( delta_front
, delta_back
, delta_total
);
1702 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1705 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1706 v3_zero( limit
->ra
);
1707 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1710 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1713 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1714 struct grind_info
*inf
)
1716 struct player_skate
*s
= &player
->_skate
;
1718 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1719 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1721 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1722 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1724 /* Exit condition: lost grind tracking */
1725 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1728 /* Exit condition: cant see grind target directly */
1729 if( !skate_point_visible( wheel_co
, inf
->co
) )
1732 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1733 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1734 minv
= k_grind_axel_min_vel
*0.8f
;
1739 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1742 v3_copy( inf
->dir
, s
->grind_dir
);
1746 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1747 struct grind_info
*inf
)
1749 struct player_skate
*s
= &player
->_skate
;
1751 /* TODO: Trash compactor this */
1752 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1755 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1756 v3_add( player
->rb
.co
, raw
, wsp
);
1758 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1760 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1763 /* velocity should be at least 60% aligned */
1765 v3_cross( inf
->n
, inf
->dir
, axis
);
1766 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1768 if( v3_length2( pv
) < 0.0001f
)
1772 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1775 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1779 /* check for vertical alignment */
1780 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1784 v3f local_co
, local_dir
, local_n
;
1785 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1786 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1787 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1789 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1791 float truck_height
= -(k_board_radius
+0.03f
);
1794 v3_cross( player
->rb
.w
, raw
, rv
);
1795 v3_add( player
->rb
.v
, rv
, rv
);
1797 if( (local_co
[1] >= truck_height
) &&
1798 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1807 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1808 struct grind_info
*inf
)
1810 struct player_skate
*s
= &player
->_skate
;
1812 v3f local_co
, local_dir
, local_n
;
1813 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1814 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1815 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1818 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1820 v3_copy( intersection
, s
->weight_distribution
);
1822 skate_grind_decay( player
, inf
, 0.0125f
);
1823 skate_grind_friction( player
, inf
, 0.25f
);
1825 /* direction alignment */
1827 v3_cross( local_dir
, local_n
, perp
);
1828 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1829 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1831 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1832 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1835 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1836 q_mulv( qbalance
, perp
, perp
);
1838 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1840 k_grind_spring
, k_grind_dampener
,
1843 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1845 k_grind_spring
, k_grind_dampener
,
1848 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1849 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1851 v3_copy( inf
->dir
, s
->grind_dir
);
1854 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1855 struct grind_info
*inf
)
1857 struct player_skate
*s
= &player
->_skate
;
1859 if( skate_grind_scansq( player
, player
->rb
.co
,
1860 player
->rb
.to_world
[0], k_board_length
,
1863 v3f local_co
, local_dir
;
1864 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1865 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1867 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1868 (local_co
[1] >= 0.0f
) && /* at deck level */
1869 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1871 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1881 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1882 struct grind_info
*inf
)
1884 struct player_skate
*s
= &player
->_skate
;
1886 if( !skate_grind_scansq( player
, player
->rb
.co
,
1887 player
->rb
.to_world
[0], k_board_length
,
1891 /* Exit condition: cant see grind target directly */
1893 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1894 if( !skate_point_visible( vis
, inf
->co
) )
1897 /* Exit condition: minimum velocity not reached, but allow a bit of error
1898 * TODO: trash compactor */
1899 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1900 minv
= k_grind_axel_min_vel
*0.8f
;
1905 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1911 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1912 struct grind_info
*inf
)
1914 struct player_skate
*s
= &player
->_skate
;
1917 skate_grind_orient( inf
, mtx
);
1918 m3x3_transpose( mtx
, mtx
);
1921 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1923 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1924 v3_normalize( s
->grind_vec
);
1925 v3_copy( inf
->dir
, s
->grind_dir
);
1928 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1930 struct player_skate
*s
= &player
->_skate
;
1932 /* debounces this state manager a little bit */
1933 if( s
->grind_cooldown
< 20 ){
1934 s
->grind_cooldown
++;
1935 return k_skate_activity_undefined
