6 VG_STATIC
void player__skate_bind( player_instance
*player
)
8 struct player_skate
*s
= &player
->_skate
;
9 struct player_avatar
*av
= player
->playeravatar
;
10 struct skeleton
*sk
= &av
->sk
;
12 rb_update_transform( &player
->rb
);
13 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
14 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
15 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
16 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
17 s
->anim_push
= skeleton_get_anim( sk
, "push" );
18 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
19 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
20 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
21 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
25 * Collision detection routines
31 * Does collision detection on a sphere vs world, and applies some smoothing
32 * filters to the manifold afterwards
34 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
35 m4x3f mtx
, rb_sphere
*sphere
,
39 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
41 for( int i
=0; i
<len
; i
++ )
43 man
[i
].rba
= &player
->rb
;
47 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
51 rb_manifold_filter_backface( man
, len
);
52 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
53 rb_manifold_filter_pairs( man
, len
, 0.03f
);
55 int new_len
= rb_manifold_apply_filtered( man
, len
);
69 VG_STATIC
int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
70 struct grind_info
*inf
)
73 v3_copy( dir
, plane
);
74 v3_normalize( plane
);
75 plane
[3] = v3_dot( plane
, pos
);
78 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
79 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
82 bh_iter_init( 0, &it
);
99 v3_cross( plane
, (v3f
){0.0f
,1.0f
,0.0f
}, support_axis
);
100 v3_normalize( support_axis
);
102 while( bh_next( world
.geo_bh
, &it
, box
, &idx
) )
104 u32
*ptri
= &world
.scene_geo
->arrindices
[ idx
*3 ];
107 for( int j
=0; j
<3; j
++ )
108 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
110 for( int j
=0; j
<3; j
++ )
115 struct grind_sample
*sample
= &samples
[ sample_count
];
118 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
121 v3_sub( co
, pos
, d
);
122 if( v3_length2( d
) > r
*r
)
126 v3_sub( tri
[1], tri
[0], va
);
127 v3_sub( tri
[2], tri
[0], vb
);
128 v3_cross( va
, vb
, normal
);
130 sample
->normal
[0] = v3_dot( support_axis
, normal
);
131 sample
->normal
[1] = normal
[1];
132 sample
->co
[0] = v3_dot( support_axis
, d
);
133 sample
->co
[1] = d
[1];
135 v3_copy( normal
, sample
->normal3
); /* normalize later
136 if we want to us it */
138 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
139 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
140 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
142 v2_normalize( sample
->normal
);
145 if( sample_count
== vg_list_size( samples
) )
146 goto too_many_samples
;
153 if( sample_count
< 2 )
161 v2_fill( min_co
, INFINITY
);
162 v2_fill( max_co
, -INFINITY
);
164 v3_zero( average_direction
);
165 v3_zero( average_normal
);
167 int passed_samples
= 0;
169 for( int i
=0; i
<sample_count
-1; i
++ )
171 struct grind_sample
*si
, *sj
;
175 for( int j
=i
+1; j
<sample_count
; j
++ )
182 /* non overlapping */
183 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
186 /* not sharp angle */
187 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
192 v3_sub( sj
->centroid
, si
->centroid
, v0
);
193 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
194 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
197 v2_minv( sj
->co
, min_co
, min_co
);
198 v2_maxv( sj
->co
, max_co
, max_co
);
201 v3_copy( si
->normal3
, n0
);
202 v3_copy( sj
->normal3
, n1
);
203 v3_cross( n0
, n1
, dir
);
206 /* make sure the directions all face a common hemisphere */
207 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
208 v3_add( average_direction
, dir
, average_direction
);
210 if( si
->normal3
[1] > sj
->normal3
[1] )
211 v3_add( si
->normal3
, average_normal
, average_normal
);
213 v3_add( sj
->normal3
, average_normal
, average_normal
);
219 if( !passed_samples
)
222 if( (v3_length2( average_direction
) <= 0.001f
) ||
223 (v3_length2( average_normal
) <= 0.001f
) )
226 float div
= 1.0f
/(float)passed_samples
;
227 v3_normalize( average_direction
);
228 v3_normalize( average_normal
);
231 v2_add( min_co
, max_co
, average_coord
);
232 v2_muls( average_coord
, 0.5f
, average_coord
);
234 v3_muls( support_axis
, average_coord
[0], inf
->co
);
235 inf
->co
[1] += average_coord
[1];
236 v3_add( pos
, inf
->co
, inf
->co
);
237 v3_copy( average_normal
, inf
->n
);
238 v3_copy( average_direction
, inf
->dir
);
240 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
241 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
242 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
244 return passed_samples
;
247 VG_STATIC
int solve_prediction_for_target( player_instance
*player
,
248 v3f target
, float max_angle
,
249 struct land_prediction
*p
)
251 /* calculate the exact solution(s) to jump onto that grind spot */
254 v3_sub( target
, player
->rb
.co
, v0
);
261 v2f d
= { v3_dot( v0
, ax
), v0
[1] },
262 v
= { v3_dot( player
->rb
.v
, ax
), player
->rb
.v
[1] };
264 float a
= atan2f( v
[1], v
[0] ),
266 root
= m
*m
*m
*m
- k_gravity
*(k_gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
270 root
= sqrtf( root
);
271 float a0
= atanf( (m
*m
+ root
) / (k_gravity
* d
[0]) ),
272 a1
= atanf( (m
*m
- root
) / (k_gravity
* d
[0]) );
274 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
277 if( fabsf(a0
-a
) > max_angle
)
280 /* TODO: sweep the path before chosing the smallest dist */
285 p
->type
= k_prediction_grind
;
287 v3_muls( ax
, cosf( a0
) * m
, p
->v
);
288 p
->v
[1] += sinf( a0
) * m
;
289 p
->land_dist
= d
[0] / (cosf(a0
)*m
);
292 for( int i
=0; i
<=20; i
++ )
294 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
297 v3_muls( p
->v
, t
, p0
);
298 p0
[1] += -0.5f
* k_gravity
* t
*t
;
300 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
310 void player__approximate_best_trajectory( player_instance
*player
)
312 struct player_skate
*s
= &player
->_skate
;
313 float k_trace_delta
= k_rb_delta
* 10.0f
;
315 s
->state
.air_start
= vg
.time
;
316 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
317 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
319 s
->prediction_count
= 0;
322 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
323 v3_normalize( axis
);
325 /* at high slopes, Y component is low */
326 float angle_begin
= -(1.0f
-fabsf( player
->rb
.to_world
[1][1] )),
329 struct grind_info grind
;
330 int grind_located
= 0;
332 for( int m
=0;m
<=15; m
++ )
334 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
339 p
->type
= k_prediction_none
;
341 v3f launch_co
, launch_v
, co0
, co1
;
342 v3_copy( player
->rb
.co
, launch_co
);
343 v3_copy( player
->rb
.v
, launch_v
);
344 v3_copy( launch_co
, co0
);
346 float vt
= (float)m
* (1.0f
/15.0f
),
347 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
350 q_axis_angle( qbias
, axis
, ang
);
351 q_mulv( qbias
, launch_v
, launch_v
);
352 v3_copy( launch_v
, p
->v
);
354 for( int i
=1; i
<=50; i
++ )
356 float t
= (float)i
* k_trace_delta
;
358 v3_muls( launch_v
, t
, co1
);
359 co1
[1] += -0.5f
* k_gravity
* t
*t
;
360 v3_add( launch_co
, co1
, co1
);
362 if( !grind_located
&& (launch_v
[1] - k_gravity
*t
< 0.0f
) )
365 if( bh_closest_point( world
.geo_bh
, co1
, closest
, 1.0f
) != -1 )
368 v3_copy( launch_v
, ve
);
369 ve
[1] -= k_gravity
* t
;
371 if( skate_grind_scansq( closest
, ve
, 0.5f
, &grind
) )
373 v2f v0
= { ve
[0], ve
[2] },
374 v1
= { grind
.dir
[0], grind
.dir
[2] };
379 float a
= v2_dot( v0
, v1
);
381 if( a
>= cosf( VG_PIf
* 0.125f
) )
392 int idx
= spherecast_world( co0
, co1
, k_board_radius
, &t1
, n
);
396 v3_lerp( co0
, co1
, t1
, co
);
397 v3_copy( co
, p
->log
[ p
->log_length
++ ] );
400 p
->type
= k_prediction_land
;
403 v3_copy( launch_v
, ve
