6 #include "vg/vg_perlin.h"
7 #include "vg/vg_lines.h"
9 #include "ent_skateshop.h"
12 #include "ent_tornado.c"
13 #include "vg/vg_rigidbody.h"
14 #include "scene_rigidbody.h"
15 #include "player_glide.h"
17 static void player__skate_bind(void){
18 struct skeleton
*sk
= &localplayer
.skeleton
;
19 rb_update_matrices( &localplayer
.rb
);
21 struct { struct skeleton_anim
**anim
; const char *name
; }
23 { &player_skate
.anim_grind
, "pose_grind" },
24 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
25 { &player_skate
.anim_stand
, "pose_stand" },
26 { &player_skate
.anim_highg
, "pose_highg" },
27 { &player_skate
.anim_air
, "pose_air" },
28 { &player_skate
.anim_slide
, "pose_slide" },
29 { &player_skate
.anim_push
, "push" },
30 { &player_skate
.anim_push_reverse
, "push_reverse" },
31 { &player_skate
.anim_ollie
, "ollie" },
32 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
33 { &player_skate
.anim_grabs
, "grabs" },
34 { &player_skate
.anim_handplant
, "handplant" },
37 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
38 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
41 static void player__skate_kill_audio(void){
43 if( player_skate
.aud_main
){
44 player_skate
.aud_main
=
45 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
47 if( player_skate
.aud_air
){
48 player_skate
.aud_air
=
49 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
51 if( player_skate
.aud_slide
){
52 player_skate
.aud_slide
=
53 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
59 * Collision detection routines
65 * Does collision detection on a sphere vs world, and applies some smoothing
66 * filters to the manifold afterwards
68 static int skate_collide_smooth( m4x3f mtx
, f32 r
, rb_ct
*man
){
69 world_instance
*world
= world_current_instance();
72 len
= rb_sphere__scene( mtx
, r
, NULL
, world
->geo_bh
, man
,
73 k_material_flag_walking
);
75 for( int i
=0; i
<len
; i
++ ){
76 man
[i
].rba
= &localplayer
.rb
;
80 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
83 rb_manifold_filter_backface( man
, len
);
84 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
85 rb_manifold_filter_pairs( man
, len
, 0.03f
);
87 int new_len
= rb_manifold_apply_filtered( man
, len
);
101 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
102 struct grind_info
*inf
){
103 world_instance
*world
= world_current_instance();
106 v3_copy( dir
, plane
);
107 v3_normalize( plane
);
108 plane
[3] = v3_dot( plane
, pos
);
111 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
112 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
121 int sample_count
= 0;
127 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
128 v3_normalize( support_axis
);
131 bh_iter_init_box( 0, &it
, box
);
134 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
135 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
138 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
139 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
142 for( int j
=0; j
<3; j
++ )
143 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
145 for( int j
=0; j
<3; j
++ ){
149 struct grind_sample
*sample
= &samples
[ sample_count
];
152 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
154 v3_sub( co
, pos
, d
);
155 if( v3_length2( d
) > r
*r
)
159 v3_sub( tri
[1], tri
[0], va
);
160 v3_sub( tri
[2], tri
[0], vb
);
161 v3_cross( va
, vb
, normal
);
163 sample
->normal
[0] = v3_dot( support_axis
, normal
);
164 sample
->normal
[1] = normal
[1];
165 sample
->co
[0] = v3_dot( support_axis
, d
);
166 sample
->co
[1] = d
[1];
168 v3_copy( normal
, sample
->normal3
); /* normalize later
169 if we want to us it */
171 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
172 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
173 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
175 v2_normalize( sample
->normal
);
178 if( sample_count
== vg_list_size( samples
) )
179 goto too_many_samples
;
186 if( sample_count
< 2 )
189 v3f average_direction
,
193 v2_fill( min_co
, INFINITY
);
194 v2_fill( max_co
, -INFINITY
);
196 v3_zero( average_direction
);
197 v3_zero( average_normal
);
199 int passed_samples
= 0;
201 for( int i
=0; i
<sample_count
-1; i
++ ){
202 struct grind_sample
*si
, *sj
;
206 for( int j
=i
+1; j
<sample_count
; j
++ ){
212 /* non overlapping */
213 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
216 /* not sharp angle */
217 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
222 v3_sub( sj
->centroid
, si
->centroid
, v0
);
223 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
224 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
227 v2_minv( sj
->co
, min_co
, min_co
);
228 v2_maxv( sj
->co
, max_co
, max_co
);
231 v3_copy( si
->normal3
, n0
);
232 v3_copy( sj
->normal3
, n1
);
233 v3_cross( n0
, n1
, dir
);
235 if( v3_length2( dir
) <= 0.000001f
)
240 /* make sure the directions all face a common hemisphere */
241 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
242 v3_add( average_direction
, dir
, average_direction
);
244 float yi
= si
->normal3
[1],
247 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
248 else v3_add( sj
->normal3
, average_normal
, average_normal
);
254 if( !passed_samples
)
257 if( (v3_length2( average_direction
) <= 0.001f
) ||
258 (v3_length2( average_normal
) <= 0.001f
) )
261 float div
= 1.0f
/(float)passed_samples
;
262 v3_normalize( average_direction
);
263 v3_normalize( average_normal
);
266 v2_add( min_co
, max_co
, average_coord
);
267 v2_muls( average_coord
, 0.5f
, average_coord
);
269 v3_muls( support_axis
, average_coord
[0], inf
->co
);
270 inf
->co
[1] += average_coord
[1];
271 v3_add( pos
, inf
->co
, inf
->co
);
272 v3_copy( average_normal
, inf
->n
);
273 v3_copy( average_direction
, inf
->dir
);
275 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
276 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
277 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
279 return passed_samples
;
282 static void reset_jump_info( jump_info
*inf
){
284 inf
->land_dist
= 0.0f
;
286 inf
->type
= k_prediction_unset
;
287 v3_zero( inf
->apex
);
290 static int create_jumps_to_hit_target( jump_info
*jumps
,
291 v3f target
, float max_angle_delta
,
293 /* calculate the exact 2 solutions to jump onto that grind spot */
296 v3_sub( target
, localplayer
.rb
.co
, v0
);
303 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
304 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[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 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
324 inf
->gravity
= gravity
;
326 v3_copy( target
, inf
->log
[inf
->log_length
++] );
329 if( fabsf(a1
-a
) < max_angle_delta
){
330 jump_info
*inf
= &jumps
[ valid_count
++ ];
331 reset_jump_info( inf
);
333 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
334 inf
->v
[1] += sinf( a1
) * m
;
335 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
336 inf
->gravity
= gravity
;
338 v3_copy( target
, inf
->log
[inf
->log_length
++] );
345 static void player__approximate_best_trajectory(void){
346 world_instance
*world0
= world_current_instance();
348 float k_trace_delta
= vg
.time_fixed_delta
* 10.0f
;
349 struct player_skate_state
*state
= &player_skate
.state
;
351 state
->air_start
= vg
.time
;
352 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
353 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
355 player_skate
.possible_jump_count
= 0;
358 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
359 v3_normalize( axis
);
361 /* at high slopes, Y component is low */
362 float upness
= localplayer
.rb
.to_world
[1][1],
363 angle_begin
= -(1.0f
-fabsf( upness
)),
366 struct grind_info grind
;
367 int grind_located
= 0;
368 float grind_located_gravity
= k_gravity
;
371 v3f launch_v_bounds
[2];
373 for( int i
=0; i
<2; i
++ ){
374 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
375 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
379 q_axis_angle( qbias
, axis
, ang
);
380 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
383 for( int m
=0;m
<=30; m
++ ){
385 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
386 reset_jump_info( inf
);
388 v3f launch_co
, launch_v
, co0
, co1
;
389 v3_copy( localplayer
.rb
.co
, launch_co
);
390 v3_copy( localplayer
.rb
.v
, launch_v
);
391 v3_copy( launch_co
, co0
);
392 world_instance
*trace_world
= world0
;
394 float vt
= (float)m
* (1.0f
/30.0f
),
395 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
398 q_axis_angle( qbias
, axis
, ang
);
399 q_mulv( qbias
, launch_v
, launch_v
);
401 float yaw_sketch
= 1.0f
-fabsf(upness
);
403 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
404 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
405 q_mulv( qbias
, launch_v
, launch_v
);
407 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
408 gravity
= k_gravity
* gravity_bias
;
409 inf
->gravity
= gravity
;
410 v3_copy( launch_v
, inf
->v
);
412 /* initial conditions */
414 v3_copy( launch_v
, v
);
415 v3_copy( launch_co
, co1
);
417 for( int i
=1; i
<=50; i
++ ){
418 f32 t
= (f32
)i
* k_trace_delta
;
420 /* integrate forces */
422 ent_tornado_forces( co1
, v
, a
);
426 v3_muladds( co1
, v
, k_trace_delta
, co1
);
427 v3_muladds( co1
, a
, 0.5f
*k_trace_delta
*k_trace_delta
, co1
);
430 v3_muladds( v
, a
, k_trace_delta
, v
);
432 int search_for_grind
= 1;
433 if( grind_located
) search_for_grind
= 0;
434 if( v
[1] > 0.0f
) search_for_grind
= 0;
438 v3f closest
={0.0f
,0.0f
,0.0f
};
439 if( search_for_grind
){
440 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
441 float min_dist
= 0.75f
;
442 min_dist
*= min_dist
;
444 if( v3_dist2( closest
, launch_co
) < min_dist
)
445 search_for_grind
= 0;
449 for( int j
=0; j
<2; j
++ ){
450 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
451 bound
[j
][1] += -0.5f
*gravity
*t
*t
;
452 v3_add( launch_co
, bound
[j
], bound
[j
] );
455 float limh
= vg_minf( 2.0f
, t
),
456 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
457 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
459 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
460 search_for_grind
= 0;
464 search_for_grind
= 0;
467 if( search_for_grind
){
468 if( skate_grind_scansq( closest
, v
, 0.5f
, &grind
) ){
469 /* check alignment */
470 v2f v0
= { v
[0], v
[2] },
471 v1
= { grind
.dir
[0], grind
.dir
[2] };
476 float a
= v2_dot( v0
, v1
);
478 float a_min
= cosf( VG_PIf
* 0.185f
);
479 if( state
->grind_cooldown
)
