seperation of body initialization, glider model
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 #include "ent_tornado.c"
12
13 static void player__skate_bind(void){
14 struct skeleton *sk = &localplayer.skeleton;
15 rb_update_matrices( &localplayer.rb );
16
17 struct { struct skeleton_anim **anim; const char *name; }
18 bindings[] = {
19 { &player_skate.anim_grind, "pose_grind" },
20 { &player_skate.anim_grind_jump, "pose_grind_jump" },
21 { &player_skate.anim_stand, "pose_stand" },
22 { &player_skate.anim_highg, "pose_highg" },
23 { &player_skate.anim_air, "pose_air" },
24 { &player_skate.anim_slide, "pose_slide" },
25 { &player_skate.anim_push, "push" },
26 { &player_skate.anim_push_reverse, "push_reverse" },
27 { &player_skate.anim_ollie, "ollie" },
28 { &player_skate.anim_ollie_reverse,"ollie_reverse" },
29 { &player_skate.anim_grabs, "grabs" },
30 { &player_skate.anim_handplant, "handplant" },
31 };
32
33 for( u32 i=0; i<vg_list_size(bindings); i++ )
34 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
35 }
36
37 static void player__skate_kill_audio(void){
38 audio_lock();
39 if( player_skate.aud_main ){
40 player_skate.aud_main =
41 audio_channel_fadeout( player_skate.aud_main, 0.1f );
42 }
43 if( player_skate.aud_air ){
44 player_skate.aud_air =
45 audio_channel_fadeout( player_skate.aud_air, 0.1f );
46 }
47 if( player_skate.aud_slide ){
48 player_skate.aud_slide =
49 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
50 }
51 audio_unlock();
52 }
53
54 /*
55 * Collision detection routines
56 *
57 *
58 */
59
60 /*
61 * Does collision detection on a sphere vs world, and applies some smoothing
62 * filters to the manifold afterwards
63 */
64 static int skate_collide_smooth( m4x3f mtx, f32 r, rb_ct *man ){
65 world_instance *world = world_current_instance();
66
67 int len = 0;
68 len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man,
69 k_material_flag_walking );
70
71 for( int i=0; i<len; i++ ){
72 man[i].rba = &localplayer.rb;
73 man[i].rbb = NULL;
74 }
75
76 rb_manifold_filter_coplanar( man, len, 0.03f );
77
78 if( len > 1 ){
79 rb_manifold_filter_backface( man, len );
80 rb_manifold_filter_joint_edges( man, len, 0.03f );
81 rb_manifold_filter_pairs( man, len, 0.03f );
82 }
83 int new_len = rb_manifold_apply_filtered( man, len );
84 if( len && !new_len )
85 len = 1;
86 else
87 len = new_len;
88
89 return len;
90 }
91
92 struct grind_info
93 {
94 v3f co, dir, n;
95 };
96
97 static int skate_grind_scansq( v3f pos, v3f dir, float r,
98 struct grind_info *inf ){
99 world_instance *world = world_current_instance();
100
101 v4f plane;
102 v3_copy( dir, plane );
103 v3_normalize( plane );
104 plane[3] = v3_dot( plane, pos );
105
106 boxf box;
107 v3_add( pos, (v3f){ r, r, r }, box[1] );
108 v3_sub( pos, (v3f){ r, r, r }, box[0] );
109
110 struct grind_sample{
111 v2f co;
112 v2f normal;
113 v3f normal3,
114 centroid;
115 }
116 samples[48];
117 int sample_count = 0;
118
119 v2f support_min,
120 support_max;
121
122 v3f support_axis;
123 v3_cross( plane, (v3f){0,1,0}, support_axis );
124 v3_normalize( support_axis );
125
126 bh_iter it;
127 bh_iter_init_box( 0, &it, box );
128 i32 idx;
129
130 while( bh_next( world->geo_bh, &it, &idx ) ){
131 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
132 v3f tri[3];
133
134 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
135 if( !(surf->info.flags & k_material_flag_grindable) )
136 continue;
137
138 for( int j=0; j<3; j++ )
139 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
140
141 for( int j=0; j<3; j++ ){
142 int i0 = j,
143 i1 = (j+1) % 3;
144
145 struct grind_sample *sample = &samples[ sample_count ];
146 v3f co;
147
148 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
149 v3f d;
150 v3_sub( co, pos, d );
151 if( v3_length2( d ) > r*r )
152 continue;
153
154 v3f va, vb, normal;
155 v3_sub( tri[1], tri[0], va );
156 v3_sub( tri[2], tri[0], vb );
157 v3_cross( va, vb, normal );
158
159 sample->normal[0] = v3_dot( support_axis, normal );
160 sample->normal[1] = normal[1];
161 sample->co[0] = v3_dot( support_axis, d );
162 sample->co[1] = d[1];
163
164 v3_copy( normal, sample->normal3 ); /* normalize later
165 if we want to us it */
