+++ /dev/null
-#ifndef PLAYER_SKATE_C
-#define PLAYER_SKATE_C
-
-#include "player.h"
-#include "audio.h"
-#include "vg/vg_perlin.h"
-#include "menu.h"
-#include "ent_skateshop.h"
-#include "addon.h"
-
-#include "ent_tornado.c"
-
-static void player__skate_bind(void){
- struct skeleton *sk = &localplayer.skeleton;
- rb_update_transform( &localplayer.rb );
-
- struct { struct skeleton_anim **anim; const char *name; }
- bindings[] = {
- { &player_skate.anim_grind, "pose_grind" },
- { &player_skate.anim_grind_jump, "pose_grind_jump" },
- { &player_skate.anim_stand, "pose_stand" },
- { &player_skate.anim_highg, "pose_highg" },
- { &player_skate.anim_air, "pose_air" },
- { &player_skate.anim_slide, "pose_slide" },
- { &player_skate.anim_push, "push" },
- { &player_skate.anim_push_reverse, "push_reverse" },
- { &player_skate.anim_ollie, "ollie" },
- { &player_skate.anim_ollie_reverse,"ollie_reverse" },
- { &player_skate.anim_grabs, "grabs" },
- { &player_skate.anim_handplant, "handplant" },
- };
-
- for( u32 i=0; i<vg_list_size(bindings); i++ )
- *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
-}
-
-static void player__skate_kill_audio(void){
- audio_lock();
- if( player_skate.aud_main ){
- player_skate.aud_main =
- audio_channel_fadeout( player_skate.aud_main, 0.1f );
- }
- if( player_skate.aud_air ){
- player_skate.aud_air =
- audio_channel_fadeout( player_skate.aud_air, 0.1f );
- }
- if( player_skate.aud_slide ){
- player_skate.aud_slide =
- audio_channel_fadeout( player_skate.aud_slide, 0.1f );
- }
- audio_unlock();
-}
-
-/*
- * Collision detection routines
- *
- *
- */
-
-/*
- * Does collision detection on a sphere vs world, and applies some smoothing
- * filters to the manifold afterwards
- */
-static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
- world_instance *world = world_current_instance();
-
- int len = 0;
- len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
- k_material_flag_walking );
-
- for( int i=0; i<len; i++ ){
- man[i].rba = &localplayer.rb;
- man[i].rbb = NULL;
- }
-
- rb_manifold_filter_coplanar( man, len, 0.03f );
-
- if( len > 1 ){
- rb_manifold_filter_backface( man, len );
- rb_manifold_filter_joint_edges( man, len, 0.03f );
- rb_manifold_filter_pairs( man, len, 0.03f );
- }
- int new_len = rb_manifold_apply_filtered( man, len );
- if( len && !new_len )
- len = 1;
- else
- len = new_len;
-
- return len;
-}
-
-struct grind_info
-{
- v3f co, dir, n;
-};
-
-static int skate_grind_scansq( v3f pos, v3f dir, float r,
- struct grind_info *inf ){
- world_instance *world = world_current_instance();
-
- v4f plane;
- v3_copy( dir, plane );
- v3_normalize( plane );
- plane[3] = v3_dot( plane, pos );
-
- boxf box;
- v3_add( pos, (v3f){ r, r, r }, box[1] );
- v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- struct grind_sample{
- v2f co;
- v2f normal;
- v3f normal3,
- centroid;
- }
- samples[48];
- int sample_count = 0;
-
- v2f support_min,
- support_max;
-
- v3f support_axis;
- v3_cross( plane, (v3f){0,1,0}, support_axis );
- v3_normalize( support_axis );
-
- bh_iter it;
- bh_iter_init_box( 0, &it, box );
- i32 idx;
-
- while( bh_next( world->geo_bh, &it, &idx ) ){
- u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
- v3f tri[3];
-
- struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
- if( !(surf->info.flags & k_material_flag_grindable) )
- continue;
-
- for( int j=0; j<3; j++ )
- v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
-
- for( int j=0; j<3; j++ ){
- int i0 = j,
- i1 = (j+1) % 3;
-
- struct grind_sample *sample = &samples[ sample_count ];
- v3f co;
-
- if( plane_segment( plane, tri[i0], tri[i1], co ) ){
- v3f d;
- v3_sub( co, pos, d );
- if( v3_length2( d ) > r*r )
- continue;
-
- v3f va, vb, normal;
- v3_sub( tri[1], tri[0], va );
- v3_sub( tri[2], tri[0], vb );
- v3_cross( va, vb, normal );
-
- sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = normal[1];
- sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = d[1];
-
- v3_copy( normal, sample->normal3 ); /* normalize later
- if we want to us it */
-
- v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
- v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
- v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
-
- v2_normalize( sample->normal );
- sample_count ++;
-
- if( sample_count == vg_list_size( samples ) )
- goto too_many_samples;
- }
- }
- }
-
-too_many_samples:
-
- if( sample_count < 2 )
- return 0;
-
- v3f average_direction,
- average_normal;
-
- v2f min_co, max_co;
- v2_fill( min_co, INFINITY );
- v2_fill( max_co, -INFINITY );
-
- v3_zero( average_direction );
- v3_zero( average_normal );
-
- int passed_samples = 0;
-
- for( int i=0; i<sample_count-1; i++ ){
- struct grind_sample *si, *sj;
-
- si = &samples[i];
-
- for( int j=i+1; j<sample_count; j++ ){
- if( i == j )
- continue;
-
- sj = &samples[j];
-
- /* non overlapping */
- if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
- continue;
-
- /* not sharp angle */
- if( v2_dot( si->normal, sj->normal ) >= 0.7f )
- continue;
-
- /* not convex */
- v3f v0;
- v3_sub( sj->centroid, si->centroid, v0 );
- if( v3_dot( v0, si->normal3 ) >= 0.0f ||
- v3_dot( v0, sj->normal3 ) <= 0.0f )
- continue;
-
- v2_minv( sj->co, min_co, min_co );
- v2_maxv( sj->co, max_co, max_co );
-
- v3f n0, n1, dir;
- v3_copy( si->normal3, n0 );
- v3_copy( sj->normal3, n1 );
- v3_cross( n0, n1, dir );
-
- if( v3_length2( dir ) <= 0.000001f )
- continue;
-
- v3_normalize( dir );
-
- /* make sure the directions all face a common hemisphere */
- v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
- v3_add( average_direction, dir, average_direction );
-
- float yi = si->normal3[1],
- yj = sj->normal3[1];
-
- if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
- else v3_add( sj->normal3, average_normal, average_normal );
-
- passed_samples ++;
- }
- }
-
- if( !passed_samples )
- return 0;
-
- if( (v3_length2( average_direction ) <= 0.001f) ||
- (v3_length2( average_normal ) <= 0.001f ) )
- return 0;
-
- float div = 1.0f/(float)passed_samples;
- v3_normalize( average_direction );
- v3_normalize( average_normal );
-
- v2f average_coord;
- v2_add( min_co, max_co, average_coord );
- v2_muls( average_coord, 0.5f, average_coord );
-
- v3_muls( support_axis, average_coord[0], inf->co );
- inf->co[1] += average_coord[1];
- v3_add( pos, inf->co, inf->co );
- v3_copy( average_normal, inf->n );
- v3_copy( average_direction, inf->dir );
-
- vg_line_point( inf->co, 0.02f, VG__GREEN );
- vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
- vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
-
- return passed_samples;
-}
-
-static void reset_jump_info( jump_info *inf ){
- inf->log_length = 0;
- inf->land_dist = 0.0f;
- inf->score = 0.0f;
- inf->type = k_prediction_unset;
- v3_zero( inf->apex );
-}
-
-static int create_jumps_to_hit_target( jump_info *jumps,
- v3f target, float max_angle_delta,
- float gravity ){
- /* calculate the exact 2 solutions to jump onto that grind spot */
-
- v3f v0;
- v3_sub( target, localplayer.rb.co, v0 );
-
- v3f ax;
- v3_copy( v0, ax );
- ax[1] = 0.0f;
- v3_normalize( ax );
-
- v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
-
- float a = atan2f( v[1], v[0] ),
- m = v2_length( v ),
- root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
-
- int valid_count = 0;
-
- if( root > 0.0f ){
- root = sqrtf( root );
- float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
- a1 = atanf( (m*m - root) / (gravity * d[0]) );
-
- if( fabsf(a0-a) < max_angle_delta ){
- jump_info *inf = &jumps[ valid_count ++ ];
- reset_jump_info( inf );
-
- v3_muls( ax, cosf( a0 ) * m, inf->v );
- inf->v[1] += sinf( a0 ) * m;
- inf->land_dist = d[0] / (cosf(a0)*m);
- inf->gravity = gravity;
-
- v3_copy( target, inf->log[inf->log_length ++] );
- }
-
- if( fabsf(a1-a) < max_angle_delta ){
- jump_info *inf = &jumps[ valid_count ++ ];
- reset_jump_info( inf );
-
- v3_muls( ax, cosf( a1 ) * m, inf->v );
- inf->v[1] += sinf( a1 ) * m;
- inf->land_dist = d[0] / (cosf(a1)*m);
- inf->gravity = gravity;
-
- v3_copy( target, inf->log[inf->log_length ++] );
- }
- }
-
- return valid_count;
-}
-
-static void player__approximate_best_trajectory(void){
- world_instance *world0 = world_current_instance();
-
- float k_trace_delta = k_rb_delta * 10.0f;
- struct player_skate_state *state = &player_skate.state;
-
- state->air_start = vg.time;
- v3_copy( localplayer.rb.v, state->air_init_v );
