+ ray_hit ray;
+ ray.dist = v3_length( dir );
+ v3_muls( dir, 1.0f/ray.dist, dir );
+ ray.dist -= 0.025f;
+
+ if( ray_world( world_current_instance(), origin, dir, &ray,
+ k_material_flag_walking ) )
+ return 0;
+
+ return 1;
+}
+
+static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
+ v3_copy( inf->dir, mtx[0] );
+ v3_copy( inf->n, mtx[1] );
+ v3_cross( mtx[0], mtx[1], mtx[2] );
+}
+
+static void skate_grind_friction( struct grind_info *inf, float strength ){
+ v3f v2;
+ v3_muladds( localplayer.rb.to_world[2], inf->n,
+ -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
+
+ float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
+ dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
+ F = a * -dir * k_grind_max_friction;
+
+ v3_muladds( localplayer.rb.v, inf->dir, F*vg.time_fixed_delta*strength,
+ localplayer.rb.v );
+}
+
+static void skate_grind_decay( struct grind_info *inf, float strength ){
+ m3x3f mtx, mtx_inv;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx_inv );
+
+ v3f v_grind;
+ m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
+
+ float decay = 1.0f - ( vg.time_fixed_delta * k_grind_decayxy * strength );
+ v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
+ m3x3_mulv( mtx, v_grind, localplayer.rb.v );
+}
+
+static void skate_grind_truck_apply( float sign, struct grind_info *inf,
+ float strength ){
+ struct player_skate_state *state = &player_skate.state;
+ /* REFACTOR */
+ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
+ v3f raw, wsp;
+ m3x3_mulv( localplayer.rb.to_world, ra, raw );
+ v3_add( localplayer.rb.co, raw, wsp );
+
+ v3_copy( ra, player_skate.weight_distribution );
+
+ v3f delta;
+ v3_sub( inf->co, wsp, delta );
+
+ /* spring force */
+ v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*vg.time_fixed_delta,
+ localplayer.rb.v );
+
+ skate_grind_decay( inf, strength );
+ skate_grind_friction( inf, strength );
+
+ /* yeah yeah yeah yeah */
+ v3f raw_nplane, axis;
+ v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
+ v3_cross( raw_nplane, inf->n, axis );
+ v3_normalize( axis );
+
+ /* orientation */
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ v3f target_fwd, fwd, up, target_up;
+ m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
+ v3_copy( raw_nplane, fwd );
+ v3_copy( localplayer.rb.to_world[1], up );
+ v3_copy( inf->n, target_up );
+
+ v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
+ v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
+
+ v3_normalize( target_fwd );
+ v3_normalize( fwd );
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
+
+ v4f q;
+ q_axis_angle( q, axis, VG_PIf*0.125f * way );
+ q_mulv( q, target_up, target_up );
+ q_mulv( q, target_fwd, target_fwd );
+
+ rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
+ k_grind_spring,
+ k_grind_dampener,
+ vg.time_fixed_delta );
+
+ rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
+ k_grind_spring*strength,
+ k_grind_dampener*strength,
+ vg.time_fixed_delta );
+
+ vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
+ vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
+ vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
+
+ player_skate.grind_strength = strength;
+
+ /* Fake contact */
+ struct grind_limit *limit =
+ &player_skate.limits[ player_skate.limit_count ++ ];
+ m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
+ m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
+ limit->p = 0.0f;
+
+ v3_copy( inf->dir, player_skate.grind_dir );
+}
+
+static void skate_5050_apply( struct grind_info *inf_front,
+ struct grind_info *inf_back ){
+ struct player_skate_state *state = &player_skate.state;
+ struct grind_info inf_avg;
+
+ v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
+ v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
+ v3_normalize( inf_avg.dir );
+
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
+ inf_avg.dir );
+
+ v3f axis_front, axis_back, axis;
+ v3_cross( inf_front->dir, inf_front->n, axis_front );
+ v3_cross( inf_back->dir, inf_back->n, axis_back );
+ v3_add( axis_front, axis_back, axis );
+ v3_normalize( axis );
+
+ v3_cross( axis, inf_avg.dir, inf_avg.n );
+ skate_grind_decay( &inf_avg, 1.0f );
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
+ localplayer.rb.v ) );
+ v4f q;
+ v3f up, target_up;
