X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=7014c778afcdba4d3d0b49e465923e9f2b64d994;hb=1a194c3888293733939b2dd944251ae1b6c398ce;hp=49cd6e76e76ccd2951e4a5f4d638f3e1b4ce12a2;hpb=a528498841a151efbd38cddcc9f09a5f39dbbd19;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 49cd6e7..7014c77 100644 --- a/player_skate.c +++ b/player_skate.c @@ -1,44 +1,81 @@ -#ifndef PLAYER_SKATE_C -#define PLAYER_SKATE_C - +#include "player_skate.h" #include "player.h" #include "audio.h" #include "vg/vg_perlin.h" +#include "vg/vg_lines.h" #include "menu.h" #include "ent_skateshop.h" #include "addon.h" +#include "input.h" +#include "ent_tornado.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" ); -} +#include "vg/vg_rigidbody.h" +#include "scene_rigidbody.h" +#include "player_glide.h" +#include "player_dead.h" +#include "player_walk.h" -VG_STATIC void player__skate_kill_audio( player_instance *player ) +struct player_skate player_skate; +struct player_subsystem_interface player_subsystem_skate = { - struct player_skate *s = &player->_skate; + .system_register = player__skate_register, + .bind = player__skate_bind, + .pre_update = player__skate_pre_update, + .update = player__skate_update, + .post_update = player__skate_post_update, + .im_gui = player__skate_im_gui, + .animate = player__skate_animate, + .pose = player__skate_pose, + .effects = player__skate_effects, + .post_animate = player__skate_post_animate, + .network_animator_exchange = player__skate_animator_exchange, + .sfx_oneshot = player__skate_sfx_oneshot, + .sfx_comp = player__skate_comp_audio, + .sfx_kill = player__skate_kill_audio, + + .animator_data = &player_skate.animator, + .animator_size = sizeof(player_skate.animator), + .name = "Skate" +}; + +void player__skate_bind(void){ + struct skeleton *sk = &localplayer.skeleton; + rb_update_matrices( &localplayer.rb ); + + struct { struct skeleton_anim **anim; const char *name; } + bindings[] = { + { &player_skate.anim_grind, "pose_grind" }, + { &player_skate.anim_grind_jump, "pose_grind_jump" }, + { &player_skate.anim_stand, "pose_stand" }, + { &player_skate.anim_highg, "pose_highg" }, + { &player_skate.anim_air, "pose_air" }, + { &player_skate.anim_slide, "pose_slide" }, + { &player_skate.anim_push, "push" }, + { &player_skate.anim_push_reverse, "push_reverse" }, + { &player_skate.anim_ollie, "ollie" }, + { &player_skate.anim_ollie_reverse,"ollie_reverse" }, + { &player_skate.anim_grabs, "grabs" }, + { &player_skate.anim_handplant, "handplant" }, + }; + for( u32 i=0; iaud_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(); } @@ -52,25 +89,21 @@ VG_STATIC void player__skate_kill_audio( player_instance *player ) * 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 ) -{ +static int skate_collide_smooth( m4x3f mtx, f32 r, 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, r, NULL, world->geo_bh, man, + k_material_flag_walking ); - for( int i=0; irb; + for( int i=0; i 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 ); @@ -89,10 +122,8 @@ 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 ) -{ +static int skate_grind_scansq( v3f pos, v3f dir, float r, + struct grind_info *inf ){ world_instance *world = world_current_instance(); v4f plane; @@ -117,7 +148,7 @@ VG_STATIC int skate_grind_scansq( player_instance *player, 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 ); bh_iter it; @@ -154,9 +185,9 @@ VG_STATIC int skate_grind_scansq( player_instance *player, 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 */ @@ -179,8 +210,7 @@ too_many_samples: if( sample_count < 2 ) return 0; - v3f - average_direction, + v3f average_direction, average_normal; v2f min_co, max_co; @@ -225,14 +255,18 @@ too_many_samples: 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 ); @@ -269,8 +303,7 @@ too_many_samples: 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; @@ -278,29 +311,21 @@ VG_STATIC void reset_jump_info( jump_info *inf ) 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 ), @@ -319,7 +344,6 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, 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; @@ -332,7 +356,6 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, 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; @@ -343,26 +366,25 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, return valid_count; } -VG_STATIC -void player__approximate_best_trajectory( player_instance *player ) +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; + float k_trace_delta = vg.time_fixed_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; @@ -374,7 +396,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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; @@ -384,12 +406,13 @@ void player__approximate_best_trajectory( player_instance *player ) } 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; @@ -403,7 +426,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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 ), @@ -411,21 +434,29 @@ void player__approximate_best_trajectory( player_instance *player ) inf->gravity = gravity; v3_copy( launch_v, inf->v ); - m3x3f basis; - m3x3_copy( player->basis, basis ); + /* initial conditions */ + v3f v; + v3_copy( launch_v, v ); + v3_copy( launch_co, co1 ); for( int i=1; i<=50; i++ ){ - float t = (float)i * k_trace_delta; + f32 t = (f32)i * k_trace_delta; + + /* integrate forces */ + v3f a; + ent_tornado_forces( co1, v, a ); + a[1] -= gravity; - v3_muls( launch_v, t, co1 ); - v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); - v3_add( launch_co, co1, co1 ); + /* position */ + v3_muladds( co1, v, k_trace_delta, co1 ); + v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 ); - float launch_vy = v3_dot( launch_v,basis[1] ); + /* velocity */ + v3_muladds( v, a, k_trace_delta, v ); int search_for_grind = 1; if( grind_located ) search_for_grind = 0; - if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; + if( v[1] > 0.0f ) search_for_grind = 0; /* REFACTOR */ @@ -442,7 +473,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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] ); } @@ -459,16 +490,10 @@ void player__approximate_best_trajectory( player_instance *player ) } 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 ) ){ + if( skate_grind_scansq( closest, v, 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 = { v[0], v[2] }, + v1 = { grind.dir[0], grind.dir[2] }; v2_normalize( v0 ); v2_normalize( v1 ); @@ -476,11 +501,11 @@ void player__approximate_best_trajectory( player_instance *player ) float a = v2_dot( v0, v1 ); float a_min = cosf( VG_PIf * 0.185f ); - if( s->state.grind_cooldown ) + if( state->grind_cooldown ) a_min = cosf( VG_PIf * 0.05f ); /* check speed */ - if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) && + if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) && (a >= a_min) && (fabsf(grind.dir[1]) < 0.70710678118654752f)) { @@ -497,11 +522,9 @@ void player__approximate_best_trajectory( player_instance *player ) 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_static.worlds[ gate->target ]; - } + if( gate->flags & k_ent_gate_nonlocal ) + trace_world = &world_static.instances[ gate->target ]; } } @@ -511,7 +534,8 @@ void player__approximate_best_trajectory( player_instance *player ) 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 ); @@ -523,12 +547,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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->score = -v3_dot( v, inf->n ); inf->land_dist = t + k_trace_delta * t1; /* Bias prediction towords ramps */ @@ -536,31 +555,30 @@ void player__approximate_best_trajectory( player_instance *player ) inf->score *= 10.0f; if( surf->info.flags & k_material_flag_boundary ) - s->possible_jump_count --; + 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; jpossible_jump_count; j++ ){ - jump_info *jump = &s->possible_jumps[ j ]; + for( u32 j=0; jlog[jump->log_length-1], grind.co ); float descale = 1.0f-vg_minf(1.0f,dist); jump->score += descale*3.0f; @@ -573,14 +591,11 @@ void player__approximate_best_trajectory( player_instance *player ) 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 */ @@ -591,14 +606,15 @@ void player__approximate_best_trajectory( player_instance *player ) 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; } @@ -611,10 +627,11 @@ void player__approximate_best_trajectory( player_instance *player ) /* 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:; @@ -627,8 +644,8 @@ invalidated_grind:; jump_info *best = NULL; - for( int i=0; ipossible_jump_count; i ++ ){ - jump_info *jump = &s->possible_jumps[i]; + for( int i=0; iscore < score_min ) best = jump; @@ -637,8 +654,8 @@ invalidated_grind:; score_max = vg_maxf( score_max, jump->score ); } - for( int i=0; ipossible_jump_count; i ++ ){ - jump_info *jump = &s->possible_jumps[i]; + for( int i=0; iscore; s -= score_min; @@ -657,34 +674,32 @@ invalidated_grind:; } if( best ){ - v3_copy( best->n, s->state.land_normal ); - v3_copy( best->v, player->rb.v ); - s->state.land_dist = best->land_dist; - - 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; } v2f steer; joystick_state( k_srjoystick_steer, steer ); v2_normalize_clamp( steer ); - if( (fabsf(steer[1]) > 0.5f) && (s->state.land_dist >= 1.5f) ){ - s->state.flip_rate = (1.0f/s->state.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 ); + 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->state.land_normal ); - } + else + v3_copy( (v3f){0,1,0}, state->land_normal ); } /* @@ -696,47 +711,45 @@ invalidated_grind:; /* * 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->state.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->state.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 ); + q_mul( correction, localplayer.rb.q, localplayer.rb.q ); } -VG_STATIC enum trick_type 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->state.board_trick_residualv, -4.0f , Fd ); - v3_muls( s->state.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->state.board_trick_residualv, F, k_rb_delta, - s->state.board_trick_residualv ); - v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv, - k_rb_delta, s->state.board_trick_residuald ); + v3_muladds( state->trick_residualv, F, vg.time_fixed_delta, + state->trick_residualv ); + v3_muladds( state->trick_residuald, state->trick_residualv, + vg.time_fixed_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) */ @@ -744,68 +757,71 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) 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->state.board_trick_residualv ); - v3_zero( s->state.trick_vel ); + v3_muladds( state->trick_euler, state->trick_vel, vg.time_fixed_delta, + state->trick_euler ); + + if( !carry_on && (state->trick_time + vg.time_fixed_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 += vg.time_fixed_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 ); + vg_info( "player fell off due to lack of skill\n" ); + 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 = 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*vg.time_fixed_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 ); @@ -817,60 +833,86 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) 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; + float a = 0.8f * -steer * vg.time_fixed_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_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) && + (fabsf(steer) > 0.4f) ){ + state->skid = vg_signf( steer ) * 0.02f; + } + + if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){ + skid_target = vg_signf( state->skid ); + } + } + else { + if( fabsf(skid) > 0.1f ){ + skid_target = skid; + } + } + } + if( grab < 0.5f ){ - top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer; + 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, vg.time_fixed_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, + maxaccel = rate * vg.time_fixed_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 @@ -878,7 +920,7 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) */ 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 ) @@ -887,23 +929,38 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) 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; - vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta ); - vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta ); + if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){ + if( (player_skate.surface == k_surface_prop_snow) || + (player_skate.surface == k_surface_prop_sand) ){ + lat *= 8.0f; + } + else + lat *= 1.5f; + } + + if( player_skate.surface == k_surface_prop_snow ) + lat *= 0.5f; + else if( player_skate.surface == k_surface_prop_sand ) + lat *= 0.6f; + + vel[0] += vg_cfrictf( vel[0], lat * vg.time_fixed_delta ); + vel[2] += vg_cfrictf( vel[2], k_friction_resistance * vg.time_fixed_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; + 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), @@ -912,306 +969,384 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) 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 = button_press( k_srbind_jump ); +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 += vg.time_fixed_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 * vg.time_fixed_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->state.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 = steer[0] * 0.3f; - tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir )); + 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->state.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; + 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 ); + } +} - audio_lock(); - audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f); - audio_unlock(); +static void skate_apply_handplant_model(void){ + struct player_skate_state *state = &player_skate.state; + if( localplayer.rb.to_world[1][1] < -0.1f ) return; + if( localplayer.rb.to_world[1][1] > 0.6f ) return; + if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return; + + v3f lco = { 0.0f, -0.2f, -state->reverse }, + co, dir; + m4x3_mulv( localplayer.rb.to_world, lco, co ); + v3_muls( localplayer.rb.to_world[2], state->reverse, dir ); + vg_line_arrow( co, dir, 0.13f, 0xff000000 ); + + ray_hit hit = { .dist = 2.0f }; + if( ray_world( world_current_instance(), co, dir, + &hit, k_material_flag_ghosts )) { + vg_line( co, hit.pos, 0xff000000 ); + vg_line_point( hit.pos, 0.1f, 0xff000000 ); + + if( hit.normal[1] < 0.7f ) return; + if( hit.dist < 0.95f ) return; + + state->activity = k_skate_activity_handplant; + state->handplant_t = 0.0f; + v3_copy( localplayer.rb.co, state->store_co ); + v3_copy( localplayer.rb.v, state->air_init_v ); + v4_copy( localplayer.rb.q, state->store_q ); + v3_copy( state->cog, state->store_cog ); + v3_copy( state->cog_v, state->store_cog_v ); + v4_copy( state->smoothed_rotation, state->store_smoothed ); } } -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( axis_state( k_sraxis_grab ) > 0.5f ){ - if( s->state.activity == k_skate_activity_ground ){ + 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 ), - amt = vg_minf( k_mmdecay * k_rb_delta, max ); - v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v ); + float max = v3_dot( dir, state->throw_v ), + amt = vg_minf( k_mmdecay * vg.time_fixed_delta, max ); + 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 ); 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 ); + 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 ); - v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F ); + v3_muls( ideal_diff, -k_cog_spring * 60.0f, F ); + v3_muladds( F, rv, -k_cog_damp * 60.0f, 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 ); + v3_muladds( state->cog_v, F, -rb, state->cog_v ); + state->cog_v[1] += -9.8f * vg.time_fixed_delta; + v3_muladds( state->cog, state->cog_v, vg.time_fixed_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 - (vg.time_fixed_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*vg.time_fixed_delta); + rate_y = 1.0f-(10.0f*vg.time_fixed_delta); + rate_z = 1.0f-(40.0f*vg.time_fixed_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 * vg.time_fixed_delta; + rb_update_matrices( &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 enum trick_type player_skate_trick_input( player_instance *player ) -{ +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; +void player__skate_pre_update(void){ + struct player_skate_state *state = &player_skate.state; - if( button_down( k_srbind_use ) ){ - player->subsystem = k_player_subsystem_walk; + if( state->activity == k_skate_activity_handplant ){ + state->handplant_t += vg.time_delta; + mdl_keyframe hpose[32]; - v3f angles; - v3_copy( player->cam.angles, angles ); - angles[2] = 0.0f; + struct skeleton_anim *anim = player_skate.anim_handplant; - skate_copy_holdout( player ); - player->holdout_time = 0.34f; - player__skate_kill_audio( player ); - player__walk_transition( player, angles ); - return; - } + int end = !skeleton_sample_anim_clamped( + &localplayer.skeleton, anim, + state->handplant_t, hpose ); - enum trick_type trick = k_trick_type_none; - if( (s->state.activity <= k_skate_activity_air_to_grind) && - (trick = 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( state->reverse < 0.0f ) + player_mirror_pose( hpose, hpose ); - if( trick == k_trick_type_kickflip ){ - s->state.trick_vel[0] = 3.0f; - } - else if( trick == k_trick_type_shuvit ){ - s->state.trick_vel[2] = 3.0f; - } - else if( trick == k_trick_type_treflip ){ - s->state.trick_vel[0] = 2.0f; - s->state.trick_vel[2] = 2.0f; - } - s->state.trick_type = trick; - } - } -} + mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ]; + m4x3f world, mmdl, world_view; + q_m3x3( kf_world->q, world ); + v3_copy( kf_world->co, world[3] ); -VG_STATIC void player__skate_post_update( player_instance *player ) -{ - struct player_skate *s = &player->_skate; + /* original mtx */ + q_m3x3( state->store_q, mmdl ); + v3_copy( state->store_co, mmdl[3] ); + m4x3_mul( mmdl, world, world_view ); - for( int i=0; ipossible_jump_count; i++ ){ - jump_info *jump = &s->possible_jumps[i]; + vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff ); + vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 ); + vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 ); - if( jump->log_length == 0 ){ - vg_fatal_error( "assert: jump->log_length == 0\n" ); + m4x3f invworld; + m4x3_invert_affine( world, invworld ); + m4x3_mul( mmdl, invworld, world_view ); + + v3_copy( world_view[3], localplayer.rb.co ); + m3x3_q( world_view, localplayer.rb.q ); + + /* new * old^-1 = transfer function */ + m4x3f transfer; + m4x3_invert_affine( mmdl, transfer ); + m4x3_mul( world_view, transfer, transfer ); + + m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v ); + m3x3_mulv( transfer, state->store_cog_v, state->cog_v ); + + m4x3_mulv( transfer, state->store_cog, state->cog ); + v3_muladds( state->cog, localplayer.rb.to_world[1], + -state->handplant_t*0.5f, state->cog ); + + v4f qtransfer; + m3x3_q( transfer, qtransfer ); + q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation ); + q_normalize( state->smoothed_rotation ); + rb_update_matrices( &localplayer.rb ); + + if( end ){ + state->activity = k_skate_activity_air; } - - 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 ); + else return; + } + + if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){ + localplayer.subsystem = k_player_subsystem_walk; + + if( (state->activity <= k_skate_activity_air_to_grind) && + localplayer.have_glider ){ + player_glide_transition(); + return; } - vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); + v3f angles; + v3_copy( localplayer.cam.angles, localplayer.angles ); + localplayer.angles[2] = 0.0f; - v3f p1; - v3_add( jump->log[jump->log_length-1], jump->n, p1 ); - vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); + v3f newpos, offset; + m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos ); + v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos ); + v3_sub( localplayer.rb.co, newpos, offset ); + v3_copy( newpos, localplayer.rb.co ); + v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f, + localplayer.rb.co ); - vg_line_point( jump->apex, 0.02f, 0xffffffff ); + player__begin_holdout( offset ); + player__walk_transition( state->activity <= k_skate_activity_air_to_grind? + 0: 1, state->trick_euler[0] ); + + return; + } + + enum trick_type trick = player_skate_trick_input(); + if( trick ) + state->trick_input_collect += vg.time_frame_delta; + else + state->trick_input_collect = 0.0f; + + if( state->activity <= k_skate_activity_air_to_grind ){ + if( trick && (state->trick_input_collect < 0.1f) ){ + if( state->trick_time == 0.0f ){ + audio_lock(); + audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], + localplayer.rb.co, 40.0f, 1.0f ); + audio_unlock(); + } + + if( state->trick_time < 0.1f ){ + v3_zero( state->trick_vel ); + + if( trick == k_trick_type_kickflip ){ + state->trick_vel[0] = 3.0f; + } + else if( trick == k_trick_type_shuvit ){ + state->trick_vel[2] = 3.0f; + } + else if( trick == k_trick_type_treflip ){ + state->trick_vel[0] = 2.0f; + state->trick_vel[2] = 2.0f; + } + state->trick_type = trick; + } + } } + else + state->trick_type = k_trick_type_none; +} +void player__skate_comp_audio( void *_animator ){ + struct player_skate_animator *animator = _animator; 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 ); + f32 air = ((animator->activity <= k_skate_activity_air_to_grind) || + (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f, + speed = v3_length( animator->root_v ), + attn = vg_minf( 1.0f, speed*0.1f ), + slide = animator->slide; - if( s->state.activity >= k_skate_activity_grind_any ){ + if( animator->activity >= k_skate_activity_grind_any ) slide = 0.0f; + + f32 gate = skaterift.time_rate; + + if( skaterift.activity == k_skaterift_replay ){ + gate = vg_minf( 1.0f, fabsf(player_replay.track_velocity) ); } - f32 gate = skaterift.time_rate, + f32 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate, vol_air = sqrtf( air *attn * 0.5f ) * gate, vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate; const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP; - if( !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 ); } @@ -1220,8 +1355,8 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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( (animator->surface == k_surface_prop_tiles) && + (animator->activity < k_skate_activity_grind_any) ) sidechain_amt = 1.0f; else sidechain_amt = 0.0f; @@ -1230,34 +1365,39 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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; + 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( animator->activity == k_skate_activity_grind_5050 ){ + if( animator->surface == k_surface_prop_metal ) sample_type = k_skate_sample_metal_scrape_generic; else sample_type = k_skate_sample_concrete_scrape_metal; } - else if( (s->state.activity == k_skate_activity_grind_back50) || - (s->state.activity == k_skate_activity_grind_front50) ) + else if( (animator->activity == k_skate_activity_grind_back50) || + (animator->activity == k_skate_activity_grind_front50) ) { - if( s->surface == k_surface_prop_metal ){ + if( animator->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 0 + float a = v3_dot( localplayer.rb.to_world[2], + player_skate.grind_dir ); if( fabsf(a) > 0.70710678118654752f ) sample_type = k_skate_sample_concrete_scrape_wood; else sample_type = k_skate_sample_concrete_scrape_metal; +#endif + + sample_type = k_skate_sample_concrete_scrape_wood; } } - else if( s->state.activity == k_skate_activity_grind_boardslide ){ - if( s->surface == k_surface_prop_metal ) + else if( animator->activity == k_skate_activity_grind_boardslide ){ + if( animator->surface == k_surface_prop_metal ) sample_type = k_skate_sample_metal_scrape_generic; else sample_type = k_skate_sample_concrete_scrape_wood; @@ -1271,44 +1411,77 @@ VG_STATIC void player__skate_post_update( player_instance *player ) &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, + animator->root_co, 40.0f ); + //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main ); + audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 ); + audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt ); float rate = 1.0f + (attn-0.5f)*0.2f; - audio_channel_set_sampling_rate( 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, + animator->root_co, 40.0f ); + //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide ); + audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 ); + audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt ); } - if( 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, + animator->root_co, 40.0f ); + //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air ); + audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 ); } audio_unlock(); } +void player__skate_post_update(void){ + struct player_skate_state *state = &player_skate.state; + + for( int i=0; ilog_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_point( jump->apex, 0.02f, 0xffffffff ); + } +} + /* * truck alignment model at ra(local) * returns 1 if valid surface: @@ -1317,19 +1490,16 @@ VG_STATIC void player__skate_post_update( player_instance *player ) * * 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; +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; @@ -1337,31 +1507,29 @@ int skate_compute_surface_alignment( player_instance *player, 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; @@ -1370,39 +1538,34 @@ int skate_compute_surface_alignment( player_instance *player, 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 ) - { + if( idx != -1 ){ u32 *tri = &world->scene_geo.arrindices[ idx * 3 ]; v3f verts[3]; @@ -1415,16 +1578,16 @@ int skate_compute_surface_alignment( player_instance *player, 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 @@ -1443,91 +1606,94 @@ int skate_compute_surface_alignment( player_instance *player, 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; 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; + if( state->manual_direction == 0 ){ + if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) && + (state->jump_charge <= 0.01f) ) + state->manual_direction = reverse_dir; } else{ if( steer[1] < 0.1f ){ - s->state.manual_direction = 0; + state->manual_direction = 0; } else{ - if( reverse_dir != s->state.manual_direction ){ + if( reverse_dir != state->manual_direction ){ return; } } } - if( s->state.manual_direction ){ + if( 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; + 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 ); @@ -1536,71 +1702,65 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ) v3_muls( dir, 1.0f/ray.dist, dir ); ray.dist -= 0.025f; - if( ray_world( world_current_instance(), 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*vg.time_fixed_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 ); + float decay = 1.0f - ( vg.time_fixed_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*vg.time_fixed_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; @@ -1612,9 +1772,9 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, 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 ); @@ -1626,43 +1786,42 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, v2f steer; joystick_state( k_srjoystick_steer, steer ); - float way = steer[1] * 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 ); + vg.time_fixed_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.time_fixed_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 ); @@ -1670,7 +1829,7 @@ VG_STATIC void skate_5050_apply( player_instance *player, v3_normalize( inf_avg.dir ); /* dont ask */ - v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)), + v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)), inf_avg.dir ); v3f axis_front, axis_back, axis; @@ -1680,33 +1839,33 @@ VG_STATIC void skate_5050_apply( player_instance *player, 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 = steer[1] * - 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( player->rb.co, up, 1.0f, VG__GREEN ); - vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN ); + vg.time_fixed_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 ); @@ -1715,48 +1874,48 @@ VG_STATIC void skate_5050_apply( player_instance *player, 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( player->rb.co, fwd_nplane, 0.8f, VG__RED ); - vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED ); + vg.time_fixed_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 * vg.time_fixed_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 */ @@ -1764,40 +1923,38 @@ VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign, 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; @@ -1806,27 +1963,21 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, 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 ) + if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f ) 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) ) @@ -1838,23 +1989,21 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, 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; @@ -1862,47 +2011,45 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, 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 ); + vg.time_fixed_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.time_fixed_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; @@ -1912,63 +2059,58 @@ VG_STATIC int skate_boardslide_entry( player_instance *player, 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->state.grind_cooldown > 100 ){ + if( state->grind_cooldown > 100 ){ vg_fatal_error( "wth!\n" ); } /* debounces this state manager a little bit */ - if( s->state.grind_cooldown ){ - s->state.grind_cooldown --; + if( state->grind_cooldown ){ + state->grind_cooldown --; return k_skate_activity_undefined; } @@ -1986,52 +2128,52 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) 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 ) + if( state->activity == k_skate_activity_grind_5050 || + state->activity == k_skate_activity_grind_back50 || + state->activity == k_skate_activity_grind_front50 ) { float tilt = steer[1]; if( fabsf(tilt) >= 0.25f ){ v3f raw = {0.0f,0.0f,tilt}; - m3x3_mulv( player->rb.to_world, raw, raw ); + m3x3_mulv( localplayer.rb.to_world, raw, raw ); - float way = tilt * 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(steer[1]) >= 0.25f; @@ -2057,48 +2199,53 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ]; if( new_activity == k_skate_activity_undefined ){ - if( s->state.activity >= k_skate_activity_grind_any ){ - s->state.grind_cooldown = 15; - s->state.surface_cooldown = 10; + 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; +void player__skate_update(void){ + struct player_skate_state *state = &player_skate.state; world_instance *world = world_current_instance(); + if( state->activity == k_skate_activity_handplant ){ + return; + } + if( world->water.enabled ){ - if( player->rb.co[1]+0.25f < world->water.height ){ - audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f ); - player__skate_kill_audio( player ); - player__dead_transition( player ); + if( localplayer.rb.co[1]+0.25f < world->water.height ){ + vg_info( "player fell off due to being in water\n" ); + player__networked_sfx( k_player_subsystem_walk, 32, + k_player_walk_soundeffect_splash, + localplayer.rb.co, 1.0f ); + player__dead_transition( k_player_die_type_generic ); return; } } - v3_copy( 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 ); @@ -2133,128 +2280,134 @@ VG_STATIC void player__skate_update( player_instance *player ) 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 ); + state->slap = vg_lerpf( state->slap, slap, 10.0f*vg.time_fixed_delta ); - wheels[0].pos[1] = s->state.slap; - wheels[1].pos[1] = s->state.slap; + 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 = vg.time_fixed_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; iwheel_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->state.surface_cooldown ){ - s->state.