+ if( state->activity != k_skate_activity_ground ){
+ v3_zero( state->throw_v );
+ return;
+ }
+
+ /* Throw / collect routine
+ */
+ if( axis_state( k_sraxis_grab ) > 0.5f ){
+ if( state->activity == k_skate_activity_ground ){
+ /* Throw */
+ v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
+ }
+ }
+ else{
+ /* Collect */
+ float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
+
+ v3f Fl, Fv;
+ v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
+
+ if( state->activity == k_skate_activity_ground ){
+ if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
+ v3_muladds( localplayer.rb.v, Fl,
+ k_mmcollect_lat, localplayer.rb.v );
+ }
+ v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
+ }
+
+ v3_muls( localplayer.rb.to_world[1], -doty, Fv );
+ v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
+ v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
+ }
+
+ /* Decay */
+ if( v3_length2( state->throw_v ) > 0.0001f ){
+ v3f dir;
+ v3_copy( state->throw_v, dir );
+ v3_normalize( dir );
+
+ float max = v3_dot( dir, state->throw_v ),
+ amt = vg_minf( k_mmdecay * k_rb_delta, max );
+ v3_muladds( state->throw_v, dir, -amt, state->throw_v );
+ }
+}
+
+static void skate_apply_cog_model(void){
+ struct player_skate_state *state = &player_skate.state;
+
+ v3f ideal_cog, ideal_diff, ideal_dir;
+ v3_copy( state->up_dir, ideal_dir );
+ v3_normalize( ideal_dir );
+
+ float grab = axis_state( k_sraxis_grab );
+ v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
+ v3_sub( ideal_cog, state->cog, ideal_diff );
+
+ /* Apply velocities */
+ v3f rv;
+ v3_sub( localplayer.rb.v, state->cog_v, rv );
+
+ v3f F;
+ v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
+ v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
+
+ float ra = k_cog_mass_ratio,
+ rb = 1.0f-k_cog_mass_ratio;
+
+ /* Apply forces & intergrate */
+ v3_muladds( state->cog_v, F, -rb, state->cog_v );
+ v3_muladds( state->cog_v, localplayer.basis[1], -9.8f * k_rb_delta,
+ state->cog_v );
+
+ v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
+}
+
+static void skate_integrate(void){
+ struct player_skate_state *state = &player_skate.state;
+
+ float rate_x = 1.0f - (k_rb_delta * 3.0f),
+ rate_z = rate_x,
+ rate_y = 1.0f;
+
+ if( state->activity >= k_skate_activity_grind_any ){
+ rate_x = 1.0f-(16.0f*k_rb_delta);
+ rate_y = 1.0f-(10.0f*k_rb_delta);
+ rate_z = 1.0f-(40.0f*k_rb_delta);
+ }
+
+ float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
+ wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
+ wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
+
+ v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
+ v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
+ localplayer.rb.w );
+ v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
+ localplayer.rb.w );
+
+ state->flip_time += state->flip_rate * k_rb_delta;
+ rb_update_transform( &localplayer.rb );
+}
+
+static enum trick_type player_skate_trick_input(void){
+ return (button_press( k_srbind_trick0 ) ) |
+ (button_press( k_srbind_trick1 ) << 1) |
+ (button_press( k_srbind_trick2 ) << 1) |
+ (button_press( k_srbind_trick2 ) );
+}
+
+static void player__skate_pre_update(void){
+ struct player_skate_state *state = &player_skate.state;
+
+ if( button_down( k_srbind_use ) ){
+ localplayer.subsystem = k_player_subsystem_walk;
+
+ v3f angles;
+ v3_copy( localplayer.cam.angles, localplayer.angles );
+ localplayer.angles[2] = 0.0f;
+
+ player__begin_holdout();
+ player__skate_kill_audio();
+ player__walk_transition();
+ return;
+ }
+
+ if( state->activity <= k_skate_activity_air_to_grind ){
+ enum trick_type trick = k_trick_type_none;
+ if( (trick = player_skate_trick_input()) ){
+ if( (vg.time - state->jump_time) < 0.1f ){
