build system revision
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "vg/vg_lines.h"
8 #include "menu.h"
9 #include "ent_skateshop.h"
10 #include "addon.h"
11
12 #include "ent_tornado.c"
13 #include "vg/vg_rigidbody.h"
14 #include "scene_rigidbody.h"
15 #include "player_glide.h"
16
17 static void player__skate_bind(void){
18 struct skeleton *sk = &localplayer.skeleton;
19 rb_update_matrices( &localplayer.rb );
20
21 struct { struct skeleton_anim **anim; const char *name; }
22 bindings[] = {
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" },
35 };
36
37 for( u32 i=0; i<vg_list_size(bindings); i++ )
38 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
39 }
40
41 static void player__skate_kill_audio(void){
42 audio_lock();
43 if( player_skate.aud_main ){
44 player_skate.aud_main =
45 audio_channel_fadeout( player_skate.aud_main, 0.1f );
46 }
47 if( player_skate.aud_air ){
48 player_skate.aud_air =
49 audio_channel_fadeout( player_skate.aud_air, 0.1f );
50 }
51 if( player_skate.aud_slide ){
52 player_skate.aud_slide =
53 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
54 }
55 audio_unlock();
56 }
57
58 /*
59 * Collision detection routines
60 *
61 *
62 */
63
64 /*
65 * Does collision detection on a sphere vs world, and applies some smoothing
66 * filters to the manifold afterwards
67 */
68 static int skate_collide_smooth( m4x3f mtx, f32 r, rb_ct *man ){
69 world_instance *world = world_current_instance();
70
71 int len = 0;
72 len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man,
73 k_material_flag_walking );
74
75 for( int i=0; i<len; i++ ){
76 man[i].rba = &localplayer.rb;
77 man[i].rbb = NULL;
78 }
79
80 rb_manifold_filter_coplanar( man, len, 0.03f );
81
82 if( len > 1 ){
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 );
86 }
87 int new_len = rb_manifold_apply_filtered( man, len );
88 if( len && !new_len )
89 len = 1;
90 else
91 len = new_len;
92
93 return len;
94 }
95
96 struct grind_info
97 {
98 v3f co, dir, n;
99 };
100
101 static int skate_grind_scansq( v3f pos, v3f dir, float r,
102 struct grind_info *inf ){
103 world_instance *world = world_current_instance();
104
105 v4f plane;
106 v3_copy( dir, plane );
107 v3_normalize( plane );
108 plane[3] = v3_dot( plane, pos );
109
110 boxf box;
111 v3_add( pos, (v3f){ r, r, r }, box[1] );
112 v3_sub( pos, (v3f){ r, r, r }, box[0] );
113
114 struct grind_sample{
115 v2f co;
116 v2f normal;
117 v3f normal3,
118 centroid;
119 }
120 samples[48];
121 int sample_count = 0;
122
123 v2f support_min,
124 support_max;
125
126 v3f support_axis;
127 v3_cross( plane, (v3f){0,1,0}, support_axis );
128 v3_normalize( support_axis );
129
130 bh_iter it;
131 bh_iter_init_box( 0, &it, box );
132 i32 idx;
133
134 while( bh_next( world->geo_bh, &it, &idx ) ){
135 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
136 v3f tri[3];
137
138 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
139 if( !(surf->info.flags & k_material_flag_grindable) )
140 continue;
141
142 for( int j=0; j<3; j++ )
143 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
144
145 for( int j=0; j<3; j++ ){
146 int i0 = j,
147 i1 = (j+1) % 3;
148
149 struct grind_sample *sample = &samples[ sample_count ];
150 v3f co;
151
152 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
153 v3f d;
154 v3_sub( co, pos, d );
155 if( v3_length2( d ) > r*r )
156 continue;
157
158 v3f va, vb, normal;
159 v3_sub( tri[1], tri[0], va );
160 v3_sub( tri[2], tri[0], vb );
161 v3_cross( va, vb, normal );
162
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];
167
168 v3_copy( normal, sample->normal3 ); /* normalize later
169 if we want to us it */
170
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 );
174
175 v2_normalize( sample->normal );
176 sample_count ++;
177
178 if( sample_count == vg_list_size( samples ) )
179 goto too_many_samples;
180 }
181 }
182 }
183
184 too_many_samples:
185
186 if( sample_count < 2 )
187 return 0;
188
189 v3f average_direction,
190 average_normal;
191
192 v2f min_co, max_co;
193 v2_fill( min_co, INFINITY );
194 v2_fill( max_co, -INFINITY );
195
196 v3_zero( average_direction );
197 v3_zero( average_normal );
198
199 int passed_samples = 0;
200
201 for( int i=0; i<sample_count-1; i++ ){
202 struct grind_sample *si, *sj;
203
204 si = &samples[i];
205
206 for( int j=i+1; j<sample_count; j++ ){
207 if( i == j )
208 continue;
209
210 sj = &samples[j];
211
212 /* non overlapping */
213 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
214 continue;
215
216 /* not sharp angle */
217 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
218 continue;
219
220 /* not convex */
221 v3f v0;
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 )
225 continue;
226
227 v2_minv( sj->co, min_co, min_co );
228 v2_maxv( sj->co, max_co, max_co );
229
230 v3f n0, n1, dir;
231 v3_copy( si->normal3, n0 );
232 v3_copy( sj->normal3, n1 );
233 v3_cross( n0, n1, dir );
234
235 if( v3_length2( dir ) <= 0.000001f )
236 continue;
237
238 v3_normalize( dir );
239
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 );
243
244 float yi = si->normal3[1],
245 yj = sj->normal3[1];
246
247 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
248 else v3_add( sj->normal3, average_normal, average_normal );
249
250 passed_samples ++;
251 }
252 }
253
254 if( !passed_samples )
255 return 0;
256
257 if( (v3_length2( average_direction ) <= 0.001f) ||
258 (v3_length2( average_normal ) <= 0.001f ) )
259 return 0;
260
261 float div = 1.0f/(float)passed_samples;
262 v3_normalize( average_direction );
263 v3_normalize( average_normal );
264
265 v2f average_coord;
266 v2_add( min_co, max_co, average_coord );
267 v2_muls( average_coord, 0.5f, average_coord );
268
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 );
274
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 );
278
279 return passed_samples;
280 }
281
282 static void reset_jump_info( jump_info *inf ){
283 inf->log_length = 0;
284 inf->land_dist = 0.0f;
285 inf->score = 0.0f;
286 inf->type = k_prediction_unset;
287 v3_zero( inf->apex );
288 }
289
290 static int create_jumps_to_hit_target( jump_info *jumps,
291 v3f target, float max_angle_delta,
292 float gravity ){
293 /* calculate the exact 2 solutions to jump onto that grind spot */
294
295 v3f v0;
296 v3_sub( target, localplayer.rb.co, v0 );
297
298 v3f ax;
299 v3_copy( v0, ax );
300 ax[1] = 0.0f;
301 v3_normalize( ax );
302
303 v2f d = { v3_dot( ax, v0 ), v0[1] },
304 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
305
306 float a = atan2f( v[1], v[0] ),
307 m = v2_length( v ),
308 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
309
310 int valid_count = 0;
311
312 if( root > 0.0f ){
313 root = sqrtf( root );
314 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
315 a1 = atanf( (m*m - root) / (gravity * d[0]) );
316
317 if( fabsf(a0-a) < max_angle_delta ){
318 jump_info *inf = &jumps[ valid_count ++ ];
319 reset_jump_info( inf );
320
321 v3_muls( ax, cosf( a0 ) * m, inf->v );
322 inf->v[1] += sinf( a0 ) * m;
323 inf->land_dist = d[0] / (cosf(a0)*m);
324 inf->gravity = gravity;
325
326 v3_copy( target, inf->log[inf->log_length ++] );
327 }
328
329 if( fabsf(a1-a) < max_angle_delta ){
330 jump_info *inf = &jumps[ valid_count ++ ];
331 reset_jump_info( inf );
332
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;
337
338 v3_copy( target, inf->log[inf->log_length ++] );
339 }
340 }
341
342 return valid_count;
343 }
344
345 static void player__approximate_best_trajectory(void){
346 world_instance *world0 = world_current_instance();
347
348 float k_trace_delta = vg.time_fixed_delta * 10.0f;
349 struct player_skate_state *state = &player_skate.state;
350
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 );
354
355 player_skate.possible_jump_count = 0;
356
357 v3f axis;
358 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
359 v3_normalize( axis );
360
361 /* at high slopes, Y component is low */
362 float upness = localplayer.rb.to_world[1][1],
363 angle_begin = -(1.0f-fabsf( upness )),
364 angle_end = 1.0f;
365
366 struct grind_info grind;
367 int grind_located = 0;
368 float grind_located_gravity = k_gravity;
369
370
371 v3f launch_v_bounds[2];
372
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 ];
376 ang *= 0.15f;
377
378 v4f qbias;
379 q_axis_angle( qbias, axis, ang );
380 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
381 }
382
383 for( int m=0;m<=30; m++ ){
384 jump_info *inf =
385 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
386 reset_jump_info( inf );
387
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;
393
394 float vt = (float)m * (1.0f/30.0f),
395 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
396
397 v4f qbias;
398 q_axis_angle( qbias, axis, ang );
399 q_mulv( qbias, launch_v, launch_v );
400
401 float yaw_sketch = 1.0f-fabsf(upness);
402
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 );
406
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 );
411
412 /* initial conditions */
413 v3f v;
414 v3_copy( launch_v, v );
415 v3_copy( launch_co, co1 );
416
417 for( int i=1; i<=50; i++ ){
418 f32 t = (f32)i * k_trace_delta;
419
420 /* integrate forces */
421 v3f a;
422 ent_tornado_forces( co1, v, a );
423 a[1] -= gravity;
424
425 /* position */
426 v3_muladds( co1, v, k_trace_delta, co1 );
427 v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
428
429 /* velocity */
430 v3_muladds( v, a, k_trace_delta, v );
431
432 int search_for_grind = 1;
433 if( grind_located ) search_for_grind = 0;
434 if( v[1] > 0.0f ) search_for_grind = 0;
435
436 /* REFACTOR */
437
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;
