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 struct world_material
*mat
= world_tri_index_material(ptri
[0]);
108 if( !(mat
->info
.flags
& k_material_flag_skate_surface
) )
111 for( int j
=0; j
<3; j
++ )
112 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
114 for( int j
=0; j
<3; j
++ )
119 struct grind_sample
*sample
= &samples
[ sample_count
];
122 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
125 v3_sub( co
, pos
, d
);
126 if( v3_length2( d
) > r
*r
)
130 v3_sub( tri
[1], tri
[0], va
);
131 v3_sub( tri
[2], tri
[0], vb
);
132 v3_cross( va
, vb
, normal
);
134 sample
->normal
[0] = v3_dot( support_axis
, normal
);
135 sample
->normal
[1] = normal
[1];
136 sample
->co
[0] = v3_dot( support_axis
, d
);
137 sample
->co
[1] = d
[1];
139 v3_copy( normal
, sample
->normal3
); /* normalize later
140 if we want to us it */
142 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
143 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
144 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
146 v2_normalize( sample
->normal
);
149 if( sample_count
== vg_list_size( samples
) )
150 goto too_many_samples
;
157 if( sample_count
< 2 )
165 v2_fill( min_co
, INFINITY
);
166 v2_fill( max_co
, -INFINITY
);
168 v3_zero( average_direction
);
169 v3_zero( average_normal
);
171 int passed_samples
= 0;
173 for( int i
=0; i
<sample_count
-1; i
++ )
175 struct grind_sample
*si
, *sj
;
179 for( int j
=i
+1; j
<sample_count
; j
++ )
186 /* non overlapping */
187 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
190 /* not sharp angle */
191 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
196 v3_sub( sj
->centroid
, si
->centroid
, v0
);
197 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
198 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
201 v2_minv( sj
->co
, min_co
, min_co
);
202 v2_maxv( sj
->co
, max_co
, max_co
);
205 v3_copy( si
->normal3
, n0
);
206 v3_copy( sj
->normal3
, n1
);
207 v3_cross( n0
, n1
, dir
);
210 /* make sure the directions all face a common hemisphere */
211 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
212 v3_add( average_direction
, dir
, average_direction
);
214 if( si
->normal3
[1] > sj
->normal3
[1] )
215 v3_add( si
->normal3
, average_normal
, average_normal
);
217 v3_add( sj
->normal3
, average_normal
, average_normal
);
223 if( !passed_samples
)
226 if( (v3_length2( average_direction
) <= 0.001f
) ||
227 (v3_length2( average_normal
) <= 0.001f
) )
230 float div
= 1.0f
/(float)passed_samples
;
231 v3_normalize( average_direction
);
232 v3_normalize( average_normal
);
235 v2_add( min_co
, max_co
, average_coord
);
236 v2_muls( average_coord
, 0.5f
, average_coord
);
238 v3_muls( support_axis
, average_coord
[0], inf
->co
);
239 inf
->co
[1] += average_coord
[1];
240 v3_add( pos
, inf
->co
, inf
->co
);
241 v3_copy( average_normal
, inf
->n
);
242 v3_copy( average_direction
, inf
->dir
);
244 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
245 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
246 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
248 return passed_samples
;
251 VG_STATIC
int solve_prediction_for_target( player_instance
*player
,
252 v3f target
, float max_angle
,
253 struct land_prediction
*p
)
255 /* calculate the exact solution(s) to jump onto that grind spot */
258 v3_sub( target
, player
->rb
.co
, v0
);
265 v2f d
= { v3_dot( v0
, ax
), v0
[1] },
266 v
= { v3_dot( player
->rb
.v
, ax
), player
->rb
.v
[1] };
268 float a
= atan2f( v
[1], v
[0] ),
270 root
= m
*m
*m
*m
- p
->gravity
*(p
->gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
274 root
= sqrtf( root
);
275 float a0
= atanf( (m
*m
+ root
) / (p
->gravity
* d
[0]) ),
276 a1
= atanf( (m
*m
- root
) / (p
->gravity
* d
[0]) );
278 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
281 if( fabsf(a0
-a
) > max_angle
)
284 /* TODO: sweep the path before chosing the smallest dist */
289 p
->type
= k_prediction_grind
;
291 v3_muls( ax
, cosf( a0
) * m
, p
->v
);
292 p
->v
[1] += sinf( a0
) * m
;
293 p
->land_dist
= d
[0] / (cosf(a0
)*m
);
296 for( int i
=0; i
<=20; i
++ )
298 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
301 v3_muls( p
->v
, t
, p0
);
302 p0
[1] += -0.5f
* p
->gravity
* t
*t
;
304 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
314 void player__approximate_best_trajectory( player_instance
*player
)
316 struct player_skate
*s
= &player
->_skate
;
317 float k_trace_delta
= k_rb_delta
* 10.0f
;
319 s
->state
.air_start
= vg
.time
;
320 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
321 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
323 s
->prediction_count
= 0;
326 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
327 v3_normalize( axis
);
329 /* at high slopes, Y component is low */
330 float angle_begin
= -(1.0f
-fabsf( player
->rb
.to_world
[1][1] )),
333 struct grind_info grind
;
334 int grind_located
= 0;
336 for( int m
=0;m
<=30; m
++ )
338 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
343 p
->type
= k_prediction_none
;
345 v3f launch_co
, launch_v
, co0
, co1
;
346 v3_copy( player
->rb
.co
, launch_co
);
347 v3_copy( player
->rb
.v
, launch_v
);
348 v3_copy( launch_co
, co0
);
350 float vt
= (float)m
* (1.0f
/30.0f
),
351 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
354 q_axis_angle( qbias
, axis
, ang
);
355 q_mulv( qbias
, launch_v
, launch_v
);
357 float yaw_sketch
= 1.0f
-fabsf(player
->rb
.to_world
[1][1]);
359 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
360 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
361 q_mulv( qbias
, launch_v
, launch_v
);
364 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
365 gravity
= k_gravity
* gravity_bias
;
366 p
->gravity
= gravity
;
368 v3_copy( launch_v
, p
->v
);
370 for( int i
=1; i
<=50; i
++ )
372 float t
= (float)i
* k_trace_delta
;
374 v3_muls( launch_v
, t
, co1
);
375 co1
[1] += -0.5f
* gravity
* t
*t
;
376 v3_add( launch_co
, co1
, co1
);
378 if( !grind_located
&& (launch_v
[1] - gravity
*t
< 0.0f
) )
381 if( bh_closest_point( world
.geo_bh
, co1
, closest
, 1.0f
) != -1 )
384 v3_copy( launch_v
, ve
);
385 ve
[1] -= gravity
* t
;
387 if( skate_grind_scansq( closest
, ve
, 0.5f
, &grind
) )
389 v2f v0
= { ve
[0], ve
[2] },
390 v1
= { grind
.dir
[0], grind
.dir
[2] };
395 float a
= v2_dot( v0
, v1
);
397 if( a
>= cosf( VG_PIf
* 0.125f
) )
408 int idx
= spherecast_world( co0
, co1
, k_board_radius
, &t1
, n
);
412 v3_lerp( co0
, co1
, t1
, co
);
413 v3_copy( co
, p
->log
[ p
->log_length
++ ] );
416 p
->type
= k_prediction_land
;
419 v3_copy( launch_v
, ve
);
420 ve
[1] -= gravity
* t
;
422 struct grind_info replace_grind
;
423 if( skate_grind_scansq( co
, ve
, 0.3f
, &replace_grind
) )
425 v3_copy( replace_grind
.n
, p
->n
);
426 p
->type
= k_prediction_grind
;
429 p
->score
= -v3_dot( ve
, p
->n
);
430 p
->land_dist
= t
+ k_trace_delta
* t1
;
432 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
433 struct world_material
*mat
= world_tri_index_material( vert_index
);
435 /* Bias prediction towords ramps */
436 if( !(mat
->info
.flags
& k_material_flag_skate_surface
) )
443 v3_copy( co1
, p
->log
[ p
->log_length
++ ] );
448 if( p
->type
== k_prediction_none
)
449 s
->prediction_count
--;
454 /* calculate the exact solution(s) to jump onto that grind spot */
455 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
];
456 p
->gravity
= k_gravity
;
458 if( solve_prediction_for_target( player
, grind
.co
, 0.125f
*VG_PIf
, p
) )
460 v3_copy( grind
.n
, p
->n
);
462 /* determine score */
465 ve
[1] -= p
->gravity
* p
->land_dist
;
466 p
->score
= -v3_dot( ve
, grind
.n
) * 0.85f
;
468 s
->prediction_count
++;
473 float score_min
= INFINITY
,
474 score_max
= -INFINITY
;
476 struct land_prediction
*best
= NULL
;
478 for( int i
=0; i
<s
->prediction_count
; i
++ )
480 struct land_prediction
*p
= &s
->predictions
[i
];
482 if( p
->score
< score_min
)
485 score_min
= vg_minf( score_min
, p
->score
);
486 score_max
= vg_maxf( score_max
, p
->score
);
489 for( int i
=0; i
<s
->prediction_count
; i
++ )
491 struct land_prediction
*p
= &s
->predictions
[i
];
495 s
/= (score_max
-score_min
);