- v3_copy( localplayer.rb.co, state->air_init_co );
-
- player_skate.possible_jump_count = 0;
-
- v3f axis;
- v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
- v3_normalize( axis );
-
- /* at high slopes, Y component is low */
- float upness = localplayer.rb.to_world[1][1],
- angle_begin = -(1.0f-fabsf( upness )),
- angle_end = 1.0f;
-
- struct grind_info grind;
- int grind_located = 0;
- float grind_located_gravity = k_gravity;
-
-
- v3f launch_v_bounds[2];
-
- for( int i=0; i<2; i++ ){
- v3_copy( localplayer.rb.v, launch_v_bounds[i] );
- float ang = (float[]){ angle_begin, angle_end }[ i ];
- ang *= 0.15f;
-
- v4f qbias;
- q_axis_angle( qbias, axis, ang );
- q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
- }
-
- for( int m=0;m<=30; m++ ){
- jump_info *inf =
- &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
- reset_jump_info( inf );
-
- v3f launch_co, launch_v, co0, co1;
- v3_copy( localplayer.rb.co, launch_co );
- v3_copy( localplayer.rb.v, launch_v );
- v3_copy( launch_co, co0 );
- world_instance *trace_world = world0;
-
- float vt = (float)m * (1.0f/30.0f),
- ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
-
- v4f qbias;
- q_axis_angle( qbias, axis, ang );
- q_mulv( qbias, launch_v, launch_v );
-
- float yaw_sketch = 1.0f-fabsf(upness);
-
- float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
- q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
- q_mulv( qbias, launch_v, launch_v );
-
- float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
- gravity = k_gravity * gravity_bias;
- inf->gravity = gravity;
- v3_copy( launch_v, inf->v );
-
- /* initial conditions */
- v3f v;
- v3_copy( launch_v, v );
- v3_copy( launch_co, co1 );
-
- for( int i=1; i<=50; i++ ){
- f32 t = (f32)i * k_trace_delta;
-
- /* integrate forces */
- v3f a;
- ent_tornado_forces( co1, v, a );
- a[1] -= gravity;
-
- /* position */
- v3_muladds( co1, v, k_trace_delta, co1 );
- v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
-
- /* velocity */
- v3_muladds( v, a, k_trace_delta, v );
-
- int search_for_grind = 1;
- if( grind_located ) search_for_grind = 0;
- if( v[1] > 0.0f ) search_for_grind = 0;
-
- /* REFACTOR */
-
- v3f closest={0.0f,0.0f,0.0f};
- if( search_for_grind ){
- if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
- float min_dist = 0.75f;
- min_dist *= min_dist;
-
- if( v3_dist2( closest, launch_co ) < min_dist )
- search_for_grind = 0;
-
- v3f bound[2];
-
- for( int j=0; j<2; j++ ){
- v3_muls( launch_v_bounds[j], t, bound[j] );
- bound[j][1] += -0.5f*gravity*t*t;
- v3_add( launch_co, bound[j], bound[j] );
- }
-
- float limh = vg_minf( 2.0f, t ),
- minh = vg_minf( bound[0][1], bound[1][1] )-limh,
- maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
-
- if( (closest[1] < minh) || (closest[1] > maxh) ){
- search_for_grind = 0;
- }
- }
- else
- search_for_grind = 0;
- }
-
- if( search_for_grind ){
- if( skate_grind_scansq( closest, v, 0.5f, &grind ) ){
- /* check alignment */
- v2f v0 = { v[0], v[2] },
- v1 = { grind.dir[0], grind.dir[2] };
-
- v2_normalize( v0 );
- v2_normalize( v1 );
-
- float a = v2_dot( v0, v1 );
-
- float a_min = cosf( VG_PIf * 0.185f );
- if( state->grind_cooldown )
- a_min = cosf( VG_PIf * 0.05f );
-
- /* check speed */
- if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
- (a >= a_min) &&
- (fabsf(grind.dir[1]) < 0.70710678118654752f))
- {
- grind_located = 1;
- grind_located_gravity = inf->gravity;
- }
- }
- }
-
- if( trace_world->rendering_gate ){
- ent_gate *gate = trace_world->rendering_gate;
- if( gate_intersect( gate, co1, co0 ) ){
- m4x3_mulv( gate->transport, co0, co0 );
- m4x3_mulv( gate->transport, co1, co1 );
- m3x3_mulv( gate->transport, launch_v, launch_v);
- m4x3_mulv( gate->transport, launch_co, launch_co );
-
- if( gate->flags & k_ent_gate_nonlocal )
- trace_world = &world_static.instances[ gate->target ];
- }
- }
-
- float t1;
- v3f n;
-
- float scan_radius = k_board_radius;
- scan_radius *= vg_clampf( t, 0.02f, 1.0f );
-
- int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
- k_material_flag_walking );
- if( idx != -1 ){
- v3f co;
- v3_lerp( co0, co1, t1, co );
- v3_copy( co, inf->log[ inf->log_length ++ ] );
-
- v3_copy( n, inf->n );
- u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
- struct world_surface *surf =
- world_tri_index_surface( trace_world, tri[0] );
-
- inf->type = k_prediction_land;
- inf->score = -v3_dot( v, inf->n );
- inf->land_dist = t + k_trace_delta * t1;
-
- /* Bias prediction towords ramps */
- if( !(surf->info.flags & k_material_flag_skate_target) )
- inf->score *= 10.0f;
-
- if( surf->info.flags & k_material_flag_boundary )
- player_skate.possible_jump_count --;
-
- break;
- }
-
- if( i % 3 == 0 )
- v3_copy( co1, inf->log[ inf->log_length ++ ] );
- v3_copy( co1, co0 );
- }
-
- if( inf->type == k_prediction_unset )
- player_skate.possible_jump_count --;
- }
-
- if( grind_located ){
- jump_info grind_jumps[2];
-
- int valid_count =
- create_jumps_to_hit_target( grind_jumps, grind.co,
- 0.175f*VG_PIf, grind_located_gravity );
-
- /* knock out original landing points in the 1m area */
- for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
- jump_info *jump = &player_skate.possible_jumps[ j ];
- float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
- float descale = 1.0f-vg_minf(1.0f,dist);
- jump->score += descale*3.0f;
- }
-
- for( int i=0; i<valid_count; i++ ){
- jump_info *jump = &grind_jumps[i];
- jump->type = k_prediction_grind;
-
- v3f launch_v, launch_co, co0, co1;
-
- v3_copy( jump->v, launch_v );
- v3_copy( localplayer.rb.co, launch_co );
-
- float t = 0.05f * jump->land_dist;
- v3_muls( launch_v, t, co0 );
- co0[1] += -0.5f * jump->gravity * t*t;
- v3_add( launch_co, co0, co0 );
-
- /* rough scan to make sure we dont collide with anything */
- for( int j=1; j<=16; j++ ){
- t = (float)j*(1.0f/16.0f);
- t *= 0.9f;
- t += 0.05f;
- t *= jump->land_dist;
-
- v3_muls( launch_v, t, co1 );
- co1[1] += -0.5f * jump->gravity * t*t;
- v3_add( launch_co, co1, co1 );
-
- float t1;
- v3f n;
-
- int idx = spherecast_world( world0, co0,co1,
- k_board_radius*0.1f, &t1, n,
- k_material_flag_walking );
- if( idx != -1 ){
- goto invalidated_grind;
- }
-
- v3_copy( co1, co0 );
- }
-
- v3_copy( grind.n, jump->n );
-
- /* determine score */
- v3f ve;
- v3_copy( jump->v, ve );
- ve[1] += -jump->gravity*jump->land_dist;
- jump->score = -v3_dot( ve, grind.n ) * 0.9f;
-
- player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
- *jump;
-
- continue;
-invalidated_grind:;
- }
- }
-
-
- float score_min = INFINITY,
- score_max = -INFINITY;
-
- jump_info *best = NULL;
-
- for( int i=0; i<player_skate.possible_jump_count; i ++ ){
- jump_info *jump = &player_skate.possible_jumps[i];
-
- if( jump->score < score_min )
- best = jump;
-
- score_min = vg_minf( score_min, jump->score );
- score_max = vg_maxf( score_max, jump->score );
- }
-
- for( int i=0; i<player_skate.possible_jump_count; i ++ ){
- jump_info *jump = &player_skate.possible_jumps[i];
- float s = jump->score;
-
- s -= score_min;
- s /= (score_max-score_min);
- s = 1.0f - s;
-
- jump->score = s;
- jump->colour = s * 255.0f;
-
- if( jump == best )
- jump->colour <<= 16;
- else if( jump->type == k_prediction_land )
- jump->colour <<= 8;
-
- jump->colour |= 0xff000000;
- }
-
- if( best ){
- v3_copy( best->n, state->land_normal );
- v3_copy( best->v, localplayer.rb.v );
- state->land_dist = best->land_dist;
- state->gravity_bias = best->gravity;
-
- if( best->type == k_prediction_grind ){
- state->activity = k_skate_activity_air_to_grind;
- }
-
- v2f steer;
- joystick_state( k_srjoystick_steer, steer );
- v2_normalize_clamp( steer );
-
- if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
- state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
- state->reverse ;
- state->flip_time = 0.0f;
- v3_copy( localplayer.rb.to_world[0], state->flip_axis );
- }
- else{
- state->flip_rate = 0.0f;
- v3_zero( state->flip_axis );
- }
- }
- else
- v3_copy( (v3f){0,1,0}, state->land_normal );
-}
-
-/*
- *
- * Varius physics models
- * ------------------------------------------------
- */
-
-/*
- * Air control, no real physics
- */
-static void skate_apply_air_model(void){
- struct player_skate_state *state = &player_skate.state;
-
- if( state->activity_prev > k_skate_activity_air_to_grind )
- player__approximate_best_trajectory();
-
- float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
- angle = vg_clampf( angle, -1.0f, 1.0f );