+ v3_copy( localplayer.rb.to_world[1], up );
+ v3_copy( inf_avg.n, target_up );
+ q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
+ q_mulv( q, target_up, target_up );
+
+ v3_zero( player_skate.weight_distribution );
+ player_skate.weight_distribution[2] = k_board_length * -way;
+
+ rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
+ k_grind_spring,
+ k_grind_dampener,
+ vg.time_fixed_delta );
+ vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
+
+ v3f fwd_nplane, dir_nplane;
+ v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
+ -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
+
+ v3f dir;
+ v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
+ v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
+
+ v3_normalize( fwd_nplane );
+ v3_normalize( dir_nplane );
+
+ rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
+ 1000.0f,
+ k_grind_dampener,
+ vg.time_fixed_delta );
+ vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
+
+ v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
+ pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
+ delta_front, delta_back, delta_total;
+
+ m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
+ m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
+
+ v3_sub( inf_front->co, pos_front, delta_front );
+ v3_sub( inf_back->co, pos_back, delta_back );
+ v3_add( delta_front, delta_back, delta_total );
+
+ v3_muladds( localplayer.rb.v, delta_total, 50.0f * vg.time_fixed_delta,
+ localplayer.rb.v );
+
+ /* Fake contact */
+ struct grind_limit *limit =
+ &player_skate.limits[ player_skate.limit_count ++ ];
+ v3_zero( limit->ra );
+ m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
+ limit->p = 0.0f;
+
+ v3_copy( inf_avg.dir, player_skate.grind_dir );
+}
+
+static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
+
+ v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
+ grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
+
+ m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
+ m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
+
+ /* Exit condition: lost grind tracking */
+ if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
+ return 0;
+
+ /* Exit condition: cant see grind target directly */
+ if( !skate_point_visible( wheel_co, inf->co ) )
+ return 0;
+
+ /* Exit condition: minimum velocity not reached, but allow a bit of error */
+ float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
+ minv = k_grind_axel_min_vel*0.8f;
+
+ if( dv < minv )
+ return 0;
+
+ if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
+ return 0;
+
+ v3_copy( inf->dir, player_skate.grind_dir );
+ return 1;
+}
+
+static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
+
+ /* REFACTOR */
+ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
+
+ v3f raw, wsp;
+ m3x3_mulv( localplayer.rb.to_world, ra, raw );
+ v3_add( localplayer.rb.co, raw, wsp );
+
+ if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
+ if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
+ return 0;
+
+ /* velocity should be at least 60% aligned */
+ v3f pv, axis;
+ v3_cross( inf->n, inf->dir, axis );
+ v3_muladds( localplayer.rb.v, inf->n,
+ -v3_dot( localplayer.rb.v, inf->n ), pv );
+
+ if( v3_length2( pv ) < 0.0001f )
+ return 0;
+ v3_normalize( pv );
+
+ if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
+ return 0;
+
+ if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
+ return 0;
+
+ v3f local_co, local_dir, local_n;
+ m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
+ m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
+
+ v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
+
+ float truck_height = -(k_board_radius+0.03f);
+
+ v3f rv;
+ v3_cross( localplayer.rb.w, raw, rv );
+ v3_add( localplayer.rb.v, rv, rv );
+
+ if( (local_co[1] >= truck_height) &&
+ (v2_length2( delta ) <= k_board_radius*k_board_radius) )
+ {
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+static void skate_boardslide_apply( struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
+
+ v3f local_co, local_dir, local_n;
+ m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
+ m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
+
+ v3f intersection;
+ v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
+ intersection );
