#include "audio.h"
#include "vg/vg_perlin.h"
#include "menu.h"
+#include "ent_skateshop.h"
+#include "addon.h"
+
+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" }
+ };
-VG_STATIC void player__skate_bind( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
-
- rb_update_transform( &player->rb );
- s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
- s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
- s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
- s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
- s->anim_air = skeleton_get_anim( sk, "pose_air" );
- s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
- s->anim_push = skeleton_get_anim( sk, "push" );
- s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
- s->anim_ollie = skeleton_get_anim( sk, "ollie" );
- s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
- s->anim_grabs = skeleton_get_anim( sk, "grabs" );
+ for( u32 i=0; i<vg_list_size(bindings); i++ )
+ *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
}
-VG_STATIC void player__skate_kill_audio( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
-
+static void player__skate_kill_audio(void){
audio_lock();
- if( s->aud_main )
- s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
- if( s->aud_air )
- s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
- if( s->aud_slide )
- s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
+ 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();
}
* Does collision detection on a sphere vs world, and applies some smoothing
* filters to the manifold afterwards
*/
-VG_STATIC int skate_collide_smooth( player_instance *player,
- m4x3f mtx, rb_sphere *sphere,
- rb_ct *man )
-{
- world_instance *world = get_active_world();
+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 );
+ 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 = &player->rb;
+ 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 )
- {
+ 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 );
v3f co, dir, n;
};
-VG_STATIC int skate_grind_scansq( player_instance *player,
- v3f pos, v3f dir, float r,
- struct grind_info *inf )
-{
- world_instance *world = get_active_world();
+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 );
boxf box;
v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
- struct grind_sample
- {
+ struct grind_sample{
v2f co;
v2f normal;
v3f normal3,
support_max;
v3f support_axis;
- v3_cross( plane, player->basis[1], support_axis );
+ v3_cross( plane, (v3f){0,1,0}, support_axis );
v3_normalize( support_axis );
- while( bh_next( world->geo_bh, &it, box, &idx ) ){
- u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ 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_skate_surface) )
+ 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] );
+ v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
for( int j=0; j<3; j++ ){
int i0 = j,
v3_cross( va, vb, normal );
sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = v3_dot( player->basis[1], normal );
+ sample->normal[1] = normal[1];
sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = v3_dot( player->basis[1], d );
+ sample->co[1] = d[1];
v3_copy( normal, sample->normal3 ); /* normalize later
if we want to us it */
if( sample_count < 2 )
return 0;
- v3f
- average_direction,
+ v3f average_direction,
average_normal;
v2f min_co, max_co;
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 = v3_dot( player->basis[1], si->normal3 ),
- yj = v3_dot( player->basis[1], sj->normal3 );
+ 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 );
+ if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+ else v3_add( sj->normal3, average_normal, average_normal );
passed_samples ++;
}
v3_copy( average_normal, inf->n );
v3_copy( average_direction, inf->dir );
- vg_line_pt3( inf->co, 0.02f, VG__GREEN );
+ 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;
}
-VG_STATIC void reset_jump_info( jump_info *inf )
-{
+static void reset_jump_info( jump_info *inf ){
inf->log_length = 0;
inf->land_dist = 0.0f;
inf->score = 0.0f;
v3_zero( inf->apex );
}
-VG_STATIC int create_jumps_to_hit_target( player_instance *player,
- jump_info *jumps,
+static int create_jumps_to_hit_target( jump_info *jumps,
v3f target, float max_angle_delta,
- float gravity )
-{
- struct player_skate *s = &player->_skate;
-
+ float gravity ){
/* calculate the exact 2 solutions to jump onto that grind spot */
v3f v0;
- v3_sub( target, player->rb.co, v0 );
- m3x3_mulv( player->invbasis, v0, v0 );
+ v3_sub( target, localplayer.rb.co, v0 );
v3f ax;
v3_copy( v0, ax );
ax[1] = 0.0f;
v3_normalize( ax );
- v3f v_local;
- m3x3_mulv( player->invbasis, player->rb.v, v_local );
-
- v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, v_local ), v_local[1] };
+ 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 ),
v3_muls( ax, cosf( a0 ) * m, inf->v );
inf->v[1] += sinf( a0 ) * m;
- m3x3_mulv( player->basis, inf->v, inf->v );
inf->land_dist = d[0] / (cosf(a0)*m);
inf->gravity = gravity;
v3_muls( ax, cosf( a1 ) * m, inf->v );
inf->v[1] += sinf( a1 ) * m;
- m3x3_mulv( player->basis, inf->v, inf->v );
inf->land_dist = d[0] / (cosf(a1)*m);
inf->gravity = gravity;
return valid_count;
}
-VG_STATIC
-void player__approximate_best_trajectory( player_instance *player )
-{
- world_instance *world0 = get_active_world();
+static void player__approximate_best_trajectory(void){
+ world_instance *world0 = world_current_instance();
- struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
+ struct player_skate_state *state = &player_skate.state;
- s->state.air_start = vg.time;
- v3_copy( player->rb.v, s->state.air_init_v );
- v3_copy( player->rb.co, s->state.air_init_co );
+ state->air_start = vg.time;
+ v3_copy( localplayer.rb.v, state->air_init_v );
+ v3_copy( localplayer.rb.co, state->air_init_co );
- s->possible_jump_count = 0;
+ player_skate.possible_jump_count = 0;
v3f axis;
- v3_cross( player->rb.v, player->rb.to_world[1], axis );
+ v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
v3_normalize( axis );
/* at high slopes, Y component is low */
- float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
+ float upness = localplayer.rb.to_world[1][1],
angle_begin = -(1.0f-fabsf( upness )),
angle_end = 1.0f;
v3f launch_v_bounds[2];
for( int i=0; i<2; i++ ){
- v3_copy( player->rb.v, launch_v_bounds[i] );
+ v3_copy( localplayer.rb.v, launch_v_bounds[i] );
float ang = (float[]){ angle_begin, angle_end }[ i ];
ang *= 0.15f;
}
for( int m=0;m<=30; m++ ){
- jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
+ 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( player->rb.co, launch_co );
- v3_copy( player->rb.v, launch_v );
+ 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 yaw_sketch = 1.0f-fabsf(upness);
float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
- q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
+ 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 ),
inf->gravity = gravity;
v3_copy( launch_v, inf->v );
- m3x3f basis;
- m3x3_copy( player->basis, basis );
-
for( int i=1; i<=50; i++ ){
float t = (float)i * k_trace_delta;
v3_muls( launch_v, t, co1 );
- v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
+ co1[1] += -0.5f * gravity * t*t;
v3_add( launch_co, co1, co1 );
- float launch_vy = v3_dot( launch_v,basis[1] );
+ float launch_vy = launch_v[1];
int search_for_grind = 1;
if( grind_located ) search_for_grind = 0;
for( int j=0; j<2; j++ ){
v3_muls( launch_v_bounds[j], t, bound[j] );
- v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
+ bound[j][1] += -0.5f*gravity*t*t;
v3_add( launch_co, bound[j], bound[j] );
}
if( search_for_grind ){
v3f ve;
v3_copy( launch_v, ve );
- v3_muladds( ve, basis[1], -gravity * t, ve );
+ ve[1] += -gravity * t;
- if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
+ if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
/* check alignment */
- v2f v0 = { v3_dot( ve, basis[0] ),
- v3_dot( ve, basis[2] ) },
- v1 = { v3_dot( grind.dir, basis[0] ),
- v3_dot( grind.dir, basis[2] ) };
+ v2f v0 = { ve[0], ve[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( s->grind_cooldown )
+ if( state->grind_cooldown )
a_min = cosf( VG_PIf * 0.05f );
/* check speed */
m4x3_mulv( gate->transport, co1, co1 );
m3x3_mulv( gate->transport, launch_v, launch_v);
m4x3_mulv( gate->transport, launch_co, launch_co );
- m3x3_mul( gate->transport, basis, basis );
- if( gate->type == k_gate_type_nonlocel ){
- trace_world = &world_global.worlds[ gate->target ];
- }
+ if( gate->flags & k_ent_gate_nonlocal )
+ trace_world = &world_static.instances[ gate->target ];
}
}
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);
+ 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 ];
+ u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
struct world_surface *surf =
world_tri_index_surface( trace_world, tri[0] );
v3f ve;
v3_copy( launch_v, ve );
- v3_muladds( ve, player->basis[1], -gravity * t, ve );
+ ve[1] += -gravity * t;
inf->score = -v3_dot( ve, inf->n );
inf->land_dist = t + k_trace_delta * t1;
-
/* Bias prediction towords ramps */
- if( !(surf->info.flags & k_material_flag_skate_surface) )
+ 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 )
- s->possible_jump_count --;
+ player_skate.possible_jump_count --;
}
if( grind_located ){
jump_info grind_jumps[2];
int valid_count =
- create_jumps_to_hit_target( player, grind_jumps, grind.co,
+ 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<s->possible_jump_count; j++ ){
- jump_info *jump = &s->possible_jumps[ j ];
+ 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;
v3f launch_v, launch_co, co0, co1;
v3_copy( jump->v, launch_v );
- v3_copy( player->rb.co, launch_co );
-
- m3x3f basis;
- m3x3_copy( player->basis, basis );
+ v3_copy( localplayer.rb.co, launch_co );
float t = 0.05f * jump->land_dist;
v3_muls( launch_v, t, co0 );
- v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*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 */
t *= jump->land_dist;
v3_muls( launch_v, t, co1 );
- v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*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_board_radius*0.1f, &t1, n,
+ k_material_flag_walking );
if( idx != -1 ){
goto invalidated_grind;
}
/* determine score */
v3f ve;
v3_copy( jump->v, ve );
- v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+ ve[1] += -jump->gravity*jump->land_dist;
jump->score = -v3_dot( ve, grind.n ) * 0.9f;
- s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
+ player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
+ *jump;
continue;
invalidated_grind:;
jump_info *best = NULL;
- for( int i=0; i<s->possible_jump_count; i ++ ){
- jump_info *jump = &s->possible_jumps[i];
+ 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_max = vg_maxf( score_max, jump->score );
}
- for( int i=0; i<s->possible_jump_count; i ++ ){
- jump_info *jump = &s->possible_jumps[i];
+ 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;
}
if( best ){
- v3_copy( best->n, s->land_normal );
- v3_copy( best->v, player->rb.v );
- s->land_dist = best->land_dist;
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
- s->state.gravity_bias = best->gravity;
+ 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 ){
- s->state.activity = k_skate_activity_air_to_grind;
+ state->activity = k_skate_activity_air_to_grind;
}
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
- s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
- s->state.reverse ;
- s->state.flip_time = 0.0f;
- v3_copy( player->rb.to_world[0], s->state.flip_axis );
+ 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{
- s->state.flip_rate = 0.0f;
- v3_zero( s->state.flip_axis );
+ state->flip_rate = 0.0f;
+ v3_zero( state->flip_axis );
}
}
- else{
- v3_copy( player->basis[1], s->land_normal );
- }
+ else