);
404 ve
[1] -= k_gravity
* t
;
406 struct grind_info replace_grind
;
407 if( skate_grind_scansq( co
, ve
, 0.3f
, &replace_grind
) )
409 v3_copy( replace_grind
.n
, p
->n
);
410 p
->type
= k_prediction_grind
;
413 p
->score
= -v3_dot( ve
, p
->n
);
414 p
->land_dist
= t
+ k_trace_delta
* t1
;
419 v3_copy( co1
, p
->log
[ p
->log_length
++ ] );
423 if( p
->type
== k_prediction_none
)
424 s
->prediction_count
--;
431 /* calculate the exact solution(s) to jump onto that grind spot */
432 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
];
434 if( solve_prediction_for_target( player
, grind
.co
, 0.125f
*VG_PIf
, p
) )
436 v3_copy( grind
.n
, p
->n
);
438 /* determine score */
441 ve
[1] -= k_gravity
* p
->land_dist
;
442 p
->score
= -v3_dot( ve
, grind
.n
) * 0.85f
;
444 s
->prediction_count
++;
449 float score_min
= INFINITY
,
450 score_max
= -INFINITY
;
452 struct land_prediction
*best
= NULL
;
454 for( int i
=0; i
<s
->prediction_count
; i
++ )
456 struct land_prediction
*p
= &s
->predictions
[i
];
458 if( p
->score
< score_min
)
461 score_min
= vg_minf( score_min
, p
->score
);
462 score_max
= vg_maxf( score_max
, p
->score
);
465 for( int i
=0; i
<s
->prediction_count
; i
++ )
467 struct land_prediction
*p
= &s
->predictions
[i
];
471 s
/= (score_max
-score_min
);
475 p
->colour
= s
* 255.0f
;
479 else if( p
->type
== k_prediction_land
)
482 p
->colour
|= 0xff000000;
487 v3_copy( best
->n
, s
->land_normal
);
488 v3_copy( best
->v
, player
->rb
.v
);
489 s
->land_dist
= best
->land_dist
;
491 v2f steer
= { player
->input_js1h
->axis
.value
,
492 player
->input_js1v
->axis
.value
};
493 v2_normalize_clamp( steer
);
495 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) )
497 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
499 s
->state
.flip_time
= 0.0f
;
500 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
504 s
->state
.flip_rate
= 0.0f
;
505 v3_zero( s
->state
.flip_axis
);
510 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, s
->land_normal
);
516 * Varius physics models
517 * ------------------------------------------------
521 * Air control, no real physics
523 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
525 struct player_skate
*s
= &player
->_skate
;
527 if( s
->state
.activity_prev
!= k_skate_activity_air
)
528 player__approximate_best_trajectory( player
);
530 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
531 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
533 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
536 q_axis_angle( correction
, axis
,
537 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
538 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
540 v2f steer
= { player
->input_js1h
->axis
.value
,
541 player
->input_js1v
->axis
.value
};
542 v2_normalize_clamp( steer
);
546 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
547 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
549 struct player_skate
*s
= &player
->_skate
;
552 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
554 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
555 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
557 v3_mul( strength
, F
, F
);
559 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
560 s
->board_trick_residualv
);
561 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
562 k_rb_delta
, s
->board_trick_residuald
);
564 if( s
->state
.activity
== k_skate_activity_air
)
566 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
569 int carry_on
= player_skate_trick_input( player
);
571 /* we assume velocities share a common divisor, in which case the
572 * interval is the minimum value (if not zero) */
574 float min_rate
= 99999.0f
;
576 for( int i
=0; i
<3; i
++ )
578 float v
= s
->state
.trick_vel
[i
];
579 if( (v
> 0.0f
) && (v
< min_rate
) )
583 float interval
= 1.0f
/ min_rate
,
584 current
= floorf( s
->state
.trick_time
/ interval
),
585 next_end
= (current
+1.0f
) * interval
;
588 /* integrate trick velocities */
589 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
590 s
->state
.trick_euler
);
592 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) )
594 s
->state
.trick_time
= 0.0f
;
595 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
596 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
597 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
598 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
599 v3_zero( s
->state
.trick_vel
);
602 s
->state
.trick_time
+= k_rb_delta
;
606 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
607 s
->state
.trick_time
> 0.2f
)
609 player__dead_transition( player
);
612 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
613 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
614 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
615 s
->state
.trick_time
= 0.0f
;
616 v3_zero( s
->state
.trick_vel
);
620 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
622 struct player_skate
*s
= &player
->_skate
;
624 float grabt
= player
->input_grab
->axis
.value
;
628 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
629 s
->state
.grab_mouse_delta
);
631 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
634 v2_zero( s
->state
.grab_mouse_delta
);
636 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
639 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
641 struct player_skate
*s
= &player
->_skate
;
644 float input
= player
->input_js1h
->axis
.value
,
645 grab
= player
->input_grab
->axis
.value
,
646 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
647 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
650 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer_scaled
), steer_axis
);
655 if( s
->state
.activity
== k_skate_activity_air
)
657 rate
= 6.0f
* fabsf(steer_scaled
);
660 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
666 else if( s
->state
.activity
>= k_skate_activity_grind_any
)
668 rate
*= fabsf(steer_scaled
);
670 float a
= 0.8f
* -steer_scaled
* k_rb_delta
;
673 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
674 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
676 v3_normalize( s
->grind_vec
);
679 else if( s
->state
.manual_direction
)
685 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
686 addspeed
= (steer_scaled
* -top
) - current
,
687 maxaccel
= rate
* k_rb_delta
,
688 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
690 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
694 * Computes friction and surface interface model
696 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
698 struct player_skate
*s
= &player
->_skate
;
701 * Computing localized friction forces for controlling the character
702 * Friction across X is significantly more than Z
706 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
709 if( fabsf(vel
[2]) > 0.01f
)
710 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
712 if( fabsf( slip
) > 1.2f
)
713 slip
= vg_signf( slip
) * 1.2f
;
715 s
->state
.slip
= slip
;
716 s
->state
.reverse
= -vg_signf(vel
[2]);
718 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
719 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
721 /* Pushing additive force */
723 if( !player
->input_jump
->button
.value
)
725 if( player
->input_push
->button
.value
)
727 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
728 s
->state
.start_push
= vg
.time
;
730 s
->state
.cur_push
= vg
.time
;
732 double push_time
= vg
.time
- s
->state
.start_push
;
734 float cycle_time
= push_time
*k_push_cycle_rate
,
735 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
736 amt
= accel
* VG_TIMESTEP_FIXED
,
737 current
= v3_length( vel
),
738 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
739 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
741 vel
[2] += delta
* -s
->state
.reverse
;
745 /* Send back to velocity */
746 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
749 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
751 struct player_skate
*s