443
444 if( v3_dist2( closest, launch_co ) < min_dist )
445 search_for_grind = 0;
446
447 v3f bound[2];
448
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] );
453 }
454
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;
458
459 if( (closest[1] < minh) || (closest[1] > maxh) ){
460 search_for_grind = 0;
461 }
462 }
463 else
464 search_for_grind = 0;
465 }
466
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] };
472
473 v2_normalize( v0 );
474 v2_normalize( v1 );
475
476 float a = v2_dot( v0, v1 );
477
478 float a_min = cosf( VG_PIf * 0.185f );
479 if( state->grind_cooldown )
480 a_min = cosf( VG_PIf * 0.05f );
481
482 /* check speed */
483 if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
484 (a >= a_min) &&
485 (fabsf(grind.dir[1]) < 0.70710678118654752f))
486 {
487 grind_located = 1;
488 grind_located_gravity = inf->gravity;
489 }
490 }
491 }
492
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 );
500
501 if( gate->flags & k_ent_gate_nonlocal )
502 trace_world = &world_static.instances[ gate->target ];
503 }
504 }
505
506 float t1;
507 v3f n;
508
509 float scan_radius = k_board_radius;
510 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
511
512 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
513 k_material_flag_walking );
514 if( idx != -1 ){
515 v3f co;
516 v3_lerp( co0, co1, t1, co );
517 v3_copy( co, inf->log[ inf->log_length ++ ] );
518
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] );
523
524 inf->type = k_prediction_land;
525 inf->score = -v3_dot( v, inf->n );
526 inf->land_dist = t + k_trace_delta * t1;
527
528 /* Bias prediction towords ramps */
529 if( !(surf->info.flags & k_material_flag_skate_target) )
530 inf->score *= 10.0f;
531
532 if( surf->info.flags & k_material_flag_boundary )
533 player_skate.possible_jump_count --;
534
535 break;
536 }
537
538 if( i % 3 == 0 )
539 v3_copy( co1, inf->log[ inf->log_length ++ ] );
540 v3_copy( co1, co0 );
541 }
542
543 if( inf->type == k_prediction_unset )
544 player_skate.possible_jump_count --;
545 }
546
547 if( grind_located ){
548 jump_info grind_jumps[2];
549
550 int valid_count =
551 create_jumps_to_hit_target( grind_jumps, grind.co,
552 0.175f*VG_PIf, grind_located_gravity );
553
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;
560 }
561
562 for( int i=0; i<valid_count; i++ ){
563 jump_info *jump = &grind_jumps[i];
564 jump->type = k_prediction_grind;
565
566 v3f launch_v, launch_co, co0, co1;
567
568 v3_copy( jump->v, launch_v );
569 v3_copy( localplayer.rb.co, launch_co );
570
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 );
575
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);
579 t *= 0.9f;
580 t += 0.05f;
581 t *= jump->land_dist;
582
583 v3_muls( launch_v, t, co1 );
584 co1[1] += -0.5f * jump->gravity * t*t;
585 v3_add( launch_co, co1, co1 );
586
587 float t1;
588 v3f n;
589
590 int idx = spherecast_world( world0, co0,co1,
591 k_board_radius*0.1f, &t1, n,
592 k_material_flag_walking );
593 if( idx != -1 ){
594 goto invalidated_grind;
595 }
596
597 v3_copy( co1, co0 );
598 }
599
600 v3_copy( grind.n, jump->n );
601
602 /* determine score */
603 v3f ve;
604 v3_copy( jump->v, ve );
605 ve[1] += -jump->gravity*jump->land_dist;
606 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
607
608 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
609 *jump;
610
611 continue;
612 invalidated_grind:;
613 }
614 }
615
616
617 float score_min = INFINITY,
618 score_max = -INFINITY;
619
620 jump_info *best = NULL;
621
622 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
623 jump_info *jump = &player_skate.possible_jumps[i];
624
625 if( jump->score < score_min )
626 best = jump;
627
628 score_min = vg_minf( score_min, jump->score );
629 score_max = vg_maxf( score_max, jump->score );
630 }
631
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;
635
636 s -= score_min;
637 s /= (score_max-score_min);
638 s = 1.0f - s;
639
640 jump->score = s;
641 jump->colour = s * 255.0f;
642
643 if( jump == best )
644 jump->colour <<= 16;
645 else if( jump->type == k_prediction_land )
646 jump->colour <<= 8;
647
648 jump->colour |= 0xff000000;
649 }
650
651 if( best ){
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;
656
657 if( best->type == k_prediction_grind ){
658 state->activity = k_skate_activity_air_to_grind;
659 }
660
661 v2f steer;
662 joystick_state( k_srjoystick_steer, steer );
663 v2_normalize_clamp( steer );
664
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]) *
667 state->reverse ;
668 state->flip_time = 0.0f;
669 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
670 }
671 else{
672 state->flip_rate = 0.0f;
673 v3_zero( state->flip_axis );
674 }
675 }
676 else
677 v3_copy( (v3f){0,1,0}, state->land_normal );
678 }
679
680 /*
681 *
682 * Varius physics models
683 * ------------------------------------------------
684 */
685
686 /*
687 * Air control, no real physics
688 */
689 static void skate_apply_air_model(void){
690 struct player_skate_state *state = &player_skate.state;
691
692 if( state->activity_prev > k_skate_activity_air_to_grind )
693 player__approximate_best_trajectory();
694
695 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
696 angle = vg_clampf( angle, -1.0f, 1.0f );
697 v3f axis;
698 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
699
700 v4f correction;
701 q_axis_angle( correction, axis,
702 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
703 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
704 }
705
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;
709
710 v3f Fd, Fs, F;
711 v3f strength = { 3.7f, 3.6f, 8.0f };
712
713 v3_muls( state->trick_residualv, -4.0f , Fd );
714 v3_muls( state->trick_residuald, -10.0f, Fs );
715 v3_add( Fd, Fs, F );
716 v3_mul( strength, F, F );
717
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 );
722
723 if( state->activity <= k_skate_activity_air_to_grind ){
724 if( v3_length2( state->trick_vel ) < 0.0001f )
725 return;
726
727 int carry_on = state->trick_type == player_skate_trick_input();
728
729 /* we assume velocities share a common divisor, in which case the
730 * interval is the minimum value (if not zero) */
731
732 float min_rate = 99999.0f;
733
734 for( int i=0; i<3; i++ ){
735 float v = state->trick_vel[i];
736 if( (v > 0.0f) && (v < min_rate) )
737 min_rate = v;
738 }
739
740 float interval = 1.0f / min_rate,
741 current = floorf( state->trick_time ),
742 next_end = current+1.0f;
743
744
745 /* integrate trick velocities */
746 v3_muladds( state->trick_euler, state->trick_vel, vg.time_fixed_delta,
747 state->trick_euler );
748
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 );
756
757 audio_lock();
758 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
759 localplayer.rb.co, 40.0f, 1.0f );
760 audio_unlock();
761 }
762 else
763 state->trick_time += vg.time_fixed_delta / interval;
764 }
765 else{
766 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
767 state->trick_time > 0.2f)
768 {
769 vg_info( "player fell off due to lack of skill\n" );
770 player__dead_transition( k_player_die_type_feet );
771 }
772
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 );
778 }
779 }
780
781 static void skate_apply_grab_model(void){
782 struct player_skate_state *state = &player_skate.state;
783
784 float grabt = axis_state( k_sraxis_grab );
785
786 if( grabt > 0.5f ){
787 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
788 state->grab_mouse_delta );
789
790 v2_normalize_clamp( state->grab_mouse_delta );
791 }
792 else
793 v2_zero( state->grab_mouse_delta );
794
795 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*vg.time_fixed_delta );
796 }
797
798 static void skate_apply_steering_model(void){
799 struct player_skate_state *state = &player_skate.state;
800
801 v2f jsteer;
802 joystick_state( k_srjoystick_steer, jsteer );
803
804 /* Steering */
805 float steer = jsteer[0],
806 grab = axis_state( k_sraxis_grab );
807
808 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
809
810 v3f steer_axis;
811 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
812
813 float rate = 26.0f,
814 top = 1.0f;
815
816 f32 skid_target = 0.0f;
817
818 if( state->activity <= k_skate_activity_air_to_grind ){
819 rate = 6.0f * fabsf(steer);
820 top = 1.5f;
821 }
822 else{
823 /* rotate slower when grabbing on ground */
824 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
825
826 if( state->activity == k_skate_activity_grind_5050 ){
827 rate = 0.0f;
828 top = 0.0f;
829 }
830
831 else if( state->activity >= k_skate_activity_grind_any ){
832 rate *= fabsf(steer);
833
834 float a = 0.8f * -steer * vg.time_fixed_delta;
835
836 v4f q;
837 q_axis_angle( q, localplayer.rb.to_world[1], a );
838 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
839
840 v3_normalize( player_skate.grind_vec );
841 }
842
843 else if( state->manual_direction ){
844 rate = 35.0f;
845 top = 1.5f;
846 }
847 else {
848 f32 skid = axis_state(k_sraxis_skid);
849
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;
855 }
856
857 if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
858 skid_target = vg_signf( state->skid );
859 }
860 }
861 else {
862 if( fabsf(skid) > 0.1f ){
863 skid_target = skid;
864 }
865 }
866 }
867
868 if( grab < 0.5f ){
869 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
870 }
871 }
872
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) );
876
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 );
881
882 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
883 accel, localplayer.rb.w );
884 }
885
886 /*
887 * Computes friction and surface interface model
888 */