+ v3_copy( (v3f){0,1,0}, state->land_normal );
}
/*
/*
* Air control, no real physics
*/
-VG_STATIC void skate_apply_air_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void skate_apply_air_model(void){
+ struct player_skate_state *state = &player_skate.state;
- if( s->state.activity_prev > k_skate_activity_air_to_grind )
- player__approximate_best_trajectory( player );
+ if( state->activity_prev > k_skate_activity_air_to_grind )
+ player__approximate_best_trajectory();
- float angle = v3_dot( player->rb.to_world[1], s->land_normal );
+ float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
angle = vg_clampf( angle, -1.0f, 1.0f );
v3f axis;
- v3_cross( player->rb.to_world[1], s->land_normal, 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, player->rb.q, player->rb.q );
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
+ q_mul( correction, localplayer.rb.q, localplayer.rb.q );
}
-VG_STATIC int player_skate_trick_input( player_instance *player );
-VG_STATIC void skate_apply_trick_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+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( s->board_trick_residualv, -4.0f , Fd );
- v3_muls( s->board_trick_residuald, -10.0f, Fs );
+ 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( s->board_trick_residualv, F, k_rb_delta,
- s->board_trick_residualv );
- v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
- k_rb_delta, s->board_trick_residuald );
+ 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( s->state.activity <= k_skate_activity_air_to_grind ){
- if( v3_length2( s->state.trick_vel ) < 0.0001f )
+ if( state->activity <= k_skate_activity_air_to_grind ){
+ if( v3_length2( state->trick_vel ) < 0.0001f )
return;
- int carry_on = player_skate_trick_input( player );
+ 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 = s->state.trick_vel[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( s->state.trick_time / interval ),
- next_end = (current+1.0f) * interval;
+ current = floorf( state->trick_time ),
+ next_end = current+1.0f;
/* integrate trick velocities */
- v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
- s->state.trick_euler );
-
- if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
- s->state.trick_time = 0.0f;
- s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
- s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
- s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
- v3_copy( s->state.trick_vel, s->board_trick_residualv );
- v3_zero( s->state.trick_vel );
+ 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();
}
-
- s->state.trick_time += k_rb_delta;
+ else
+ state->trick_time += k_rb_delta / interval;
}
else{
- if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
- s->state.trick_time > 0.2f)
+ if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
+ state->trick_time > 0.2f)
{
- player__skate_kill_audio( player );
- player__dead_transition( player );
+ player__skate_kill_audio();
+ player__dead_transition( k_player_die_type_feet );
}
- s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
- s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
- s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
- s->state.trick_time = 0.0f;
- v3_zero( s->state.trick_vel );
+ 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 );
}
}
-VG_STATIC void skate_apply_grab_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void skate_apply_grab_model(void){
+ struct player_skate_state *state = &player_skate.state;
- float grabt = player->input_grab->axis.value;
+ float grabt = axis_state( k_sraxis_grab );
if( grabt > 0.5f ){
- v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
- s->state.grab_mouse_delta );
+ v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
+ state->grab_mouse_delta );
- v2_normalize_clamp( s->state.grab_mouse_delta );
+ v2_normalize_clamp( state->grab_mouse_delta );
}
else
- v2_zero( s->state.grab_mouse_delta );
+ v2_zero( state->grab_mouse_delta );
- s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
+ state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
}
-VG_STATIC void skate_apply_steering_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+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 = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value;
+ float steer = jsteer[0],
+ grab = axis_state( k_sraxis_grab );
steer = vg_signf( steer ) * steer*steer * k_steer_ground;
v3f steer_axis;
- v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
+ v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
float rate = 26.0f,
top = 1.0f;
- if( s->state.activity <= k_skate_activity_air_to_grind ){
+ 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-(s->state.jump_charge+grab)*0.4f);
+ steer *= (1.0f-(state->jump_charge+grab)*0.4f);
- if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( state->activity == k_skate_activity_grind_5050 ){
rate = 0.0f;
top = 0.0f;
}
- else if( s->state.activity >= k_skate_activity_grind_any ){
+ 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, player->rb.to_world[1], a );
- q_mulv( q, s->grind_vec, s->grind_vec );
+ q_axis_angle( q, localplayer.rb.to_world[1], a );
+ q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
- v3_normalize( s->grind_vec );
+ v3_normalize( player_skate.grind_vec );
}
- else if( s->state.manual_direction ){
+ 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_down(k_srbind_skid) && (fabsf(state->skid)<0.01f) ){
+ state->skid = vg_signf( steer ) * 0.01f;
+ }
+
+ if( button_press(k_srbind_skid) ){
+ 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;
+ }
}
- float current = v3_dot( player->rb.to_world[1], player->rb.w ),
+ 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( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
+ v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
+ accel, localplayer.rb.w );
}
/*
* Computes friction and surface interface model
*/
-VG_STATIC void skate_apply_friction_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void skate_apply_friction_model(void){
+ struct player_skate_state *state = &player_skate.state;
/*
* Computing localized friction forces for controlling the character
*/
v3f vel;
- m3x3_mulv( player->rb.to_local, player->rb.v, vel );
+ m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
float slip = 0.0f;
if( fabsf(vel[2]) > 0.01f )
if( fabsf( slip ) > 1.2f )
slip = vg_signf( slip ) * 1.2f;
- s->state.slip = slip;
- s->state.reverse = -vg_signf(vel[2]);
+ state->slip = slip;
+ state->reverse = -vg_signf(vel[2]);
+
+ f32 lat = k_friction_lat;
+
+ if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
+ lat = k_friction_lat * 2.0f;
+ }
vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
/* Pushing additive force */
- if( !player->input_jump->button.value ){
- if( player->input_push->button.value ||
- (vg.time-s->state.start_push<0.75) )
- {
- if( (vg.time - s->state.cur_push) > 0.25 )
- s->state.start_push = vg.time;
+ 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;
- s->state.cur_push = vg.time;
+ state->cur_push = vg.time;
- double push_time = vg.time - s->state.start_push;
+ 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),
new_vel = vg_minf( current + amt, k_max_push_speed ),
delta = new_vel - vg_minf( current, k_max_push_speed );
- vel[2] += delta * -s->state.reverse;
+ vel[2] += delta * -state->reverse;
}
}
/* Send back to velocity */
- m3x3_mulv( player->rb.to_world, vel, player->rb.v );
+ m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
}
-VG_STATIC void skate_apply_jump_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- int charging_jump_prev = s->state.charging_jump;
- s->state.charging_jump = player->input_jump->button.value;
+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( s->state.activity <= k_skate_activity_air_to_grind ){
- s->state.charging_jump = 0;
+ if( state->activity <= k_skate_activity_air_to_grind ){
+ state->charging_jump = 0;
return;
}
- if( s->state.charging_jump ){
- s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
+ if( state->charging_jump ){
+ state->jump_charge += k_rb_delta * k_jump_charge_speed;
if( !charging_jump_prev )
- s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
+ state->jump_dir = state->reverse>0.0f? 1: 0;
}
else{
- s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
+ state->jump_charge -= k_jump_charge_speed * k_rb_delta;
}
- s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
+ state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
/* player let go after charging past 0.2: trigger jump */
- if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
+ if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
v3f jumpdir;
/* Launch more up if alignment is up else improve velocity */
- float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
+ float aup = localplayer.rb.to_world[1][1],
mod = 0.5f,
dir = mod + fabsf(aup)*(1.0f-mod);
- if( s->state.activity == k_skate_activity_ground ){
- v3_copy( player->rb.v, jumpdir );
+ 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, player->rb.to_world[1], dir, jumpdir );
+ v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
v3_normalize( jumpdir );
}else{
- v3_copy( s->state.up_dir, jumpdir );
- s->grind_cooldown = 30;
- s->state.activity = k_skate_activity_ground;
+ 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 = player->input_js1h->axis.value * 0.3f;
- tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
+ float tilt = steer[0] * 0.3f;
+ tilt *= vg_signf(v3_dot( localplayer.rb.v,
+ player_skate.grind_dir ));
v4f qtilt;
- q_axis_angle( qtilt, s->grind_dir, tilt );
+ q_axis_angle( qtilt, player_skate.grind_dir, tilt );
q_mulv( qtilt, jumpdir, jumpdir );
}
- s->surface_cooldown = 10;
+ state->surface_cooldown = 10;
+ state->trick_input_collect = 0.0f;
- float force = k_jump_force*s->state.jump_charge;
- v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
- s->state.jump_charge = 0.0f;
- s->state.jump_time = vg.time;
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
- audio_lock();
- audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
- audio_unlock();
+ 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 );
}
}
-VG_STATIC void skate_apply_pump_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void skate_apply_pump_model(void){
+ struct player_skate_state *state = &player_skate.state;
- if( s->state.activity != k_skate_activity_ground ){
- v3_zero( s->state.throw_v );
+ if( state->activity != k_skate_activity_ground ){
+ v3_zero( state->throw_v );
return;
}
/* Throw / collect routine
*/
- if( player->input_grab->axis.value > 0.5f ){
- if( s->state.activity == k_skate_activity_ground ){
+ if( axis_state( k_sraxis_grab ) > 0.5f ){
+ if( state->activity == k_skate_activity_ground ){
/* Throw */
- v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
+ v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
}
}
else{
/* Collect */
- float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
+ float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
v3f Fl, Fv;
- v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
+ v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
- if( s->state.activity == k_skate_activity_ground ){
- if( v3_length2(player->rb.v)<(20.0f*20.0f) )
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
- v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
+ 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( player->rb.to_world[1], -doty, Fv );
- v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
- v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->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( s->state.throw_v ) > 0.0001f ){
+ if( v3_length2( state->throw_v ) > 0.0001f ){
v3f dir;
- v3_copy( s->state.throw_v, dir );
+ v3_copy( state->throw_v, dir );
v3_normalize( dir );
