X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=player_skate.c;h=75b65fc7df76ec46b12a46a4f553ee628b771904;hb=HEAD;hp=e208a49b6cf99aef08e6518060e3842e5e6a5b72;hpb=63b5ac44f74599b21c4b9b18398c29b797337bea;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c deleted file mode 100644 index e208a49..0000000 --- a/player_skate.c +++ /dev/null @@ -1,3190 +0,0 @@ -#ifndef PLAYER_SKATE_C -#define PLAYER_SKATE_C - -#include "player.h" -#include "audio.h" -#include "vg/vg_perlin.h" -#include "menu.h" -#include "ent_skateshop.h" - -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" ); -} - -VG_STATIC void player__skate_kill_audio( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - 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 ); - audio_unlock(); -} - -/* - * Collision detection routines - * - * - */ - -/* - * 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(); - - int len = 0; - len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man ); - - for( int i=0; irb; - man[i].rbb = NULL; - } - - rb_manifold_filter_coplanar( man, len, 0.03f ); - - if( len > 1 ) - { - rb_manifold_filter_backface( man, len ); - rb_manifold_filter_joint_edges( man, len, 0.03f ); - rb_manifold_filter_pairs( man, len, 0.03f ); - } - int new_len = rb_manifold_apply_filtered( man, len ); - if( len && !new_len ) - len = 1; - else - len = new_len; - - return len; -} - -struct grind_info -{ - v3f co, dir, n; -}; - -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(); - - v4f plane; - v3_copy( dir, plane ); - v3_normalize( plane ); - plane[3] = v3_dot( plane, pos ); - - boxf box; - v3_add( pos, (v3f){ r, r, r }, box[1] ); - v3_sub( pos, (v3f){ r, r, r }, box[0] ); - - struct grind_sample - { - v2f co; - v2f normal; - v3f normal3, - centroid; - } - samples[48]; - int sample_count = 0; - - v2f support_min, - support_max; - - v3f support_axis; - v3_cross( plane, player->basis[1], support_axis ); - v3_normalize( support_axis ); - - bh_iter it; - bh_iter_init_box( 0, &it, box ); - i32 idx; - - while( bh_next( world->geo_bh, &it, &idx ) ){ - u32 *ptri = &world->scene_geo.arrindices[ idx*3 ]; - v3f tri[3]; - - struct world_surface *surf = world_tri_index_surface(world,ptri[0]); - if( !(surf->info.flags & k_material_flag_grindable) ) - continue; - - for( int j=0; j<3; j++ ) - v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] ); - - for( int j=0; j<3; j++ ){ - int i0 = j, - i1 = (j+1) % 3; - - struct grind_sample *sample = &samples[ sample_count ]; - v3f co; - - if( plane_segment( plane, tri[i0], tri[i1], co ) ){ - v3f d; - v3_sub( co, pos, d ); - if( v3_length2( d ) > r*r ) - continue; - - v3f va, vb, normal; - v3_sub( tri[1], tri[0], va ); - v3_sub( tri[2], tri[0], vb ); - v3_cross( va, vb, normal ); - - sample->normal[0] = v3_dot( support_axis, normal ); - sample->normal[1] = v3_dot( player->basis[1], normal ); - sample->co[0] = v3_dot( support_axis, d ); - sample->co[1] = v3_dot( player->basis[1], d ); - - v3_copy( normal, sample->normal3 ); /* normalize later - if we want to us it */ - - v3_muls( tri[0], 1.0f/3.0f, sample->centroid ); - v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid ); - v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid ); - - v2_normalize( sample->normal ); - sample_count ++; - - if( sample_count == vg_list_size( samples ) ) - goto too_many_samples; - } - } - } - -too_many_samples: - - if( sample_count < 2 ) - return 0; - - v3f - average_direction, - average_normal; - - v2f min_co, max_co; - v2_fill( min_co, INFINITY ); - v2_fill( max_co, -INFINITY ); - - v3_zero( average_direction ); - v3_zero( average_normal ); - - int passed_samples = 0; - - for( int i=0; ico, sj->co ) >= (0.01f*0.01f) ) - continue; - - /* not sharp angle */ - if( v2_dot( si->normal, sj->normal ) >= 0.7f ) - continue; - - /* not convex */ - v3f v0; - v3_sub( sj->centroid, si->centroid, v0 ); - if( v3_dot( v0, si->normal3 ) >= 0.0f || - v3_dot( v0, sj->normal3 ) <= 0.0f ) - continue; - - v2_minv( sj->co, min_co, min_co ); - v2_maxv( sj->co, max_co, max_co ); - - v3f n0, n1, dir; - v3_copy( si->normal3, n0 ); - v3_copy( sj->normal3, n1 ); - v3_cross( n0, n1, dir ); - 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 ); - - if( yi > yj ) - v3_add( si->normal3, average_normal, average_normal ); - else - v3_add( sj->normal3, average_normal, average_normal ); - - passed_samples ++; - } - } - - if( !passed_samples ) - return 0; - - if( (v3_length2( average_direction ) <= 0.001f) || - (v3_length2( average_normal ) <= 0.001f ) ) - return 0; - - float div = 1.0f/(float)passed_samples; - v3_normalize( average_direction ); - v3_normalize( average_normal ); - - v2f average_coord; - v2_add( min_co, max_co, average_coord ); - v2_muls( average_coord, 0.5f, average_coord ); - - v3_muls( support_axis, average_coord[0], inf->co ); - inf->co[1] += average_coord[1]; - v3_add( pos, inf->co, inf->co ); - v3_copy( average_normal, inf->n ); - v3_copy( average_direction, inf->dir ); - - vg_line_pt3( 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 ) -{ - inf->log_length = 0; - inf->land_dist = 0.0f; - inf->score = 0.0f; - inf->type = k_prediction_unset; - v3_zero( inf->apex ); -} - -VG_STATIC int create_jumps_to_hit_target( player_instance *player, - jump_info *jumps, - v3f target, float max_angle_delta, - float gravity ) -{ - struct player_skate *s = &player->_skate; - - /* 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 ); - - 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] }; - - float a = atan2f( v[1], v[0] ), - m = v2_length( v ), - root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m); - - int valid_count = 0; - - if( root > 0.0f ){ - root = sqrtf( root ); - float a0 = atanf( (m*m + root) / (gravity * d[0]) ), - a1 = atanf( (m*m - root) / (gravity * d[0]) ); - - if( fabsf(a0-a) < max_angle_delta ){ - jump_info *inf = &jumps[ valid_count ++ ]; - reset_jump_info( inf ); - - v3_muls( ax, cosf( a0 ) * m, inf->v ); - inf->v[1] += sinf( a0 ) * m; - m3x3_mulv( player->basis, inf->v, inf->v ); - inf->land_dist = d[0] / (cosf(a0)*m); - inf->gravity = gravity; - - v3_copy( target, inf->log[inf->log_length ++] ); - } - - if( fabsf(a1-a) < max_angle_delta ){ - jump_info *inf = &jumps[ valid_count ++ ]; - reset_jump_info( inf ); - - v3_muls( ax, cosf( a1 ) * m, inf->v ); - inf->v[1] += sinf( a1 ) * m; - m3x3_mulv( player->basis, inf->v, inf->v ); - inf->land_dist = d[0] / (cosf(a1)*m); - inf->gravity = gravity; - - v3_copy( target, inf->log[inf->log_length ++] ); - } - } - - return valid_count; -} - -VG_STATIC -void player__approximate_best_trajectory( player_instance *player ) -{ - world_instance *world0 = get_active_world(); - - struct player_skate *s = &player->_skate; - float k_trace_delta = k_rb_delta * 10.0f; - - 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 ); - - s->possible_jump_count = 0; - - v3f axis; - v3_cross( player->rb.v, player->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] ), - angle_begin = -(1.0f-fabsf( upness )), - angle_end = 1.0f; - - struct grind_info grind; - int grind_located = 0; - float grind_located_gravity = k_gravity; - - - v3f launch_v_bounds[2]; - - for( int