- v3f axis;
- v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
-
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, localplayer.rb.q, localplayer.rb.q );
-}
-
-static enum trick_type player_skate_trick_input(void);
-static void skate_apply_trick_model(void){
- struct player_skate_state *state = &player_skate.state;
-
- v3f Fd, Fs, F;
- v3f strength = { 3.7f, 3.6f, 8.0f };
-
- v3_muls( state->trick_residualv, -4.0f , Fd );
- v3_muls( state->trick_residuald, -10.0f, Fs );
- v3_add( Fd, Fs, F );
- v3_mul( strength, F, F );
-
- v3_muladds( state->trick_residualv, F, k_rb_delta,
- state->trick_residualv );
- v3_muladds( state->trick_residuald, state->trick_residualv,
- k_rb_delta, state->trick_residuald );
-
- if( state->activity <= k_skate_activity_air_to_grind ){
- if( v3_length2( state->trick_vel ) < 0.0001f )
- return;
-
- int carry_on = state->trick_type == player_skate_trick_input();
-
- /* we assume velocities share a common divisor, in which case the
- * interval is the minimum value (if not zero) */
-
- float min_rate = 99999.0f;
-
- for( int i=0; i<3; i++ ){
- float v = state->trick_vel[i];
- if( (v > 0.0f) && (v < min_rate) )
- min_rate = v;
- }
-
- float interval = 1.0f / min_rate,
- current = floorf( state->trick_time ),
- next_end = current+1.0f;
-
-
- /* integrate trick velocities */
- v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
- state->trick_euler );
-
- if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
- state->trick_time = 0.0f;
- state->trick_euler[0] = roundf( state->trick_euler[0] );
- state->trick_euler[1] = roundf( state->trick_euler[1] );
- state->trick_euler[2] = roundf( state->trick_euler[2] );
- v3_copy( state->trick_vel, state->trick_residualv );
- v3_zero( state->trick_vel );
-
- audio_lock();
- audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
- localplayer.rb.co, 40.0f, 1.0f );
- audio_unlock();
- }
- else
- state->trick_time += k_rb_delta / interval;
- }
- else{
- if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
- state->trick_time > 0.2f)
- {
- player__dead_transition( k_player_die_type_feet );
- }
-
- state->trick_euler[0] = roundf( state->trick_euler[0] );
- state->trick_euler[1] = roundf( state->trick_euler[1] );
- state->trick_euler[2] = roundf( state->trick_euler[2] );
- state->trick_time = 0.0f;
- v3_zero( state->trick_vel );
- }
-}
-
-static void skate_apply_grab_model(void){
- struct player_skate_state *state = &player_skate.state;
-
- float grabt = axis_state( k_sraxis_grab );
-
- if( grabt > 0.5f ){
- v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
- state->grab_mouse_delta );
-
- v2_normalize_clamp( state->grab_mouse_delta );
- }
- else
- v2_zero( state->grab_mouse_delta );
-
- state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
-}
-
-static void skate_apply_steering_model(void){
- struct player_skate_state *state = &player_skate.state;
-
- v2f jsteer;
- joystick_state( k_srjoystick_steer, jsteer );
-
- /* Steering */
- float steer = jsteer[0],
- grab = axis_state( k_sraxis_grab );
-
- steer = vg_signf( steer ) * steer*steer * k_steer_ground;
-
- v3f steer_axis;
- v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
-
- float rate = 26.0f,
- top = 1.0f;
-
- f32 skid_target = 0.0f;
-
- if( state->activity <= k_skate_activity_air_to_grind ){
- rate = 6.0f * fabsf(steer);
- top = 1.5f;
- }
- else{
- /* rotate slower when grabbing on ground */
- steer *= (1.0f-(state->jump_charge+grab)*0.4f);
-
- if( state->activity == k_skate_activity_grind_5050 ){
- rate = 0.0f;
- top = 0.0f;
- }
-
- else if( state->activity >= k_skate_activity_grind_any ){
- rate *= fabsf(steer);
-
- float a = 0.8f * -steer * k_rb_delta;
-
- v4f q;
- q_axis_angle( q, localplayer.rb.to_world[1], a );
- q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
-
- v3_normalize( player_skate.grind_vec );
- }
-
- else if( state->manual_direction ){
- rate = 35.0f;
- top = 1.5f;
- }
- else {
- f32 skid = axis_state(k_sraxis_skid);
-
- /* skids on keyboard lock to the first direction pressed */
- if( vg_input.display_input_method == k_input_method_kbm ){
- if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
- (fabsf(steer) > 0.4f) ){
- state->skid = vg_signf( steer ) * 0.02f;
- }
-
- if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
- skid_target = vg_signf( state->skid );
- }
- }
- else {
- if( fabsf(skid) > 0.1f ){
- skid_target = skid;
- }
- }
- }
-
- if( grab < 0.5f ){
- top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
- }
- }
-
- vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
- steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
- fabsf(state->skid*0.8f) );
-
- float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
- addspeed = (steer * -top) - current,
- maxaccel = rate * k_rb_delta,
- accel = vg_clampf( addspeed, -maxaccel, maxaccel );
-
- v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
- accel, localplayer.rb.w );
-}
-
-/*
- * Computes friction and surface interface model
- */
-static void skate_apply_friction_model(void){
- struct player_skate_state *state = &player_skate.state;
-
- /*
- * Computing localized friction forces for controlling the character
- * Friction across X is significantly more than Z
- */
-
- v3f vel;
- m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
- float slip = 0.0f;
-
- if( fabsf(vel[2]) > 0.01f )
- slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
-
- state->slip = slip;
- state->reverse = -vg_signf(vel[2]);
-
- f32 lat = k_friction_lat;
-
- if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
- if( (player_skate.surface == k_surface_prop_snow) ||
- (player_skate.surface == k_surface_prop_sand) ){
- lat *= 8.0f;
- }
- else
- lat *= 1.5f;
- }
-
- if( player_skate.surface == k_surface_prop_snow )
- lat *= 0.5f;
- else if( player_skate.surface == k_surface_prop_sand )
- lat *= 0.6f;
-
- vel[0] += vg_cfrictf( vel[0], lat * k_rb_delta );
- vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
-
- /* Pushing additive force */
-
- if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
- if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
- if( (vg.time - state->cur_push) > 0.25 )
- state->start_push = vg.time;
-
- state->cur_push = vg.time;
-
- double push_time = vg.time - state->start_push;
-
- float cycle_time = push_time*k_push_cycle_rate,
- accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
- amt = accel * VG_TIMESTEP_FIXED,
- current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_max_push_speed ),
- delta = new_vel - vg_minf( current, k_max_push_speed );
-
- vel[2] += delta * -state->reverse;
- }
- }
-
- /* Send back to velocity */
- m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
-}
-
-static void skate_apply_jump_model(void){
- struct player_skate_state *state = &player_skate.state;
- int charging_jump_prev = state->charging_jump;
- state->charging_jump = button_press( k_srbind_jump );
-
- /* Cannot charge this in air */
- if( state->activity <= k_skate_activity_air_to_grind ){
- state->charging_jump = 0;
- return;
- }
-
- if( state->charging_jump ){
- state->jump_charge += k_rb_delta * k_jump_charge_speed;
-
- if( !charging_jump_prev )
- state->jump_dir = state->reverse>0.0f? 1: 0;
- }
- else{
- state->jump_charge -= k_jump_charge_speed * k_rb_delta;
- }
-
- state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
-
- /* player let go after charging past 0.2: trigger jump */
- if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
- v3f jumpdir;
-
- /* Launch more up if alignment is up else improve velocity */
- float aup = localplayer.rb.to_world[1][1],
- mod = 0.5f,
- dir = mod + fabsf(aup)*(1.0f-mod);
-
- if( state->activity == k_skate_activity_ground ){
- v3_copy( localplayer.rb.v, jumpdir );
- v3_normalize( jumpdir );
- v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
- v3_normalize( jumpdir );
- }else{
- v3_copy( state->up_dir, jumpdir );
- state->grind_cooldown = 30;
- state->activity = k_skate_activity_ground;
-
- v2f steer;
- joystick_state( k_srjoystick_steer, steer );
-
- float tilt = steer[0] * 0.3f;
- tilt *= vg_signf(v3_dot( localplayer.rb.v,
- player_skate.grind_dir ));
-
- v4f qtilt;
- q_axis_angle( qtilt, player_skate.grind_dir, tilt );
- q_mulv( qtilt, jumpdir, jumpdir );
- }
- state->surface_cooldown = 10;
- state->trick_input_collect = 0.0f;
-
- float force = k_jump_force*state->jump_charge;
- v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