- float max = v3_dot( dir, s->state.throw_v ),
+ float max = v3_dot( dir, state->throw_v ),
amt = vg_minf( k_mmdecay * k_rb_delta, max );
- v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
+ v3_muladds( state->throw_v, dir, -amt, state->throw_v );
}
}
-VG_STATIC void skate_apply_cog_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void skate_apply_cog_model(void){
+ struct player_skate_state *state = &player_skate.state;
v3f ideal_cog, ideal_diff, ideal_dir;
- v3_copy( s->state.up_dir, ideal_dir );
+ v3_copy( state->up_dir, ideal_dir );
v3_normalize( ideal_dir );
- v3_muladds( player->rb.co, ideal_dir,
- 1.0f-player->input_grab->axis.value, ideal_cog );
- v3_sub( ideal_cog, s->state.cog, ideal_diff );
+ 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( player->rb.v, s->state.cog_v, rv );
+ v3_sub( localplayer.rb.v, state->cog_v, rv );
v3f F;
v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
rb = 1.0f-k_cog_mass_ratio;
/* Apply forces & intergrate */
- v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
- v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
- s->state.cog_v );
-
- v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
+ 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;
-VG_STATIC void skate_integrate( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
-
- float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
- decay_rate_z = decay_rate_x,
- decay_rate_y = 1.0f;
+ float rate_x = 1.0f - (k_rb_delta * 3.0f),
+ rate_z = rate_x,
+ rate_y = 1.0f;
- if( s->state.activity >= k_skate_activity_grind_any ){
-#if 0
- decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
- decay_rate_y = decay_rate;
-#endif
- decay_rate_x = 1.0f-(16.0f*k_rb_delta);
- decay_rate_y = 1.0f-(10.0f*k_rb_delta);
- decay_rate_z = 1.0f-(40.0f*k_rb_delta);
+ 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( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
- wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
- wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
+ 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( player->rb.to_world[0], wx, player->rb.w );
- v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
- v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
+ 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 );
- s->state.flip_time += s->state.flip_rate * k_rb_delta;
- rb_update_transform( &player->rb );
+ state->flip_time += state->flip_rate * k_rb_delta;
+ rb_update_transform( &localplayer.rb );
}
-/*
- * 1 2 or 3
- */
-
-VG_STATIC void skate_copy_holdout( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
- skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
-}
-
-VG_STATIC int player_skate_trick_input( player_instance *player )
-{
- return (player->input_trick0->button.value) |
- (player->input_trick1->button.value << 1) |
- (player->input_trick2->button.value << 1) |
- (player->input_trick2->button.value);
+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 ) );
}
-VG_STATIC void player__skate_pre_update( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void player__skate_pre_update(void){
+ struct player_skate_state *state = &player_skate.state;
- if( vg_input_button_down( player->input_use ) ){
- player->subsystem = k_player_subsystem_walk;
+ if( button_down( k_srbind_use ) ){
+ localplayer.subsystem = k_player_subsystem_walk;
v3f angles;
- v3_copy( player->cam.angles, angles );
- angles[2] = 0.0f;
-
- skate_copy_holdout( player );
- player->holdout_time = 0.34f;
- player__skate_kill_audio( player );
- player__walk_transition( player, 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 );
+
+ player__begin_holdout( offset );
+ player__skate_kill_audio();
+ player__walk_transition();
return;
}
- int trick_id;
- if( (s->state.activity <= k_skate_activity_air_to_grind) &&
- (trick_id = player_skate_trick_input( player )) )
- {
- if( (vg.time - s->state.jump_time) < 0.1f ){
- v3_zero( s->state.trick_vel );
- s->state.trick_time = 0.0f;
+ 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( trick_id == 1 ){
- s->state.trick_vel[0] = 3.0f;
+ 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();
}
- else if( trick_id == 2 ){
- s->state.trick_vel[2] = 3.0f;
- }
- else if( trick_id == 3 ){
- s->state.trick_vel[0] = 2.0f;
- s->state.trick_vel[2] = 2.0f;
+
+ 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;
}
-VG_STATIC void player__skate_post_update( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void player__skate_post_update(void){
+ struct player_skate_state *state = &player_skate.state;
- for( int i=0; i<s->possible_jump_count; i++ ){
- jump_info *jump = &s->possible_jumps[i];
+ 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_exit_loop( "assert: jump->log_length == 0\n" );
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
}
for( int j=0; j<jump->log_length - 1; j ++ ){
v3_add( jump->log[jump->log_length-1], jump->n, p1 );
vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
- vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
+ vg_line_point( jump->apex, 0.02f, 0xffffffff );
}
audio_lock();
- float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
- speed = v3_length( player->rb.v ),
+ float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
+ speed = v3_length( localplayer.rb.v ),
attn = vg_minf( 1.0f, speed*0.1f ),
- slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
+ slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
- if( s->state.activity >= k_skate_activity_grind_any ){
+ if( state->activity >= k_skate_activity_grind_any ){
slide = 0.0f;
}
- static float menu_gate = 1.0f;
- menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
-
- float
- vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
- vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
- vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
+ f32 gate = skaterift.time_rate,
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
- if( !s->aud_air ){
- s->aud_air = audio_get_first_idle_channel();
- if( s->aud_air )
- audio_channel_init( s->aud_air, &audio_board[1], flags );
+ 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( !s->aud_slide ){
- s->aud_slide = audio_get_first_idle_channel();
- if( s->aud_slide )
- audio_channel_init( s->aud_slide, &audio_board[2], 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 );
}
float sidechain_amt = 0.0f,
hz = vg_maxf( speed * 2.0f, 2.0f );
- if( (s->surface == k_surface_prop_tiles) &&
- (s->state.activity < k_skate_activity_grind_any) )
+ if( (player_skate.surface == k_surface_prop_tiles) &&
+ (state->activity < k_skate_activity_grind_any) )
sidechain_amt = 1.0f;
else
sidechain_amt = 0.0f;
audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
vg_lerpf( 250.0f, 80.0f, attn ) );
- if( s->sample_change_cooldown > 0.0f ){
- s->sample_change_cooldown -= vg.frame_delta;
+ 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( s->state.activity == k_skate_activity_grind_5050 ){
- if( s->surface == k_surface_prop_metal )
+ if( state->activity == k_skate_activity_grind_5050 ){
+ if( player_skate.surface == k_surface_prop_metal )
sample_type = k_skate_sample_metal_scrape_generic;
else
sample_type = k_skate_sample_concrete_scrape_metal;
}
- else if( (s->state.activity == k_skate_activity_grind_back50) ||
- (s->state.activity == k_skate_activity_grind_front50) )
+ else if( (state->activity == k_skate_activity_grind_back50) ||
+ (state->activity == k_skate_activity_grind_front50) )
{
- if( s->surface == k_surface_prop_metal ){
+ if( player_skate.surface == k_surface_prop_metal ){
sample_type = k_skate_sample_metal_scrape_generic;
}
else{
- float a = v3_dot( player->rb.to_world[2], s->grind_dir );
+ float a = v3_dot( localplayer.rb.to_world[2],
+ player_skate.grind_dir );
if( fabsf(a) > 0.70710678118654752f )
sample_type = k_skate_sample_concrete_scrape_wood;
else
sample_type = k_skate_sample_concrete_scrape_metal;
}
}
- else if( s->state.activity == k_skate_activity_grind_boardslide ){
- if( s->surface == k_surface_prop_metal )
+ else if( state->activity == k_skate_activity_grind_boardslide ){
+ if( player_skate.surface == k_surface_prop_metal )
sample_type = k_skate_sample_metal_scrape_generic;
else
sample_type = k_skate_sample_concrete_scrape_wood;
&audio_board[5]
};
- if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
- s->aud_main =
- audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
+ 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 );
- s->sample_change_cooldown = 0.1f;
- s->main_sample_type = sample_type;
+ player_skate.sample_change_cooldown = 0.1f;
+ player_skate.main_sample_type = sample_type;
}
}
- if( s->aud_main ){
- s->aud_main->colour = 0x00103efe;
- audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
- //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
- audio_channel_edit_volume( s->aud_main, vol_main, 1 );
- audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
+ if( player_skate.aud_main ){
+ player_skate.aud_main->colour = 0x00103efe;
+ audio_channel_set_spacial( player_skate.aud_main,
+ localplayer.rb.co, 40.0f );
+ //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
+ audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
float rate = 1.0f + (attn-0.5f)*0.2f;
- audio_channel_set_sampling_rate( s->aud_main, rate );
+ audio_channel_set_sampling_rate( player_skate.aud_main, rate );
}
- if( s->aud_slide ){
- s->aud_slide->colour = 0x00103efe;
- audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
- //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
- audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
- audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
+ if( player_skate.aud_slide ){
+ player_skate.aud_slide->colour = 0x00103efe;
+ audio_channel_set_spacial( player_skate.aud_slide,
+ localplayer.rb.co, 40.0f );
+ //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
+ audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
}
- if( s->aud_air ){
- s->aud_air->colour = 0x00103efe;
- audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
- //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
- audio_channel_edit_volume( s->aud_air, vol_air, 1 );
+ if( player_skate.aud_air ){
+ player_skate.aud_air->colour = 0x00103efe;
+ audio_channel_set_spacial( player_skate.aud_air,
+ localplayer.rb.co, 40.0f );
+ //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
}
audio_unlock();
*
* returns 0 if no good surface found
*/
-VG_STATIC
-int skate_compute_surface_alignment( player_instance *player,
- v3f ra, u32 colour,
- v3f surface_normal, v3f axel_dir )
-{
- struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+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( player->rb.to_world, ra, truck );
+ m4x3_mulv( localplayer.rb.to_world, ra, truck );
- v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
- v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
+ 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( player->rb.to_world[1], -1.0f, 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++ )
- {
+ for( int i=0; i<8; i++ ){
float t = 1.0f - (float)i * (1.0f/8.0f);
- v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
- v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
+ 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 );
+ res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
if( res_l )
break;
}
- for( int i=0; i<8; i++ )
- {
+ for( int i=0; i<8; i++ ){
float t = 1.0f - (float)i * (1.0f/8.0f);
- v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
- v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
+ 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 );
+ 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, player->rb.to_world[1], -k_board_radius, midpoint );
+ v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