480 a_min
= cosf( VG_PIf
* 0.05f
);
483 if( (fabsf(v3_dot( v
, grind
.dir
))>=k_grind_axel_min_vel
) &&
485 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
488 grind_located_gravity
= inf
->gravity
;
493 if( trace_world
->rendering_gate
){
494 ent_gate
*gate
= trace_world
->rendering_gate
;
495 if( gate_intersect( gate
, co1
, co0
) ){
496 m4x3_mulv( gate
->transport
, co0
, co0
);
497 m4x3_mulv( gate
->transport
, co1
, co1
);
498 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
499 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
501 if( gate
->flags
& k_ent_gate_nonlocal
)
502 trace_world
= &world_static
.instances
[ gate
->target
];
509 float scan_radius
= k_board_radius
;
510 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
512 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
513 k_material_flag_walking
);
516 v3_lerp( co0
, co1
, t1
, co
);
517 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
519 v3_copy( n
, inf
->n
);
520 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
521 struct world_surface
*surf
=
522 world_tri_index_surface( trace_world
, tri
[0] );
524 inf
->type
= k_prediction_land
;
525 inf
->score
= -v3_dot( v
, inf
->n
);
526 inf
->land_dist
= t
+ k_trace_delta
* t1
;
528 /* Bias prediction towords ramps */
529 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
532 if( surf
->info
.flags
& k_material_flag_boundary
)
533 player_skate
.possible_jump_count
--;
539 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
543 if( inf
->type
== k_prediction_unset
)
544 player_skate
.possible_jump_count
--;
548 jump_info grind_jumps
[2];
551 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
552 0.175f
*VG_PIf
, grind_located_gravity
);
554 /* knock out original landing points in the 1m area */
555 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
556 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
557 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
558 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
559 jump
->score
+= descale
*3.0f
;
562 for( int i
=0; i
<valid_count
; i
++ ){
563 jump_info
*jump
= &grind_jumps
[i
];
564 jump
->type
= k_prediction_grind
;
566 v3f launch_v
, launch_co
, co0
, co1
;
568 v3_copy( jump
->v
, launch_v
);
569 v3_copy( localplayer
.rb
.co
, launch_co
);
571 float t
= 0.05f
* jump
->land_dist
;
572 v3_muls( launch_v
, t
, co0
);
573 co0
[1] += -0.5f
* jump
->gravity
* t
*t
;
574 v3_add( launch_co
, co0
, co0
);
576 /* rough scan to make sure we dont collide with anything */
577 for( int j
=1; j
<=16; j
++ ){
578 t
= (float)j
*(1.0f
/16.0f
);
581 t
*= jump
->land_dist
;
583 v3_muls( launch_v
, t
, co1
);
584 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
585 v3_add( launch_co
, co1
, co1
);
590 int idx
= spherecast_world( world0
, co0
,co1
,
591 k_board_radius
*0.1f
, &t1
, n
,
592 k_material_flag_walking
);
594 goto invalidated_grind
;
600 v3_copy( grind
.n
, jump
->n
);
602 /* determine score */
604 v3_copy( jump
->v
, ve
);
605 ve
[1] += -jump
->gravity
*jump
->land_dist
;
606 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
608 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
617 float score_min
= INFINITY
,
618 score_max
= -INFINITY
;
620 jump_info
*best
= NULL
;
622 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
623 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
625 if( jump
->score
< score_min
)
628 score_min
= vg_minf( score_min
, jump
->score
);
629 score_max
= vg_maxf( score_max
, jump
->score
);
632 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
633 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
634 float s
= jump
->score
;
637 s
/= (score_max
-score_min
);
641 jump
->colour
= s
* 255.0f
;
645 else if( jump
->type
== k_prediction_land
)
648 jump
->colour
|= 0xff000000;
652 v3_copy( best
->n
, state
->land_normal
);
653 v3_copy( best
->v
, localplayer
.rb
.v
);
654 state
->land_dist
= best
->land_dist
;
655 state
->gravity_bias
= best
->gravity
;
657 if( best
->type
== k_prediction_grind
){
658 state
->activity
= k_skate_activity_air_to_grind
;
662 joystick_state( k_srjoystick_steer
, steer
);
663 v2_normalize_clamp( steer
);
665 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
666 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
668 state
->flip_time
= 0.0f
;
669 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
672 state
->flip_rate
= 0.0f
;
673 v3_zero( state
->flip_axis
);
677 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
682 * Varius physics models
683 * ------------------------------------------------
687 * Air control, no real physics
689 static void skate_apply_air_model(void){
690 struct player_skate_state
*state
= &player_skate
.state
;
692 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
693 player__approximate_best_trajectory();
695 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
696 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
698 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
701 q_axis_angle( correction
, axis
,
702 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
703 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
706 static enum trick_type
player_skate_trick_input(void);
707 static void skate_apply_trick_model(void){
708 struct player_skate_state
*state
= &player_skate
.state
;
711 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
713 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
714 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
716 v3_mul( strength
, F
, F
);
718 v3_muladds( state
->trick_residualv
, F
, vg
.time_fixed_delta
,
719 state
->trick_residualv
);
720 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
721 vg
.time_fixed_delta
, state
->trick_residuald
);
723 if( state
->activity
<= k_skate_activity_air_to_grind
){
724 if( v3_length2( state
->trick_vel
) < 0.0001f
)
727 int carry_on
= state
->trick_type
== player_skate_trick_input();
729 /* we assume velocities share a common divisor, in which case the
730 * interval is the minimum value (if not zero) */
732 float min_rate
= 99999.0f
;
734 for( int i
=0; i
<3; i
++ ){
735 float v
= state
->trick_vel
[i
];
736 if( (v
> 0.0f
) && (v
< min_rate
) )
740 float interval
= 1.0f
/ min_rate
,
741 current
= floorf( state
->trick_time
),
742 next_end
= current
+1.0f
;
745 /* integrate trick velocities */
746 v3_muladds( state
->trick_euler
, state
->trick_vel
, vg
.time_fixed_delta
,
747 state
->trick_euler
);
749 if( !carry_on
&& (state
->trick_time
+ vg
.time_fixed_delta
/interval
>= next_end
) ){
750 state
->trick_time
= 0.0f
;
751 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
752 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
753 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
754 v3_copy( state
->trick_vel
, state
->trick_residualv
);
755 v3_zero( state
->trick_vel
);
758 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
759 localplayer
.rb
.co
, 40.0f
, 1.0f
);
763 state
->trick_time
+= vg
.time_fixed_delta
/ interval
;
766 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
767 state
->trick_time
> 0.2f
)
769 vg_info( "player fell off due to lack of skill\n" );
770 player__dead_transition( k_player_die_type_feet
);
773 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
774 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
775 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
776 state
->trick_time
= 0.0f
;
777 v3_zero( state
->trick_vel
);
781 static void skate_apply_grab_model(void){
782 struct player_skate_state
*state
= &player_skate
.state
;
784 float grabt
= axis_state( k_sraxis_grab
);
787 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
788 state
->grab_mouse_delta
);
790 v2_normalize_clamp( state
->grab_mouse_delta
);
793 v2_zero( state
->grab_mouse_delta
);
795 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*vg
.time_fixed_delta
);
798 static void skate_apply_steering_model(void){
799 struct player_skate_state
*state
= &player_skate
.state
;
802 joystick_state( k_srjoystick_steer
, jsteer
);
805 float steer
= jsteer
[0],
806 grab
= axis_state( k_sraxis_grab
);
808 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
811 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
816 f32 skid_target
= 0.0f
;
818 if( state
->activity
<= k_skate_activity_air_to_grind
){
819 rate
= 6.0f
* fabsf(steer
);
823 /* rotate slower when grabbing on ground */
824 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
826 if( state
->activity
== k_skate_activity_grind_5050
){
831 else if( state
->activity
>= k_skate_activity_grind_any
){
832 rate
*= fabsf(steer
);
834 float a
= 0.8f
* -steer
* vg
.time_fixed_delta
;
837 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
838 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
840 v3_normalize( player_skate
.grind_vec
);
843 else if( state
->manual_direction
){
848 f32 skid
= axis_state(k_sraxis_skid
);
850 /* skids on keyboard lock to the first direction pressed */
851 if( vg_input
.display_input_method
== k_input_method_kbm
){
852 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)<0.01f
) &&
853 (fabsf(steer
) > 0.4f
) ){
854 state
->skid
= vg_signf( steer
) * 0.02f
;
857 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
858 skid_target
= vg_signf( state
->skid
);
862 if( fabsf(skid
) > 0.1f
){
869 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
873 vg_slewf( &state
->skid
, skid_target
, vg
.time_fixed_delta
*(1.0f
/0.1f
) );
874 steer
= vg_lerpf( steer
, state
->skid
*k_steer_ground
*0.5f
,
875 fabsf(state
->skid
*0.8f
) );
877 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
878 addspeed
= (steer
* -top
) - current
,
879 maxaccel
= rate
* vg
.time_fixed_delta
,
880 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
882 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
883 accel
, localplayer
.rb
.w
);
887 * Computes friction and surface interface model
889 static void skate_apply_friction_model(void){
890 struct player_skate_state
*state
= &player_skate
.state
;
893 * Computing localized friction forces for controlling the character
894 * Friction across X is significantly more than Z
898 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
901 if( fabsf(vel
[2]) > 0.01f
)
902 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
904 if( fabsf( slip
) > 1.2f
)
905 slip
= vg_signf( slip
) * 1.2f
;
908 state
->reverse
= -vg_signf(vel
[2]);
910 f32 lat
= k_friction_lat
;
912 if( fabsf(axis_state(k_sraxis_skid