499 p
->colour
= s
* 255.0f
;
503 else if( p
->type
== k_prediction_land
)
506 p
->colour
|= 0xff000000;
511 v3_copy( best
->n
, s
->land_normal
);
512 v3_copy( best
->v
, player
->rb
.v
);
513 s
->land_dist
= best
->land_dist
;
515 v2f steer
= { player
->input_js1h
->axis
.value
,
516 player
->input_js1v
->axis
.value
};
517 v2_normalize_clamp( steer
);
518 s
->state
.gravity_bias
= best
->gravity
;
520 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) )
522 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
524 s
->state
.flip_time
= 0.0f
;
525 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
529 s
->state
.flip_rate
= 0.0f
;
530 v3_zero( s
->state
.flip_axis
);
535 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, s
->land_normal
);
541 * Varius physics models
542 * ------------------------------------------------
546 * Air control, no real physics
548 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
550 struct player_skate
*s
= &player
->_skate
;
552 if( s
->state
.activity_prev
!= k_skate_activity_air
)
553 player__approximate_best_trajectory( player
);
555 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
556 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
558 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
561 q_axis_angle( correction
, axis
,
562 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
563 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
565 v2f steer
= { player
->input_js1h
->axis
.value
,
566 player
->input_js1v
->axis
.value
};
567 v2_normalize_clamp( steer
);
570 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
571 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
573 struct player_skate
*s
= &player
->_skate
;
576 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
578 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
579 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
581 v3_mul( strength
, F
, F
);
583 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
584 s
->board_trick_residualv
);
585 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
586 k_rb_delta
, s
->board_trick_residuald
);
588 if( s
->state
.activity
== k_skate_activity_air
)
590 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
593 int carry_on
= player_skate_trick_input( player
);
595 /* we assume velocities share a common divisor, in which case the
596 * interval is the minimum value (if not zero) */
598 float min_rate
= 99999.0f
;
600 for( int i
=0; i
<3; i
++ )
602 float v
= s
->state
.trick_vel
[i
];
603 if( (v
> 0.0f
) && (v
< min_rate
) )
607 float interval
= 1.0f
/ min_rate
,
608 current
= floorf( s
->state
.trick_time
/ interval
),
609 next_end
= (current
+1.0f
) * interval
;
612 /* integrate trick velocities */
613 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
614 s
->state
.trick_euler
);
616 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) )
618 s
->state
.trick_time
= 0.0f
;
619 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
620 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
621 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
622 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
623 v3_zero( s
->state
.trick_vel
);
626 s
->state
.trick_time
+= k_rb_delta
;
630 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
631 s
->state
.trick_time
> 0.2f
)
633 player__dead_transition( player
);
636 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
637 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
638 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
639 s
->state
.trick_time
= 0.0f
;
640 v3_zero( s
->state
.trick_vel
);
644 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
646 struct player_skate
*s
= &player
->_skate
;
648 float grabt
= player
->input_grab
->axis
.value
;
652 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
653 s
->state
.grab_mouse_delta
);
655 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
658 v2_zero( s
->state
.grab_mouse_delta
);
660 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
663 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
665 struct player_skate
*s
= &player
->_skate
;
668 float steer
= player
->input_js1h
->axis
.value
,
669 grab
= player
->input_grab
->axis
.value
;
671 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
674 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
679 if( s
->state
.activity
== k_skate_activity_air
)
681 rate
= 6.0f
* fabsf(steer
);
686 /* rotate slower when grabbing on ground */
687 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
689 if( s
->state
.activity
== k_skate_activity_grind_5050
)
695 else if( s
->state
.activity
>= k_skate_activity_grind_any
)
697 rate
*= fabsf(steer
);
699 float a
= 0.8f
* -steer
* k_rb_delta
;
702 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
703 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
705 v3_normalize( s
->grind_vec
);
708 else if( s
->state
.manual_direction
)
715 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
716 addspeed
= (steer
* -top
) - current
,
717 maxaccel
= rate
* k_rb_delta
,
718 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
720 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
724 * Computes friction and surface interface model
726 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
728 struct player_skate
*s
= &player
->_skate
;
731 * Computing localized friction forces for controlling the character
732 * Friction across X is significantly more than Z
736 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
739 if( fabsf(vel
[2]) > 0.01f
)
740 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
742 if( fabsf( slip
) > 1.2f
)
743 slip
= vg_signf( slip
) * 1.2f
;
745 s
->state
.slip
= slip
;
746 s
->state
.reverse
= -vg_signf(vel
[2]);
748 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
749 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
751 /* Pushing additive force */
753 if( !player
->input_jump
->button
.value
)
755 if( player
->input_push
->button
.value
||
756 (vg
.time
-s
->state
.start_push
<0.75) )
758 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
759 s
->state
.start_push
= vg
.time
;
761 s
->state
.cur_push
= vg
.time
;
763 double push_time
= vg
.time
- s
->state
.start_push
;
765 float cycle_time
= push_time
*k_push_cycle_rate
,
766 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
767 amt
= accel
* VG_TIMESTEP_FIXED
,
768 current
= v3_length( vel
),
769 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
770 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
772 vel
[2] += delta
* -s
->state
.reverse
;
776 /* Send back to velocity */
777 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
780 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
782 struct player_skate
*s
= &player
->_skate
;
783 int charging_jump_prev
= s
->state
.charging_jump
;
784 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
786 /* Cannot charge this in air */
787 if( s
->state
.activity
== k_skate_activity_air
)
789 s
->state
.charging_jump
= 0;
793 if( s
->state
.charging_jump
)
795 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
797 if( !charging_jump_prev
)
798 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
802 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
805 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
807 /* player let go after charging past 0.2: trigger jump */
808 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
812 /* Launch more up if alignment is up else improve velocity */
813 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
815 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
817 v3_copy( player
->rb
.v
, jumpdir
);
818 v3_normalize( jumpdir
);
819 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
820 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
821 v3_normalize( jumpdir
);
823 float force
= k_jump_force
*s
->state
.jump_charge
;
824 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
825 s
->state
.jump_charge
= 0.0f
;
826 s
->state
.jump_time
= vg
.time
;
827 s
->state
.activity
= k_skate_activity_air
;
829 v2f steer
= { player
->input_js1h
->axis
.value
,
830 player