;
1938 struct grind_info inf_back50
,
1946 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1947 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1949 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
1950 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1951 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1953 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
1954 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1955 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1957 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
1958 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1959 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1962 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
1963 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1964 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1966 if( res_back50
!= res_front50
){
1967 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
1969 res_back50
&= wants_to_do_that
;
1970 res_front50
&= wants_to_do_that
;
1974 const enum skate_activity table
[] =
1975 { /* slide | back | front */
1976 k_skate_activity_undefined
, /* 0 0 0 */
1977 k_skate_activity_grind_front50
, /* 0 0 1 */
1978 k_skate_activity_grind_back50
, /* 0 1 0 */
1979 k_skate_activity_grind_5050
, /* 0 1 1 */
1981 /* slide has priority always */
1982 k_skate_activity_grind_boardslide
, /* 1 0 0 */
1983 k_skate_activity_grind_boardslide
, /* 1 0 1 */
1984 k_skate_activity_grind_boardslide
, /* 1 1 0 */
1985 k_skate_activity_grind_boardslide
, /* 1 1 1 */
1987 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
1989 if( new_activity
== k_skate_activity_undefined
){
1990 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1991 s
->grind_cooldown
= 5;
1993 else if( new_activity
== k_skate_activity_grind_boardslide
){
1994 skate_boardslide_apply( player
, &inf_slide
);
1996 else if( new_activity
== k_skate_activity_grind_back50
){
1997 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
1998 skate_store_grind_vec( player
, &inf_back50
);
2000 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
2002 else if( new_activity
== k_skate_activity_grind_front50
){
2003 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
2004 skate_store_grind_vec( player
, &inf_front50
);
2006 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2008 else if( new_activity
== k_skate_activity_grind_5050
)
2009 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2011 return new_activity
;
2014 VG_STATIC
void player__skate_update( player_instance
*player
)
2016 struct player_skate
*s
= &player
->_skate
;
2017 world_instance
*world
= get_active_world();
2019 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2020 s
->state
.activity_prev
= s
->state
.activity
;
2022 struct board_collider
2029 enum board_collider_state
2031 k_collider_state_default
,
2032 k_collider_state_disabled
,
2033 k_collider_state_colliding
2040 { 0.0f
, 0.0f
, -k_board_length
},
2041 .radius
= k_board_radius
,
2045 { 0.0f
, 0.0f
, k_board_length
},
2046 .radius
= k_board_radius
,
2053 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2055 float min_dist
= 0.6f
;
2056 for( int i
=0; i
<2; i
++ ){
2058 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2060 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2061 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2065 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2066 vy
= vg_maxf( 0.0f
, vy
);
2068 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2070 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2072 wheels
[0].pos
[1] = s
->state
.slap
;
2073 wheels
[1].pos
[1] = s
->state
.slap
;
2079 const int k_wheel_count
= 2;
2081 s
->substep
= k_rb_delta
;
2082 s
->substep_delta
= s
->substep
;
2085 int substep_count
= 0;
2087 v3_zero( s
->surface_picture
);
2089 for( int i
=0; i
<k_wheel_count
; i
++ )
2090 wheels
[i
].state
= k_collider_state_default
;
2092 /* check if we can enter or continue grind */
2093 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2094 if( grindable_activity
!= k_skate_activity_undefined
){
2095 s
->state
.activity
= grindable_activity
;
2099 int contact_count
= 0;
2100 for( int i
=0; i
<2; i
++ ){
2102 v3_copy( player
->rb
.to_world
[0], axel
);
2104 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2105 wheels
[i
].colour
, normal
, axel
) )
2107 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2109 k_surface_spring
, k_surface_dampener
,
2112 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2116 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2119 if( contact_count
){
2120 s
->state
.activity
= k_skate_activity_ground
;
2121 s
->state
.gravity_bias
= k_gravity
;
2122 v3_normalize( s
->surface_picture
);
2124 skate_apply_friction_model( player
);
2125 skate_weight_distribute( player
);
2128 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2129 s
->state
.activity
= k_skate_activity_air
;
2131 v3_zero( s
->weight_distribution
);
2132 skate_apply_air_model( player
);
2137 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2138 wheels
[1].state
= k_collider_state_disabled
;
2139 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2140 wheels
[0].state
= k_collider_state_disabled
;
2141 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2142 wheels
[0].state
= k_collider_state_disabled
;
2143 wheels
[1].state
= k_collider_state_disabled
;
2146 /* all activities */
2147 skate_apply_steering_model( player
);
2148 skate_adjust_up_direction( player
);
2149 skate_apply_cog_model( player
);
2150 skate_apply_jump_model( player
);
2151 skate_apply_grab_model( player
);
2152 skate_apply_trick_model( player
);
2153 skate_apply_pump_model( player
);
2158 * Phase 0: Continous collision detection
2159 * --------------------------------------------------------------------------