)) > 0.1f
){
913 if( (player_skate
.surface
== k_surface_prop_snow
) ||
914 (player_skate
.surface
== k_surface_prop_sand
) ){
921 if( player_skate
.surface
== k_surface_prop_snow
)
923 else if( player_skate
.surface
== k_surface_prop_sand
)
926 vel
[0] += vg_cfrictf( vel
[0], lat
* vg
.time_fixed_delta
);
927 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* vg
.time_fixed_delta
);
929 /* Pushing additive force */
931 if( !button_press( k_srbind_jump
) && (fabsf(state
->skid
)<0.1f
) ){
932 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) ){
933 if( (vg
.time
- state
->cur_push
) > 0.25 )
934 state
->start_push
= vg
.time
;
936 state
->cur_push
= vg
.time
;
938 double push_time
= vg
.time
- state
->start_push
;
940 float cycle_time
= push_time
*k_push_cycle_rate
,
941 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
942 amt
= accel
* VG_TIMESTEP_FIXED
,
943 current
= v3_length( vel
),
944 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
945 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
947 vel
[2] += delta
* -state
->reverse
;
951 /* Send back to velocity */
952 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
955 static void skate_apply_jump_model(void){
956 struct player_skate_state
*state
= &player_skate
.state
;
957 int charging_jump_prev
= state
->charging_jump
;
958 state
->charging_jump
= button_press( k_srbind_jump
);
960 /* Cannot charge this in air */
961 if( state
->activity
<= k_skate_activity_air_to_grind
){
962 state
->charging_jump
= 0;
966 if( state
->charging_jump
){
967 state
->jump_charge
+= vg
.time_fixed_delta
* k_jump_charge_speed
;
969 if( !charging_jump_prev
)
970 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
973 state
->jump_charge
-= k_jump_charge_speed
* vg
.time_fixed_delta
;
976 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
978 /* player let go after charging past 0.2: trigger jump */
979 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
982 /* Launch more up if alignment is up else improve velocity */
983 float aup
= localplayer
.rb
.to_world
[1][1],
985 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
987 if( state
->activity
== k_skate_activity_ground
){
988 v3_copy( localplayer
.rb
.v
, jumpdir
);
989 v3_normalize( jumpdir
);
990 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
991 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
992 v3_normalize( jumpdir
);
994 v3_copy( state
->up_dir
, jumpdir
);
995 state
->grind_cooldown
= 30;
996 state
->activity
= k_skate_activity_ground
;
999 joystick_state( k_srjoystick_steer
, steer
);
1001 float tilt
= steer
[0] * 0.3f
;
1002 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
1003 player_skate
.grind_dir
));
1006 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
1007 q_mulv( qtilt
, jumpdir
, jumpdir
);
1009 state
->surface_cooldown
= 10;
1010 state
->trick_input_collect
= 0.0f
;
1012 float force
= k_jump_force
*state
->jump_charge
;
1013 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
1014 state
->jump_charge
= 0.0f
;
1015 state
->jump_time
= vg
.time
;
1016 player__networked_sfx( k_player_subsystem_skate
, 32,
1017 k_player_skate_soundeffect_jump
,
1018 localplayer
.rb
.co
, 1.0f
);
1022 static void skate_apply_handplant_model(void){
1023 struct player_skate_state
*state
= &player_skate
.state
;
1024 if( localplayer
.rb
.to_world
[1][1] < -0.1f
) return;
1025 if( localplayer
.rb
.to_world
[1][1] > 0.6f
) return;
1026 if( !( button_press(k_srbind_skid
) || (fabsf(state
->skid
)>0.1f
)) ) return;
1028 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
1030 m4x3_mulv( localplayer
.rb
.to_world
, lco
, co
);
1031 v3_muls( localplayer
.rb
.to_world
[2], state
->reverse
, dir
);
1032 vg_line_arrow( co
, dir
, 0.13f
, 0xff000000 );
1034 ray_hit hit
= { .dist
= 2.0f
};
1035 if( ray_world( world_current_instance(), co
, dir
,
1036 &hit
, k_material_flag_ghosts
)) {
1037 vg_line( co
, hit
.pos
, 0xff000000 );
1038 vg_line_point( hit
.pos
, 0.1f
, 0xff000000 );
1040 if( hit
.normal
[1] < 0.7f
) return;
1041 if( hit
.dist
< 0.95f
) return;
1043 state
->activity
= k_skate_activity_handplant
;
1044 state
->handplant_t
= 0.0f
;
1045 v3_copy( localplayer
.rb
.co
, state
->store_co
);
1046 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
1047 v4_copy( localplayer
.rb
.q
, state
->store_q
);
1048 v3_copy( state
->cog
, state
->store_cog
);
1049 v3_copy( state
->cog_v
, state
->store_cog_v
);
1050 v4_copy( state
->smoothed_rotation
, state
->store_smoothed
);
1054 static void skate_apply_pump_model(void){
1055 struct player_skate_state
*state
= &player_skate
.state
;
1057 if( state
->activity
!= k_skate_activity_ground
){
1058 v3_zero( state
->throw_v
);
1062 /* Throw / collect routine
1064 if( axis_state( k_sraxis_grab
) > 0.5f
){
1065 if( state
->activity
== k_skate_activity_ground
){
1067 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1072 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1075 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
1077 if( state
->activity
== k_skate_activity_ground
){
1078 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
1079 v3_muladds( localplayer
.rb
.v
, Fl
,
1080 k_mmcollect_lat
, localplayer
.rb
.v
);
1082 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
1085 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
1086 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
1087 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1091 if( v3_length2( state
->throw_v
) > 0.0001f
){
1093 v3_copy( state
->throw_v
, dir
);
1094 v3_normalize( dir
);
1096 float max
= v3_dot( dir
, state
->throw_v
),
1097 amt
= vg_minf( k_mmdecay
* vg
.time_fixed_delta
, max
);
1098 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1102 static void skate_apply_cog_model(void){
1103 struct player_skate_state
*state
= &player_skate
.state
;
1105 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1106 v3_copy( state
->up_dir
, ideal_dir
);
1107 v3_normalize( ideal_dir
);
1109 float grab
= axis_state( k_sraxis_grab
);
1110 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1111 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1113 /* Apply velocities */
1115 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1118 v3_muls( ideal_diff
, -k_cog_spring
* 60.0f
, F
);
1119 v3_muladds( F
, rv
, -k_cog_damp
* 60.0f
, F
);
1121 float ra
= k_cog_mass_ratio
,
1122 rb
= 1.0f
-k_cog_mass_ratio
;
1124 /* Apply forces & intergrate */
1125 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1126 state
->cog_v
[1] += -9.8f
* vg
.time_fixed_delta
;
1127 v3_muladds( state
->cog
, state
->cog_v
, vg
.time_fixed_delta
, state
->cog
);
1130 static void skate_integrate(void){
1131 struct player_skate_state
*state
= &player_skate
.state
;
1133 float rate_x
= 1.0f
- (vg
.time_fixed_delta
* 3.0f
),
1137 if( state
->activity
>= k_skate_activity_grind_any
){
1138 rate_x
= 1.0f
-(16.0f
*vg
.time_fixed_delta
);
1139 rate_y
= 1.0f
-(10.0f
*vg
.time_fixed_delta
);
1140 rate_z
= 1.0f
-(40.0f
*vg
.time_fixed_delta
);
1143 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1144 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1145 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1147 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1148 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1150 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1153 state
->flip_time
+= state
->flip_rate
* vg
.time_fixed_delta
;
1154 rb_update_matrices( &localplayer
.rb
);
1157 static enum trick_type
player_skate_trick_input(void){
1158 return (button_press( k_srbind_trick0
) ) |
1159 (button_press( k_srbind_trick1
) << 1) |
1160 (button_press( k_srbind_trick2
) << 1) |
1161 (button_press( k_srbind_trick2
) );
1164 static void player__skate_pre_update(void){
1165 struct player_skate_state
*state
= &player_skate
.state
;
1167 if( state
->activity
== k_skate_activity_handplant
){
1168 state
->handplant_t
+= vg
.time_delta
;
1169 mdl_keyframe hpose
[32];
1171 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
1173 int end
= !skeleton_sample_anim_clamped(
1174 &localplayer
.skeleton
, anim
,
1175 state
->handplant_t
, hpose
);
1177 if( state
->reverse
< 0.0f
)
1178 player_mirror_pose( hpose
, hpose
);
1180 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
1181 m4x3f world
, mmdl
, world_view
;
1182 q_m3x3( kf_world
->q
, world
);
1183 v3_copy( kf_world
->co
, world
[3] );
1186 q_m3x3( state
->store_q
, mmdl
);
1187 v3_copy( state
->store_co
, mmdl
[3] );
1188 m4x3_mul( mmdl
, world
, world_view
);
1190 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
1191 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
1192 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
1195 m4x3_invert_affine( world
, invworld
);
1196 m4x3_mul( mmdl
, invworld
, world_view
);
1198 v3_copy( world_view
[3], localplayer
.rb
.co
);
1199 m3x3_q( world_view
, localplayer
.rb
.q
);
1201 /* new * old^-1 = transfer function */
1203 m4x3_invert_affine( mmdl
, transfer
);
1204 m4x3_mul( world_view
, transfer
, transfer
);
1206 m3x3_mulv( transfer
, state
->air_init_v
, localplayer
.rb
.v
);
1207 m3x3_mulv( transfer
, state
->store_cog_v
, state
->cog_v
);
1209 m4x3_mulv( transfer
, state
->store_cog
, state
->cog
);
1210 v3_muladds( state
->cog
, localplayer
.rb
.to_world
[1],
1211 -state
->handplant_t
*0.5f
, state
->cog
);
1214 m3x3_q( transfer
, qtransfer
);
1215 q_mul( qtransfer
, state
->store_smoothed
, state
->smoothed_rotation
);
1216 q_normalize( state
->smoothed_rotation
);
1217 rb_update_matrices( &localplayer
.rb
);
1220 state
->activity
= k_skate_activity_air
;
1225 if( button_down(k_srbind_use
) && (v3_length2(state
->trick_vel
) < 0.01f
) ){
1226 localplayer
.subsystem
= k_player_subsystem_walk
;
1228 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
1229 localplayer
.have_glider
){
1230 player_glide_transition();
1235 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1236 localplayer
.angles
[2] = 0.0f
;
1239 m4x3_mulv( localplayer
.rb
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, newpos
);
1240 v3_add( newpos
, (v3f
){0.0f
,-1.0f
,0.0f
}, newpos
);
1241 v3_sub( localplayer
.rb
.co
, newpos
, offset
);
1242 v3_copy( newpos
, localplayer
.rb
.co
);
1243 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -0.1f
,
1244 localplayer
.rb
.co
);
1246 player__begin_holdout( offset
);
1247 player__walk_transition( state
->activity
<= k_skate_activity_air_to_grind
?