->input_js1v
->axis
.value
};
831 v2_normalize_clamp( steer
);
835 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
836 s
->state
.steery_s
= -steer
[0] * maxspin
;
837 s
->state
.steerx
= s
->state
.steerx_s
;
838 s
->state
.lift_frames
++;
841 /* FIXME audio events */
844 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
845 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
846 audio_player_set_vol( &audio_player_extra
, 20.0f
);
847 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
853 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
855 struct player_skate
*s
= &player
->_skate
;
857 /* Throw / collect routine
859 * TODO: Max speed boost
861 if( player
->input_grab
->axis
.value
> 0.5f
)
863 if( s
->state
.activity
== k_skate_activity_ground
)
866 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
872 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
875 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
877 if( s
->state
.activity
== k_skate_activity_ground
)
879 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
880 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
883 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
884 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
885 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
889 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
892 v3_copy( s
->state
.throw_v
, dir
);
895 float max
= v3_dot( dir
, s
->state
.throw_v
),
896 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
897 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
901 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
903 struct player_skate
*s
= &player
->_skate
;
905 v3f ideal_cog
, ideal_diff
, ideal_dir
;
906 v3_copy( s
->state
.up_dir
, ideal_dir
);
907 v3_normalize( ideal_dir
);
909 v3_muladds( player
->rb
.co
, ideal_dir
,
910 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
911 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
913 /* Apply velocities */
915 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
918 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
919 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
921 float ra
= k_cog_mass_ratio
,
922 rb
= 1.0f
-k_cog_mass_ratio
;
924 /* Apply forces & intergrate */
925 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
926 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
927 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
931 VG_STATIC
void skate_integrate( player_instance
*player
)
933 struct player_skate
*s
= &player
->_skate
;
935 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
938 if( s
->state
.activity
>= k_skate_activity_grind_any
)
940 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
941 decay_rate_y
= decay_rate
;
944 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
945 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
946 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
948 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
949 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
950 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
952 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
953 rb_update_transform( &player
->rb
);
960 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
962 return (player
->input_trick0
->button
.value
) |
963 (player
->input_trick1
->button
.value
<< 1) |
964 (player
->input_trick2
->button
.value
<< 1) |
965 (player
->input_trick2
->button
.value
);
968 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
970 struct player_skate
*s
= &player
->_skate
;
972 if( vg_input_button_down( player
->input_use
) )
974 player
->subsystem
= k_player_subsystem_walk
;
977 v3_copy( player
->cam
.angles
, angles
);
980 player
->holdout_time
= 0.25f
;
981 player__walk_transition( player
, angles
);
985 if( vg_input_button_down( player
->input_reset
) )
987 player
->rb
.co
[1] += 2.0f
;
988 s
->state
.cog
[1] += 2.0f
;
989 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
990 v3_zero( player
->rb
.w
);
991 v3_zero( player
->rb
.v
);
993 rb_update_transform( &player
->rb
);
997 if( (s
->state
.activity
== k_skate_activity_air
) &&
998 (trick_id
= player_skate_trick_input( player
)) )
1000 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
)
1002 v3_zero( s
->state
.trick_vel
);
1003 s
->state
.trick_time
= 0.0f
;
1007 s
->state
.trick_vel
[0] = 3.0f
;
1009 else if( trick_id
== 2 )
1011 s
->state
.trick_vel
[2] = 3.0f
;
1013 else if( trick_id
== 3 )
1015 s
->state
.trick_vel
[0] = 2.0f
;
1016 s
->state
.trick_vel
[2] = 2.0f
;
1022 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1024 struct player_skate
*s
= &player
->_skate
;
1026 for( int i
=0; i
<s
->prediction_count
; i
++ )
1028 struct land_prediction
*p
= &s
->predictions
[i
];
1030 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1032 float brightness
= p
->score
*p
->score
*p
->score
;
1034 v3_lerp( p
->log
[j
], p
->log
[j
+1], brightness
, p1
);
1035 vg_line( p
->log
[j
], p1
, p
->colour
);
1038 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1041 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1042 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1044 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1048 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1053 * truck alignment model at ra(local)
1054 * returns 1 if valid surface:
1055 * surface_normal will be filled out with an averaged normal vector
1056 * axel_dir will be the direction from left to right wheels
1058 * returns 0 if no good surface found
1061 int skate_compute_surface_alignment( player_instance
*player
,
1063 v3f surface_normal
, v3f axel_dir
)
1065 struct player_skate
*s
= &player
->_skate
;
1067 v3f truck
, left
, right
;
1068 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1070 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1071 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1072 vg_line( left
, right
, colour
);
1074 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1076 ray_hit ray_l
, ray_r
;
1079 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1081 int res_l
= 0, res_r
= 0;
1083 for( int i
=0; i
<8; i
++ )
1085 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1086 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1087 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1088 ray_l
.dist
= 2.1f
* k_board_radius
;
1090 res_l
= ray_world( left
, dir
, &ray_l
);
1096 for( int i
=0; i
<8; i
++ )
1098 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1099 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1100 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1101 ray_r
.dist
= 2.1f
* k_board_radius
;
1103 res_r
= ray_world( right
, dir
, &ray_r
);
1111 v3f tangent_average
;
1112 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1113 v3_zero( tangent_average
);
1115 if( res_l
|| res_r
)
1118 v3_copy( midpoint
, p0
);
1119 v3_copy( midpoint
, p1
);
1123 v3_copy( ray_l
.pos
, p0
);
1124 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1125 v3_add( t
, tangent_average
, tangent_average
);
1129 v3_copy( ray_r
.pos
, p1
);
1130 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1131 v3_add( t
, tangent_average
, tangent_average
);
1134 v3_sub( p1
, p0
, v0
);
1139 /* fallback: use the closes point to the trucks */
1141 int idx
= bh_closest_point( world
.geo_bh
, midpoint
, closest
, 0.1f
);
1145 u32
*tri
= &world
.scene_geo
->arrindices
[ idx
* 3 ];
1148 for( int j
=0; j
<3; j
++ )
1149 v3_copy( world
.scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1151 v3f vert0
, vert1
, n
;
1152 v3_sub( verts
[1], verts
[0], vert0
);
1153 v3_sub( verts
[2], verts
[0], vert1
);
1154 v3_cross( vert0
, vert1
, n
);
1157 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1160 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1161 v3_muladds( v0
, player
->rb
.to_world
[2],
1162 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1166 v3_cross( n
, player
->rb
.to_world
[0], t
);
1167 v3_add( t
, tangent_average
, tangent_average
);
1173 v3_muladds( truck
, v0
, k_board_width
, right
);
1174 v3_muladds( truck
, v0
, -k_board_width
, left
);