i=0; i<2; i++ ){ - v3_copy( player->rb.v, launch_v_bounds[i] ); - float ang = (float[]){ angle_begin, angle_end }[ i ]; - ang *= 0.15f; - - v4f qbias; - q_axis_angle( qbias, axis, ang ); - q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] ); - } - - for( int m=0;m<=30; m++ ){ - jump_info *inf = &s->possible_jumps[ s->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( launch_co, co0 ); - world_instance *trace_world = world0; - - float vt = (float)m * (1.0f/30.0f), - ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; - - v4f qbias; - q_axis_angle( qbias, axis, ang ); - q_mulv( qbias, launch_v, launch_v ); - - float yaw_sketch = 1.0f-fabsf(upness); - - float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch; - q_axis_angle( qbias, player->rb.to_world[1], yaw_bias ); - q_mulv( qbias, launch_v, launch_v ); - - float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), - gravity = k_gravity * gravity_bias; - inf->gravity = gravity; - v3_copy( launch_v, inf->v ); - - 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 ); - v3_add( launch_co, co1, co1 ); - - float launch_vy = v3_dot( launch_v,basis[1] ); - - int search_for_grind = 1; - if( grind_located ) search_for_grind = 0; - if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; - - /* REFACTOR */ - - v3f closest={0.0f,0.0f,0.0f}; - if( search_for_grind ){ - if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){ - float min_dist = 0.75f; - min_dist *= min_dist; - - if( v3_dist2( closest, launch_co ) < min_dist ) - search_for_grind = 0; - - v3f bound[2]; - - for( int j=0; j<2; j++ ){ - v3_muls( launch_v_bounds[j], t, bound[j] ); - v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] ); - v3_add( launch_co, bound[j], bound[j] ); - } - - float limh = vg_minf( 2.0f, t ), - minh = vg_minf( bound[0][1], bound[1][1] )-limh, - maxh = vg_maxf( bound[0][1], bound[1][1] )+limh; - - if( (closest[1] < minh) || (closest[1] > maxh) ){ - search_for_grind = 0; - } - } - else - search_for_grind = 0; - } - - if( search_for_grind ){ - v3f ve; - v3_copy( launch_v, ve ); - v3_muladds( ve, basis[1], -gravity * t, ve ); - - if( skate_grind_scansq( player, 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] ) }; - - v2_normalize( v0 ); - v2_normalize( v1 ); - - float a = v2_dot( v0, v1 ); - - float a_min = cosf( VG_PIf * 0.185f ); - if( s->grind_cooldown ) - a_min = cosf( VG_PIf * 0.05f ); - - /* check speed */ - if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) && - (a >= a_min) && - (fabsf(grind.dir[1]) < 0.70710678118654752f)) - { - grind_located = 1; - grind_located_gravity = inf->gravity; - } - } - } - - if( trace_world->rendering_gate ){ - ent_gate *gate = trace_world->rendering_gate; - if( gate_intersect( gate, co1, co0 ) ){ - m4x3_mulv( gate->transport, co0, co0 ); - m4x3_mulv( gate->transport, co1, co1 ); - m3x3_mulv( gate->transport, launch_v, launch_v); - m4x3_mulv( gate->transport, launch_co, launch_co ); - m3x3_mul( gate->transport, basis, basis ); - - if( gate->type == k_gate_type_nonlocel ){ - trace_world = &world_global.worlds[ gate->target ]; - } - } - } - - float t1; - v3f n; - - float scan_radius = k_board_radius; - scan_radius *= vg_clampf( t, 0.02f, 1.0f ); - - int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n); - if( idx != -1 ){ - v3f co; - v3_lerp( co0, co1, t1, co ); - v3_copy( co, inf->log[ inf->log_length ++ ] ); - - v3_copy( n, inf->n ); - u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ]; - struct world_surface *surf = - world_tri_index_surface( trace_world, tri[0] ); - - inf->type = k_prediction_land; - - v3f ve; - v3_copy( launch_v, ve ); - v3_muladds( ve, player->basis[1], -gravity * t, ve ); - - 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_target) ) - inf->score *= 10.0f; - - if( surf->info.flags & k_material_flag_boundary ) - s->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 --; - } - - if( grind_located ){ - jump_info grind_jumps[2]; - - int valid_count = - create_jumps_to_hit_target( player, grind_jumps, grind.co, - 0.175f*VG_PIf, grind_located_gravity ); - - /* knock out original landing points in the 1m area */ - for( u32 j=0; jpossible_jump_count; j++ ){ - jump_info *jump = &s->possible_jumps[ j ]; - float dist = v3_dist2( jump->log[jump->log_length-1], grind.co ); - float descale = 1.0f-vg_minf(1.0f,dist); - jump->score += descale*3.0f; - } - - for( int i=0; itype = k_prediction_grind; - - 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 ); - - 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 ); - v3_add( launch_co, co0, co0 ); - - /* rough scan to make sure we dont collide with anything */ - for( int j=1; j<=16; j++ ){ - t = (float)j*(1.0f/16.0f); - t *= 0.9f; - t += 0.05f; - t *= jump->land_dist; - - v3_muls( launch_v, t, co1 ); - v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 ); - v3_add( launch_co, co1, co1 ); - - float t1; - v3f n; - - int idx = spherecast_world( world0, co0,co1, - k_board_radius*0.1f, &t1, n); - if( idx != -1 ){ - goto invalidated_grind; - } - - v3_copy( co1, co0 ); - } - - v3_copy( grind.n, jump->n ); - - /* determine score */ - v3f ve; - v3_copy( jump->v, ve ); - v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve ); - jump->score = -v3_dot( ve, grind.n ) * 0.9f; - - s->possible_jumps[ s->possible_jump_count ++ ] = *jump; - - continue; -invalidated_grind:; - } - } - - - float score_min = INFINITY, - score_max = -INFINITY; - - jump_info *best = NULL; - - for( int i=0; ipossible_jump_count; i ++ ){ - jump_info *jump = &s->possible_jumps[i]; - - if( jump->score < score_min ) - best = jump; - - score_min = vg_minf( score_min, jump->score ); - score_max = vg_maxf( score_max, jump->score ); - } - - for( int i=0; ipossible_jump_count; i ++ ){ - jump_info *jump = &s->possible_jumps[i]; - float s = jump->score; - - s -= score_min; - s /= (score_max-score_min); - s = 1.0f - s; - - jump->score = s; - jump->colour = s * 255.0f; - - if( jump == best ) - jump->colour <<= 16; - else if( jump->type == k_prediction_land ) - jump->colour <<= 8; - - jump->colour |= 0xff000000; - } - - if( best ){ - v3_copy( best->n, s->land_normal ); - v3_copy( best->v, player->rb.v ); - s->land_dist = best->land_dist; - - s->state.gravity_bias = best->gravity; - - if( best->type == k_prediction_grind ){ - s->state.activity = k_skate_activity_air_to_grind; - } - - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - v2_normalize_clamp( steer ); - - if( (fabsf(steer[1]) > 0.5f) && (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 ); - } - else{ - s->state.flip_rate = 0.0f; - v3_zero( s->state.flip_axis ); - } - } - else{ - v3_copy( player->basis[1], s->land_normal ); - } -} - -/* - * - * Varius physics models - * ------------------------------------------------ - */ - -/* - * Air control, no real physics - */ -VG_STATIC void skate_apply_air_model( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - if( s->state.activity_prev > k_skate_activity_air_to_grind ) - player__approximate_best_trajectory( player ); - - float angle = v3_dot( player->rb.to_world[1], s->land_normal ); - angle = vg_clampf( angle, -1.0f, 1.0f ); - v3f