1248 0: 1, state
->trick_euler
[0] );
1253 enum trick_type trick
= player_skate_trick_input();
1255 state
->trick_input_collect
+= vg
.time_frame_delta
;
1257 state
->trick_input_collect
= 0.0f
;
1259 if( state
->activity
<= k_skate_activity_air_to_grind
){
1260 if( trick
&& (state
->trick_input_collect
< 0.1f
) ){
1261 if( state
->trick_time
== 0.0f
){
1263 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1264 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1268 if( state
->trick_time
< 0.1f
){
1269 v3_zero( state
->trick_vel
);
1271 if( trick
== k_trick_type_kickflip
){
1272 state
->trick_vel
[0] = 3.0f
;
1274 else if( trick
== k_trick_type_shuvit
){
1275 state
->trick_vel
[2] = 3.0f
;
1277 else if( trick
== k_trick_type_treflip
){
1278 state
->trick_vel
[0] = 2.0f
;
1279 state
->trick_vel
[2] = 2.0f
;
1281 state
->trick_type
= trick
;
1286 state
->trick_type
= k_trick_type_none
;
1289 static void player__skate_comp_audio( void *_animator
){
1290 struct player_skate_animator
*animator
= _animator
;
1293 f32 air
= ((animator
->activity
<= k_skate_activity_air_to_grind
) ||
1294 (animator
->activity
== k_skate_activity_handplant
))? 1.0f
: 0.0f
,
1295 speed
= v3_length( animator
->root_v
),
1296 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1297 slide
= animator
->slide
;
1299 if( animator
->activity
>= k_skate_activity_grind_any
)
1302 f32 gate
= skaterift
.time_rate
;
1304 if( skaterift
.activity
== k_skaterift_replay
){
1305 gate
= vg_minf( 1.0f
, fabsf(skaterift
.track_velocity
) );
1309 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1310 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1311 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1313 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1315 if( !player_skate
.aud_air
){
1316 player_skate
.aud_air
= audio_get_first_idle_channel();
1317 if( player_skate
.aud_air
)
1318 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1321 if( !player_skate
.aud_slide
){
1322 player_skate
.aud_slide
= audio_get_first_idle_channel();
1323 if( player_skate
.aud_slide
)
1324 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1328 /* brrrrrrrrrrrt sound for tiles and stuff
1329 * --------------------------------------------------------*/
1330 float sidechain_amt
= 0.0f
,
1331 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1333 if( (animator
->surface
== k_surface_prop_tiles
) &&
1334 (animator
->activity
< k_skate_activity_grind_any
) )
1335 sidechain_amt
= 1.0f
;
1337 sidechain_amt
= 0.0f
;
1339 audio_set_lfo_frequency( 0, hz
);
1340 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1341 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1343 if( player_skate
.sample_change_cooldown
> 0.0f
){
1344 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1347 int sample_type
= k_skate_sample_concrete
;
1349 if( animator
->activity
== k_skate_activity_grind_5050
){
1350 if( animator
->surface
== k_surface_prop_metal
)
1351 sample_type
= k_skate_sample_metal_scrape_generic
;
1353 sample_type
= k_skate_sample_concrete_scrape_metal
;
1355 else if( (animator
->activity
== k_skate_activity_grind_back50
) ||
1356 (animator
->activity
== k_skate_activity_grind_front50
) )
1358 if( animator
->surface
== k_surface_prop_metal
){
1359 sample_type
= k_skate_sample_metal_scrape_generic
;
1363 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1364 player_skate
.grind_dir
);
1365 if( fabsf(a
) > 0.70710678118654752f
)
1366 sample_type
= k_skate_sample_concrete_scrape_wood
;
1368 sample_type
= k_skate_sample_concrete_scrape_metal
;
1371 sample_type
= k_skate_sample_concrete_scrape_wood
;
1374 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
1375 if( animator
->surface
== k_surface_prop_metal
)
1376 sample_type
= k_skate_sample_metal_scrape_generic
;
1378 sample_type
= k_skate_sample_concrete_scrape_wood
;
1381 audio_clip
*relevant_samples
[] = {
1389 if( (player_skate
.main_sample_type
!= sample_type
) ||
1390 (!player_skate
.aud_main
) ){
1392 player_skate
.aud_main
=
1393 audio_channel_crossfade( player_skate
.aud_main
,
1394 relevant_samples
[sample_type
],
1396 player_skate
.sample_change_cooldown
= 0.1f
;
1397 player_skate
.main_sample_type
= sample_type
;
1401 if( player_skate
.aud_main
){
1402 player_skate
.aud_main
->colour
= 0x00103efe;
1403 audio_channel_set_spacial( player_skate
.aud_main
,
1404 animator
->root_co
, 40.0f
);
1405 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1406 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1407 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1409 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1410 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1413 if( player_skate
.aud_slide
){
1414 player_skate
.aud_slide
->colour
= 0x00103efe;
1415 audio_channel_set_spacial( player_skate
.aud_slide
,
1416 animator
->root_co
, 40.0f
);
1417 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1418 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1419 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1422 if( player_skate
.aud_air
){
1423 player_skate
.aud_air
->colour
= 0x00103efe;
1424 audio_channel_set_spacial( player_skate
.aud_air
,
1425 animator
->root_co
, 40.0f
);
1426 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1427 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1433 static void player__skate_post_update(void){
1434 struct player_skate_state
*state
= &player_skate
.state
;
1436 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1437 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1439 if( jump
->log_length
== 0 ){
1440 vg_fatal_error( "assert: jump->log_length == 0\n" );
1443 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1444 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1446 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1447 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1450 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1453 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1454 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1456 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1461 * truck alignment model at ra(local)
1462 * returns 1 if valid surface:
1463 * surface_normal will be filled out with an averaged normal vector
1464 * axel_dir will be the direction from left to right wheels
1466 * returns 0 if no good surface found
1469 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1470 v3f surface_normal
, v3f axel_dir
){
1471 world_instance
*world
= world_current_instance();
1473 v3f truck
, left
, right
;
1474 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1476 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1477 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1478 vg_line( left
, right
, colour
);
1480 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1482 ray_hit ray_l
, ray_r
;
1485 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1487 int res_l
= 0, res_r
= 0;
1489 for( int i
=0; i
<8; i
++ ){
1490 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1491 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1492 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1493 ray_l
.dist
= 2.1f
* k_board_radius
;
1495 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1501 for( int i
=0; i
<8; i
++ ){
1502 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1503 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1504 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1505 ray_r
.dist
= 2.1f
* k_board_radius
;
1507 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1515 v3f tangent_average
;
1516 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1517 v3_zero( tangent_average
);
1519 if( res_l
|| res_r
){
1521 v3_copy( midpoint
, p0
);
1522 v3_copy( midpoint
, p1
);
1525 v3_copy( ray_l
.pos
, p0
);
1526 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1527 v3_add( t
, tangent_average
, tangent_average
);
1530 v3_copy( ray_r
.pos
, p1
);
1531 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1532 v3_add( t
, tangent_average
, tangent_average
);
1535 v3_sub( p1
, p0
, v0
);
1539 /* fallback: use the closes point to the trucks */
1541 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1544 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1547 for( int j
=0; j
<3; j
++ )
1548 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1550 v3f vert0
, vert1
, n
;
1551 v3_sub( verts
[1], verts
[0], vert0
);
1552 v3_sub( verts
[2], verts
[0], vert1
);
1553 v3_cross( vert0
, vert1
, n
);
1556 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1559 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1560 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1561 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1565 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1566 v3_add( t
, tangent_average
, tangent_average
);
1572 v3_muladds( truck
, v0
, k_board_width
, right
);
1573 v3_muladds( truck
, v0
, -k_board_width
, left
);
1575 vg_line( left
, right
, VG__WHITE
);
1577 v3_normalize( tangent_average
);
1578 v3_cross( v0
, tangent_average
, surface_normal
);
1579 v3_copy( v0
, axel_dir
);
1584 static void skate_weight_distribute(void){
1585 struct player_skate_state
*state
= &player_skate
.state
;
1586 v3_zero( player_skate
.weight_distribution
);
1588 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1589 localplayer
.rb
.v
) < 0.0f
?1:-1;
1592 joystick_state( k_srjoystick_steer
, steer
);
1594 if( state
->manual_direction
== 0 ){
1595 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1596 (state
->jump_charge
<= 0.01f
) )
1597 state
->manual_direction
= reverse_dir
;
1600 if( steer
[1] < 0.1f
){
1601 state
->manual_direction
= 0;
1604 if( reverse_dir
!= state
->manual_direction
){
1610 if( state
->manual_direction
){
1611 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1612 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1613 (float)state
->manual_direction
;
1616 if( state
->manual_direction
){
1619 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1621 v3_negate( plane_z
, plane_z
);
1623 v3_muladds( plane_z
, player_skate
.surface_picture
,
1624 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1625 v3_normalize( plane_z
);
1627 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1628 v3_normalize( plane_z
);
1631 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1632 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1635 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1638 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1639 k_manul_spring
, k_manul_dampener
,
1640 player_skate
.substep_delta
);
1644 static void skate_adjust_up_direction(void){
1645 struct player_skate_state
*state
= &player_skate
.state
;
1647 if( state
->activity
== k_skate_activity_ground
){
1649 v3_copy( player_skate
.surface_picture
, target
);
1651 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1652 v3_normalize( target
);
1654 v3_lerp( state
->up_dir
, target
,
1655 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1657 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1658 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1659 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1663 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1664 v3_normalize( avg
);
1666 v3_lerp( state
->up_dir
, avg
,
1667 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1671 static int skate_point_visible( v3f origin
, v3f target
){
1673 v3_sub( target
, origin
, dir
);
1676 ray
.dist
= v3_length( dir
);
1677 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1680 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1681 k_material_flag_walking
) )
1687 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1688 v3_copy( inf
->dir
, mtx
[0] );
1689 v3_copy( inf
->n
, mtx
[1] );
1690 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1693 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1695 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1696 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1698 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1699 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1700 F
= a
* -dir
* k_grind_max_friction
;
1702 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*vg
.time_fixed_delta
*strength
,
1706 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1708 skate_grind_orient( inf
, mtx
);
1709 m3x3_transpose( mtx
, mtx_inv
);
1712 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1714 float decay
= 1.0f
- ( vg
.time_fixed_delta
* k_grind_decayxy
* strength
);
1715 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1716 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1719 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1721 struct player_skate_state
*state
= &player_skate
.state
;
1723 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1725 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1726 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1728 v3_copy( ra
, player_skate
.weight_distribution
);
1731 v3_sub( inf
->co
, wsp
, delta
);
1734 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*vg
.time_fixed_delta
,
1737 skate_grind_decay( inf
, strength
);
1738 skate_grind_friction( inf
, strength
);
1740 /* yeah yeah yeah yeah */
1741 v3f raw_nplane
, axis
;
1742 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1743 v3_cross( raw_nplane
, inf
->n
, axis
);
1744 v3_normalize( axis
);
1748 skate_grind_orient( inf
, mtx
);
1749 v3f target_fwd
, fwd
, up
, target_up
;
1750 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1751 v3_copy( raw_nplane
, fwd
);
1752 v3_copy( localplayer
.rb
.to_world
[1], up
);
1753 v3_copy( inf
->n
, target_up
);
1755 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1756 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1758 v3_normalize( target_fwd
);
1759 v3_normalize( fwd
);
1762 joystick_state( k_srjoystick_steer
, steer
);
1764 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1767 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1768 q_mulv( q
, target_up
, target_up
);
1769 q_mulv( q
, target_fwd
, target_fwd
);
1771 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1774 vg
.time_fixed_delta
);
1776 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1777 k_grind_spring
*strength
,
1778 k_grind_dampener
*strength
,
1779 vg
.time_fixed_delta
);