889 static void skate_apply_friction_model(void){
890 struct player_skate_state *state = &player_skate.state;
891
892 /*
893 * Computing localized friction forces for controlling the character
894 * Friction across X is significantly more than Z
895 */
896
897 v3f vel;
898 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
899 float slip = 0.0f;
900
901 if( fabsf(vel[2]) > 0.01f )
902 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
903
904 if( fabsf( slip ) > 1.2f )
905 slip = vg_signf( slip ) * 1.2f;
906
907 state->slip = slip;
908 state->reverse = -vg_signf(vel[2]);
909
910 f32 lat = k_friction_lat;
911
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) ){
915 lat *= 8.0f;
916 }
917 else
918 lat *= 1.5f;
919 }
920
921 if( player_skate.surface == k_surface_prop_snow )
922 lat *= 0.5f;
923 else if( player_skate.surface == k_surface_prop_sand )
924 lat *= 0.6f;
925
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 );
928
929 /* Pushing additive force */
930
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;
935
936 state->cur_push = vg.time;
937
938 double push_time = vg.time - state->start_push;
939
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 );
946
947 vel[2] += delta * -state->reverse;
948 }
949 }
950
951 /* Send back to velocity */
952 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
953 }
954
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 );
959
960 /* Cannot charge this in air */
961 if( state->activity <= k_skate_activity_air_to_grind ){
962 state->charging_jump = 0;
963 return;
964 }
965
966 if( state->charging_jump ){
967 state->jump_charge += vg.time_fixed_delta * k_jump_charge_speed;
968
969 if( !charging_jump_prev )
970 state->jump_dir = state->reverse>0.0f? 1: 0;
971 }
972 else{
973 state->jump_charge -= k_jump_charge_speed * vg.time_fixed_delta;
974 }
975
976 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
977
978 /* player let go after charging past 0.2: trigger jump */
979 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
980 v3f jumpdir;
981
982 /* Launch more up if alignment is up else improve velocity */
983 float aup = localplayer.rb.to_world[1][1],
984 mod = 0.5f,
985 dir = mod + fabsf(aup)*(1.0f-mod);
986
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 );
993 }else{
994 v3_copy( state->up_dir, jumpdir );
995 state->grind_cooldown = 30;
996 state->activity = k_skate_activity_ground;
997
998 v2f steer;
999 joystick_state( k_srjoystick_steer, steer );
1000
1001 float tilt = steer[0] * 0.3f;
1002 tilt *= vg_signf(v3_dot( localplayer.rb.v,
1003 player_skate.grind_dir ));
1004
1005 v4f qtilt;
1006 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
1007 q_mulv( qtilt, jumpdir, jumpdir );
1008 }
1009 state->surface_cooldown = 10;
1010 state->trick_input_collect = 0.0f;
1011
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 );
1019 }
1020 }
1021
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;
1027
1028 v3f lco = { 0.0f, -0.2f, -state->reverse },
1029 co, dir;
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 );
1033
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 );
1039
1040 if( hit.normal[1] < 0.7f ) return;
1041 if( hit.dist < 0.95f ) return;
1042
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 );
1051 }
1052 }
1053
1054 static void skate_apply_pump_model(void){
1055 struct player_skate_state *state = &player_skate.state;
1056
1057 if( state->activity != k_skate_activity_ground ){
1058 v3_zero( state->throw_v );
1059 return;
1060 }
1061
1062 /* Throw / collect routine
1063 */
1064 if( axis_state( k_sraxis_grab ) > 0.5f ){
1065 if( state->activity == k_skate_activity_ground ){
1066 /* Throw */
1067 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1068 }
1069 }
1070 else{
1071 /* Collect */
1072 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1073
1074 v3f Fl, Fv;
1075 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1076
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 );
1081 }
1082 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1083 }
1084
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 );
1088 }
1089
1090 /* Decay */
1091 if( v3_length2( state->throw_v ) > 0.0001f ){
1092 v3f dir;
1093 v3_copy( state->throw_v, dir );
1094 v3_normalize( dir );
1095
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 );
1099 }
1100 }
1101
1102 static void skate_apply_cog_model(void){
1103 struct player_skate_state *state = &player_skate.state;
1104
1105 v3f ideal_cog, ideal_diff, ideal_dir;
1106 v3_copy( state->up_dir, ideal_dir );
1107 v3_normalize( ideal_dir );
1108
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 );
1112
1113 /* Apply velocities */
1114 v3f rv;
1115 v3_sub( localplayer.rb.v, state->cog_v, rv );
1116
1117 v3f F;
1118 v3_muls( ideal_diff, -k_cog_spring * 60.0f, F );
1119 v3_muladds( F, rv, -k_cog_damp * 60.0f, F );
1120
1121 float ra = k_cog_mass_ratio,
1122 rb = 1.0f-k_cog_mass_ratio;
1123
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 );
1128 }
1129
1130 static void skate_integrate(void){
1131 struct player_skate_state *state = &player_skate.state;
1132
1133 float rate_x = 1.0f - (vg.time_fixed_delta * 3.0f),
1134 rate_z = rate_x,
1135 rate_y = 1.0f;
1136
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);
1141 }
1142
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;
1146
1147 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1148 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1149 localplayer.rb.w );
1150 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1151 localplayer.rb.w );
1152
1153 state->flip_time += state->flip_rate * vg.time_fixed_delta;
1154 rb_update_matrices( &localplayer.rb );
1155 }
1156
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 ) );
1162 }
1163
1164 static void player__skate_pre_update(void){
1165 struct player_skate_state *state = &player_skate.state;
1166
1167 if( state->activity == k_skate_activity_handplant ){
1168 state->handplant_t += vg.time_delta;
1169 mdl_keyframe hpose[32];
1170
1171 struct skeleton_anim *anim = player_skate.anim_handplant;
1172
1173 int end = !skeleton_sample_anim_clamped(
1174 &localplayer.skeleton, anim,
1175 state->handplant_t, hpose );
1176
1177 if( state->reverse < 0.0f )
1178 player_mirror_pose( hpose, hpose );
1179
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] );
1184
1185 /* original mtx */
1186 q_m3x3( state->store_q, mmdl );
1187 v3_copy( state->store_co, mmdl[3] );
1188 m4x3_mul( mmdl, world, world_view );
1189
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 );
1193
1194 m4x3f invworld;
1195 m4x3_invert_affine( world, invworld );
1196 m4x3_mul( mmdl, invworld, world_view );
1197
1198 v3_copy( world_view[3], localplayer.rb.co );
1199 m3x3_q( world_view, localplayer.rb.q );
1200
1201 /* new * old^-1 = transfer function */
1202 m4x3f transfer;
1203 m4x3_invert_affine( mmdl, transfer );
1204 m4x3_mul( world_view, transfer, transfer );
1205
1206 m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
1207 m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
1208
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 );
1212
1213 v4f qtransfer;
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 );
1218
1219 if( end ){
1220 state->activity = k_skate_activity_air;
1221 }
1222 else return;
1223 }
1224
1225 if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
1226 localplayer.subsystem = k_player_subsystem_walk;
1227
1228 if( (state->activity <= k_skate_activity_air_to_grind) &&
1229 localplayer.have_glider ){
1230 player_glide_transition();
1231 return;
1232 }
1233
1234 v3f angles;
1235 v3_copy( localplayer.cam.angles, localplayer.angles );
1236 localplayer.angles[2] = 0.0f;
1237
1238 v3f newpos, offset;
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 );
1245
1246 player__begin_holdout( offset );
1247 player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
1248 0: 1, state->trick_euler[0] );
1249
1250 return;
1251 }
1252
1253 enum trick_type trick = player_skate_trick_input();
1254 if( trick )
1255 state->trick_input_collect += vg.time_frame_delta;
1256 else
1257 state->trick_input_collect = 0.0f;
1258
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 ){
1262 audio_lock();
1263 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1264 localplayer.rb.co, 40.0f, 1.0f );
1265 audio_unlock();
1266 }
1267
1268 if( state->trick_time < 0.1f ){
1269 v3_zero( state->trick_vel );
1270
1271 if( trick == k_trick_type_kickflip ){
1272 state->trick_vel[0] = 3.0f;
1273 }
1274 else if( trick == k_trick_type_shuvit ){
1275 state->trick_vel[2] = 3.0f;
1276 }
1277 else if( trick == k_trick_type_treflip ){
1278 state->trick_vel[0] = 2.0f;
1279 state->trick_vel[2] = 2.0f;
1280 }
1281 state->trick_type = trick;
1282 }
1283 }
1284 }
1285 else
1286 state->trick_type = k_trick_type_none;
1287 }
1288
1289 static void player__skate_comp_audio( void *_animator ){
1290 struct player_skate_animator *animator = _animator;
1291 audio_lock();
1292
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;
1298
1299 if( animator->activity >= k_skate_activity_grind_any )
1300 slide = 0.0f;
1301
1302 f32 gate = skaterift.time_rate;
1303
1304 if( skaterift.activity == k_skaterift_replay ){
1305 gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
1306 }
1307
1308 f32
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;
1312
1313 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1314
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 );
1319 }
1320
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 );
1325 }
1326
1327
1328 /* brrrrrrrrrrrt sound for tiles and stuff
