YEAH
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6
7 VG_STATIC void player__skate_bind( player_instance *player )
8 {
9 struct player_skate *s = &player->_skate;
10 struct player_avatar *av = player->playeravatar;
11 struct skeleton *sk = &av->sk;
12
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" );
25 }
26
27 VG_STATIC void player__skate_kill_audio( player_instance *player )
28 {
29 struct player_skate *s = &player->_skate;
30
31 audio_lock();
32 if( s->aud_main )
33 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
34 if( s->aud_air )
35 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
36 if( s->aud_slide )
37 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
38 audio_unlock();
39 }
40
41 /*
42 * Collision detection routines
43 *
44 *
45 */
46
47 /*
48 * Does collision detection on a sphere vs world, and applies some smoothing
49 * filters to the manifold afterwards
50 */
51 VG_STATIC int skate_collide_smooth( player_instance *player,
52 m4x3f mtx, rb_sphere *sphere,
53 rb_ct *man )
54 {
55 world_instance *world = get_active_world();
56
57 int len = 0;
58 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
59
60 for( int i=0; i<len; i++ )
61 {
62 man[i].rba = &player->rb;
63 man[i].rbb = NULL;
64 }
65
66 rb_manifold_filter_coplanar( man, len, 0.03f );
67
68 if( len > 1 )
69 {
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 );
73 }
74 int new_len = rb_manifold_apply_filtered( man, len );
75 if( len && !new_len )
76 len = 1;
77 else
78 len = new_len;
79
80 return len;
81 }
82
83 struct grind_info
84 {
85 v3f co, dir, n;
86 };
87
88 VG_STATIC int skate_grind_scansq( player_instance *player,
89 v3f pos, v3f dir, float r,
90 struct grind_info *inf )
91 {
92 world_instance *world = get_active_world();
93
94 v4f plane;
95 v3_copy( dir, plane );
96 v3_normalize( plane );
97 plane[3] = v3_dot( plane, pos );
98
99 boxf box;
100 v3_add( pos, (v3f){ r, r, r }, box[1] );
101 v3_sub( pos, (v3f){ r, r, r }, box[0] );
102
103 bh_iter it;
104 bh_iter_init( 0, &it );
105 int idx;
106
107 struct grind_sample
108 {
109 v2f co;
110 v2f normal;
111 v3f normal3,
112 centroid;
113 }
114 samples[48];
115 int sample_count = 0;
116
117 v2f support_min,
118 support_max;
119
120 v3f support_axis;
121 v3_cross( plane, player->basis[1], support_axis );
122 v3_normalize( support_axis );
123
124 while( bh_next( world->geo_bh, &it, box, &idx ) ){
125 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
126 v3f tri[3];
127
128 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
129 #if 0
130 if( !(surf->info.flags & k_material_flag_skate_surface) )
131 continue;
132 #endif
133
134 for( int j=0; j<3; j++ )
135 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
136
137 for( int j=0; j<3; j++ ){
138 int i0 = j,
139 i1 = (j+1) % 3;
140
141 struct grind_sample *sample = &samples[ sample_count ];
142 v3f co;
143
144 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
145 v3f d;
146 v3_sub( co, pos, d );
147 if( v3_length2( d ) > r*r )
148 continue;
149
150 v3f va, vb, normal;
151 v3_sub( tri[1], tri[0], va );
152 v3_sub( tri[2], tri[0], vb );
153 v3_cross( va, vb, normal );
154
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 );
159
160 v3_copy( normal, sample->normal3 ); /* normalize later
161 if we want to us it */
162
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 );
166
167 v2_normalize( sample->normal );
168 sample_count ++;
169
170 if( sample_count == vg_list_size( samples ) )
171 goto too_many_samples;
172 }
173 }
174 }
175
176 too_many_samples:
177
178 if( sample_count < 2 )
179 return 0;
180
181 v3f
182 average_direction,
183 average_normal;
184
185 v2f min_co, max_co;
186 v2_fill( min_co, INFINITY );
187 v2_fill( max_co, -INFINITY );
188
189 v3_zero( average_direction );
190 v3_zero( average_normal );
191
192 int passed_samples = 0;
193
194 for( int i=0; i<sample_count-1; i++ ){
195 struct grind_sample *si, *sj;
196
197 si = &samples[i];
198
199 for( int j=i+1; j<sample_count; j++ ){
200 if( i == j )
201 continue;
202
203 sj = &samples[j];
204
205 /* non overlapping */
206 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
207 continue;
208
209 /* not sharp angle */
210 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
211 continue;
212
213 /* not convex */
214 v3f v0;
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 )
218 continue;
219
220 v2_minv( sj->co, min_co, min_co );
221 v2_maxv( sj->co, max_co, max_co );
222
223 v3f n0, n1, dir;
224 v3_copy( si->normal3, n0 );
225 v3_copy( sj->normal3, n1 );
226 v3_cross( n0, n1, dir );
227 v3_normalize( dir );
228
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 );
232
233 float yi = v3_dot( player->basis[1], si->normal3 ),
234 yj = v3_dot( player->basis[1], sj->normal3 );
235
236 if( yi > yj )
237 v3_add( si->normal3, average_normal, average_normal );
238 else
239 v3_add( sj->normal3, average_normal, average_normal );
240
241 passed_samples ++;
242 }
243 }
244
245 if( !passed_samples )
246 return 0;
247
248 if( (v3_length2( average_direction ) <= 0.001f) ||
249 (v3_length2( average_normal ) <= 0.001f ) )
250 return 0;
251
252 float div = 1.0f/(float)passed_samples;
253 v3_normalize( average_direction );
254 v3_normalize( average_normal );
255
256 v2f average_coord;
257 v2_add( min_co, max_co, average_coord );
258 v2_muls( average_coord, 0.5f, average_coord );
259
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 );
265
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 );
269
270 return passed_samples;
271 }
272
273 VG_STATIC void reset_jump_info( jump_info *inf )
274 {
275 inf->log_length = 0;
276 inf->land_dist = 0.0f;
277 inf->score = 0.0f;
278 inf->type = k_prediction_unset;
279 v3_zero( inf->apex );
280 }
281
282 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
283 jump_info *jumps,
284 v3f target, float max_angle_delta,
285 float gravity )
286 {
287 struct player_skate *s = &player->_skate;
288
289 /* calculate the exact 2 solutions to jump onto that grind spot */
290
291 v3f v0;
292 v3_sub( target, player->rb.co, v0 );
293 m3x3_mulv( player->invbasis, v0, v0 );
294
295 v3f ax;
296 v3_copy( v0, ax );
297 ax[1] = 0.0f;
298 v3_normalize( ax );
299
300 v3f v_local;
301 m3x3_mulv( player->invbasis, player->rb.v, v_local );
302
303 v2f d = { v3_dot( ax, v0 ), v0[1] },
304 v = { v3_dot( ax, player->rb.v ), v_local[1] };
305
306 float a = atan2f( v[1], v[0] ),
307 m = v2_length( v ),
308 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
309
310 int valid_count = 0;
311
312 if( root > 0.0f ){
313 root = sqrtf( root );
314 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
315 a1 = atanf( (m*m - root) / (gravity * d[0]) );
316
317 if( fabsf(a0-a) < max_angle_delta ){
318 jump_info *inf = &jumps[ valid_count ++ ];
319 reset_jump_info( inf );
320
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;
326
327 v3_copy( target, inf->log[inf->log_length ++] );
328 }
329
330 if( fabsf(a1-a) < max_angle_delta ){
331 jump_info *inf = &jumps[ valid_count ++ ];
332 reset_jump_info( inf );
333
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;
339
340 v3_copy( target, inf->log[inf->log_length ++] );
341 }
342 }
343
344 return valid_count;
345 }
346
347 #if 0
348 VG_STATIC
349 int create_jump_for_target( world_instance *world, player_instance *player,
350 v3f target, float max_angle, jump_info *jump )
351 {
352
353 if( fabsf(a0-a) > fabsf(a1-a) )
354 a0 = a1;
355
356 if( fabsf(a0-a) > max_angle )
357 return 0;
358
359 /* TODO: sweep the path before chosing the smallest dist */
360
361
362 #if 0
363 /* add a trace */
364 for( int i=0; i<=20; i++ )
365 {
366 float t = (float)i * (1.0f/20.0f) * p->land_dist;
367
368 v3f p0;
369 v3_muls( p->v, t, p0 );
370 v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
371
372 v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
373 }
374 #endif
375
376 return 1;
377 }
378 else
379 return 0;
380 }
381 #endif
382
383 VG_STATIC
384 void player__approximate_best_trajectory( player_instance *player )
385 {
386 world_instance *world = get_active_world();
387
388 struct player_skate *s = &player->_skate;
389 float k_trace_delta = k_rb_delta * 10.0f;
390
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 );
394
395 s->possible_jump_count = 0;
396
397 v3f axis;
398 v3_cross( player->rb.v, player->rb.to_world[1], axis );
399 v3_normalize( axis );
400
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 )),