166
167 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
168 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
169 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
170
171 v2_normalize( sample->normal );
172 sample_count ++;
173
174 if( sample_count == vg_list_size( samples ) )
175 goto too_many_samples;
176 }
177 }
178 }
179
180 too_many_samples:
181
182 if( sample_count < 2 )
183 return 0;
184
185 v3f average_direction,
186 average_normal;
187
188 v2f min_co, max_co;
189 v2_fill( min_co, INFINITY );
190 v2_fill( max_co, -INFINITY );
191
192 v3_zero( average_direction );
193 v3_zero( average_normal );
194
195 int passed_samples = 0;
196
197 for( int i=0; i<sample_count-1; i++ ){
198 struct grind_sample *si, *sj;
199
200 si = &samples[i];
201
202 for( int j=i+1; j<sample_count; j++ ){
203 if( i == j )
204 continue;
205
206 sj = &samples[j];
207
208 /* non overlapping */
209 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
210 continue;
211
212 /* not sharp angle */
213 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
214 continue;
215
216 /* not convex */
217 v3f v0;
218 v3_sub( sj->centroid, si->centroid, v0 );
219 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
220 v3_dot( v0, sj->normal3 ) <= 0.0f )
221 continue;
222
223 v2_minv( sj->co, min_co, min_co );
224 v2_maxv( sj->co, max_co, max_co );
225
226 v3f n0, n1, dir;
227 v3_copy( si->normal3, n0 );
228 v3_copy( sj->normal3, n1 );
229 v3_cross( n0, n1, dir );
230
231 if( v3_length2( dir ) <= 0.000001f )
232 continue;
233
234 v3_normalize( dir );
235
236 /* make sure the directions all face a common hemisphere */
237 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
238 v3_add( average_direction, dir, average_direction );
239
240 float yi = si->normal3[1],
241 yj = sj->normal3[1];
242
243 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
244 else v3_add( sj->normal3, average_normal, average_normal );
245
246 passed_samples ++;
247 }
248 }
249
250 if( !passed_samples )
251 return 0;
252
253 if( (v3_length2( average_direction ) <= 0.001f) ||
254 (v3_length2( average_normal ) <= 0.001f ) )
255 return 0;
256
257 float div = 1.0f/(float)passed_samples;
258 v3_normalize( average_direction );
259 v3_normalize( average_normal );
260
261 v2f average_coord;
262 v2_add( min_co, max_co, average_coord );
263 v2_muls( average_coord, 0.5f, average_coord );
264
265 v3_muls( support_axis, average_coord[0], inf->co );
266 inf->co[1] += average_coord[1];
267 v3_add( pos, inf->co, inf->co );
268 v3_copy( average_normal, inf->n );
269 v3_copy( average_direction, inf->dir );
270
271 vg_line_point( inf->co, 0.02f, VG__GREEN );
272 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
273 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
274
275 return passed_samples;
276 }
277
278 static void reset_jump_info( jump_info *inf ){
279 inf->log_length = 0;
280 inf->land_dist = 0.0f;
281 inf->score = 0.0f;
282 inf->type = k_prediction_unset;
283 v3_zero( inf->apex );
284 }
285
286 static int create_jumps_to_hit_target( jump_info *jumps,
287 v3f target, float max_angle_delta,
288 float gravity ){
289 /* calculate the exact 2 solutions to jump onto that grind spot */
290
291 v3f v0;
292 v3_sub( target, localplayer.rb.co, v0 );
293
294 v3f ax;
295 v3_copy( v0, ax );
296 ax[1] = 0.0f;
297 v3_normalize( ax );
298
299 v2f d = { v3_dot( ax, v0 ), v0[1] },
300 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
301
302 float a = atan2f( v[1], v[0] ),
303 m = v2_length( v ),
304 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
305
306 int valid_count = 0;
307
308 if( root > 0.0f ){
309 root = sqrtf( root );
310 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
311 a1 = atanf( (m*m - root) / (gravity * d[0]) );
312
313 if( fabsf(a0-a) < max_angle_delta ){
314 jump_info *inf = &jumps[ valid_count ++ ];
315 reset_jump_info( inf );
316
317 v3_muls( ax, cosf( a0 ) * m, inf->v );
318 inf->v[1] += sinf( a0 ) * m;
319 inf->land_dist = d[0] / (cosf(a0)*m);
320 inf->gravity = gravity;
321
322 v3_copy( target, inf->log[inf->log_length ++] );
323 }
324
325 if( fabsf(a1-a) < max_angle_delta ){
326 jump_info *inf = &jumps[ valid_count ++ ];