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[vg_randu32()%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_handplant_model(); + skate_apply_grab_model(); + skate_apply_trick_model(); + skate_apply_pump_model(); + + ent_tornado_debug(); + v3f a; + ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a ); + v3_muladds( localplayer.rb.v, a, vg.time_fixed_delta, localplayer.rb.v ); begin_collision:; @@ -2264,35 +2417,36 @@ 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; irb.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 */ float rate_lock = substep_count; - rate_lock *= k_rb_delta * 0.1f; + rate_lock *= vg.time_fixed_delta * 0.1f; 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_matrices( &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; @@ -2353,18 +2508,19 @@ begin_collision:; * 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_matrices( &localplayer.rb ); - player__skate_kill_audio( player ); - player__dead_transition( player ); + vg_info( "player fell of due to hitting head\n" ); + player__dead_transition( k_player_die_type_head ); return; } @@ -2379,13 +2535,11 @@ begin_collision:; m4x3f mtx; m3x3_identity( mtx ); - m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); - - rb_sphere collider = { .radius = wheels[i].radius }; + m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] ); rb_ct *man = &manifold[ manifold_len ]; - int l = skate_collide_smooth( player, mtx, &collider, man ); + int l = skate_collide_smooth( mtx, wheels[i].radius, man ); if( l ) wheels[i].state = k_collider_state_colliding; @@ -2393,19 +2547,19 @@ begin_collision:; } float grind_radius = k_board_radius * 0.75f; - rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f, - .radius=grind_radius }; + rb_capsule capsule = { .h = (k_board_length+0.2f)*2.0f, + .r = 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 ); + int l = rb_capsule__scene( mtx, &capsule, NULL, world->geo_bh, + cman, k_material_flag_walking ); /* 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]; + if( state->activity >= k_skate_activity_grind_any ){ + for( int i=0; irb.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; } @@ -2437,16 +2589,17 @@ begin_collision:; v3f world_cog; - m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); + m4x3_mulv( localplayer.rb.to_world, + player_skate.weight_distribution, world_cog ); vg_line_point( world_cog, 0.02f, VG__BLACK ); for( int i=0; isubstep_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]; @@ -2467,8 +2620,8 @@ begin_collision:; 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; ico, 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 ); @@ -2501,25 +2654,25 @@ begin_collision:; v3_muls( ct->n, lambda, impulse ); v3_muladds( normal_total, impulse, inv_mass, normal_total ); - v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v ); + 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_matrices( &localplayer.rb ); substep_count ++; - if( s->substep >= 0.0001f ) + if( player_skate.substep >= 0.0001f ) goto begin_collision; /* again! */ /* @@ -2530,118 +2683,144 @@ begin_collision:; f32 nforce = v3_length(normal_total); if( nforce > 4.0f ){ if( nforce > 17.6f ){ - v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v ); - player__dead_transition(player); - player__skate_kill_audio(player); + vg_info( "player fell off due to hitting ground too hard\n" ); + v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v ); + player__dead_transition( k_player_die_type_feet ); return; } f32 amt = k_cam_punch; - if( player->cam_control.camera_mode == k_cam_firstperson ){ + if( localplayer.cam_control.camera_mode == k_cam_firstperson ){ amt *= 0.25f; } - v3_muladds( player->cam_land_punch_v, normal_total, amt, - player->cam_land_punch_v ); + v3_muladds( localplayer.cam_land_punch_v, normal_total, amt, + localplayer.cam_land_punch_v ); } - s->surface = k_surface_prop_concrete; + player_skate.surface = k_surface_prop_concrete; for( int i=0; iinfo.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; irb.to_world, mtx ); - m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); + 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_point( s->state.cog, 0.02f, VG__WHITE ); + skate_integrate(); + vg_line_point( state->cog, 0.02f, VG__WHITE ); + + u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos ); - ent_gate *gate = - world_intersect_gates(world, player->rb.co, s->state.prev_pos ); + if( id ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) ); - 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 ); + 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 ); - 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 ); + q_normalize( localplayer.rb.q ); + q_normalize( state->smoothed_rotation ); + rb_update_matrices( &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[vg_randu32()%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[vg_randu32()%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[] = - { +void player__skate_im_gui(void){ + struct player_skate_state *state = &player_skate.state; + player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0], + localplayer.rb.v[1], + localplayer.rb.v[2] ); + player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0], + localplayer.rb.co[1], + localplayer.rb.co[2] ); + player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0], + localplayer.rb.w[1], + localplayer.rb.w[2] ); + + const char *activity_txt[] = { "air", "air_to_grind", "ground", + "handplant", "undefined (INVALID)", "grind_any (INVALID)", "grind_boardslide", @@ -2651,73 +2830,72 @@ VG_STATIC void player__skate_im_gui( player_instance *player ){ "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_skate_state *state = &player->_skate.state; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; +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_randf64()-0.5f)*2.0f*kickspeed, + kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed, sign = vg_signf( kicks ); - state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign, - 6.0f*vg.time_delta); - state->wobble[1] = vg_lerpf( state->wobble[1], state->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] += state->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(state->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, player->cam_control.tpv_offset_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 @@ -2727,545 +2905,772 @@ VG_STATIC void player__skate_animate( player_instance *player, /* 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); - state->blend_slide = - vg_lerpf( state->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; - - state->blend_z = - vg_lerpf( state->blend_z, dirz, 2.4f*vg.time_delta ); - state->blend_x = - vg_lerpf( state->blend_x, dirx, 0.6f*vg.time_delta ); - state->blend_fly = - vg_lerpf( state->blend_fly, fly, 3.4f*vg.time_delta ); - state->blend_weight = - vg_lerpf( state->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; + animator->surface = player_skate.surface; + + /* pushing */ + animator->push_time = vg.time - state->start_push; + animator->push = vg_lerpf( animator->push, + (vg.time - state->cur_push) < 0.125, + 6.0f*vg.time_delta ); + + /* jumping */ + animator->jump_charge = state->jump_charge; + animator->jump = vg_lerpf( animator->jump, animator->jump_charge, + 8.4f*vg.time_delta ); + + /* trick setup */ + animator->jump_dir = state->jump_dir; + f32 jump_start_frame = 14.0f/30.0f; + animator->jump_time = animator->jump_charge * jump_start_frame; + f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame; + if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) + animator->jump_time = jump_frame; + + /* trick */ + float jump_t = vg.time-state->jump_time; + float k=17.0f; + float h = k*jump_t; + float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f); + extra *= state->slap * 4.0f; + + v3_add( state->trick_euler, state->trick_residuald, + animator->board_euler ); + v3_muls( animator->board_euler, VG_TAUf, animator->board_euler ); + + animator->board_euler[0] *= 0.5f; + animator->board_euler[1] += extra; + animator->trick_type = state->trick_type; + + /* board lean */ + f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f, + lean; + + lean1 = animator->slide * animator->delayed_slip_dir; + if( fabsf(lean1)>fabsf(lean2) ) lean = lean1; + else lean = lean2; + + if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean; + lean = vg_clampf( lean, -1.0f, 1.0f ); + animator->board_lean = + vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f); + + /* feet placement */ + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); + if( board ){ + if( animator->weight > 0.0f ){ + animator->foot_offset[0] = + board->truck_positions[k_board_truck_back][2]+0.3f; + } + else{ + animator->foot_offset[1] = + board->truck_positions[k_board_truck_front][2]-0.3f; + } } - 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 ); - state->blend_stand = - vg_lerpf( state->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 = state->blend_z * (15.0f/30.0f), - stand_blend = offset[1]*-2.0f; +#if 0 + f32 l = ((state->activity < k_skate_activity_ground) && + v3_length2(state->trick_vel) > 0.1f )? 1: 0; + animator->trick_foot = vg_lerpf( animator->trick_foot, l, + 8.4f*vg.time_delta ); +#endif - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - f32 lean1, - lean2 = steer[0] * s->state.reverse * -0.36f, - lean; + animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f ); - if( fabsf(s->state.slip) > 0.3f ){ - f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0])); - s->state.delayed_slip_dir = slide_dir; - } - lean1 = state->blend_slide * s->state.delayed_slip_dir; + /* grab */ + v2f grab_input; + joystick_state( k_srjoystick_grab, grab_input ); + v2_add( state->grab_mouse_delta, grab_input, grab_input ); - if( fabsf(lean1)>fabsf(lean2) ) lean = lean1; - else lean = lean2; + 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; - if( ((int)roundf(s->state.trick_euler[0])) % 2 ) lean = -lean; - lean = vg_clampf( lean, -1.0f, 1.0f ); + /* steer */ + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + animator->airdir = vg_lerpf( animator->airdir, + -steer[0], 2.4f*vg.time_delta ); - player->board_pose.lean = vg_lerpf( player->board_pose.lean, lean, - vg.time_delta * 18.0f ); + animator->steer[0] = steer[0]; + animator->steer[1] = vg_lerpf( animator->steer[1], + steer[0], 4.0f*vg.time_delta ); + - 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 ); + /* 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*vg.time_fixed_delta; + sign = vg_signf( t ); - 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 ); + t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); + t = sign * (1.0f-t*t); - /* sliding */ - float slide_frame = state->blend_x * (15.0f/30.0f); - skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose ); - - /* pushing */ - double push_time = vg.time - s->state.start_push; - state->blend_push = vg_lerpf( state->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 ); + 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 ) ); - skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose ); + v3f axis; + v4f qcounteryaw, qfixup; + + v3_cross( up, ndir, axis ); + q_axis_angle( qfixup, axis, a*2.0f ); - /* trick setup */ - float jump_start_frame = 14.0f/30.0f; + v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis ); + q_axis_angle( qcounteryaw, axis, yaw_counter_rotate ); - float charge = s->state.jump_charge; - state->blend_jump = - vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta ); + q_mul( qcounteryaw, qfixup, animator->qfixuptotal ); + q_normalize( animator->qfixuptotal ); - float setup_frame = charge * jump_start_frame, - setup_blend = vg_minf( state->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; + v3f p1, p2; + m3x3_mulv( localplayer.rb.to_world, up, p1 ); + m3x3_mulv( localplayer.rb.to_world, ndir, p2 ); - struct skeleton_anim *jump_anim = s->state.jump_dir? - s->anim_ollie: - s->anim_ollie_reverse; + 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 ); - skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); + if( state->activity == k_skate_activity_handplant ){ + v3_copy( state->store_co, animator->root_co ); + v4_copy( state->store_q, animator->root_q ); + v3_zero( animator->root_v ); + } + else { + rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q ); + v3_copy( localplayer.rb.v, animator->root_v ); } - - mdl_keyframe air_pose[32]; - { - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - float target = -steer[1]; + animator->handplant_t = state->handplant_t; +} + +void player__skate_pose( void *_animator, player_pose *pose ){ + struct skeleton *sk = &localplayer.skeleton; + struct player_skate_animator *animator = _animator; - state->blend_airdir = - vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta ); - - float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); - skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); + pose->type = k_player_pose_type_ik; + v3_copy( animator->root_co, pose->root_co ); + v4_copy( animator->root_q, pose->root_q ); - static v2f grab_choice; + /* 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 ); - v2f grab_input; - joystick_state( k_srjoystick_grab, grab_input ); - v2_add( s->state.grab_mouse_delta, grab_input, grab_input ); + /* apply flip rotation at midpoint */ + q_mul( animator->qflip, pose->root_q, pose->root_q ); + q_normalize( pose->root_q ); - 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 ); + 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 ); - 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); + /* ANIMATIONS + * ---------------------------------------------------------------------- */ - skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose ); - } + mdl_keyframe apose[32], bpose[32]; + mdl_keyframe ground_pose[32]; + { + /* stand/crouch */ + f32 dir_frame = animator->z * (15.0f/30.0f), + stand_blend = animator->offset[1]*-2.0f; - skeleton_lerp_pose( sk, ground_pose, air_pose, - state->blend_fly, dest->pose ); + pose->board.lean = animator->board_lean; + stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 ); - 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] }; + skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose ); + skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); + /* sliding */ + f32 slide_frame = animator->x * 0.25f + 0.25f; + skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose ); - mdl_keyframe grind_pose[32]; - { - float grind_frame = 0.5f; + mdl_keyframe mirrored[32]; + player_mirror_pose( bpose, mirrored ); + skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose ); - if( 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; + 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 ); - float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f; - state->blend_grind = - vg_lerpf( state->blend_grind, grind, 5.0f*vg.time_delta ); - state->blend_grind_balance = - vg_lerpf( state->blend_grind_balance, - grind_frame, 5.0f*vg.time_delta ); - - grind_frame = state->blend_grind_balance * (15.0f/30.0f); + struct skeleton_anim *jump_anim = animator->jump_dir? + player_skate.anim_ollie: + player_skate.anim_ollie_reverse; - 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, state->blend_jump, grind_pose ); + 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 ); } - skeleton_lerp_pose( sk, dest->pose, grind_pose, - state->blend_grind, dest->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 add_grab_mod = 1.0f - state->blend_fly; + 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); - /* 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-state->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 ); + skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose ); + } - q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate ); - q_mul( qcounteryaw, qfixup, qtotal ); - q_normalize( qtotal ); + skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, + pose->keyframes ); - 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 ); + 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] }; - for( int i=0; ipose[apply_to[i]-1]; - keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, - qtotal ); - } + mdl_keyframe grind_pose[32]; + { + f32 frame = animator->grind_balance * 0.5f; - v3f p1, p2; - m3x3_mulv( player->rb.to_world, up, p1 ); - m3x3_mulv( player->rb.to_world, ndir, p2 ); + 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; - vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK ); - vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK ); + /* 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 }; - v4f qtotal; - v4f qtrickr, qyawr, qpitchr, qrollr; - v3f eulerr; + for( int i=0; ikeyframes[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; + } - v3_muls( state->board_trick_residuald, VG_TAUf, eulerr ); +#if 1 + /* angle 'correction' */ + v3f origin; + v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin ); - 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] ); + for( int i=0; ikeyframes[apply_to[i]-1]; + keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co, + animator->qfixuptotal ); + } +#endif - q_mul( qpitchr, qrollr, qtrickr ); - q_mul( qyawr, qtrickr, qtotal ); - q_normalize( qtotal ); - q_mul( qtotal, kf_board->q, kf_board->q ); + if( animator->activity == k_skate_activity_handplant ){ + struct skeleton_anim *anim = player_skate.anim_handplant; - /* trick rotation */ - v4f qtrick, qyaw, qpitch, qroll; - v3f euler; - v3_muls( s->state.trick_euler, VG_TAUf, euler ); + mdl_keyframe hpose[32]; + skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose ); + if( animator->reverse < 0.0f ) + player_mirror_pose( hpose, hpose ); - float jump_t = vg.time-s->state.jump_time; + mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ]; + m4x3f world, mmdl, world_view; + q_m3x3( kf_world->q, world ); + v3_copy( kf_world->co, world[3] ); - 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_m3x3( pose->root_q, mmdl ); + v3_copy( pose->root_co, mmdl[3] ); - 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] ); + m4x3_mul( mmdl, world, world_view ); - q_mul( qyaw, qroll, qtrick ); - q_mul( qpitch, qtrick, qtrick ); - q_mul( kf_board->q, qtrick, kf_board->q ); - q_normalize( kf_board->q ); + vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff ); + vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 ); + vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 ); - struct player_board *board = - addon_cache_item_if_loaded( k_addon_type_board, - player->board_view_slot ); - - if( board ){ - /* foot weight distribution */ - if( state->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*state->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*state->blend_weight ); - } - } + m4x3f invworld; + m4x3_invert_affine( world, invworld ); + m4x3_mul( mmdl, invworld, world_view ); - float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f ); - state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f ); + m3x3_q( world_view, pose->root_q ); + v3_copy( world_view[3], pose->root_co ); - 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 * state->subslap; - kf_hip->co[1] += s->state.slap * 0.25f; + f32 t = animator->handplant_t, + frames = anim->length-1, + length = animator->activity == k_skate_activity_handplant? + frames / anim->rate: + 999999, + end_dist = vg_minf( t, length - t )/k_anim_transition, + blend = vg_smoothstepf( vg_minf(1,end_dist) ); + skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes ); + } - f32 l = ((s->state.activity < k_skate_activity_ground) && - v3_length2(s->state.trick_vel) > 0.1f )? 1: 0; - state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l, - 8.4f*vg.time_delta ); - if( s->state.trick_type == k_trick_type_kickflip ){ - kf_foot_l->co[0] += state->blend_trick_foot * 0.2f; - } - else if( s->state.trick_type == k_trick_type_shuvit ){ - kf_foot_l->co[0] += state->blend_trick_foot * 0.1f; - kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f; - } - else if( s->state.trick_type == k_trick_type_treflip ){ - kf_foot_l->co[0] += state->blend_trick_foot * 0.2f; - kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f; - } + /* 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 ); - /* - * 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. - */ + 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 ); - /* 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] ); + 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; - 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 ); - } + /* kickflip and shuvit are in the wrong order for some reason */ + if( animator->trick_type == k_trick_type_kickflip ){ + kf_foot_l->co[0] += animator->trick_foot * 0.15f; + kf_foot_r->co[0] -= animator->trick_foot * 0.15f; + kf_foot_l->co[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[1] -= animator->trick_foot * 0.18f; } + else if( animator->trick_type == k_trick_type_shuvit ){ + kf_foot_l->co[0] += animator->trick_foot * 0.2f; + kf_foot_l->co[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[0] -= animator->trick_foot * 0.1f; + kf_foot_r->co[1] += animator->trick_foot * 0.09f; + } + else if( animator->trick_type == k_trick_type_treflip ){ + kf_foot_l->co[0] += animator->trick_foot * 0.2f; + kf_foot_r->co[0] -= animator->trick_foot * 0.15f; + kf_foot_l->co[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[1] -= animator->trick_foot * 0.18f; + } + + /* + * animation wishlist: + * boardslide/grind jump animations + * when tricking the slap should not appply or less apply + * not animations however DONT target grinds that are vertically down. + */ + /* truck rotation */ + for( int i=0; i<2; i++ ){ + float a = vg_minf( player_skate.truckv0[i][0], 1.0f ); + a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] ); + + v4f q; + q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a ); + q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); + q_normalize( kf_wheels[i]->q ); + } + +#if 1 { mdl_keyframe - *kf_head = &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(state->blend_grind, - fabsf(state->blend_weight)) * 0.3f; + float warble = vg_perlin_fract_1d( vg.time, 2.0f, 2, 300 ); + warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f; v4f qrot; q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble ); v3f origin = {0.0f,0.2f,0.0f}; keyframe_rotate_around( kf_hand_l, origin, - 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 ); - } - /* 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 ); + /* hand placement */ - 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 ); + u32 hand_id = animator->z < 0.5f? + localplayer.id_ik_hand_l: localplayer.id_ik_hand_r; - t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); - t = sign * (1.0f-t*t); + 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 ); - float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, - distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f, - blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); + v3_muladds( sample_co, mmdl[1], 0.3f, sample_co ); + vg_line_point( sample_co, 0.04f, 0xff0000ff ); - angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend ); + 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; + } - q_axis_angle( qflip, s->state.flip_axis, angle ); - q_mul( qflip, dest->root_q, dest->root_q ); - q_normalize( dest->root_q ); + /* 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; ikeyframes[ skidders[i]-1 ]; + keyframe_rotate_around( kf, + (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt}, + sk->bones[skidders[i]].co, qskid ); + } + } +#endif +} - 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 ); +void player__skate_effects( void *_animator, m4x3f *final_mtx, + struct player_board *board, + struct player_effects_data *effect_data ){ + struct skeleton *sk = &localplayer.skeleton; + struct player_skate_animator *animator = _animator; + + v3f vp0, vp1, vpc; + if( board ){ + v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 ); + v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 ); + } + else{ + v3_zero( vp0 ); + v3_zero( vp1 ); } - skeleton_copy_pose( sk, dest->pose, s->holdout ); -} + 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 ); -VG_STATIC void player__skate_post_animate( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - struct player_avatar *av = player->playeravatar; + if( animator->surface == k_surface_prop_sand ){ + if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){ + v3f v, co; + v3_muls( animator->root_v, 0.5f, v ); + v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co ); - player->cam_velocity_influence = 1.0f; + effect_data->sand.colour = 0xff8ec4e6; + effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 ); + } + } - 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 ); + if( animator->grind > 0.5f ){ + int back = 0, front = 0, mid = 0; + + if( animator->activity == k_skate_activity_grind_5050 ){ + back = 1; + front = 1; + } + else if( animator->activity == k_skate_activity_grind_back50 ){ + back = 1; + } + else if( animator->activity == k_skate_activity_grind_front50 ){ + front = 1; + } + else if( animator->activity == k_skate_activity_grind_boardslide ){ + mid = 1; + } + + if( back ){ + effect_spark_apply( &effect_data->spark, vp0, + animator->root_v, vg.time_delta ); + } + + if( front ){ + effect_spark_apply( &effect_data->spark, vp1, + animator->root_v, vg.time_delta ); + } + + if( mid ){ + effect_spark_apply( &effect_data->spark, vpc, + animator->root_v, vg.time_delta ); + } + } } -VG_STATIC void player__skate_reset_animator( player_instance *player ){ - struct player_skate *s = &player->_skate; - struct player_skate_state *state = &s->state; +void player__skate_post_animate(void){ + struct player_skate_state *state = &player_skate.state; + localplayer.cam_velocity_influence = 1.0f; + localplayer.cam_dist = 1.8f; - if( s->state.activity <= k_skate_activity_air_to_grind ) - state->blend_fly = 1.0f; - else - state->blend_fly = 0.0f; - - state->blend_slide = 0.0f; - state->blend_z = 0.0f; - state->blend_x = 0.0f; - state->blend_grind = 0.0f; - state->blend_grind_balance = 0.0f; - state->blend_stand = 0.0f; - state->blend_push = 0.0f; - state->blend_jump = 0.0f; - state->blend_airdir = 0.0f; - state->blend_weight = 0.0f; - state->subslap = 0.0f; - v2_zero( state->wobble ); - - v3_zero( state->board_trick_residuald ); - v3_zero( state->board_trick_residualv ); - v3_zero( s->truckv0[0] ); - v3_zero( s->truckv0[1] ); + v3f head = { 0.0f, 1.8f, 0.0f }; + m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ], + head, state->head_position ); + m4x3_mulv( localplayer.rb.to_local, + state->head_position, state->head_position ); } -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->state.grind_cooldown = 0; - s->state.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 ); +void player__skate_reset_animator(void){ + struct player_skate_state *state = &player_skate.state; + + memset( &player_skate.animator, 0, sizeof(player_skate.animator) ); + + if( state->activity <= k_skate_activity_air_to_grind ) + player_skate.animator.fly = 1.0f; + else + player_skate.animator.fly = 0.0f; } -VG_STATIC void player__skate_reset( player_instance *player, - ent_spawn *rp ) +void player__skate_clear_mechanics(void) { - struct player_skate *s = &player->_skate; - v3_zero( player->rb.v ); - v4_copy( rp->transform.q, player->rb.q ); + 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 ); - s->state.activity = k_skate_activity_air; - s->state.activity_prev = k_skate_activity_air; + v3f head = { 0.0f, 1.8f, 0.0f }; + m4x3_mulv( localplayer.rb.to_world, head, state->head_position ); +} - player__skate_clear_mechanics( player ); - player__skate_reset_animator( player ); +#include "network_compression.h" - v3_zero( s->state.head_position ); - s->state.head_position[1] = 1.8f; +void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ + struct player_skate_animator *animator = data; + + bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co ); + bitpack_qquat( ctx, animator->root_q ); + + bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset ); + bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z ); + bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x ); + + /* these could likely be pressed down into single bits if needed */ + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/ + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/ + + /* just the sign bit? */ + bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse ); + bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir ); + bitpack_bytes( ctx, 1, &animator->jump_dir ); + bitpack_bytes( ctx, 1, &animator->trick_type ); + + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance ); + bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir ); + bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing ); + + /* animator->wobble is ommited */ + + bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset ); + bitpack_qquat( ctx, animator->qfixuptotal ); + bitpack_qquat( ctx, animator->qflip ); + + bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler ); + bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean ); + bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer ); + bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab ); + + bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time ); + bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time ); + bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t ); + bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v ); + bitpack_bytes( ctx, 1, &animator->activity ); } -#endif /* PLAYER_SKATE_C */ +void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){ + audio_lock(); + + if( id == k_player_skate_soundeffect_jump ){ + audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2], + pos, 40.0f, volume ); + } + else if( id == k_player_skate_soundeffect_tap ){ + audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4], + pos, 40.0f, volume ); + } + else if( id == k_player_skate_soundeffect_land_good ){ + audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3], + pos, 40.0f, volume ); + } + else if( id == k_player_skate_soundeffect_land_bad ){ + audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3], + pos, 40.0f, volume ); + } + else if( id == k_player_skate_soundeffect_grind_metal ){ + audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume ); + } + else if( id == k_player_skate_soundeffect_grind_wood ){ + audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume ); + } + + audio_unlock(); +}