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
);
64 * Gets the closest grindable edge to the player within max_dist
66 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
71 bh_iter_init( 0, &it
);
75 box_init_inf( region
);
76 box_addpt( region
, p0
);
77 box_addpt( region
, p1
);
80 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
81 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
83 float closest
= k_r
*k_r
;
84 struct grind_edge
*closest_edge
= NULL
;
87 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
89 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
95 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
109 VG_STATIC
int skate_grind_collide( player_instance
*player
, rb_ct
*contact
)
112 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
113 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
114 v3_muladds( p0
, player
->rb
.to_world
[1], 0.08f
, p0
);
115 v3_muladds( p1
, player
->rb
.to_world
[1], 0.08f
, p1
);
117 float const k_r
= 0.25f
;
118 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
124 v3_sub( c1
, c0
, delta
);
126 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
128 contact
->p
= v3_length( delta
);
129 contact
->type
= k_contact_type_edge
;
130 contact
->element_id
= 0;
131 v3_copy( c1
, contact
->co
);
135 v3f edge_dir
, axis_dir
;
136 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
137 v3_normalize( edge_dir
);
138 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
139 v3_cross( edge_dir
, axis_dir
, contact
->n
);
155 VG_STATIC
int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
156 struct grind_info
*inf
)
159 v3_copy( dir
, plane
);
160 v3_normalize( plane
);
161 plane
[3] = v3_dot( plane
, pos
);
164 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
165 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
168 bh_iter_init( 0, &it
);
179 int sample_count
= 0;
185 v3_cross( plane
, (v3f
){0.0f
,1.0f
,0.0f
}, support_axis
);
186 v3_normalize( support_axis
);
188 while( bh_next( world
.geo_bh
, &it
, box
, &idx
) )
190 u32
*ptri
= &world
.scene_geo
->arrindices
[ idx
*3 ];
193 for( int j
=0; j
<3; j
++ )
194 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
196 for( int j
=0; j
<3; j
++ )
201 struct grind_sample
*sample
= &samples
[ sample_count
];
204 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
207 v3_sub( co
, pos
, d
);
208 if( v3_length2( d
) > r
*r
)
212 v3_sub( tri
[1], tri
[0], va
);
213 v3_sub( tri
[2], tri
[0], vb
);
214 v3_cross( va
, vb
, normal
);
216 sample
->normal
[0] = v3_dot( support_axis
, normal
);
217 sample
->normal
[1] = normal
[1];
218 sample
->co
[0] = v3_dot( support_axis
, d
);
219 sample
->co
[1] = d
[1];
221 v3_copy( normal
, sample
->normal3
); /* normalize later
222 if we want to us it */
224 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
225 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
226 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
228 v2_normalize( sample
->normal
);
231 if( sample_count
== vg_list_size( samples
) )
232 goto too_many_samples
;
239 if( sample_count
< 2 )
247 v2_fill( min_co
, INFINITY
);
248 v2_fill( max_co
, -INFINITY
);
250 v3_zero( average_direction
);
251 v3_zero( average_normal
);
253 int passed_samples
= 0;
255 for( int i
=0; i
<sample_count
-1; i
++ )
257 struct grind_sample
*si
, *sj
;
261 for( int j
=i
+1; j
<sample_count
; j
++ )
268 /* non overlapping */
269 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
272 /* not sharp angle */
273 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
278 v3_sub( sj
->centroid
, si
->centroid
, v0
);
279 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
280 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
283 v2_minv( sj
->co
, min_co
, min_co
);
284 v2_maxv( sj
->co
, max_co
, max_co
);
287 v3_copy( si
->normal3
, n0
);
288 v3_copy( sj
->normal3
, n1
);
289 v3_cross( n0
, n1
, dir
);
292 /* make sure the directions all face a common hemisphere */
293 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
294 v3_add( average_direction
, dir
, average_direction
);
296 if( si
->normal3
[1] > sj
->normal3
[1] )
297 v3_add( si
->normal3
, average_normal
, average_normal
);
299 v3_add( sj
->normal3
, average_normal
, average_normal
);
305 if( !passed_samples
)
308 if( (v3_length2( average_direction
) <= 0.001f
) ||
309 (v3_length2( average_normal
) <= 0.001f
) )
312 float div
= 1.0f
/(float)passed_samples
;
313 v3_normalize( average_direction
);
314 v3_normalize( average_normal
);
317 v2_add( min_co
, max_co
, average_coord
);
318 v2_muls( average_coord
, 0.5f
, average_coord
);
320 v3_muls( support_axis
, average_coord
[0], inf
->co
);
321 inf
->co
[1] += average_coord
[1];
322 v3_add( pos
, inf
->co
, inf
->co
);
323 v3_copy( average_normal
, inf
->n
);
324 v3_copy( average_direction
, inf
->dir
);
326 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
327 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
328 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
330 return passed_samples
;
334 static inline void skate_grind_coordv2i( v2f co
, v2i d
)
336 const float k_inv_res
= 1.0f
/0.01f
;
337 d
[0] = floorf( co
[0] * k_inv_res
);
338 d
[1] = floorf( co
[1] * k_inv_res
);
341 static inline u32
skate_grind_hashv2i( v2i d
)
343 return (d
[0] * 92837111) ^ (d
[1] * 689287499);
346 static inline u32
skate_grind_hashv2f( v2f co
)
349 skate_grind_coordv2i( co
, d
);
350 return skate_grind_hashv2i( d
);
353 VG_STATIC
int skate_grind_scansq( player_instance
*player
, v3f pos
,
354 v3f result_co
, v3f result_dir
, v3f result_n
)
357 v3_copy( player
->rb
.v
, plane
);
358 v3_normalize( plane
);
359 plane
[3] = v3_dot( plane
, pos
);
362 float r
= k_board_length
;
363 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
364 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
366 vg_line_boxf( box
, VG__BLACK
);
369 m3x3_copy( player
->rb
.to_world
, mtx
);
370 v3_copy( pos
, mtx
[3] );
373 bh_iter_init( 0, &it
);
385 int sample_count
= 0;
391 v3_cross( plane
, (v3f
){0.0f
,1.0f
,0.0f
}, support_axis
);
392 v3_normalize( support_axis
);
394 while( bh_next( world
.geo_bh
, &it
, box
, &idx
) )
396 u32
*ptri
= &world
.scene_geo
->arrindices
[ idx
*3 ];
399 for( int j
=0; j
<3; j
++ )
400 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
402 for( int j
=0; j
<3; j
++ )
407 struct grind_sample
*sample
= &samples
[ sample_count
];
410 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
413 v3_sub( co
, pos
, d
);
414 if( v3_length2( d
) > r
*r
)
418 v3_sub( tri
[1], tri
[0], va
);
419 v3_sub( tri
[2], tri
[0], vb
);
420 v3_cross( va
, vb
, normal
);
422 sample
->normal
[0] = v3_dot( support_axis
, normal
);
423 sample
->normal
[1] = normal
[1];
424 sample
->co
[0] = v3_dot( support_axis
, d
);
425 sample
->co
[1] = d
[1];
427 v3_copy( normal
, sample
->normal3
); /* normalize later
428 if we want to us it */
430 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
431 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
432 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
434 v2_normalize( sample
->normal
);
437 if( sample_count
== vg_list_size( samples
) )
445 if( sample_count
< 2 )
450 /* spacial hashing */
452 const int k_hashmap_size
= 128;
453 u32 hashmap
[k_hashmap_size
+1];
456 for( int i
=0; i
<k_hashmap_size
+1; i
++ )
459 for( int i
=0; i
<sample_count
; i
++ )
461 u32 h
= skate_grind_hashv2f( samples
[i
].co
) % k_hashmap_size
;
466 for( int i
=0; i
<k_hashmap_size
; i
++ )
468 hashmap
[i
+1] += hashmap
[i
];
471 /* trash compactor */
472 for( int i
=0; i
<sample_count
; i
++ )
474 u32 h
= skate_grind_hashv2f( samples
[i
].co
) % k_hashmap_size
;
477 entries
[ hashmap
[h
] ] = i
;
486 v2_fill( min_co
, INFINITY
);
487 v2_fill( max_co
, -INFINITY
);
489 v3_zero( average_direction
);
490 v3_zero( average_normal
);
492 int passed_samples
= 0;
494 for( int i
=0; i
<sample_count
; i
++ )
496 struct grind_sample
*si
, *sj
;
500 skate_grind_coordv2i( si
->co
, start
);
502 v2i offsets
[] = { {-1,-1},{ 0,-1},{ 1,-1},
503 {-1, 0},{ 0, 0},{ 1, 0},
504 {-1, 1},{ 0, 1},{ 1, 1} };
506 for( int j
=0; j
<vg_list_size(offsets
); j
++ )
509 v2i_add( start
, offsets
[j
], cell
);
511 u32 h
= skate_grind_hashv2i( cell
) % k_hashmap_size
;
513 int start
= hashmap
[ h
],
514 end
= hashmap
[ h
+1 ];
516 for( int k
=start
; k
<end
; k
++ )
518 int idx
= entries
[ k
];
524 /* non overlapping */