327 reset_jump_info( inf );
328
329 v3_muls( ax, cosf( a1 ) * m, inf->v );
330 inf->v[1] += sinf( a1 ) * m;
331 inf->land_dist = d[0] / (cosf(a1)*m);
332 inf->gravity = gravity;
333
334 v3_copy( target, inf->log[inf->log_length ++] );
335 }
336 }
337
338 return valid_count;
339 }
340
341 static void player__approximate_best_trajectory(void){
342 world_instance *world0 = world_current_instance();
343
344 float k_trace_delta = k_rb_delta * 10.0f;
345 struct player_skate_state *state = &player_skate.state;
346
347 state->air_start = vg.time;
348 v3_copy( localplayer.rb.v, state->air_init_v );
349 v3_copy( localplayer.rb.co, state->air_init_co );
350
351 player_skate.possible_jump_count = 0;
352
353 v3f axis;
354 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
355 v3_normalize( axis );
356
357 /* at high slopes, Y component is low */
358 float upness = localplayer.rb.to_world[1][1],
359 angle_begin = -(1.0f-fabsf( upness )),
360 angle_end = 1.0f;
361
362 struct grind_info grind;
363 int grind_located = 0;
364 float grind_located_gravity = k_gravity;
365
366
367 v3f launch_v_bounds[2];
368
369 for( int i=0; i<2; i++ ){
370 v3_copy( localplayer.rb.v, launch_v_bounds[i] );
371 float ang = (float[]){ angle_begin, angle_end }[ i ];
372 ang *= 0.15f;
373
374 v4f qbias;
375 q_axis_angle( qbias, axis, ang );
376 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
377 }
378
379 for( int m=0;m<=30; m++ ){
380 jump_info *inf =
381 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
382 reset_jump_info( inf );
383
384 v3f launch_co, launch_v, co0, co1;
385 v3_copy( localplayer.rb.co, launch_co );
386 v3_copy( localplayer.rb.v, launch_v );
387 v3_copy( launch_co, co0 );
388 world_instance *trace_world = world0;
389
390 float vt = (float)m * (1.0f/30.0f),
391 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
392
393 v4f qbias;
394 q_axis_angle( qbias, axis, ang );
395 q_mulv( qbias, launch_v, launch_v );
396
397 float yaw_sketch = 1.0f-fabsf(upness);
398
399 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
400 q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
401 q_mulv( qbias, launch_v, launch_v );
402
403 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
404 gravity = k_gravity * gravity_bias;
405 inf->gravity = gravity;
406 v3_copy( launch_v, inf->v );
407
408 /* initial conditions */
409 v3f v;
410 v3_copy( launch_v, v );
411 v3_copy( launch_co, co1 );
412
413 for( int i=1; i<=50; i++ ){
414 f32 t = (f32)i * k_trace_delta;
415
416 /* integrate forces */
417 v3f a;
418 ent_tornado_forces( co1, v, a );
419 a[1] -= gravity;
420
421 /* position */
422 v3_muladds( co1, v, k_trace_delta, co1 );
423 v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
424
425 /* velocity */
426 v3_muladds( v, a, k_trace_delta, v );
427
428 int search_for_grind = 1;
429 if( grind_located ) search_for_grind = 0;
430 if( v[1] > 0.0f ) search_for_grind = 0;
431
432 /* REFACTOR */
433
434 v3f closest={0.0f,0.0f,0.0f};
435 if( search_for_grind ){
436 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
437 float min_dist = 0.75f;
438 min_dist *= min_dist;
439
440 if( v3_dist2( closest, launch_co ) < min_dist )
441 search_for_grind = 0;
442
443 v3f bound[2];
444
445 for( int j=0; j<2; j++ ){
446 v3_muls( launch_v_bounds[j], t, bound[j] );
447 bound[j][1] += -0.5f*gravity*t*t;
448 v3_add( launch_co, bound[j], bound[j] );
449 }
450
451 float limh = vg_minf( 2.0f, t ),
452 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
453 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
454
455 if( (closest[1] < minh) || (closest[1] > maxh) ){
456 search_for_grind = 0;
457 }
458 }
459 else
460 search_for_grind = 0;
461 }
462
463 if( search_for_grind ){
464 if( skate_grind_scansq( closest, v, 0.5f, &grind ) ){
465 /* check alignment */
466 v2f v0 = { v[0], v[2] },
467 v1 = { grind.dir[0], grind.dir[2] };
468
469 v2_normalize( v0 );
470 v2_normalize( v1 );
471
472 float a = v2_dot( v0, v1 );
473
474 float a_min = cosf( VG_PIf * 0.185f );
475 if( state->grind_cooldown )
476 a_min = cosf( VG_PIf * 0.05f );
477
478 /* check speed */
479 if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
480 (a >= a_min) &&
481 (fabsf(grind.dir[1]) < 0.70710678118654752f))