2162 v3f head_wp0
, head_wp1
, start_co
;
2163 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2164 v3_copy( player
->rb
.co
, start_co
);
2166 /* calculate transform one step into future */
2169 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2171 if( v3_length2( player
->rb
.w
) > 0.0f
){
2174 v3_copy( player
->rb
.w
, axis
);
2176 float mag
= v3_length( axis
);
2177 v3_divs( axis
, mag
, axis
);
2178 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2179 q_mul( rotation
, player
->rb
.q
, future_q
);
2180 q_normalize( future_q
);
2183 v4_copy( player
->rb
.q
, future_q
);
2185 v3f future_cg
, current_cg
, cg_offset
;
2186 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2187 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2188 v3_sub( future_cg
, current_cg
, cg_offset
);
2190 /* calculate the minimum time we can move */
2191 float max_time
= s
->substep
;
2193 for( int i
=0; i
<k_wheel_count
; i
++ ){
2194 if( wheels
[i
].state
== k_collider_state_disabled
)
2197 v3f current
, future
, r_cg
;
2199 q_mulv( future_q
, wheels
[i
].pos
, future
);
2200 v3_add( future
, future_co
, future
);
2201 v3_add( cg_offset
, future
, future
);
2203 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2204 v3_add( current
, player
->rb
.co
, current
);
2209 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2210 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2211 max_time
= vg_minf( max_time
, t
* s
->substep
);
2214 /* clamp to a fraction of delta, to prevent locking */
2215 float rate_lock
= substep_count
;
2216 rate_lock
*= k_rb_delta
* 0.1f
;
2217 rate_lock
*= rate_lock
;
2219 max_time
= vg_maxf( max_time
, rate_lock
);
2220 s
->substep_delta
= max_time
;
2223 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2224 if( v3_length2( player
->rb
.w
) > 0.0f
){
2227 v3_copy( player
->rb
.w
, axis
);
2229 float mag
= v3_length( axis
);
2230 v3_divs( axis
, mag
, axis
);
2231 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2232 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2233 q_normalize( player
->rb
.q
);
2235 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2236 v3_sub( current_cg
, future_cg
, cg_offset
);
2237 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2240 rb_update_transform( &player
->rb
);
2241 v3_muladds( player
->rb
.v
, player
->basis
[1],
2242 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2244 s
->substep
-= s
->substep_delta
;
2246 rb_ct manifold
[128];
2247 int manifold_len
= 0;
2250 * Phase -1: head detection
2251 * --------------------------------------------------------------------------
2253 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2257 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2258 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2260 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2261 rb_update_transform( &player
->rb
);
2263 player__skate_kill_audio( player
);
2264 player__dead_transition( player
);
2269 * Phase 1: Regular collision detection
2270 * --------------------------------------------------------------------------
2273 for( int i
=0; i
<k_wheel_count
; i
++ ){
2274 if( wheels
[i
].state
== k_collider_state_disabled
)
2278 m3x3_identity( mtx
);
2279 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2281 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2283 rb_ct
*man
= &manifold
[ manifold_len
];
2285 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2287 wheels
[i
].state
= k_collider_state_colliding
;
2292 float grind_radius
= k_board_radius
* 0.75f
;
2293 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2294 .radius
=grind_radius
};
2296 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2297 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2298 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2299 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2300 grind_radius
+ k_board_radius
*0.25f
+s
->state
.slap
, mtx
[3] );
2302 rb_ct
*cman
= &manifold
[manifold_len
];
2304 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2308 for( int i
=0; i
<l
; i
++ )
2309 cman
[l
].type
= k_contact_type_edge
;
2310 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2311 l
= rb_manifold_apply_filtered( cman
, l
);
2315 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2318 for( int i
=0; i
<s
->limit_count
; i
++ ){
2319 struct grind_limit
*limit
= &s
->limits
[i
];
2320 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2321 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2322 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2324 ct
->type
= k_contact_type_default
;
2329 * --------------------------------------------------------------------------
2334 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2335 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2337 for( int i
=0; i
<manifold_len
; i
++ ){
2338 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2339 rb_debug_contact( &manifold
[i
] );
2342 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2343 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2344 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2345 ey2
= k_board_interia
*extent
[1]*extent
[1],
2346 ez2
= k_board_interia
*extent
[2]*extent
[2];
2348 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2349 float inv_mass
= 1.0f
/mass
;
2352 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2353 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2354 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2357 m3x3_identity( iI
);
2364 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2365 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2367 for( int j
=0; j
<10; j
++ ){
2368 for( int i
=0; i
<manifold_len
; i
++ ){
2370 * regular dance; calculate velocity & total mass, apply impulse.