1176 vg_line( left
, right
, VG__WHITE
);
1178 v3_normalize( tangent_average
);
1179 v3_cross( v0
, tangent_average
, surface_normal
);
1180 v3_copy( v0
, axel_dir
);
1185 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1187 struct player_skate
*s
= &player
->_skate
;
1188 v3_zero( s
->weight_distribution
);
1190 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1192 if( s
->state
.manual_direction
== 0 )
1194 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1195 (s
->state
.activity
== k_skate_activity_ground
) &&
1196 (s
->state
.jump_charge
<= 0.01f
) )
1197 s
->state
.manual_direction
= reverse_dir
;
1201 if( player
->input_js1v
->axis
.value
< 0.1f
)
1203 s
->state
.manual_direction
= 0;
1207 if( reverse_dir
!= s
->state
.manual_direction
)
1214 if( s
->state
.manual_direction
)
1216 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1217 s
->weight_distribution
[2] = k_board_length
* amt
*
1218 (float)s
->state
.manual_direction
;
1221 /* TODO: Fall back on land normal */
1222 /* TODO: Lerp weight distribution */
1223 if( s
->state
.manual_direction
)
1227 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1228 v3_negate( plane_z
, plane_z
);
1230 v3_muladds( plane_z
, s
->surface_picture
,
1231 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1232 v3_normalize( plane_z
);
1234 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1235 v3_normalize( plane_z
);
1238 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1239 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1242 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1245 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1246 k_manul_spring
, k_manul_dampener
,
1251 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1253 struct player_skate
*s
= &player
->_skate
;
1255 if( s
->state
.activity
== k_skate_activity_ground
)
1258 v3_copy( s
->surface_picture
, target
);
1260 target
[1] += 2.0f
* s
->surface_picture
[1];
1261 v3_normalize( target
);
1263 v3_lerp( s
->state
.up_dir
, target
,
1264 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1266 else if( s
->state
.activity
== k_skate_activity_air
)
1268 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1269 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1273 v3_lerp( s
->state
.up_dir
, (v3f
){0.0f
,1.0f
,0.0f
},
1274 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1278 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1281 v3_sub( target
, origin
, dir
);
1284 ray
.dist
= v3_length( dir
);
1285 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1288 if( ray_world( origin
, dir
, &ray
) )
1294 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1296 /* TODO: Is N and Dir really orthogonal? */
1297 v3_copy( inf
->dir
, mtx
[0] );
1298 v3_copy( inf
->n
, mtx
[1] );
1299 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1302 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1303 struct grind_info
*inf
, float strength
)
1306 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1307 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1309 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1310 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1311 F
= a
* -dir
* k_grind_max_friction
;
1313 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1316 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1317 struct grind_info
*inf
, float strength
)
1320 skate_grind_orient( inf
, mtx
);
1321 m3x3_transpose( mtx
, mtx_inv
);
1324 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1326 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1327 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1328 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1331 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1332 float sign
, struct grind_info
*inf
,
1335 struct player_skate
*s
= &player
->_skate
;
1337 /* TODO: Trash compactor this */
1338 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1340 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1341 v3_add( player
->rb
.co
, raw
, wsp
);
1343 v3_copy( ra
, s
->weight_distribution
);
1346 v3_sub( inf
->co
, wsp
, delta
);
1349 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1352 skate_grind_decay( player
, inf
, strength
);
1353 skate_grind_friction( player
, inf
, strength
);
1355 /* yeah yeah yeah yeah */
1356 v3f raw_nplane
, axis
;
1357 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1358 v3_cross( raw_nplane
, inf
->n
, axis
);
1359 v3_normalize( axis
);
1363 skate_grind_orient( inf
, mtx
);
1364 v3f target_fwd
, fwd
, up
, target_up
;
1365 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1366 v3_copy( raw_nplane
, fwd
);
1367 v3_copy( player
->rb
.to_world
[1], up
);
1368 v3_copy( inf
->n
, target_up
);
1370 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1371 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1373 v3_normalize( target_fwd
);
1374 v3_normalize( fwd
);
1379 float way
= player
->input_js1v
->axis
.value
*
1380 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1383 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1384 q_mulv( q
, target_up
, target_up
);
1385 q_mulv( q
, target_fwd
, target_fwd
);
1387 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1392 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1393 k_grind_spring
*strength
,
1394 k_grind_dampener
*strength
,
1397 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1398 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1399 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1401 s
->grind_strength
= strength
;
1404 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1405 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1406 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1409 v3_copy( inf
->dir
, s
->grind_dir
);
1412 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1413 struct grind_info
*inf_front
,
1414 struct grind_info
*inf_back
)
1416 struct player_skate
*s
= &player
->_skate
;
1417 struct grind_info inf_avg
;
1419 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1420 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1421 v3_normalize( inf_avg
.dir
);
1423 v3f axis_front
, axis_back
, axis
;
1424 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1425 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1426 v3_add( axis_front
, axis_back
, axis
);
1427 v3_normalize( axis
);
1429 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1431 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1434 float way
= player
->input_js1v
->axis
.value
*
1435 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1438 v3_copy( player
->rb
.to_world
[1], up
);
1439 v3_copy( inf_avg
.n
, target_up
);
1440 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1441 q_mulv( q
, target_up
, target_up
);
1443 v3_zero( s
->weight_distribution
);
1444 s
->weight_distribution
[2] = k_board_length
* -way
;
1446 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1451 v3f fwd_nplane
, dir_nplane
;
1452 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1453 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1456 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1457 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1459 v3_normalize( fwd_nplane
);
1460 v3_normalize( dir_nplane
);
1462 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1467 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1468 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1469 delta_front
, delta_back
, delta_total
;
1471 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1472 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1474 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1475 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1476 v3_add( delta_front
, delta_back
, delta_total
);
1478 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1481 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1482 v3_zero( limit
->ra
);
1483 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1486 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1489 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1490 struct grind_info
*inf
)