= &player
->_skate
;
752 int charging_jump_prev
= s
->state
.charging_jump
;
753 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
755 /* Cannot charge this in air */
756 if( s
->state
.activity
== k_skate_activity_air
)
758 s
->state
.charging_jump
= 0;
762 if( s
->state
.charging_jump
)
764 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
766 if( !charging_jump_prev
)
767 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
771 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
774 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
776 /* player let go after charging past 0.2: trigger jump */
777 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
781 /* Launch more up if alignment is up else improve velocity */
782 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
784 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
786 v3_copy( player
->rb
.v
, jumpdir
);
787 v3_normalize( jumpdir
);
788 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
789 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
790 v3_normalize( jumpdir
);
792 float force
= k_jump_force
*s
->state
.jump_charge
;
793 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
794 s
->state
.jump_charge
= 0.0f
;
795 s
->state
.jump_time
= vg
.time
;
796 s
->state
.activity
= k_skate_activity_air
;
798 v2f steer
= { player
->input_js1h
->axis
.value
,
799 player
->input_js1v
->axis
.value
};
800 v2_normalize_clamp( steer
);
804 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
805 s
->state
.steery_s
= -steer
[0] * maxspin
;
806 s
->state
.steerx
= s
->state
.steerx_s
;
807 s
->state
.lift_frames
++;
810 /* FIXME audio events */
813 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
814 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
815 audio_player_set_vol( &audio_player_extra
, 20.0f
);
816 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
822 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
824 struct player_skate
*s
= &player
->_skate
;
826 /* Throw / collect routine
828 * TODO: Max speed boost
830 if( player
->input_grab
->axis
.value
> 0.5f
)
832 if( s
->state
.activity
== k_skate_activity_ground
)
835 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
841 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
844 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
846 if( s
->state
.activity
== k_skate_activity_ground
)
848 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
849 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
852 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
853 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
854 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
858 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
861 v3_copy( s
->state
.throw_v
, dir
);
864 float max
= v3_dot( dir
, s
->state
.throw_v
),
865 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
866 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
870 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
872 struct player_skate
*s
= &player
->_skate
;
874 v3f ideal_cog
, ideal_diff
, ideal_dir
;
875 v3_copy( s
->state
.up_dir
, ideal_dir
);
876 v3_normalize( ideal_dir
);
878 v3_muladds( player
->rb
.co
, ideal_dir
,
879 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
880 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
882 /* Apply velocities */
884 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
887 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
888 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
890 float ra
= k_cog_mass_ratio
,
891 rb
= 1.0f
-k_cog_mass_ratio
;
893 /* Apply forces & intergrate */
894 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
895 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
896 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
900 VG_STATIC
void skate_integrate( player_instance
*player
)
902 struct player_skate
*s
= &player
->_skate
;
904 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
907 if( s
->state
.activity
>= k_skate_activity_grind_any
)
909 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
910 decay_rate_y
= decay_rate
;
913 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
914 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
915 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
917 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
918 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
919 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
921 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
922 rb_update_transform( &player
->rb
);
929 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
931 return (player
->input_trick0
->button
.value
) |
932 (player
->input_trick1
->button
.value
<< 1) |
933 (player
->input_trick2
->button
.value
<< 1) |
934 (player
->input_trick2
->button
.value
);
937 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
939 struct player_skate
*s
= &player
->_skate
;
941 if( vg_input_button_down( player
->input_use
) )
943 player
->subsystem
= k_player_subsystem_walk
;
946 v3_copy( player
->cam
.angles
, angles
);
949 player__walk_transition( player
, angles
);
953 if( vg_input_button_down( player
->input_reset
) )
955 player
->rb
.co
[1] += 2.0f
;
956 s
->state
.cog
[1] += 2.0f
;
957 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
958 v3_zero( player
->rb
.w
);
959 v3_zero( player
->rb
.v
);
961 rb_update_transform( &player
->rb
);
965 if( (s
->state
.activity
== k_skate_activity_air
) &&
966 (trick_id
= player_skate_trick_input( player
)) )
968 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
)
970 v3_zero( s
->state
.trick_vel
);
971 s
->state
.trick_time
= 0.0f
;
975 s
->state
.trick_vel
[0] = 3.0f
;
977 else if( trick_id
== 2 )
979 s
->state
.trick_vel
[2] = 3.0f
;
981 else if( trick_id
== 3 )
983 s
->state
.trick_vel
[0] = 2.0f
;
984 s
->state
.trick_vel
[2] = 2.0f
;
990 VG_STATIC
void player__skate_post_update( player_instance
*player
)
992 struct player_skate
*s
= &player
->_skate
;
994 for( int i
=0; i
<s
->prediction_count
; i
++ )
996 struct land_prediction
*p
= &s
->predictions
[i
];
998 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1000 float brightness
= p
->score
*p
->score
*p
->score
;
1002 v3_lerp( p
->log
[j
], p
->log
[j
+1], brightness
, p1
);
1003 vg_line( p
->log
[j
], p1
, p
->colour
);
1006 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1009 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1010 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1012 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1016 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1021 * truck alignment model at ra(local)
1022 * returns 1 if valid surface:
1023 * surface_normal will be filled out with an averaged normal vector
1024 * axel_dir will be the direction from left to right wheels
1026 * returns 0 if no good surface found
1029 int skate_compute_surface_alignment( player_instance
*player
,
1031 v3f surface_normal
, v3f axel_dir
)
1033 struct player_skate
*s
= &player
->_skate
;
1035 v3f truck
, left
, right
;
1036 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1038 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1039 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1040 vg_line( left
, right
, colour
);
1042 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1044 ray_hit ray_l
, ray_r
;
1047 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1049 int res_l
= 0, res_r
= 0;
1051 for( int i
=0; i
<8; i
++ )
1053 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1054 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1055 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1056 ray_l
.dist
= 2.1f
* k_board_radius
;
1058 res_l
= ray_world( left
, dir
, &ray_l
);
1064 for( int i
=0; i
<8; i
++ )
1066 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1067 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1068 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1069 ray_r