v3_zero( tangent_average );
- if( res_l || res_r )
- {
+ if( res_l || res_r ){
v3f p0, p1, t;
v3_copy( midpoint, p0 );
v3_copy( midpoint, p1 );
- if( res_l )
- {
+ if( res_l ){
v3_copy( ray_l.pos, p0 );
- v3_cross( ray_l.normal, player->rb.to_world[0], t );
+ v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
v3_add( t, tangent_average, tangent_average );
}
- if( res_r )
- {
+ if( res_r ){
v3_copy( ray_r.pos, p1 );
- v3_cross( ray_r.normal, player->rb.to_world[0], t );
+ 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
- {
+ 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 ];
+ 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] );
+ v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
v3f vert0, vert1, n;
v3_sub( verts[1], verts[0], vert0 );
v3_cross( vert0, vert1, n );
v3_normalize( n );
- if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
+ if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
return 0;
- v3_cross( n, player->rb.to_world[2], v0 );
- v3_muladds( v0, player->rb.to_world[2],
- -v3_dot( player->rb.to_world[2], v0 ), v0 );
+ 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, player->rb.to_world[0], t );
+ v3_cross( n, localplayer.rb.to_world[0], t );
v3_add( t, tangent_average, tangent_average );
}
else
return 1;
}
-VG_STATIC void skate_weight_distribute( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- v3_zero( s->weight_distribution );
+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( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
+ int reverse_dir = v3_dot( localplayer.rb.to_world[2],
+ localplayer.rb.v ) < 0.0f?1:-1;
- if( s->state.manual_direction == 0 ){
- if( (player->input_js1v->axis.value > 0.7f) &&
- (s->state.activity == k_skate_activity_ground) &&
- (s->state.jump_charge <= 0.01f) )
- s->state.manual_direction = reverse_dir;
+ 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( player->input_js1v->axis.value < 0.1f ){
- s->state.manual_direction = 0;
+ if( steer[1] < 0.1f ){
+ state->manual_direction = 0;
}
else{
- if( reverse_dir != s->state.manual_direction ){
+ if( reverse_dir != state->manual_direction ){
return;
}
}
}
- if( s->state.manual_direction ){
- float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
- s->weight_distribution[2] = k_board_length * amt *
- (float)s->state.manual_direction;
+ 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( s->state.manual_direction ){
+ if( state->manual_direction ){
v3f plane_z;
- m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
+ m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
+ plane_z );
v3_negate( plane_z, plane_z );
- v3_muladds( plane_z, s->surface_picture,
- -v3_dot( plane_z, s->surface_picture ), 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, s->surface_picture, 0.3f, plane_z );
+ v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
v3_normalize( plane_z );
v3f p1;
- v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
- vg_line( player->rb.co, p1, VG__GREEN );
+ v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
+ vg_line( localplayer.rb.co, p1, VG__GREEN );
v3f refdir;
- v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
+ v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
refdir );
- rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
+ rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
k_manul_spring, k_manul_dampener,
- s->substep_delta );
+ player_skate.substep_delta );
}
}
-VG_STATIC void skate_adjust_up_direction( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void skate_adjust_up_direction(void){
+ struct player_skate_state *state = &player_skate.state;
- if( s->state.activity == k_skate_activity_ground ){
+ if( state->activity == k_skate_activity_ground ){
v3f target;
- v3_copy( s->surface_picture, target );
+ v3_copy( player_skate.surface_picture, target );
- target[1] += 2.0f * s->surface_picture[1];
+ target[1] += 2.0f * player_skate.surface_picture[1];
v3_normalize( target );
- v3_lerp( s->state.up_dir, target,
- 8.0f * s->substep_delta, s->state.up_dir );
+ v3_lerp( state->up_dir, target,
+ 8.0f * player_skate.substep_delta, state->up_dir );
}
- else if( s->state.activity <= k_skate_activity_air_to_grind ){
- v3_lerp( s->state.up_dir, player->rb.to_world[1],
- 8.0f * s->substep_delta, s->state.up_dir );
+ else if( state->activity <= k_skate_activity_air_to_grind ){
+ v3_lerp( state->up_dir, localplayer.rb.to_world[1],
+ 8.0f * player_skate.substep_delta, state->up_dir );
}
else{
- v3_lerp( s->state.up_dir, player->basis[1],
- 12.0f * s->substep_delta, s->state.up_dir );
+ 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 );
}
}
-VG_STATIC int skate_point_visible( v3f origin, v3f target )
-{
+static int skate_point_visible( v3f origin, v3f target ){
v3f dir;
v3_sub( target, origin, dir );
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( get_active_world(), origin, dir, &ray ) )
+ if( ray_world( world_current_instance(), origin, dir, &ray,
+ k_material_flag_walking ) )
return 0;
return 1;
}
-VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
-{
+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] );
}
-VG_STATIC void skate_grind_friction( player_instance *player,
- struct grind_info *inf, float strength )
-{
+static void skate_grind_friction( struct grind_info *inf, float strength ){
v3f v2;
- v3_muladds( player->rb.to_world[2], inf->n,
- -v3_dot( player->rb.to_world[2], inf->n ), 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( player->rb.v, inf->dir ) ),
+ dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
F = a * -dir * k_grind_max_friction;
- v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
+ v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
+ localplayer.rb.v );
}
-VG_STATIC void skate_grind_decay( player_instance *player,
- struct grind_info *inf, float strength )
-{
+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, player->rb.v, 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, player->rb.v );
+ m3x3_mulv( mtx, v_grind, localplayer.rb.v );
}
-VG_STATIC void skate_grind_truck_apply( player_instance *player,
- float sign, struct grind_info *inf,
- float strength )
-{
- struct player_skate *s = &player->_skate;
-
+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( player->rb.to_world, ra, raw );
- v3_add( player->rb.co, raw, wsp );
+ m3x3_mulv( localplayer.rb.to_world, ra, raw );
+ v3_add( localplayer.rb.co, raw, wsp );
- v3_copy( ra, s->weight_distribution );
+ v3_copy( ra, player_skate.weight_distribution );
v3f delta;
v3_sub( inf->co, wsp, delta );
/* spring force */
- v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
- player->rb.v );
+ v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
+ localplayer.rb.v );
- skate_grind_decay( player, inf, strength );
- skate_grind_friction( player, inf, strength );
+ skate_grind_decay( inf, strength );
+ skate_grind_friction( inf, strength );
/* yeah yeah yeah yeah */
v3f raw_nplane, axis;
m3x3f mtx;
skate_grind_orient( inf, mtx );
v3f target_fwd, fwd, up, target_up;
- m3x3_mulv( mtx, s->grind_vec, target_fwd );
+ m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
v3_copy( raw_nplane, fwd );
- v3_copy( player->rb.to_world[1], up );
+ 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_normalize( target_fwd );
v3_normalize( fwd );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+ 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( &player->rb, up, target_up,
+ rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
k_grind_spring,
k_grind_dampener,
k_rb_delta );
- rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
+ rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
k_grind_spring*strength,
k_grind_dampener*strength,
k_rb_delta );
- vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
- vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
- vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
+ 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 );
- s->grind_strength = strength;
+ player_skate.grind_strength = strength;
/* Fake contact */
- struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
- m4x3_mulv( player->rb.to_local, wsp, limit->ra );
- m3x3_mulv( player->rb.to_local, inf->n, limit->n );
+ 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, s->grind_dir );
+ v3_copy( inf->dir, player_skate.grind_dir );
}
-VG_STATIC void skate_5050_apply( player_instance *player,
- struct grind_info *inf_front,
- struct grind_info *inf_back )
-{
- struct player_skate *s = &player->_skate;
+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_normalize( axis );
v3_cross( axis, inf_avg.dir, inf_avg.n );
- skate_grind_decay( player, &inf_avg, 1.0f );
+ skate_grind_decay( &inf_avg, 1.0f );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
+ float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
+ localplayer.rb.v ) );
v4f q;
v3f up, target_up;
- v3_copy( player->rb.to_world[1], up );
+ v3_copy( localplayer.rb.to_world[1], up );
v3_copy( inf_avg.n, target_up );
- q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
+ q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
q_mulv( q, target_up, target_up );
- v3_zero( s->weight_distribution );
- s->weight_distribution[2] = k_board_length * -way;
+ v3_zero( player_skate.weight_distribution );
+ player_skate.weight_distribution[2] = k_board_length * -way;
- rb_effect_spring_target_vector( &player->rb, up, target_up,
+ 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( player->rb.to_world[2], inf_avg.n,
- -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_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_normalize( fwd_nplane );
v3_normalize( dir_nplane );
- rb_effect_spring_target_vector( &player->rb, fwd_nplane, 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( player->rb.to_world, pos_front, pos_front );
- m4x3_mulv( player->rb.to_world, pos_back, pos_back );
+ 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( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
+ v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
+ localplayer.rb.v );
/* Fake contact */
- struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+ struct grind_limit *limit =
+ &player_skate.limits[ player_skate.limit_count ++ ];
v3_zero( limit->ra );
- m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
+ m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
limit->p = 0.0f;
- v3_copy( inf_avg.dir, s->grind_dir );
+ v3_copy( inf_avg.dir, player_skate.grind_dir );
}
-VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
- struct grind_info *inf )
-{
- struct player_skate *s = &player->_skate;
+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( player->rb.to_world, wheel_co, wheel_co );
- m4x3_mulv( player->rb.to_world, grind_co, grind_co );
+ 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( player, grind_co, player->rb.v, 0.3f, inf ) )
+ if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
return 0;
/* Exit condition: cant see grind target directly */
return 0;
/* Exit condition: minimum velocity not reached, but allow a bit of error */
- float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
+ 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, s->grind_dir )) < k_grind_max_edge_angle )
+ if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
return 0;
- v3_copy( inf->dir, s->grind_dir );
+ v3_copy( inf->dir, player_skate.grind_dir );
return 1;
}
-VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
- struct grind_info *inf )
-{
- struct player_skate *s = &player->_skate;
+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( player->rb.to_world, ra, raw );
- v3_add( player->rb.co, raw, wsp );
+ m3x3_mulv( localplayer.rb.to_world, ra, raw );
+ v3_add( localplayer.rb.co, raw, wsp );
- if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