1781 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1782 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1783 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1785 player_skate
.grind_strength
= strength
;
1788 struct grind_limit
*limit
=
1789 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1790 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1791 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1794 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1797 static void skate_5050_apply( struct grind_info
*inf_front
,
1798 struct grind_info
*inf_back
){
1799 struct player_skate_state
*state
= &player_skate
.state
;
1800 struct grind_info inf_avg
;
1802 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1803 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1804 v3_normalize( inf_avg
.dir
);
1807 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1810 v3f axis_front
, axis_back
, axis
;
1811 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1812 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1813 v3_add( axis_front
, axis_back
, axis
);
1814 v3_normalize( axis
);
1816 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1817 skate_grind_decay( &inf_avg
, 1.0f
);
1820 joystick_state( k_srjoystick_steer
, steer
);
1822 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1823 localplayer
.rb
.v
) );
1826 v3_copy( localplayer
.rb
.to_world
[1], up
);
1827 v3_copy( inf_avg
.n
, target_up
);
1828 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1829 q_mulv( q
, target_up
, target_up
);
1831 v3_zero( player_skate
.weight_distribution
);
1832 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1834 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1837 vg
.time_fixed_delta
);
1838 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1839 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1841 v3f fwd_nplane
, dir_nplane
;
1842 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1843 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1846 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1847 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1849 v3_normalize( fwd_nplane
);
1850 v3_normalize( dir_nplane
);
1852 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1855 vg
.time_fixed_delta
);
1856 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1857 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1859 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1860 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1861 delta_front
, delta_back
, delta_total
;
1863 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1864 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1866 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1867 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1868 v3_add( delta_front
, delta_back
, delta_total
);
1870 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* vg
.time_fixed_delta
,
1874 struct grind_limit
*limit
=
1875 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1876 v3_zero( limit
->ra
);
1877 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1880 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1883 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1884 struct player_skate_state
*state
= &player_skate
.state
;
1886 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1887 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1889 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1890 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1892 /* Exit condition: lost grind tracking */
1893 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1896 /* Exit condition: cant see grind target directly */
1897 if( !skate_point_visible( wheel_co
, inf
->co
) )
1900 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1901 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1902 minv
= k_grind_axel_min_vel
*0.8f
;
1907 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1910 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1914 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1915 struct player_skate_state
*state
= &player_skate
.state
;
1918 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1921 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1922 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1924 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1925 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1928 /* velocity should be at least 60% aligned */
1930 v3_cross( inf
->n
, inf
->dir
, axis
);
1931 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1932 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1934 if( v3_length2( pv
) < 0.0001f
)
1938 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1941 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1944 v3f local_co
, local_dir
, local_n
;
1945 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1946 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1947 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1949 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1951 float truck_height
= -(k_board_radius
+0.03f
);
1954 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1955 v3_add( localplayer
.rb
.v
, rv
, rv
);
1957 if( (local_co
[1] >= truck_height
) &&
1958 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1967 static void skate_boardslide_apply( struct grind_info
*inf
){
1968 struct player_skate_state
*state
= &player_skate
.state
;
1970 v3f local_co
, local_dir
, local_n
;
1971 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1972 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1973 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1976 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1978 v3_copy( intersection
, player_skate
.weight_distribution
);
1980 skate_grind_decay( inf
, 0.0125f
);
1981 skate_grind_friction( inf
, 0.25f
);
1983 /* direction alignment */
1985 v3_cross( local_dir
, local_n
, perp
);
1986 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1987 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1989 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1990 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1993 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1994 q_mulv( qbalance
, perp
, perp
);
1996 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1998 k_grind_spring
, k_grind_dampener
,
1999 vg
.time_fixed_delta
);
2001 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
2003 k_grind_spring
, k_grind_dampener
,
2004 vg
.time_fixed_delta
);
2006 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
2007 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
2009 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2012 static int skate_boardslide_entry( struct grind_info
*inf
){
2013 struct player_skate_state
*state
= &player_skate
.state
;
2015 if( skate_grind_scansq( localplayer
.rb
.co
,
2016 localplayer
.rb
.to_world
[0], k_board_length
,
2019 v3f local_co
, local_dir
;
2020 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
2021 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
2023 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
2024 (local_co
[1] >= 0.0f
) && /* at deck level */
2025 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
2027 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
2037 static int skate_boardslide_renew( struct grind_info
*inf
){
2038 struct player_skate_state
*state
= &player_skate
.state
;
2040 if( !skate_grind_scansq( localplayer
.rb
.co
,
2041 localplayer
.rb
.to_world
[0], k_board_length
,
2045 /* Exit condition: cant see grind target directly */
2047 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2048 if( !skate_point_visible( vis
, inf
->co
) )
2051 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2052 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
2053 minv
= k_grind_axel_min_vel
*0.8f
;
2058 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2064 static void skate_store_grind_vec( struct grind_info
*inf
){
2065 struct player_skate_state
*state
= &player_skate
.state
;
2068 skate_grind_orient( inf
, mtx
);
2069 m3x3_transpose( mtx
, mtx
);
2072 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
2074 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
2075 v3_normalize( player_skate
.grind_vec
);
2076 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2079 static enum skate_activity
skate_availible_grind(void){
2080 struct player_skate_state
*state
= &player_skate
.state
;
2082 if( state
->grind_cooldown
> 100 ){
2083 vg_fatal_error( "wth!\n" );
2086 /* debounces this state manager a little bit */
2087 if( state
->grind_cooldown
){
2088 state
->grind_cooldown
--;
2089 return k_skate_activity_undefined
;
2092 struct grind_info inf_back50
,
2104 joystick_state( k_srjoystick_steer
, steer
);
2106 if( state
->activity
== k_skate_activity_grind_5050
||
2107 state
->activity
== k_skate_activity_grind_back50
||
2108 state
->activity
== k_skate_activity_grind_front50
)
2110 float tilt
= steer
[1];
2112 if( fabsf(tilt
) >= 0.25f
){
2113 v3f raw
= {0.0f
,0.0f
,tilt
};
2114 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2116 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2118 if( way
< 0.0f
) allow_front
= 0;
2119 else allow_back
= 0;
2123 if( state
->activity
== k_skate_activity_grind_boardslide
){
2124 res_slide
= skate_boardslide_renew( &inf_slide
);
2126 else if( state
->activity
== k_skate_activity_grind_back50
){
2127 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2130 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2132 else if( state
->activity
== k_skate_activity_grind_front50
){
2133 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2136 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2138 else if( state
->activity
== k_skate_activity_grind_5050
){
2140 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2142 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2145 res_slide
= skate_boardslide_entry( &inf_slide
);
2148 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2151 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2153 if( res_back50
!= res_front50
){
2154 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2156 res_back50
&= wants_to_do_that
;
2157 res_front50
&= wants_to_do_that
;
2161 const enum skate_activity table
[] =
2162 { /* slide | back | front */
2163 k_skate_activity_undefined
, /* 0 0 0 */
2164 k_skate_activity_grind_front50
, /* 0 0 1 */
2165 k_skate_activity_grind_back50
, /* 0 1 0 */
2166 k_skate_activity_grind_5050
, /* 0 1 1 */
2168 /* slide has priority always */
2169 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2170 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2171 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2172 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2174 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2176 if( new_activity
== k_skate_activity_undefined
){
2177 if( state
->activity
>= k_skate_activity_grind_any
){
2178 state
->grind_cooldown
= 15;
2179 state
->surface_cooldown
= 10;
2182 else if( new_activity
== k_skate_activity_grind_boardslide
){
2183 skate_boardslide_apply( &inf_slide
);
2185 else if( new_activity
== k_skate_activity_grind_back50
){
2186 if( state
->activity
!= k_skate_activity_grind_back50
)
2187 skate_store_grind_vec( &inf_back50
);
2189 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2191 else if( new_activity
== k_skate_activity_grind_front50
){
2192 if( state
->activity
!= k_skate_activity_grind_front50
)
2193 skate_store_grind_vec( &inf_front50
);
2195 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2197 else if( new_activity
== k_skate_activity_grind_5050
)
2198 skate_5050_apply( &inf_front50
, &inf_back50
);
2200 return new_activity
;
2203 static void player__skate_update(void){
2204 struct player_skate_state
*state
= &player_skate
.state
;
2205 world_instance
*world
= world_current_instance();
2207 if( state
->activity
== k_skate_activity_handplant
){
2211 if( world
->water
.enabled
){
2212 if( localplayer
.rb
.co
[1]+0.25f
< world
->water
.height
){
2213 vg_info( "player fell off due to being in water\n" );
2214 player__networked_sfx( k_player_subsystem_walk
, 32,
2215 k_player_walk_soundeffect_splash
,
2216 localplayer
.rb
.co
, 1.0f
);
2217 player__dead_transition( k_player_die_type_generic
);
2222 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2223 state
->activity_prev
= state
->activity
;
2225 v3_zero( normal_total
);
2227 struct board_collider
2234 enum board_collider_state
2236 k_collider_state_default
,
2237 k_collider_state_disabled
,
2238 k_collider_state_colliding
2245 { 0.0f
, 0.0f
, -k_board_length
},
2246 .radius
= k_board_radius
,
2250 { 0.0f
, 0.0f
, k_board_length
},
2251 .radius
= k_board_radius
,
2258 if( state
->activity
<= k_skate_activity_air_to_grind
){
2259 float min_dist
= 0.6f
;
2260 for( int i
=0; i
<2; i
++ ){
2262 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2264 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2265 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2269 float vy
= vg_maxf( 0.0f
, localplayer
.rb
.v
[1] );
2270 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2272 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*vg
.time_fixed_delta
);
2274 wheels
[0].pos
[1] = state
->slap
;
2275 wheels
[1].pos
[1] = state
->slap
;
2278 const int k_wheel_count
= 2;
2280 player_skate
.substep
= vg
.time_fixed_delta
;
2281 player_skate
.substep_delta
= player_skate
.substep
;
2282 player_skate
.limit_count
= 0;
2284 int substep_count
= 0;
2286 v3_zero( player_skate
.surface_picture
);
2288 int prev_contacts
[2];
2290 for( int i
=0; i
<k_wheel_count
; i
++ ){
2291 wheels
[i
].state
= k_collider_state_default
;
2292 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2295 /* check if we can enter or continue grind */
2296 enum skate_activity grindable_activity
= skate_availible_grind();
2297 if( grindable_activity
!= k_skate_activity_undefined
){
2298 state
->activity
= grindable_activity
;
2302 int contact_count
= 0;
2303 for( int i
=0; i
<2; i
++ ){
2305 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2307 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2308 wheels
[i
].colour
, normal
, axel
) )
2310 rb_effect_spring_target_vector( &localplayer
.rb
,
2311 localplayer
.rb
.to_world
[0],
2313 k_surface_spring
, k_surface_dampener
,
2314 player_skate
.substep_delta
);
2316 v3_add( normal
, player_skate
.surface_picture
,
2317 player_skate
.surface_picture