.dist
= 2.1f
* k_board_radius
;
1071 res_r
= ray_world( right
, dir
, &ray_r
);
1079 v3f tangent_average
;
1080 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1081 v3_zero( tangent_average
);
1083 if( res_l
|| res_r
)
1086 v3_copy( midpoint
, p0
);
1087 v3_copy( midpoint
, p1
);
1091 v3_copy( ray_l
.pos
, p0
);
1092 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1093 v3_add( t
, tangent_average
, tangent_average
);
1097 v3_copy( ray_r
.pos
, p1
);
1098 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1099 v3_add( t
, tangent_average
, tangent_average
);
1102 v3_sub( p1
, p0
, v0
);
1107 /* fallback: use the closes point to the trucks */
1109 int idx
= bh_closest_point( world
.geo_bh
, midpoint
, closest
, 0.1f
);
1113 u32
*tri
= &world
.scene_geo
->arrindices
[ idx
* 3 ];
1116 for( int j
=0; j
<3; j
++ )
1117 v3_copy( world
.scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1119 v3f vert0
, vert1
, n
;
1120 v3_sub( verts
[1], verts
[0], vert0
);
1121 v3_sub( verts
[2], verts
[0], vert1
);
1122 v3_cross( vert0
, vert1
, n
);
1125 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1128 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1129 v3_muladds( v0
, player
->rb
.to_world
[2],
1130 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1134 v3_cross( n
, player
->rb
.to_world
[0], t
);
1135 v3_add( t
, tangent_average
, tangent_average
);
1141 v3_muladds( truck
, v0
, k_board_width
, right
);
1142 v3_muladds( truck
, v0
, -k_board_width
, left
);
1144 vg_line( left
, right
, VG__WHITE
);
1146 v3_normalize( tangent_average
);
1147 v3_cross( v0
, tangent_average
, surface_normal
);
1148 v3_copy( v0
, axel_dir
);
1153 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1155 struct player_skate
*s
= &player
->_skate
;
1156 v3_zero( s
->weight_distribution
);
1158 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1160 if( s
->state
.manual_direction
== 0 )
1162 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1163 (s
->state
.activity
== k_skate_activity_ground
) &&
1164 (s
->state
.jump_charge
<= 0.01f
) )
1165 s
->state
.manual_direction
= reverse_dir
;
1169 if( player
->input_js1v
->axis
.value
< 0.1f
)
1171 s
->state
.manual_direction
= 0;
1175 if( reverse_dir
!= s
->state
.manual_direction
)
1178 player__dead_transition( player
);
1185 if( s
->state
.manual_direction
)
1187 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1188 s
->weight_distribution
[2] = k_board_length
* amt
*
1189 (float)s
->state
.manual_direction
;
1192 /* TODO: Fall back on land normal */
1193 /* TODO: Lerp weight distribution */
1194 /* TODO: Can start manual only if not charge jump */
1195 if( s
->state
.manual_direction
)
1199 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1200 v3_negate( plane_z
, plane_z
);
1202 v3_muladds( plane_z
, s
->surface_picture
,
1203 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1204 v3_normalize( plane_z
);
1206 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1207 v3_normalize( plane_z
);
1210 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1211 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1214 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1217 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1218 k_manul_spring
, k_manul_dampener
,
1223 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1225 struct player_skate
*s
= &player
->_skate
;
1227 if( s
->state
.activity
== k_skate_activity_ground
)
1230 v3_copy( s
->surface_picture
, target
);
1232 target
[1] += 2.0f
* s
->surface_picture
[1];
1233 v3_normalize( target
);
1235 v3_lerp( s
->state
.up_dir
, target
,
1236 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1238 else if( s
->state
.activity
== k_skate_activity_air
)
1240 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1241 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1245 /* FIXME UNDEFINED! */
1246 vg_warn( "Undefined up target!\n" );
1248 v3_lerp( s
->state
.up_dir
, (v3f
){0.0f
,1.0f
,0.0f
},
1249 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1253 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1256 v3_sub( target
, origin
, dir
);
1259 ray
.dist
= v3_length( dir
);
1260 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1263 if( ray_world( origin
, dir
, &ray
) )
1269 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1271 /* TODO: Is N and Dir really orthogonal? */
1272 v3_copy( inf
->dir
, mtx
[0] );
1273 v3_copy( inf
->n
, mtx
[1] );
1274 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1277 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1278 struct grind_info
*inf
, float strength
)
1281 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1282 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1284 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1285 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1286 F
= a
* -dir
* k_grind_max_friction
;
1288 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1291 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1292 struct grind_info
*inf
, float strength
)
1295 skate_grind_orient( inf
, mtx
);
1296 m3x3_transpose( mtx
, mtx_inv
);
1299 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1301 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1302 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1303 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1306 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1307 float sign
, struct grind_info
*inf
,
1310 struct player_skate
*s
= &player
->_skate
;
1312 /* TODO: Trash compactor this */
1313 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1315 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1316 v3_add( player
->rb
.co
, raw
, wsp
);
1318 v3_copy( ra
, s
->weight_distribution
);
1321 v3_sub( inf
->co
, wsp
, delta
);
1324 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1327 skate_grind_decay( player
, inf
, strength
);
1328 skate_grind_friction( player
, inf
, strength
);
1330 /* yeah yeah yeah yeah */
1331 v3f raw_nplane
, axis
;
1332 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1333 v3_cross( raw_nplane
, inf
->n
, axis
);
1334 v3_normalize( axis
);
1338 skate_grind_orient( inf
, mtx
);
1339 v3f target_fwd
, fwd
, up
, target_up
;
1340 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1341 v3_copy( raw_nplane
, fwd
);
1342 v3_copy( player
->rb
.to_world
[1], up
);
1343 v3_copy( inf
->n
, target_up
);
1345 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1346 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1348 v3_normalize( target_fwd
);
1349 v3_normalize( fwd
);
1354 float way
= player
->input_js1v
->axis
.value
*
1355 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1358 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1359 q_mulv( q
, target_up
, target_up
);
1360 q_mulv( q
, target_fwd
, target_fwd
);
1362 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1367 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1368 k_grind_spring
*strength
,
1369 k_grind_dampener
*strength
,
1372 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1373 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1374 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1376 s
->grind_strength
= strength
;
1379 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1380 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1381 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1384 v3_copy( inf
->dir
, s
->grind_dir
);
1387 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1388 struct grind_info
*inf_front
,
1389 struct grind_info
*inf_back
)
1391 struct player_skate
*s
= &player
->_skate
;
1392 struct grind_info inf_avg
;
1394 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1395 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1396 v3_normalize( inf_avg
.dir
);
1399 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, inf_avg
.n
);
1401 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1404 float way