1329 * --------------------------------------------------------*/
1330 float sidechain_amt = 0.0f,
1331 hz = vg_maxf( speed * 2.0f, 2.0f );
1332
1333 if( (animator->surface == k_surface_prop_tiles) &&
1334 (animator->activity < k_skate_activity_grind_any) )
1335 sidechain_amt = 1.0f;
1336 else
1337 sidechain_amt = 0.0f;
1338
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 ) );
1342
1343 if( player_skate.sample_change_cooldown > 0.0f ){
1344 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1345 }
1346 else{
1347 int sample_type = k_skate_sample_concrete;
1348
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;
1352 else
1353 sample_type = k_skate_sample_concrete_scrape_metal;
1354 }
1355 else if( (animator->activity == k_skate_activity_grind_back50) ||
1356 (animator->activity == k_skate_activity_grind_front50) )
1357 {
1358 if( animator->surface == k_surface_prop_metal ){
1359 sample_type = k_skate_sample_metal_scrape_generic;
1360 }
1361 else{
1362 #if 0
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;
1367 else
1368 sample_type = k_skate_sample_concrete_scrape_metal;
1369 #endif
1370
1371 sample_type = k_skate_sample_concrete_scrape_wood;
1372 }
1373 }
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;
1377 else
1378 sample_type = k_skate_sample_concrete_scrape_wood;
1379 }
1380
1381 audio_clip *relevant_samples[] = {
1382 &audio_board[0],
1383 &audio_board[0],
1384 &audio_board[7],
1385 &audio_board[6],
1386 &audio_board[5]
1387 };
1388
1389 if( (player_skate.main_sample_type != sample_type) ||
1390 (!player_skate.aud_main) ){
1391
1392 player_skate.aud_main =
1393 audio_channel_crossfade( player_skate.aud_main,
1394 relevant_samples[sample_type],
1395 0.06f, flags );
1396 player_skate.sample_change_cooldown = 0.1f;
1397 player_skate.main_sample_type = sample_type;
1398 }
1399 }
1400
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 );
1408
1409 float rate = 1.0f + (attn-0.5f)*0.2f;
1410 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1411 }
1412
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 );
1420 }
1421
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 );
1428 }
1429
1430 audio_unlock();
1431 }
1432
1433 static void player__skate_post_update(void){
1434 struct player_skate_state *state = &player_skate.state;
1435
1436 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1437 jump_info *jump = &player_skate.possible_jumps[i];
1438
1439 if( jump->log_length == 0 ){
1440 vg_fatal_error( "assert: jump->log_length == 0\n" );
1441 }
1442
1443 for( int j=0; j<jump->log_length - 1; j ++ ){
1444 float brightness = jump->score*jump->score*jump->score;
1445 v3f p1;
1446 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1447 vg_line( jump->log[j], p1, jump->colour );
1448 }
1449
1450 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1451
1452 v3f p1;
1453 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1454 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1455
1456 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1457 }
1458 }
1459
1460 /*
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
1465 *
1466 * returns 0 if no good surface found
1467 */
1468 static
1469 int skate_compute_surface_alignment( v3f ra, u32 colour,
1470 v3f surface_normal, v3f axel_dir ){
1471 world_instance *world = world_current_instance();
1472
1473 v3f truck, left, right;
1474 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1475
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 );
1479
1480 float k_max_truck_flex = VG_PIf * 0.25f;
1481
1482 ray_hit ray_l, ray_r;
1483
1484 v3f dir;
1485 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1486
1487 int res_l = 0, res_r = 0;
1488
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;
1494
1495 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1496
1497 if( res_l )
1498 break;
1499 }
1500
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;
1506
1507 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1508
1509 if( res_r )
1510 break;
1511 }
1512
1513 v3f v0;
1514 v3f midpoint;
1515 v3f tangent_average;
1516 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1517 v3_zero( tangent_average );
1518
1519 if( res_l || res_r ){
1520 v3f p0, p1, t;
1521 v3_copy( midpoint, p0 );
1522 v3_copy( midpoint, p1 );
1523
1524 if( res_l ){
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 );
1528 }
1529 if( res_r ){
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 );
1533 }
1534
1535 v3_sub( p1, p0, v0 );
1536 v3_normalize( v0 );
1537 }
1538 else{
1539 /* fallback: use the closes point to the trucks */
1540 v3f closest;
1541 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1542
1543 if( idx != -1 ){
1544 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1545 v3f verts[3];
1546
1547 for( int j=0; j<3; j++ )
1548 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1549
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 );
1554 v3_normalize( n );
1555
1556 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1557 return 0;
1558
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 );
1562 v3_normalize( v0 );
1563
1564 v3f t;
1565 v3_cross( n, localplayer.rb.to_world[0], t );
1566 v3_add( t, tangent_average, tangent_average );
1567 }
1568 else
1569 return 0;
1570 }
1571
1572 v3_muladds( truck, v0, k_board_width, right );
1573 v3_muladds( truck, v0, -k_board_width, left );
1574
1575 vg_line( left, right, VG__WHITE );
1576
1577 v3_normalize( tangent_average );
1578 v3_cross( v0, tangent_average, surface_normal );
1579 v3_copy( v0, axel_dir );
1580
1581 return 1;
1582 }
1583
1584 static void skate_weight_distribute(void){
1585 struct player_skate_state *state = &player_skate.state;
1586 v3_zero( player_skate.weight_distribution );
1587
1588 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1589 localplayer.rb.v ) < 0.0f?1:-1;
1590
1591 v2f steer;
1592 joystick_state( k_srjoystick_steer, steer );
1593
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;
1598 }
1599 else{
1600 if( steer[1] < 0.1f ){
1601 state->manual_direction = 0;
1602 }
1603 else{
1604 if( reverse_dir != state->manual_direction ){
1605 return;
1606 }
1607 }
1608 }
1609
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;
1614 }
1615
1616 if( state->manual_direction ){
1617 v3f plane_z;
1618
1619 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1620 plane_z );
1621 v3_negate( plane_z, plane_z );
1622
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 );
1626
1627 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1628 v3_normalize( plane_z );
1629
1630 v3f p1;
1631 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1632 vg_line( localplayer.rb.co, p1, VG__GREEN );
1633
1634 v3f refdir;
1635 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1636 refdir );
1637
1638 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1639 k_manul_spring, k_manul_dampener,
1640 player_skate.substep_delta );
1641 }
1642 }
1643
1644 static void skate_adjust_up_direction(void){
1645 struct player_skate_state *state = &player_skate.state;
1646
1647 if( state->activity == k_skate_activity_ground ){
1648 v3f target;
1649 v3_copy( player_skate.surface_picture, target );
1650
1651 target[1] += 2.0f * player_skate.surface_picture[1];
1652 v3_normalize( target );
1653
1654 v3_lerp( state->up_dir, target,
1655 8.0f * player_skate.substep_delta, state->up_dir );
1656 }
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 );
1660 }
1661 else{
1662 v3f avg;
1663 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1664 v3_normalize( avg );
1665
1666 v3_lerp( state->up_dir, avg,
1667 6.0f * player_skate.substep_delta, state->up_dir );
1668 }
1669 }
1670
1671 static int skate_point_visible( v3f origin, v3f target ){
1672 v3f dir;
1673 v3_sub( target, origin, dir );
1674
1675 ray_hit ray;
1676 ray.dist = v3_length( dir );
1677 v3_muls( dir, 1.0f/ray.dist, dir );
1678 ray.dist -= 0.025f;
1679
1680 if( ray_world( world_current_instance(), origin, dir, &ray,
1681 k_material_flag_walking ) )
1682 return 0;
1683
1684 return 1;
1685 }
1686
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] );
1691 }
1692
1693 static void skate_grind_friction( struct grind_info *inf, float strength ){
1694 v3f v2;
1695 v3_muladds( localplayer.rb.to_world[2], inf->n,
1696 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1697
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;
1701
1702 v3_muladds( localplayer.rb.v, inf->dir, F*vg.time_fixed_delta*strength,
1703 localplayer.rb.v );
1704 }
1705
1706 static void skate_grind_decay( struct grind_info *inf, float strength ){
1707 m3x3f mtx, mtx_inv;
1708 skate_grind_orient( inf, mtx );
1709 m3x3_transpose( mtx, mtx_inv );
1710
1711 v3f v_grind;
1712 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1713
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 );
1717 }
1718
1719 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1720 float strength ){
1721 struct player_skate_state *state = &player_skate.state;
1722 /* REFACTOR */
1723 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1724 v3f raw, wsp;
1725 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1726 v3_add( localplayer.rb.co, raw, wsp );
1727
1728 v3_copy( ra, player_skate.weight_distribution );
1729
1730 v3f delta;
1731 v3_sub( inf->co, wsp, delta );
1732
1733 /* spring force */
1734 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*vg.time_fixed_delta,
1735 localplayer.rb.v );
1736
1737 skate_grind_decay( inf, strength );
1738 skate_grind_friction( inf, strength );
1739
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 );
1745
1746 /* orientation */
1747 m3x3f mtx;