- {
- if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
+ 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( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
+ v3_muladds( localplayer.rb.v, inf->n,
+ -v3_dot( localplayer.rb.v, inf->n ), pv );
if( v3_length2( pv ) < 0.0001f )
return 0;
if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
return 0;
- if( v3_dot( player->rb.v, inf->n ) > 0.5f )
+ if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
return 0;
-
-#if 0
- /* check for vertical alignment */
- if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
- return 0;
-#endif
v3f local_co, local_dir, local_n;
- m4x3_mulv( player->rb.to_local, inf->co, local_co );
- m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
- m3x3_mulv( player->rb.to_local, inf->n, local_n );
+ 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( player->rb.w, raw, rv );
- v3_add( player->rb.v, rv, 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 0;
}
-VG_STATIC void skate_boardslide_apply( player_instance *player,
- struct grind_info *inf )
-{
- struct player_skate *s = &player->_skate;
+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( player->rb.to_local, inf->co, local_co );
- m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
- m3x3_mulv( player->rb.to_local, inf->n, local_n );
+ 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, s->weight_distribution );
+ v3_copy( intersection, player_skate.weight_distribution );
- skate_grind_decay( player, inf, 0.0125f );
- skate_grind_friction( player, inf, 0.25f );
+ skate_grind_decay( inf, 0.0125f );
+ skate_grind_friction( inf, 0.25f );
/* direction alignment */
v3f dir, perp;
v3_muls( local_dir, vg_signf(local_dir[0]), dir );
v3_muls( perp, vg_signf(perp[2]), perp );
- m3x3_mulv( player->rb.to_world, dir, dir );
- m3x3_mulv( player->rb.to_world, perp, perp );
+ 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( &player->rb, player->rb.to_world[0],
+ 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( &player->rb, player->rb.to_world[2],
+ 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( player->rb.co, dir, 0.5f, VG__GREEN );
- vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+ 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, s->grind_dir );
+ v3_copy( inf->dir, player_skate.grind_dir );
}
-VG_STATIC int skate_boardslide_entry( player_instance *player,
- struct grind_info *inf )
-{
- struct player_skate *s = &player->_skate;
+static int skate_boardslide_entry( struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
- if( skate_grind_scansq( player, player->rb.co,
- player->rb.to_world[0], k_board_length,
+ if( skate_grind_scansq( localplayer.rb.co,
+ localplayer.rb.to_world[0], k_board_length,
inf ) )
{
v3f local_co, local_dir;
- m4x3_mulv( player->rb.to_local, inf->co, local_co );
- m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+ 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( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
+ if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
return 0;
return 1;
return 0;
}
-VG_STATIC int skate_boardslide_renew( player_instance *player,
- struct grind_info *inf )
-{
- struct player_skate *s = &player->_skate;
+static int skate_boardslide_renew( struct grind_info *inf ){
+ struct player_skate_state *state = &player_skate.state;
- if( !skate_grind_scansq( player, player->rb.co,
- player->rb.to_world[0], k_board_length,
+ 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( player->rb.co, player->rb.to_world[1], 0.2f, 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( player->rb.v, inf->dir )),
+ 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, s->grind_dir )) < k_grind_max_edge_angle )
+ if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
return 0;
return 1;
}
-VG_STATIC void skate_store_grind_vec( player_instance *player,
- struct grind_info *inf )
-{
- struct player_skate *s = &player->_skate;
+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, player->rb.co, raw );
+ v3_sub( inf->co, localplayer.rb.co, raw );
- m3x3_mulv( mtx, raw, s->grind_vec );
- v3_normalize( s->grind_vec );
- v3_copy( inf->dir, s->grind_dir );
+ m3x3_mulv( mtx, raw, player_skate.grind_vec );
+ v3_normalize( player_skate.grind_vec );
+ v3_copy( inf->dir, player_skate.grind_dir );
}
-VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static enum skate_activity skate_availible_grind(void){
+ struct player_skate_state *state = &player_skate.state;
- if( s->grind_cooldown > 100 ){
- vg_fatal_exit_loop( "wth!\n" );
+ if( state->grind_cooldown > 100 ){
+ vg_fatal_error( "wth!\n" );
}
/* debounces this state manager a little bit */
- if( s->grind_cooldown ){
- s->grind_cooldown --;
+ if( state->grind_cooldown ){
+ state->grind_cooldown --;
return k_skate_activity_undefined;
}
int allow_back = 1,
allow_front = 1;
- if( s->state.activity == k_skate_activity_grind_5050 ||
- s->state.activity == k_skate_activity_grind_back50 ||
- s->state.activity == k_skate_activity_grind_front50 )
+ 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 = player->input_js1v->axis.value;
+ float tilt = steer[1];
if( fabsf(tilt) >= 0.25f ){
v3f raw = {0.0f,0.0f,tilt};
- m3x3_mulv( player->rb.to_world, raw, raw );
+ m3x3_mulv( localplayer.rb.to_world, raw, raw );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw, player->rb.v ) );
+ float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
if( way < 0.0f ) allow_front = 0;
else allow_back = 0;
}
}
- if( s->state.activity == k_skate_activity_grind_boardslide ){
- res_slide = skate_boardslide_renew( player, &inf_slide );
+ if( state->activity == k_skate_activity_grind_boardslide ){
+ res_slide = skate_boardslide_renew( &inf_slide );
}
- else if( s->state.activity == k_skate_activity_grind_back50 ){
- res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+ 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( player, -1.0f, &inf_front50 );
+ res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
}
- else if( s->state.activity == k_skate_activity_grind_front50 ){
- res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ 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( player, 1.0f, &inf_back50 );
+ res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
}
- else if( s->state.activity == k_skate_activity_grind_5050 ){
+ else if( state->activity == k_skate_activity_grind_5050 ){
if( allow_front )
- res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
if( allow_back )
- res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+ res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
}
else{
- res_slide = skate_boardslide_entry( player, &inf_slide );
+ res_slide = skate_boardslide_entry( &inf_slide );
if( allow_back )
- res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+ res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
if( allow_front )
- res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+ res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
if( res_back50 != res_front50 ){
- int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
+ int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
res_back50 &= wants_to_do_that;
res_front50 &= wants_to_do_that;
, new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
if( new_activity == k_skate_activity_undefined ){
- if( s->state.activity >= k_skate_activity_grind_any ){
- s->grind_cooldown = 15;
- s->surface_cooldown = 10;
+ 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( player, &inf_slide );
+ skate_boardslide_apply( &inf_slide );
}
else if( new_activity == k_skate_activity_grind_back50 ){
- if( s->state.activity != k_skate_activity_grind_back50 )
- skate_store_grind_vec( player, &inf_back50 );
+ if( state->activity != k_skate_activity_grind_back50 )
+ skate_store_grind_vec( &inf_back50 );
- skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
+ skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
}
else if( new_activity == k_skate_activity_grind_front50 ){
- if( s->state.activity != k_skate_activity_grind_front50 )
- skate_store_grind_vec( player, &inf_front50 );
+ if( state->activity != k_skate_activity_grind_front50 )
+ skate_store_grind_vec( &inf_front50 );
- skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
+ skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
}
else if( new_activity == k_skate_activity_grind_5050 )
- skate_5050_apply( player, &inf_front50, &inf_back50 );
+ skate_5050_apply( &inf_front50, &inf_back50 );
return new_activity;
}
-VG_STATIC void player__skate_update( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+static void player__skate_update(void){
+ struct player_skate_state *state = &player_skate.state;
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( localplayer.rb.co[1]+0.25f < world->water.height ){
+ player__networked_sfx( k_player_subsystem_walk, 32,
+ k_player_walk_soundeffect_splash,
+ localplayer.rb.co, 1.0f );
+ player__skate_kill_audio();
+ player__dead_transition( k_player_die_type_generic );
+ return;
+ }
+ }
- v3_copy( player->rb.co, s->state.prev_pos );
- s->state.activity_prev = s->state.activity;
+ v3_copy( localplayer.rb.co, state->prev_pos );
+ state->activity_prev = state->activity;
+ v3f normal_total;
+ v3_zero( normal_total );
struct board_collider
{
float slap = 0.0f;
- if( s->state.activity <= k_skate_activity_air_to_grind ){
-
+ 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( player->rb.to_world, wheels[i].pos, wpos );
+ 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 = v3_dot( player->basis[1], player->rb.v );
- vy = vg_maxf( 0.0f, vy );
-
+ float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
}
- s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
-
- wheels[0].pos[1] = s->state.slap;
- wheels[1].pos[1] = s->state.slap;
-
-
+ 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;
- s->substep = k_rb_delta;
- s->substep_delta = s->substep;
- s->limit_count = 0;
+ player_skate.substep = k_rb_delta;
+ player_skate.substep_delta = player_skate.substep;
+ player_skate.limit_count = 0;
int substep_count = 0;
- v3_zero( s->surface_picture );
+ 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] = s->wheel_contacts[i];
+ prev_contacts[i] = player_skate.wheel_contacts[i];
}
/* check if we can enter or continue grind */
- enum skate_activity grindable_activity = skate_availible_grind( player );
+ enum skate_activity grindable_activity = skate_availible_grind();
if( grindable_activity != k_skate_activity_undefined ){
- s->state.activity = grindable_activity;
+ state->activity = grindable_activity;
goto grinding;
}
int contact_count = 0;
for( int i=0; i<2; i++ ){
v3f normal, axel;
- v3_copy( player->rb.to_world[0], axel );
+ v3_copy( localplayer.rb.to_world[0], axel );
- if( skate_compute_surface_alignment( player, wheels[i].pos,
+ if( skate_compute_surface_alignment( wheels[i].pos,
wheels[i].colour, normal, axel ) )
{
- rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
+ rb_effect_spring_target_vector( &localplayer.rb,
+ localplayer.rb.to_world[0],
axel,
k_surface_spring, k_surface_dampener,
- s->substep_delta );
+ player_skate.substep_delta );
- v3_add( normal, s->surface_picture, s->surface_picture );
+ v3_add( normal, player_skate.surface_picture,
+ player_skate.surface_picture );
contact_count ++;
- s->wheel_contacts[i] = 1;
+ player_skate.wheel_contacts[i] = 1;
}
else{
- s->wheel_contacts[i] = 0;
+ player_skate.wheel_contacts[i] = 0;
}
- m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
+ m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
}
- if( s->surface_cooldown ){
- s->surface_cooldown --;
+ if( state->surface_cooldown ){
+ state->surface_cooldown --;
contact_count = 0;
}
if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
- audio_lock();