= player
->input_js1v
->axis
.value
*
1405 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1408 v3_copy( player
->rb
.to_world
[1], up
);
1409 v3_copy( inf_avg
.n
, target_up
);
1410 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1411 q_mulv( q
, target_up
, target_up
);
1413 v3_zero( s
->weight_distribution
);
1414 s
->weight_distribution
[2] = k_board_length
* -way
;
1416 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1421 v3f fwd_nplane
, dir_nplane
;
1422 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1423 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1426 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1427 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1429 v3_normalize( fwd_nplane
);
1430 v3_normalize( dir_nplane
);
1432 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1437 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1438 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1439 delta_front
, delta_back
, delta_total
;
1441 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1442 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1444 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1445 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1446 v3_add( delta_front
, delta_back
, delta_total
);
1448 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1451 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1452 v3_zero( limit
->ra
);
1453 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1456 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1459 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1460 struct grind_info
*inf
)
1462 struct player_skate
*s
= &player
->_skate
;
1464 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1465 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1467 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1468 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1470 /* Exit condition: lost grind tracking */
1471 if( !skate_grind_scansq( grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1474 /* Exit condition: cant see grind target directly */
1475 if( !skate_point_visible( wheel_co
, inf
->co
) )
1478 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1479 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1480 minv
= k_grind_axel_min_vel
*0.8f
;
1485 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1488 v3_copy( inf
->dir
, s
->grind_dir
);
1492 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1493 struct grind_info
*inf
)
1495 struct player_skate
*s
= &player
->_skate
;
1497 /* TODO: Trash compactor this */
1498 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1501 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1502 v3_add( player
->rb
.co
, raw
, wsp
);
1504 if( skate_grind_scansq( wsp
, player
->rb
.v
, 0.3, inf
) )
1506 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1509 /* velocity should be at least 60% aligned */
1511 v3_cross( inf
->n
, inf
->dir
, axis
);
1512 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1514 if( v3_length2( pv
) < 0.0001f
)
1518 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1521 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1525 /* check for vertical alignment */
1526 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1530 v3f local_co
, local_dir
, local_n
;
1531 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1532 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1533 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1535 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1537 float truck_height
= -(k_board_radius
+0.03f
);
1540 v3_cross( player
->rb
.w
, raw
, rv
);
1541 v3_add( player
->rb
.v
, rv
, rv
);
1543 if( (local_co
[1] >= truck_height
) &&
1544 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1553 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1554 struct grind_info
*inf
)
1556 struct player_skate
*s
= &player
->_skate
;
1558 v3f local_co
, local_dir
, local_n
;
1559 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1560 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1561 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1564 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1566 v3_copy( intersection
, s
->weight_distribution
);
1568 skate_grind_decay( player
, inf
, 0.1f
);
1569 skate_grind_friction( player
, inf
, 0.25f
);
1571 /* direction alignment */
1573 v3_cross( local_dir
, local_n
, perp
);
1574 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1575 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1577 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1578 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1580 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1582 k_grind_spring
, k_grind_dampener
,
1585 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1587 k_grind_spring
, k_grind_dampener
,
1590 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1591 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1593 v3_copy( inf
->dir
, s
->grind_dir
);
1596 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1597 struct grind_info
*inf
)
1599 struct player_skate
*s
= &player
->_skate
;
1601 if( skate_grind_scansq( player
->rb
.co
,
1602 player
->rb
.to_world
[0], k_board_length
,
1605 v3f local_co
, local_dir
;
1606 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1607 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1609 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1610 (local_co
[1] >= 0.0f
) && /* at deck level */
1611 (fabsf(local_dir
[0]) >= 0.5f
) ) /* perpendicular to us */
1613 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1623 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1624 struct grind_info
*inf
)
1626 struct player_skate
*s
= &player
->_skate
;
1628 if( !skate_grind_scansq( player
->rb
.co
,
1629 player
->rb
.to_world
[0], k_board_length
,
1633 /* Exit condition: cant see grind target directly */
1635 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1636 if( !skate_point_visible( vis
, inf
->co
) )
1639 /* Exit condition: minimum velocity not reached, but allow a bit of error
1640 * TODO: trash compactor */
1641 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1642 minv
= k_grind_axel_min_vel
*0.8f
;
1647 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1653 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1654 struct grind_info
*inf
)
1656 struct player_skate
*s
= &player
->_skate
;
1659 skate_grind_orient( inf
, mtx
);
1660 m3x3_transpose( mtx
, mtx
);
1663 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1665 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1666 v3_normalize( s
->grind_vec
);
1667 v3_copy( inf
->dir
, s
->grind_dir
);
1670 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1672 struct player_skate
*s
= &player
->_skate
;
1674 /* debounces this state manager a little bit */
1675 if( s
->frames_since_activity_change
< 10 )
1677 s
->frames_since_activity_change
++;
1678 return k_skate_activity_undefined
;
1681 struct grind_info inf_back50
,
1689 if( s
->state
.activity
== k_skate_activity_grind_boardslide
)
1691 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1693 else if( s
->state
.activity
== k_skate_activity_grind_back50
)
1695 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1696 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1698 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
1700 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1701 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1703 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
1705 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1706 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1710 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
1711 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1712 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1714 if( res_back50
!= res_front50
)
1716 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