525 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
528 /* not sharp angle */
529 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
534 v3_sub( sj
->centroid
, si
->centroid
, v0
);
535 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
536 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
539 v2_minv( sj
->co
, min_co
, min_co
);
540 v2_maxv( sj
->co
, max_co
, max_co
);
543 v3_copy( si
->normal3
, n0
);
544 v3_copy( sj
->normal3
, n1
);
545 v3_cross( n0
, n1
, dir
);
548 /* make sure the directions all face a common hemisphere */
549 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
550 v3_add( average_direction
, dir
, average_direction
);
552 if( si
->normal3
[1] > sj
->normal3
[1] )
553 v3_add( si
->normal3
, average_normal
, average_normal
);
555 v3_add( sj
->normal3
, average_normal
, average_normal
);
562 if( !passed_samples
)
565 if( (v3_length2( average_direction
) <= 0.001f
) ||
566 (v3_length2( average_normal
) <= 0.001f
) )
569 float div
= 1.0f
/(float)passed_samples
;
570 v3_normalize( average_direction
);
571 v3_normalize( average_normal
);
574 v2_add( min_co
, max_co
, average_coord
);
575 v2_muls( average_coord
, 0.5f
, average_coord
);
578 v3_muls( support_axis
, average_coord
[0], result_co
);
579 result_co
[1] += average_coord
[1];
580 v3_add( pos
, result_co
, result_co
);
583 vg_line_pt3( result_co
, 0.02f
, VG__GREEN
);
586 v3_muladds( result_co
, average_direction
, 0.35f
, p0
);
587 v3_muladds( result_co
, average_direction
, -0.35f
, p1
);
588 vg_line( p0
, p1
, VG__PINK
);
591 v3_copy( average_normal
, result_n
);
592 v3_copy( average_direction
, result_dir
);
594 return passed_samples
;
607 * Trace a path given a velocity rotation.
609 * TODO: this MIGHT be worth doing RK4 on the gravity field.
611 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
612 struct land_prediction
*prediction
)
614 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
615 float k_bias
= 0.96f
;
619 v3_muls( v
, k_bias
, pv
);
621 m3x3_mulv( vr
, pv
, pv
);
622 v3_muladds( pco
, pv
, pstep
, pco
);
624 struct grind_edge
*best_grind
= NULL
;
625 float closest_grind
= INFINITY
;
627 float grind_score
= INFINITY
,
628 air_score
= INFINITY
,
629 time_to_impact
= 0.0f
;
634 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, ground_normal
);
635 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, grind_normal
);
637 prediction
->log_length
= 0;
638 v3_copy( pco
, prediction
->apex
);
640 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
642 v3_copy( pco
, pco1
);
644 pv
[1] += -k_gravity
* pstep
;
646 m3x3_mulv( vr
, pv
, pv
);
647 v3_muladds( pco
, pv
, pstep
, pco
);
649 if( pco
[1] > prediction
->apex
[1] )
650 v3_copy( pco
, prediction
->apex
);
654 v3_sub( pco
, pco1
, vdir
);
656 float l
= v3_length( vdir
);
657 v3_muls( vdir
, 1.0f
/l
, vdir
);
661 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
664 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
666 float d2
= v3_dist2( c0
, c1
);
667 if( d2
< closest_grind
)
671 grind_score
= closest_grind
* 0.05f
;
676 /* TODO: binary search grind once we find it, do not need to
677 * recompute scansq, or collision. only distance
681 if( bh_closest_point( world
.geo_bh
, pco
, closest
, k_board_length
) != -1 )
683 struct grind_info inf
;
684 if( skate_grind_scansq( closest
, vdir
, 0.5f
, &inf
) )
686 float score
= -v3_dot( pv
, inf
.n
) * 0.06f
;
688 if( (score
> 0.0f
) && (score
< grind_score
) )
698 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
701 v3_copy( n1
, ground_normal
);
702 air_score
= -v3_dot( pv
, n1
);
704 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
705 struct world_material
*mat
= world_tri_index_material( vert_index
);
707 /* Bias prediction towords ramps */
708 if( mat
->info
.flags
& k_material_flag_skate_surface
)
711 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
712 time_to_impact
+= t1
* pstep
;
716 time_to_impact
+= pstep
;
717 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
720 if( grind_score
< air_score
)
722 prediction
->score
= grind_score
;
723 prediction
->type
= k_prediction_grind
;
724 v3_copy( grind_normal
, prediction
->n
);
726 else if( air_score
< INFINITY
)
728 prediction
->score
= air_score
;
729 prediction
->type
= k_prediction_land
;
730 v3_copy( ground_normal
, prediction
->n
);
734 prediction
->score
= INFINITY
;
735 prediction
->type
= k_prediction_none
;
738 prediction
->land_dist
= time_to_impact
;
742 void player__approximate_best_trajectory( player_instance
*player
)
744 struct player_skate
*s
= &player
->_skate
;
746 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
747 float best_velocity_delta
= -9999.9f
;
750 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
751 v3_normalize( axis
);
753 s
->prediction_count
= 0;
754 m3x3_identity( s
->state
.velocity_bias
);
756 float best_vmod
= 0.0f
,
757 min_score
= INFINITY
,
758 max_score
= -INFINITY
;
760 v3_zero( s
->state
.apex
);
761 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, s
->land_normal
);
762 /* TODO: Make part of state */
767 * Search a broad selection of futures
769 for( int m
=-3;m
<=12; m
++ )
771 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
773 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
778 q_axis_angle( bias_q
, axis
, vmod
);
779 q_m3x3( bias_q
, bias
);
781 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
783 if( p
->type
!= k_prediction_none
)
785 if( p
->score
< min_score
)
787 min_score
= p
->score
;
789 s
->land_dist
= p
->land_dist
;
790 v3_copy( p
->apex
, s
->state
.apex
);
791 v3_copy( p
->n
, s
->land_normal
);
793 /* TODO: Store this as pointer? */
796 if( p
->score
> max_score
)
797 max_score
= p
->score
;
802 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
803 q_m3x3( vr_q
, s
->state
.velocity_bias
);
805 q_axis_angle( vr_q
, axis
, best_vmod
);
806 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
811 for( int i
=0; i
<s
->prediction_count
; i
++ )
813 struct land_prediction
*p
= &s
->predictions
[i
];
819 vg_error( "negative score! (%f)\n", l
);
823 l
/= (max_score
-min_score
);
827 p
->colour
= l
* 255.0f
;
829 if( p
->type
== k_prediction_land
)
832 p
->colour
|= 0xff000000;
836 v2f steer
= { player
->input_js1h
->axis
.value
,
837 player
->input_js1v
->axis
.value
};
838 v2_normalize_clamp( steer
);
840 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.0f
) )
842 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
844 s
->state
.flip_time
= 0.0f
;
845 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
849 s
->state
.flip_rate
= 0.0f
;
850 v3_zero( s
->state
.flip_axis
);
856 * Varius physics models
857 * ------------------------------------------------
861 * Air control, no real physics
863 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
865 struct player_skate
*s
= &player
->_skate
;
867 if( s
->state
.activity_prev
!= k_skate_activity_air
)
868 player__approximate_best_trajectory( player
);
870 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
877 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
878 float k_bias
= 0.98f
;
881 v3_copy( player
->rb
.co
, pco
);
882 v3_muls( player
->rb
.v
, 1.0f
, pv
);
884 float time_to_impact
= 0.0f
;
885 float limiter
= 1.0f
;
887 struct grind_edge
*best_grind
= NULL
;
888 float closest_grind
= INFINITY
;
890 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
893 for( int i
=0; i
<250; i
++ )
895 v3_copy( pco
, pco1
);
896 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
898 pv
[1] += -k_gravity
* pstep
;
899 v3_muladds( pco
, pv
, pstep
, pco
);
904 v3_sub( pco
, pco1
, vdir
);
905 contact
.dist
= v3_length( vdir
);
906 v3_divs( vdir
, contact
.dist
, vdir
);
909 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
912 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
914 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
915 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
920 float orig_dist
= contact
.dist
;
921 if( ray_world( pco1
, vdir
, &contact
) )
923 v3_copy( contact
.normal
, target_normal
);
925 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
926 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
929 time_to_impact
+= pstep
;
933 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
934 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
936 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
939 q_axis_angle( correction
, axis
,
940 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