);
2319 player_skate
.wheel_contacts
[i
] = 1;
2322 player_skate
.wheel_contacts
[i
] = 0;
2325 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2328 if( state
->surface_cooldown
){
2329 state
->surface_cooldown
--;
2333 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2334 for( int i
=0; i
<2; i
++ ){
2335 if( !prev_contacts
[i
] ){
2337 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2338 player__networked_sfx( k_player_subsystem_skate
, 32,
2339 k_player_skate_soundeffect_tap
,
2340 localplayer
.rb
.co
, 0.75f
);
2345 if( contact_count
){
2346 state
->activity
= k_skate_activity_ground
;
2347 state
->gravity_bias
= k_gravity
;
2348 v3_normalize( player_skate
.surface_picture
);
2350 skate_apply_friction_model();
2351 skate_weight_distribute();
2354 if( state
->activity
> k_skate_activity_air_to_grind
)
2355 state
->activity
= k_skate_activity_air
;
2357 v3_zero( player_skate
.weight_distribution
);
2358 skate_apply_air_model();
2363 if( state
->activity
== k_skate_activity_grind_back50
)
2364 wheels
[1].state
= k_collider_state_disabled
;
2365 if( state
->activity
== k_skate_activity_grind_front50
)
2366 wheels
[0].state
= k_collider_state_disabled
;
2367 if( state
->activity
== k_skate_activity_grind_5050
){
2368 wheels
[0].state
= k_collider_state_disabled
;
2369 wheels
[1].state
= k_collider_state_disabled
;
2372 /* all activities */
2373 skate_apply_steering_model();
2374 skate_adjust_up_direction();
2375 skate_apply_cog_model();
2376 skate_apply_jump_model();
2377 skate_apply_handplant_model();
2378 skate_apply_grab_model();
2379 skate_apply_trick_model();
2380 skate_apply_pump_model();
2382 ent_tornado_debug();
2384 ent_tornado_forces( localplayer
.rb
.co
, localplayer
.rb
.v
, a
);
2385 v3_muladds( localplayer
.rb
.v
, a
, vg
.time_fixed_delta
, localplayer
.rb
.v
);
2390 * Phase 0: Continous collision detection
2391 * --------------------------------------------------------------------------
2394 v3f head_wp0
, head_wp1
, start_co
;
2395 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2396 v3_copy( localplayer
.rb
.co
, start_co
);
2398 /* calculate transform one step into future */
2401 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2404 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2407 v3_copy( localplayer
.rb
.w
, axis
);
2409 float mag
= v3_length( axis
);
2410 v3_divs( axis
, mag
, axis
);
2411 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2412 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2413 q_normalize( future_q
);
2416 v4_copy( localplayer
.rb
.q
, future_q
);
2418 v3f future_cg
, current_cg
, cg_offset
;
2419 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2420 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2421 v3_sub( future_cg
, current_cg
, cg_offset
);
2423 /* calculate the minimum time we can move */
2424 float max_time
= player_skate
.substep
;
2426 for( int i
=0; i
<k_wheel_count
; i
++ ){
2427 if( wheels
[i
].state
== k_collider_state_disabled
)
2430 v3f current
, future
, r_cg
;
2432 q_mulv( future_q
, wheels
[i
].pos
, future
);
2433 v3_add( future
, future_co
, future
);
2434 v3_add( cg_offset
, future
, future
);
2436 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2437 v3_add( current
, localplayer
.rb
.co
, current
);
2442 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2443 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2444 k_material_flag_walking
) != -1)
2445 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2448 /* clamp to a fraction of delta, to prevent locking */
2449 float rate_lock
= substep_count
;
2450 rate_lock
*= vg
.time_fixed_delta
* 0.1f
;
2451 rate_lock
*= rate_lock
;
2453 max_time
= vg_maxf( max_time
, rate_lock
);
2454 player_skate
.substep_delta
= max_time
;
2457 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2458 player_skate
.substep_delta
, localplayer
.rb
.co
);
2459 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2462 v3_copy( localplayer
.rb
.w
, axis
);
2464 float mag
= v3_length( axis
);
2465 v3_divs( axis
, mag
, axis
);
2466 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2467 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2468 q_normalize( localplayer
.rb
.q
);
2470 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2471 v3_sub( current_cg
, future_cg
, cg_offset
);
2472 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2475 rb_update_matrices( &localplayer
.rb
);
2476 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2478 player_skate
.substep
-= player_skate
.substep_delta
;
2480 rb_ct manifold
[128];
2481 int manifold_len
= 0;
2483 * Phase -1: head detection
2484 * --------------------------------------------------------------------------
2486 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2490 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2491 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2492 k_material_flag_walking
) != -1) )
2494 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2495 rb_update_matrices( &localplayer
.rb
);
2497 vg_info( "player fell of due to hitting head\n" );
2498 player__dead_transition( k_player_die_type_head
);
2503 * Phase 1: Regular collision detection
2504 * --------------------------------------------------------------------------
2507 for( int i
=0; i
<k_wheel_count
; i
++ ){
2508 if( wheels
[i
].state
== k_collider_state_disabled
)
2512 m3x3_identity( mtx
);
2513 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2515 rb_ct
*man
= &manifold
[ manifold_len
];
2517 int l
= skate_collide_smooth( mtx
, wheels
[i
].radius
, man
);
2519 wheels
[i
].state
= k_collider_state_colliding
;
2524 float grind_radius
= k_board_radius
* 0.75f
;
2525 rb_capsule capsule
= { .h
= (k_board_length
+0.2f
)*2.0f
,
2526 .r
= grind_radius
};
2528 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2529 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2530 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2531 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2532 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2534 rb_ct
*cman
= &manifold
[manifold_len
];
2536 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, world
->geo_bh
,
2537 cman
, k_material_flag_walking
);
2540 for( int i
=0; i
<l
; i
++ )
2541 cman
[l
].type
= k_contact_type_edge
;
2542 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2543 l
= rb_manifold_apply_filtered( cman
, l
);
2546 vg_line_capsule( mtx
, capsule
.r
, capsule
.h
, VG__WHITE
);
2549 if( state
->activity
>= k_skate_activity_grind_any
){
2550 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2551 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2552 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2553 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2554 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2556 ct
->type
= k_contact_type_default
;
2562 * --------------------------------------------------------------------------
2567 m4x3_mulv( localplayer
.rb
.to_world
,
2568 player_skate
.weight_distribution
, world_cog
);
2569 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2571 for( int i
=0; i
<manifold_len
; i
++ ){
2572 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2573 rb_debug_contact( &manifold
[i
] );
2576 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2577 v3f extent
= { k_board_width
*10.0f
, 0.1f
, k_board_length
};
2578 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2579 ey2
= k_board_interia
*extent
[1]*extent
[1],
2580 ez2
= k_board_interia
*extent
[2]*extent
[2];
2582 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2583 float inv_mass
= 1.0f
/mass
;
2586 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2587 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2588 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2591 m3x3_identity( iI
);
2598 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2599 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2601 for( int j
=0; j
<10; j
++ ){
2602 for( int i
=0; i
<manifold_len
; i
++ ){
2604 * regular dance; calculate velocity & total mass, apply impulse.
2607 rb_ct
*ct
= &manifold
[i
];
2610 v3_sub( ct
->co
, world_cog
, delta
);
2611 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2612 v3_add( localplayer
.rb
.v
, rv
, rv
);
2615 v3_cross( delta
, ct
->n
, raCn
);
2618 m3x3_mulv( iIw
, raCn
, raCnI
);
2620 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2621 vn
= v3_dot( rv
, ct
->n
),
2622 lambda
= normal_mass
* ( -vn
);
2624 float temp
= ct
->norm_impulse
;
2625 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2626 lambda
= ct
->norm_impulse
- temp
;
2629 v3_muls( ct
->n
, lambda
, impulse
);
2631 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2632 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2633 v3_cross( delta
, impulse
, impulse
);
2634 m3x3_mulv( iIw
, impulse
, impulse
);
2635 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2637 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2638 v3_add( localplayer
.rb
.v
, rv
, rv
);
2639 vn
= v3_dot( rv
, ct
->n
);
2644 rb_depenetrate( manifold
, manifold_len
, dt
);
2645 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2646 rb_update_matrices( &localplayer
.rb
);
2650 if( player_skate
.substep
>= 0.0001f
)
2651 goto begin_collision
; /* again! */
2654 * End of collision and dynamics routine
2655 * --------------------------------------------------------------------------
2658 f32 nforce
= v3_length(normal_total
);
2659 if( nforce
> 4.0f
){
2660 if( nforce
> 17.6f
){
2661 vg_info( "player fell off due to hitting ground too hard\n" );
2662 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2663 player__dead_transition( k_player_die_type_feet
);
2667 f32 amt
= k_cam_punch
;
2668 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2672 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2673 localplayer
.cam_land_punch_v
);
2676 player_skate
.surface
= k_surface_prop_concrete
;
2678 for( int i
=0; i
<manifold_len
; i
++ ){
2679 rb_ct
*ct
= &manifold
[i
];
2680 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2682 if( surf
->info
.surface_prop
> player_skate
.surface
)
2683 player_skate
.surface
= surf
->info
.surface_prop
;
2686 for( int i
=0; i
<k_wheel_count
; i
++ ){
2688 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2689 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2690 vg_line_sphere( mtx
, wheels
[i
].radius
,
2691 (u32
[]){ VG__WHITE
, VG__BLACK
,
2692 wheels
[i
].colour
}[ wheels
[i
].state
]);
2696 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2698 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2701 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2703 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2704 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2705 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2706 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2707 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2708 m3x3_mulv( gate
->transport
, state
->head_position
,
2709 state
->head_position
);
2710 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2712 v4f transport_rotation
;
2713 m3x3_q( gate
->transport
, transport_rotation
);
2714 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2715 q_mul( transport_rotation
, state
->smoothed_rotation
,
2716 state
->smoothed_rotation
);
2717 q_normalize( localplayer
.rb
.q
);
2718 q_normalize( state
->smoothed_rotation
);
2719 rb_update_matrices( &localplayer
.rb
);
2720 player__pass_gate( id
);
2723 /* FIXME: Rate limit */
2724 static int stick_frames
= 0;
2726 if( state
->activity
>= k_skate_activity_ground
)
2731 if( stick_frames
> 5 ) stick_frames
= 5;
2733 if( stick_frames
== 4 ){
2734 if( state
->activity
== k_skate_activity_ground
){
2735 if( (fabsf(state
->slip
) > 0.75f
) ){
2736 player__networked_sfx( k_player_subsystem_skate
, 128,
2737 k_player_skate_soundeffect_land_bad
,
2738 localplayer
.rb
.co
, 0.6f
);
2741 player__networked_sfx( k_player_subsystem_skate
, 128,
2742 k_player_skate_soundeffect_land_good
,
2743 localplayer
.rb
.co
, 1.0f
);
2746 else if( player_skate
.surface
== k_surface_prop_metal
){
2747 player__networked_sfx( k_player_subsystem_skate
, 128,
2748 k_player_skate_soundeffect_grind_metal
,
2749 localplayer
.rb
.co
, 1.0f
);
2752 player__networked_sfx( k_player_subsystem_skate
, 128,
2753 k_player_skate_soundeffect_grind_wood
,
2754 localplayer
.rb
.co
, 1.0f
);
2756 } else if( stick_frames
== 0 ){
2757 /* TODO: EXIT SOUNDS */
2760 if( (state
->activity_prev
< k_skate_activity_grind_any
) &&
2761 (state
->activity
>= k_skate_activity_grind_any
) ){
2762 state
->velocity_limit
= v3_length( localplayer
.rb
.v
)*1.0f
;
2763 state
->grind_y_start
= localplayer
.rb
.co
[1];
2766 if( state
->activity
>= k_skate_activity_grind_any
){
2767 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2769 state
->velocity_limit
+= -dy
*0.2f
;
2771 state
->grind_y_start
= localplayer
.rb
.co
[1];
2774 f32 speed_end
= v3_length( localplayer
.rb
.v
);
2775 if( speed_end
> state
->velocity_limit
){
2776 v3_muls( localplayer
.rb
.v
, state
->velocity_limit
/speed_end
,
2782 static void player__skate_im_gui(void){
2783 struct player_skate_state
*state
= &player_skate
.state
;
2784 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2785 localplayer
.rb
.v
[1],
2786 localplayer
.rb
.v
[2] );
2787 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2788 localplayer
.rb
.co
[1],
2789 localplayer
.rb
.co
[2] );
2790 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2791 localplayer
.rb
.w
[1],
2792 localplayer
.rb
.w
[2] );
2794 const char *activity_txt
[] = {
2799 "undefined (INVALID)",
2800 "grind_any (INVALID)",
2802 "grind_metallic (INVALID)",
2808 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2810 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2811 state
->steerx_s
, state
->steery_s
,
2812 k_steer_ground
, k_steer_air
);
2814 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2816 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2817 state
->trick_vel
[0],
2818 state
->trick_vel
[1],
2819 state
->trick_vel
[2] );
2820 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2822 state
->trick_euler
[0],
2823 state
->trick_euler
[1],
2824 state
->trick_euler
[2] );
2827 static void player__skate_animate(void){
2828 struct player_skate_state
*state
= &player_skate
.state
;
2829 struct player_skate_animator
*animator
= &player_skate