for( int i=0; i<2; i++ ){
if( !prev_contacts[i] ){
v3f co;
- m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
- audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+ 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 );
}
}
- audio_unlock();
}
if( contact_count ){
- s->state.activity = k_skate_activity_ground;
- s->state.gravity_bias = k_gravity;
- v3_normalize( s->surface_picture );
+ state->activity = k_skate_activity_ground;
+ state->gravity_bias = k_gravity;
+ v3_normalize( player_skate.surface_picture );
- skate_apply_friction_model( player );
- skate_weight_distribute( player );
+ skate_apply_friction_model();
+ skate_weight_distribute();
}
else{
- if( s->state.activity > k_skate_activity_air_to_grind )
- s->state.activity = k_skate_activity_air;
+ if( state->activity > k_skate_activity_air_to_grind )
+ state->activity = k_skate_activity_air;
- v3_zero( s->weight_distribution );
- skate_apply_air_model( player );
+ v3_zero( player_skate.weight_distribution );
+ skate_apply_air_model();
}
grinding:;
- if( s->state.activity == k_skate_activity_grind_back50 )
+ if( state->activity == k_skate_activity_grind_back50 )
wheels[1].state = k_collider_state_disabled;
- if( s->state.activity == k_skate_activity_grind_front50 )
+ if( state->activity == k_skate_activity_grind_front50 )
wheels[0].state = k_collider_state_disabled;
- if( s->state.activity == k_skate_activity_grind_5050 ){
+ 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( player );
- skate_adjust_up_direction( player );
- skate_apply_cog_model( player );
- skate_apply_jump_model( player );
- skate_apply_grab_model( player );
- skate_apply_trick_model( player );
- skate_apply_pump_model( player );
+ skate_apply_steering_model();
+ skate_adjust_up_direction();
+ skate_apply_cog_model();
+ skate_apply_jump_model();
+ skate_apply_grab_model();
+ skate_apply_trick_model();
+ skate_apply_pump_model();
begin_collision:;
*/
v3f head_wp0, head_wp1, start_co;
- m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
- v3_copy( player->rb.co, 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( player->rb.co, player->rb.v, s->substep, future_co );
+ v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
+ future_co );
- if( v3_length2( player->rb.w ) > 0.0f ){
+ if( v3_length2( localplayer.rb.w ) > 0.0f ){
v4f rotation;
v3f axis;
- v3_copy( player->rb.w, axis );
+ v3_copy( localplayer.rb.w, axis );
float mag = v3_length( axis );
v3_divs( axis, mag, axis );
- q_axis_angle( rotation, axis, mag*s->substep );
- q_mul( rotation, player->rb.q, future_q );
+ q_axis_angle( rotation, axis, mag*player_skate.substep );
+ q_mul( rotation, localplayer.rb.q, future_q );
q_normalize( future_q );
}
else
- v4_copy( player->rb.q, future_q );
+ v4_copy( localplayer.rb.q, future_q );
v3f future_cg, current_cg, cg_offset;
- q_mulv( player->rb.q, s->weight_distribution, current_cg );
- q_mulv( future_q, s->weight_distribution, future_cg );
+ 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 = s->substep;
+ float max_time = player_skate.substep;
for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
v3_add( future, future_co, future );
v3_add( cg_offset, future, future );
- q_mulv( player->rb.q, wheels[i].pos, current );
- v3_add( current, player->rb.co, current );
+ 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 ) != -1)
- max_time = vg_minf( max_time, t * s->substep );
+ 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 */
rate_lock *= rate_lock;
max_time = vg_maxf( max_time, rate_lock );
- s->substep_delta = max_time;
+ player_skate.substep_delta = max_time;
/* integrate */
- v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
- if( v3_length2( player->rb.w ) > 0.0f ){
+ 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( player->rb.w, axis );
+ v3_copy( localplayer.rb.w, axis );
float mag = v3_length( axis );
v3_divs( axis, mag, axis );
- q_axis_angle( rotation, axis, mag*s->substep_delta );
- q_mul( rotation, player->rb.q, player->rb.q );
- q_normalize( player->rb.q );
+ 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( player->rb.q, s->weight_distribution, future_cg );
+ q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
v3_sub( current_cg, future_cg, cg_offset );
- v3_add( player->rb.co, cg_offset, player->rb.co );
+ v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
}
- rb_update_transform( &player->rb );
- v3_muladds( player->rb.v, player->basis[1],
- -s->state.gravity_bias * s->substep_delta, player->rb.v );
+ rb_update_transform( &localplayer.rb );
+ localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
- s->substep -= s->substep_delta;
+ player_skate.substep -= player_skate.substep_delta;
rb_ct manifold[128];
- int manifold_len = 0;
-
+ int manifold_len = 0;
/*
* Phase -1: head detection
* --------------------------------------------------------------------------
*/
- m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
+ 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 ) != -1) )
+ (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
+ k_material_flag_walking ) != -1) )
{
- v3_lerp( start_co, player->rb.co, t, player->rb.co );
- rb_update_transform( &player->rb );
+ v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
+ rb_update_transform( &localplayer.rb );
- player__skate_kill_audio( player );
- player__dead_transition( player );
+ player__skate_kill_audio();
+ player__dead_transition( k_player_die_type_head );
return;
}
m4x3f mtx;
m3x3_identity( mtx );
- m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
+ 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( player, mtx, &collider, man );
+ int l = skate_collide_smooth( mtx, &collider, man );
if( l )
wheels[i].state = k_collider_state_colliding;
rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
.radius=grind_radius };
m4x3f mtx;
- v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
- v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
- v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
- v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
- grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
+ 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 );
+ cman, k_material_flag_walking );
/* weld joints */
for( int i=0; i<l; i ++ )
manifold_len += l;
if( vg_lines.draw )
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
- if( s->state.activity >= k_skate_activity_grind_any ){
- for( int i=0; i<s->limit_count; i++ ){
- struct grind_limit *limit = &s->limits[i];
+ 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( player->rb.to_world, limit->ra, ct->co );
- m3x3_mulv( player->rb.to_world, limit->n, ct->n );
+ 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;
}
v3f world_cog;
- m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
- vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+ 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], s->substep_delta );
+ 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, 0.1f, k_board_length };
+ 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];
m3x3_inv( iI, iI );
m3x3f iIw;
- m3x3_mul( iI, player->rb.to_local, iIw );
- m3x3_mul( player->rb.to_world, iIw, 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++ ){
v3f rv, delta;
v3_sub( ct->co, world_cog, delta );
- v3_cross( player->rb.w, delta, rv );
- v3_add( player->rb.v, rv, rv );
+ v3_cross( localplayer.rb.w, delta, rv );
+ v3_add( localplayer.rb.v, rv, rv );
v3f raCn;
v3_cross( delta, ct->n, raCn );
v3f impulse;
v3_muls( ct->n, lambda, impulse );
- v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
+ 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, player->rb.w, player->rb.w );
+ v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
- v3_cross( player->rb.w, delta, rv );
- v3_add( player->rb.v, rv, rv );
+ 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, player->rb.co, player->rb.co );
- rb_update_transform( &player->rb );
+ v3_add( dt, localplayer.rb.co, localplayer.rb.co );
+ rb_update_transform( &localplayer.rb );
substep_count ++;
- if( s->substep >= 0.0001f )
+ if( player_skate.substep >= 0.0001f )
goto begin_collision; /* again! */
/*
* --------------------------------------------------------------------------
*/
- s->surface = k_surface_prop_concrete;
+ 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 );
+ player__skate_kill_audio();
+ 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 > s->surface )
- s->surface = surf->info.surface_prop;
+ 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( player->rb.to_world, mtx );
- m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
- debug_sphere( mtx, wheels[i].radius,
- (u32[]){ VG__WHITE, VG__BLACK,
+ 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( player );
- vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
+ skate_integrate();
+ vg_line_point( state->cog, 0.02f, VG__WHITE );
- ent_gate *gate =
- world_intersect_gates(world, player->rb.co, s->state.prev_pos );
+ u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
- if( gate ){
- m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
- m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
- m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
- m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
- m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
- m3x3_mulv( gate->transport, s->state.head_position,
- s->state.head_position );
- m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
+ 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, player->rb.q, player->rb.q );
- q_mul( transport_rotation, s->state.smoothed_rotation,
- s->state.smoothed_rotation );
- rb_update_transform( &player->rb );
-
- s->state_gate_storage = s->state;
- player__pass_gate( player, gate );
+ 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( s->state.activity >= k_skate_activity_ground )
+ if( state->activity >= k_skate_activity_ground )
stick_frames ++;
else
stick_frames = 0;
- if( stick_frames > 5 ) stick_frames = 5;
+ if( stick_frames > 5 ) stick_frames = 5;
if( stick_frames == 4 ){
- audio_lock();
-
- if( s->state.activity == k_skate_activity_ground ){
- if( (fabsf(s->state.slip) > 0.75f) ){
- audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
- 40.0f, 1.0f );
+ 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{
- audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
- 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_land_good,
+ localplayer.rb.co, 1.0f );
}
}
- else if( s->surface == k_surface_prop_metal ){
- audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 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{
- audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_grind_wood,
+ localplayer.rb.co, 1.0f );
}
-
- audio_unlock();
} 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 );
+ }
}
}
-VG_STATIC void player__skate_im_gui( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
- player->rb.v[1],
- player->rb.v[2] );
- player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
- player->rb.co[1],
- player->rb.co[2] );
- player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
- player->rb.w[1],
- player->rb.w[2] );
-
- const char *activity_txt[] =
- {
+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",
"grind_5050"
};
- player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
+ player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
#if 0
player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
- s->state.steerx_s, s->state.steery_s,
+ state->steerx_s, state->steery_s,
k_steer_ground, k_steer_air );
#endif
- player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
- s->state.flip_time );
+ player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
+ state->flip_time );
player__debugtext( 1, "trickv: %.2f %.2f %.2f",
- s->state.trick_vel[0],