2373 struct contact
*ct
= &manifold
[i
];
2376 v3_sub( ct
->co
, world_cog
, delta
);
2377 v3_cross( player
->rb
.w
, delta
, rv
);
2378 v3_add( player
->rb
.v
, rv
, rv
);
2381 v3_cross( delta
, ct
->n
, raCn
);
2384 m3x3_mulv( iIw
, raCn
, raCnI
);
2386 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2387 vn
= v3_dot( rv
, ct
->n
),
2388 lambda
= normal_mass
* ( -vn
);
2390 float temp
= ct
->norm_impulse
;
2391 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2392 lambda
= ct
->norm_impulse
- temp
;
2395 v3_muls( ct
->n
, lambda
, impulse
);
2397 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2398 v3_cross( delta
, impulse
, impulse
);
2399 m3x3_mulv( iIw
, impulse
, impulse
);
2400 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2402 v3_cross( player
->rb
.w
, delta
, rv
);
2403 v3_add( player
->rb
.v
, rv
, rv
);
2404 vn
= v3_dot( rv
, ct
->n
);
2409 rb_depenetrate( manifold
, manifold_len
, dt
);
2410 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2411 rb_update_transform( &player
->rb
);
2415 if( s
->substep
>= 0.0001f
)
2416 goto begin_collision
; /* again! */
2419 * End of collision and dynamics routine
2420 * --------------------------------------------------------------------------
2423 s
->surface
= k_surface_prop_concrete
;
2425 for( int i
=0; i
<manifold_len
; i
++ ){
2426 rb_ct
*ct
= &manifold
[i
];
2427 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2429 if( surf
->info
.surface_prop
!= k_surface_prop_concrete
)
2430 s
->surface
= surf
->info
.surface_prop
;
2433 for( int i
=0; i
<k_wheel_count
; i
++ ){
2435 m3x3_copy( player
->rb
.to_world
, mtx
);
2436 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2437 debug_sphere( mtx
, wheels
[i
].radius
,
2438 (u32
[]){ VG__WHITE
, VG__BLACK
,
2439 wheels
[i
].colour
}[ wheels
[i
].state
]);
2442 skate_integrate( player
);
2443 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2446 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2449 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2450 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2451 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2452 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2453 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2454 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2455 s
->state
.head_position
);
2456 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2458 v4f transport_rotation
;
2459 m3x3_q( gate
->transport
, transport_rotation
);
2460 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2461 q_mul( transport_rotation
, s
->state
.smoothed_rotation
,
2462 s
->state
.smoothed_rotation
);
2463 rb_update_transform( &player
->rb
);
2465 s
->state_gate_storage
= s
->state
;
2466 player__pass_gate( player
, gate
);
2469 /* FIXME: Rate limit */
2470 static int stick_frames
= 0;
2472 if( s
->state
.activity
== k_skate_activity_ground
)
2478 if( stick_frames
== 4 ){
2480 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2481 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2485 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2492 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2494 struct player_skate
*s
= &player
->_skate
;
2495 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2498 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2501 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2505 const char *activity_txt
[] =
2510 "undefined (INVALID)",
2511 "grind_any (INVALID)",
2520 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2522 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2523 s
->state
.steerx_s
, s
->state
.steery_s
,
2524 k_steer_ground
, k_steer_air
);
2526 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2527 s
->state
.flip_time
);
2528 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2529 s
->state
.trick_vel
[0],
2530 s
->state
.trick_vel
[1],
2531 s
->state
.trick_vel
[2] );
2532 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2533 s
->state
.trick_euler
[0],
2534 s
->state
.trick_euler
[1],
2535 s
->state
.trick_euler
[2] );
2538 VG_STATIC
void player__skate_animate( player_instance
*player
,
2539 player_animation
*dest
)
2541 struct player_skate
*s
= &player
->_skate
;
2542 struct player_avatar
*av
= player
->playeravatar
;
2543 struct skeleton
*sk
= &av
->sk
;
2546 float kheight
= 2.0f
,
2552 v3f cog_local
, cog_ideal
;
2553 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2555 v3_copy( s
->state
.up_dir
, cog_ideal
);
2556 v3_normalize( cog_ideal
);
2557 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2559 v3_sub( cog_ideal
, cog_local
, offset
);
2562 v3_muls( offset
, 4.0f
, offset
);
2565 float curspeed
= v3_length( player
->rb
.v
),
2566 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2567 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2568 sign
= vg_signf( kicks
);
2570 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2571 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2574 offset