axis; - v3_cross( player->rb.to_world[1], s->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 ); -} - -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; - - 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_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 ); - - if( s->state.activity <= k_skate_activity_air_to_grind ){ - if( v3_length2( s->state.trick_vel ) < 0.0001f ) - return; - - int carry_on = player_skate_trick_input( player ); - - /* 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]; - 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; - - - /* 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 ); - } - - s->state.trick_time += k_rb_delta; - } - else{ - if( (v3_length2(s->state.trick_vel) >= 0.0001f ) && - s->state.trick_time > 0.2f) - { - player__skate_kill_audio( player ); - player__dead_transition( player ); - } - - 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 ); - } -} - -VG_STATIC void skate_apply_grab_model( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - 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_normalize_clamp( s->state.grab_mouse_delta ); - } - else - v2_zero( s->state.grab_mouse_delta ); - - s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta ); -} - -VG_STATIC void skate_apply_steering_model( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - v2f jsteer; - joystick_state( k_srjoystick_steer, jsteer ); - - /* Steering */ - float steer = jsteer[0], - grab = axis_state( k_sraxis_grab ); - - steer = vg_signf( steer ) * steer*steer * k_steer_ground; - - v3f steer_axis; - v3_muls( player->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 ){ - 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); - - if( s->state.activity == k_skate_activity_grind_5050 ){ - rate = 0.0f; - top = 0.0f; - } - - else if( s->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 ); - - v3_normalize( s->grind_vec ); - } - - else if( s->state.manual_direction ){ - rate = 35.0f; - top = 1.5f; - } - } - - float current = v3_dot( player->rb.to_world[1], player->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 ); -} - -/* - * Computes friction and surface interface model - */ -VG_STATIC void skate_apply_friction_model( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - /* - * Computing localized friction forces for controlling the character - * Friction across X is significantly more than Z - */ - - v3f vel; - m3x3_mulv( player->rb.to_local, player->rb.v, vel ); - float slip = 0.0f; - - if( fabsf(vel[2]) > 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - - s->state.slip = slip; - s->state.reverse = -vg_signf(vel[2]); - - 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( !button_press( k_srbind_jump ) ){ - if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) ) - { - if( (vg.time - s->state.cur_push) > 0.25 ) - s->state.start_push = vg.time; - - s->state.cur_push = vg.time; - - double push_time = vg.time - s->state.start_push; - - float cycle_time = push_time*k_push_cycle_rate, - accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f), - amt = accel * VG_TIMESTEP_FIXED, - current = v3_length( vel ), - new_vel = vg_minf( current + amt, k_max_push_speed ), - delta = new_vel - vg_minf( current, k_max_push_speed ); - - vel[2] += delta * -s->state.reverse; - } - } - - /* Send back to velocity */ - m3x3_mulv( player->rb.to_world, vel, player->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 = 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; - return; - } - - if( s->state.charging_jump ){ - s->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; - } - else{ - s->state.jump_charge -= k_jump_charge_speed * k_rb_delta; - } - - s->state.jump_charge = vg_clampf( s->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) ){ - v3f jumpdir; - - /* Launch more up if alignment is up else improve velocity */ - float aup = v3_dot( player->basis[1], player->rb.to_world[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 ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, player->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; - - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - float tilt = steer[0] * 0.3f; - tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir )); - - v4f qtilt; - q_axis_angle( qtilt, s->grind_dir, tilt ); - q_mulv( qtilt, jumpdir, jumpdir ); - } - s->surface_cooldown = 10; - - 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; - - audio_lock(); - audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co, 40.0f, 1.0f ); - audio_unlock(); - } -} - -VG_STATIC void skate_apply_pump_model( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - if( s->state.activity != k_skate_activity_ground ){ - v3_zero( s->state.throw_v ); - return; - } - - /* Throw / collect routine - */ - if( axis_state( k_sraxis_grab ) > 0.5f ){ - if( s->state.activity == k_skate_activity_ground ){ - /* Throw */ - v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v ); - } - } - else{ - /* Collect */ - float doty = v3_dot( player->rb.to_world[1], s->state.throw_v ); - - v3f Fl, Fv; - v3_muladds( s->state.throw_v, player->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 ); - } - - 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 ); - } - - /* Decay */ - if( v3_length2( s->state.throw_v ) > 0.0001f ){ - v3f dir; - v3_copy( s->state.throw_v, dir ); - v3_normalize( dir ); - - float max = v3_dot( dir, s->state.throw_v ), - amt = vg_minf( k_mmdecay * k_rb_delta, max ); - v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v ); - } -} - -VG_STATIC void skate_apply_cog_model( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - v3f ideal_cog, ideal_diff, ideal_dir; - v3_copy( s->state.up_dir, ideal_dir ); - v3_normalize( ideal_dir ); - - float grab = axis_state( k_sraxis_grab ); - v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog ); - v3_sub( ideal_cog, s->state.cog, ideal_diff ); - - /* Apply velocities */ - v3f rv; - v3_sub( player->rb.v, s->state.cog_v, rv ); - - v3f F; - v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F ); - v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F ); - - float ra = k_cog_mass_ratio, - rb = 1.0f-k_cog_mass_ratio; - - /* Apply forces & intergrate */ - v3_muladds( 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 ); -} - - -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; - - 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); - } - - 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; - - 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 ); - - s->state.flip_time += s->state.flip_rate * k_rb_delta; - rb_update_transform( &player->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 (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; - - if( button_down( k_srbind_use ) ){ - player->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 ); - 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; - - if( trick_id == 1 ){ - s->state.trick_vel[0] = 3.0f; - } - 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; - } - } - } -} - -VG_STATIC void player__skate_post_update( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - for( int i=0; ipossible_jump_count; i++ ){ - jump_info *jump = &s->possible_jumps[i]; - - if( jump->log_length == 0 ){ - vg_fatal_error( "assert: jump->log_length == 0\n" ); - } - - for( int j=0; jlog_length - 1; j ++ ){ - float brightness = jump->score*jump->score*jump->score; - v3f p1; - v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 ); - vg_line( jump->log[j], p1, jump->colour ); - } - - vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); - - v3f p1; - v3_add( jump->log[jump->log_length-1], jump->n, p1 ); - vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); - - vg_line_pt3( 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 ), - attn = vg_minf( 1.0f, speed*0.1f ), - slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ); - - if( s->state.activity >= k_skate_activity_grind_any ){ - slide = 0.0f; - } - - f32 gate = 1.0f-menu.factive, - 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( !