482 {
483 grind_located = 1;
484 grind_located_gravity = inf->gravity;
485 }
486 }
487 }
488
489 if( trace_world->rendering_gate ){
490 ent_gate *gate = trace_world->rendering_gate;
491 if( gate_intersect( gate, co1, co0 ) ){
492 m4x3_mulv( gate->transport, co0, co0 );
493 m4x3_mulv( gate->transport, co1, co1 );
494 m3x3_mulv( gate->transport, launch_v, launch_v);
495 m4x3_mulv( gate->transport, launch_co, launch_co );
496
497 if( gate->flags & k_ent_gate_nonlocal )
498 trace_world = &world_static.instances[ gate->target ];
499 }
500 }
501
502 float t1;
503 v3f n;
504
505 float scan_radius = k_board_radius;
506 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
507
508 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
509 k_material_flag_walking );
510 if( idx != -1 ){
511 v3f co;
512 v3_lerp( co0, co1, t1, co );
513 v3_copy( co, inf->log[ inf->log_length ++ ] );
514
515 v3_copy( n, inf->n );
516 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
517 struct world_surface *surf =
518 world_tri_index_surface( trace_world, tri[0] );
519
520 inf->type = k_prediction_land;
521 inf->score = -v3_dot( v, inf->n );
522 inf->land_dist = t + k_trace_delta * t1;
523
524 /* Bias prediction towords ramps */
525 if( !(surf->info.flags & k_material_flag_skate_target) )
526 inf->score *= 10.0f;
527
528 if( surf->info.flags & k_material_flag_boundary )
529 player_skate.possible_jump_count --;
530
531 break;
532 }
533
534 if( i % 3 == 0 )
535 v3_copy( co1, inf->log[ inf->log_length ++ ] );
536 v3_copy( co1, co0 );
537 }
538
539 if( inf->type == k_prediction_unset )
540 player_skate.possible_jump_count --;
541 }
542
543 if( grind_located ){
544 jump_info grind_jumps[2];
545
546 int valid_count =
547 create_jumps_to_hit_target( grind_jumps, grind.co,
548 0.175f*VG_PIf, grind_located_gravity );
549
550 /* knock out original landing points in the 1m area */
551 for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
552 jump_info *jump = &player_skate.possible_jumps[ j ];
553 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
554 float descale = 1.0f-vg_minf(1.0f,dist);
555 jump->score += descale*3.0f;
556 }
557
558 for( int i=0; i<valid_count; i++ ){
559 jump_info *jump = &grind_jumps[i];
560 jump->type = k_prediction_grind;
561
562 v3f launch_v, launch_co, co0, co1;
563
564 v3_copy( jump->v, launch_v );
565 v3_copy( localplayer.rb.co, launch_co );
566
567 float t = 0.05f * jump->land_dist;
568 v3_muls( launch_v, t, co0 );
569 co0[1] += -0.5f * jump->gravity * t*t;
570 v3_add( launch_co, co0, co0 );
571
572 /* rough scan to make sure we dont collide with anything */
573 for( int j=1; j<=16; j++ ){
574 t = (float)j*(1.0f/16.0f);
575 t *= 0.9f;
576 t += 0.05f;
577 t *= jump->land_dist;
578
579 v3_muls( launch_v, t, co1 );
580 co1[1] += -0.5f * jump->gravity * t*t;
581 v3_add( launch_co, co1, co1 );
582
583 float t1;
584 v3f n;
585
586 int idx = spherecast_world( world0, co0,co1,
587 k_board_radius*0.1f, &t1, n,
588 k_material_flag_walking );
589 if( idx != -1 ){
590 goto invalidated_grind;
591 }
592
593 v3_copy( co1, co0 );
594 }
595
596 v3_copy( grind.n, jump->n );
597
598 /* determine score */
599 v3f ve;
600 v3_copy( jump->v, ve );
601 ve[1] += -jump->gravity*jump->land_dist;
602 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
603
604 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
605 *jump;
606
607 continue;
608 invalidated_grind:;
609 }
610 }
611
612
613 float score_min = INFINITY,
614 score_max = -INFINITY;
615
616 jump_info *best = NULL;
617
618 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
619 jump_info *jump = &player_skate.possible_jumps[i];
620
621 if( jump->score < score_min )
622 best = jump;
623
624 score_min = vg_minf( score_min, jump->score );
625 score_max = vg_maxf( score_max, jump->score );
626 }
627
628 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
629 jump_info *jump = &player_skate.possible_jumps[i];
630 float s = jump->score;
631
632 s -= score_min;
633 s /= (score_max-score_min);
634 s = 1.0f - s;
635
636 jump->score = s;
637 jump->colour = s * 255.0f;
638
639 if( jump == best )
640 jump->colour <<= 16;
641 else if( jump->type == k_prediction_land )