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 );
1754
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 );
1757
1758 v3_normalize( target_fwd );
1759 v3_normalize( fwd );
1760
1761 v2f steer;
1762 joystick_state( k_srjoystick_steer, steer );
1763
1764 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1765
1766 v4f q;
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 );
1770
1771 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1772 k_grind_spring,
1773 k_grind_dampener,
1774 vg.time_fixed_delta );
1775
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 );
1780
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 );
1784
1785 player_skate.grind_strength = strength;
1786
1787 /* Fake contact */
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 );
1792 limit->p = 0.0f;
1793
1794 v3_copy( inf->dir, player_skate.grind_dir );
1795 }
1796
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;
1801
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 );
1805
1806 /* dont ask */
1807 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1808 inf_avg.dir );
1809
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 );
1815
1816 v3_cross( axis, inf_avg.dir, inf_avg.n );
1817 skate_grind_decay( &inf_avg, 1.0f );
1818
1819 v2f steer;
1820 joystick_state( k_srjoystick_steer, steer );
1821
1822 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1823 localplayer.rb.v ) );
1824 v4f q;
1825 v3f up, target_up;
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 );
1830
1831 v3_zero( player_skate.weight_distribution );
1832 player_skate.weight_distribution[2] = k_board_length * -way;
1833
1834 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1835 k_grind_spring,
1836 k_grind_dampener,
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 );
1840
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 );
1844
1845 v3f dir;
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 );
1848
1849 v3_normalize( fwd_nplane );
1850 v3_normalize( dir_nplane );
1851
1852 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1853 1000.0f,
1854 k_grind_dampener,
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 );
1858
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;
1862
1863 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1864 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1865
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 );
1869
1870 v3_muladds( localplayer.rb.v, delta_total, 50.0f * vg.time_fixed_delta,
1871 localplayer.rb.v );
1872
1873 /* Fake contact */
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 );
1878 limit->p = 0.0f;
1879
1880 v3_copy( inf_avg.dir, player_skate.grind_dir );
1881 }
1882
1883 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1884 struct player_skate_state *state = &player_skate.state;
1885
1886 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1887 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1888
1889 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1890 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1891
1892 /* Exit condition: lost grind tracking */
1893 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1894 return 0;
1895
1896 /* Exit condition: cant see grind target directly */
1897 if( !skate_point_visible( wheel_co, inf->co ) )
1898 return 0;
1899
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;
1903
1904 if( dv < minv )
1905 return 0;
1906
1907 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1908 return 0;
1909
1910 v3_copy( inf->dir, player_skate.grind_dir );
1911 return 1;
1912 }
1913
1914 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1915 struct player_skate_state *state = &player_skate.state;
1916
1917 /* REFACTOR */
1918 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1919
1920 v3f raw, wsp;
1921 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1922 v3_add( localplayer.rb.co, raw, wsp );
1923
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 )
1926 return 0;
1927
1928 /* velocity should be at least 60% aligned */
1929 v3f pv, axis;
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 );
1933
1934 if( v3_length2( pv ) < 0.0001f )
1935 return 0;
1936 v3_normalize( pv );
1937
1938 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1939 return 0;
1940
1941 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1942 return 0;
1943
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 );
1948
1949 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1950
1951 float truck_height = -(k_board_radius+0.03f);
1952
1953 v3f rv;
1954 v3_cross( localplayer.rb.w, raw, rv );
1955 v3_add( localplayer.rb.v, rv, rv );
1956
1957 if( (local_co[1] >= truck_height) &&
1958 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1959 {
1960 return 1;
1961 }
1962 }
1963
1964 return 0;
1965 }
1966
1967 static void skate_boardslide_apply( struct grind_info *inf ){
1968 struct player_skate_state *state = &player_skate.state;
1969
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 );
1974
1975 v3f intersection;
1976 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1977 intersection );
1978 v3_copy( intersection, player_skate.weight_distribution );
1979
1980 skate_grind_decay( inf, 0.0125f );
1981 skate_grind_friction( inf, 0.25f );
1982
1983 /* direction alignment */
1984 v3f dir, perp;
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 );
1988
1989 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1990 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1991
1992 v4f qbalance;
1993 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1994 q_mulv( qbalance, perp, perp );
1995
1996 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1997 dir,
1998 k_grind_spring, k_grind_dampener,
1999 vg.time_fixed_delta );
2000
2001 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
2002 perp,
2003 k_grind_spring, k_grind_dampener,
2004 vg.time_fixed_delta );
2005
2006 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
2007 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
2008
2009 v3_copy( inf->dir, player_skate.grind_dir );
2010 }
2011
2012 static int skate_boardslide_entry( struct grind_info *inf ){
2013 struct player_skate_state *state = &player_skate.state;
2014
2015 if( skate_grind_scansq( localplayer.rb.co,
2016 localplayer.rb.to_world[0], k_board_length,
2017 inf ) )
2018 {
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 );
2022
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 */
2026 {
2027 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
2028 return 0;
2029
2030 return 1;
2031 }
2032 }
2033
2034 return 0;
2035 }
2036
2037 static int skate_boardslide_renew( struct grind_info *inf ){
2038 struct player_skate_state *state = &player_skate.state;
2039
2040 if( !skate_grind_scansq( localplayer.rb.co,
2041 localplayer.rb.to_world[0], k_board_length,
2042 inf ) )
2043 return 0;
2044
2045 /* Exit condition: cant see grind target directly */
2046 v3f vis;
2047 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
2048 if( !skate_point_visible( vis, inf->co ) )
2049 return 0;
2050
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;
2054
2055 if( dv < minv )
2056 return 0;
2057
2058 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
2059 return 0;
2060
2061 return 1;
2062 }
2063
2064 static void skate_store_grind_vec( struct grind_info *inf ){
2065 struct player_skate_state *state = &player_skate.state;
2066
2067 m3x3f mtx;
2068 skate_grind_orient( inf, mtx );
2069 m3x3_transpose( mtx, mtx );
2070
2071 v3f raw;
2072 v3_sub( inf->co, localplayer.rb.co, raw );
2073
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 );
2077 }
2078
2079 static enum skate_activity skate_availible_grind(void){
2080 struct player_skate_state *state = &player_skate.state;
2081
2082 if( state->grind_cooldown > 100 ){
2083 vg_fatal_error( "wth!\n" );
2084 }
2085
2086 /* debounces this state manager a little bit */
2087 if( state->grind_cooldown ){
2088 state->grind_cooldown --;
2089 return k_skate_activity_undefined;
2090 }
2091
2092 struct grind_info inf_back50,
2093 inf_front50,
2094 inf_slide;
2095
2096 int res_back50 = 0,
2097 res_front50 = 0,
2098 res_slide = 0;
2099
2100 int allow_back = 1,
2101 allow_front = 1;
2102
2103 v2f steer;
2104 joystick_state( k_srjoystick_steer, steer );
2105
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 )
2109 {
2110 float tilt = steer[1];
2111
2112 if( fabsf(tilt) >= 0.25f ){
2113 v3f raw = {0.0f,0.0f,tilt};
2114 m3x3_mulv( localplayer.rb.to_world, raw, raw );
2115
2116 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
2117
2118 if( way < 0.0f ) allow_front = 0;
2119 else allow_back = 0;
2120 }
2121 }
2122
2123 if( state->activity == k_skate_activity_grind_boardslide ){
2124 res_slide = skate_boardslide_renew( &inf_slide );
2125 }
2126 else if( state->activity == k_skate_activity_grind_back50 ){
2127 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2128
2129 if( allow_front )
2130 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2131 }
2132 else if( state->activity == k_skate_activity_grind_front50 ){
2133 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2134
2135 if( allow_back )
2136 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2137 }
2138 else if( state->activity == k_skate_activity_grind_5050 ){
2139 if( allow_front )
2140 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2141 if( allow_back )
2142 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2143 }
2144 else{
2145 res_slide = skate_boardslide_entry( &inf_slide );
2146
2147 if( allow_back )
2148 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2149