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 ); - } - - - /* brrrrrrrrrrrt sound for tiles and stuff - * --------------------------------------------------------*/ - 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) ) - sidechain_amt = 1.0f; - else - sidechain_amt = 0.0f; - - audio_set_lfo_frequency( 0, hz ); - audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, - vg_lerpf( 250.0f, 80.0f, attn ) ); - - if( s->sample_change_cooldown > 0.0f ){ - s->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 ) - 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) ) - { - if( s->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 ); - 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 ) - sample_type = k_skate_sample_metal_scrape_generic; - else - sample_type = k_skate_sample_concrete_scrape_wood; - } - - audio_clip *relevant_samples[] = { - &audio_board[0], - &audio_board[0], - &audio_board[7], - &audio_board[6], - &audio_board[5] - }; - - if( (s->main_sample_type != sample_type) || (!s->aud_main) ){ - s->aud_main = - audio_channel_crossfade( s->aud_main, relevant_samples[sample_type], - 0.06f, flags ); - s->sample_change_cooldown = 0.1f; - s->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 ); - - float rate = 1.0f + (attn-0.5f)*0.2f; - audio_channel_set_sampling_rate( s->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( 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 ); - } - - audio_unlock(); -} - -/* - * truck alignment model at ra(local) - * returns 1 if valid surface: - * surface_normal will be filled out with an averaged normal vector - * axel_dir will be the direction from left to right wheels - * - * returns 0 if no good surface found - */ -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(); - - v3f truck, left, right; - m4x3_mulv( player->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 ); - 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 ); - - int res_l = 0, res_r = 0; - - for( int i=0; i<8; i++ ) - { - float t = 1.0f - (float)i * (1.0f/8.0f); - v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left ); - v3_muladds( left, player->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 ); - - if( res_l ) - break; - } - - 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 ); - ray_r.dist = 2.1f * k_board_radius; - - res_r = ray_world( world, right, dir, &ray_r ); - - if( res_r ) - break; - } - - v3f v0; - v3f midpoint; - v3f tangent_average; - v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint ); - v3_zero( tangent_average ); - - if( res_l || res_r ) - { - v3f p0, p1, t; - v3_copy( midpoint, p0 ); - v3_copy( midpoint, p1 ); - - if( res_l ) - { - v3_copy( ray_l.pos, p0 ); - v3_cross( ray_l.normal, player->rb.to_world[0], t ); - v3_add( t, tangent_average, tangent_average ); - } - if( res_r ) - { - v3_copy( ray_r.pos, p1 ); - v3_cross( ray_r.normal, player->rb.to_world[0], t ); - v3_add( t, tangent_average, tangent_average ); - } - - v3_sub( p1, p0, v0 ); - v3_normalize( v0 ); - } - else - { - /* fallback: use the closes point to the trucks */ - v3f closest; - int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f ); - - if( idx != -1 ) - { - u32 *tri = &world->scene_geo.arrindices[ idx * 3 ]; - v3f verts[3]; - - for( int j=0; j<3; j++ ) - v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] ); - - v3f vert0, vert1, n; - v3_sub( verts[1], verts[0], vert0 ); - v3_sub( verts[2], verts[0], vert1 ); - v3_cross( vert0, vert1, n ); - v3_normalize( n ); - - if( v3_dot( n, player->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_normalize( v0 ); - - v3f t; - v3_cross( n, player->rb.to_world[0], t ); - v3_add( t, tangent_average, tangent_average ); - } - else - return 0; - } - - v3_muladds( truck, v0, k_board_width, right ); - v3_muladds( truck, v0, -k_board_width, left ); - - vg_line( left, right, VG__WHITE ); - - v3_normalize( tangent_average ); - v3_cross( v0, tangent_average, surface_normal ); - v3_copy( v0, axel_dir ); - - return 1; -} - -VG_STATIC void skate_weight_distribute( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - v3_zero( s->weight_distribution ); - - int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1; - - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - if( s->state.manual_direction == 0 ){ - if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) && - (s->state.jump_charge <= 0.01f) ) - s->state.manual_direction = reverse_dir; - } - else{ - if( steer[1] < 0.1f ){ - s->state.manual_direction = 0; - } - else{ - if( reverse_dir != s->state.manual_direction ){ - return; - } - } - } - - if( s->state.manual_direction ){ - float amt = vg_minf( steer[1] * 8.0f, 1.0f ); - s->weight_distribution[2] = k_board_length * amt * - (float)s->state.manual_direction; - } - - if( s->state.manual_direction ){ - v3f plane_z; - - m3x3_mulv( player->rb.to_world, s->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_normalize( plane_z ); - - v3_muladds( plane_z, s->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 ); - - v3f refdir; - v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction, - refdir ); - - rb_effect_spring_target_vector( &player->rb, refdir, plane_z, - k_manul_spring, k_manul_dampener, - s->substep_delta ); - } -} - -VG_STATIC void skate_adjust_up_direction( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - if( s->state.activity == k_skate_activity_ground ){ - v3f target; - v3_copy( s->surface_picture, target ); - - target[1] += 2.0f * s->surface_picture[1]; - v3_normalize( target ); - - v3_lerp( s->state.up_dir, target, - 8.0f * s->substep_delta, s->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{ - v3_lerp( s->state.up_dir, player->basis[1], - 12.0f * s->substep_delta, s->state.up_dir ); - } -} - -VG_STATIC int skate_point_visible( v3f origin, v3f target ) -{ - v3f dir; - v3_sub( target, origin, dir ); - - ray_hit ray; - ray.dist = v3_length( dir ); - v3_muls( dir, 1.0f/ray.dist, dir ); - ray.dist -= 0.025f; - - if( ray_world( get_active_world(), origin, dir, &ray ) ) - return 0; - - return 1; -} - -VG_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 ) -{ - v3f v2; - v3_muladds( player->rb.to_world[2], inf->n, - -v3_dot( player->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 ) ), - F = a * -dir * k_grind_max_friction; - - v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v ); -} - -VG_STATIC void skate_grind_decay( player_instance *player, - 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 ); - - 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 ); -} - -VG_STATIC void skate_grind_truck_apply( player_instance *player, - float sign, struct grind_info *inf, - float strength ) -{ - struct player_skate *s = &player->_skate; - - /* 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 ); - - v3_copy( ra, s->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 ); - - skate_grind_decay( player, inf, strength ); - skate_grind_friction( player, inf, strength ); - - /* yeah yeah yeah yeah */ - v3f raw_nplane, axis; - v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane ); - v3_cross( raw_nplane, inf->n, axis ); - v3_normalize( axis ); - - /* orientation */ - m3x3f mtx; - skate_grind_orient( inf, mtx ); - v3f target_fwd, fwd, up, target_up; - m3x3_mulv( mtx, s->grind_vec, target_fwd ); - v3_copy( raw_nplane, fwd ); - v3_copy( player->rb.to_world[1], up ); - v3_copy( inf->n, target_up ); - - v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd ); - v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd ); - - v3_normalize( target_fwd ); - v3_normalize( fwd ); - - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->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, - k_grind_spring, - k_grind_dampener, - k_rb_delta ); - - rb_effect_spring_target_vector( &player->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 ); - - s->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 ); - limit->p = 0.0f; - - v3_copy( inf->dir, s->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; - 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 ); - - v3f axis_front, axis_back, axis; - v3_cross( inf_front->dir, inf_front->n, axis_front ); - v3_cross( inf_back->dir, inf_back->n, axis_back ); - v3_add( axis_front, axis_back, axis ); - v3_normalize( axis ); - - v3_cross( axis, inf_avg.dir, inf_avg.n ); - skate_grind_decay( player, &inf_avg, 1.0f ); - - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - float way = steer[1] * - vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) ); - v4f q; - v3f up, target_up; - v3_copy( player->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_mulv( q, target_up, target_up ); - - v3_zero( s->weight_distribution ); - s->weight_distribution[2] = k_board_length * -way; - - rb_effect_spring_target_vector( &player->rb, up, target_up, - k_grind_spring, - k_grind_dampener, - k_rb_delta ); - - 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 ); - - v3f dir; - v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir ); - v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane ); - - v3_normalize( fwd_nplane ); - v3_normalize( dir_nplane ); - - rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane, - 1000.0f, - k_grind_dampener, - k_rb_delta ); - - 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 ); - - 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 ); - - /* Fake contact */ - struct grind_limit *limit = &s->limits[ s->limit_count ++ ]; - v3_zero( limit->ra ); - m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n ); - limit->p = 0.0f; - - v3_copy( inf_avg.dir, s->grind_dir ); -} - -VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign, - struct grind_info *inf ) -{ - struct player_skate *s = &player->_skate; - - 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 ); - - /* Exit condition: lost grind tracking */ - if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) ) - return 0; - - /* Exit condition: cant see grind target directly */ - if( !skate_point_visible( wheel_co, inf->co ) ) - return 0; - - /* Exit condition: minimum velocity not reached, but allow a bit of error */ - float dv = fabsf(v3_dot( player->rb.v, inf->dir )), - minv = k_grind_axel_min_vel*0.8f; - - if( dv < minv ) - return 0; - - if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) - return 0; - - v3_copy( inf->dir, s->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; - - /* 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 ); - - 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 ) - 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 ); - - if( v3_length2( pv ) < 0.0001f ) - return 0; - v3_normalize( pv ); - - if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle ) - return 0; - - if( v3_dot( player->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 ); - - v2f delta = { local_co[0], local_co[2] - k_board_length*sign }; - - float truck_height = -(k_board_radius+0.03f); - - v3f rv; - v3_cross( player->rb.w, raw, rv ); - v3_add( player->rb.v, rv, rv ); - - if( (local_co[1] >= truck_height) && - (v2_length2( delta ) <= k_board_radius*k_board_radius) ) - { - return 1; - } - } - - return 0; -} - -VG_STATIC void skate_boardslide_apply( player_instance *player, - struct grind_info *inf ) -{ - struct player_skate *s = &player->_skate; - - v3f local_co, local_dir, local_n; - m4x3_mulv( player->rb.to_local, inf->co, local_co ); - m3x3_mulv( player->rb.to_local, inf->dir, local_dir ); - m3x3_mulv( player->rb.to_local, inf->n, local_n ); - - v3f intersection; - v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0], - intersection ); - v3_copy( intersection, s->weight_distribution ); - - skate_grind_decay( player, inf, 0.0125f ); - skate_grind_friction( player, inf, 0.25f ); - - /* direction alignment */ - v3f dir, perp; - v3_cross( local_dir, local_n, perp ); - v3_muls( local_dir, vg_signf(local_dir[0]), dir ); - v3_muls( perp, vg_signf(perp[2]), perp ); - - m3x3_mulv( player->rb.to_world, dir, dir ); - m3x3_mulv( player->rb.to_world, perp, perp ); - - v4f qbalance; - q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance ); - q_mulv( qbalance, perp, perp ); - - rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], - dir, - k_grind_spring, k_grind_dampener, - k_rb_delta ); - - rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2], - perp, - k_grind_spring, k_grind_dampener, - k_rb_delta ); - - vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN ); - vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE ); - - v3_copy( inf->dir, s->grind_dir ); -} - -VG_STATIC int skate_boardslide_entry( player_instance *player, - struct grind_info *inf ) -{ - struct player_skate *s = &player->_skate; - - if( skate_grind_scansq( player, player->rb.co, - player->rb.to_world[0], k_board_length, - inf ) ) - { - v3f local_co, local_dir; - m4x3_mulv( player->rb.to_local, inf->co, local_co ); - m3x3_mulv( player->rb.to_local, inf->dir, local_dir ); - - if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */ - (local_co[1] >= 0.0f) && /* at deck level */ - (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */ - { - if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) - return 0; - - return 1; - } - } - - return 0; -} - -VG_STATIC int skate_boardslide_renew( player_instance *player, - struct grind_info *inf ) -{ - struct player_skate *s = &player->_skate; - - if( !skate_grind_scansq( player, player->rb.co, - player->rb.to_world[0], k_board_length, - inf ) ) - return 0; - - /* Exit condition: cant see grind target directly */ - v3f vis; - v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis ); - if( !skate_point_visible( vis, inf->co ) ) - return 0; - - /* Exit condition: minimum velocity not reached, but allow a bit of error */ - float dv = fabsf(v3_dot( player->rb.v, inf->dir )), - minv = k_grind_axel_min_vel*0.8f; - - if( dv < minv ) - return 0; - - if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) - return 0; - - return 1; -} - -VG_STATIC void skate_store_grind_vec( player_instance *player, - struct grind_info *inf ) -{ - struct player_skate *s = &player->_skate; - - m3x3f mtx; - skate_grind_orient( inf, mtx ); - m3x3_transpose( mtx, mtx ); - - v3f raw; - v3_sub( inf->co, player->rb.co, raw ); - - m3x3_mulv( mtx, raw, s->grind_vec ); - v3_normalize( s->grind_vec ); - v3_copy( inf->dir, s->grind_dir ); -} - -VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - if( s->grind_cooldown > 100 ){ - vg_fatal_error( "wth!\n" ); - } - - /* debounces this state manager a little bit */ - if( s->grind_cooldown ){ - s->grind_cooldown --; - return k_skate_activity_undefined; - } - - struct grind_info inf_back50, - inf_front50, - inf_slide; - - int res_back50 = 0, - res_front50 = 0, - res_slide = 0; - - int allow_back = 1, - allow_front = 1; - - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - if( s->state.activity == k_skate_activity_grind_5050 || - s->state.activity == k_skate_activity_grind_back50 || - s->state.activity == k_skate_activity_grind_front50 ) - { - float tilt = steer[1]; - - if( fabsf(tilt) >= 0.25f ){ - v3f raw = {0.0f,0.0f,tilt}; - m3x3_mulv( player->rb.to_world, raw, raw ); - - float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) ); - - if( way < 0.0f ) allow_front = 0; - else allow_back = 0; - } - } - - if( s->state.activity == k_skate_activity_grind_boardslide ){ - res_slide = skate_boardslide_renew( player, &inf_slide ); - } - else if( s->state.activity == k_skate_activity_grind_back50 ){ - res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); - - if( allow_front ) - res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); - } - else if( s->state.activity == k_skate_activity_grind_front50 ){ - res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); - - if( allow_back ) - res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); - } - else if( s->state.activity == k_skate_activity_grind_5050 ){ - if( allow_front ) - res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); - if( allow_back ) - res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); - } - else{ - res_slide = skate_boardslide_entry( player, &inf_slide ); - - if( allow_back ) - res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); - - if( allow_front ) - res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); - - if( res_back50 != res_front50 ){ - int wants_to_do_that = fabsf(steer[1]) >= 0.25f; - - res_back50 &= wants_to_do_that; - res_front50 &= wants_to_do_that; - } - } - - const enum skate_activity table[] = - { /* slide | back | front */ - k_skate_activity_undefined, /* 0 0 0 */ - k_skate_activity_grind_front50, /* 0 0 1 */ - k_skate_activity_grind_back50, /* 0 1 0 */ - k_skate_activity_grind_5050, /* 0 1 1 */ - - /* slide has priority always */ - k_skate_activity_grind_boardslide, /* 1 0 0 */ - k_skate_activity_grind_boardslide, /* 1 0 1 */ - k_skate_activity_grind_boardslide, /* 1 1 0 */ - k_skate_activity_grind_boardslide, /* 1 1 1 */ - } - , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ]; - - if( new_activity == k_skate_activity_undefined ){ - if( s->state.activity >= k_skate_activity_grind_any ){ - s->grind_cooldown = 15; - s->surface_cooldown = 10; - } - } - else if( new_activity == k_skate_activity_grind_boardslide ){ - skate_boardslide_apply( player, &inf_slide ); - } - else if( new_activity == k_skate_activity_grind_back50 ){ - if( s->state.activity != k_skate_activity_grind_back50 ) - skate_store_grind_vec( player, &inf_back50 ); - - skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f ); - } - else if( new_activity == k_skate_activity_grind_front50 ){ - if( s->state.activity != k_skate_activity_grind_front50 ) - skate_store_grind_vec( player, &inf_front50 ); - - skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f ); - } - else if( new_activity == k_skate_activity_grind_5050 ) - skate_5050_apply( player, &inf_front50, &inf_back50 ); - - return new_activity; -} - -VG_STATIC void player__skate_update( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - world_instance *world = get_active_world(); - - v3_copy( player->rb.co, s->state.prev_pos ); - s->state.activity_prev = s->state.activity; - - struct board_collider - { - v3f pos; - float radius; - - u32 colour; - - enum board_collider_state - { - k_collider_state_default, - k_collider_state_disabled, - k_collider_state_colliding - } - state; - } - wheels[] = - { - { - { 0.0f, 0.0f, -k_board_length }, - .radius = k_board_radius, - .colour = VG__RED - }, - { - { 0.0f, 0.0f, k_board_length }, - .radius = k_board_radius, - .colour = VG__GREEN - } - }; - - float slap = 0.0f; - - if( s->state.activity <= k_skate_activity_air_to_grind ){ - - float min_dist = 0.6f; - for( int i=0; i<2; i++ ){ - v3f wpos, closest; - m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos ); - - if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){ - min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) ); - } - } - min_dist -= 0.2f; - float vy = v3_dot( player->basis[1], player->rb.v ); - vy = vg_maxf( 0.0f, vy ); - - slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f; - } - s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta ); - - wheels[0].pos[1] = s->state.slap; - wheels[1].pos[1] = s->state.slap; - - - - - - const int k_wheel_count = 2; - - s->substep = k_rb_delta; - s->substep_delta = s->substep; - s->limit_count = 0; - - int substep_count = 0; - - v3_zero( s->surface_picture ); - - int prev_contacts[2]; - - for( int i=0; iwheel_contacts[i]; - } - - /* check if we can enter or continue grind */ - enum skate_activity grindable_activity = skate_availible_grind( player ); - if( grindable_activity != k_skate_activity_undefined ){ - s->state.activity = grindable_activity; - goto grinding; - } - - int contact_count = 0; - for( int i=0; i<2; i++ ){ - v3f normal, axel; - v3_copy( player->rb.to_world[0], axel ); - - if( skate_compute_surface_alignment( player, wheels[i].pos, - wheels[i].colour, normal, axel ) ) - { - rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], - axel, - k_surface_spring, k_surface_dampener, - s->substep_delta ); - - v3_add( normal, s->surface_picture, s->surface_picture ); - contact_count ++; - s->wheel_contacts[i] = 1; - } - else{ - s->wheel_contacts[i] = 0; - } - - m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); - } - - if( s->surface_cooldown ){ - s->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[vg_randu32()%4], co, 40.0f, 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 ); - - skate_apply_friction_model( player ); - skate_weight_distribute( player ); - } - else{ - if( s->state.activity > k_skate_activity_air_to_grind ) - s->state.activity = k_skate_activity_air; - - v3_zero( s->weight_distribution ); - skate_apply_air_model( player ); - } - -grinding:; - - if( s->state.activity == k_skate_activity_grind_back50 ) - wheels[1].state = k_collider_state_disabled; - if( s->state.activity == k_skate_activity_grind_front50 ) - wheels[0].state = k_collider_state_disabled; - if( s->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 ); - -begin_collision:; - - /* - * Phase 0: Continous collision detection - * -------------------------------------------------------------------------- - */ - - 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 ); - - /* calculate transform one step into future */ - v3f future_co; - v4f future_q; - v3_muladds( player->rb.co, player->rb.v, s->substep, future_co ); - - if( v3_length2( player->rb.w ) > 0.0f ){ - v4f rotation; - v3f axis; - v3_copy( player->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_normalize( future_q ); - } - else - v4_copy( player->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 ); - v3_sub( future_cg, current_cg, cg_offset ); - - /* calculate the minimum time we can move */ - float max_time = s->substep; - - for( int i=0; irb.q, wheels[i].pos, current ); - v3_add( current, player->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 ); - } - - /* clamp to a fraction of delta, to prevent locking */ - float rate_lock = substep_count; - rate_lock *= k_rb_delta * 0.1f; - rate_lock *= rate_lock; - - max_time = vg_maxf( max_time, rate_lock ); - s->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 ){ - v4f rotation; - v3f axis; - v3_copy( player->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_mulv( player->rb.q, s->weight_distribution, future_cg ); - v3_sub( current_cg, future_cg, cg_offset ); - v3_add( player->rb.co, cg_offset, player->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 ); - - s->substep -= s->substep_delta; - - rb_ct manifold[128]; - int manifold_len = 0; - - /* - * Phase -1: head detection - * -------------------------------------------------------------------------- - */ - m4x3_mulv( player->rb.to_world, s->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) ) - { - v3_lerp( start_co, player->rb.co, t, player->rb.co ); - rb_update_transform( &player->rb ); - - player__skate_kill_audio( player ); - player__dead_transition( player ); - return; - } - - /* - * Phase 1: Regular collision detection - * -------------------------------------------------------------------------- - */ - - for( int i=0; irb.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 ); - if( l ) - wheels[i].state = k_collider_state_colliding; - - manifold_len += l; - } - - float grind_radius = k_board_radius * 0.75f; - rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f, - .radius=grind_radius }; - m4x3f mtx; - v3_muls( 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] ); - - rb_ct *cman = &manifold[manifold_len]; - - int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene, - cman ); - - /* weld joints */ - for( int i=0; istate.activity >= k_skate_activity_grind_any ){ - for( int i=0; ilimit_count; i++ ){ - struct grind_limit *limit = &s->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 ); - ct->p = limit->p; - ct->type = k_contact_type_default; - } - } - - /* - * Phase 3: Dynamics - * -------------------------------------------------------------------------- - */ - - - v3f world_cog; - m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); - vg_line_pt3( world_cog, 0.02f, VG__BLACK ); - - for( int i=0; isubstep_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 }; - float ex2 = k_board_interia*extent[0]*extent[0], - ey2 = k_board_interia*extent[1]*extent[1], - ez2 = k_board_interia*extent[2]*extent[2]; - - float mass = 2.0f * (extent[0]*extent[1]*extent[2]); - float inv_mass = 1.0f/mass; - - v3f I; - I[0] = ((1.0f/12.0f) * mass * (ey2+ez2)); - I[1] = ((1.0f/12.0f) * mass * (ex2+ez2)); - I[2] = ((1.0f/12.0f) * mass * (ex2+ey2)); - - m3x3f iI; - m3x3_identity( iI ); - iI[0][0] = I[0]; - iI[1][1] = I[1]; - iI[2][2] = I[2]; - m3x3_inv( iI, iI ); - - m3x3f iIw; - m3x3_mul( iI, player->rb.to_local, iIw ); - m3x3_mul( player->rb.to_world, iIw, iIw ); - - for( int j=0; j<10; j++ ){ - for( int i=0; ico, world_cog, delta ); - v3_cross( player->rb.w, delta, rv ); - v3_add( player->rb.v, rv, rv ); - - v3f raCn; - v3_cross( delta, ct->n, raCn ); - - v3f raCnI, rbCnI; - m3x3_mulv( iIw, raCn, raCnI ); - - float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)), - vn = v3_dot( rv, ct->n ), - lambda = normal_mass * ( -vn ); - - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + lambda, 0.0f ); - lambda = ct->norm_impulse - temp; - - v3f impulse; - v3_muls( ct->n, lambda, impulse ); - - v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v ); - v3_cross( delta, impulse, impulse ); - m3x3_mulv( iIw, impulse, impulse ); - v3_add( impulse, player->rb.w, player->rb.w ); - - v3_cross( player->rb.w, delta, rv ); - v3_add( player->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 ); - - substep_count ++; - - if( s->substep >= 0.0001f ) - goto begin_collision; /* again! */ - - /* - * End of collision and dynamics routine - * -------------------------------------------------------------------------- - */ - - s->surface = k_surface_prop_concrete; - - for( int i=0; iinfo.surface_prop > s->surface ) - s->surface = surf->info.surface_prop; - } - - for( int i=0; irb.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, - wheels[i].colour }[ wheels[i].state ]); - } - - skate_integrate( player ); - vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); - - ent_gate *gate = - world_intersect_gates(world, player->rb.co, s->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 ); - - 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 ); - } - - /* FIXME: Rate limit */ - static int stick_frames = 0; - - if( s->state.activity >= k_skate_activity_ground ) - stick_frames ++; - else - stick_frames = 0; - - 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[vg_randu32()%2+3], player->rb.co, - 40.0f, 1.0f ); - } - else{ - audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co, - 40.0f, 1.0f ); - } - } - else if( s->surface == k_surface_prop_metal ){ - audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f ); - } - else{ - audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f ); - } - - audio_unlock(); - } else if( stick_frames == 0 ){ - - } -} - -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[] = - { - "air", - "air_to_grind", - "ground", - "undefined (INVALID)", - "grind_any (INVALID)", - "grind_boardslide", - "grind_metallic (INVALID)", - "grind_back50", - "grind_front50", - "grind_5050" - }; - - player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] ); -#if 0 - player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]", - s->state.steerx_s, 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, "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] ); -} - -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; - - /* Head */ - float kheight = 2.0f, - kleg = 0.6f; - - v3f offset; - v3_zero( offset ); - - v3f cog_local, cog_ideal; - m4x3_mulv( player->rb.to_local, s->state.cog, cog_local ); - - v3_copy( s->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 ); - - - v3_muls( offset, 4.0f, offset ); - offset[1] *= -1.0f; - - float curspeed = v3_length( player->rb.v ), - kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), - kicks = (vg_randf64()-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); - - offset[0] *= 0.26f; - offset[0] += s->wobble[1]*3.0f; - - offset[1] *= -0.3f; - 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); - - v3_muls( offset, 0.3f, TEMP_TPV_EXTRA ); - - /* - * 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 ); - - s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta); - } - - /* 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 ); - } - - 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 ); - - /* 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 ); - - /* 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 ); - - if( s->state.reverse > 0.0f ) - skeleton_sample_anim( sk, s->anim_push, push_time, bpose ); - else - skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose ); - - skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose ); - - /* trick setup */ - float jump_start_frame = 14.0f/30.0f; - - float charge = s->state.jump_charge; - s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta ); - - float setup_frame = charge * jump_start_frame, - setup_blend = vg_minf( s->blend_jump, 1.0f ); - - 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; - - 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]; - { - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - float target = -steer[1]; - - s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); - - float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); - skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); - - static v2f grab_choice; - - v2f grab_input; - joystick_state( k_srjoystick_grab, grab_input ); - 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 ); - - 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); - - skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose ); - } - - skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose ); - - - 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] }; - - - mdl_keyframe grind_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; - - /* 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; ipose[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.time_frame_delta, - s->state.smoothed_rotation ); - q_normalize( s->state.smoothed_rotation ); - - 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 ); - - 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; - - v3f ndir; - m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); - v3_normalize( ndir ); - - v3f up = { 0.0f, 1.0f, 0.0f }; - - float a = v3_dot( ndir, up ); - a = acosf( vg_clampf( a, -1.0f, 1.0f ) ); - - v3f axis; - v4f qfixup, qcounteryaw, qtotal; - - v3_cross( up, ndir, axis ); - q_axis_angle( qfixup, axis, a ); - - q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate ); - q_mul( qcounteryaw, qfixup, qtotal ); - q_normalize( qtotal ); - - 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; ipose[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 ); - - } - - 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 ); - - - /* trick rotation */ - v4f qtrick, qyaw, qpitch, qroll; - v3f euler; - v3_muls( s->state.trick_euler, VG_TAUf, euler ); - - float jump_t = vg.time-s->state.jump_time; - - 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; - - 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] ); - - q_mul( qyaw, qroll, qtrick ); - q_mul( qpitch, qtrick, qtrick ); - q_mul( kf_board->q, qtrick, kf_board->q ); - q_normalize( kf_board->q ); - - struct player_board *board = player_get_player_board( player ); - - if( board ){ - /* foot weight distribution */ - if( s->blend_weight > 0.0f ){ - kf_foot_l->co[2] = - vg_lerpf( kf_foot_l->co[2], - board->truck_positions[k_board_truck_back][2]+0.3f, - 0.5f*s->blend_weight ); - } - else{ - kf_foot_r->co[2] = - vg_lerpf( kf_foot_r->co[2], - board->truck_positions[k_board_truck_front][2]-0.3f, - -0.5f*s->blend_weight ); - } - } - - 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 ); - - 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; - - /* - * 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] ); - - 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]; - - float warble = perlin1d( vg.time, 2.0f, 2, 300 ); - warble *= vg_maxf(s->blend_grind,fabsf(s->blend_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 ); - keyframe_rotate_around( kf_hand_r, origin, - av->sk.bones[av->id_ik_hand_r].co, qrot ); - keyframe_rotate_around( kf_hip, origin, - av->sk.bones[av->id_hip].co, qrot ); - keyframe_rotate_around( kf_elbow_r, origin, - av->sk.bones[av->id_ik_elbow_r].co, qrot ); - keyframe_rotate_around( kf_elbow_l, origin, - av->sk.bones[av->id_ik_elbow_l].co, qrot ); - - q_inv( qrot, qrot ); - q_mul( qrot, kf_head->q, kf_head->q ); - q_normalize( kf_head->q ); - } - - /* transform */ - rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - - v3f ext_up,ext_co; - q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up ); - v3_copy( dest->root_co, ext_co ); - v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co ); - - v4f qflip; - if( (s->state.activity <= k_skate_activity_air_to_grind) && - (fabsf(s->state.flip_rate) > 0.01f) ) - { - float substep = vg.time_fixed_extrapolate; - float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta; - sign = vg_signf( t ); - - t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); - t = sign * (1.0f-t*t); - - 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 ); - - angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend ); - - q_axis_angle( qflip, s->state.flip_axis, angle ); - q_mul( qflip, dest->root_q, dest->root_q ); - q_normalize( dest->root_q ); - - v3f rotation_point, rco; - v3_muladds( ext_co, ext_up, 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 ); - } - - skeleton_copy_pose( sk, dest->pose, s->holdout ); -} - -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; - - 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 ); - - /* TODO: Extrapolate to_local matrix? */ -} - -VG_STATIC void player__skate_reset_animator( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - 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] ); -} - -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 ); -} - -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 ); - - s->state.activity = k_skate_activity_air; - s->state.activity_prev = k_skate_activity_air; - - player__skate_clear_mechanics( player ); - player__skate_reset_animator( player ); - - v3_zero( s->state.head_position ); - s->state.head_position[1] = 1.8f; -} - -VG_STATIC void player__skate_restore( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - s->state = s->state_gate_storage; -} - -#endif /* PLAYER_SKATE_C */