1718 res_back50
&= wants_to_do_that
;
1719 res_front50
&= wants_to_do_that
;
1723 const enum skate_activity table
[] =
1724 { /* slide | back | front */
1725 k_skate_activity_undefined
, /* 0 0 0 */
1726 k_skate_activity_grind_front50
, /* 0 0 1 */
1727 k_skate_activity_grind_back50
, /* 0 1 0 */
1728 k_skate_activity_grind_5050
, /* 0 1 1 */
1730 /* slide has priority always */
1731 k_skate_activity_grind_boardslide
, /* 1 0 0 */
1732 k_skate_activity_grind_boardslide
, /* 1 0 1 */
1733 k_skate_activity_grind_boardslide
, /* 1 1 0 */
1734 k_skate_activity_grind_boardslide
, /* 1 1 1 */
1736 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
1738 if( new_activity
== k_skate_activity_undefined
)
1740 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1741 s
->frames_since_activity_change
= 0;
1743 else if( new_activity
== k_skate_activity_grind_boardslide
)
1745 skate_boardslide_apply( player
, &inf_slide
);
1747 else if( new_activity
== k_skate_activity_grind_back50
)
1749 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
1750 skate_store_grind_vec( player
, &inf_back50
);
1752 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
1754 else if( new_activity
== k_skate_activity_grind_front50
)
1756 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
1757 skate_store_grind_vec( player
, &inf_front50
);
1759 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
1761 else if( new_activity
== k_skate_activity_grind_5050
)
1762 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
1764 return new_activity
;
1767 VG_STATIC
void player__skate_update( player_instance
*player
)
1769 struct player_skate
*s
= &player
->_skate
;
1770 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1771 s
->state
.activity_prev
= s
->state
.activity
;
1773 struct board_collider
1780 enum board_collider_state
1782 k_collider_state_default
,
1783 k_collider_state_disabled
,
1784 k_collider_state_colliding
1791 { 0.0f
, 0.0f
, -k_board_length
},
1792 .radius
= k_board_radius
,
1796 { 0.0f
, 0.0f
, k_board_length
},
1797 .radius
= k_board_radius
,
1802 const int k_wheel_count
= 2;
1804 s
->substep
= k_rb_delta
;
1805 s
->substep_delta
= s
->substep
;
1808 int substep_count
= 0;
1810 v3_zero( s
->surface_picture
);
1812 for( int i
=0; i
<k_wheel_count
; i
++ )
1813 wheels
[i
].state
= k_collider_state_default
;
1815 /* check if we can enter or continue grind */
1816 enum skate_activity grindable_activity
= skate_availible_grind( player
);
1817 if( grindable_activity
!= k_skate_activity_undefined
)
1819 s
->state
.activity
= grindable_activity
;
1823 int contact_count
= 0;
1824 for( int i
=0; i
<2; i
++ )
1827 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
1828 wheels
[i
].colour
, normal
, axel
) )
1830 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1832 k_board_spring
, k_board_dampener
,
1835 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
1842 s
->state
.activity
= k_skate_activity_ground
;
1843 v3_normalize( s
->surface_picture
);
1845 skate_apply_friction_model( player
);
1846 skate_weight_distribute( player
);
1847 skate_apply_pump_model( player
);
1851 s
->state
.activity
= k_skate_activity_air
;
1852 v3_zero( s
->weight_distribution
);
1853 skate_apply_air_model( player
);
1858 if( s
->state
.activity
== k_skate_activity_grind_back50
)
1859 wheels
[1].state
= k_collider_state_disabled
;
1860 if( s
->state
.activity
== k_skate_activity_grind_front50
)
1861 wheels
[0].state
= k_collider_state_disabled
;
1862 if( s
->state
.activity
== k_skate_activity_grind_5050
)
1864 wheels
[0].state
= k_collider_state_disabled
;
1865 wheels
[1].state
= k_collider_state_disabled
;
1868 /* all activities */
1869 skate_apply_steering_model( player
);
1870 skate_adjust_up_direction( player
);
1871 skate_apply_cog_model( player
);
1872 skate_apply_jump_model( player
);
1873 skate_apply_grab_model( player
);
1874 skate_apply_trick_model( player
);
1879 * Phase 0: Continous collision detection
1880 * --------------------------------------------------------------------------
1883 v3f head_wp0
, head_wp1
, start_co
;
1884 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
1885 v3_copy( player
->rb
.co
, start_co
);
1887 /* calculate transform one step into future */
1890 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
1892 if( v3_length2( player
->rb
.w
) > 0.0f
)
1896 v3_copy( player
->rb
.w
, axis
);
1898 float mag
= v3_length( axis
);
1899 v3_divs( axis
, mag
, axis
);
1900 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
1901 q_mul( rotation
, player
->rb
.q
, future_q
);
1902 q_normalize( future_q
);
1905 v4_copy( player
->rb
.q
, future_q
);
1907 v3f future_cg
, current_cg
, cg_offset
;
1908 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
1909 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
1910 v3_sub( future_cg
, current_cg
, cg_offset
);
1912 /* calculate the minimum time we can move */
1913 float max_time
= s
->substep
;
1915 for( int i
=0; i
<k_wheel_count
; i
++ )
1917 if( wheels
[i
].state
== k_collider_state_disabled
)
1920 v3f current
, future
, r_cg
;
1922 q_mulv( future_q
, wheels
[i
].pos
, future
);
1923 v3_add( future
, future_co
, future
);
1924 v3_add( cg_offset
, future
, future
);
1926 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
1927 v3_add( current
, player
->rb
.co
, current
);
1932 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
1933 if( spherecast_world( current
, future
, cast_radius
, &t
, n
) != -1)
1934 max_time
= vg_minf( max_time
, t
* s
->substep
);
1937 /* clamp to a fraction of delta, to prevent locking */
1938 float rate_lock
= substep_count
;
1939 rate_lock
*= k_rb_delta
* 0.1f
;
1940 rate_lock
*= rate_lock
;
1942 max_time
= vg_maxf( max_time
, rate_lock
);
1943 s
->substep_delta
= max_time
;
1946 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
1947 if( v3_length2( player
->rb
.w
) > 0.0f
)
1951 v3_copy( player
->rb
.w
, axis
);
1953 float mag
= v3_length( axis
);
1954 v3_divs( axis
, mag
, axis
);
1955 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
1956 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1957 q_normalize( player
->rb
.q
);
1959 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
1960 v3_sub( current_cg
, future_cg
, cg_offset
);
1961 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
1964 rb_update_transform( &player
->rb
);
1965 player
->rb
.v
[1] += -k_gravity
* s
->substep_delta
;
1967 s
->substep
-= s
->substep_delta
;
1969 rb_ct manifold
[128];
1970 int manifold_len
= 0;
1973 * Phase -1: head detection
1974 * --------------------------------------------------------------------------
1976 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
1980 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
1981 (spherecast_world( head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
1983 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
1984 rb_update_transform( &player
->rb
);
1986 player__dead_transition( player
);
1991 * Phase 1: Regular collision detection
1992 * --------------------------------------------------------------------------
1995 for( int i
=0; i
<k_wheel_count
; i
++ )
1997 if( wheels
[i
].state
== k_collider_state_disabled
)
2001 m3x3_identity( mtx
);
2002 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2004 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2006 rb_ct
*man
= &manifold
[ manifold_len
];
2008 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2010 wheels
[i
].state
= k_collider_state_colliding
;
2015 float grind_radius
= k_board_radius
* 0.75f
;
2016 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2017 .radius
=grind_radius
};
2019 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2020 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2021 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2022 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2023 grind_radius
+ k_board_radius
*0.25f
, mtx
[3] );
2025 rb_ct
*cman
= &manifold
[manifold_len
];