- s->state.trick_vel[1],
- s->state.trick_vel[2] );
- player__debugtext( 1, "tricke: %.2f %.2f %.2f",
- s->state.trick_euler[0],
- s->state.trick_euler[1],
- s->state.trick_euler[2] );
+ 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] );
}
-VG_STATIC void player__skate_animate( player_instance *player,
- player_animation *dest )
-{
- struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
+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;
- v3f offset;
- v3_zero( offset );
+ v3_zero( animator->offset );
v3f cog_local, cog_ideal;
- m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
+ m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
- v3_copy( s->state.up_dir, cog_ideal );
+ v3_copy( state->up_dir, cog_ideal );
v3_normalize( cog_ideal );
- m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
-
- v3_sub( cog_ideal, cog_local, offset );
+ m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
+ v3_sub( cog_ideal, cog_local, animator->offset );
- v3_muls( offset, 4.0f, offset );
- offset[1] *= -1.0f;
+ v3_muls( animator->offset, 4.0f, animator->offset );
+ animator->offset[1] *= -1.0f;
- float curspeed = v3_length( player->rb.v ),
+ float curspeed = v3_length( localplayer.rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
+ kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
- s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
- s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
+ 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);
- offset[0] *= 0.26f;
- offset[0] += s->wobble[1]*3.0f;
+ animator->offset[0] *= 0.26f;
+ animator->offset[0] += animator->wobble[1]*3.0f;
- offset[1] *= -0.3f;
- offset[2] *= 0.01f;
+ animator->offset[1] *= -0.3f;
+ animator->offset[2] *= 0.01f;
- offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
- offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
+ 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);
- v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+ 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( s->state.activity == k_skate_activity_ground )
- desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+ 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);
- s->blend_slide = vg_lerpf( s->blend_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 = s->state.activity <= k_skate_activity_air_to_grind;
-
- float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
- dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f,
- wdist= s->weight_distribution[2] / k_board_length;
-
- if( s->state.activity >= k_skate_activity_grind_any )
- wdist = 0.0f;
-
- s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
- s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
- s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
+ 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;
+
+ /* 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;
+ }
}
- mdl_keyframe apose[32], bpose[32];
- mdl_keyframe ground_pose[32];
- {
- /* when the player is moving fast he will crouch down a little bit */
- float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
- s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+ 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 );
- /* stand/crouch */
- float dir_frame = s->blend_z * (15.0f/30.0f),
- stand_blend = offset[1]*-2.0f;
-
- v3f local_cog;
- m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
-
- stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
-
- skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
- skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+#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
- /* sliding */
- float slide_frame = s->blend_x * (15.0f/30.0f);
- skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
-
- /* pushing */
- double push_time = vg.time - s->state.start_push;
- s->blend_push = vg_lerpf( s->blend_push,
- (vg.time - s->state.cur_push) < 0.125,
- 6.0f*vg.time_delta );
-
- float pt = push_time + vg.accumulator;
- if( s->state.reverse > 0.0f )
- skeleton_sample_anim( sk, s->anim_push, pt, bpose );
- else
- skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+ animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+ /* grab */
+ v2f grab_input;
+ joystick_state( k_srjoystick_grab, grab_input );
+ v2_add( state->grab_mouse_delta, grab_input, grab_input );
- /* trick setup */
- float jump_start_frame = 14.0f/30.0f;
+ 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;
- float charge = s->state.jump_charge;
- s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+ /* steer */
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+ animator->airdir = vg_lerpf( animator->airdir,
+ -steer[0], 2.4f*vg.time_delta );
- float setup_frame = charge * jump_start_frame,
- setup_blend = vg_minf( s->blend_jump, 1.0f );
+ animator->steer[0] = steer[0];
+ animator->steer[1] = vg_lerpf( animator->steer[1],
+ steer[0], 4.0f*vg.time_delta );
- float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
- if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
- setup_frame = jump_frame;
- struct skeleton_anim *jump_anim = s->state.jump_dir?
- s->anim_ollie:
- s->anim_ollie_reverse;
+ /* 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 );
- skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
- }
-
- mdl_keyframe air_pose[32];
- {
- float target = -player->input_js1h->axis.value;
+ 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 ) );
- s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+ v3f axis;
+ v4f qcounteryaw, qfixup;
- float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
- skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
+ v3_cross( up, ndir, axis );
+ q_axis_angle( qfixup, axis, a*2.0f );
- static v2f grab_choice;
+ v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
+ q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
- v2f grab_input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
- v2_add( s->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( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
+ q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
+ q_normalize( animator->qfixuptotal );
- float ang = atan2f( grab_choice[0], grab_choice[1] ),
- ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
- grab_frame = ang_unit * (15.0f/30.0f);
+ v3f p1, p2;
+ m3x3_mulv( localplayer.rb.to_world, up, p1 );
+ m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
- skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
+ 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 );
+ rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+ v3_copy( localplayer.rb.v, animator->root_v );
+}
+
+static void player__skate_pose( void *_animator, player_pose *pose ){
+ struct skeleton *sk = &localplayer.skeleton;
+ struct player_skate_animator *animator = _animator;
- skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
-
+ pose->type = k_player_pose_type_ik;
+ v3_copy( animator->root_co, pose->root_co );
+ v4_copy( animator->root_q, pose->root_q );
- mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
- *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
- *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
- *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
- *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
- *kf_hip = &dest->pose[av->id_hip-1],
- *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
- &dest->pose[av->id_wheel_l-1] };
+ /* 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 grind_pose[32];
+ mdl_keyframe apose[32], bpose[32];
+ mdl_keyframe ground_pose[32];
{
- float grind_frame = 0.5f;
-
- if( s->state.activity == k_skate_activity_grind_front50 ){
- grind_frame = 0.0f;
- } else if( s->state.activity == k_skate_activity_grind_back50 ){
- grind_frame = 1.0f;
- }
-
- float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
- s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
- s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
- grind_frame, 5.0f*vg.time_delta );
-
- grind_frame = s->blend_grind_balance * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
- skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
- }
- skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
-
- float add_grab_mod = 1.0f - s->blend_fly;
+ /* stand/crouch */
+ f32 dir_frame = animator->z * (15.0f/30.0f),
+ stand_blend = animator->offset[1]*-2.0f;
- /* additive effects */
- {
- u32 apply_to[] = { av->id_hip,
- av->id_ik_hand_l,
- av->id_ik_hand_r,
- av->id_ik_elbow_l,
- av->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 ++ ){
- dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
- dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
- }
-
- /* angle correction */
- if( v3_length2( s->state.up_dir ) > 0.001f ){
-
- if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
- v4_length(s->state.smoothed_rotation) >= 1.1f ){
- vg_warn( "FIX THIS! CARROT\n" );
- v4_copy( player->rb.q, s->state.smoothed_rotation );
- }
- v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
- s->state.smoothed_rotation );
- q_normalize( s->state.smoothed_rotation );
+ pose->board.lean = animator->board_lean;
- v3f yaw_ref = {1.0f,0.0f,0.0f},
- yaw_smooth = {1.0f,0.0f,0.0f};
- q_mulv( player->rb.q, yaw_ref, yaw_ref );
- q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
- m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
- m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
+ stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
- float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
- yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
- yaw_counter_rotate = acosf( yaw_counter_rotate );
- yaw_counter_rotate *= 1.0f-s->blend_fly;
+ 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 );
- v3f ndir;
- m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
- v3_normalize( ndir );
+ /* sliding */
+ f32 slide_frame = animator->x * 0.25f + 0.25f;
+ skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
- v3f up = { 0.0f, 1.0f, 0.0f };
+ mdl_keyframe mirrored[32];
+ for( u32 i=1; i<sk->bone_count; i ++ ){
- float a = v3_dot( ndir, up );
- a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
+ mdl_keyframe *dest = &mirrored[i-1];
+ u8 mapping = localplayer.skeleton_mirror[i];
- v3f axis;
- v4f qfixup, qcounteryaw, qtotal;
-
- v3_cross( up, ndir, axis );
- q_axis_angle( qfixup, axis, a );
+ if( mapping ) *dest = bpose[mapping-1]; /* R */
+ else *dest = bpose[i-1]; /* L */
- q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
- q_mul( qcounteryaw, qfixup, qtotal );
- q_normalize( qtotal );
+ dest->co[2] *= -1.0f;
+ dest->q[0] *= -1.0f;
+ dest->q[1] *= -1.0f;
+ }
+ skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
- mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
- v3f origin;
- v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
- for( int i=0; i<vg_list_size(apply_to); i ++ ){
- mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
- keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
- qtotal );
- }
- v3f p1, p2;
- m3x3_mulv( player->rb.to_world, up, p1 );
- m3x3_mulv( player->rb.to_world, ndir, p2 );
- vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
- vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
+ 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 );
- v4f qtotal;
- v4f qtrickr, qyawr, qpitchr, qrollr;
- v3f eulerr;
-
- v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
-
- q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
- q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
- q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
-
- q_mul( qpitchr, qrollr, qtrickr );
- q_mul( qyawr, qtrickr, qtotal );
- q_normalize( qtotal );
-
- q_mul( qtotal, kf_board->q, kf_board->q );
-
+ struct skeleton_anim *jump_anim = animator->jump_dir?