+ v3_zero( state->trick_vel );
+ state->trick_time = 0.0f;
+
+ if( trick == k_trick_type_kickflip ){
+ state->trick_vel[0] = 3.0f;
+ }
+ else if( trick == k_trick_type_shuvit ){
+ state->trick_vel[2] = 3.0f;
+ }
+ else if( trick == k_trick_type_treflip ){
+ state->trick_vel[0] = 2.0f;
+ state->trick_vel[2] = 2.0f;
+ }
+ state->trick_type = trick;
+ }
+ }
+ }
+ else
+ state->trick_type = k_trick_type_none;
+}
+
+static void player__skate_post_update(void){
+ struct player_skate_state *state = &player_skate.state;
+
+ for( int i=0; i<player_skate.possible_jump_count; i++ ){
+ jump_info *jump = &player_skate.possible_jumps[i];
+
+ if( jump->log_length == 0 ){
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
+ }
+
+ for( int j=0; j<jump->log_length - 1; j ++ ){
+ float brightness = jump->score*jump->score*jump->score;
+ v3f p1;
+ v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+ vg_line( jump->log[j], p1, jump->colour );
+ }
+
+ vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
+
+ v3f p1;
+ v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+ vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
+
+ vg_line_point( jump->apex, 0.02f, 0xffffffff );
+ }
+
+ audio_lock();
+
+ float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
+ speed = v3_length( localplayer.rb.v ),
+ attn = vg_minf( 1.0f, speed*0.1f ),
+ slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
+
+ if( state->activity >= k_skate_activity_grind_any ){
+ slide = 0.0f;
+ }
+
+ f32 gate = skaterift.time_rate,
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
+
+ const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
+
+ if( !player_skate.aud_air ){
+ player_skate.aud_air = audio_get_first_idle_channel();
+ if( player_skate.aud_air )
+ audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
+ }
+
+ if( !player_skate.aud_slide ){
+ player_skate.aud_slide = audio_get_first_idle_channel();
+ if( player_skate.aud_slide )
+ audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
+ }
+
+
+ /* brrrrrrrrrrrt sound for tiles and stuff
+ * --------------------------------------------------------*/
+ float sidechain_amt = 0.0f,
+ hz = vg_maxf( speed * 2.0f, 2.0f );
+
+ if( (player_skate.surface == k_surface_prop_tiles) &&
+ (state->activity < k_skate_activity_grind_any) )
+ sidechain_amt = 1.0f;
+ else
+ sidechain_amt = 0.0f;
+
+ audio_set_lfo_frequency( 0, hz );
+ audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
+ vg_lerpf( 250.0f, 80.0f, attn ) );
+
+ if( player_skate.sample_change_cooldown > 0.0f ){
+ player_skate.sample_change_cooldown -= vg.time_frame_delta;
+ }
+ else{
+ int sample_type = k_skate_sample_concrete;
+
+ if( state->activity == k_skate_activity_grind_5050 ){
+ if( player_skate.surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ else if( (state->activity == k_skate_activity_grind_back50) ||
+ (state->activity == k_skate_activity_grind_front50) )
+ {
+ if( player_skate.surface == k_surface_prop_metal ){
+ sample_type = k_skate_sample_metal_scrape_generic;
+ }
+ else{
+ float a = v3_dot( localplayer.rb.to_world[2],
+ player_skate.grind_dir );
+ if( fabsf(a) > 0.70710678118654752f )
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ }
+ else if( state->activity == k_skate_activity_grind_boardslide ){
+ if( player_skate.surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ }
+
+ audio_clip *relevant_samples[] = {
+ &audio_board[0],
+ &audio_board[0],
+ &audio_board[7],
+ &audio_board[6],
+ &audio_board[5]
+ };
+
+ if( (player_skate.main_sample_type != sample_type) ||
+ (!player_skate.aud_main) ){
+
+ player_skate.aud_main =
+ audio_channel_crossfade( player_skate.aud_main,
+ relevant_samples[sample_type],
+ 0.06f, flags );
+ player_skate.sample_change_cooldown = 0.1f;