404 angle_end = 1.0f;
405
406 struct grind_info grind;
407 int grind_located = 0;
408 float grind_located_gravity = k_gravity;
409
410
411 v3f launch_v_bounds[2];
412
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 ];
416 ang *= 0.15f;
417
418 v4f qbias;
419 q_axis_angle( qbias, axis, ang );
420 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
421 }
422
423 for( int m=0;m<=30; m++ ){
424 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
425 reset_jump_info( inf );
426
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 );
431
432 float vt = (float)m * (1.0f/30.0f),
433 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
434
435 v4f qbias;
436 q_axis_angle( qbias, axis, ang );
437 q_mulv( qbias, launch_v, launch_v );
438
439 float yaw_sketch = 1.0f-fabsf(upness);
440
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 );
444
445
446 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
447 gravity = k_gravity * gravity_bias;
448 inf->gravity = gravity;
449 v3_copy( launch_v, inf->v );
450
451 m3x3f basis;
452 m3x3_copy( player->basis, basis );
453
454 for( int i=1; i<=50; i++ ){
455 float t = (float)i * k_trace_delta;
456
457 v3_muls( launch_v, t, co1 );
458 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
459 v3_add( launch_co, co1, co1 );
460
461 float launch_vy = v3_dot( launch_v,basis[1] );
462
463 int search_for_grind = 1;
464 if( grind_located ) search_for_grind = 0;
465 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
466
467 /* TODO Cleanup */
468
469 v3f closest;
470 if( search_for_grind ){
471 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
472 v3f bound[2];
473
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] );
478 }
479
480 float minh = vg_minf( bound[0][1], bound[1][1] ),
481 maxh = vg_maxf( bound[0][1], bound[1][1] );
482
483 vg_info( "%f [%f:%f]\n", closest[1], minh, maxh );
484
485 if( (closest[1] < minh) || (closest[1] > maxh) ){
486 search_for_grind = 0;
487 }
488 }
489 else
490 search_for_grind = 0;
491 }
492
493 if( search_for_grind ){
494 v3f ve;
495 v3_copy( launch_v, ve );
496 v3_muladds( ve, basis[1], -gravity * t, ve );
497
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] ) };
504
505 v2_normalize( v0 );
506 v2_normalize( v1 );
507
508 float a = v2_dot( v0, v1 );
509
510 if( a >= cosf( VG_PIf * 0.185f ) ){
511 grind_located = 1;
512 grind_located_gravity = inf->gravity;
513
514 vg_success( "Grind located\n" );
515 }
516 }
517 }
518
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 );
527 }
528 }
529
530 float t1;
531 v3f n;
532
533 int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
534 if( idx != -1 ){
535 v3f co;
536 v3_lerp( co0, co1, t1, co );
537 v3_copy( co, inf->log[ inf->log_length ++ ] );
538
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]);
542
543 #if 0
544 v3f v0, v1;
545 v3f pa, pb, pc;
546
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 );
550
551 v3_sub( pb, pa, v0 );
552 v3_sub( pc, pa, v1 );
553 v3_cross( v0, v1, inf->n );
554 v3_normalize( inf->n );
555 #endif
556 /* TODO:
557 * grind predictions, we want to FORCE it to land in the correct
558 * location, taking the cloest endpoint or midpoint to be the
559 * snapper.
560 */
561
562 inf->type = k_prediction_land;
563
564 v3f ve;
565 v3_copy( launch_v, ve );
566 v3_muladds( ve, player->basis[1], -gravity * t, ve );
567
568 inf->score = -v3_dot( ve, inf->n );
569 inf->land_dist = t + k_trace_delta * t1;
570
571
572 /* Bias prediction towords ramps */
573 if( !(surf->info.flags & k_material_flag_skate_surface) )
574 inf->score *= 10.0f;
575
576 break;
577 }
578
579 if( i % 3 == 0 )
580 v3_copy( co1, inf->log[ inf->log_length ++ ] );
581
582 v3_copy( co1, co0 );
583 }
584
585 if( inf->type == k_prediction_unset )
586 s->possible_jump_count --;
587 }
588
589 if( grind_located ){
590 jump_info grind_jumps[2];
591
592 int valid_count =
593 create_jumps_to_hit_target( player, grind_jumps, grind.co,
594 0.175f*VG_PIf, grind_located_gravity );
595
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;
603 }
604
605 for( int i=0; i<valid_count; i++ ){
606 jump_info *jump = &grind_jumps[i];
607 jump->type = k_prediction_grind;
608
609 v3f launch_v, launch_co, co0, co1;
610
611 v3_copy( jump->v, launch_v );
612 v3_copy( player->rb.co, launch_co );
613
614 m3x3f basis;
615 m3x3_copy( player->basis, basis );
616
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 );
621
622 #if 0
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);
626 t *= 0.9f;
627 t += 0.05f;
628 t *= jump->land_dist;
629
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 );
633
634 float t1;
635 v3f n;
636
637 int idx = spherecast_world( world, co0,co1,
638 k_board_radius*0.5f, &t1, n);
639 if( idx != -1 ){
640 goto invalidated_grind;
641 }
642
643 v3_copy( co1, co0 );
644 }
645 #endif
646
647 v3_copy( grind.n, jump->n );
648
649 /* determine score */
650 v3f ve;
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;
654
655 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
656
657 #if 0
658 continue;
659 invalidated_grind:;
660 #endif
661 }
662 }
663
664
665 float score_min = INFINITY,
666 score_max = -INFINITY;
667
668 jump_info *best = NULL;
669
670 for( int i=0; i<s->possible_jump_count; i ++ ){
671 jump_info *jump = &s->possible_jumps[i];
672
673 if( jump->score < score_min )
674 best = jump;
675
676 score_min = vg_minf( score_min, jump->score );
677 score_max = vg_maxf( score_max, jump->score );
678 }
679
680 for( int i=0; i<s->possible_jump_count; i ++ ){
681 jump_info *jump = &s->possible_jumps[i];
682 float s = jump->score;
683
684 s -= score_min;
685 s /= (score_max-score_min);
686 s = 1.0f - s;
687
688 jump->score = s;
689 jump->colour = s * 255.0f;
690
691 if( jump == best )
692 jump->colour <<= 16;
693 else if( jump->type == k_prediction_land )
694 jump->colour <<= 8;
695
696 jump->colour |= 0xff000000;
697 }
698
699 if( best ){
700 v3_copy( best->n, s->land_normal );
701 v3_copy( best->v, player->rb.v );
702 s->land_dist = best->land_dist;
703
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;
708
709 if( best->type == k_prediction_grind ){
710 s->state.activity = k_skate_activity_air_to_grind;
711 }
712
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]) *
715 s->state.reverse ;
716 s->state.flip_time = 0.0f;
717 v3_copy( player->rb.to_world[0], s->state.flip_axis );
718 }
719 else{
720 s->state.flip_rate = 0.0f;
721 v3_zero( s->state.flip_axis );
722 }
723 }
724 else{
725 v3_copy( player->basis[1], s->land_normal );
726 }
727 }
728
729 /*
730 *
731 * Varius physics models
732 * ------------------------------------------------
733 */
734
735 /*
736 * Air control, no real physics
737 */
738 VG_STATIC void skate_apply_air_model( player_instance *player )
739 {
740 struct player_skate *s = &player->_skate;
741
742 if( s->state.activity_prev > k_skate_activity_air_to_grind )
743 player__approximate_best_trajectory( player );
744
745 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
746 angle = vg_clampf( angle, -1.0f, 1.0f );
747 v3f axis;
748 v3_cross( player->rb.to_world[1], s->land_normal, axis );
749
750 v4f correction;
751 q_axis_angle( correction, axis,
752 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
753 q_mul( correction, player->rb.q, player->rb.q );
754
755 v2f steer = { player->input_js1h->axis.value,
756 player->input_js1v->axis.value };
757 v2_normalize_clamp( steer );
758 }
759
760 VG_STATIC int player_skate_trick_input( player_instance *player );
761 VG_STATIC void skate_apply_trick_model( player_instance *player )
762 {
763 struct player_skate *s = &player->_skate;
764
765 v3f Fd, Fs, F;
766 v3f strength = { 3.7f, 3.6f, 8.0f };
767
768 v3_muls( s->board_trick_residualv, -4.0f , Fd );
769 v3_muls( s->board_trick_residuald, -10.0f, Fs );
770 v3_add( Fd, Fs, F );
771 v3_mul( strength, F, F );
772
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 );
777
778 if( s->state.activity <= k_skate_activity_air_to_grind ){
779 if( v3_length2( s->state.trick_vel ) < 0.0001f )
780 return;
781
782 int carry_on = player_skate_trick_input( player );
783
784 /* we assume velocities share a common divisor, in which case the
785 * interval is the minimum value (if not zero) */
786
787 float min_rate = 99999.0f;
788
789 for( int i=0; i<3; i++ ){
790 float v = s->state.trick_vel[i];
791 if( (v > 0.0f) && (v < min_rate) )
792 min_rate = v;
793 }
794
795 float interval = 1.0f / min_rate,