.animator
;
2832 float kheight
= 2.0f
,
2835 v3_zero( animator
->offset
);
2837 v3f cog_local
, cog_ideal
;
2838 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2840 v3_copy( state
->up_dir
, cog_ideal
);
2841 v3_normalize( cog_ideal
);
2842 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2844 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2846 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2847 animator
->offset
[1] *= -1.0f
;
2849 float curspeed
= v3_length( localplayer
.rb
.v
),
2850 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2851 kicks
= (vg_randf64(&vg
.rand
)-0.5f
)*2.0f
*kickspeed
,
2852 sign
= vg_signf( kicks
);
2854 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2855 6.0f
*vg
.time_delta
);
2856 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2857 2.4f
*vg
.time_delta
);
2859 animator
->offset
[0] *= 0.26f
;
2860 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2862 animator
->offset
[1] *= -0.3f
;
2863 animator
->offset
[2] *= 0.01f
;
2865 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2866 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2867 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2870 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2872 /* localized vectors */
2873 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2876 * Animation blending
2877 * ===========================================
2882 float desired
= 0.0f
;
2883 if( state
->activity
== k_skate_activity_ground
)
2884 desired
= vg_clampf( vg_maxf(fabsf( state
->slip
),
2885 fabsf( state
->skid
) ), 0.0f
, 1.0f
);
2887 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2890 if( fabsf(state
->slip
) > fabsf(dirx
) ) dirx
= state
->slip
;
2891 if( fabsf(state
->skid
) > fabsf(dirx
) ) dirx
= state
->skid
;
2892 if( fabsf( dirx
) > 0.025f
) dirx
= vg_signf( dirx
);
2893 dirx
= vg_signf( state
->slip
);
2894 vg_slewf( &animator
->x
, dirx
, 2.6f
*vg
.time_delta
);
2897 cam_offset
[0] += animator
->slide
* -animator
->x
;
2898 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2900 /* movement information */
2901 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2903 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2904 fly
= iair
? 1.0f
: 0.0f
,
2905 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2907 if( state
->activity
>= k_skate_activity_grind_any
)
2910 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2911 animator
->skid
= state
->skid
;
2912 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2913 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2915 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2916 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2917 animator
->reverse
= state
->reverse
;
2919 if( fabsf(state
->slip
) > 0.3f
){
2920 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2921 state
->delayed_slip_dir
= vg_signf(slide_x
);
2925 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2926 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2928 f32 grind_frame
= 0.5f
;
2930 if( state
->activity
== k_skate_activity_grind_front50
)
2932 else if( state
->activity
== k_skate_activity_grind_back50
)
2935 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2936 5.0f
*vg
.time_delta
);
2937 animator
->activity
= state
->activity
;
2938 animator
->surface
= player_skate
.surface
;
2941 animator
->push_time
= vg
.time
- state
->start_push
;
2942 animator
->push
= vg_lerpf( animator
->push
,
2943 (vg
.time
- state
->cur_push
) < 0.125,
2944 6.0f
*vg
.time_delta
);
2947 animator
->jump_charge
= state
->jump_charge
;
2948 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2949 8.4f
*vg
.time_delta
);
2952 animator
->jump_dir
= state
->jump_dir
;
2953 f32 jump_start_frame
= 14.0f
/30.0f
;
2954 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2955 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2956 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2957 animator
->jump_time
= jump_frame
;
2960 float jump_t
= vg
.time
-state
->jump_time
;
2963 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2964 extra
*= state
->slap
* 4.0f
;
2966 v3_add( state
->trick_euler
, state
->trick_residuald
,
2967 animator
->board_euler
);
2968 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2970 animator
->board_euler
[0] *= 0.5f
;
2971 animator
->board_euler
[1] += extra
;
2972 animator
->trick_type
= state
->trick_type
;
2975 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2978 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2979 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
2982 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
2983 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
2984 animator
->board_lean
=
2985 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
2987 /* feet placement */
2988 struct player_board
*board
=
2989 addon_cache_item_if_loaded( k_addon_type_board
,
2990 localplayer
.board_view_slot
);
2992 if( animator
->weight
> 0.0f
){
2993 animator
->foot_offset
[0] =
2994 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2997 animator
->foot_offset
[1] =
2998 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
3002 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
3003 animator
->slap
= state
->slap
;
3004 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
3005 vg
.time_delta
*10.0f
);
3008 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
3009 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
3010 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
3011 8.4f
*vg
.time_delta
);
3014 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
3018 joystick_state( k_srjoystick_grab
, grab_input
);
3019 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
3021 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
3022 else v2_normalize_clamp( grab_input
);
3023 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
3024 animator
->grabbing
= state
->grabbing
;
3028 joystick_state( k_srjoystick_steer
, steer
);
3029 animator
->airdir
= vg_lerpf( animator
->airdir
,
3030 -steer
[0], 2.4f
*vg
.time_delta
);
3032 animator
->steer
[0] = steer
[0];
3033 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
3034 steer
[0], 4.0f
*vg
.time_delta
);
3038 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
3039 (fabsf(state
->flip_rate
) > 0.01f
) ){
3040 float substep
= vg
.time_fixed_extrapolate
;
3041 float t
= state
->flip_time
+state
->flip_rate
*substep
*vg
.time_fixed_delta
;
3042 sign
= vg_signf( t
);
3044 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3045 t
= sign
* (1.0f
-t
*t
);
3047 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3048 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
3049 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3050 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
3051 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
3054 q_identity( animator
->qflip
);
3056 /* counter-rotation */
3057 if( v3_length2( state
->up_dir
) > 0.001f
){
3058 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
3059 2.0f
*vg
.time_frame_delta
,
3060 state
->smoothed_rotation
);
3061 q_normalize( state
->smoothed_rotation
);
3063 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
3064 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
3065 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
3066 yaw_smooth
[1] = 0.0f
;
3067 v3_normalize( yaw_smooth
);
3069 f32 yaw_counter_rotate
= yaw_smooth
[0];
3070 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
3071 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
3072 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
3075 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3076 v3_normalize( ndir
);
3078 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
3079 float a
= v3_dot( ndir
, up
);
3080 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
3083 v4f qcounteryaw
, qfixup
;
3085 v3_cross( up
, ndir
, axis
);
3086 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3088 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3089 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3091 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3092 q_normalize( animator
->qfixuptotal
);
3095 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3096 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3098 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3099 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3101 else q_identity( animator
->qfixuptotal
);
3103 if( state
->activity
== k_skate_activity_handplant
){
3104 v3_copy( state
->store_co
, animator
->root_co
);
3105 v4_copy( state
->store_q
, animator
->root_q
);
3106 v3_zero( animator
->root_v
);
3109 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3110 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3113 animator
->handplant_t
= state
->handplant_t
;
3116 static void player__skate_pose( void *_animator
, player_pose
*pose
){
3117 struct skeleton
*sk
= &localplayer
.skeleton
;
3118 struct player_skate_animator
*animator
= _animator
;
3120 pose
->type
= k_player_pose_type_ik
;
3121 v3_copy( animator
->root_co
, pose
->root_co
);
3122 v4_copy( animator
->root_q
, pose
->root_q
);
3126 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
3127 v3_copy( pose
->root_co
, ext_co
);
3128 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
3130 /* apply flip rotation at midpoint */
3131 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3132 q_normalize( pose
->root_q
);
3134 v3f rotation_point
, rco
;
3135 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
3136 v3_sub( pose
->root_co
, rotation_point
, rco
);
3138 q_mulv( animator
->qflip
, rco
, rco
);
3139 v3_add( rco
, rotation_point
, pose
->root_co
);
3142 * ---------------------------------------------------------------------- */
3144 mdl_keyframe apose
[32], bpose
[32];
3145 mdl_keyframe ground_pose
[32];
3148 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3149 stand_blend
= animator
->offset
[1]*-2.0f
;
3151 pose
->board
.lean
= animator
->board_lean
;
3153 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
3155 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
3156 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
3157 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
3160 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3161 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
3163 mdl_keyframe mirrored
[32];
3164 player_mirror_pose( bpose
, mirrored
);
3165 skeleton_lerp_pose( sk
, bpose
, mirrored
, animator
->z
, bpose
);
3166 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
3168 if( animator
->reverse
> 0.0f
){
3169 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3173 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3174 animator
->push_time
, bpose
);
3176 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3178 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3179 player_skate
.anim_ollie
:
3180 player_skate
.anim_ollie_reverse
;
3182 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
3183 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
3184 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
3187 mdl_keyframe air_pose
[32];
3189 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
3190 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
3192 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
3193 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
3194 grab_frame
= ang_unit
* (15.0f
/30.0f
);
3196 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3197 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3200 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
3203 mdl_keyframe
*kf_board
= &pose
->keyframes
[localplayer
.id_board
-1],
3204 *kf_foot_l
= &pose
->keyframes
[localplayer
.id_ik_foot_l
-1],
3205 *kf_foot_r
= &pose
->keyframes
[localplayer
.id_ik_foot_r
-1],
3206 *kf_knee_l
= &pose
->keyframes
[localplayer
.id_ik_knee_l
-1],
3207 *kf_knee_r
= &pose
->keyframes
[localplayer
.id_ik_knee_r
-1],
3208 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1],
3209 *kf_wheels
[] = { &pose
->keyframes
[localplayer
.id_wheel_r
-1],
3210 &pose
->keyframes
[localplayer
.id_wheel_l
-1] };
3213 mdl_keyframe grind_pose
[32];
3215 f32 frame
= animator
->grind_balance
* 0.5f
;
3217 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
3218 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
3219 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
3221 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3222 animator
->grind
, pose
->keyframes
);
3223 float add_grab_mod
= 1.0f
- animator
->fly
;
3225 /* additive effects */
3226 u32 apply_to
[] = { localplayer
.id_hip
,
3227 localplayer
.id_ik_hand_l
,
3228 localplayer
.id_ik_hand_r
,
3229 localplayer
.id_ik_elbow_l
,
3230 localplayer
.id_ik_elbow_r
};
3232 float apply_rates
[] = { 1.0f
,
3238 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3239 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
3240 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
3244 /* angle 'correction' */
3246 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
3248 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3249 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3250 keyframe_rotate_around( kf
, origin
, sk
->bones
[apply_to
[i
]].co
,
3251 animator
->qfixuptotal
);
3256 if( animator
->activity
== k_skate_activity_handplant
){
3257 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
3259 mdl_keyframe hpose
[32];
3260 skeleton_sample_anim_clamped( sk
, anim
, animator
->handplant_t
, hpose
);
3261 if( animator
->reverse
< 0.0f
)
3262 player_mirror_pose( hpose
, hpose
);
3264 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
3265 m4x3f world
, mmdl
, world_view
;
3266 q_m3x3( kf_world
->q
, world
);
3267 v3_copy( kf_world
->co
, world
[3] );
3269 q_m3x3( pose
->root_q
, mmdl
);
3270 v3_copy( pose
->root_co
, mmdl
[3] );
3272 m4x3_mul( mmdl
, world
, world_view
);
3274 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
3275 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
3276 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
3279 m4x3_invert_affine( world
, invworld
);
3280 m4x3_mul( mmdl
, invworld
, world_view
);
3282 m3x3_q( world_view
, pose
->root_q
);
3283 v3_copy( world_view
[3], pose
->root_co
);
3285 f32 t
= animator
->handplant_t
,
3286 frames
= anim
->length
-1,
3287 length
= animator
->activity
== k_skate_activity_handplant
?