+ player_skate.main_sample_type = sample_type;
+ }
+ }
+
+ if( player_skate.aud_main ){
+ player_skate.aud_main->colour = 0x00103efe;
+ audio_channel_set_spacial( player_skate.aud_main,
+ localplayer.rb.co, 40.0f );
+ //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
+ audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
+
+ float rate = 1.0f + (attn-0.5f)*0.2f;
+ audio_channel_set_sampling_rate( player_skate.aud_main, rate );
+ }
+
+ if( player_skate.aud_slide ){
+ player_skate.aud_slide->colour = 0x00103efe;
+ audio_channel_set_spacial( player_skate.aud_slide,
+ localplayer.rb.co, 40.0f );
+ //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
+ audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
+ }
+
+ if( player_skate.aud_air ){
+ player_skate.aud_air->colour = 0x00103efe;
+ audio_channel_set_spacial( player_skate.aud_air,
+ localplayer.rb.co, 40.0f );
+ //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
+ }
+
+ audio_unlock();
+}
+
+/*
+ * truck alignment model at ra(local)
+ * returns 1 if valid surface:
+ * surface_normal will be filled out with an averaged normal vector
+ * axel_dir will be the direction from left to right wheels
+ *
+ * returns 0 if no good surface found
+ */
+static
+int skate_compute_surface_alignment( v3f ra, u32 colour,
+ v3f surface_normal, v3f axel_dir ){
+ world_instance *world = world_current_instance();
+
+ v3f truck, left, right;
+ m4x3_mulv( localplayer.rb.to_world, ra, truck );
+
+ v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
+ v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
+ vg_line( left, right, colour );
+
+ float k_max_truck_flex = VG_PIf * 0.25f;
+
+ ray_hit ray_l, ray_r;
+
+ v3f dir;
+ v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
+
+ int res_l = 0, res_r = 0;
+
+ for( int i=0; i<8; i++ ){
+ float t = 1.0f - (float)i * (1.0f/8.0f);
+ v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
+ v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
+ ray_l.dist = 2.1f * k_board_radius;
+
+ res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
+
+ if( res_l )
+ break;
+ }
+
+ for( int i=0; i<8; i++ ){
+ float t = 1.0f - (float)i * (1.0f/8.0f);
+ v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
+ v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
+ ray_r.dist = 2.1f * k_board_radius;
+
+ res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
+
+ if( res_r )
+ break;
+ }
+
+ v3f v0;
+ v3f midpoint;
+ v3f tangent_average;
+ v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
+ v3_zero( tangent_average );
+
+ if( res_l || res_r ){
+ v3f p0, p1, t;
+ v3_copy( midpoint, p0 );
+ v3_copy( midpoint, p1 );
+
+ if( res_l ){
+ v3_copy( ray_l.pos, p0 );
+ v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
+ v3_add( t, tangent_average, tangent_average );
+ }
+ if( res_r ){
+ v3_copy( ray_r.pos, p1 );
+ v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
+ v3_add( t, tangent_average, tangent_average );
+ }
+
+ v3_sub( p1, p0, v0 );
+ v3_normalize( v0 );
+ }
+ else{
+ /* fallback: use the closes point to the trucks */
+ v3f closest;
+ int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
+
+ if( idx != -1 ){
+ u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
+ v3f verts[3];
+
+ for( int j=0; j<3; j++ )
+ v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
+
+ v3f vert0, vert1, n;
+ v3_sub( verts[1], verts[0], vert0 );
+ v3_sub( verts[2], verts[0], vert1 );
+ v3_cross( vert0, vert1, n );
+ v3_normalize( n );
+
+ if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
+ return 0;
+
+ v3_cross( n, localplayer.rb.to_world[2], v0 );
+ v3_muladds( v0, localplayer.rb.to_world[2],
+ -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
+ v3_normalize( v0 );