941 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
943 v2f steer
= { player
->input_js1h
->axis
.value
,
944 player
->input_js1v
->axis
.value
};
945 v2_normalize_clamp( steer
);
947 //s->land_dist = time_to_impact;
951 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
952 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
954 struct player_skate
*s
= &player
->_skate
;
957 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
959 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
960 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
962 v3_mul( strength
, F
, F
);
964 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
965 s
->board_trick_residualv
);
966 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
967 k_rb_delta
, s
->board_trick_residuald
);
969 if( s
->state
.activity
== k_skate_activity_air
)
971 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
974 int carry_on
= player_skate_trick_input( player
);
976 /* we assume velocities share a common divisor, in which case the
977 * interval is the minimum value (if not zero) */
979 float min_rate
= 99999.0f
;
981 for( int i
=0; i
<3; i
++ )
983 float v
= s
->state
.trick_vel
[i
];
984 if( (v
> 0.0f
) && (v
< min_rate
) )
988 float interval
= 1.0f
/ min_rate
,
989 current
= floorf( s
->state
.trick_time
/ interval
),
990 next_end
= (current
+1.0f
) * interval
;
993 /* integrate trick velocities */
994 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
995 s
->state
.trick_euler
);
997 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) )
999 s
->state
.trick_time
= 0.0f
;
1000 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
1001 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
1002 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
1003 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
1004 v3_zero( s
->state
.trick_vel
);
1007 s
->state
.trick_time
+= k_rb_delta
;
1011 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
1012 s
->state
.trick_time
> 0.2f
)
1014 player__dead_transition( player
);
1017 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
1018 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
1019 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
1020 s
->state
.trick_time
= 0.0f
;
1021 v3_zero( s
->state
.trick_vel
);
1025 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
1027 struct player_skate
*s
= &player
->_skate
;
1029 float grabt
= player
->input_grab
->axis
.value
;
1033 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
1034 s
->state
.grab_mouse_delta
);
1036 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
1039 v2_zero( s
->state
.grab_mouse_delta
);
1041 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
1044 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
1046 struct player_skate
*s
= &player
->_skate
;
1049 float input
= player
->input_js1h
->axis
.value
,
1050 grab
= player
->input_grab
->axis
.value
,
1051 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
1052 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
1055 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer_scaled
), steer_axis
);
1060 if( s
->state
.activity
== k_skate_activity_air
)
1062 rate
= 6.0f
* fabsf(steer_scaled
);
1066 else if( s
->state
.activity
>= k_skate_activity_grind_any
)
1068 rate
*= fabsf(steer_scaled
);
1070 float a
= 0.8f
* -steer_scaled
* k_rb_delta
;
1073 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
1074 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
1077 float tilt
= player
->input_js1v
->axis
.value
;
1078 tilt
*= tilt
* 0.8f
* k_rb_delta
;
1080 q_axis_angle( q
, player
->rb
.to_world
[0], tilt
);
1081 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
1084 v3_normalize( s
->grind_vec
);
1087 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
1088 addspeed
= (steer_scaled
* -top
) - current
,
1089 maxaccel
= rate
* k_rb_delta
,
1090 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
1092 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
1096 * Computes friction and surface interface model
1098 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
1100 struct player_skate
*s
= &player
->_skate
;
1103 * Computing localized friction forces for controlling the character
1104 * Friction across X is significantly more than Z
1108 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
1111 if( fabsf(vel
[2]) > 0.01f
)
1112 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
1114 if( fabsf( slip
) > 1.2f
)
1115 slip
= vg_signf( slip
) * 1.2f
;
1117 s
->state
.slip
= slip
;
1118 s
->state
.reverse
= -vg_signf(vel
[2]);
1120 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
1121 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
1123 /* Pushing additive force */
1125 if( !player
->input_jump
->button
.value
)
1127 if( player
->input_push
->button
.value
)
1129 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
1130 s
->state
.start_push
= vg
.time
;
1132 s
->state
.cur_push
= vg
.time
;
1134 double push_time
= vg
.time
- s
->state
.start_push
;
1136 float cycle_time
= push_time
*k_push_cycle_rate
,
1137 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
1138 amt
= accel
* VG_TIMESTEP_FIXED
,
1139 current
= v3_length( vel
),
1140 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
1141 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
1143 vel
[2] += delta
* -s
->state
.reverse
;
1147 /* Send back to velocity */
1148 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
1151 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
1153 struct player_skate
*s
= &player
->_skate
;
1154 int charging_jump_prev
= s
->state
.charging_jump
;
1155 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
1157 /* Cannot charge this in air */
1158 if( s
->state
.activity
== k_skate_activity_air
)
1160 s
->state
.charging_jump
= 0;
1164 if( s
->state
.charging_jump
)
1166 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
1168 if( !charging_jump_prev
)
1169 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
1173 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
1176 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
1178 /* player let go after charging past 0.2: trigger jump */
1179 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
1183 /* Launch more up if alignment is up else improve velocity */
1184 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
1186 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
1188 v3_copy( player
->rb
.v
, jumpdir
);
1189 v3_normalize( jumpdir
);
1190 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
1191 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
1192 v3_normalize( jumpdir
);
1194 float force
= k_jump_force
*s
->state
.jump_charge
;
1195 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
1196 s
->state
.jump_charge
= 0.0f
;
1197 s
->state
.jump_time
= vg
.time
;
1198 s
->state
.activity
= k_skate_activity_air
;
1200 v2f steer
= { player
->input_js1h
->axis
.value
,
1201 player
->input_js1v
->axis
.value
};
1202 v2_normalize_clamp( steer
);
1206 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
1207 s
->state
.steery_s
= -steer
[0] * maxspin
;
1208 s
->state
.steerx
= s
->state
.steerx_s
;
1209 s
->state
.lift_frames
++;
1212 /* FIXME audio events */
1215 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
1216 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
1217 audio_player_set_vol( &audio_player_extra
, 20.0f
);
1218 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
1224 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
1226 struct player_skate
*s
= &player
->_skate
;
1228 /* Throw / collect routine
1230 * TODO: Max speed boost
1232 if( player
->input_grab
->axis
.value
> 0.5f
)
1234 if( s
->state
.activity
== k_skate_activity_ground
)
1237 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1243 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1246 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1248 if( s
->state
.activity
== k_skate_activity_ground
)
1250 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1251 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1254 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1255 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1256 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1260 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
1263 v3_copy( s
->state
.throw_v
, dir
);