2150 if( allow_front )
2151 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2152
2153 if( res_back50 != res_front50 ){
2154 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2155
2156 res_back50 &= wants_to_do_that;
2157 res_front50 &= wants_to_do_that;
2158 }
2159 }
2160
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 */
2167
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 */
2173 }
2174 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2175
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;
2180 }
2181 }
2182 else if( new_activity == k_skate_activity_grind_boardslide ){
2183 skate_boardslide_apply( &inf_slide );
2184 }
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 );
2188
2189 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2190 }
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 );
2194
2195 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2196 }
2197 else if( new_activity == k_skate_activity_grind_5050 )
2198 skate_5050_apply( &inf_front50, &inf_back50 );
2199
2200 return new_activity;
2201 }
2202
2203 static void player__skate_update(void){
2204 struct player_skate_state *state = &player_skate.state;
2205 world_instance *world = world_current_instance();
2206
2207 if( state->activity == k_skate_activity_handplant ){
2208 return;
2209 }
2210
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 );
2218 return;
2219 }
2220 }
2221
2222 v3_copy( localplayer.rb.co, state->prev_pos );
2223 state->activity_prev = state->activity;
2224 v3f normal_total;
2225 v3_zero( normal_total );
2226
2227 struct board_collider
2228 {
2229 v3f pos;
2230 float radius;
2231
2232 u32 colour;
2233
2234 enum board_collider_state
2235 {
2236 k_collider_state_default,
2237 k_collider_state_disabled,
2238 k_collider_state_colliding
2239 }
2240 state;
2241 }
2242 wheels[] =
2243 {
2244 {
2245 { 0.0f, 0.0f, -k_board_length },
2246 .radius = k_board_radius,
2247 .colour = VG__RED
2248 },
2249 {
2250 { 0.0f, 0.0f, k_board_length },
2251 .radius = k_board_radius,
2252 .colour = VG__GREEN
2253 }
2254 };
2255
2256 float slap = 0.0f;
2257
2258 if( state->activity <= k_skate_activity_air_to_grind ){
2259 float min_dist = 0.6f;
2260 for( int i=0; i<2; i++ ){
2261 v3f wpos, closest;
2262 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2263
2264 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2265 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2266 }
2267 }
2268 min_dist -= 0.2f;
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;
2271 }
2272 state->slap = vg_lerpf( state->slap, slap, 10.0f*vg.time_fixed_delta );
2273
2274 wheels[0].pos[1] = state->slap;
2275 wheels[1].pos[1] = state->slap;
2276
2277
2278 const int k_wheel_count = 2;
2279
2280 player_skate.substep = vg.time_fixed_delta;
2281 player_skate.substep_delta = player_skate.substep;
2282 player_skate.limit_count = 0;
2283
2284 int substep_count = 0;
2285
2286 v3_zero( player_skate.surface_picture );
2287
2288 int prev_contacts[2];
2289
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];
2293 }
2294
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;
2299 goto grinding;
2300 }
2301
2302 int contact_count = 0;
2303 for( int i=0; i<2; i++ ){
2304 v3f normal, axel;
2305 v3_copy( localplayer.rb.to_world[0], axel );
2306
2307 if( skate_compute_surface_alignment( wheels[i].pos,
2308 wheels[i].colour, normal, axel ) )
2309 {
2310 rb_effect_spring_target_vector( &localplayer.rb,
2311 localplayer.rb.to_world[0],
2312 axel,
2313 k_surface_spring, k_surface_dampener,
2314 player_skate.substep_delta );
2315
2316 v3_add( normal, player_skate.surface_picture,
2317 player_skate.surface_picture );
2318 contact_count ++;
2319 player_skate.wheel_contacts[i] = 1;
2320 }
2321 else{
2322 player_skate.wheel_contacts[i] = 0;
2323 }
2324
2325 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2326 }
2327
2328 if( state->surface_cooldown ){
2329 state->surface_cooldown --;
2330 contact_count = 0;
2331 }
2332
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] ){
2336 v3f co;
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 );
2341 }
2342 }
2343 }
2344
2345 if( contact_count ){
2346 state->activity = k_skate_activity_ground;
2347 state->gravity_bias = k_gravity;
2348 v3_normalize( player_skate.surface_picture );
2349
2350 skate_apply_friction_model();
2351 skate_weight_distribute();
2352 }
2353 else{
2354 if( state->activity > k_skate_activity_air_to_grind )
2355 state->activity = k_skate_activity_air;
2356
2357 v3_zero( player_skate.weight_distribution );
2358 skate_apply_air_model();
2359 }
2360
2361 grinding:;
2362
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;
2370 }
2371
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();
2381
2382 ent_tornado_debug();
2383 v3f a;
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 );
2386
2387 begin_collision:;
2388
2389 /*
2390 * Phase 0: Continous collision detection
2391 * --------------------------------------------------------------------------
2392 */
2393
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 );
2397
2398 /* calculate transform one step into future */
2399 v3f future_co;
2400 v4f future_q;
2401 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2402 future_co );
2403
2404 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2405 v4f rotation;
2406 v3f axis;
2407 v3_copy( localplayer.rb.w, axis );
2408
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 );
2414 }
2415 else
2416 v4_copy( localplayer.rb.q, future_q );
2417
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 );
2422
2423 /* calculate the minimum time we can move */
2424 float max_time = player_skate.substep;
2425
2426 for( int i=0; i<k_wheel_count; i++ ){
2427 if( wheels[i].state == k_collider_state_disabled )
2428 continue;
2429
2430 v3f current, future, r_cg;
2431
2432 q_mulv( future_q, wheels[i].pos, future );
2433 v3_add( future, future_co, future );
2434 v3_add( cg_offset, future, future );
2435
2436 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2437 v3_add( current, localplayer.rb.co, current );
2438
2439 float t;
2440 v3f n;
2441
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 );
2446 }
2447
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;
2452
2453 max_time = vg_maxf( max_time, rate_lock );
2454 player_skate.substep_delta = max_time;
2455
2456 /* integrate */
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 ){
2460 v4f rotation;
2461 v3f axis;
2462 v3_copy( localplayer.rb.w, axis );
2463
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 );
2469
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 );
2473 }
2474
2475 rb_update_matrices( &localplayer.rb );
2476 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2477
2478 player_skate.substep -= player_skate.substep_delta;
2479
2480 rb_ct manifold[128];
2481 int manifold_len = 0;
2482 /*
2483 * Phase -1: head detection
2484 * --------------------------------------------------------------------------
2485 */
2486 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2487
2488 float t;
2489 v3f n;
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) )
2493 {
2494 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2495 rb_update_matrices( &localplayer.rb );
2496
2497 vg_info( "player fell of due to hitting head\n" );
2498 player__dead_transition( k_player_die_type_head );
2499 return;
2500 }
2501
2502 /*
2503 * Phase 1: Regular collision detection
2504 * --------------------------------------------------------------------------
2505 */
2506
2507 for( int i=0; i<k_wheel_count; i++ ){
2508 if( wheels[i].state == k_collider_state_disabled )
2509 continue;
2510
2511 m4x3f mtx;
2512 m3x3_identity( mtx );
2513 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2514
2515 rb_ct *man = &manifold[ manifold_len ];
2516
2517 int l = skate_collide_smooth( mtx, wheels[i].radius, man );
2518 if( l )
2519 wheels[i].state = k_collider_state_colliding;
2520
2521 manifold_len += l;
2522 }
2523
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 };
2527 m4x3f mtx;
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] );
2533
2534 rb_ct *cman = &manifold[manifold_len];
2535
2536 int l = rb_capsule__scene( mtx, &capsule, NULL, world->geo_bh,
2537 cman, k_material_flag_walking );
2538
2539 /* weld joints */
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 );
2544
2545 manifold_len += l;
2546 vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE );
2547
2548 /* add limits */
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 );
2555 ct->p = limit->p;
2556 ct->type = k_contact_type_default;
2557 }
2558 }
2559
2560 /*
2561 * Phase 3: Dynamics
2562 * --------------------------------------------------------------------------
2563 */
2564
2565
2566 v3f world_cog;
2567 m4x3_mulv( localplayer.rb.to_world,
2568 player_skate.weight_distribution, world_cog );
2569 vg_line_point( world_cog, 0.02f, VG__BLACK );
2570
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] );
2574 }
2575
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];
2581
2582 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2583 float inv_mass = 1.0f/mass;
2584
2585 v3f I;
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));
2589
2590 m3x3f iI;
2591 m3x3_identity( iI );
2592 iI[0][0] = I[0];
2593 iI[1][1] = I[1];
2594 iI[2][2] = I[2];
2595 m3x3_inv( iI, iI );
2596
2597 m3x3f iIw;
2598 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2599 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2600
2601 for( int j=0; j<10; j++ ){
2602 for( int i=0; i<manifold_len; i++ ){
2603 /*
2604 * regular dance; calculate velocity & total mass, apply impulse.