- state->jump_charge = 0.0f;
- state->jump_time = vg.time;
- player__networked_sfx( k_player_subsystem_skate, 32,
- k_player_skate_soundeffect_jump,
- localplayer.rb.co, 1.0f );
- }
-}
-
-static void skate_apply_handplant_model(void){
- struct player_skate_state *state = &player_skate.state;
- if( localplayer.rb.to_world[1][1] < -0.1f ) return;
- if( localplayer.rb.to_world[1][1] > 0.6f ) return;
- if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
-
- v3f lco = { 0.0f, -0.2f, -state->reverse },
- co, dir;
- m4x3_mulv( localplayer.rb.to_world, lco, co );
- v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
- vg_line_arrow( co, dir, 0.13f, 0xff000000 );
-
- ray_hit hit = { .dist = 2.0f };
- if( ray_world( world_current_instance(), co, dir,
- &hit, k_material_flag_ghosts )) {
- vg_line( co, hit.pos, 0xff000000 );
- vg_line_point( hit.pos, 0.1f, 0xff000000 );
-
- if( hit.normal[1] < 0.7f ) return;
- if( hit.dist < 0.95f ) return;
-
- state->activity = k_skate_activity_handplant;
- state->handplant_t = 0.0f;
- v3_copy( localplayer.rb.co, state->store_co );
- v3_copy( localplayer.rb.v, state->air_init_v );
- v4_copy( localplayer.rb.q, state->store_q );
- v3_copy( state->cog, state->store_cog );
- v3_copy( state->cog_v, state->store_cog_v );
- v4_copy( state->smoothed_rotation, state->store_smoothed );
- }
-}
-
-static void skate_apply_pump_model(void){
- struct player_skate_state *state = &player_skate.state;
-
- 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 );
- state->cog_v[1] += -9.8f * k_rb_delta;
- 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( state->activity == k_skate_activity_handplant ){
- state->handplant_t += vg.time_delta;
- mdl_keyframe hpose[32];
-
- struct skeleton_anim *anim = player_skate.anim_handplant;
-
- int end = !skeleton_sample_anim_clamped(
- &localplayer.skeleton, anim,
- state->handplant_t, hpose );
-
- if( state->reverse < 0.0f )
- player_mirror_pose( hpose, hpose );
-
- mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
- m4x3f world, mmdl, world_view;
- q_m3x3( kf_world->q, world );
- v3_copy( kf_world->co, world[3] );
-
- /* original mtx */
- q_m3x3( state->store_q, mmdl );
- v3_copy( state->store_co, mmdl[3] );
- m4x3_mul( mmdl, world, world_view );
-
- vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
- vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
- vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
-
- m4x3f invworld;
- m4x3_invert_affine( world, invworld );
- m4x3_mul( mmdl, invworld, world_view );
-
- v3_copy( world_view[3], localplayer.rb.co );
- m3x3_q( world_view, localplayer.rb.q );
-
- /* new * old^-1 = transfer function */
- m4x3f transfer;
- m4x3_invert_affine( mmdl, transfer );
- m4x3_mul( world_view, transfer, transfer );
-
- m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
- m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
-
- m4x3_mulv( transfer, state->store_cog, state->cog );
- v3_muladds( state->cog, localplayer.rb.to_world[1],
- -state->handplant_t*0.5f, state->cog );
-
- v4f qtransfer;
- m3x3_q( transfer, qtransfer );
- q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
- q_normalize( state->smoothed_rotation );
- rb_update_transform( &localplayer.rb );
-
- if( end ){
- state->activity = k_skate_activity_air;
- }
- else return;
- }
-
- if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
- localplayer.subsystem = k_player_subsystem_walk;
-
- if( state->activity <= k_skate_activity_air_to_grind ){
- localplayer.subsystem = k_player_subsystem_glide;
- player__begin_holdout( (v3f){0,0,0} );
- return;
- }
-
- v3f angles;
- v3_copy( localplayer.cam.angles, localplayer.angles );
- localplayer.angles[2] = 0.0f;
-
- v3f newpos, offset;
- m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
- v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
- v3_sub( localplayer.rb.co, newpos, offset );
- v3_copy( newpos, localplayer.rb.co );
- v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
- localplayer.rb.co );
-
- player__begin_holdout( offset );
- player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
- 0: 1, state->trick_euler[0] );
-
- return;
- }
-
- enum trick_type trick = player_skate_trick_input();
- if( trick )
- state->trick_input_collect += vg.time_frame_delta;
- else
- state->trick_input_collect = 0.0f;
-
- if( state->activity <= k_skate_activity_air_to_grind ){
- if( trick && (state->trick_input_collect < 0.1f) ){
- if( state->trick_time == 0.0f ){
- audio_lock();
- audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
- localplayer.rb.co, 40.0f, 1.0f );
- audio_unlock();
- }
-
- if( state->trick_time < 0.1f ){
- v3_zero( state->trick_vel );
-
- 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_comp_audio( void *_animator ){
- struct player_skate_animator *animator = _animator;
- audio_lock();
-
- f32 air = ((animator->activity <= k_skate_activity_air_to_grind) ||
- (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
- speed = v3_length( animator->root_v ),
- attn = vg_minf( 1.0f, speed*0.1f ),
- slide = animator->slide;
-
- if( animator->activity >= k_skate_activity_grind_any )
- slide = 0.0f;
-
- f32 gate = skaterift.time_rate;
-
- if( skaterift.activity == k_skaterift_replay ){
- gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
- }
-
- f32
- 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( (animator->surface == k_surface_prop_tiles) &&
- (animator->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( animator->activity == k_skate_activity_grind_5050 ){
- if( animator->surface == k_surface_prop_metal )
- sample_type = k_skate_sample_metal_scrape_generic;
- else
- sample_type = k_skate_sample_concrete_scrape_metal;
- }
- else if( (animator->activity == k_skate_activity_grind_back50) ||
- (animator->activity == k_skate_activity_grind_front50) )
- {
- if( animator->surface == k_surface_prop_metal ){
- sample_type = k_skate_sample_metal_scrape_generic;
- }
- else{
-#if 0
- 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;
-#endif
-
- sample_type = k_skate_sample_concrete_scrape_wood;
- }
- }
- else if( animator->activity == k_skate_activity_grind_boardslide ){
- if( animator->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,
- animator->root_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,
- animator->root_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,
- animator->root_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();
-}
-
-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 );
- }
-}
-
-/*
- * 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{
- v3f avg;
- v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
- v3_normalize( avg );
-
- v3_lerp( state->up_dir, avg,
- 6.0f * 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( state->activity == k_skate_activity_handplant ){
- return;
- }
-
- if( world->water.enabled ){
- if( localplayer.rb.co[1]+0.25f < world->water.height ){
- 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*k_rb_delta );
-
- wheels[0].pos[1] = state->slap;
- wheels[1].pos[1] = state->slap;
-
-
- const int k_wheel_count = 2;
-
- player_skate.substep = k_rb_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, k_rb_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 *= k_rb_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 );
-
- q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
- v3_sub( current_cg, future_cg, cg_offset );
- v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
- }
-
- rb_update_transform( &localplayer.rb );
- localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
-
- player_skate.substep -= player_skate.substep_delta;
-
- rb_ct manifold[128];
- int manifold_len = 0;
- /*
- * Phase -1: head detection
- * --------------------------------------------------------------------------
- */
- m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
-
- float t;
- v3f n;
- if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
- (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
- k_material_flag_walking ) != -1) )
- {
- v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
- rb_update_transform( &localplayer.rb );
-
- player__dead_transition( k_player_die_type_head );
- return;
- }
-
- /*
- * Phase 1: Regular collision detection
- * --------------------------------------------------------------------------
- */
-
- for( int i=0; i<k_wheel_count; i++ ){
- if( wheels[i].state == k_collider_state_disabled )
- continue;