796 current = floorf( s->state.trick_time / interval ),
797 next_end = (current+1.0f) * interval;
798
799
800 /* integrate trick velocities */
801 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
802 s->state.trick_euler );
803
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 );
811 }
812
813 s->state.trick_time += k_rb_delta;
814 }
815 else{
816 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
817 s->state.trick_time > 0.2f)
818 {
819 player__skate_kill_audio( player );
820 player__dead_transition( player );
821 }
822
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 );
828 }
829 }
830
831 VG_STATIC void skate_apply_grab_model( player_instance *player )
832 {
833 struct player_skate *s = &player->_skate;
834
835 float grabt = player->input_grab->axis.value;
836
837 if( grabt > 0.5f ){
838 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
839 s->state.grab_mouse_delta );
840
841 v2_normalize_clamp( s->state.grab_mouse_delta );
842 }
843 else
844 v2_zero( s->state.grab_mouse_delta );
845
846 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
847 }
848
849 VG_STATIC void skate_apply_steering_model( player_instance *player )
850 {
851 struct player_skate *s = &player->_skate;
852
853 /* Steering */
854 float steer = player->input_js1h->axis.value,
855 grab = player->input_grab->axis.value;
856
857 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
858
859 v3f steer_axis;
860 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
861
862 float rate = 26.0f,
863 top = 1.0f;
864
865 if( s->state.activity <= k_skate_activity_air_to_grind ){
866 rate = 6.0f * fabsf(steer);
867 top = 1.5f;
868 }
869 else{
870 /* rotate slower when grabbing on ground */
871 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
872
873 if( s->state.activity == k_skate_activity_grind_5050 ){
874 rate = 0.0f;
875 top = 0.0f;
876 }
877
878 else if( s->state.activity >= k_skate_activity_grind_any ){
879 rate *= fabsf(steer);
880
881 float a = 0.8f * -steer * k_rb_delta;
882
883 v4f q;
884 q_axis_angle( q, player->rb.to_world[1], a );
885 q_mulv( q, s->grind_vec, s->grind_vec );
886
887 v3_normalize( s->grind_vec );
888 }
889
890 else if( s->state.manual_direction ){
891 rate = 35.0f;
892 top = 1.5f;
893 }
894 }
895
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 );
900
901 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
902 }
903
904 /*
905 * Computes friction and surface interface model
906 */
907 VG_STATIC void skate_apply_friction_model( player_instance *player )
908 {
909 struct player_skate *s = &player->_skate;
910
911 /*
912 * Computing localized friction forces for controlling the character
913 * Friction across X is significantly more than Z
914 */
915
916 v3f vel;
917 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
918 float slip = 0.0f;
919
920 if( fabsf(vel[2]) > 0.01f )
921 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
922
923 if( fabsf( slip ) > 1.2f )
924 slip = vg_signf( slip ) * 1.2f;
925
926 s->state.slip = slip;
927 s->state.reverse = -vg_signf(vel[2]);
928
929 float S = (float)s->grind_cooldown * (1.0f/20.0f);
930 S = vg_minf( S, 1.0f );
931
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 );
934
935 /* Pushing additive force */
936
937 if( !player->input_jump->button.value ){
938 if( player->input_push->button.value ||
939 (vg.time-s->state.start_push<0.75) )
940 {
941 if( (vg.time - s->state.cur_push) > 0.25 )
942 s->state.start_push = vg.time;
943
944 s->state.cur_push = vg.time;
945
946 double push_time = vg.time - s->state.start_push;
947
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 );
954
955 vel[2] += delta * -s->state.reverse;
956 }
957 }
958
959 /* Send back to velocity */
960 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
961 }
962
963 VG_STATIC void skate_apply_jump_model( player_instance *player )
964 {
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;
968
969 /* Cannot charge this in air */
970 if( s->state.activity <= k_skate_activity_air_to_grind ){
971 s->state.charging_jump = 0;
972 return;
973 }
974
975 if( s->state.charging_jump ){
976 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
977
978 if( !charging_jump_prev )
979 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
980 }
981 else{
982 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
983 }
984
985 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
986
987 /* player let go after charging past 0.2: trigger jump */
988 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
989 v3f jumpdir;
990
991 /* Launch more up if alignment is up else improve velocity */
992 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
993 mod = 0.5f,
994 dir = mod + fabsf(aup)*(1.0f-mod);
995
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 );
1002 }else{
1003 v3_copy( s->state.up_dir, jumpdir );
1004 s->state.activity = k_skate_activity_ground;
1005 s->grind_cooldown = 0;
1006
1007 float tilt = player->input_js1h->axis.value * 0.3f;
1008 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
1009
1010 v4f qtilt;
1011 q_axis_angle( qtilt, s->grind_dir, tilt );
1012 q_mulv( qtilt, jumpdir, jumpdir );
1013 }
1014
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;
1019
1020 v2f steer = { player->input_js1h->axis.value,
1021 player->input_js1v->axis.value };
1022 v2_normalize_clamp( steer );
1023
1024 audio_lock();
1025 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
1026 audio_unlock();
1027 }
1028 }
1029
1030 VG_STATIC void skate_apply_pump_model( player_instance *player )
1031 {
1032 struct player_skate *s = &player->_skate;
1033
1034 if( s->state.activity != k_skate_activity_ground ){
1035 v3_zero( s->state.throw_v );
1036 return;
1037 }
1038
1039 /* Throw / collect routine
1040 *
1041 * TODO: Max speed boost
1042 */
1043 if( player->input_grab->axis.value > 0.5f ){
1044 if( s->state.activity == k_skate_activity_ground ){
1045 /* Throw */
1046 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1047 }
1048 }
1049 else{
1050 /* Collect */
1051 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1052
1053 v3f Fl, Fv;
1054 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1055
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 );
1059 }
1060
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 );
1064 }
1065
1066 /* Decay */
1067 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1068 v3f dir;
1069 v3_copy( s->state.throw_v, dir );
1070 v3_normalize( dir );
1071
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 );
1075 }
1076 }
1077
1078 VG_STATIC void skate_apply_cog_model( player_instance *player )
1079 {
1080 struct player_skate *s = &player->_skate;
1081
1082 v3f ideal_cog, ideal_diff, ideal_dir;
1083 v3_copy( s->state.up_dir, ideal_dir );
1084 v3_normalize( ideal_dir );
1085
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 );
1089
1090 /* Apply velocities */
1091 v3f rv;
1092 v3_sub( player->rb.v, s->state.cog_v, rv );
1093
1094 v3f F;
1095 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1096 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1097
1098 float ra = k_cog_mass_ratio,
1099 rb = 1.0f-k_cog_mass_ratio;
1100
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,
1104 s->state.cog_v );
1105
1106 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1107 }
1108
1109
1110 VG_STATIC void skate_integrate( player_instance *player )
1111 {
1112 struct player_skate *s = &player->_skate;
1113
1114 float decay_rate = 1.0f - (k_rb_delta * 3.0f),
1115 decay_rate_y = 1.0f;
1116
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;
1120 }
1121
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;
1125
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 );
1129
1130 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1131 rb_update_transform( &player->rb );
1132 }
1133
1134 /*
1135 * 1 2 or 3
1136 */
1137
1138 VG_STATIC int player_skate_trick_input( player_instance *player )
1139 {
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);
1144 }
1145
1146 VG_STATIC void player__skate_pre_update( player_instance *player )
1147 {
1148 struct player_skate *s = &player->_skate;
1149
1150 if( vg_input_button_down( player->input_use ) ){
1151 player->subsystem = k_player_subsystem_walk;
1152
1153 v3f angles;
1154 v3_copy( player->cam.angles, angles );
1155 angles[2] = 0.0f;
1156
1157 player->holdout_time = 0.25f;
1158 player__skate_kill_audio( player );