[0] += s
->wobble
[1]*3.0f
;
2579 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2580 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2582 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2585 * Animation blending
2586 * ===========================================
2591 float desired
= 0.0f
;
2592 if( s
->state
.activity
== k_skate_activity_ground
)
2593 desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2595 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2598 /* movement information */
2600 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
2602 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2603 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2604 fly
= iair
? 1.0f
: 0.0f
,
2605 wdist
= s
->weight_distribution
[2] / k_board_length
;
2607 if( s
->state
.activity
>= k_skate_activity_grind_any
)
2610 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2611 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2612 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 3.4f
*vg
.time_delta
);
2613 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2616 mdl_keyframe apose
[32], bpose
[32];
2617 mdl_keyframe ground_pose
[32];
2619 /* when the player is moving fast he will crouch down a little bit */
2620 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2621 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2624 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2625 stand_blend
= offset
[1]*-2.0f
;
2628 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2630 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2632 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2633 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2634 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2637 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2638 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2639 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2642 double push_time
= vg
.time
- s
->state
.start_push
;
2643 s
->blend_push
= vg_lerpf( s
->blend_push
,
2644 (vg
.time
- s
->state
.cur_push
) < 0.125,
2645 6.0f
*vg
.time_delta
);
2647 float pt
= push_time
+ vg
.accumulator
;
2648 if( s
->state
.reverse
> 0.0f
)
2649 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2651 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2653 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2656 float jump_start_frame
= 14.0f
/30.0f
;
2658 float charge
= s
->state
.jump_charge
;
2659 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2661 float setup_frame
= charge
* jump_start_frame
,
2662 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2664 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2665 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2666 setup_frame
= jump_frame
;
2668 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2670 s
->anim_ollie_reverse
;
2672 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2673 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2676 mdl_keyframe air_pose
[32];
2678 float target
= -player
->input_js1h
->axis
.value
;
2681 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2683 s
->blend_airdir
= 0.0f
;
2686 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2687 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2689 static v2f grab_choice
;
2691 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2692 player
->input_js2v
->axis
.value
};
2693 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2694 if( v2_length2( grab_input
) <= 0.001f
)
2695 grab_input
[0] = -1.0f
;
2697 v2_normalize_clamp( grab_input
);
2698 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2700 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2701 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2702 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2704 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2705 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2708 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2711 mdl_keyframe grind_pose
[32];
2713 /* TODO: factor balance into this sampler */
2714 float grind_frame
= 0.5f
;
2716 if( s
->state
.activity
== k_skate_activity_grind_front50
){
2718 } else if( s
->state
.activity
== k_skate_activity_grind_back50
){
2722 float grind
=s
->state
.activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2723 s
->blend_grind
= vg_lerpf( s
->blend_grind
, grind
, 5.0f
*vg
.time_delta
);
2724 s
->blend_grind_balance
=vg_lerpf( s
->blend_grind_balance
,
2725 grind_frame
, 5.0f
*vg
.time_delta
);
2727 grind_frame
= s
->blend_grind_balance
* (15.0f
/30.0f
);
2729 skeleton_sample_anim( sk
, s
->anim_grind
, grind_frame
, apose
);
2730 skeleton_sample_anim( sk
, s
->anim_grind_jump
, grind_frame
, bpose
);
2731 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_jump
, grind_pose
);
2733 skeleton_lerp_pose( sk
, dest
->pose
, grind_pose
, s
->blend_grind
, dest
->pose
);
2735 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2737 /* additive effects */