+ v3_copy( intersection, player_skate.weight_distribution );
+
+ skate_grind_decay( inf, 0.0125f );
+ skate_grind_friction( inf, 0.25f );
+
+ /* direction alignment */
+ v3f dir, perp;
+ v3_cross( local_dir, local_n, perp );
+ v3_muls( local_dir, vg_signf(local_dir[0]), dir );
+ v3_muls( perp, vg_signf(perp[2]), perp );
+
+ m3x3_mulv( localplayer.rb.to_world, dir, dir );
+ m3x3_mulv( localplayer.rb.to_world, perp, perp );
+
+ v4f qbalance;
+ q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
+ q_mulv( qbalance, perp, perp );
+
+ rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
+ dir,
+ k_grind_spring, k_grind_dampener,
+ vg.time_fixed_delta );
+
+ rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
+ perp,
+ k_grind_spring, k_grind_dampener,
+ vg.time_fixed_delta );
+
+ vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
+ vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
+
+ v3_copy( inf->dir, player_skate.grind_dir );
+}
+
+static int skate_boardslide_entry( struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
+
+ if( skate_grind_scansq( localplayer.rb.co,
+ localplayer.rb.to_world[0], k_board_length,
+ inf ) )
+ {
+ v3f local_co, local_dir;
+ m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
+ m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
+
+ if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
+ (local_co[1] >= 0.0f) && /* at deck level */
+ (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
+ {
+ if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
+ return 0;
+
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+static int skate_boardslide_renew( struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
+
+ if( !skate_grind_scansq( localplayer.rb.co,
+ localplayer.rb.to_world[0], k_board_length,
+ inf ) )
+ return 0;
+
+ /* Exit condition: cant see grind target directly */
+ v3f vis;
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
+ if( !skate_point_visible( vis, inf->co ) )
+ return 0;
+
+ /* Exit condition: minimum velocity not reached, but allow a bit of error */
+ float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
+ minv = k_grind_axel_min_vel*0.8f;
+
+ if( dv < minv )
+ return 0;
+
+ if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
+ return 0;
+
+ return 1;
+}
+
+static void skate_store_grind_vec( struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
+
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx );
+
+ v3f raw;
+ v3_sub( inf->co, localplayer.rb.co, raw );
+
+ m3x3_mulv( mtx, raw, player_skate.grind_vec );
+ v3_normalize( player_skate.grind_vec );
+ v3_copy( inf->dir, player_skate.grind_dir );
+}
+
+static enum skate_activity skate_availible_grind(void){
+ struct player_skate_state *state = &player_skate.state;
+
+ if( state->grind_cooldown > 100 ){
+ vg_fatal_error( "wth!\n" );
+ }
+
+ /* debounces this state manager a little bit */
+ if( state->grind_cooldown ){
+ state->grind_cooldown --;
+ return k_skate_activity_undefined;
+ }
+
+ struct grind_info inf_back50,
+ inf_front50,
+ inf_slide;
+
+ int res_back50 = 0,
+ res_front50 = 0,
+ res_slide = 0;
+
+ int allow_back = 1,
+ allow_front = 1;
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ if( state->activity == k_skate_activity_grind_5050 ||
+ state->activity == k_skate_activity_grind_back50 ||
+ state->activity == k_skate_activity_grind_front50 )
+ {
+ float tilt = steer[1];
+
+ if( fabsf(tilt) >= 0.25f ){
+ v3f raw = {0.0f,0.0f,tilt};
+ m3x3_mulv( localplayer.rb.to_world, raw, raw );
+
+ float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
+
+ if( way < 0.0f ) allow_front = 0;
+ else allow_back = 0;
+ }
+ }
+
+ if( state->activity == k_skate_activity_grind_boardslide ){
+ res_slide = skate_boardslide_renew( &inf_slide );
+ }
+ else if( state->activity == k_skate_activity_grind_back50 ){
+ res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
+ }
+ else if( state->activity == k_skate_activity_grind_front50 ){
+ res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
+ }
+ else if( state->activity == k_skate_activity_grind_5050 ){
+ if( allow_front )
+ res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
+ if( allow_back )
+ res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
+ }
+ else{
+ res_slide = skate_boardslide_entry( &inf_slide );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