1264 v3_normalize( dir
);
1266 float max
= v3_dot( dir
, s
->state
.throw_v
),
1267 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1268 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1272 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1274 struct player_skate
*s
= &player
->_skate
;
1276 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1277 v3_copy( s
->state
.up_dir
, ideal_dir
);
1278 v3_normalize( ideal_dir
);
1280 v3_muladds( player
->rb
.co
, ideal_dir
,
1281 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1282 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1284 /* Apply velocities */
1286 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1289 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1290 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1292 float ra
= k_cog_mass_ratio
,
1293 rb
= 1.0f
-k_cog_mass_ratio
;
1295 /* Apply forces & intergrate */
1296 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1297 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
1298 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1302 VG_STATIC
void skate_integrate( player_instance
*player
)
1304 struct player_skate
*s
= &player
->_skate
;
1306 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
1307 decay_rate_y
= 1.0f
;
1309 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1311 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1312 decay_rate_y
= decay_rate
;
1315 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
1316 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1317 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
1319 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1320 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1321 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1323 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1324 rb_update_transform( &player
->rb
);
1331 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1333 return (player
->input_trick0
->button
.value
) |
1334 (player
->input_trick1
->button
.value
<< 1) |
1335 (player
->input_trick2
->button
.value
<< 1) |
1336 (player
->input_trick2
->button
.value
);
1339 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1341 struct player_skate
*s
= &player
->_skate
;
1343 if( vg_input_button_down( player
->input_use
) )
1345 player
->subsystem
= k_player_subsystem_walk
;
1348 v3_copy( player
->cam
.angles
, angles
);
1351 player__walk_transition( player
, angles
);
1355 if( vg_input_button_down( player
->input_reset
) )
1357 player
->rb
.co
[1] += 2.0f
;
1358 s
->state
.cog
[1] += 2.0f
;
1359 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
1360 v3_zero( player
->rb
.w
);
1361 v3_zero( player
->rb
.v
);
1363 rb_update_transform( &player
->rb
);
1367 if( (s
->state
.activity
== k_skate_activity_air
) &&
1368 (trick_id
= player_skate_trick_input( player
)) )
1370 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
)
1372 v3_zero( s
->state
.trick_vel
);
1373 s
->state
.trick_time
= 0.0f
;
1377 s
->state
.trick_vel
[0] = 3.0f
;
1379 else if( trick_id
== 2 )
1381 s
->state
.trick_vel
[2] = 3.0f
;
1383 else if( trick_id
== 3 )
1385 s
->state
.trick_vel
[0] = 2.0f
;
1386 s
->state
.trick_vel
[2] = 2.0f
;
1392 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1394 struct player_skate
*s
= &player
->_skate
;
1396 for( int i
=0; i
<s
->prediction_count
; i
++ )
1398 struct land_prediction
*p
= &s
->predictions
[i
];
1400 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1402 float brightness
= p
->score
*p
->score
*p
->score
;
1404 v3_lerp( p
->log
[j
], p
->log
[j
+1], brightness
, p1
);
1405 vg_line( p
->log
[j
], p1
, p
->colour
);
1408 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1411 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1412 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1414 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1417 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1421 * truck alignment model at ra(local)
1422 * returns 1 if valid surface:
1423 * surface_normal will be filled out with an averaged normal vector
1424 * axel_dir will be the direction from left to right wheels
1426 * returns 0 if no good surface found
1429 int skate_compute_surface_alignment( player_instance
*player
,
1431 v3f surface_normal
, v3f axel_dir
)
1433 struct player_skate
*s
= &player
->_skate
;
1435 v3f truck
, left
, right
;
1436 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1437 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1438 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1440 vg_line( left
, right
, colour
);
1442 v3_muladds( left
, player
->rb
.to_world
[1], 0.1f
, left
);
1443 v3_muladds( right
, player
->rb
.to_world
[1], 0.1f
, right
);
1445 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1447 ray_hit ray_l
, ray_r
;
1452 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1454 int res_l
= ray_world( left
, dir
, &ray_l
),
1455 res_r
= ray_world( right
, dir
, &ray_r
);
1457 /* ignore bad normals */
1459 if( v3_dot( ray_l
.normal
, player
->rb
.to_world
[1] ) < 0.7071f
)
1463 if( v3_dot( ray_r
.normal
, player
->rb
.to_world
[1] ) < 0.7071f
)
1468 v3f tangent_average
;
1469 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1470 v3_zero( tangent_average
);
1472 if( res_l
|| res_r
)
1475 v3_copy( midpoint
, p0
);
1476 v3_copy( midpoint
, p1
);
1480 v3_copy( ray_l
.pos
, p0
);
1481 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1482 v3_add( t
, tangent_average
, tangent_average
);
1486 v3_copy( ray_r
.pos
, p1
);
1487 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1488 v3_add( t
, tangent_average
, tangent_average
);
1491 v3_sub( p1
, p0
, v0
);
1496 /* fallback: use the closes point to the trucks */
1498 int idx
= bh_closest_point( world
.geo_bh
, midpoint
, closest
, 0.1f
);
1502 u32
*tri
= &world
.scene_geo
->arrindices
[ idx
* 3 ];
1505 for( int j
=0; j
<3; j
++ )
1506 v3_copy( world
.scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1508 v3f vert0
, vert1
, n
;
1509 v3_sub( verts
[1], verts
[0], vert0
);
1510 v3_sub( verts
[2], verts
[0], vert1
);
1511 v3_cross( vert0
, vert1
, n
);
1514 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1517 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1518 v3_muladds( v0
, player
->rb
.to_world
[2],
1519 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1523 v3_cross( n
, player
->rb
.to_world
[0], t
);
1524 v3_add( t
, tangent_average
, tangent_average
);
1530 v3_muladds( truck
, v0
, k_board_width
, right
);
1531 v3_muladds( truck
, v0
, -k_board_width
, left
);
1533 vg_line( left
, right
, VG__WHITE
);
1535 v3_normalize( tangent_average
);
1536 v3_cross( v0
, tangent_average
, surface_normal
);
1537 v3_copy( v0
, axel_dir
);
1542 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1544 struct player_skate
*s
= &player
->_skate
;
1545 v3_zero( s
->weight_distribution
);
1547 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1549 if( s
->state
.manual_direction
== 0 )
1551 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1552 (s
->state
.activity
== k_skate_activity_ground
) &&
1553 (s
->state
.jump_charge
<= 0.01f
) )
1554 s
->state
.manual_direction
= reverse_dir
;
1558 if( player
->input_js1v
->axis
.value
< 0.1f
)
1560 s
->state
.manual_direction
= 0;
1564 if( reverse_dir
!= s
->state
.manual_direction
)
1567 player__dead_transition( player
);
1574 if( s
->state
.manual_direction
)
1576 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1577 s
->weight_distribution
[2] = k_board_length
* amt
*
1578 (float)s
->state
.manual_direction
;
1581 /* TODO: Fall back on land normal */
1582 /* TODO: Lerp weight distribution */
1583 /* TODO: Can start manual only if not charge jump */
1584 if( s
->state
.manual_direction
)
1588 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1589 v3_negate( plane_z
, plane_z
);
1591 v3_muladds( plane_z
, s
->surface_picture
,
1592 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1593 v3_normalize( plane_z
);
1595 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1596 v3_normalize( plane_z
);
1599 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1600 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1603 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1606 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1607 k_manul_spring
, k_manul_dampener
,
1612 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1614 struct player_skate