-
- m4x3f mtx;
- m3x3_identity( mtx );
- m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
-
- rb_sphere collider = { .radius = wheels[i].radius };
-
- rb_ct *man = &manifold[ manifold_len ];
-
- int l = skate_collide_smooth( mtx, &collider, man );
- if( l )
- wheels[i].state = k_collider_state_colliding;
-
- manifold_len += l;
- }
-
- float grind_radius = k_board_radius * 0.75f;
- rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
- .radius=grind_radius };
- m4x3f mtx;
- v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
- v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
- v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
- v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
- grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
-
- rb_ct *cman = &manifold[manifold_len];
-
- int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
- cman, k_material_flag_walking );
-
- /* weld joints */
- for( int i=0; i<l; i ++ )
- cman[l].type = k_contact_type_edge;
- rb_manifold_filter_joint_edges( cman, l, 0.03f );
- l = rb_manifold_apply_filtered( cman, l );
-
- manifold_len += l;
-
- if( vg_lines.draw )
- vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
-
- /* add limits */
- if( state->activity >= k_skate_activity_grind_any ){
- for( int i=0; i<player_skate.limit_count; i++ ){
- struct grind_limit *limit = &player_skate.limits[i];
- rb_ct *ct = &manifold[ manifold_len ++ ];
- m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
- m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
- ct->p = limit->p;
- ct->type = k_contact_type_default;
- }
- }
-
- /*
- * Phase 3: Dynamics
- * --------------------------------------------------------------------------
- */
-
-
- v3f world_cog;
- m4x3_mulv( localplayer.rb.to_world,
- player_skate.weight_distribution, world_cog );
- vg_line_point( world_cog, 0.02f, VG__BLACK );
-
- for( int i=0; i<manifold_len; i ++ ){
- rb_prepare_contact( &manifold[i], player_skate.substep_delta );
- rb_debug_contact( &manifold[i] );
- }
-
- /* yes, we are currently rebuilding mass matrices every frame. too bad! */
- v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
- float ex2 = k_board_interia*extent[0]*extent[0],
- ey2 = k_board_interia*extent[1]*extent[1],
- ez2 = k_board_interia*extent[2]*extent[2];
-
- float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
- float inv_mass = 1.0f/mass;
-
- v3f I;
- I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
- I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
- I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
-
- m3x3f iI;
- m3x3_identity( iI );
- iI[0][0] = I[0];
- iI[1][1] = I[1];
- iI[2][2] = I[2];
- m3x3_inv( iI, iI );
-
- m3x3f iIw;
- m3x3_mul( iI, localplayer.rb.to_local, iIw );
- m3x3_mul( localplayer.rb.to_world, iIw, iIw );
-
- for( int j=0; j<10; j++ ){
- for( int i=0; i<manifold_len; i++ ){
- /*
- * regular dance; calculate velocity & total mass, apply impulse.
- */
-
- struct contact *ct = &manifold[i];
-
- v3f rv, delta;
- v3_sub( ct->co, world_cog, delta );
- v3_cross( localplayer.rb.w, delta, rv );
- v3_add( localplayer.rb.v, rv, rv );
-
- v3f raCn;
- v3_cross( delta, ct->n, raCn );
-
- v3f raCnI, rbCnI;
- m3x3_mulv( iIw, raCn, raCnI );
-
- float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
- vn = v3_dot( rv, ct->n ),
- lambda = normal_mass * ( -vn );
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
- lambda = ct->norm_impulse - temp;
-
- v3f impulse;
- v3_muls( ct->n, lambda, impulse );
-
- v3_muladds( normal_total, impulse, inv_mass, normal_total );
- v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
- v3_cross( delta, impulse, impulse );
- m3x3_mulv( iIw, impulse, impulse );
- v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
-
- v3_cross( localplayer.rb.w, delta, rv );
- v3_add( localplayer.rb.v, rv, rv );
- vn = v3_dot( rv, ct->n );
- }
- }
-
- v3f dt;
- rb_depenetrate( manifold, manifold_len, dt );
- v3_add( dt, localplayer.rb.co, localplayer.rb.co );
- rb_update_transform( &localplayer.rb );
-
- substep_count ++;
-
- if( player_skate.substep >= 0.0001f )
- goto begin_collision; /* again! */
-
- /*
- * End of collision and dynamics routine
- * --------------------------------------------------------------------------
- */
-
- f32 nforce = v3_length(normal_total);
- if( nforce > 4.0f ){
- if( nforce > 17.6f ){
- v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
- player__dead_transition( k_player_die_type_feet );
- return;
- }
-
- f32 amt = k_cam_punch;
- if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
- amt *= 0.25f;
- }
-
- v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
- localplayer.cam_land_punch_v );
- }
-
- player_skate.surface = k_surface_prop_concrete;
-
- for( int i=0; i<manifold_len; i++ ){
- rb_ct *ct = &manifold[i];
- struct world_surface *surf = world_contact_surface( world, ct );
-
- if( surf->info.surface_prop > player_skate.surface )
- player_skate.surface = surf->info.surface_prop;
- }
-
- for( int i=0; i<k_wheel_count; i++ ){
- m4x3f mtx;
- m3x3_copy( localplayer.rb.to_world, mtx );
- m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
- vg_line_sphere( mtx, wheels[i].radius,
- (u32[]){ VG__WHITE, VG__BLACK,
- wheels[i].colour }[ wheels[i].state ]);
- }
-
- skate_integrate();
- vg_line_point( state->cog, 0.02f, VG__WHITE );
-
- u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
-
- if( id ){
- ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
-
- m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
- m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
- m4x3_mulv( gate->transport, state->cog, state->cog );
- m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
- m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
- m3x3_mulv( gate->transport, state->head_position,
- state->head_position );
- m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
-
- v4f transport_rotation;
- m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
- q_mul( transport_rotation, state->smoothed_rotation,
- state->smoothed_rotation );
- rb_update_transform( &localplayer.rb );
- player__pass_gate( id );
- }
-
- /* FIXME: Rate limit */
- static int stick_frames = 0;
-
- if( state->activity >= k_skate_activity_ground )
- stick_frames ++;
- else
- stick_frames = 0;
-
- if( stick_frames > 5 ) stick_frames = 5;
-
- if( stick_frames == 4 ){
- if( state->activity == k_skate_activity_ground ){
- if( (fabsf(state->slip) > 0.75f) ){
- player__networked_sfx( k_player_subsystem_skate, 128,
- k_player_skate_soundeffect_land_bad,
- localplayer.rb.co, 0.6f );
- }
- else{
- player__networked_sfx( k_player_subsystem_skate, 128,
- k_player_skate_soundeffect_land_good,
- localplayer.rb.co, 1.0f );
- }
- }
- else if( player_skate.surface == k_surface_prop_metal ){
- player__networked_sfx( k_player_subsystem_skate, 128,
- k_player_skate_soundeffect_grind_metal,
- localplayer.rb.co, 1.0f );
- }
- else{
- player__networked_sfx( k_player_subsystem_skate, 128,
- k_player_skate_soundeffect_grind_wood,
- localplayer.rb.co, 1.0f );
- }
- } else if( stick_frames == 0 ){
- /* TODO: EXIT SOUNDS */
- }
-
- if( (state->activity_prev < k_skate_activity_grind_any) &&
- (state->activity >= k_skate_activity_grind_any) ){
- state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
- state->grind_y_start = localplayer.rb.co[1];
- }
-
- if( state->activity >= k_skate_activity_grind_any ){
- f32 dy = localplayer.rb.co[1] - state->grind_y_start;
- if( dy < 0.0f ){
- state->velocity_limit += -dy*0.2f;
- }
- state->grind_y_start = localplayer.rb.co[1];
-
-
- f32 speed_end = v3_length( localplayer.rb.v );
- if( speed_end > state->velocity_limit ){
- v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
- localplayer.rb.v );
- }
- }
-}
-
-static void player__skate_im_gui(void){
- struct player_skate_state *state = &player_skate.state;
- player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
- localplayer.rb.v[1],
- localplayer.rb.v[2] );
- player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
- localplayer.rb.co[1],
- localplayer.rb.co[2] );
- player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
- localplayer.rb.w[1],
- localplayer.rb.w[2] );
-
- const char *activity_txt[] = {
- "air",
- "air_to_grind",
- "ground",
- "handplant",
- "undefined (INVALID)",
- "grind_any (INVALID)",
- "grind_boardslide",
- "grind_metallic (INVALID)",
- "grind_back50",
- "grind_front50",
- "grind_5050"