2027 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
.rb_geo
.inf
.scene
,
2031 for( int i
=0; i
<l
; i
++ )
2032 cman
[l
].type
= k_contact_type_edge
;
2033 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2034 l
= rb_manifold_apply_filtered( cman
, l
);
2038 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2041 for( int i
=0; i
<s
->limit_count
; i
++ )
2043 struct grind_limit
*limit
= &s
->limits
[i
];
2044 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2045 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2046 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2048 ct
->type
= k_contact_type_default
;
2053 * --------------------------------------------------------------------------
2058 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2059 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2061 for( int i
=0; i
<manifold_len
; i
++ )
2063 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2064 rb_debug_contact( &manifold
[i
] );
2067 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2068 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2069 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2070 ey2
= k_board_interia
*extent
[1]*extent
[1],
2071 ez2
= k_board_interia
*extent
[2]*extent
[2];
2073 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2074 float inv_mass
= 1.0f
/mass
;
2077 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2078 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2079 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2082 m3x3_identity( iI
);
2089 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2090 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2092 for( int j
=0; j
<10; j
++ )
2094 for( int i
=0; i
<manifold_len
; i
++ )
2097 * regular dance; calculate velocity & total mass, apply impulse.
2100 struct contact
*ct
= &manifold
[i
];
2103 v3_sub( ct
->co
, world_cog
, delta
);
2104 v3_cross( player
->rb
.w
, delta
, rv
);
2105 v3_add( player
->rb
.v
, rv
, rv
);
2108 v3_cross( delta
, ct
->n
, raCn
);
2111 m3x3_mulv( iIw
, raCn
, raCnI
);
2113 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2114 vn
= v3_dot( rv
, ct
->n
),
2115 lambda
= normal_mass
* ( -vn
);
2117 float temp
= ct
->norm_impulse
;
2118 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2119 lambda
= ct
->norm_impulse
- temp
;
2122 v3_muls( ct
->n
, lambda
, impulse
);
2124 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2125 v3_cross( delta
, impulse
, impulse
);
2126 m3x3_mulv( iIw
, impulse
, impulse
);
2127 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2129 v3_cross( player
->rb
.w
, delta
, rv
);
2130 v3_add( player
->rb
.v
, rv
, rv
);
2131 vn
= v3_dot( rv
, ct
->n
);
2136 rb_depenetrate( manifold
, manifold_len
, dt
);
2137 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2138 rb_update_transform( &player
->rb
);
2142 if( s
->substep
>= 0.0001f
)
2143 goto begin_collision
; /* again! */
2146 * End of collision and dynamics routine
2147 * --------------------------------------------------------------------------
2150 for( int i
=0; i
<k_wheel_count
; i
++ )
2153 m3x3_copy( player
->rb
.to_world
, mtx
);
2154 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2155 debug_sphere( mtx
, wheels
[i
].radius
,
2156 (u32
[]){ VG__WHITE
, VG__BLACK
,
2157 wheels
[i
].colour
}[ wheels
[i
].state
]);
2160 skate_integrate( player
);
2161 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2163 teleport_gate
*gate
;
2164 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
2166 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2167 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2168 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2169 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2170 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2171 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2172 s
->state
.head_position
);
2174 v4f transport_rotation
;
2175 m3x3_q( gate
->transport
, transport_rotation
);
2176 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2177 rb_update_transform( &player
->rb
);
2179 s
->state_gate_storage
= s
->state
;
2180 player__pass_gate( player
, gate
);
2184 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2186 struct player_skate
*s
= &player
->_skate
;
2188 /* FIXME: Compression */
2189 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2192 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2195 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2199 const char *activity_txt
[] =
2203 "undefined (INVALID)",
2204 "grind_any (INVALID)",
2213 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2215 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2216 s
->state
.steerx_s
, s
->state
.steery_s
,
2217 k_steer_ground
, k_steer_air
);
2219 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2220 s
->state
.flip_time
);
2221 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2222 s
->state
.trick_vel
[0],
2223 s
->state
.trick_vel
[1],
2224 s
->state
.trick_vel
[2] );
2225 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2226 s
->state
.trick_euler
[0],
2227 s
->state
.trick_euler
[1],
2228 s
->state
.trick_euler
[2] );
2231 VG_STATIC
void player__skate_animate( player_instance
*player
,
2232 player_animation
*dest
)
2234 struct player_skate
*s
= &player
->_skate
;
2235 struct player_avatar
*av
= player
->playeravatar
;
2236 struct skeleton
*sk
= &av
->sk
;
2239 float kheight
= 2.0f
,
2245 v3f cog_local
, cog_ideal
;
2246 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2248 v3_copy( s
->state
.up_dir
, cog_ideal
);
2249 v3_normalize( cog_ideal
);
2250 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2252 v3_sub( cog_ideal
, cog_local
, offset
);
2255 v3_muls( offset
, 4.0f
, offset
);
2258 float curspeed
= v3_length( player
->rb
.v
),
2259 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2260 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2261 sign
= vg_signf( kicks
);
2263 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2264 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2267 offset
[0] += s
->wobble
[1]*3.0f
;
2272 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2273 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2276 * Animation blending
2277 * ===========================================
2282 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2283 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2286 /* movement information */
2288 int iair
= s
->state
.activity
== k_skate_activity_air
;
2290 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2291 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2292 fly
= iair
? 1.0f
: 0.0f
,
2293 wdist
= s
->weight_distribution
[2] / k_board_length
;
2295 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2296 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2297 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
2298 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2301 mdl_keyframe apose
[32], bpose
[32];
2302 mdl_keyframe ground_pose
[32];
2304 /* when the player is moving fast he will crouch down a little bit */
2305 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2306 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2309 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2310 stand_blend
= offset
[1]*-2.0f
;
2313 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2315 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2317 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2318 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2319 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2322 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2323 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2324 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2327 double push_time
= vg
.time
- s
->state
.start_push
;
2328 s
->blend_push
= vg_lerpf( s
->blend_push
,
2329 (vg
.time
- s
->state
.cur_push
) < 0.125,
2330 6.0f
*vg
.time_delta