1159 player__walk_transition( player, angles );
1160 return;
1161 }
1162
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 );
1169
1170 rb_update_transform( &player->rb );
1171 }
1172
1173 int trick_id;
1174 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1175 (trick_id = player_skate_trick_input( player )) )
1176 {
1177 if( (vg.time - s->state.jump_time) < 0.1f ){
1178 v3_zero( s->state.trick_vel );
1179 s->state.trick_time = 0.0f;
1180
1181 if( trick_id == 1 ){
1182 s->state.trick_vel[0] = 3.0f;
1183 }
1184 else if( trick_id == 2 ){
1185 s->state.trick_vel[2] = 3.0f;
1186 }
1187 else if( trick_id == 3 ){
1188 s->state.trick_vel[0] = 2.0f;
1189 s->state.trick_vel[2] = 2.0f;
1190 }
1191 }
1192 }
1193 }
1194
1195 VG_STATIC void player__skate_post_update( player_instance *player )
1196 {
1197 struct player_skate *s = &player->_skate;
1198
1199 for( int i=0; i<s->possible_jump_count; i++ ){
1200 jump_info *jump = &s->possible_jumps[i];
1201
1202 if( jump->log_length == 0 ){
1203 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1204 }
1205
1206 for( int j=0; j<jump->log_length - 1; j ++ ){
1207 float brightness = jump->score*jump->score*jump->score;
1208 v3f p1;
1209 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1210 vg_line( jump->log[j], p1, jump->colour );
1211 }
1212
1213 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1214
1215 v3f p1;
1216 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1217 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1218
1219 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1220 }
1221
1222 #if 0
1223 vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
1224 #endif
1225
1226 audio_lock();
1227
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 ),
1232
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 );
1236
1237 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1238 if( !s->aud_main )
1239 s->aud_main = audio_request_channel( &audio_board[0], flags );
1240
1241 if( !s->aud_air )
1242 s->aud_air = audio_request_channel( &audio_board[1], flags );
1243
1244 if( !s->aud_slide )
1245 s->aud_slide = audio_request_channel( &audio_board[2], flags );
1246
1247
1248 /* brrrrrrrrrrrt sound for tiles and stuff
1249 * --------------------------------------------------------*/
1250 float sidechain_amt = 0.0f,
1251 hz = speed * 2.0f;
1252
1253 if( s->surface == k_surface_prop_tiles )
1254 sidechain_amt = 1.0f;
1255 else
1256 sidechain_amt = 0.0f;
1257
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 ) );
1261
1262 if( s->aud_main ){
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 );
1267
1268 float rate = 1.0f + (attn-0.5f)*0.2f;
1269 audio_channel_set_sampling_rate( s->aud_main, rate );
1270 }
1271
1272 if( s->aud_slide ){
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 );
1277 }
1278
1279 if( s->aud_air ){
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 );
1283 }
1284
1285 audio_unlock();
1286 }
1287
1288 /*
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
1293 *
1294 * returns 0 if no good surface found
1295 */
1296 VG_STATIC
1297 int skate_compute_surface_alignment( player_instance *player,
1298 v3f ra, u32 colour,
1299 v3f surface_normal, v3f axel_dir )
1300 {
1301 struct player_skate *s = &player->_skate;
1302 world_instance *world = get_active_world();
1303
1304 v3f truck, left, right;
1305 m4x3_mulv( player->rb.to_world, ra, truck );
1306
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 );
1310
1311 float k_max_truck_flex = VG_PIf * 0.25f;
1312
1313 ray_hit ray_l, ray_r;
1314
1315 v3f dir;
1316 v3_muls( player->rb.to_world[1], -1.0f, dir );
1317
1318 int res_l = 0, res_r = 0;
1319
1320 for( int i=0; i<8; i++ )
1321 {
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;
1326
1327 res_l = ray_world( world, left, dir, &ray_l );
1328
1329 if( res_l )
1330 break;
1331 }
1332
1333 for( int i=0; i<8; i++ )
1334 {
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;
1339
1340 res_r = ray_world( world, right, dir, &ray_r );
1341
1342 if( res_r )
1343 break;
1344 }
1345
1346 v3f v0;
1347 v3f midpoint;
1348 v3f tangent_average;
1349 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1350 v3_zero( tangent_average );
1351
1352 if( res_l || res_r )
1353 {
1354 v3f p0, p1, t;
1355 v3_copy( midpoint, p0 );
1356 v3_copy( midpoint, p1 );
1357
1358 if( res_l )
1359 {
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 );
1363 }
1364 if( res_r )
1365 {
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 );
1369 }
1370
1371 v3_sub( p1, p0, v0 );
1372 v3_normalize( v0 );
1373 }
1374 else
1375 {
1376 /* fallback: use the closes point to the trucks */
1377 v3f closest;
1378 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1379
1380 if( idx != -1 )
1381 {
1382 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1383 v3f verts[3];
1384
1385 for( int j=0; j<3; j++ )
1386 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1387
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 );
1392 v3_normalize( n );
1393
1394 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1395 return 0;
1396
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 );
1400 v3_normalize( v0 );
1401
1402 v3f t;
1403 v3_cross( n, player->rb.to_world[0], t );
1404 v3_add( t, tangent_average, tangent_average );
1405 }
1406 else
1407 return 0;
1408 }
1409
1410 v3_muladds( truck, v0, k_board_width, right );
1411 v3_muladds( truck, v0, -k_board_width, left );
1412
1413 vg_line( left, right, VG__WHITE );
1414
1415 v3_normalize( tangent_average );
1416 v3_cross( v0, tangent_average, surface_normal );
1417 v3_copy( v0, axel_dir );
1418
1419 return 1;
1420 }
1421
1422 VG_STATIC void skate_weight_distribute( player_instance *player )
1423 {
1424 struct player_skate *s = &player->_skate;
1425 v3_zero( s->weight_distribution );
1426
1427 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1428
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;
1434 }
1435 else{
1436 if( player->input_js1v->axis.value < 0.1f ){
1437 s->state.manual_direction = 0;
1438 }
1439 else{
1440 if( reverse_dir != s->state.manual_direction ){
1441 return;
1442 }
1443 }
1444 }
1445
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;
1450 }
1451
1452 /* TODO: Fall back on land normal */
1453 /* TODO: Lerp weight distribution */
1454 if( s->state.manual_direction ){
1455 v3f plane_z;
1456
1457 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1458 v3_negate( plane_z, plane_z );
1459
1460 v3_muladds( plane_z, s->surface_picture,
1461 -v3_dot( plane_z, s->surface_picture ), plane_z );
1462 v3_normalize( plane_z );
1463
1464 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1465 v3_normalize( plane_z );
1466
1467 v3f p1;
1468 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1469 vg_line( player->rb.co, p1, VG__GREEN );
1470
1471 v3f refdir;
1472 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1473 refdir );
1474
1475 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1476 k_manul_spring, k_manul_dampener,
1477 s->substep_delta );
1478 }
1479 }
1480
1481 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1482 {
1483 struct player_skate *s = &player->_skate;
1484
1485 if( s->state.activity == k_skate_activity_ground ){
1486 v3f target;
1487 v3_copy( s->surface_picture, target );
1488
1489 target[1] += 2.0f * s->surface_picture[1];
1490 v3_normalize( target );
1491
1492 v3_lerp( s->state.up_dir, target,
1493 8.0f * s->substep_delta, s->state.up_dir );
1494 }
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 );
1498 }
1499 else{
1500 v3_lerp( s->state.up_dir, player->basis[1],
1501 12.0f * s->substep_delta, s->state.up_dir );
1502 }
1503 }
1504
1505 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1506 {
1507 v3f dir;
1508 v3_sub( target, origin, dir );
1509
1510 ray_hit ray;
1511 ray.dist = v3_length( dir );
1512 v3_muls( dir, 1.0f/ray.dist, dir );
1513 ray.dist -= 0.025f;
1514
1515 if( ray_world( get_active_world(), origin, dir, &ray ) )
1516 return 0;
1517
1518 return 1;
1519 }
1520
1521 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1522 {
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] );
1527 }
1528
1529 VG_STATIC void skate_grind_friction( player_instance *player,
1530 struct grind_info *inf, float strength )
1531 {
1532 v3f v2;
1533 v3_muladds( player->rb.to_world[2], inf->n,
1534 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1535
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;