*s
= &player
->_skate
;
1616 if( s
->state
.activity
== k_skate_activity_ground
)
1619 v3_copy( s
->surface_picture
, target
);
1621 target
[1] += 2.0f
* s
->surface_picture
[1];
1622 v3_normalize( target
);
1624 v3_lerp( s
->state
.up_dir
, target
,
1625 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1627 else if( s
->state
.activity
== k_skate_activity_air
)
1629 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1630 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1634 /* FIXME UNDEFINED! */
1635 vg_warn( "Undefined up target!\n" );
1637 v3_lerp( s
->state
.up_dir
, (v3f
){0.0f
,1.0f
,0.0f
},
1638 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1642 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1645 v3_sub( target
, origin
, dir
);
1648 ray
.dist
= v3_length( dir
);
1649 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1652 if( ray_world( origin
, dir
, &ray
) )
1658 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1660 /* TODO: Is N and Dir really orthogonal? */
1661 v3_copy( inf
->dir
, mtx
[0] );
1662 v3_copy( inf
->n
, mtx
[1] );
1663 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1666 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1667 struct grind_info
*inf
, float strength
)
1670 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1671 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1673 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1674 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1675 F
= a
* -dir
* k_grind_max_friction
;
1677 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1680 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1681 struct grind_info
*inf
, float strength
)
1684 skate_grind_orient( inf
, mtx
);
1685 m3x3_transpose( mtx
, mtx_inv
);
1688 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1690 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1691 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1692 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1695 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1696 v3f grind_co
, struct grind_info
*inf
,
1699 struct player_skate
*s
= &player
->_skate
;
1702 v3_sub( inf
->co
, grind_co
, delta
);
1705 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1708 skate_grind_decay( player
, inf
, strength
);
1709 skate_grind_friction( player
, inf
, strength
);
1711 /* yeah yeah yeah yeah */
1713 v3_sub( grind_co
, player
->rb
.co
, raw
);
1714 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw
);
1715 v3_cross( raw
, inf
->n
, axis
);
1716 v3_normalize( axis
);
1720 skate_grind_orient( inf
, mtx
);
1721 v3f target_fwd
, fwd
, up
, target_up
;
1722 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1723 v3_copy( raw
, fwd
);
1724 v3_copy( player
->rb
.to_world
[1], up
);
1725 v3_copy( inf
->n
, target_up
);
1727 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1728 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1730 v3_normalize( target_fwd
);
1731 v3_normalize( fwd
);
1733 float way
= player
->input_js1v
->axis
.value
*
1734 vg_signf( v3_dot( raw
, player
->rb
.v
) );
1737 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1738 q_mulv( q
, target_up
, target_up
);
1739 q_mulv( q
, target_fwd
, target_fwd
);
1741 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1746 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1747 k_grind_spring
*strength
,
1748 k_grind_dampener
*strength
,
1751 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1752 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1753 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1755 s
->grind_strength
= strength
;
1758 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1759 m4x3_mulv( player
->rb
.to_local
, grind_co
, limit
->ra
);
1760 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1764 VG_STATIC
int skate_grind_truck_singular( player_instance
*player
, float sign
)
1766 struct player_skate
*s
= &player
->_skate
;
1767 struct grind_info inf
;
1769 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1770 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1772 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1773 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1775 /* Exit condition: lost grind tracking */
1776 if( !skate_grind_scansq( grind_co
, player
->rb
.v
, 0.3f
, &inf
) )
1779 /* Exit condition: cant see grind target directly */
1780 if( !skate_point_visible( wheel_co
, inf
.co
) )
1783 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1784 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
.dir
)),
1785 minv
= k_grind_axel_min_vel
*0.8f
;
1790 if( fabsf(v3_dot( inf
.dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1793 v3_copy( inf
.dir
, s
->grind_dir
);
1795 float t
= vg_clampf( (dv
-minv
)/(k_grind_axel_min_vel
-minv
), 0.0f
, 1.0f
);
1796 skate_grind_truck_apply( player
, grind_co
, &inf
, t
);
1800 VG_STATIC
int skate_truck_entry_condition( player_instance
*player
, float sign
)
1802 struct player_skate
*s
= &player
->_skate
;
1803 struct grind_info inf
;
1805 /* TODO: Trash compactor this */
1806 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1809 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1810 v3_add( player
->rb
.co
, raw
, wsp
);
1812 if( skate_grind_scansq( wsp
, player
->rb
.v
, 0.3, &inf
) )
1814 if( fabsf(v3_dot( player
->rb
.v
, inf
.dir
)) < k_grind_axel_min_vel
)
1817 /* velocity should be at least 60% aligned */
1819 v3_cross( inf
.n
, inf
.dir
, axis
);
1820 v3_muladds( player
->rb
.v
, inf
.n
, -v3_dot( player
->rb
.v
, inf
.n
), pv
);
1822 if( v3_length2( pv
) < 0.0001f
)
1826 if( fabsf(v3_dot( pv
, inf
.dir
)) < k_grind_axel_max_angle
)
1829 /* check for vertical alignment */
1830 if( v3_dot( player
->rb
.to_world
[1], inf
.n
) < k_grind_axel_max_vangle
)
1833 /* TODO: new condition, opposite wheel MUST be in-air or close to it */
1835 v3f local_co
, local_dir
, local_n
;
1836 m4x3_mulv( player
->rb
.to_local
, inf
.co
, local_co
);
1837 m3x3_mulv( player
->rb
.to_local
, inf
.dir
, local_dir
);
1838 m3x3_mulv( player
->rb
.to_local
, inf
.n
, local_n
);
1840 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1842 float truck_height
= -(k_board_radius
+0.03f
);
1845 v3_cross( player
->rb
.w
, raw
, rv
);
1846 v3_add( player
->rb
.v
, rv
, rv
);
1848 if( (local_co
[1] >= truck_height
) &&
1849 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) &&
1850 (v3_dot( rv
, inf
.n
) < 0.1f
) )
1853 skate_grind_orient( &inf
, mtx
);
1854 m3x3_transpose( mtx
, mtx
);
1855 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1856 v3_normalize( s
->grind_vec
);
1857 v3_copy( inf
.dir
, s
->grind_dir
);
1859 skate_grind_truck_apply( player
, wsp
, &inf
, 1.0f
);
1867 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1868 struct grind_info
*inf
)
1870 struct player_skate
*s
= &player
->_skate
;
1872 v3f local_co
, local_dir
, local_n
;
1873 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1874 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1875 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1878 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1880 v3_copy( intersection
, s
->weight_distribution
);
1882 skate_grind_decay( player
, inf
, 0.1f
);
1883 skate_grind_friction( player
, inf
, 0.25f
);
1885 /* direction alignment */
1887 v3_cross( local_dir
, local_n
, perp
);
1888 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1889 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1891 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1892 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1894 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1896 k_grind_spring
, k_grind_dampener
,
1899 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1901 k_grind_spring
, k_grind_dampener
,
1904 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1905 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1908 VG_STATIC
int skate_boardslide_entry_condition( player_instance
*player
)
1910 struct player_skate
*s
= &player
->_skate
;
1912 struct grind_info inf
;
1913 if( skate_grind_scansq( player
->rb
.co
,
1914 player
->rb
.to_world
[0], k_board_length
,
1917 v3f local_co
, local_dir
;
1918 m4x3_mulv( player
->rb
.to_local
, inf
.co
, local_co
);
1919 m3x3_mulv( player
->rb
.to_local
, inf
.dir
, local_dir
);
1921 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1922 (local_co
[1] >= 0.0f