1492 struct player_skate
*s
= &player
->_skate
;
1494 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1495 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1497 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1498 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1500 /* Exit condition: lost grind tracking */
1501 if( !skate_grind_scansq( grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1504 /* Exit condition: cant see grind target directly */
1505 if( !skate_point_visible( wheel_co
, inf
->co
) )
1508 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1509 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1510 minv
= k_grind_axel_min_vel
*0.8f
;
1515 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1518 v3_copy( inf
->dir
, s
->grind_dir
);
1522 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1523 struct grind_info
*inf
)
1525 struct player_skate
*s
= &player
->_skate
;
1527 /* TODO: Trash compactor this */
1528 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1531 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1532 v3_add( player
->rb
.co
, raw
, wsp
);
1534 if( skate_grind_scansq( wsp
, player
->rb
.v
, 0.3, inf
) )
1536 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1539 /* velocity should be at least 60% aligned */
1541 v3_cross( inf
->n
, inf
->dir
, axis
);
1542 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1544 if( v3_length2( pv
) < 0.0001f
)
1548 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1551 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1555 /* check for vertical alignment */
1556 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1560 v3f local_co
, local_dir
, local_n
;
1561 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1562 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1563 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1565 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1567 float truck_height
= -(k_board_radius
+0.03f
);
1570 v3_cross( player
->rb
.w
, raw
, rv
);
1571 v3_add( player
->rb
.v
, rv
, rv
);
1573 if( (local_co
[1] >= truck_height
) &&
1574 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1583 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1584 struct grind_info
*inf
)
1586 struct player_skate
*s
= &player
->_skate
;
1588 v3f local_co
, local_dir
, local_n
;
1589 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1590 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1591 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1594 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1596 v3_copy( intersection
, s
->weight_distribution
);
1598 skate_grind_decay( player
, inf
, 0.1f
);
1599 skate_grind_friction( player
, inf
, 0.25f
);
1601 /* direction alignment */
1603 v3_cross( local_dir
, local_n
, perp
);
1604 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1605 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1607 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1608 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1610 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1612 k_grind_spring
, k_grind_dampener
,
1615 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1617 k_grind_spring
, k_grind_dampener
,
1620 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1621 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1623 v3_copy( inf
->dir
, s
->grind_dir
);
1626 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1627 struct grind_info
*inf
)
1629 struct player_skate
*s
= &player
->_skate
;
1631 if( skate_grind_scansq( player
->rb
.co
,
1632 player
->rb
.to_world
[0], k_board_length
,
1635 v3f local_co
, local_dir
;
1636 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1637 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1639 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1640 (local_co
[1] >= 0.0f
) && /* at deck level */
1641 (fabsf(local_dir
[0]) >= 0.5f
) ) /* perpendicular to us */
1643 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1653 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1654 struct grind_info
*inf
)
1656 struct player_skate
*s
= &player
->_skate
;
1658 if( !skate_grind_scansq( player
->rb
.co
,
1659 player
->rb
.to_world
[0], k_board_length
,
1663 /* Exit condition: cant see grind target directly */
1665 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1666 if( !skate_point_visible( vis
, inf
->co
) )
1669 /* Exit condition: minimum velocity not reached, but allow a bit of error
1670 * TODO: trash compactor */
1671 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1672 minv
= k_grind_axel_min_vel
*0.8f
;
1677 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1683 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1684 struct grind_info
*inf
)
1686 struct player_skate
*s
= &player
->_skate
;
1689 skate_grind_orient( inf
, mtx
);
1690 m3x3_transpose( mtx
, mtx
);
1693 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1695 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1696 v3_normalize( s
->grind_vec
);
1697 v3_copy( inf
->dir
, s
->grind_dir
);
1700 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1702 struct player_skate
*s
= &player
->_skate
;
1704 /* debounces this state manager a little bit */
1705 if( s
->frames_since_activity_change
< 10 )
1707 s
->frames_since_activity_change
++;
1708 return k_skate_activity_undefined
;
1711 struct grind_info inf_back50
,
1719 if( s
->state
.activity
== k_skate_activity_grind_boardslide
)
1721 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1723 else if( s
->state
.activity
== k_skate_activity_grind_back50
)
1725 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1726 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1728 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
1730 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1731 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1733 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
1735 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1736 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1740 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
1741 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1742 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1744 if( res_back50
!= res_front50
)
1746 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
1748 res_back50
&= wants_to_do_that
;
1749 res_front50
&= wants_to_do_that
;
1753 const enum skate_activity table
[] =
1754 { /* slide | back | front */
1755 k_skate_activity_undefined
, /* 0 0 0 */
1756 k_skate_activity_grind_front50
, /* 0 0 1 */
1757 k_skate_activity_grind_back50
, /* 0 1 0 */
1758 k_skate_activity_grind_5050
, /* 0 1 1 */
1760 /* slide has priority always */
1761 k_skate_activity_grind_boardslide
, /* 1 0 0 */
1762 k_skate_activity_grind_boardslide
, /* 1 0 1 */
1763 k_skate_activity_grind_boardslide
, /* 1 1 0 */
1764 k_skate_activity_grind_boardslide
, /* 1 1 1 */
1766 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
1768 if( new_activity
== k_skate_activity_undefined
)
1770 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1771 s
->frames_since_activity_change
= 0;
1773 else if( new_activity
== k_skate_activity_grind_boardslide
)
1775 skate_boardslide_apply( player
, &inf_slide
);
1777 else if( new_activity
== k_skate_activity_grind_back50
)
1779 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
1780 skate_store_grind_vec( player
, &inf_back50
);
1782 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
1784 else if( new_activity
== k_skate_activity_grind_front50
)
1786 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
1787 skate_store_grind_vec( player
, &inf_front50
);
1789 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
1791 else if( new_activity
== k_skate_activity_grind_5050
)
1792 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
1794 return new_activity
;
1797 VG_STATIC
void player__skate_update( player_instance
*player
)
1799 struct player_skate
*s
= &player
->_skate
;
1800 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1801 s
->state
.activity_prev
= s
->state
.activity
;
1803 struct board_collider