1539
1540 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1541 }
1542
1543 VG_STATIC void skate_grind_decay( player_instance *player,
1544 struct grind_info *inf, float strength )
1545 {
1546 m3x3f mtx, mtx_inv;
1547 skate_grind_orient( inf, mtx );
1548 m3x3_transpose( mtx, mtx_inv );
1549
1550 v3f v_grind;
1551 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1552
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 );
1556 }
1557
1558 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1559 float sign, struct grind_info *inf,
1560 float strength )
1561 {
1562 struct player_skate *s = &player->_skate;
1563
1564 /* TODO: Trash compactor this */
1565 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1566 v3f raw, wsp;
1567 m3x3_mulv( player->rb.to_world, ra, raw );
1568 v3_add( player->rb.co, raw, wsp );
1569
1570 v3_copy( ra, s->weight_distribution );
1571
1572 v3f delta;
1573 v3_sub( inf->co, wsp, delta );
1574
1575 /* spring force */
1576 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1577 player->rb.v );
1578
1579 skate_grind_decay( player, inf, strength );
1580 skate_grind_friction( player, inf, strength );
1581
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 );
1587
1588 /* orientation */
1589 m3x3f mtx;
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 );
1596
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 );
1599
1600 v3_normalize( target_fwd );
1601 v3_normalize( fwd );
1602
1603
1604 float way = player->input_js1v->axis.value *
1605 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1606
1607 v4f q;
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 );
1611
1612 rb_effect_spring_target_vector( &player->rb, up, target_up,
1613 k_grind_spring,
1614 k_grind_dampener,
1615 k_rb_delta );
1616
1617 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1618 k_grind_spring*strength,
1619 k_grind_dampener*strength,
1620 k_rb_delta );
1621
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 );
1625
1626 s->grind_strength = strength;
1627
1628 /* Fake contact */
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 );
1632 limit->p = 0.0f;
1633
1634 v3_copy( inf->dir, s->grind_dir );
1635 }
1636
1637 VG_STATIC void skate_5050_apply( player_instance *player,
1638 struct grind_info *inf_front,
1639 struct grind_info *inf_back )
1640 {
1641 struct player_skate *s = &player->_skate;
1642 struct grind_info inf_avg;
1643
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 );
1647
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 );
1653
1654 v3_cross( axis, inf_avg.dir, inf_avg.n );
1655 skate_grind_decay( player, &inf_avg, 1.0f );
1656
1657
1658 float way = player->input_js1v->axis.value *
1659 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1660 v4f q;
1661 v3f up, target_up;
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 );
1666
1667 v3_zero( s->weight_distribution );
1668 s->weight_distribution[2] = k_board_length * -way;
1669
1670 rb_effect_spring_target_vector( &player->rb, up, target_up,
1671 k_grind_spring,
1672 k_grind_dampener,
1673 k_rb_delta );
1674
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 );
1678
1679 v3f dir;
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 );
1682
1683 v3_normalize( fwd_nplane );
1684 v3_normalize( dir_nplane );
1685
1686 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1687 1000.0f,
1688 k_grind_dampener,
1689 k_rb_delta );
1690
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;
1694
1695 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1696 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1697
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 );
1701
1702 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1703
1704 /* Fake contact */
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 );
1708 limit->p = 0.0f;
1709
1710 v3_copy( inf_avg.dir, s->grind_dir );
1711 }
1712
1713 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1714 struct grind_info *inf )
1715 {
1716 struct player_skate *s = &player->_skate;
1717
1718 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1719 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1720
1721 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1722 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1723
1724 /* Exit condition: lost grind tracking */
1725 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1726 return 0;
1727
1728 /* Exit condition: cant see grind target directly */
1729 if( !skate_point_visible( wheel_co, inf->co ) )
1730 return 0;
1731
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;
1735
1736 if( dv < minv )
1737 return 0;
1738
1739 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1740 return 0;
1741
1742 v3_copy( inf->dir, s->grind_dir );
1743 return 1;
1744 }
1745
1746 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1747 struct grind_info *inf )
1748 {
1749 struct player_skate *s = &player->_skate;
1750
1751 /* TODO: Trash compactor this */
1752 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1753
1754 v3f raw, wsp;
1755 m3x3_mulv( player->rb.to_world, ra, raw );
1756 v3_add( player->rb.co, raw, wsp );
1757
1758 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1759 {
1760 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1761 return 0;
1762
1763 /* velocity should be at least 60% aligned */
1764 v3f pv, axis;
1765 v3_cross( inf->n, inf->dir, axis );
1766 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1767
1768 if( v3_length2( pv ) < 0.0001f )
1769 return 0;
1770 v3_normalize( pv );
1771
1772 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1773 return 0;
1774
1775 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1776 return 0;
1777
1778 #if 0
1779 /* check for vertical alignment */
1780 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1781 return 0;
1782 #endif
1783
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 );
1788
1789 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1790
1791 float truck_height = -(k_board_radius+0.03f);
1792
1793 v3f rv;
1794 v3_cross( player->rb.w, raw, rv );
1795 v3_add( player->rb.v, rv, rv );
1796
1797 if( (local_co[1] >= truck_height) &&
1798 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1799 {
1800 return 1;
1801 }
1802 }
1803
1804 return 0;
1805 }
1806
1807 VG_STATIC void skate_boardslide_apply( player_instance *player,
1808 struct grind_info *inf )
1809 {
1810 struct player_skate *s = &player->_skate;
1811
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 );
1816
1817 v3f intersection;
1818 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1819 intersection );
1820 v3_copy( intersection, s->weight_distribution );
1821
1822 skate_grind_decay( player, inf, 0.0125f );
1823 skate_grind_friction( player, inf, 0.25f );
1824
1825 /* direction alignment */
1826 v3f dir, perp;
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 );
1830
1831 m3x3_mulv( player->rb.to_world, dir, dir );
1832 m3x3_mulv( player->rb.to_world, perp, perp );
1833
1834 v4f qbalance;
1835 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1836 q_mulv( qbalance, perp, perp );
1837
1838 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1839 dir,
1840 k_grind_spring, k_grind_dampener,
1841 k_rb_delta );
1842
1843 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1844 perp,
1845 k_grind_spring, k_grind_dampener,
1846 k_rb_delta );
1847
1848 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1849 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1850
1851 v3_copy( inf->dir, s->grind_dir );
1852 }
1853
1854 VG_STATIC int skate_boardslide_entry( player_instance *player,
1855 struct grind_info *inf )
1856 {
1857 struct player_skate *s = &player->_skate;
1858
1859 if( skate_grind_scansq( player, player->rb.co,
1860 player->rb.to_world[0], k_board_length,
1861 inf ) )
1862 {
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 );
1866
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 */
1870 {
1871 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1872 return 0;
1873
1874 return 1;
1875 }
1876 }
1877
1878 return 0;
1879 }
1880
1881 VG_STATIC int skate_boardslide_renew( player_instance *player,
1882 struct grind_info *inf )
1883 {
1884 struct player_skate *s = &player->_skate;
1885
1886 if( !skate_grind_scansq( player, player->rb.co,
1887 player->rb.to_world[0], k_board_length,
1888 inf ) )
1889 return 0;
1890
1891 /* Exit condition: cant see grind target directly */