642 jump->colour <<= 8;
643
644 jump->colour |= 0xff000000;
645 }
646
647 if( best ){
648 v3_copy( best->n, state->land_normal );
649 v3_copy( best->v, localplayer.rb.v );
650 state->land_dist = best->land_dist;
651 state->gravity_bias = best->gravity;
652
653 if( best->type == k_prediction_grind ){
654 state->activity = k_skate_activity_air_to_grind;
655 }
656
657 v2f steer;
658 joystick_state( k_srjoystick_steer, steer );
659 v2_normalize_clamp( steer );
660
661 if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
662 state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
663 state->reverse ;
664 state->flip_time = 0.0f;
665 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
666 }
667 else{
668 state->flip_rate = 0.0f;
669 v3_zero( state->flip_axis );
670 }
671 }
672 else
673 v3_copy( (v3f){0,1,0}, state->land_normal );
674 }
675
676 /*
677 *
678 * Varius physics models
679 * ------------------------------------------------
680 */
681
682 /*
683 * Air control, no real physics
684 */
685 static void skate_apply_air_model(void){
686 struct player_skate_state *state = &player_skate.state;
687
688 if( state->activity_prev > k_skate_activity_air_to_grind )
689 player__approximate_best_trajectory();
690
691 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
692 angle = vg_clampf( angle, -1.0f, 1.0f );
693 v3f axis;
694 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
695
696 v4f correction;
697 q_axis_angle( correction, axis,
698 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
699 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
700 }
701
702 static enum trick_type player_skate_trick_input(void);
703 static void skate_apply_trick_model(void){
704 struct player_skate_state *state = &player_skate.state;
705
706 v3f Fd, Fs, F;
707 v3f strength = { 3.7f, 3.6f, 8.0f };
708
709 v3_muls( state->trick_residualv, -4.0f , Fd );
710 v3_muls( state->trick_residuald, -10.0f, Fs );
711 v3_add( Fd, Fs, F );
712 v3_mul( strength, F, F );
713
714 v3_muladds( state->trick_residualv, F, k_rb_delta,
715 state->trick_residualv );
716 v3_muladds( state->trick_residuald, state->trick_residualv,
717 k_rb_delta, state->trick_residuald );
718
719 if( state->activity <= k_skate_activity_air_to_grind ){
720 if( v3_length2( state->trick_vel ) < 0.0001f )
721 return;
722
723 int carry_on = state->trick_type == player_skate_trick_input();
724
725 /* we assume velocities share a common divisor, in which case the
726 * interval is the minimum value (if not zero) */
727
728 float min_rate = 99999.0f;
729
730 for( int i=0; i<3; i++ ){
731 float v = state->trick_vel[i];
732 if( (v > 0.0f) && (v < min_rate) )
733 min_rate = v;
734 }
735
736 float interval = 1.0f / min_rate,
737 current = floorf( state->trick_time ),
738 next_end = current+1.0f;
739
740
741 /* integrate trick velocities */
742 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
743 state->trick_euler );
744
745 if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
746 state->trick_time = 0.0f;
747 state->trick_euler[0] = roundf( state->trick_euler[0] );
748 state->trick_euler[1] = roundf( state->trick_euler[1] );
749 state->trick_euler[2] = roundf( state->trick_euler[2] );
750 v3_copy( state->trick_vel, state->trick_residualv );
751 v3_zero( state->trick_vel );
752
753 audio_lock();
754 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
755 localplayer.rb.co, 40.0f, 1.0f );
756 audio_unlock();
757 }
758 else
759 state->trick_time += k_rb_delta / interval;
760 }
761 else{
762 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
763 state->trick_time > 0.2f)
764 {
765 player__dead_transition( k_player_die_type_feet );
766 }
767
768 state->trick_euler[0] = roundf( state->trick_euler[0] );
769 state->trick_euler[1] = roundf( state->trick_euler[1] );
770 state->trick_euler[2] = roundf( state->trick_euler[2] );
771 state->trick_time = 0.0f;
772 v3_zero( state->trick_vel );
773 }
774 }
775
776 static void skate_apply_grab_model(void){
777 struct player_skate_state *state = &player_skate.state;
778
779 float grabt = axis_state( k_sraxis_grab );
780
781 if( grabt > 0.5f ){
782 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
783 state->grab_mouse_delta );