1810 enum board_collider_state
1812 k_collider_state_default
,
1813 k_collider_state_disabled
,
1814 k_collider_state_colliding
1821 { 0.0f
, 0.0f
, -k_board_length
},
1822 .radius
= k_board_radius
,
1826 { 0.0f
, 0.0f
, k_board_length
},
1827 .radius
= k_board_radius
,
1832 const int k_wheel_count
= 2;
1834 s
->substep
= k_rb_delta
;
1835 s
->substep_delta
= s
->substep
;
1838 int substep_count
= 0;
1840 v3_zero( s
->surface_picture
);
1842 for( int i
=0; i
<k_wheel_count
; i
++ )
1843 wheels
[i
].state
= k_collider_state_default
;
1845 /* check if we can enter or continue grind */
1846 enum skate_activity grindable_activity
= skate_availible_grind( player
);
1847 if( grindable_activity
!= k_skate_activity_undefined
)
1849 s
->state
.activity
= grindable_activity
;
1853 int contact_count
= 0;
1854 for( int i
=0; i
<2; i
++ )
1857 v3_copy( player
->rb
.to_world
[0], axel
);
1859 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
1860 wheels
[i
].colour
, normal
, axel
) )
1862 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1864 k_board_spring
, k_board_dampener
,
1867 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
1871 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
1876 s
->state
.activity
= k_skate_activity_ground
;
1877 s
->state
.gravity_bias
= k_gravity
;
1878 v3_normalize( s
->surface_picture
);
1880 skate_apply_friction_model( player
);
1881 skate_weight_distribute( player
);
1882 skate_apply_pump_model( player
);
1886 s
->state
.activity
= k_skate_activity_air
;
1887 v3_zero( s
->weight_distribution
);
1888 skate_apply_air_model( player
);
1893 if( s
->state
.activity
== k_skate_activity_grind_back50
)
1894 wheels
[1].state
= k_collider_state_disabled
;
1895 if( s
->state
.activity
== k_skate_activity_grind_front50
)
1896 wheels
[0].state
= k_collider_state_disabled
;
1897 if( s
->state
.activity
== k_skate_activity_grind_5050
)
1899 wheels
[0].state
= k_collider_state_disabled
;
1900 wheels
[1].state
= k_collider_state_disabled
;
1903 /* all activities */
1904 skate_apply_steering_model( player
);
1905 skate_adjust_up_direction( player
);
1906 skate_apply_cog_model( player
);
1907 skate_apply_jump_model( player
);
1908 skate_apply_grab_model( player
);
1909 skate_apply_trick_model( player
);
1914 * Phase 0: Continous collision detection
1915 * --------------------------------------------------------------------------
1918 v3f head_wp0
, head_wp1
, start_co
;
1919 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
1920 v3_copy( player
->rb
.co
, start_co
);
1922 /* calculate transform one step into future */
1925 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
1927 if( v3_length2( player
->rb
.w
) > 0.0f
)
1931 v3_copy( player
->rb
.w
, axis
);
1933 float mag
= v3_length( axis
);
1934 v3_divs( axis
, mag
, axis
);
1935 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
1936 q_mul( rotation
, player
->rb
.q
, future_q
);
1937 q_normalize( future_q
);
1940 v4_copy( player
->rb
.q
, future_q
);
1942 v3f future_cg
, current_cg
, cg_offset
;
1943 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
1944 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
1945 v3_sub( future_cg
, current_cg
, cg_offset
);
1947 /* calculate the minimum time we can move */
1948 float max_time
= s
->substep
;
1950 for( int i
=0; i
<k_wheel_count
; i
++ )
1952 if( wheels
[i
].state
== k_collider_state_disabled
)
1955 v3f current
, future
, r_cg
;
1957 q_mulv( future_q
, wheels
[i
].pos
, future
);
1958 v3_add( future
, future_co
, future
);
1959 v3_add( cg_offset
, future
, future
);
1961 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
1962 v3_add( current
, player
->rb
.co
, current
);
1967 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
1968 if( spherecast_world( current
, future
, cast_radius
, &t
, n
) != -1)
1969 max_time
= vg_minf( max_time
, t
* s
->substep
);
1972 /* clamp to a fraction of delta, to prevent locking */
1973 float rate_lock
= substep_count
;
1974 rate_lock
*= k_rb_delta
* 0.1f
;
1975 rate_lock
*= rate_lock
;
1977 max_time
= vg_maxf( max_time
, rate_lock
);
1978 s
->substep_delta
= max_time
;
1981 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
1982 if( v3_length2( player
->rb
.w
) > 0.0f
)
1986 v3_copy( player
->rb
.w
, axis
);
1988 float mag
= v3_length( axis
);
1989 v3_divs( axis
, mag
, axis
);
1990 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
1991 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1992 q_normalize( player
->rb
.q
);
1994 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
1995 v3_sub( current_cg
, future_cg
, cg_offset
);
1996 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
1999 rb_update_transform( &player
->rb
);
2000 player
->rb
.v
[1] += -s
->state
.gravity_bias
* s
->substep_delta
;
2002 s
->substep
-= s
->substep_delta
;
2004 rb_ct manifold
[128];
2005 int manifold_len
= 0;
2008 * Phase -1: head detection
2009 * --------------------------------------------------------------------------
2011 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2015 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2016 (spherecast_world( head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2018 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2019 rb_update_transform( &player
->rb
);
2021 player__dead_transition( player
);
2026 * Phase 1: Regular collision detection
2027 * --------------------------------------------------------------------------
2030 for( int i
=0; i
<k_wheel_count
; i
++ )
2032 if( wheels
[i
].state
== k_collider_state_disabled
)
2036 m3x3_identity( mtx
);
2037 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2039 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2041 rb_ct
*man
= &manifold
[ manifold_len
];
2043 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2045 wheels
[i
].state
= k_collider_state_colliding
;
2050 float grind_radius
= k_board_radius
* 0.75f
;
2051 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2052 .radius
=grind_radius
};
2054 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2055 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2056 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2057 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2058 grind_radius
+ k_board_radius
*0.25f
, mtx
[3] );
2060 rb_ct
*cman
= &manifold
[manifold_len
];
2062 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
.rb_geo
.inf
.scene
,
2066 for( int i
=0; i
<l
; i
++ )
2067 cman
[l
].type
= k_contact_type_edge
;
2068 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2069 l
= rb_manifold_apply_filtered( cman
, l
);
2073 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2076 for( int i
=0; i
<s
->limit_count
; i
++ )
2078 struct grind_limit
*limit
= &s
->limits
[i
];
2079 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2080 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2081 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2083 ct
->type
= k_contact_type_default
;
2088 * --------------------------------------------------------------------------
2093 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2094 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2096 for( int i
=0; i
<manifold_len
; i
++ )
2098 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2099 rb_debug_contact( &manifold
[i
] );
2102 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2103 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2104 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2105 ey2
= k_board_interia
*extent
[1]*extent
[1],
2106 ez2
= k_board_interia
*extent
[2]*extent
[2];
2108 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2109 float inv_mass
= 1.0f
/mass
;
2112 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2113 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2114 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2117 m3x3_identity( iI
);
2124 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2125 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2127 for( int j
=0; j
<10; j
++ )
2129 for( int i
=0; i
<manifold_len
; i
++ )
2132 * regular dance; calculate velocity & total mass, apply impulse.