1892 v3f vis;
1893 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1894 if( !skate_point_visible( vis, inf->co ) )
1895 return 0;
1896
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;
1901
1902 if( dv < minv )
1903 return 0;
1904
1905 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1906 return 0;
1907
1908 return 1;
1909 }
1910
1911 VG_STATIC void skate_store_grind_vec( player_instance *player,
1912 struct grind_info *inf )
1913 {
1914 struct player_skate *s = &player->_skate;
1915
1916 m3x3f mtx;
1917 skate_grind_orient( inf, mtx );
1918 m3x3_transpose( mtx, mtx );
1919
1920 v3f raw;
1921 v3_sub( inf->co, player->rb.co, raw );
1922
1923 m3x3_mulv( mtx, raw, s->grind_vec );
1924 v3_normalize( s->grind_vec );
1925 v3_copy( inf->dir, s->grind_dir );
1926 }
1927
1928 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1929 {
1930 struct player_skate *s = &player->_skate;
1931
1932 /* debounces this state manager a little bit */
1933 if( s->grind_cooldown < 20 ){
1934 s->grind_cooldown ++;
1935 return k_skate_activity_undefined;
1936 }
1937
1938 struct grind_info inf_back50,
1939 inf_front50,
1940 inf_slide;
1941
1942 int res_back50 = 0,
1943 res_front50 = 0,
1944 res_slide = 0;
1945
1946 if( s->state.activity == k_skate_activity_grind_boardslide ){
1947 res_slide = skate_boardslide_renew( player, &inf_slide );
1948 }
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 );
1952 }
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 );
1956 }
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 );
1960 }
1961 else{
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 );
1965
1966 if( res_back50 != res_front50 ){
1967 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
1968
1969 res_back50 &= wants_to_do_that;
1970 res_front50 &= wants_to_do_that;
1971 }
1972 }
1973
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 */
1980
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 */
1986 }
1987 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
1988
1989 if( new_activity == k_skate_activity_undefined ){
1990 if( s->state.activity >= k_skate_activity_grind_any )
1991 s->grind_cooldown = 5;
1992 }
1993 else if( new_activity == k_skate_activity_grind_boardslide ){
1994 skate_boardslide_apply( player, &inf_slide );
1995 }
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 );
1999
2000 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2001 }
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 );
2005
2006 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2007 }
2008 else if( new_activity == k_skate_activity_grind_5050 )
2009 skate_5050_apply( player, &inf_front50, &inf_back50 );
2010
2011 return new_activity;
2012 }
2013
2014 VG_STATIC void player__skate_update( player_instance *player )
2015 {
2016 struct player_skate *s = &player->_skate;
2017 world_instance *world = get_active_world();
2018
2019 v3_copy( player->rb.co, s->state.prev_pos );
2020 s->state.activity_prev = s->state.activity;
2021
2022 struct board_collider
2023 {
2024 v3f pos;
2025 float radius;
2026
2027 u32 colour;
2028
2029 enum board_collider_state
2030 {
2031 k_collider_state_default,
2032 k_collider_state_disabled,
2033 k_collider_state_colliding
2034 }
2035 state;
2036 }
2037 wheels[] =
2038 {
2039 {
2040 { 0.0f, 0.0f, -k_board_length },
2041 .radius = k_board_radius,
2042 .colour = VG__RED
2043 },
2044 {
2045 { 0.0f, 0.0f, k_board_length },
2046 .radius = k_board_radius,
2047 .colour = VG__GREEN
2048 }
2049 };
2050
2051 float slap = 0.0f;
2052
2053 if( s->state.activity <= k_skate_activity_air_to_grind ){
2054
2055 float min_dist = 0.6f;
2056 for( int i=0; i<2; i++ ){
2057 v3f wpos, closest;
2058 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2059
2060 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2061 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2062 }
2063 }
2064 min_dist -= 0.2f;
2065 float vy = v3_dot( player->basis[1], player->rb.v );
2066 vy = vg_maxf( 0.0f, vy );
2067
2068 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2069 }
2070 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2071
2072 wheels[0].pos[1] = s->state.slap;
2073 wheels[1].pos[1] = s->state.slap;
2074
2075
2076
2077
2078
2079 const int k_wheel_count = 2;
2080
2081 s->substep = k_rb_delta;
2082 s->substep_delta = s->substep;
2083 s->limit_count = 0;
2084
2085 int substep_count = 0;
2086
2087 v3_zero( s->surface_picture );
2088
2089 for( int i=0; i<k_wheel_count; i++ )
2090 wheels[i].state = k_collider_state_default;
2091
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;
2096 goto grinding;
2097 }
2098
2099 int contact_count = 0;
2100 for( int i=0; i<2; i++ ){
2101 v3f normal, axel;
2102 v3_copy( player->rb.to_world[0], axel );
2103
2104 if( skate_compute_surface_alignment( player, wheels[i].pos,
2105 wheels[i].colour, normal, axel ) )
2106 {
2107 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2108 axel,
2109 k_surface_spring, k_surface_dampener,
2110 s->substep_delta );
2111
2112 v3_add( normal, s->surface_picture, s->surface_picture );
2113 contact_count ++;
2114 }
2115
2116 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2117 }
2118
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 );
2123
2124 skate_apply_friction_model( player );
2125 skate_weight_distribute( player );
2126 }
2127 else{
2128 if( s->state.activity > k_skate_activity_air_to_grind )
2129 s->state.activity = k_skate_activity_air;
2130
2131 v3_zero( s->weight_distribution );
2132 skate_apply_air_model( player );
2133 }
2134
2135 grinding:;
2136
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;
2144 }
2145
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 );
2154
2155 begin_collision:;
2156
2157 /*
2158 * Phase 0: Continous collision detection
2159 * --------------------------------------------------------------------------
2160 */
2161
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 );
2165
2166 /* calculate transform one step into future */
2167 v3f future_co;
2168 v4f future_q;
2169 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2170
2171 if( v3_length2( player->rb.w ) > 0.0f ){
2172 v4f rotation;
2173 v3f axis;
2174 v3_copy( player->rb.w, axis );
2175
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 );
2181 }
2182 else
2183 v4_copy( player->rb.q, future_q );
2184
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 );
2189
2190 /* calculate the minimum time we can move */
2191 float max_time = s->substep;
2192
2193 for( int i=0; i<k_wheel_count; i++ ){
2194 if( wheels[i].state == k_collider_state_disabled )
2195 continue;
2196
2197 v3f current, future, r_cg;
2198
2199 q_mulv( future_q, wheels[i].pos, future );
2200 v3_add( future, future_co, future );
2201 v3_add( cg_offset, future, future );
2202
2203 q_mulv( player->rb.q, wheels[i].pos, current );
2204 v3_add( current, player->rb.co, current );
2205
2206 float t;
2207 v3f n;
2208
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 );
2212 }
2213
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;
2218
2219 max_time = vg_maxf( max_time, rate_lock );
2220 s->substep_delta = max_time;
2221
2222 /* integrate */
2223 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2224 if( v3_length2( player->rb.w ) > 0.0f ){
2225 v4f rotation;
2226 v3f axis;
2227 v3_copy( player->rb.w, axis );
2228
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 );
2234
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 );
2238 }
2239
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 );
2243
2244 s->substep -= s->substep_delta;
2245
2246 rb_ct manifold[128];
2247 int manifold_len = 0;
2248
2249 /*
2250 * Phase -1: head detection
2251 * --------------------------------------------------------------------------
2252 */
2253 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2254
2255 float t;
2256 v3f n;
2257 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2258 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2259 {
2260 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2261 rb_update_transform( &player->rb );
2262
2263 player__skate_kill_audio( player );
2264 player__dead_transition( player );
2265 return;
2266 }
2267
2268 /*
2269 * Phase 1: Regular collision detection
2270 * --------------------------------------------------------------------------
2271 */
2272
2273 for( int i=0; i<k_wheel_count; i++ ){
2274 if( wheels[i].state == k_collider_state_disabled )
2275 continue;
2276