- };
-
- player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
-#if 0
- player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
- state->steerx_s, state->steery_s,
- k_steer_ground, k_steer_air );
-#endif
- player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
- state->flip_time );
- player__debugtext( 1, "trickv: %.2f %.2f %.2f",
- state->trick_vel[0],
- state->trick_vel[1],
- state->trick_vel[2] );
- player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
- state->trick_time,
- state->trick_euler[0],
- state->trick_euler[1],
- state->trick_euler[2] );
-}
-
-static void player__skate_animate(void){
- struct player_skate_state *state = &player_skate.state;
- struct player_skate_animator *animator = &player_skate.animator;
-
- /* Head */
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3_zero( animator->offset );
-
- v3f cog_local, cog_ideal;
- m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
-
- v3_copy( state->up_dir, cog_ideal );
- v3_normalize( cog_ideal );
- m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
-
- v3_sub( cog_ideal, cog_local, animator->offset );
-
- v3_muls( animator->offset, 4.0f, animator->offset );
- animator->offset[1] *= -1.0f;
-
- float curspeed = v3_length( localplayer.rb.v ),
- kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
- sign = vg_signf( kicks );
-
- animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
- 6.0f*vg.time_delta);
- animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
- 2.4f*vg.time_delta);
-
- animator->offset[0] *= 0.26f;
- animator->offset[0] += animator->wobble[1]*3.0f;
-
- animator->offset[1] *= -0.3f;
- animator->offset[2] *= 0.01f;
-
- animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
- (1.0f-fabsf(animator->slide)*0.9f);
- animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
-
- v3f cam_offset;
- v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
-
- /* localized vectors */
- m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
-
- /*
- * Animation blending
- * ===========================================
- */
-
- /* sliding */
- {
- float desired = 0.0f;
- if( state->activity == k_skate_activity_ground )
- desired = vg_clampf( vg_maxf(fabsf( state->slip ),
- fabsf( state->skid ) ), 0.0f, 1.0f );
-
- animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
-
- f32 dirx = 0.0f;
- if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
- if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
- if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
- dirx = vg_signf( state->slip );
- vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
- }
-
- cam_offset[0] += animator->slide * -animator->x;
- v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
-
- /* movement information */
- int iair = state->activity <= k_skate_activity_air_to_grind;
-
- float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f,
- wdist= player_skate.weight_distribution[2] / k_board_length;
-
- if( state->activity >= k_skate_activity_grind_any )
- wdist = 0.0f;
-
- animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
- animator->skid = state->skid;
- animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
- animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
-
- float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
- animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
- animator->reverse = state->reverse;
-
- if( fabsf(state->slip) > 0.3f ){
- f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
- state->delayed_slip_dir = vg_signf(slide_x);
- }
-
- /* grinding */
- f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
- animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
-
- f32 grind_frame = 0.5f;
-
- if( state->activity == k_skate_activity_grind_front50 )
- grind_frame = 0.0f;
- else if( state->activity == k_skate_activity_grind_back50 )
- grind_frame = 1.0f;
-
- animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
- 5.0f*vg.time_delta );
- animator->activity = state->activity;
- animator->surface = player_skate.surface;
-
- /* pushing */
- animator->push_time = vg.time - state->start_push;
- animator->push = vg_lerpf( animator->push,
- (vg.time - state->cur_push) < 0.125,
- 6.0f*vg.time_delta );
-
- /* jumping */
- animator->jump_charge = state->jump_charge;
- animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
- 8.4f*vg.time_delta );
-
- /* trick setup */
- animator->jump_dir = state->jump_dir;
- f32 jump_start_frame = 14.0f/30.0f;
- animator->jump_time = animator->jump_charge * jump_start_frame;
- f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
- if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
- animator->jump_time = jump_frame;
-
- /* trick */
- float jump_t = vg.time-state->jump_time;
- float k=17.0f;
- float h = k*jump_t;
- float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
- extra *= state->slap * 4.0f;
-
- v3_add( state->trick_euler, state->trick_residuald,
- animator->board_euler );
- v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
-
- animator->board_euler[0] *= 0.5f;
- animator->board_euler[1] += extra;
- animator->trick_type = state->trick_type;
-
- /* board lean */
- f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
- lean;
-
- lean1 = animator->slide * animator->delayed_slip_dir;
- if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
- else lean = lean2;
-
- if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
- lean = vg_clampf( lean, -1.0f, 1.0f );
- animator->board_lean =
- vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
-
- /* feet placement */
- struct player_board *board =
- addon_cache_item_if_loaded( k_addon_type_board,
- localplayer.board_view_slot );
- if( board ){
- if( animator->weight > 0.0f ){
- animator->foot_offset[0] =
- board->truck_positions[k_board_truck_back][2]+0.3f;
- }
- else{
- animator->foot_offset[1] =
- board->truck_positions[k_board_truck_front][2]-0.3f;
- }
- }
-
- f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
- animator->slap = state->slap;
- animator->subslap = vg_lerpf( animator->subslap, slapm,
- vg.time_delta*10.0f );
-
-#if 0
- f32 l = ((state->activity < k_skate_activity_ground) &&
- v3_length2(state->trick_vel) > 0.1f )? 1: 0;
- animator->trick_foot = vg_lerpf( animator->trick_foot, l,
- 8.4f*vg.time_delta );
-#endif
-
- animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
-
- /* grab */
- v2f grab_input;
- joystick_state( k_srjoystick_grab, grab_input );
- v2_add( state->grab_mouse_delta, grab_input, grab_input );
-
- if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
- else v2_normalize_clamp( grab_input );
- v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
- animator->grabbing = state->grabbing;
-
- /* steer */
- v2f steer;
- joystick_state( k_srjoystick_steer, steer );
- animator->airdir = vg_lerpf( animator->airdir,
- -steer[0], 2.4f*vg.time_delta );
-
- animator->steer[0] = steer[0];
- animator->steer[1] = vg_lerpf( animator->steer[1],
- steer[0], 4.0f*vg.time_delta );
-
-
- /* flip angle */
- if( (state->activity <= k_skate_activity_air_to_grind) &&
- (fabsf(state->flip_rate) > 0.01f) ){
- float substep = vg.time_fixed_extrapolate;
- float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
- sign = vg_signf( t );
-
- t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
- t = sign * (1.0f-t*t);
-
- f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
- distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
- blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
- angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
- q_axis_angle( animator->qflip, state->flip_axis, angle );
- }
- else
- q_identity( animator->qflip );
-
- /* counter-rotation */
- if( v3_length2( state->up_dir ) > 0.001f ){
- v4_lerp( state->smoothed_rotation, localplayer.rb.q,
- 2.0f*vg.time_frame_delta,
- state->smoothed_rotation );
- q_normalize( state->smoothed_rotation );
-
- v3f yaw_smooth = {1.0f,0.0f,0.0f};
- q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
- m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
- yaw_smooth[1] = 0.0f;
- v3_normalize( yaw_smooth );
-
- f32 yaw_counter_rotate = yaw_smooth[0];
- yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
- yaw_counter_rotate = acosf( yaw_counter_rotate );
- yaw_counter_rotate *= 1.0f-animator->fly;
-
- v3f ndir;
- m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
- v3_normalize( ndir );
-
- v3f up = { 0.0f, 1.0f, 0.0f };