2739 u32 apply_to
[] = { av
->id_hip
,
2743 av
->id_ik_elbow_r
};
2745 float apply_rates
[] = { 1.0f
,
2751 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2752 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2753 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2756 /* angle correction */
2757 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
2759 if( v4_length(s
->state
.smoothed_rotation
) <= 0.1f
||
2760 v4_length(s
->state
.smoothed_rotation
) >= 1.1f
){
2761 vg_warn( "FIX THIS! CARROT\n" );
2762 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
2764 v4_lerp( s
->state
.smoothed_rotation
, player
->rb
.q
, 2.0f
*vg
.frame_delta
,
2765 s
->state
.smoothed_rotation
);
2766 q_normalize( s
->state
.smoothed_rotation
);
2768 v3f yaw_ref
= {1.0f
,0.0f
,0.0f
},
2769 yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2770 q_mulv( player
->rb
.q
, yaw_ref
, yaw_ref
);
2771 q_mulv( s
->state
.smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2772 m3x3_mulv( player
->rb
.to_local
, yaw_smooth
, yaw_smooth
);
2773 m3x3_mulv( player
->rb
.to_local
, yaw_ref
, yaw_ref
);
2775 float yaw_counter_rotate
= v3_dot(yaw_ref
,yaw_smooth
);
2776 yaw_counter_rotate
= vg_clampf(yaw_counter_rotate
,-1.0f
,1.0f
);
2777 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2778 yaw_counter_rotate
*= 1.0f
-s
->blend_fly
;
2781 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2782 v3_normalize( ndir
);
2784 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2786 float a
= v3_dot( ndir
, up
);
2787 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2790 v4f qfixup
, qcounteryaw
, qtotal
;
2792 v3_cross( up
, ndir
, axis
);
2793 q_axis_angle( qfixup
, axis
, a
);
2795 q_axis_angle( qcounteryaw
, (v3f
){0.0f
,1.0f
,0.0f
}, yaw_counter_rotate
);
2796 q_mul( qcounteryaw
, qfixup
, qtotal
);
2797 q_normalize( qtotal
);
2799 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2801 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2803 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2804 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2807 v3_add( kf
->co
, av
->sk
.bones
[apply_to
[i
]].co
, co
);
2808 v3_sub( co
, origin
, v0
);
2809 q_mulv( qtotal
, v0
, v0
);
2810 v3_add( v0
, origin
, co
);
2811 v3_sub( co
, av
->sk
.bones
[apply_to
[i
]].co
, kf
->co
);
2813 q_mul( qtotal
, kf
->q
, kf
->q
);
2814 q_normalize( kf
->q
);
2818 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2819 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2821 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2822 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2827 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2828 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2829 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2830 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2831 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2832 *kf_hip
= &dest
->pose
[av
->id_hip
-1],
2833 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2834 &dest
->pose
[av
->id_wheel_l
-1] };
2837 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2840 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2842 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2843 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2844 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2846 q_mul( qpitchr
, qrollr
, qtrickr
);
2847 q_mul( qyawr
, qtrickr
, qtotal
);
2848 q_normalize( qtotal
);
2850 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2853 /* trick rotation */
2854 v4f qtrick
, qyaw
, qpitch
, qroll
;
2856 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2858 float jump_t
= vg
.time
-s
->state
.jump_time
;
2862 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2863 extra
*= s
->state
.slap
* 4.0f
;
2865 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2866 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] + extra
);
2867 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2869 q_mul( qyaw
, qroll
, qtrick
);
2870 q_mul( qpitch
, qtrick
, qtrick
);
2871 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2872 q_normalize( kf_board
->q
);
2875 /* foot weight distribution */
2876 if( s
->blend_weight
> 0.0f
){
2877 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2878 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2881 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2882 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2885 kf_foot_l
->co
[1] += s
->state
.slap
;
2886 kf_foot_r
->co
[1] += s
->state
.slap
;
2887 kf_knee_l
->co
[1] += s
->state
.slap
;
2888 kf_knee_r
->co
[1] += s
->state
.slap
;
2889 kf_board
->co
[1] += s
->state
.slap
;
2890 kf_hip
->co
[1] += s
->state
.slap
* 0.25f
;
2893 * animation wishlist:
2894 * boardslide/grind jump animations
2895 * when tricking the slap should not appply or less apply
2896 * not animations however DONT target grinds that are vertically down.