784
785 v2_normalize_clamp( state->grab_mouse_delta );
786 }
787 else
788 v2_zero( state->grab_mouse_delta );
789
790 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
791 }
792
793 static void skate_apply_steering_model(void){
794 struct player_skate_state *state = &player_skate.state;
795
796 v2f jsteer;
797 joystick_state( k_srjoystick_steer, jsteer );
798
799 /* Steering */
800 float steer = jsteer[0],
801 grab = axis_state( k_sraxis_grab );
802
803 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
804
805 v3f steer_axis;
806 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
807
808 float rate = 26.0f,
809 top = 1.0f;
810
811 f32 skid_target = 0.0f;
812
813 if( state->activity <= k_skate_activity_air_to_grind ){
814 rate = 6.0f * fabsf(steer);
815 top = 1.5f;
816 }
817 else{
818 /* rotate slower when grabbing on ground */
819 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
820
821 if( state->activity == k_skate_activity_grind_5050 ){
822 rate = 0.0f;
823 top = 0.0f;
824 }
825
826 else if( state->activity >= k_skate_activity_grind_any ){
827 rate *= fabsf(steer);
828
829 float a = 0.8f * -steer * k_rb_delta;
830
831 v4f q;
832 q_axis_angle( q, localplayer.rb.to_world[1], a );
833 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
834
835 v3_normalize( player_skate.grind_vec );
836 }
837
838 else if( state->manual_direction ){
839 rate = 35.0f;
840 top = 1.5f;
841 }
842 else {
843 f32 skid = axis_state(k_sraxis_skid);
844
845 /* skids on keyboard lock to the first direction pressed */
846 if( vg_input.display_input_method == k_input_method_kbm ){
847 if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
848 (fabsf(steer) > 0.4f) ){
849 state->skid = vg_signf( steer ) * 0.02f;
850 }
851
852 if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
853 skid_target = vg_signf( state->skid );
854 }
855 }
856 else {
857 if( fabsf(skid) > 0.1f ){
858 skid_target = skid;
859 }
860 }
861 }
862
863 if( grab < 0.5f ){
864 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
865 }
866 }
867
868 vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
869 steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
870 fabsf(state->skid*0.8f) );
871
872 float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
873 addspeed = (steer * -top) - current,
874 maxaccel = rate * k_rb_delta,
875 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
876
877 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
878 accel, localplayer.rb.w );
879 }
880
881 /*
882 * Computes friction and surface interface model
883 */
884 static void skate_apply_friction_model(void){
885 struct player_skate_state *state = &player_skate.state;
886
887 /*
888 * Computing localized friction forces for controlling the character
889 * Friction across X is significantly more than Z
890 */
891
892 v3f vel;
893 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
894 float slip = 0.0f;
895
896 if( fabsf(vel[2]) > 0.01f )
897 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
898
899 if( fabsf( slip ) > 1.2f )
900 slip = vg_signf( slip ) * 1.2f;
901
902 state->slip = slip;
903 state->reverse = -vg_signf(vel[2]);
904
905 f32 lat = k_friction_lat;
906
907 if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
908 if( (player_skate.surface == k_surface_prop_snow) ||
909 (player_skate.surface == k_surface_prop_sand) ){
910 lat *= 8.0f;
911 }
912 else
913 lat *= 1.5f;
914 }
915
916 if( player_skate.surface == k_surface_prop_snow )
917 lat *= 0.5f;
918 else if( player_skate.surface == k_surface_prop_sand )
919 lat *= 0.6f;
920
921 vel[0] += vg_cfrictf( vel[0], lat * k_rb_delta );
922 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
923
924 /* Pushing additive force */
925
926 if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
927 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
928 if( (vg.time - state->cur_push) > 0.25 )
929 state->start_push = vg.time;
930
931 state->cur_push = vg.time;
932
933 double push_time = vg.time - state->start_push;
934
935 float cycle_time = push_time*k_push_cycle_rate,
936 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
937 amt = accel * VG_TIMESTEP_FIXED,
938 current = v3_length( vel ),