) && /* at deck level */
1923 (fabsf(local_dir
[0]) >= 0.5f
) ) /* perpendicular to us */
1925 if( fabsf(v3_dot( player
->rb
.v
, inf
.dir
)) < k_grind_axel_min_vel
)
1928 v3_copy( inf
.dir
, s
->grind_dir
);
1930 skate_boardslide_apply( player
, &inf
);
1938 VG_STATIC
int skate_boardslide_singular( player_instance
*player
)
1940 struct player_skate
*s
= &player
->_skate
;
1942 struct grind_info inf
;
1943 if( !skate_grind_scansq( player
->rb
.co
,
1944 player
->rb
.to_world
[0], k_board_length
,
1948 /* Exit condition: cant see grind target directly */
1950 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1951 if( !skate_point_visible( vis
, inf
.co
) )
1954 /* Exit condition: minimum velocity not reached, but allow a bit of error
1955 * TODO: trash compactor */
1956 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
.dir
)),
1957 minv
= k_grind_axel_min_vel
*0.8f
;
1962 if( fabsf(v3_dot( inf
.dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1964 v3_copy( inf
.dir
, s
->grind_dir
);
1966 float t
= vg_clampf( (dv
-minv
)/(k_grind_axel_min_vel
-minv
), 0.0f
, 1.0f
);
1968 skate_boardslide_apply( player
, &inf
);
1972 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1974 struct player_skate
*s
= &player
->_skate
;
1976 if( s
->state
.activity
== k_skate_activity_grind_boardslide
)
1978 int result
= skate_boardslide_singular( player
);
1980 const enum skate_activity table
[] =
1982 k_skate_activity_undefined
,
1983 k_skate_activity_grind_boardslide
1986 return table
[ result
];
1988 if( s
->state
.activity
== k_skate_activity_grind_back50
)
1990 int result
= skate_grind_truck_singular( player
, 1.0f
),
1991 front
= 0;//skate_truck_entry_condition( player, -1.0f );
1993 const enum skate_activity table
[] =
1994 { /* result | front */
1995 k_skate_activity_undefined
, /* 0 0 */
1996 k_skate_activity_grind_front50
, /* 0 1 */
1997 k_skate_activity_grind_back50
, /* 1 0 */
1998 k_skate_activity_grind_5050
/* 1 1 */
2001 return table
[ result
<<1 | front
];
2003 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
2005 int result
= skate_grind_truck_singular( player
, -1.0f
),
2006 back
= 0;//skate_truck_entry_condition( player, 1.0f );
2008 const enum skate_activity table
[] =
2009 { /* result | back */
2010 k_skate_activity_undefined
, /* 0 0 */
2011 k_skate_activity_grind_back50
, /* 0 1 */
2012 k_skate_activity_grind_front50
, /* 1 0 */
2013 k_skate_activity_grind_5050
/* 1 1 */
2016 return table
[ result
<<1 | back
];
2018 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
2021 return k_skate_activity_grind_back50
;
2025 int slide
= skate_boardslide_entry_condition( player
);
2028 return k_skate_activity_grind_boardslide
;
2030 int front
= skate_truck_entry_condition( player
, -1.0f
),
2031 back
= skate_truck_entry_condition( player
, 1.0f
);
2033 const enum skate_activity table
[] =
2034 { /* front | back */
2035 k_skate_activity_undefined
, /* 0 0 */
2036 k_skate_activity_grind_back50
, /* 0 1 */
2037 k_skate_activity_grind_front50
, /* 1 0 */
2038 k_skate_activity_grind_5050
/* 1 1 */
2041 return table
[ front
<<1 | back
];
2047 VG_STATIC
void player__skate_update( player_instance
*player
)
2049 struct player_skate
*s
= &player
->_skate
;
2050 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2051 s
->state
.activity_prev
= s
->state
.activity
;
2053 struct board_collider
2061 enum board_collider_state
2063 k_collider_state_default
,
2064 k_collider_state_disabled
,
2065 k_collider_state_colliding
2072 { 0.0f
, 0.0f
, -k_board_length
},
2073 .radius
= k_board_radius
,
2078 { 0.0f
, 0.0f
, k_board_length
},
2079 .radius
= k_board_radius
,
2084 { 0.0f
, 0.2f
, -k_board_length
- k_board_end_radius
},
2085 .radius
= k_board_end_radius
,
2090 { 0.0f
, 0.2f
, k_board_length
+ k_board_end_radius
},
2091 .radius
= k_board_end_radius
,
2097 const int k_wheel_count
= 2;
2099 s
->substep
= k_rb_delta
;
2100 s
->substep_delta
= s
->substep
;
2103 int substep_count
= 0;
2105 v3_zero( s
->surface_picture
);
2107 for( int i
=0; i
<k_wheel_count
; i
++ )
2108 wheels
[i
].state
= k_collider_state_default
;
2110 /* check if we can enter or continue grind */
2111 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2112 if( grindable_activity
!= k_skate_activity_undefined
)
2114 s
->state
.activity
= grindable_activity
;
2118 int contact_count
= 0;
2119 for( int i
=0; i
<2; i
++ )
2122 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2123 wheels
[i
].colour
, normal
, axel
) )
2125 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2127 k_board_spring
, k_board_dampener
,
2130 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2137 s
->state
.activity
= k_skate_activity_ground
;
2138 v3_normalize( s
->surface_picture
);
2140 skate_apply_friction_model( player
);
2141 skate_weight_distribute( player
);
2142 skate_apply_pump_model( player
);
2146 s
->state
.activity
= k_skate_activity_air
;
2147 skate_apply_air_model( player
);
2152 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2153 wheels
[1].state
= k_collider_state_disabled
;
2154 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2155 wheels
[0].state
= k_collider_state_disabled
;
2156 if( s
->state
.activity
== k_skate_activity_grind_5050
)
2158 wheels
[0].state
= k_collider_state_disabled
;
2159 wheels
[1].state
= k_collider_state_disabled
;
2162 /* all activities */
2163 skate_apply_steering_model( player
);
2164 skate_adjust_up_direction( player
);
2165 skate_apply_cog_model( player
);
2166 skate_apply_jump_model( player
);
2167 skate_apply_grab_model( player
);
2168 skate_apply_trick_model( player
);
2174 * Phase 0: Continous collision detection
2175 * --------------------------------------------------------------------------
2178 v3f head_wp0
, head_wp1
, start_co
;
2179 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2180 v3_copy( player
->rb
.co
, start_co
);
2182 /* calculate transform one step into future */
2185 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2187 if( v3_length2( player
->rb
.w
) > 0.0f
)
2191 v3_copy( player
->rb
.w
, axis
);
2193 float mag
= v3_length( axis
);
2194 v3_divs( axis
, mag
, axis
);
2195 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2196 q_mul( rotation
, player
->rb
.q
, future_q
);
2197 q_normalize( future_q
);
2200 /* calculate the minimum time we can move */
2201 float max_time
= s
->substep
;
2203 for( int i
=0; i
<k_wheel_count
; i
++ )
2205 if( wheels
[i
].state
== k_collider_state_disabled
)
2208 v3f current
, future
;
2209 q_mulv( future_q
, wheels
[i
].pos
, future
);
2210 v3_add( future
, future_co
, future
);
2212 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2213 v3_add( current
, player
->rb
.co
, current
);
2218 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2219 if( spherecast_world( current
, future
, cast_radius
, &t
, n
) != -1)
2220 max_time
= vg_minf( max_time
, t
* s
->substep
);
2223 /* clamp to a fraction of delta, to prevent locking */
2224 float rate_lock
= substep_count
;
2225 rate_lock
*= k_rb_delta
* 0.1f
;
2226 rate_lock
*= rate_lock
;
2228 max_time
= vg_maxf( max_time
, rate_lock
);
2229 s
->substep_delta
= max_time
;
2232 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2233 if( v3_length2( player
->rb
.w
) > 0.0f
)
2237 v3_copy( player
->rb
.w
, axis
);
2239 float mag
= v3_length( axis
);
2240 v3_divs( axis
, mag
, axis
);
2241 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2242 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2245 rb_update_transform( &player
->rb
);
2247 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
2248 v3_muladds( player
->rb
.v
, gravity
, s
->substep_delta
, player
->rb
.v
);
2250 s
->substep
-= s
->substep_delta
;
2253 rb_ct manifold
[128];
2254 int manifold_len
= 0;
2257 * Phase -1: head detection
2258 * --------------------------------------------------------------------------
2260 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2265 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2266 (spherecast_world( head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2268 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2269 rb_update_transform( &player
->rb
);
2271 player__dead_transition( player
);
2277 * Phase 1: Regular collision detection
2278 * TODO: Me might want to automatically add contacts from CCD,
2279 * since at high angular velocities, theres a small change
2280 * that discreet detection will miss.