- float a = v3_dot( ndir, up );
- a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
-
- v3f axis;
- v4f qcounteryaw, qfixup;
-
- v3_cross( up, ndir, axis );
- q_axis_angle( qfixup, axis, a*2.0f );
-
- v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
- q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
-
- q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
- q_normalize( animator->qfixuptotal );
-
- v3f p1, p2;
- m3x3_mulv( localplayer.rb.to_world, up, p1 );
- m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
-
- vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
- vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
- }
- else q_identity( animator->qfixuptotal );
-
- if( state->activity == k_skate_activity_handplant ){
- v3_copy( state->store_co, animator->root_co );
- v4_copy( state->store_q, animator->root_q );
- v3_zero( animator->root_v );
- }
- else {
- rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
- v3_copy( localplayer.rb.v, animator->root_v );
- }
-
- animator->handplant_t = state->handplant_t;
-}
-
-static void player__skate_pose( void *_animator, player_pose *pose ){
- struct skeleton *sk = &localplayer.skeleton;
- struct player_skate_animator *animator = _animator;
-
- pose->type = k_player_pose_type_ik;
- v3_copy( animator->root_co, pose->root_co );
- v4_copy( animator->root_q, pose->root_q );
-
- /* transform */
- v3f ext_up,ext_co;
- q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
- v3_copy( pose->root_co, ext_co );
- v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
-
- /* apply flip rotation at midpoint */
- q_mul( animator->qflip, pose->root_q, pose->root_q );
- q_normalize( pose->root_q );
-
- v3f rotation_point, rco;
- v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
- v3_sub( pose->root_co, rotation_point, rco );
-
- q_mulv( animator->qflip, rco, rco );
- v3_add( rco, rotation_point, pose->root_co );
-
- /* ANIMATIONS
- * ---------------------------------------------------------------------- */
-
- mdl_keyframe apose[32], bpose[32];
- mdl_keyframe ground_pose[32];
- {
- /* stand/crouch */
- f32 dir_frame = animator->z * (15.0f/30.0f),
- stand_blend = animator->offset[1]*-2.0f;
-
- pose->board.lean = animator->board_lean;
-
- stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
-
- skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
- skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
-
- /* sliding */
- f32 slide_frame = animator->x * 0.25f + 0.25f;
- skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
-
- mdl_keyframe mirrored[32];
- player_mirror_pose( bpose, mirrored );
- skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
- skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
-
- if( animator->reverse > 0.0f ){
- skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
- bpose );
- }
- else{
- skeleton_sample_anim( sk, player_skate.anim_push_reverse,
- animator->push_time, bpose );
- }
- skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
-
- struct skeleton_anim *jump_anim = animator->jump_dir?
- player_skate.anim_ollie:
- player_skate.anim_ollie_reverse;
-
- f32 setup_blend = vg_minf( animator->jump, 1.0f );
- skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
- skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
- }
-
- mdl_keyframe air_pose[32];
- {
- float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
- skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
-
- float ang = atan2f( animator->grab[0], animator->grab[1] ),
- ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
- grab_frame = ang_unit * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
- }
-
- skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
- pose->keyframes );
-
- mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
- *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
- *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
- *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
- *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
- *kf_hip = &pose->keyframes[localplayer.id_hip-1],
- *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
- &pose->keyframes[localplayer.id_wheel_l-1] };
-
-
- mdl_keyframe grind_pose[32];
- {
- f32 frame = animator->grind_balance * 0.5f;
-
- skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
- skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
- }
- skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
- animator->grind, pose->keyframes );
- float add_grab_mod = 1.0f - animator->fly;
-
- /* additive effects */
- u32 apply_to[] = { localplayer.id_hip,
- localplayer.id_ik_hand_l,
- localplayer.id_ik_hand_r,
- localplayer.id_ik_elbow_l,
- localplayer.id_ik_elbow_r };
-
- float apply_rates[] = { 1.0f,
- 0.75f,
- 0.75f,
- 0.75f,
- 0.75f };
-
- for( int i=0; i<vg_list_size(apply_to); i ++ ){
- pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
- pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
- }
-
-#if 1
- /* angle 'correction' */
- v3f origin;
- v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
-
- for( int i=0; i<vg_list_size(apply_to); i ++ ){
- mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
- keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
- animator->qfixuptotal );
- }
-#endif
-
-
- if( animator->activity == k_skate_activity_handplant ){
- struct skeleton_anim *anim = player_skate.anim_handplant;
-
- mdl_keyframe hpose[32];
- skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
- if( animator->reverse < 0.0f )
- player_mirror_pose( hpose, hpose );
-
- mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
- m4x3f world, mmdl, world_view;
- q_m3x3( kf_world->q, world );
- v3_copy( kf_world->co, world[3] );
-
- q_m3x3( pose->root_q, mmdl );
- v3_copy( pose->root_co, mmdl[3] );
-
- m4x3_mul( mmdl, world, world_view );
-
- vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
- vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
- vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
-
- m4x3f invworld;
- m4x3_invert_affine( world, invworld );
- m4x3_mul( mmdl, invworld, world_view );
-
- m3x3_q( world_view, pose->root_q );
- v3_copy( world_view[3], pose->root_co );
-
- f32 t = animator->handplant_t,
- frames = anim->length-1,
- length = animator->activity == k_skate_activity_handplant?
- frames / anim->rate:
- 999999,
- end_dist = vg_minf( t, length - t )/k_anim_transition,
- blend = vg_smoothstepf( vg_minf(1,end_dist) );
-
- skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
- }
-
-
- /* trick rotation */
- v4f qtrick, qyaw, qpitch, qroll;
- q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
- q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
- q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
-
- q_mul( qyaw, qroll, qtrick );
- q_mul( qpitch, qtrick, qtrick );
- q_mul( kf_board->q, qtrick, kf_board->q );
- q_normalize( kf_board->q );
-
- kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
- 0.5f * animator->weight );
- kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
- -0.5f * animator->weight );
-
- kf_foot_l->co[1] += animator->slap;
- kf_foot_r->co[1] += animator->slap;
- kf_knee_l->co[1] += animator->slap;
- kf_knee_r->co[1] += animator->slap;
- kf_board->co[1] += animator->slap * animator->subslap;
- kf_hip->co[1] += animator->slap * 0.25f;
-
- /* kickflip and shuvit are in the wrong order for some reason */
- if( animator->trick_type == k_trick_type_kickflip ){
- kf_foot_l->co[0] += animator->trick_foot * 0.15f;
- kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
- kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
- kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
- }
- else if( animator->trick_type == k_trick_type_shuvit ){
- kf_foot_l->co[0] += animator->trick_foot * 0.2f;
- kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
- kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
- kf_foot_r->co[1] += animator->trick_foot * 0.09f;
- }
- else if( animator->trick_type == k_trick_type_treflip ){
- kf_foot_l->co[0] += animator->trick_foot * 0.2f;
- kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
- kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
- kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
- }
-
- /*
- * animation wishlist:
- * boardslide/grind jump animations
- * when tricking the slap should not appply or less apply
- * not animations however DONT target grinds that are vertically down.