2277 m4x3f mtx;
2278 m3x3_identity( mtx );
2279 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2280
2281 rb_sphere collider = { .radius = wheels[i].radius };
2282
2283 rb_ct *man = &manifold[ manifold_len ];
2284
2285 int l = skate_collide_smooth( player, mtx, &collider, man );
2286 if( l )
2287 wheels[i].state = k_collider_state_colliding;
2288
2289 manifold_len += l;
2290 }
2291
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 };
2295 m4x3f mtx;
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] );
2301
2302 rb_ct *cman = &manifold[manifold_len];
2303
2304 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2305 cman );
2306
2307 /* weld joints */
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 );
2312
2313 manifold_len += l;
2314
2315 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2316
2317 /* add limits */
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 );
2323 ct->p = limit->p;
2324 ct->type = k_contact_type_default;
2325 }
2326
2327 /*
2328 * Phase 3: Dynamics
2329 * --------------------------------------------------------------------------
2330 */
2331
2332
2333 v3f world_cog;
2334 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2335 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2336
2337 for( int i=0; i<manifold_len; i ++ ){
2338 rb_prepare_contact( &manifold[i], s->substep_delta );
2339 rb_debug_contact( &manifold[i] );
2340 }
2341
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];
2347
2348 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2349 float inv_mass = 1.0f/mass;
2350
2351 v3f I;
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));
2355
2356 m3x3f iI;
2357 m3x3_identity( iI );
2358 iI[0][0] = I[0];
2359 iI[1][1] = I[1];
2360 iI[2][2] = I[2];
2361 m3x3_inv( iI, iI );
2362
2363 m3x3f iIw;
2364 m3x3_mul( iI, player->rb.to_local, iIw );
2365 m3x3_mul( player->rb.to_world, iIw, iIw );
2366
2367 for( int j=0; j<10; j++ ){
2368 for( int i=0; i<manifold_len; i++ ){
2369 /*
2370 * regular dance; calculate velocity & total mass, apply impulse.
2371 */
2372
2373 struct contact *ct = &manifold[i];
2374
2375 v3f rv, delta;
2376 v3_sub( ct->co, world_cog, delta );
2377 v3_cross( player->rb.w, delta, rv );
2378 v3_add( player->rb.v, rv, rv );
2379
2380 v3f raCn;
2381 v3_cross( delta, ct->n, raCn );
2382
2383 v3f raCnI, rbCnI;
2384 m3x3_mulv( iIw, raCn, raCnI );
2385
2386 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2387 vn = v3_dot( rv, ct->n ),
2388 lambda = normal_mass * ( -vn );
2389
2390 float temp = ct->norm_impulse;
2391 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2392 lambda = ct->norm_impulse - temp;
2393
2394 v3f impulse;
2395 v3_muls( ct->n, lambda, impulse );
2396
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 );
2401
2402 v3_cross( player->rb.w, delta, rv );
2403 v3_add( player->rb.v, rv, rv );
2404 vn = v3_dot( rv, ct->n );
2405 }
2406 }
2407
2408 v3f dt;
2409 rb_depenetrate( manifold, manifold_len, dt );
2410 v3_add( dt, player->rb.co, player->rb.co );
2411 rb_update_transform( &player->rb );
2412
2413 substep_count ++;
2414
2415 if( s->substep >= 0.0001f )
2416 goto begin_collision; /* again! */
2417
2418 /*
2419 * End of collision and dynamics routine
2420 * --------------------------------------------------------------------------
2421 */
2422
2423 s->surface = k_surface_prop_concrete;
2424
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 );
2428
2429 if( surf->info.surface_prop != k_surface_prop_concrete )
2430 s->surface = surf->info.surface_prop;
2431 }
2432
2433 for( int i=0; i<k_wheel_count; i++ ){
2434 m4x3f mtx;
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 ]);
2440 }
2441
2442 skate_integrate( player );
2443 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2444
2445 ent_gate *gate =
2446 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2447
2448 if( gate ){
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 );
2457
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 );
2464
2465 s->state_gate_storage = s->state;
2466 player__pass_gate( player, gate );
2467 }
2468
2469 /* FIXME: Rate limit */
2470 static int stick_frames = 0;
2471
2472 if( s->state.activity == k_skate_activity_ground )
2473 stick_frames ++;
2474 else
2475 stick_frames = 0;
2476
2477
2478 if( stick_frames == 4 ){
2479 audio_lock();
2480 if( (fabsf(s->state.slip) > 0.75f) ){
2481 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2482 40.0f, 1.0f );
2483 }
2484 else{
2485 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2486 40.0f, 1.0f );
2487 }
2488 audio_unlock();
2489 }
2490 }
2491
2492 VG_STATIC void player__skate_im_gui( player_instance *player )
2493 {
2494 struct player_skate *s = &player->_skate;
2495 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2496 player->rb.v[1],
2497 player->rb.v[2] );
2498 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2499 player->rb.co[1],
2500 player->rb.co[2] );
2501 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2502 player->rb.w[1],
2503 player->rb.w[2] );
2504
2505 const char *activity_txt[] =
2506 {
2507 "air",
2508 "air_to_grind",
2509 "ground",
2510 "undefined (INVALID)",
2511 "grind_any (INVALID)",
2512 "grind_boardslide",
2513 "grind_noseslide",
2514 "grind_tailslide",
2515 "grind_back50",
2516 "grind_front50",
2517 "grind_5050"
2518 };
2519
2520 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2521 #if 0
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 );
2525 #endif
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] );
2536 }
2537
2538 VG_STATIC void player__skate_animate( player_instance *player,
2539 player_animation *dest )
2540 {
2541 struct player_skate *s = &player->_skate;
2542 struct player_avatar *av = player->playeravatar;
2543 struct skeleton *sk = &av->sk;
2544
2545 /* Head */
2546 float kheight = 2.0f,
2547 kleg = 0.6f;
2548
2549 v3f offset;
2550 v3_zero( offset );
2551
2552 v3f cog_local, cog_ideal;
2553 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2554
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 );
2558
2559 v3_sub( cog_ideal, cog_local, offset );
2560
2561
2562 v3_muls( offset, 4.0f, offset );
2563 offset[1] *= -1.0f;
2564
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 );
2569
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);
2572
2573 offset[0] *= 0.26f;
2574 offset[0] += s->wobble[1]*3.0f;
2575
2576 offset[1] *= -0.3f;
2577 offset[2] *= 0.01f;
2578
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);
2581
2582 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2583
2584 /*
2585 * Animation blending
2586 * ===========================================
2587 */
2588
2589 /* sliding */
2590 {
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 );
2594
2595 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2596 }
2597
2598 /* movement information */
2599 {
2600 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2601
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;
2606
2607 if( s->state.activity >= k_skate_activity_grind_any )
2608 wdist = 0.0f;
2609
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 );
2614 }
2615
2616 mdl_keyframe apose[32], bpose[32];
2617 mdl_keyframe ground_pose[32];
2618 {
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 );
2622
2623 /* stand/crouch */
2624 float dir_frame = s->blend_z * (15.0f/30.0f),
2625 stand_blend = offset[1]*-2.0f;
2626
2627 v3f local_cog;
2628 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2629
2630 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2631
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 );
2635
2636 /* sliding */
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 );
2640
2641 /* pushing */
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 );
2646
2647 float pt = push_time + vg.accumulator;
2648 if( s->state.reverse > 0.0f )
2649 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2650 else
2651 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2652
2653 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2654
2655 /* trick setup */
2656 float jump_start_frame = 14.0f/30.0f;
2657
2658 float charge = s->state.jump_charge;
2659 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2660
2661 float setup_frame = charge * jump_start_frame,
2662 setup_blend = vg_minf( s->blend_jump, 1.0f );
2663
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;
2667
2668 struct skeleton_anim *jump_anim = s->state.jump_dir?
