+ v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
+
+ float truck_height = -(k_board_radius+0.03f);
+
+ v3f rv;
+ v3_cross( player->rb.w, raw, rv );
+ v3_add( player->rb.v, rv, rv );
+
+ if( (local_co[1] >= truck_height) &&
+ (v2_length2( delta ) <= k_board_radius*k_board_radius) )
+ {
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+VG_STATIC void skate_boardslide_apply( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ v3f local_co, local_dir, local_n;
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( player->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, s->weight_distribution );
+
+ skate_grind_decay( player, inf, 0.0125f );
+ skate_grind_friction( player, 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( player->rb.to_world, dir, dir );
+ m3x3_mulv( player->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( &player->rb, player->rb.to_world[0],
+ dir,
+ k_grind_spring, k_grind_dampener,
+ k_rb_delta );
+
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
+ perp,
+ k_grind_spring, k_grind_dampener,
+ k_rb_delta );
+
+ vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
+ vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC int skate_boardslide_entry( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( skate_grind_scansq( player, player->rb.co,
+ player->rb.to_world[0], k_board_length,
+ inf ) )
+ {
+ v3f local_co, local_dir;
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->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( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
+ return 0;
+
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+VG_STATIC int skate_boardslide_renew( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( !skate_grind_scansq( player, player->rb.co,
+ player->rb.to_world[0], k_board_length,
+ inf ) )
+ return 0;
+
+ /* Exit condition: cant see grind target directly */
+ v3f vis;
+ v3_muladds( player->rb.co, player->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( player->rb.v, inf->dir )),
+ minv = k_grind_axel_min_vel*0.8f;
+
+ if( dv < minv )
+ return 0;
+
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
+ return 0;
+
+ return 1;
+}
+
+VG_STATIC void skate_store_grind_vec( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx );
+
+ v3f raw;
+ v3_sub( inf->co, player->rb.co, raw );
+
+ m3x3_mulv( mtx, raw, s->grind_vec );
+ v3_normalize( s->grind_vec );
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( s->state.grind_cooldown > 100 ){
+ vg_fatal_error( "wth!\n" );
+ }
+
+ /* debounces this state manager a little bit */
+ if( s->state.grind_cooldown ){
+ s->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( s->state.activity == k_skate_activity_grind_5050 ||
+ s->state.activity == k_skate_activity_grind_back50 ||
+ s->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( player->rb.to_world, raw, raw );
+
+ float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
+
+ if( way < 0.0f ) allow_front = 0;
+ else allow_back = 0;
+ }
+ }
+
+ if( s->state.activity == k_skate_activity_grind_boardslide ){
+ res_slide = skate_boardslide_renew( player, &inf_slide );
+ }
+ else if( s->state.activity == k_skate_activity_grind_back50 ){
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+ }
+ else if( s->state.activity == k_skate_activity_grind_front50 ){
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+ }
+ else if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( allow_front )
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ if( allow_back )
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+ }
+ else{
+ res_slide = skate_boardslide_entry( player, &inf_slide );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -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( s->state.activity >= k_skate_activity_grind_any ){
+ s->state.grind_cooldown = 15;
+ s->state.surface_cooldown = 10;
+ }
+ }
+ else if( new_activity == k_skate_activity_grind_boardslide ){
+ skate_boardslide_apply( player, &inf_slide );
+ }
+ else if( new_activity == k_skate_activity_grind_back50 ){
+ if( s->state.activity != k_skate_activity_grind_back50 )
+ skate_store_grind_vec( player, &inf_back50 );
+
+ skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_front50 ){
+ if( s->state.activity != k_skate_activity_grind_front50 )
+ skate_store_grind_vec( player, &inf_front50 );
+
+ skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_5050 )
+ skate_5050_apply( player, &inf_front50, &inf_back50 );
+
+ return new_activity;
+}
+
+VG_STATIC void player__skate_update( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( player->rb.co[1]+0.25f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+ player__skate_kill_audio( player );
+ player__dead_transition( player );
+ return;
+ }
+ }
+
+ v3_copy( player->rb.co, s->state.prev_pos );
+ s->state.activity_prev = s->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( s->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( player->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 = v3_dot( player->basis[1], player->rb.v );
+ vy = vg_maxf( 0.0f, vy );
+
+ slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
+ }
+ s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
+
+ wheels[0].pos[1] = s->state.slap;
+ wheels[1].pos[1] = s->state.slap;
+
+
+ const int k_wheel_count = 2;
+
+ s->substep = k_rb_delta;
+ s->substep_delta = s->substep;
+ s->limit_count = 0;
+
+ int substep_count = 0;
+
+ v3_zero( s->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] = s->wheel_contacts[i];
+ }
+
+ /* check if we can enter or continue grind */
+ enum skate_activity grindable_activity = skate_availible_grind( player );
+ if( grindable_activity != k_skate_activity_undefined ){
+ s->state.activity = grindable_activity;
+ goto grinding;
+ }
+
+ int contact_count = 0;
+ for( int i=0; i<2; i++ ){
+ v3f normal, axel;
+ v3_copy( player->rb.to_world[0], axel );
+
+ if( skate_compute_surface_alignment( player, wheels[i].pos,
+ wheels[i].colour, normal, axel ) )
+ {
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
+ axel,
+ k_surface_spring, k_surface_dampener,
+ s->substep_delta );
+
+ v3_add( normal, s->surface_picture, s->surface_picture );
+ contact_count ++;
+ s->wheel_contacts[i] = 1;
+ }
+ else{
+ s->wheel_contacts[i] = 0;
+ }