- */
-
- /* truck rotation */
- for( int i=0; i<2; i++ ){
- float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
- a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
-
- v4f q;
- q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
- q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
- q_normalize( kf_wheels[i]->q );
- }
-
-#if 1
- {
- mdl_keyframe
- *kf_head = &pose->keyframes[localplayer.id_head-1],
- *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
- *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
- *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
- *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
- *kf_hip = &pose->keyframes[localplayer.id_hip-1];
-
- float warble = perlin1d( vg.time, 2.0f, 2, 300 );
- warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
-
- v4f qrot;
- q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
-
- v3f origin = {0.0f,0.2f,0.0f};
- keyframe_rotate_around( kf_hand_l, origin,
- sk->bones[localplayer.id_ik_hand_l].co, qrot );
- keyframe_rotate_around( kf_hand_r, origin,
- sk->bones[localplayer.id_ik_hand_r].co, qrot );
- keyframe_rotate_around( kf_hip, origin,
- sk->bones[localplayer.id_hip].co, qrot );
- keyframe_rotate_around( kf_elbow_r, origin,
- sk->bones[localplayer.id_ik_elbow_r].co, qrot );
- keyframe_rotate_around( kf_elbow_l, origin,
- sk->bones[localplayer.id_ik_elbow_l].co, qrot );
-
- q_inv( qrot, qrot );
- q_mul( qrot, kf_head->q, kf_head->q );
- q_normalize( kf_head->q );
-
-
- /* hand placement */
-
- u32 hand_id = animator->z < 0.5f?
- localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
-
- v3f sample_co;
- m4x3f mmdl;
- q_m3x3( pose->root_q, mmdl );
- q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
- v3_add( mmdl[3], pose->root_co, mmdl[3] );
- m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
-
- v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
- vg_line_point( sample_co, 0.04f, 0xff0000ff );
-
- v3f dir;
- v3_muls( mmdl[1], -1.0f, dir );
- ray_hit hit = { .dist = 1.5f };
- if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
- vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
- vg_line( sample_co, hit.pos, 0xffffffff );
-
- f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
- 2.0f * fabsf(animator->z*2.0f-1.0f);
-
- f32 d = (hit.dist - 0.3f) * amt;
- pose->keyframes[hand_id-1].co[1] -= d;
- kf_hip->co[1] -= d*0.4f;
- }
-
- /* skid */
- f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
- u8 skidders[] = { localplayer.id_ik_foot_l,
- localplayer.id_ik_foot_r,
- localplayer.id_board };
- v4f qskid;
- q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
-
- for( u32 i=0; i<vg_list_size(skidders); i ++ ){
- mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
- keyframe_rotate_around( kf,
- (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
- sk->bones[skidders[i]].co, qskid );
- }
- }
-#endif
-}
-
-static void player__skate_effects( void *_animator, m4x3f *final_mtx,
- struct player_board *board,
- struct player_effects_data *effect_data ){
- struct skeleton *sk = &localplayer.skeleton;
- struct player_skate_animator *animator = _animator;
-
- v3f vp0, vp1, vpc;
- if( board ){
- v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
- v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
- }
- else{
- v3_zero( vp0 );
- v3_zero( vp1 );
- }
-
- v3f *board_mtx = final_mtx[ localplayer.id_board ];
- m4x3_mulv( board_mtx, vp0, vp0 );
- m4x3_mulv( board_mtx, vp1, vp1 );
- v3_add( vp0, vp1, vpc );
- v3_muls( vpc, 0.5f, vpc );
-
- if( animator->surface == k_surface_prop_sand ){
- if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
- v3f v, co;
- v3_muls( animator->root_v, 0.5f, v );
- v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
-
- effect_data->sand.colour = 0xff8ec4e6;
- effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
- }
- }
-
- if( animator->grind > 0.5f ){
- int back = 0, front = 0, mid = 0;
-
- if( animator->activity == k_skate_activity_grind_5050 ){
- back = 1;
- front = 1;
- }
- else if( animator->activity == k_skate_activity_grind_back50 ){
- back = 1;
- }
- else if( animator->activity == k_skate_activity_grind_front50 ){
- front = 1;
- }
- else if( animator->activity == k_skate_activity_grind_boardslide ){
- mid = 1;
- }
-
- if( back ){
- effect_spark_apply( &effect_data->spark, vp0,
- animator->root_v, vg.time_delta );
- }
-
- if( front ){
- effect_spark_apply( &effect_data->spark, vp1,
- animator->root_v, vg.time_delta );
- }
-
- if( mid ){
- effect_spark_apply( &effect_data->spark, vpc,
- animator->root_v, vg.time_delta );
- }
- }
-}
-
-static void player__skate_post_animate(void){
- struct player_skate_state *state = &player_skate.state;
- localplayer.cam_velocity_influence = 1.0f;
-
- v3f head = { 0.0f, 1.8f, 0.0f };
- m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
- head, state->head_position );
- m4x3_mulv( localplayer.rb.to_local,
- state->head_position, state->head_position );
-}
-
-static void player__skate_reset_animator(void){
- struct player_skate_state *state = &player_skate.state;
-
- memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
-
- if( state->activity <= k_skate_activity_air_to_grind )
- player_skate.animator.fly = 1.0f;
- else
- player_skate.animator.fly = 0.0f;
-}
-
-static void player__skate_clear_mechanics(void){
- struct player_skate_state *state = &player_skate.state;
- state->jump_charge = 0.0f;
- state->charging_jump = 0;
- state->jump_dir = 0;
- v3_zero( state->flip_axis );
- state->flip_time = 0.0f;
- state->flip_rate = 0.0f;
- state->reverse = 0.0f;
- state->slip = 0.0f;
- state->grabbing = 0.0f;
- v2_zero( state->grab_mouse_delta );
- state->slap = 0.0f;
- state->jump_time = 0.0;
- state->start_push = 0.0;
- state->cur_push = 0.0;
- state->air_start = 0.0;
-
- v3_zero( state->air_init_v );
- v3_zero( state->air_init_co );
-
- state->gravity_bias = k_gravity;
- v3_copy( localplayer.rb.co, state->prev_pos );
- v4_copy( localplayer.rb.q, state->smoothed_rotation );
- v3_zero( state->throw_v );
- v3_zero( state->trick_vel );
- v3_zero( state->trick_euler );
- v3_zero( state->cog_v );
- state->grind_cooldown = 0;
- state->surface_cooldown = 0;
- v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
- v3_copy( localplayer.rb.to_world[1], state->up_dir );
- v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
- v3_copy( localplayer.rb.co, state->prev_pos );
- v3_zero( player_skate.weight_distribution );
-}
-
-#include "network_compression.h"
-
-static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
- struct player_skate_animator *animator = data;
-
- bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
- bitpack_qquat( ctx, animator->root_q );
-
- bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
- bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
-
- /* these could likely be pressed down into single bits if needed */
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
-
- /* just the sign bit? */
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
- bitpack_bytes( ctx, 1, &animator->jump_dir );
- bitpack_bytes( ctx, 1, &animator->trick_type );
-
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
-
- /* animator->wobble is ommited */
-
- bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
- bitpack_qquat( ctx, animator->qfixuptotal );
- bitpack_qquat( ctx, animator->qflip );
-
- bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
- bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
- bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
-
- bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
- bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
- bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t );
- bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
- bitpack_bytes( ctx, 1, &animator->activity );
-}
-
-static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
- audio_lock();
-
- if( id == k_player_skate_soundeffect_jump ){
- audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
- pos, 40.0f, volume );
- }
- else if( id == k_player_skate_soundeffect_tap ){
- audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
- pos, 40.0f, volume );
- }
- else if( id == k_player_skate_soundeffect_land_good ){
- audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
- pos, 40.0f, volume );
- }
- else if( id == k_player_skate_soundeffect_land_bad ){
- audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
- pos, 40.0f, volume );
- }
- else if( id == k_player_skate_soundeffect_grind_metal ){
- audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
- }
- else if( id == k_player_skate_soundeffect_grind_wood ){
- audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
- }
-
- audio_unlock();
-}
-
-#endif /* PLAYER_SKATE_C */