2669 s->anim_ollie:
2670 s->anim_ollie_reverse;
2671
2672 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2673 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2674 }
2675
2676 mdl_keyframe air_pose[32];
2677 {
2678 float target = -player->input_js1h->axis.value;
2679
2680 #if 1
2681 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2682 #else
2683 s->blend_airdir = 0.0f;
2684 #endif
2685
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 );
2688
2689 static v2f grab_choice;
2690
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;
2696 else
2697 v2_normalize_clamp( grab_input );
2698 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2699
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);
2703
2704 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2705 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2706 }
2707
2708 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2709
2710
2711 mdl_keyframe grind_pose[32];
2712 {
2713 /* TODO: factor balance into this sampler */
2714 float grind_frame = 0.5f;
2715
2716 if( s->state.activity == k_skate_activity_grind_front50 ){
2717 grind_frame = 0.0f;
2718 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2719 grind_frame = 1.0f;
2720 }
2721
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 );
2726
2727 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2728
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 );
2732 }
2733 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2734
2735 float add_grab_mod = 1.0f - s->blend_fly;
2736
2737 /* additive effects */
2738 {
2739 u32 apply_to[] = { av->id_hip,
2740 av->id_ik_hand_l,
2741 av->id_ik_hand_r,
2742 av->id_ik_elbow_l,
2743 av->id_ik_elbow_r };
2744
2745 float apply_rates[] = { 1.0f,
2746 0.75f,
2747 0.75f,
2748 0.75f,
2749 0.75f };
2750
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;
2754 }
2755
2756 /* angle correction */
2757 if( v3_length2( s->state.up_dir ) > 0.001f ){
2758
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 );
2763 }
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 );
2767
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 );
2774
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;
2779
2780 v3f ndir;
2781 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2782 v3_normalize( ndir );
2783
2784 v3f up = { 0.0f, 1.0f, 0.0f };
2785
2786 float a = v3_dot( ndir, up );
2787 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2788
2789 v3f axis;
2790 v4f qfixup, qcounteryaw, qtotal;
2791
2792 v3_cross( up, ndir, axis );
2793 q_axis_angle( qfixup, axis, a );
2794
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 );
2798
2799 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2800 v3f origin;
2801 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2802
2803 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2804 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2805
2806 v3f v0, co;
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 );
2812
2813 q_mul( qtotal, kf->q, kf->q );
2814 q_normalize( kf->q );
2815 }
2816
2817 v3f p1, p2;
2818 m3x3_mulv( player->rb.to_world, up, p1 );
2819 m3x3_mulv( player->rb.to_world, ndir, p2 );
2820
2821 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2822 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2823 }
2824
2825
2826
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] };
2835
2836 v4f qtotal;
2837 v4f qtrickr, qyawr, qpitchr, qrollr;
2838 v3f eulerr;
2839
2840 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2841
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] );
2845
2846 q_mul( qpitchr, qrollr, qtrickr );
2847 q_mul( qyawr, qtrickr, qtotal );
2848 q_normalize( qtotal );
2849
2850 q_mul( qtotal, kf_board->q, kf_board->q );
2851
2852
2853 /* trick rotation */
2854 v4f qtrick, qyaw, qpitch, qroll;
2855 v3f euler;
2856 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2857
2858 float jump_t = vg.time-s->state.jump_time;
2859
2860 float k=17.0f;
2861 float h = k*jump_t;
2862 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2863 extra *= s->state.slap * 4.0f;
2864
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] );
2868
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 );
2873
2874
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;
2879 }
2880 else{
2881 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2882 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2883 }
2884
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;
2891
2892 /*
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.
2897 */
2898
2899 /* truck rotation */
2900 for( int i=0; i<2; i++ )
2901 {
2902 float a = vg_minf( s->truckv0[i][0], 1.0f );
2903 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
2904
2905 v4f q;
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 );
2909 }
2910 }
2911
2912 /* transform */
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 );
2915
2916 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
2917
2918 v4f qflip;
2919 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
2920 (fabsf(s->state.flip_rate) > 0.01f) )
2921 {
2922 float t = s->state.flip_time;
2923 sign = vg_signf( t );
2924
2925 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2926 t = sign * (1.0f-t*t);
2927
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 );
2931
2932 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
2933
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 );
2937
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 );
2941
2942 q_mulv( qflip, rco, rco );
2943 v3_add( rco, rotation_point, dest->root_co );
2944 }
2945
2946 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
2947 }
2948
2949 VG_STATIC void player__skate_post_animate( player_instance *player )
2950 {
2951 struct player_skate *s = &player->_skate;
2952 struct player_avatar *av = player->playeravatar;
2953
2954 player->cam_velocity_influence = 1.0f;
2955
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 );
2960 }
2961
2962 VG_STATIC void player__skate_reset_animator( player_instance *player )
2963 {
2964 struct player_skate *s = &player->_skate;
2965
2966 if( s->state.activity <= k_skate_activity_air_to_grind )
2967 s->blend_fly = 1.0f;
2968 else
2969 s->blend_fly = 0.0f;
2970
2971 s->blend_slide = 0.0f;
2972 s->blend_z = 0.0f;
2973 s->blend_x = 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;
2978 }
2979
2980 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
2981 {
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;
2986 #if 0
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;
2991 #endif
2992 s->state.reverse = 0.0f;
2993 s->state.slip = 0.0f;
2994 v3_copy( player->rb.co, s->state.prev_pos );
2995
2996 #if 0
2997 m3x3_identity( s->state.velocity_bias );
2998 m3x3_identity( s->state.velocity_bias_pstep );
2999 #endif
3000
3001 v3_zero( s->state.throw_v );
3002 v3_zero( s->state.trick_vel );
3003 v3_zero( s->state.trick_euler );
3004 }
3005
3006 VG_STATIC void player__skate_reset( player_instance *player,
3007 ent_spawn *rp )
3008 {
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 );
3014
3015 s->state.activity = k_skate_activity_air;
3016 s->state.activity_prev = k_skate_activity_air;
3017
3018 player__skate_clear_mechanics( player );
3019 player__skate_reset_animator( player );
3020
3021 v3_zero( s->state.head_position );
3022 s->state.head_position[1] = 1.8f;
3023 }
3024
3025 #endif /* PLAYER_SKATE_C */