2281 * --------------------------------------------------------------------------
2284 for( int i
=0; i
<k_wheel_count
; i
++ )
2286 if( wheels
[i
].state
== k_collider_state_disabled
)
2290 m3x3_identity( mtx
);
2291 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2293 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2295 rb_ct
*man
= &manifold
[ manifold_len
];
2297 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2299 wheels
[i
].state
= k_collider_state_colliding
;
2301 /* for non-angular contacts we just want Y. contact positions are
2302 * snapped to the local xz plane */
2303 if( !wheels
[i
].apply_angular
)
2305 for( int j
=0; j
<l
; j
++ )
2308 v3_sub( man
[j
].co
, player
->rb
.co
, ra
);
2310 float dy
= v3_dot( player
->rb
.to_world
[1], ra
);
2311 v3_muladds( man
[j
].co
, player
->rb
.to_world
[1], -dy
, man
[j
].co
);
2318 float grind_radius
= k_board_radius
* 0.75f
;
2319 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2320 .radius
=grind_radius
};
2322 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2323 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2324 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2325 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2326 grind_radius
+ k_board_radius
*0.25f
, mtx
[3] );
2328 rb_ct
*cman
= &manifold
[manifold_len
];
2330 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
.rb_geo
.inf
.scene
,
2334 for( int i
=0; i
<l
; i
++ )
2335 cman
[l
].type
= k_contact_type_edge
;
2336 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2337 l
= rb_manifold_apply_filtered( cman
, l
);
2341 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2344 for( int i
=0; i
<s
->limit_count
; i
++ )
2346 struct grind_limit
*limit
= &s
->limits
[i
];
2347 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2348 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2349 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2351 ct
->type
= k_contact_type_default
;
2356 * --------------------------------------------------------------------------
2359 for( int i
=0; i
<manifold_len
; i
++ )
2361 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2362 rb_debug_contact( &manifold
[i
] );
2365 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2366 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2367 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2368 ey2
= k_board_interia
*extent
[1]*extent
[1],
2369 ez2
= k_board_interia
*extent
[2]*extent
[2];
2371 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2372 float inv_mass
= 1.0f
/mass
;
2375 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2376 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2377 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2380 m3x3_identity( iI
);
2387 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2388 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2391 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2392 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2394 for( int j
=0; j
<10; j
++ )
2396 for( int i
=0; i
<manifold_len
; i
++ )
2399 * regular dance; calculate velocity & total mass, apply impulse.
2402 struct contact
*ct
= &manifold
[i
];
2405 v3_sub( ct
->co
, world_cog
, delta
);
2406 v3_cross( player
->rb
.w
, delta
, rv
);
2407 v3_add( player
->rb
.v
, rv
, rv
);
2410 v3_cross( delta
, ct
->n
, raCn
);
2413 m3x3_mulv( iIw
, raCn
, raCnI
);
2415 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2416 vn
= v3_dot( rv
, ct
->n
),
2417 lambda
= normal_mass
* ( -vn
);
2419 float temp
= ct
->norm_impulse
;
2420 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2421 lambda
= ct
->norm_impulse
- temp
;
2424 v3_muls( ct
->n
, lambda
, impulse
);
2426 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2427 v3_cross( delta
, impulse
, impulse
);
2428 m3x3_mulv( iIw
, impulse
, impulse
);
2429 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2431 v3_cross( player
->rb
.w
, delta
, rv
);
2432 v3_add( player
->rb
.v
, rv
, rv
);
2433 vn
= v3_dot( rv
, ct
->n
);
2438 rb_depenetrate( manifold
, manifold_len
, dt
);
2439 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2440 rb_update_transform( &player
->rb
);
2444 if( s
->substep
>= 0.0001f
)
2445 goto begin_collision
; /* again! */
2448 * End of collision and dynamics routine
2449 * --------------------------------------------------------------------------
2452 for( int i
=0; i
<k_wheel_count
; i
++ )
2455 m3x3_copy( player
->rb
.to_world
, mtx
);
2456 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2457 debug_sphere( mtx
, wheels
[i
].radius
,
2458 (u32
[]){ VG__WHITE
, VG__BLACK
,
2459 wheels
[i
].colour
}[ wheels
[i
].state
]);
2462 skate_integrate( player
);
2463 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2465 teleport_gate
*gate
;
2466 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
2468 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2469 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2470 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2471 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2472 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2473 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2474 s
->state
.head_position
);
2476 v4f transport_rotation
;
2477 m3x3_q( gate
->transport
, transport_rotation
);
2478 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2479 rb_update_transform( &player
->rb
);
2481 s
->state_gate_storage
= s
->state
;
2482 player__pass_gate( player
, gate
);
2486 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2488 struct player_skate
*s
= &player
->_skate
;
2490 /* FIXME: Compression */
2491 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2494 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2497 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2501 const char *activity_txt
[] =
2505 "undefined (INVALID)",
2506 "grind_any (INVALID)",
2515 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2517 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2518 s
->state
.steerx_s
, s
->state
.steery_s
,
2519 k_steer_ground
, k_steer_air
);
2521 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2522 s
->state
.flip_time
);
2523 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2524 s
->state
.trick_vel
[0],
2525 s
->state
.trick_vel
[1],
2526 s
->state
.trick_vel
[2] );
2527 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2528 s
->state
.trick_euler
[0],
2529 s
->state
.trick_euler
[1],
2530 s
->state
.trick_euler
[2] );
2533 VG_STATIC
void player__skate_animate( player_instance
*player
,
2534 player_animation
*dest
)
2536 struct player_skate
*s
= &player
->_skate
;
2537 struct player_avatar
*av
= player
->playeravatar
;
2538 struct skeleton
*sk
= &av
->sk
;
2541 float kheight
= 2.0f
,
2547 v3f cog_local
, cog_ideal
;
2548 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2550 v3_copy( s
->state
.up_dir
, cog_ideal
);
2551 v3_normalize( cog_ideal
);
2552 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2554 v3_sub( cog_ideal
, cog_local
, offset
);
2557 v3_muls( offset
, 4.0f
, offset
);
2560 float curspeed
= v3_length( player
->rb
.v
),
2561 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2562 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2563 sign
= vg_signf( kicks
);
2565 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2566 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2569 offset
[0] += s
->wobble
[1]*3.0f
;
2574 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2575 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2578 * Animation blending
2579 * ===========================================
2584 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2585 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2588 /* movement information */
2590 int iair
= s
->state
.activity
== k_skate_activity_air
;
2592 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2593 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2594 fly
= iair
? 1.0f
: 0.0f
;
2596 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2597 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2598 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
2601 mdl_keyframe apose
[32], bpose
[32];
2602 mdl_keyframe ground_pose
[32];
2604 /* when the player is moving fast he will crouch down a little bit */
2605 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2606 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2609 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2610 stand_blend