+
+ if( res_back50 != res_front50 ){
+ int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
+
+ res_back50 &= wants_to_do_that;
+ res_front50 &= wants_to_do_that;
+ }
+ }
+
+ const enum skate_activity table[] =
+ { /* slide | back | front */
+ k_skate_activity_undefined, /* 0 0 0 */
+ k_skate_activity_grind_front50, /* 0 0 1 */
+ k_skate_activity_grind_back50, /* 0 1 0 */
+ k_skate_activity_grind_5050, /* 0 1 1 */
+
+ /* slide has priority always */
+ k_skate_activity_grind_boardslide, /* 1 0 0 */
+ k_skate_activity_grind_boardslide, /* 1 0 1 */
+ k_skate_activity_grind_boardslide, /* 1 1 0 */
+ k_skate_activity_grind_boardslide, /* 1 1 1 */
+ }
+ , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
+
+ if( new_activity == k_skate_activity_undefined ){
+ if( state->activity >= k_skate_activity_grind_any ){
+ state->grind_cooldown = 15;
+ state->surface_cooldown = 10;
+ }
+ }
+ else if( new_activity == k_skate_activity_grind_boardslide ){
+ skate_boardslide_apply( &inf_slide );
+ }
+ else if( new_activity == k_skate_activity_grind_back50 ){
+ if( state->activity != k_skate_activity_grind_back50 )
+ skate_store_grind_vec( &inf_back50 );
+
+ skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_front50 ){
+ if( state->activity != k_skate_activity_grind_front50 )
+ skate_store_grind_vec( &inf_front50 );
+
+ skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_5050 )
+ skate_5050_apply( &inf_front50, &inf_back50 );
+
+ return new_activity;
+}
+
+void player__skate_update(void){
+ struct player_skate_state *state = &player_skate.state;
+ world_instance *world = world_current_instance();
+
+ if( state->activity == k_skate_activity_handplant ){
+ return;
+ }
+
+ if( world->water.enabled ){
+ if( localplayer.rb.co[1]+0.25f < world->water.height ){
+ vg_info( "player fell off due to being in water\n" );
+ player__networked_sfx( k_player_subsystem_walk, 32,
+ k_player_walk_soundeffect_splash,
+ localplayer.rb.co, 1.0f );
+ player__dead_transition( k_player_die_type_generic );
+ return;
+ }
+ }
+
+ v3_copy( localplayer.rb.co, state->prev_pos );
+ state->activity_prev = state->activity;
+ v3f normal_total;
+ v3_zero( normal_total );
+
+ struct board_collider
+ {
+ v3f pos;
+ float radius;
+
+ u32 colour;
+
+ enum board_collider_state
+ {
+ k_collider_state_default,
+ k_collider_state_disabled,
+ k_collider_state_colliding
+ }
+ state;
+ }
+ wheels[] =
+ {
+ {
+ { 0.0f, 0.0f, -k_board_length },
+ .radius = k_board_radius,
+ .colour = VG__RED
+ },
+ {
+ { 0.0f, 0.0f, k_board_length },
+ .radius = k_board_radius,
+ .colour = VG__GREEN
+ }
+ };
+
+ float slap = 0.0f;
+
+ if( state->activity <= k_skate_activity_air_to_grind ){
+ float min_dist = 0.6f;
+ for( int i=0; i<2; i++ ){
+ v3f wpos, closest;
+ m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
+
+ if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+ min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+ }
+ }
+ min_dist -= 0.2f;
+ float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
+ slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
+ }
+ state->slap = vg_lerpf( state->slap, slap, 10.0f*vg.time_fixed_delta );
+
+ wheels[0].pos[1] = state->slap;
+ wheels[1].pos[1] = state->slap;
+
+
+ const int k_wheel_count = 2;
+
+ player_skate.substep = vg.time_fixed_delta;
+ player_skate.substep_delta = player_skate.substep;
+ player_skate.limit_count = 0;
+
+ int substep_count = 0;
+
+ v3_zero( player_skate.surface_picture );
+
+ int prev_contacts[2];
+
+ for( int i=0; i<k_wheel_count; i++ ){
+ wheels[i].state = k_collider_state_default;
+ prev_contacts[i] = player_skate.wheel_contacts[i];
+ }
+
+ /* check if we can enter or continue grind */
+ enum skate_activity grindable_activity = skate_availible_grind();
+ if( grindable_activity != k_skate_activity_undefined ){
+ state->activity = grindable_activity;
+ goto grinding;
+ }
+
+ int contact_count = 0;
+ for( int i=0; i<2; i++ ){
+ v3f normal, axel;
+ v3_copy( localplayer.rb.to_world[0], axel );
+
+ if( skate_compute_surface_alignment( wheels[i].pos,
+ wheels[i].colour, normal, axel ) )
+ {
+ rb_effect_spring_target_vector( &localplayer.rb,
+ localplayer.rb.to_world[0],
+ axel,
+ k_surface_spring, k_surface_dampener,
+ player_skate.substep_delta );
+