+
+ v3f t;
+ v3_cross( n, localplayer.rb.to_world[0], t );
+ v3_add( t, tangent_average, tangent_average );
+ }
+ else
+ return 0;
+ }
+
+ v3_muladds( truck, v0, k_board_width, right );
+ v3_muladds( truck, v0, -k_board_width, left );
+
+ vg_line( left, right, VG__WHITE );
+
+ v3_normalize( tangent_average );
+ v3_cross( v0, tangent_average, surface_normal );
+ v3_copy( v0, axel_dir );
+
+ return 1;
+}
+
+static void skate_weight_distribute(void){
+ struct player_skate_state *state = &player_skate.state;
+ v3_zero( player_skate.weight_distribution );
+
+ int reverse_dir = v3_dot( localplayer.rb.to_world[2],
+ localplayer.rb.v ) < 0.0f?1:-1;
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ if( state->manual_direction == 0 ){
+ if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
+ (state->jump_charge <= 0.01f) )
+ state->manual_direction = reverse_dir;
+ }
+ else{
+ if( steer[1] < 0.1f ){
+ state->manual_direction = 0;
+ }
+ else{
+ if( reverse_dir != state->manual_direction ){
+ return;
+ }
+ }
+ }
+
+ if( state->manual_direction ){
+ float amt = vg_minf( steer[1] * 8.0f, 1.0f );
+ player_skate.weight_distribution[2] = k_board_length * amt *
+ (float)state->manual_direction;
+ }
+
+ if( state->manual_direction ){
+ v3f plane_z;
+
+ m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
+ plane_z );
+ v3_negate( plane_z, plane_z );
+
+ v3_muladds( plane_z, player_skate.surface_picture,
+ -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
+ v3_normalize( plane_z );
+
+ v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
+ v3_normalize( plane_z );
+
+ v3f p1;
+ v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
+ vg_line( localplayer.rb.co, p1, VG__GREEN );
+
+ v3f refdir;
+ v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
+ refdir );
+
+ rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
+ k_manul_spring, k_manul_dampener,
+ player_skate.substep_delta );
+ }
+}
+
+static void skate_adjust_up_direction(void){
+ struct player_skate_state *state = &player_skate.state;
+
+ if( state->activity == k_skate_activity_ground ){
+ v3f target;
+ v3_copy( player_skate.surface_picture, target );
+
+ target[1] += 2.0f * player_skate.surface_picture[1];
+ v3_normalize( target );
+
+ v3_lerp( state->up_dir, target,
+ 8.0f * player_skate.substep_delta, state->up_dir );
+ }
+ else if( state->activity <= k_skate_activity_air_to_grind ){
+ v3_lerp( state->up_dir, localplayer.rb.to_world[1],
+ 8.0f * player_skate.substep_delta, state->up_dir );
+ }
+ else{
+ v3_lerp( state->up_dir, localplayer.basis[1],
+ 12.0f * player_skate.substep_delta, state->up_dir );
+ }
+}
+
+static int skate_point_visible( v3f origin, v3f target ){
+ v3f dir;
+ v3_sub( target, origin, dir );
+
+ 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*k_rb_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 - ( k_rb_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*k_rb_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,
+ k_rb_delta );
+
+ rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
+ k_grind_spring*strength,
+ k_grind_dampener*strength,
+ k_rb_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,
+ k_rb_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,
+ k_rb_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 * k_rb_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,
+ k_rb_delta );
+
+ rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
+ perp,
+ k_grind_spring, k_grind_dampener,
+ k_rb_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;
+}
+
+static void player__skate_update(void){
+ struct player_skate_state *state = &player_skate.state;
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( localplayer.rb.co[1]+0.25f < world->water.height ){