2135 struct contact
*ct
= &manifold
[i
];
2138 v3_sub( ct
->co
, world_cog
, delta
);
2139 v3_cross( player
->rb
.w
, delta
, rv
);
2140 v3_add( player
->rb
.v
, rv
, rv
);
2143 v3_cross( delta
, ct
->n
, raCn
);
2146 m3x3_mulv( iIw
, raCn
, raCnI
);
2148 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2149 vn
= v3_dot( rv
, ct
->n
),
2150 lambda
= normal_mass
* ( -vn
);
2152 float temp
= ct
->norm_impulse
;
2153 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2154 lambda
= ct
->norm_impulse
- temp
;
2157 v3_muls( ct
->n
, lambda
, impulse
);
2159 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2160 v3_cross( delta
, impulse
, impulse
);
2161 m3x3_mulv( iIw
, impulse
, impulse
);
2162 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2164 v3_cross( player
->rb
.w
, delta
, rv
);
2165 v3_add( player
->rb
.v
, rv
, rv
);
2166 vn
= v3_dot( rv
, ct
->n
);
2171 rb_depenetrate( manifold
, manifold_len
, dt
);
2172 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2173 rb_update_transform( &player
->rb
);
2177 if( s
->substep
>= 0.0001f
)
2178 goto begin_collision
; /* again! */
2181 * End of collision and dynamics routine
2182 * --------------------------------------------------------------------------
2185 for( int i
=0; i
<k_wheel_count
; i
++ )
2188 m3x3_copy( player
->rb
.to_world
, mtx
);
2189 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2190 debug_sphere( mtx
, wheels
[i
].radius
,
2191 (u32
[]){ VG__WHITE
, VG__BLACK
,
2192 wheels
[i
].colour
}[ wheels
[i
].state
]);
2195 skate_integrate( player
);
2196 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2198 teleport_gate
*gate
;
2199 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
2201 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2202 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2203 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2204 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2205 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2206 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2207 s
->state
.head_position
);
2209 v4f transport_rotation
;
2210 m3x3_q( gate
->transport
, transport_rotation
);
2211 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2212 rb_update_transform( &player
->rb
);
2214 s
->state_gate_storage
= s
->state
;
2215 player__pass_gate( player
, gate
);
2219 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2221 struct player_skate
*s
= &player
->_skate
;
2223 /* FIXME: Compression */
2224 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2227 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2230 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2234 const char *activity_txt
[] =
2238 "undefined (INVALID)",
2239 "grind_any (INVALID)",
2248 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2250 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2251 s
->state
.steerx_s
, s
->state
.steery_s
,
2252 k_steer_ground
, k_steer_air
);
2254 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2255 s
->state
.flip_time
);
2256 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2257 s
->state
.trick_vel
[0],
2258 s
->state
.trick_vel
[1],
2259 s
->state
.trick_vel
[2] );
2260 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2261 s
->state
.trick_euler
[0],
2262 s
->state
.trick_euler
[1],
2263 s
->state
.trick_euler
[2] );
2266 VG_STATIC
void player__skate_animate( player_instance
*player
,
2267 player_animation
*dest
)
2269 struct player_skate
*s
= &player
->_skate
;
2270 struct player_avatar
*av
= player
->playeravatar
;
2271 struct skeleton
*sk
= &av
->sk
;
2274 float kheight
= 2.0f
,
2280 v3f cog_local
, cog_ideal
;
2281 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2283 v3_copy( s
->state
.up_dir
, cog_ideal
);
2284 v3_normalize( cog_ideal
);
2285 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2287 v3_sub( cog_ideal
, cog_local
, offset
);
2290 v3_muls( offset
, 4.0f
, offset
);
2293 float curspeed
= v3_length( player
->rb
.v
),
2294 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2295 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2296 sign
= vg_signf( kicks
);
2298 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2299 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2302 offset
[0] += s
->wobble
[1]*3.0f
;
2307 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2308 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2311 * Animation blending
2312 * ===========================================
2317 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2318 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2321 /* movement information */
2323 int iair
= s
->state
.activity
== k_skate_activity_air
;
2325 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2326 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2327 fly
= iair
? 1.0f
: 0.0f
,
2328 wdist
= s
->weight_distribution
[2] / k_board_length
;
2330 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2331 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2332 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
2333 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2336 mdl_keyframe apose
[32], bpose
[32];
2337 mdl_keyframe ground_pose
[32];
2339 /* when the player is moving fast he will crouch down a little bit */
2340 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2341 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2344 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2345 stand_blend
= offset
[1]*-2.0f
;
2348 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2350 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2352 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2353 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2354 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2357 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2358 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2359 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2362 double push_time
= vg
.time
- s
->state
.start_push
;
2363 s
->blend_push
= vg_lerpf( s
->blend_push
,
2364 (vg
.time
- s
->state
.cur_push
) < 0.125,
2365 6.0f
*vg
.time_delta
);
2367 float pt
= push_time
+ vg
.accumulator
;
2368 if( s
->state
.reverse
> 0.0f
)
2369 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2371 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2373 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2376 float jump_start_frame
= 14.0f
/30.0f
;
2378 float charge
= s
->state
.jump_charge
;
2379 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2381 float setup_frame
= charge
* jump_start_frame
,
2382 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2384 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2385 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2386 setup_frame
= jump_frame
;
2388 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2390 s
->anim_ollie_reverse
;
2392 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2393 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2396 mdl_keyframe air_pose
[32];
2398 float target
= -player
->input_js1h
->axis
.value
;
2399 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2401 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2402 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2404 static v2f grab_choice