+ v3_add( normal, player_skate.surface_picture,
+ player_skate.surface_picture );
+ contact_count ++;
+ player_skate.wheel_contacts[i] = 1;
+ }
+ else{
+ player_skate.wheel_contacts[i] = 0;
+ }
+
+ m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
+ }
+
+ if( state->surface_cooldown ){
+ state->surface_cooldown --;
+ contact_count = 0;
+ }
+
+ if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
+ for( int i=0; i<2; i++ ){
+ if( !prev_contacts[i] ){
+ v3f co;
+ m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
+ player__networked_sfx( k_player_subsystem_skate, 32,
+ k_player_skate_soundeffect_tap,
+ localplayer.rb.co, 0.75f );
+ }
+ }
+ }
+
+ if( contact_count ){
+ state->activity = k_skate_activity_ground;
+ state->gravity_bias = k_gravity;
+ v3_normalize( player_skate.surface_picture );
+
+ skate_apply_friction_model();
+ skate_weight_distribute();
+ }
+ else{
+ if( state->activity > k_skate_activity_air_to_grind )
+ state->activity = k_skate_activity_air;
+
+ v3_zero( player_skate.weight_distribution );
+ skate_apply_air_model();
+ }
+
+grinding:;
+
+ if( state->activity == k_skate_activity_grind_back50 )
+ wheels[1].state = k_collider_state_disabled;
+ if( state->activity == k_skate_activity_grind_front50 )
+ wheels[0].state = k_collider_state_disabled;
+ if( state->activity == k_skate_activity_grind_5050 ){
+ wheels[0].state = k_collider_state_disabled;
+ wheels[1].state = k_collider_state_disabled;
+ }
+
+ /* all activities */
+ skate_apply_steering_model();
+ skate_adjust_up_direction();
+ skate_apply_cog_model();
+ skate_apply_jump_model();
+ skate_apply_handplant_model();
+ skate_apply_grab_model();
+ skate_apply_trick_model();
+ skate_apply_pump_model();
+
+ ent_tornado_debug();
+ v3f a;
+ ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
+ v3_muladds( localplayer.rb.v, a, vg.time_fixed_delta, localplayer.rb.v );
+
+begin_collision:;
+
+ /*
+ * Phase 0: Continous collision detection
+ * --------------------------------------------------------------------------
+ */
+
+ v3f head_wp0, head_wp1, start_co;
+ m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
+ v3_copy( localplayer.rb.co, start_co );
+
+ /* calculate transform one step into future */
+ v3f future_co;
+ v4f future_q;
+ v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
+ future_co );
+
+ if( v3_length2( localplayer.rb.w ) > 0.0f ){
+ v4f rotation;
+ v3f axis;
+ v3_copy( localplayer.rb.w, axis );
+
+ float mag = v3_length( axis );
+ v3_divs( axis, mag, axis );
+ q_axis_angle( rotation, axis, mag*player_skate.substep );
+ q_mul( rotation, localplayer.rb.q, future_q );
+ q_normalize( future_q );
+ }
+ else
+ v4_copy( localplayer.rb.q, future_q );
+
+ v3f future_cg, current_cg, cg_offset;
+ q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
+ q_mulv( future_q, player_skate.weight_distribution, future_cg );
+ v3_sub( future_cg, current_cg, cg_offset );
+
+ /* calculate the minimum time we can move */
+ float max_time = player_skate.substep;
+
+ for( int i=0; i<k_wheel_count; i++ ){
+ if( wheels[i].state == k_collider_state_disabled )
+ continue;
+
+ v3f current, future, r_cg;
+
+ q_mulv( future_q, wheels[i].pos, future );
+ v3_add( future, future_co, future );
+ v3_add( cg_offset, future, future );
+
+ q_mulv( localplayer.rb.q, wheels[i].pos, current );
+ v3_add( current, localplayer.rb.co, current );
+
+ float t;
+ v3f n;
+
+ float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
+ if( spherecast_world( world, current, future, cast_radius, &t, n,
+ k_material_flag_walking ) != -1)
+ max_time = vg_minf( max_time, t * player_skate.substep );
+ }
+
+ /* clamp to a fraction of delta, to prevent locking */
+ float rate_lock = substep_count;
+ rate_lock *= vg.time_fixed_delta * 0.1f;
+ rate_lock *= rate_lock;
+
+ max_time = vg_maxf( max_time, rate_lock );
+ player_skate.substep_delta = max_time;
+
+ /* integrate */
+ v3_muladds( localplayer.rb.co, localplayer.rb.v,
+ player_skate.substep_delta, localplayer.rb.co );
+ if( v3_length2( localplayer.rb.w ) > 0.0f ){
+ v4f rotation;
+ v3f axis;
+ v3_copy( localplayer.rb.w, axis );
+
+ float mag = v3_length( axis );
+ v3_divs( axis, mag, axis );
+ q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
+ q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
+ q_normalize( localplayer.rb.q );