2899 /* truck rotation */
2900 for( int i
=0; i
<2; i
++ )
2902 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2903 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2906 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2907 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2908 q_normalize( kf_wheels
[i
]->q
);
2913 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2914 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2916 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2919 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
2920 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2922 float t
= s
->state
.flip_time
;
2923 sign
= vg_signf( t
);
2925 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2926 t
= sign
* (1.0f
-t
*t
);
2928 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2929 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2930 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2932 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2934 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2935 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2936 q_normalize( dest
->root_q
);
2938 v3f rotation_point
, rco
;
2939 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2940 v3_sub( dest
->root_co
, rotation_point
, rco
);
2942 q_mulv( qflip
, rco
, rco
);
2943 v3_add( rco
, rotation_point
, dest
->root_co
);
2946 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
2949 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2951 struct player_skate
*s
= &player
->_skate
;
2952 struct player_avatar
*av
= player
->playeravatar
;
2954 player
->cam_velocity_influence
= 1.0f
;
2956 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
2957 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2958 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2959 s
->state
.head_position
);
2962 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2964 struct player_skate
*s
= &player
->_skate
;
2966 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
2967 s
->blend_fly
= 1.0f
;
2969 s
->blend_fly
= 0.0f
;
2971 s
->blend_slide
= 0.0f
;
2974 s
->blend_stand
= 0.0f
;
2975 s
->blend_push
= 0.0f
;
2976 s
->blend_jump
= 0.0f
;
2977 s
->blend_airdir
= 0.0f
;
2980 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2982 struct player_skate
*s
= &player
->_skate
;
2983 s
->state
.jump_charge
= 0.0f
;
2984 s
->state
.lift_frames
= 0;
2985 s
->state
.flip_rate
= 0.0f
;
2987 s
->state
.steery
= 0.0f
;
2988 s
->state
.steerx
= 0.0f
;
2989 s
->state
.steery_s
= 0.0f
;
2990 s
->state
.steerx_s
= 0.0f
;
2992 s
->state
.reverse
= 0.0f
;
2993 s
->state
.slip
= 0.0f
;
2994 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2997 m3x3_identity( s
->state
.velocity_bias
);
2998 m3x3_identity( s
->state
.velocity_bias_pstep
);
3001 v3_zero( s
->state
.throw_v
);
3002 v3_zero( s
->state
.trick_vel
);
3003 v3_zero( s
->state
.trick_euler
);
3006 VG_STATIC
void player__skate_reset( player_instance
*player
,
3009 struct player_skate
*s
= &player
->_skate
;
3010 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
3011 v3_zero( player
->rb
.v
);
3012 v3_zero( s
->state
.cog_v
);
3013 v4_copy( rp
->transform
.q
, player
->rb
.q
);
3015 s
->state
.activity
= k_skate_activity_air
;
3016 s
->state
.activity_prev
= k_skate_activity_air
;
3018 player__skate_clear_mechanics( player
);
3019 player__skate_reset_animator( player
);
3021 v3_zero( s
->state
.head_position
);
3022 s
->state
.head_position
[1] = 1.8f
;
3025 #endif /* PLAYER_SKATE_C */