;
2406 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2407 player
->input_js2v
->axis
.value
};
2408 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2409 if( v2_length2( grab_input
) <= 0.001f
)
2410 grab_input
[0] = -1.0f
;
2412 v2_normalize_clamp( grab_input
);
2413 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2415 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2416 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2417 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2419 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2420 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2423 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2425 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2427 /* additive effects */
2429 u32 apply_to
[] = { av
->id_hip
,
2433 av
->id_ik_elbow_r
};
2435 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2437 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2438 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2442 /* angle correction */
2443 if( v3_length2( s
->state
.up_dir
) > 0.001f
)
2446 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2447 v3_normalize( ndir
);
2449 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2451 float a
= v3_dot( ndir
, up
);
2452 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2457 v3_cross( up
, ndir
, axis
);
2458 q_axis_angle( q
, axis
, a
);
2460 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2462 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2464 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2467 v3_sub( kf
->co
, kf_hip
->co
, v0
);
2468 q_mulv( q
, v0
, v0
);
2469 v3_add( v0
, kf_hip
->co
, kf
->co
);
2471 q_mul( q
, kf
->q
, kf
->q
);
2472 q_normalize( kf
->q
);
2476 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2477 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2479 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2480 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2485 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2486 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2487 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2488 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2489 &dest
->pose
[av
->id_wheel_l
-1] };
2492 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2495 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2497 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2498 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2499 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2501 q_mul( qpitchr
, qrollr
, qtrickr
);
2502 q_mul( qyawr
, qtrickr
, qtotal
);
2503 q_normalize( qtotal
);
2505 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2508 /* trick rotation */
2509 v4f qtrick
, qyaw
, qpitch
, qroll
;
2511 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2513 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2514 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
2515 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2517 q_mul( qpitch
, qroll
, qtrick
);
2518 q_mul( qyaw
, qtrick
, qtrick
);
2519 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2520 q_normalize( kf_board
->q
);
2522 /* foot weight distribution */
2523 if( s
->blend_weight
> 0.0f
)
2525 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2526 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2530 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2531 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2534 /* truck rotation */
2535 for( int i
=0; i
<2; i
++ )
2537 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2538 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2541 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2542 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2543 q_normalize( kf_wheels
[i
]->q
);
2548 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2549 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2551 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2553 v4f qresy
, qresx
, qresidual
;
2555 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
2556 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
2558 q_mul( qresy
, qresx
, qresidual
);
2559 q_normalize( qresidual
);
2560 q_mul( dest
->root_q
, qresidual
, dest
->root_q
);
2561 q_normalize( dest
->root_q
);
2565 if( (s
->state
.activity
== k_skate_activity_air
) &&
2566 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2568 float t
= s
->state
.flip_time
+ s
->state
.flip_rate
*substep
*k_rb_delta
,
2569 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2570 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2571 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2573 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2575 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2576 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2577 q_normalize( dest
->root_q
);
2579 v3f rotation_point
, rco
;
2580 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2581 v3_sub( dest
->root_co
, rotation_point
, rco
);
2583 q_mulv( qflip
, rco
, rco
);
2584 v3_add( rco
, rotation_point
, dest
->root_co
);
2587 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
2590 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2592 struct player_skate
*s
= &player
->_skate
;
2593 struct player_avatar
*av
= player
->playeravatar
;
2595 player
->cam_velocity_influence
= 1.0f
;
2597 v3f head
= { 0.0f
, 1.8f
, 0.0f
}; /* FIXME: Viewpoint entity */
2598 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2599 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2600 s
->state
.head_position
);
2603 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2605 struct player_skate
*s
= &player
->_skate
;
2607 if( s
->state
.activity
== k_skate_activity_air
)
2608 s
->blend_fly
= 1.0f
;
2610 s
->blend_fly
= 0.0f
;
2612 s
->blend_slide
= 0.0f
;
2615 s
->blend_stand
= 0.0f
;
2616 s
->blend_push
= 0.0f
;
2617 s
->blend_jump
= 0.0f
;
2618 s
->blend_airdir
= 0.0f
;
2621 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2623 struct player_skate
*s
= &player
->_skate
;
2624 s
->state
.jump_charge
= 0.0f
;
2625 s
->state
.lift_frames
= 0;
2626 s
->state
.flip_rate
= 0.0f
;
2628 s
->state
.steery
= 0.0f
;
2629 s
->state
.steerx
= 0.0f
;
2630 s
->state
.steery_s
= 0.0f
;
2631 s
->state
.steerx_s
= 0.0f
;
2633 s
->state
.reverse
= 0.0f
;
2634 s
->state
.slip
= 0.0f
;
2635 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2638 m3x3_identity( s
->state
.velocity_bias
);
2639 m3x3_identity( s
->state
.velocity_bias_pstep
);
2642 v3_zero( s
->state
.throw_v
);
2643 v3_zero( s
->state
.trick_vel
);
2644 v3_zero( s
->state
.trick_euler
);
2647 VG_STATIC
void player__skate_reset( player_instance
*player
,
2648 struct respawn_point
*rp
)
2650 struct player_skate
*s
= &player
->_skate
;
2651 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
2652 v3_zero( player
->rb
.v
);
2653 v3_zero( s
->state
.cog_v
);
2654 v4_copy( rp
->q
, player
->rb
.q
);
2656 s
->state
.activity
= k_skate_activity_air
;
2657 s
->state
.activity_prev
= k_skate_activity_air
;
2659 player__skate_clear_mechanics( player
);
2660 player__skate_reset_animator( player
);
2662 v3_zero( s
->state
.head_position
);
2663 s
->state
.head_position
[1] = 1.8f
;
2666 #endif /* PLAYER_SKATE_C */