2605 */
2606
2607 rb_ct *ct = &manifold[i];
2608
2609 v3f rv, delta;
2610 v3_sub( ct->co, world_cog, delta );
2611 v3_cross( localplayer.rb.w, delta, rv );
2612 v3_add( localplayer.rb.v, rv, rv );
2613
2614 v3f raCn;
2615 v3_cross( delta, ct->n, raCn );
2616
2617 v3f raCnI, rbCnI;
2618 m3x3_mulv( iIw, raCn, raCnI );
2619
2620 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2621 vn = v3_dot( rv, ct->n ),
2622 lambda = normal_mass * ( -vn );
2623
2624 float temp = ct->norm_impulse;
2625 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2626 lambda = ct->norm_impulse - temp;
2627
2628 v3f impulse;
2629 v3_muls( ct->n, lambda, impulse );
2630
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 );
2636
2637 v3_cross( localplayer.rb.w, delta, rv );
2638 v3_add( localplayer.rb.v, rv, rv );
2639 vn = v3_dot( rv, ct->n );
2640 }
2641 }
2642
2643 v3f dt;
2644 rb_depenetrate( manifold, manifold_len, dt );
2645 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2646 rb_update_matrices( &localplayer.rb );
2647
2648 substep_count ++;
2649
2650 if( player_skate.substep >= 0.0001f )
2651 goto begin_collision; /* again! */
2652
2653 /*
2654 * End of collision and dynamics routine
2655 * --------------------------------------------------------------------------
2656 */
2657
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 );
2664 return;
2665 }
2666
2667 f32 amt = k_cam_punch;
2668 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2669 amt *= 0.25f;
2670 }
2671
2672 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2673 localplayer.cam_land_punch_v );
2674 }
2675
2676 player_skate.surface = k_surface_prop_concrete;
2677
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 );
2681
2682 if( surf->info.surface_prop > player_skate.surface )
2683 player_skate.surface = surf->info.surface_prop;
2684 }
2685
2686 for( int i=0; i<k_wheel_count; i++ ){
2687 m4x3f mtx;
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 ]);
2693 }
2694
2695 skate_integrate();
2696 vg_line_point( state->cog, 0.02f, VG__WHITE );
2697
2698 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2699
2700 if( id ){
2701 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2702
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 );
2711
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 );
2721 }
2722
2723 /* FIXME: Rate limit */
2724 static int stick_frames = 0;
2725
2726 if( state->activity >= k_skate_activity_ground )
2727 stick_frames ++;
2728 else
2729 stick_frames = 0;
2730
2731 if( stick_frames > 5 ) stick_frames = 5;
2732
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 );
2739 }
2740 else{
2741 player__networked_sfx( k_player_subsystem_skate, 128,
2742 k_player_skate_soundeffect_land_good,
2743 localplayer.rb.co, 1.0f );
2744 }
2745 }
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 );
2750 }
2751 else{
2752 player__networked_sfx( k_player_subsystem_skate, 128,
2753 k_player_skate_soundeffect_grind_wood,
2754 localplayer.rb.co, 1.0f );
2755 }
2756 } else if( stick_frames == 0 ){
2757 /* TODO: EXIT SOUNDS */
2758 }
2759
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];
2764 }
2765
2766 if( state->activity >= k_skate_activity_grind_any ){
2767 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2768 if( dy < 0.0f ){
2769 state->velocity_limit += -dy*0.2f;
2770 }
2771 state->grind_y_start = localplayer.rb.co[1];
2772
2773
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,
2777 localplayer.rb.v );
2778 }
2779 }
2780 }
2781
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] );
2793
2794 const char *activity_txt[] = {
2795 "air",
2796 "air_to_grind",
2797 "ground",
2798 "handplant",
2799 "undefined (INVALID)",
2800 "grind_any (INVALID)",
2801 "grind_boardslide",
2802 "grind_metallic (INVALID)",
2803 "grind_back50",
2804 "grind_front50",
2805 "grind_5050"
2806 };
2807
2808 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2809 #if 0
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 );
2813 #endif
2814 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2815 state->flip_time );
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",
2821 state->trick_time,
2822 state->trick_euler[0],
2823 state->trick_euler[1],
2824 state->trick_euler[2] );
2825 }
2826
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;
2830
2831 /* Head */
2832 float kheight = 2.0f,
2833 kleg = 0.6f;
2834
2835 v3_zero( animator->offset );
2836
2837 v3f cog_local, cog_ideal;
2838 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2839
2840 v3_copy( state->up_dir, cog_ideal );
2841 v3_normalize( cog_ideal );
2842 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2843
2844 v3_sub( cog_ideal, cog_local, animator->offset );
2845
2846 v3_muls( animator->offset, 4.0f, animator->offset );
2847 animator->offset[1] *= -1.0f;
2848
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 );
2853
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);
2858
2859 animator->offset[0] *= 0.26f;
2860 animator->offset[0] += animator->wobble[1]*3.0f;
2861
2862 animator->offset[1] *= -0.3f;
2863 animator->offset[2] *= 0.01f;
2864
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);
2868
2869 v3f cam_offset;
2870 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2871
2872 /* localized vectors */
2873 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2874
2875 /*
2876 * Animation blending
2877 * ===========================================
2878 */
2879
2880 /* sliding */
2881 {
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 );
2886
2887 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2888
2889 f32 dirx = 0.0f;
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 );
2895 }
2896
2897 cam_offset[0] += animator->slide * -animator->x;
2898 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2899
2900 /* movement information */
2901 int iair = state->activity <= k_skate_activity_air_to_grind;
2902
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;
2906
2907 if( state->activity >= k_skate_activity_grind_any )
2908 wdist = 0.0f;
2909
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 );
2914
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;
2918
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);
2922 }
2923
2924 /* grinding */
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 );
2927
2928 f32 grind_frame = 0.5f;
2929
2930 if( state->activity == k_skate_activity_grind_front50 )
2931 grind_frame = 0.0f;
2932 else if( state->activity == k_skate_activity_grind_back50 )
2933 grind_frame = 1.0f;
2934
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;
2939
2940 /* pushing */
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 );
2945
2946 /* jumping */
2947 animator->jump_charge = state->jump_charge;
2948 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2949 8.4f*vg.time_delta );
2950
2951 /* trick setup */
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;
2958
2959 /* trick */
2960 float jump_t = vg.time-state->jump_time;
2961 float k=17.0f;
2962 float h = k*jump_t;
2963 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2964 extra *= state->slap * 4.0f;
2965
2966 v3_add( state->trick_euler, state->trick_residuald,
2967 animator->board_euler );
2968 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2969
2970 animator->board_euler[0] *= 0.5f;
2971 animator->board_euler[1] += extra;
2972 animator->trick_type = state->trick_type;
2973
2974 /* board lean */
2975 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2976 lean;
2977
2978 lean1 = animator->slide * animator->delayed_slip_dir;
2979 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2980 else lean = lean2;
2981
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);
2986
2987 /* feet placement */
2988 struct player_board *board =
2989 addon_cache_item_if_loaded( k_addon_type_board,
2990 localplayer.board_view_slot );
2991 if( board ){
2992 if( animator->weight > 0.0f ){
2993 animator->foot_offset[0] =
2994 board->truck_positions[k_board_truck_back][2]+0.3f;
2995 }
2996 else{
2997 animator->foot_offset[1] =
2998 board->truck_positions[k_board_truck_front][2]-0.3f;
2999 }
3000 }
3001
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 );
3006
3007 #if 0
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 );
3012 #endif
3013
3014 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
3015
3016 /* grab */
3017 v2f grab_input;
3018 joystick_state( k_srjoystick_grab, grab_input );
3019 v2_add( state->grab_mouse_delta, grab_input, grab_input );
3020
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;
3025
3026 /* steer */
3027 v2f steer;
3028 joystick_state( k_srjoystick_steer, steer );
3029 animator->airdir = vg_lerpf( animator->airdir,
3030 -steer[0], 2.4f*vg.time_delta );
3031
3032 animator->steer[0] = steer[0];
3033 animator->steer[1] = vg_lerpf( animator->steer[1],
3034 steer[0], 4.0f*vg.time_delta );
3035
3036
3037 /* flip angle */
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 );
3043
3044 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3045 t = sign * (1.0f-t*t);
3046
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 );
3052 }
3053 else
3054 q_identity( animator->qflip );
3055
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 );
3062
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 );
3068
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;
3073
3074 v3f ndir;
3075 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
3076 v3_normalize( ndir );
3077
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 ) );
3081
3082 v3f axis;
3083 v4f qcounteryaw, qfixup;
3084
3085 v3_cross( up, ndir, axis );
3086 q_axis_angle( qfixup, axis, a*2.0f );
3087
3088 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
3089 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
3090
3091 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
3092 q_normalize( animator->qfixuptotal );
3093
3094 v3f p1, p2;
3095 m3x3_mulv( localplayer.rb.to_world, up, p1 );
3096 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
3097
3098 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
3099 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
3100 }
3101 else q_identity( animator->qfixuptotal );
3102
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 );
3107 }
3108 else {
3109 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
3110 v3_copy( localplayer.rb.v, animator->root_v );
3111 }
3112
3113 animator->handplant_t = state->handplant_t;
3114 }
3115
3116 static void player__skate_pose( void *_animator, player_pose *pose ){
3117 struct skeleton *sk = &localplayer.skeleton;
3118 struct player_skate_animator *animator = _animator;
3119
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 );
3123
3124 /* transform */
3125 v3f ext_up,ext_co;
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 );
3129
3130 /* apply flip rotation at midpoint */
3131 q_mul( animator->qflip, pose->root_q, pose->root_q );
3132 q_normalize( pose->root_q );
3133
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 );
3137
3138 q_mulv( animator->qflip, rco, rco );
3139 v3_add( rco, rotation_point, pose->root_co );
3140
3141 /* ANIMATIONS
3142 * ---------------------------------------------------------------------- */
3143
3144 mdl_keyframe apose[32], bpose[32];
3145 mdl_keyframe ground_pose[32];
3146 {
3147 /* stand/crouch */
3148 f32 dir_frame = animator->z * (15.0f/30.0f),
3149 stand_blend = animator->offset[1]*-2.0f;
3150
3151 pose->board.lean = animator->board_lean;
3152
3153 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3154
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 );
3158
3159 /* sliding */
3160 f32 slide_frame = animator->x * 0.25f + 0.25f;
3161 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3162
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 );
3167
3168 if( animator->reverse > 0.0f ){
3169 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3170 bpose );
3171 }
3172 else{
3173 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3174 animator->push_time, bpose );
3175 }
3176 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3177
3178 struct skeleton_anim *jump_anim = animator->jump_dir?