= offset
[1]*-2.0f
;
2613 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2615 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2617 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2618 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2619 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2622 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2623 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2624 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2627 double push_time
= vg
.time
- s
->state
.start_push
;
2628 s
->blend_push
= vg_lerpf( s
->blend_push
,
2629 (vg
.time
- s
->state
.cur_push
) < 0.125,
2630 6.0f
*vg
.time_delta
);
2632 float pt
= push_time
+ vg
.accumulator
;
2633 if( s
->state
.reverse
> 0.0f
)
2634 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2636 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2638 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2641 float jump_start_frame
= 14.0f
/30.0f
;
2643 float charge
= s
->state
.jump_charge
;
2644 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2646 float setup_frame
= charge
* jump_start_frame
,
2647 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2649 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2650 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2651 setup_frame
= jump_frame
;
2653 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2655 s
->anim_ollie_reverse
;
2657 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2658 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2661 mdl_keyframe air_pose
[32];
2663 float target
= -player
->input_js1h
->axis
.value
;
2664 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2666 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2667 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2669 static v2f grab_choice
;
2671 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2672 player
->input_js2v
->axis
.value
};
2673 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2674 if( v2_length2( grab_input
) <= 0.001f
)
2675 grab_input
[0] = -1.0f
;
2677 v2_normalize_clamp( grab_input
);
2678 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2680 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2681 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2682 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2684 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2685 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2688 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2690 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2692 /* additive effects */
2694 u32 apply_to
[] = { av
->id_hip
,
2698 av
->id_ik_elbow_r
};
2700 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2702 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2703 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2709 /* angle correction */
2710 if( v3_length2( s
->state
.up_dir
) > 0.001f
)
2713 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2714 v3_normalize( ndir
);
2716 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2718 float a
= v3_dot( ndir
, up
);
2719 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2724 v3_cross( up
, ndir
, axis
);
2725 q_axis_angle( q
, axis
, a
);
2727 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2729 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2731 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2734 v3_sub( kf
->co
, kf_hip
->co
, v0
);
2735 q_mulv( q
, v0
, v0
);
2736 v3_add( v0
, kf_hip
->co
, kf
->co
);
2738 q_mul( q
, kf
->q
, kf
->q
);
2739 q_normalize( kf
->q
);
2743 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2744 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2746 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2747 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2752 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2753 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2754 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1];
2758 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2762 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2764 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2765 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2766 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2768 q_mul( qpitchr
, qrollr
, qtrickr
);
2769 q_mul( qyawr
, qtrickr
, qtotal
);
2770 q_normalize( qtotal
);
2772 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2775 /* trick rotation */
2776 v4f qtrick
, qyaw
, qpitch
, qroll
;
2778 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2780 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2781 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
2782 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2784 q_mul( qpitch
, qroll
, qtrick
);
2785 q_mul( qyaw
, qtrick
, qtrick
);
2786 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2787 q_normalize( kf_board
->q
);
2791 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2792 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2794 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2796 v4f qresy
, qresx
, qresidual
;
2798 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
2799 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
2801 q_mul( qresy
, qresx
, qresidual
);
2802 q_normalize( qresidual
);
2803 q_mul( dest
->root_q
, qresidual
, dest
->root_q
);
2804 q_normalize( dest
->root_q
);
2808 if( (s
->state
.activity
== k_skate_activity_air
) &&
2809 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2811 float t
= s
->state
.flip_time
+ s
->state
.flip_rate
*substep
*k_rb_delta
,
2812 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2813 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2814 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2816 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2818 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2819 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2820 q_normalize( dest
->root_q
);
2822 v3f rotation_point
, rco
;
2823 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2824 v3_sub( dest
->root_co
, rotation_point
, rco
);
2826 q_mulv( qflip
, rco
, rco
);
2827 v3_add( rco
, rotation_point
, dest
->root_co
);
2831 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2833 struct player_skate
*s
= &player
->_skate
;
2834 struct player_avatar
*av
= player
->playeravatar
;
2836 player
->cam_velocity_influence
= 1.0f
;
2838 v3f head
= { 0.0f
, 1.8f
, 0.0f
}; /* FIXME: Viewpoint entity */
2839 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2840 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2841 s
->state
.head_position
);
2844 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2846 struct player_skate
*s
= &player
->_skate
;
2848 if( s
->state
.activity
== k_skate_activity_air
)
2849 s
->blend_fly
= 1.0f
;
2851 s
->blend_fly
= 0.0f
;
2853 s
->blend_slide
= 0.0f
;
2856 s
->blend_stand
= 0.0f
;
2857 s
->blend_push
= 0.0f
;
2858 s
->blend_jump
= 0.0f
;
2859 s
->blend_airdir
= 0.0f
;
2862 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2864 struct player_skate
*s
= &player
->_skate
;
2865 s
->state
.jump_charge
= 0.0f
;
2866 s
->state
.lift_frames
= 0;
2867 s
->state
.flip_rate
= 0.0f
;
2869 s
->state
.steery
= 0.0f
;
2870 s
->state
.steerx
= 0.0f
;
2871 s
->state
.steery_s
= 0.0f
;
2872 s
->state
.steerx_s
= 0.0f
;
2874 s
->state
.reverse
= 0.0f
;
2875 s
->state
.slip
= 0.0f
;
2876 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2878 m3x3_identity( s
->state
.velocity_bias
);
2879 m3x3_identity( s
->state
.velocity_bias_pstep
);
2880 v3_zero( s
->state
.throw_v
);
2881 v3_zero( s
->state
.trick_vel
);
2882 v3_zero( s
->state
.trick_euler
);
2885 VG_STATIC
void player__skate_reset( player_instance
*player
,
2886 struct respawn_point
*rp
)
2888 struct player_skate
*s
= &player
->_skate
;
2889 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
2890 v3_zero( player
->rb
.v
);
2891 v3_zero( s
->state
.cog_v
);
2892 v4_copy( rp
->q
, player
->rb
.q
);
2894 s
->state
.activity
= k_skate_activity_air
;
2895 s
->state
.activity_prev
= k_skate_activity_air
;
2897 player__skate_clear_mechanics( player
);
2898 player__skate_reset_animator( player
);
2900 v3_zero( s
->state
.head_position
);
2901 s
->state
.head_position
[1] = 1.8f
;
2904 #endif /* PLAYER_SKATE_C */