939 new_vel = vg_minf( current + amt, k_max_push_speed ),
940 delta = new_vel - vg_minf( current, k_max_push_speed );
941
942 vel[2] += delta * -state->reverse;
943 }
944 }
945
946 /* Send back to velocity */
947 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
948 }
949
950 static void skate_apply_jump_model(void){
951 struct player_skate_state *state = &player_skate.state;
952 int charging_jump_prev = state->charging_jump;
953 state->charging_jump = button_press( k_srbind_jump );
954
955 /* Cannot charge this in air */
956 if( state->activity <= k_skate_activity_air_to_grind ){
957 state->charging_jump = 0;
958 return;
959 }
960
961 if( state->charging_jump ){
962 state->jump_charge += k_rb_delta * k_jump_charge_speed;
963
964 if( !charging_jump_prev )
965 state->jump_dir = state->reverse>0.0f? 1: 0;
966 }
967 else{
968 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
969 }
970
971 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
972
973 /* player let go after charging past 0.2: trigger jump */
974 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
975 v3f jumpdir;
976
977 /* Launch more up if alignment is up else improve velocity */
978 float aup = localplayer.rb.to_world[1][1],
979 mod = 0.5f,
980 dir = mod + fabsf(aup)*(1.0f-mod);
981
982 if( state->activity == k_skate_activity_ground ){
983 v3_copy( localplayer.rb.v, jumpdir );
984 v3_normalize( jumpdir );
985 v3_muls( jumpdir, 1.0f-dir, jumpdir );
986 v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
987 v3_normalize( jumpdir );
988 }else{
989 v3_copy( state->up_dir, jumpdir );
990 state->grind_cooldown = 30;
991 state->activity = k_skate_activity_ground;
992
993 v2f steer;
994 joystick_state( k_srjoystick_steer, steer );
995
996 float tilt = steer[0] * 0.3f;
997 tilt *= vg_signf(v3_dot( localplayer.rb.v,
998 player_skate.grind_dir ));
999
1000 v4f qtilt;
1001 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
1002 q_mulv( qtilt, jumpdir, jumpdir );
1003 }
1004 state->surface_cooldown = 10;
1005 state->trick_input_collect = 0.0f;
1006
1007 float force = k_jump_force*state->jump_charge;
1008 v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
1009 state->jump_charge = 0.0f;
1010 state->jump_time = vg.time;
1011 player__networked_sfx( k_player_subsystem_skate, 32,
1012 k_player_skate_soundeffect_jump,
1013 localplayer.rb.co, 1.0f );
1014 }
1015 }
1016
1017 static void skate_apply_handplant_model(void){
1018 struct player_skate_state *state = &player_skate.state;
1019 if( localplayer.rb.to_world[1][1] < -0.1f ) return;
1020 if( localplayer.rb.to_world[1][1] > 0.6f ) return;
1021 if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
1022
1023 v3f lco = { 0.0f, -0.2f, -state->reverse },
1024 co, dir;
1025 m4x3_mulv( localplayer.rb.to_world, lco, co );
1026 v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
1027 vg_line_arrow( co, dir, 0.13f, 0xff000000 );
1028
1029 ray_hit hit = { .dist = 2.0f };
1030 if( ray_world( world_current_instance(), co, dir,
1031 &hit, k_material_flag_ghosts )) {
1032 vg_line( co, hit.pos, 0xff000000 );
1033 vg_line_point( hit.pos, 0.1f, 0xff000000 );
1034
1035 if( hit.normal[1] < 0.7f ) return;
1036 if( hit.dist < 0.95f ) return;
1037
1038 state->activity = k_skate_activity_handplant;
1039 state->handplant_t = 0.0f;
1040 v3_copy( localplayer.rb.co, state->store_co );
1041 v3_copy( localplayer.rb.v, state->air_init_v );
1042 v4_copy( localplayer.rb.q, state->store_q );
1043 v3_copy( state->cog, state->store_cog );
1044 v3_copy( state->cog_v, state->store_cog_v );
1045 v4_copy( state->smoothed_rotation, state->store_smoothed );
1046 }
1047 }
1048
1049 static void skate_apply_pump_model(void){
1050 struct player_skate_state *state = &player_skate.state;
1051
1052 if( state->activity != k_skate_activity_ground ){
1053 v3_zero( state->throw_v );
1054 return;
1055 }
1056
1057 /* Throw / collect routine
1058 */
1059 if( axis_state( k_sraxis_grab ) > 0.5f ){
1060 if( state->activity == k_skate_activity_ground ){
1061 /* Throw */
1062 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1063 }
1064 }
1065 else{
1066 /* Collect */
1067 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1068
1069 v3f Fl, Fv;