3288 frames
/ anim
->rate
:
3290 end_dist
= vg_minf( t
, length
- t
)/k_anim_transition
,
3291 blend
= vg_smoothstepf( vg_minf(1,end_dist
) );
3293 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
3297 /* trick rotation */
3298 v4f qtrick
, qyaw
, qpitch
, qroll
;
3299 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3300 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3301 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3303 q_mul( qyaw
, qroll
, qtrick
);
3304 q_mul( qpitch
, qtrick
, qtrick
);
3305 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3306 q_normalize( kf_board
->q
);
3308 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3309 0.5f
* animator
->weight
);
3310 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3311 -0.5f
* animator
->weight
);
3313 kf_foot_l
->co
[1] += animator
->slap
;
3314 kf_foot_r
->co
[1] += animator
->slap
;
3315 kf_knee_l
->co
[1] += animator
->slap
;
3316 kf_knee_r
->co
[1] += animator
->slap
;
3317 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3318 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3320 /* kickflip and shuvit are in the wrong order for some reason */
3321 if( animator
->trick_type
== k_trick_type_kickflip
){
3322 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.15f
;
3323 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3324 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3325 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3327 else if( animator
->trick_type
== k_trick_type_shuvit
){
3328 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3329 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3330 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.1f
;
3331 kf_foot_r
->co
[1] += animator
->trick_foot
* 0.09f
;
3333 else if( animator
->trick_type
== k_trick_type_treflip
){
3334 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3335 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3336 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3337 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3341 * animation wishlist:
3342 * boardslide/grind jump animations
3343 * when tricking the slap should not appply or less apply
3344 * not animations however DONT target grinds that are vertically down.
3347 /* truck rotation */
3348 for( int i
=0; i
<2; i
++ ){
3349 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3350 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3353 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3354 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3355 q_normalize( kf_wheels
[i
]->q
);
3361 *kf_head
= &pose
->keyframes
[localplayer
.id_head
-1],
3362 *kf_elbow_l
= &pose
->keyframes
[localplayer
.id_ik_elbow_l
-1],
3363 *kf_elbow_r
= &pose
->keyframes
[localplayer
.id_ik_elbow_r
-1],
3364 *kf_hand_l
= &pose
->keyframes
[localplayer
.id_ik_hand_l
-1],
3365 *kf_hand_r
= &pose
->keyframes
[localplayer
.id_ik_hand_r
-1],
3366 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1];
3368 float warble
= vg_perlin_fract_1d( vg
.time
, 2.0f
, 2, 300 );
3369 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3372 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3374 v3f origin
= {0.0f
,0.2f
,0.0f
};
3375 keyframe_rotate_around( kf_hand_l
, origin
,
3376 sk
->bones
[localplayer
.id_ik_hand_l
].co
, qrot
);
3377 keyframe_rotate_around( kf_hand_r
, origin
,
3378 sk
->bones
[localplayer
.id_ik_hand_r
].co
, qrot
);
3379 keyframe_rotate_around( kf_hip
, origin
,
3380 sk
->bones
[localplayer
.id_hip
].co
, qrot
);
3381 keyframe_rotate_around( kf_elbow_r
, origin
,
3382 sk
->bones
[localplayer
.id_ik_elbow_r
].co
, qrot
);
3383 keyframe_rotate_around( kf_elbow_l
, origin
,
3384 sk
->bones
[localplayer
.id_ik_elbow_l
].co
, qrot
);
3386 q_inv( qrot
, qrot
);
3387 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3388 q_normalize( kf_head
->q
);
3391 /* hand placement */
3393 u32 hand_id
= animator
->z
< 0.5f
?
3394 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
3398 q_m3x3( pose
->root_q
, mmdl
);
3399 q_mulv( pose
->root_q
, pose
->keyframes
[hand_id
-1].co
, mmdl
[3] );
3400 v3_add( mmdl
[3], pose
->root_co
, mmdl
[3] );
3401 m4x3_mulv( mmdl
, sk
->bones
[hand_id
].co
, sample_co
);
3403 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3404 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
3407 v3_muls( mmdl
[1], -1.0f
, dir
);
3408 ray_hit hit
= { .dist
= 1.5f
};
3409 if(ray_world( world_current_instance(), sample_co
, dir
, &hit
, 0 )){
3410 vg_line_cross( hit
.pos
, 0xff0000ff, 0.05f
);
3411 vg_line( sample_co
, hit
.pos
, 0xffffffff );
3413 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3414 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
3416 f32 d
= (hit
.dist
- 0.3f
) * amt
;
3417 pose
->keyframes
[hand_id
-1].co
[1] -= d
;
3418 kf_hip
->co
[1] -= d
*0.4f
;
3422 f32 amt
= vg_maxf(0.0f
, (animator
->slide
- 0.5f
) * 2.0f
);
3423 u8 skidders
[] = { localplayer
.id_ik_foot_l
,
3424 localplayer
.id_ik_foot_r
,
3425 localplayer
.id_board
};
3427 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
3429 for( u32 i
=0; i
<vg_list_size(skidders
); i
++ ){
3430 mdl_keyframe
*kf
= &pose
->keyframes
[ skidders
[i
]-1 ];
3431 keyframe_rotate_around( kf
,
3432 (v3f
){0,0,0.4f
*(animator
->z
*2.0f
-1.0f
)*amt
},
3433 sk
->bones
[skidders
[i
]].co
, qskid
);
3439 static void player__skate_effects( void *_animator
, m4x3f
*final_mtx
,
3440 struct player_board
*board
,
3441 struct player_effects_data
*effect_data
){
3442 struct skeleton
*sk
= &localplayer
.skeleton
;
3443 struct player_skate_animator
*animator
= _animator
;
3447 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[0][2]}, vp1
);
3448 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[1][2]}, vp0
);
3455 v3f
*board_mtx
= final_mtx
[ localplayer
.id_board
];
3456 m4x3_mulv( board_mtx
, vp0
, vp0
);
3457 m4x3_mulv( board_mtx
, vp1
, vp1
);
3458 v3_add( vp0
, vp1
, vpc
);
3459 v3_muls( vpc
, 0.5f
, vpc
);
3461 if( animator
->surface
== k_surface_prop_sand
){
3462 if( (animator
->slide
>0.4f
) && (v3_length2(animator
->root_v
)>4.0f
*4.0f
) ){
3464 v3_muls( animator
->root_v
, 0.5f
, v
);
3465 v3_lerp( vp0
, vp1
, vg_randf64(&vg
.rand
), co
);
3467 effect_data
->sand
.colour
= 0xff8ec4e6;
3468 effect_spark_apply( &effect_data
->sand
, co
, v
, vg
.time_delta
* 8.0 );
3472 if( animator
->grind
> 0.5f
){
3473 int back
= 0, front
= 0, mid
= 0;
3475 if( animator
->activity
== k_skate_activity_grind_5050
){
3479 else if( animator
->activity
== k_skate_activity_grind_back50
){
3482 else if( animator
->activity
== k_skate_activity_grind_front50
){
3485 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3490 effect_spark_apply( &effect_data
->spark
, vp0
,
3491 animator
->root_v
, vg
.time_delta
);
3495 effect_spark_apply( &effect_data
->spark
, vp1
,
3496 animator
->root_v
, vg
.time_delta
);
3500 effect_spark_apply( &effect_data
->spark
, vpc
,
3501 animator
->root_v
, vg
.time_delta
);
3506 static void player__skate_post_animate(void){
3507 struct player_skate_state
*state
= &player_skate
.state
;
3508 localplayer
.cam_velocity_influence
= 1.0f
;
3509 localplayer
.cam_dist
= 1.8f
;
3511 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3512 m4x3_mulv( localplayer
.final_mtx
[ localplayer
.id_head
],
3513 head
, state
->head_position
);
3514 m4x3_mulv( localplayer
.rb
.to_local
,
3515 state
->head_position
, state
->head_position
);
3518 static void player__skate_reset_animator(void){
3519 struct player_skate_state
*state
= &player_skate
.state
;
3521 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3523 if( state
->activity
<= k_skate_activity_air_to_grind
)
3524 player_skate
.animator
.fly
= 1.0f
;
3526 player_skate
.animator
.fly
= 0.0f
;
3529 static void player__skate_clear_mechanics(void){
3530 struct player_skate_state
*state
= &player_skate
.state
;
3531 state
->jump_charge
= 0.0f
;
3532 state
->charging_jump
= 0;
3533 state
->jump_dir
= 0;
3534 v3_zero( state
->flip_axis
);
3535 state
->flip_time
= 0.0f
;
3536 state
->flip_rate
= 0.0f
;
3537 state
->reverse
= 0.0f
;
3539 state
->grabbing
= 0.0f
;
3540 v2_zero( state
->grab_mouse_delta
);
3542 state
->jump_time
= 0.0;
3543 state
->start_push
= 0.0;
3544 state
->cur_push
= 0.0;
3545 state
->air_start
= 0.0;
3547 v3_zero( state
->air_init_v
);
3548 v3_zero( state
->air_init_co
);
3550 state
->gravity_bias
= k_gravity
;
3551 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3552 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3553 v3_zero( state
->throw_v
);
3554 v3_zero( state
->trick_vel
);
3555 v3_zero( state
->trick_euler
);
3556 v3_zero( state
->cog_v
);
3557 state
->grind_cooldown
= 0;
3558 state
->surface_cooldown
= 0;
3559 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3560 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3561 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3562 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3563 v3_zero( player_skate
.weight_distribution
);
3566 #include "network_compression.h"
3568 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3569 struct player_skate_animator
*animator
= data
;
3571 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3572 bitpack_qquat( ctx
, animator
->root_q
);
3574 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3575 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3576 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3577 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->z
);
3578 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3580 /* these could likely be pressed down into single bits if needed */
3581 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3582 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3583 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3584 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3585 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3586 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3588 /* just the sign bit? */
3589 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3590 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3591 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3592 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3594 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3595 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3596 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3597 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3598 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3599 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3600 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3602 /* animator->wobble is ommited */
3604 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3605 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3606 bitpack_qquat( ctx
, animator
->qflip
);
3608 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3609 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3610 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3611 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3613 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3614 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3615 bitpack_qf32( ctx
, 16, 0.0f
, 4.0f
, &animator
->handplant_t
);
3616 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->root_v
);
3617 bitpack_bytes( ctx
, 1, &animator
->activity
);
3620 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3623 if( id
== k_player_skate_soundeffect_jump
){
3624 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3625 pos
, 40.0f
, volume
);
3627 else if( id
== k_player_skate_soundeffect_tap
){
3628 audio_oneshot_3d( &audio_taps
[vg_randu32(&vg
.rand
)%4],
3629 pos
, 40.0f
, volume
);
3631 else if( id
== k_player_skate_soundeffect_land_good
){
3632 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%3],
3633 pos
, 40.0f
, volume
);
3635 else if( id
== k_player_skate_soundeffect_land_bad
){
3636 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%2+3],
3637 pos
, 40.0f
, volume
);
3639 else if( id
== k_player_skate_soundeffect_grind_metal
){
3640 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3642 else if( id
== k_player_skate_soundeffect_grind_wood
){
3643 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3649 #endif /* PLAYER_SKATE_C */