3179 player_skate.anim_ollie:
3180 player_skate.anim_ollie_reverse;
3181
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 );
3185 }
3186
3187 mdl_keyframe air_pose[32];
3188 {
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 );
3191
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);
3195
3196 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3197 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3198 }
3199
3200 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3201 pose->keyframes );
3202
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] };
3211
3212
3213 mdl_keyframe grind_pose[32];
3214 {
3215 f32 frame = animator->grind_balance * 0.5f;
3216
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 );
3220 }
3221 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3222 animator->grind, pose->keyframes );
3223 float add_grab_mod = 1.0f - animator->fly;
3224
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 };
3231
3232 float apply_rates[] = { 1.0f,
3233 0.75f,
3234 0.75f,
3235 0.75f,
3236 0.75f };
3237
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;
3241 }
3242
3243 #if 1
3244 /* angle 'correction' */
3245 v3f origin;
3246 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3247
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 );
3252 }
3253 #endif
3254
3255
3256 if( animator->activity == k_skate_activity_handplant ){
3257 struct skeleton_anim *anim = player_skate.anim_handplant;
3258
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 );
3263
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] );
3268
3269 q_m3x3( pose->root_q, mmdl );
3270 v3_copy( pose->root_co, mmdl[3] );
3271
3272 m4x3_mul( mmdl, world, world_view );
3273
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 );
3277
3278 m4x3f invworld;
3279 m4x3_invert_affine( world, invworld );
3280 m4x3_mul( mmdl, invworld, world_view );
3281
3282 m3x3_q( world_view, pose->root_q );
3283 v3_copy( world_view[3], pose->root_co );
3284
3285 f32 t = animator->handplant_t,
3286 frames = anim->length-1,
3287 length = animator->activity == k_skate_activity_handplant?
3288 frames / anim->rate:
3289 999999,
3290 end_dist = vg_minf( t, length - t )/k_anim_transition,
3291 blend = vg_smoothstepf( vg_minf(1,end_dist) );
3292
3293 skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
3294 }
3295
3296
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] );
3302
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 );
3307
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 );
3312
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;
3319
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;
3326 }
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;
3332 }
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;
3338 }
3339
3340 /*
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.
3345 */
3346
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] );
3351
3352 v4f q;
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 );
3356 }
3357
3358 #if 1
3359 {
3360 mdl_keyframe
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];
3367
3368 float warble = vg_perlin_fract_1d( vg.time, 2.0f, 2, 300 );
3369 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3370
3371 v4f qrot;
3372 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3373
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 );
3385
3386 q_inv( qrot, qrot );
3387 q_mul( qrot, kf_head->q, kf_head->q );
3388 q_normalize( kf_head->q );
3389
3390
3391 /* hand placement */
3392
3393 u32 hand_id = animator->z < 0.5f?
3394 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3395
3396 v3f sample_co;
3397 m4x3f mmdl;
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 );
3402
3403 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3404 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3405
3406 v3f dir;
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 );
3412
3413 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3414 2.0f * fabsf(animator->z*2.0f-1.0f);
3415
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;
3419 }
3420
3421 /* skid */
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 };
3426 v4f qskid;
3427 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3428
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 );
3434 }
3435 }
3436 #endif
3437 }
3438
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;
3444
3445 v3f vp0, vp1, vpc;
3446 if( board ){
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 );
3449 }
3450 else{
3451 v3_zero( vp0 );
3452 v3_zero( vp1 );
3453 }
3454
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 );
3460
3461 if( animator->surface == k_surface_prop_sand ){
3462 if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
3463 v3f v, co;
3464 v3_muls( animator->root_v, 0.5f, v );
3465 v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
3466
3467 effect_data->sand.colour = 0xff8ec4e6;
3468 effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
3469 }
3470 }
3471
3472 if( animator->grind > 0.5f ){
3473 int back = 0, front = 0, mid = 0;
3474
3475 if( animator->activity == k_skate_activity_grind_5050 ){
3476 back = 1;
3477 front = 1;
3478 }
3479 else if( animator->activity == k_skate_activity_grind_back50 ){
3480 back = 1;
3481 }
3482 else if( animator->activity == k_skate_activity_grind_front50 ){
3483 front = 1;
3484 }
3485 else if( animator->activity == k_skate_activity_grind_boardslide ){
3486 mid = 1;
3487 }
3488
3489 if( back ){
3490 effect_spark_apply( &effect_data->spark, vp0,
3491 animator->root_v, vg.time_delta );
3492 }
3493
3494 if( front ){
3495 effect_spark_apply( &effect_data->spark, vp1,
3496 animator->root_v, vg.time_delta );
3497 }
3498
3499 if( mid ){
3500 effect_spark_apply( &effect_data->spark, vpc,
3501 animator->root_v, vg.time_delta );
3502 }
3503 }
3504 }
3505
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;
3510
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 );
3516 }
3517
3518 static void player__skate_reset_animator(void){
3519 struct player_skate_state *state = &player_skate.state;
3520
3521 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3522
3523 if( state->activity <= k_skate_activity_air_to_grind )
3524 player_skate.animator.fly = 1.0f;
3525 else
3526 player_skate.animator.fly = 0.0f;
3527 }
3528
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;
3538 state->slip = 0.0f;
3539 state->grabbing = 0.0f;
3540 v2_zero( state->grab_mouse_delta );
3541 state->slap = 0.0f;
3542 state->jump_time = 0.0;
3543 state->start_push = 0.0;
3544 state->cur_push = 0.0;
3545 state->air_start = 0.0;
3546
3547 v3_zero( state->air_init_v );
3548 v3_zero( state->air_init_co );
3549
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 );
3564 }
3565
3566 #include "network_compression.h"
3567
3568 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3569 struct player_skate_animator *animator = data;
3570
3571 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3572 bitpack_qquat( ctx, animator->root_q );
3573
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 );
3579
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 ); /*??*/
3587
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 );
3593
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 );
3601
3602 /* animator->wobble is ommited */
3603
3604 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3605 bitpack_qquat( ctx, animator->qfixuptotal );
3606 bitpack_qquat( ctx, animator->qflip );
3607
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 );
3612
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 );
3618 }
3619
3620 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3621 audio_lock();
3622
3623 if( id == k_player_skate_soundeffect_jump ){
3624 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3625 pos, 40.0f, volume );
3626 }
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 );
3630 }
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 );
3634 }
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 );
3638 }
3639 else if( id == k_player_skate_soundeffect_grind_metal ){
3640 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3641 }
3642 else if( id == k_player_skate_soundeffect_grind_wood ){
3643 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3644 }
3645
3646 audio_unlock();
3647 }
3648
3649 #endif /* PLAYER_SKATE_C */