);
2332 float pt
= push_time
+ vg
.accumulator
;
2333 if( s
->state
.reverse
> 0.0f
)
2334 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2336 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2338 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2341 float jump_start_frame
= 14.0f
/30.0f
;
2343 float charge
= s
->state
.jump_charge
;
2344 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2346 float setup_frame
= charge
* jump_start_frame
,
2347 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2349 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2350 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2351 setup_frame
= jump_frame
;
2353 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2355 s
->anim_ollie_reverse
;
2357 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2358 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2361 mdl_keyframe air_pose
[32];
2363 float target
= -player
->input_js1h
->axis
.value
;
2364 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2366 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2367 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2369 static v2f grab_choice
;
2371 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2372 player
->input_js2v
->axis
.value
};
2373 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2374 if( v2_length2( grab_input
) <= 0.001f
)
2375 grab_input
[0] = -1.0f
;
2377 v2_normalize_clamp( grab_input
);
2378 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2380 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2381 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2382 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2384 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2385 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2388 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2390 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2392 /* additive effects */
2394 u32 apply_to
[] = { av
->id_hip
,
2398 av
->id_ik_elbow_r
};
2400 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2402 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2403 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2409 /* angle correction */
2410 if( v3_length2( s
->state
.up_dir
) > 0.001f
)
2413 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2414 v3_normalize( ndir
);
2416 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2418 float a
= v3_dot( ndir
, up
);
2419 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2424 v3_cross( up
, ndir
, axis
);
2425 q_axis_angle( q
, axis
, a
);
2427 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2429 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2431 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2434 v3_sub( kf
->co
, kf_hip
->co
, v0
);
2435 q_mulv( q
, v0
, v0
);
2436 v3_add( v0
, kf_hip
->co
, kf
->co
);
2438 q_mul( q
, kf
->q
, kf
->q
);
2439 q_normalize( kf
->q
);
2443 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2444 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2446 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2447 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2452 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2453 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2454 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1];
2458 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2462 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2464 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2465 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2466 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2468 q_mul( qpitchr
, qrollr
, qtrickr
);
2469 q_mul( qyawr
, qtrickr
, qtotal
);
2470 q_normalize( qtotal
);
2472 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2475 /* trick rotation */
2476 v4f qtrick
, qyaw
, qpitch
, qroll
;
2478 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2480 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2481 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
2482 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2484 q_mul( qpitch
, qroll
, qtrick
);
2485 q_mul( qyaw
, qtrick
, qtrick
);
2486 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2487 q_normalize( kf_board
->q
);
2489 /* foot weight distribution */
2490 if( s
->blend_weight
> 0.0f
)
2492 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2493 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2497 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2498 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2503 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2504 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2506 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2508 v4f qresy
, qresx
, qresidual
;
2510 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
2511 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
2513 q_mul( qresy
, qresx
, qresidual
);
2514 q_normalize( qresidual
);
2515 q_mul( dest
->root_q
, qresidual
, dest
->root_q
);
2516 q_normalize( dest
->root_q
);
2520 if( (s
->state
.activity
== k_skate_activity_air
) &&
2521 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2523 float t
= s
->state
.flip_time
+ s
->state
.flip_rate
*substep
*k_rb_delta
,
2524 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2525 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2526 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2528 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2530 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2531 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2532 q_normalize( dest
->root_q
);
2534 v3f rotation_point
, rco
;
2535 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2536 v3_sub( dest
->root_co
, rotation_point
, rco
);
2538 q_mulv( qflip
, rco
, rco
);
2539 v3_add( rco
, rotation_point
, dest
->root_co
);
2543 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2545 struct player_skate
*s
= &player
->_skate
;
2546 struct player_avatar
*av
= player
->playeravatar
;
2548 player
->cam_velocity_influence
= 1.0f
;
2550 v3f head
= { 0.0f
, 1.8f
, 0.0f
}; /* FIXME: Viewpoint entity */
2551 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2552 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2553 s
->state
.head_position
);
2556 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2558 struct player_skate
*s
= &player
->_skate
;
2560 if( s
->state
.activity
== k_skate_activity_air
)
2561 s
->blend_fly
= 1.0f
;
2563 s
->blend_fly
= 0.0f
;
2565 s
->blend_slide
= 0.0f
;
2568 s
->blend_stand
= 0.0f
;
2569 s
->blend_push
= 0.0f
;
2570 s
->blend_jump
= 0.0f
;
2571 s
->blend_airdir
= 0.0f
;
2574 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2576 struct player_skate
*s
= &player
->_skate
;
2577 s
->state
.jump_charge
= 0.0f
;
2578 s
->state
.lift_frames
= 0;
2579 s
->state
.flip_rate
= 0.0f
;
2581 s
->state
.steery
= 0.0f
;
2582 s
->state
.steerx
= 0.0f
;
2583 s
->state
.steery_s
= 0.0f
;
2584 s
->state
.steerx_s
= 0.0f
;
2586 s
->state
.reverse
= 0.0f
;
2587 s
->state
.slip
= 0.0f
;
2588 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2591 m3x3_identity( s
->state
.velocity_bias
);
2592 m3x3_identity( s
->state
.velocity_bias_pstep
);
2595 v3_zero( s
->state
.throw_v
);
2596 v3_zero( s
->state
.trick_vel
);
2597 v3_zero( s
->state
.trick_euler
);
2600 VG_STATIC
void player__skate_reset( player_instance
*player
,
2601 struct respawn_point
*rp
)
2603 struct player_skate
*s
= &player
->_skate
;
2604 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
2605 v3_zero( player
->rb
.v
);
2606 v3_zero( s
->state
.cog_v
);
2607 v4_copy( rp
->q
, player
->rb
.q
);
2609 s
->state
.activity
= k_skate_activity_air
;
2610 s
->state
.activity_prev
= k_skate_activity_air
;
2612 player__skate_clear_mechanics( player
);
2613 player__skate_reset_animator( player
);
2615 v3_zero( s
->state
.head_position
);
2616 s
->state
.head_position
[1] = 1.8f
;
2619 #endif /* PLAYER_SKATE_C */