+ player_skate.anim_ollie:
+ player_skate.anim_ollie_reverse;
- /* trick rotation */
- v4f qtrick, qyaw, qpitch, qroll;
- v3f euler;
- v3_muls( s->state.trick_euler, VG_TAUf, euler );
+ 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 jump_t = vg.time-s->state.jump_time;
+ 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);
- float k=17.0f;
- float h = k*jump_t;
- float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
- extra *= s->state.slap * 4.0f;
+ skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
+ }
- q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
- q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
- q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
+ skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
+ pose->keyframes );
- q_mul( qyaw, qroll, qtrick );
- q_mul( qpitch, qtrick, qtrick );
- q_mul( kf_board->q, qtrick, kf_board->q );
- q_normalize( kf_board->q );
+ 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] };
- /* foot weight distribution */
- if( s->blend_weight > 0.0f ){
- kf_foot_l->co[2] += s->blend_weight * 0.2f;
- kf_foot_r->co[2] += s->blend_weight * 0.1f;
- }
- else{
- kf_foot_r->co[2] += s->blend_weight * 0.3f;
- kf_foot_l->co[2] += s->blend_weight * 0.1f;
- }
+ mdl_keyframe grind_pose[32];
+ {
+ f32 frame = animator->grind_balance * 0.5f;
- float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
- s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+ 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;
- kf_foot_l->co[1] += s->state.slap;
- kf_foot_r->co[1] += s->state.slap;
- kf_knee_l->co[1] += s->state.slap;
- kf_knee_r->co[1] += s->state.slap;
- kf_board->co[1] += s->state.slap * s->subslap;
- kf_hip->co[1] += s->state.slap * 0.25f;
+ /* 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;
+ }
+
+ /* 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 );
+ }
+
+ /* 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.
- */
+ /*
+ * 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( s->truckv0[i][0], 1.0f );
- a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
+ /* 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 );
- }
+ 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 );
}
{
mdl_keyframe
- *kf_head = &dest->pose[av->id_head-1],
- *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
- *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
- *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
- *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
+ *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(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+ 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,
- av->sk.bones[av->id_ik_hand_l].co, qrot );
+ sk->bones[localplayer.id_ik_hand_l].co, qrot );
keyframe_rotate_around( kf_hand_r, origin,
- av->sk.bones[av->id_ik_hand_r].co, qrot );
+ sk->bones[localplayer.id_ik_hand_r].co, qrot );
keyframe_rotate_around( kf_hip, origin,
- av->sk.bones[av->id_hip].co, qrot );
+ sk->bones[localplayer.id_hip].co, qrot );
keyframe_rotate_around( kf_elbow_r, origin,
- av->sk.bones[av->id_ik_elbow_r].co, qrot );
+ sk->bones[localplayer.id_ik_elbow_r].co, qrot );
keyframe_rotate_around( kf_elbow_l, origin,
- av->sk.bones[av->id_ik_elbow_l].co, qrot );
+ 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 );
+ }
}
+}
- /* transform */
- rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
+static void player__skate_effects( void *_animator, m4x3f *final_mtx,
+ struct player_board *board,
+ struct player_effects_data *effect_data ){
- float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+ struct skeleton *sk = &localplayer.skeleton;
+ struct player_skate_animator *animator = _animator;
- v4f qflip;
- if( (s->state.activity <= k_skate_activity_air_to_grind) &&
- (fabsf(s->state.flip_rate) > 0.01f) )
- {
- float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
- sign = vg_signf( t );
+ if( animator->grind > 0.5f ){
+ 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 );
+ }
- t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
- t = sign * (1.0f-t*t);
+ 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 );
- float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
- distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
- blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
+ int back = 0, front = 0, mid = 0;
- angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
+ 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;
+ }
- q_axis_angle( qflip, s->state.flip_axis, angle );
- q_mul( qflip, dest->root_q, dest->root_q );
- q_normalize( dest->root_q );
+ if( back ){
+ effect_spark_apply( &effect_data->spark, vp0,
+ animator->root_v, vg.time_delta );
+ }
- v3f rotation_point, rco;
- v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
- v3_sub( dest->root_co, rotation_point, rco );
-
- q_mulv( qflip, rco, rco );
- v3_add( rco, rotation_point, dest->root_co );
- }
+ if( front ){
+ effect_spark_apply( &effect_data->spark, vp1,
+ animator->root_v, vg.time_delta );
+ }
- skeleton_copy_pose( sk, dest->pose, s->holdout );
+ if( mid ){
+ effect_spark_apply( &effect_data->spark, vpc,
+ animator->root_v, vg.time_delta );
+ }
+ }
}
-VG_STATIC void player__skate_post_animate( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
-
- player->cam_velocity_influence = 1.0f;
+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( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
- m4x3_mulv( player->rb.to_local, s->state.head_position,
- s->state.head_position );
+ m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
+ head, state->head_position );
+ m4x3_mulv( localplayer.rb.to_local,
+ state->head_position, state->head_position );
}
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+static void player__skate_reset_animator(void){
+ struct player_skate_state *state = &player_skate.state;
- if( s->state.activity <= k_skate_activity_air_to_grind )
- s->blend_fly = 1.0f;
- else
- s->blend_fly = 0.0f;
-
- s->blend_slide = 0.0f;
- s->blend_z = 0.0f;
- s->blend_x = 0.0f;
- s->blend_grind = 0.0f;
- s->blend_grind_balance = 0.0f;
- s->blend_stand = 0.0f;
- s->blend_push = 0.0f;
- s->blend_jump = 0.0f;
- s->blend_airdir = 0.0f;
- s->blend_weight = 0.0f;
- s->subslap = 0.0f;
- v2_zero( s->wobble );
-
- v3_zero( s->board_trick_residuald );
- v3_zero( s->board_trick_residualv );
- v3_zero( s->truckv0[0] );
- v3_zero( s->truckv0[1] );
+ 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;
}
-VG_STATIC void player__skate_clear_mechanics( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- s->state.jump_charge = 0.0f;
- s->state.charging_jump = 0;
- s->state.jump_dir = 0;
- v3_zero( s->state.flip_axis );
- s->state.flip_time = 0.0f;
- s->state.flip_rate = 0.0f;
- s->state.reverse = 0.0f;
- s->state.slip = 0.0f;
- s->state.grabbing = 0.0f;
- v2_zero( s->state.grab_mouse_delta );
- s->state.slap = 0.0f;
- s->state.jump_time = 0.0;
- s->state.start_push = 0.0;
- s->state.cur_push = 0.0;
- s->state.air_start = 0.0;
-
- v3_zero( s->state.air_init_v );
- v3_zero( s->state.air_init_co );
-
- s->state.gravity_bias = k_gravity;
- v3_copy( player->rb.co, s->state.prev_pos );
- v4_copy( player->rb.q, s->state.smoothed_rotation );
- v3_zero( s->state.throw_v );
- v3_zero( s->state.trick_vel );
- v3_zero( s->state.trick_euler );
- v3_zero( s->state.cog_v );
- s->grind_cooldown = 0;
- s->surface_cooldown = 0;
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( player->rb.to_world[1], s->state.up_dir );
- v3_copy( player->rb.to_world[1], s->surface_picture );
- v3_zero( s->weight_distribution );
- v3_copy( player->rb.co, s->state.prev_pos );
+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 );
}
-VG_STATIC void player__skate_reset( player_instance *player,
- ent_spawn *rp )
-{
- struct player_skate *s = &player->_skate;
- v3_zero( player->rb.v );
- v4_copy( rp->transform.q, player->rb.q );
+#include "network_compression.h"
- s->state.activity = k_skate_activity_air;
- s->state.activity_prev = k_skate_activity_air;
+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_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
+ bitpack_bytes( ctx, 1, &animator->activity );
+}
- player__skate_clear_mechanics( player );
- player__skate_reset_animator( player );
+static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+ audio_lock();
- v3_zero( s->state.head_position );
- s->state.head_position[1] = 1.8f;
-}
+ 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 );
+ }
-VG_STATIC void player__skate_restore( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- s->state = s->state_gate_storage;
+ audio_unlock();
}
#endif /* PLAYER_SKATE_C */