1070 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1071
1072 if( state->activity == k_skate_activity_ground ){
1073 if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
1074 v3_muladds( localplayer.rb.v, Fl,
1075 k_mmcollect_lat, localplayer.rb.v );
1076 }
1077 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1078 }
1079
1080 v3_muls( localplayer.rb.to_world[1], -doty, Fv );
1081 v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
1082 v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
1083 }
1084
1085 /* Decay */
1086 if( v3_length2( state->throw_v ) > 0.0001f ){
1087 v3f dir;
1088 v3_copy( state->throw_v, dir );
1089 v3_normalize( dir );
1090
1091 float max = v3_dot( dir, state->throw_v ),
1092 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1093 v3_muladds( state->throw_v, dir, -amt, state->throw_v );
1094 }
1095 }
1096
1097 static void skate_apply_cog_model(void){
1098 struct player_skate_state *state = &player_skate.state;
1099
1100 v3f ideal_cog, ideal_diff, ideal_dir;
1101 v3_copy( state->up_dir, ideal_dir );
1102 v3_normalize( ideal_dir );
1103
1104 float grab = axis_state( k_sraxis_grab );
1105 v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1106 v3_sub( ideal_cog, state->cog, ideal_diff );
1107
1108 /* Apply velocities */
1109 v3f rv;
1110 v3_sub( localplayer.rb.v, state->cog_v, rv );
1111
1112 v3f F;
1113 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1114 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1115
1116 float ra = k_cog_mass_ratio,
1117 rb = 1.0f-k_cog_mass_ratio;
1118
1119 /* Apply forces & intergrate */
1120 v3_muladds( state->cog_v, F, -rb, state->cog_v );
1121 state->cog_v[1] += -9.8f * k_rb_delta;
1122 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1123 }
1124
1125 static void skate_integrate(void){
1126 struct player_skate_state *state = &player_skate.state;
1127
1128 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1129 rate_z = rate_x,
1130 rate_y = 1.0f;
1131
1132 if( state->activity >= k_skate_activity_grind_any ){
1133 rate_x = 1.0f-(16.0f*k_rb_delta);
1134 rate_y = 1.0f-(10.0f*k_rb_delta);
1135 rate_z = 1.0f-(40.0f*k_rb_delta);
1136 }
1137
1138 float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
1139 wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
1140 wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
1141
1142 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1143 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1144 localplayer.rb.w );
1145 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1146 localplayer.rb.w );
1147
1148 state->flip_time += state->flip_rate * k_rb_delta;
1149 rb_update_matrices( &localplayer.rb );
1150 }
1151
1152 static enum trick_type player_skate_trick_input(void){
1153 return (button_press( k_srbind_trick0 ) ) |
1154 (button_press( k_srbind_trick1 ) << 1) |
1155 (button_press( k_srbind_trick2 ) << 1) |
1156 (button_press( k_srbind_trick2 ) );
1157 }
1158
1159 static void player__skate_pre_update(void){
1160 struct player_skate_state *state = &player_skate.state;
1161
1162 if( state->activity == k_skate_activity_handplant ){
1163 state->handplant_t += vg.time_delta;
1164 mdl_keyframe hpose[32];
1165
1166 struct skeleton_anim *anim = player_skate.anim_handplant;
1167
1168 int end = !skeleton_sample_anim_clamped(
1169 &localplayer.skeleton, anim,
1170 state->handplant_t, hpose );
1171
1172 if( state->reverse < 0.0f )
1173 player_mirror_pose( hpose, hpose );
1174
1175 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
1176 m4x3f world, mmdl, world_view;
1177 q_m3x3( kf_world->q, world );
1178 v3_copy( kf_world->co, world[3] );
1179
1180 /* original mtx */
1181 q_m3x3( state->store_q, mmdl );
1182 v3_copy( state->store_co, mmdl[3] );
1183 m4x3_mul( mmdl, world, world_view );
1184
1185 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
1186 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
1187 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
1188
1189 m4x3f invworld;
1190 m4x3_invert_affine( world, invworld );
1191 m4x3_mul( mmdl, invworld, world_view );
1192
1193 v3_copy( world_view[3], localplayer.rb.co );
1194 m3x3_q( world_view, localplayer.rb.q );
1195
1196 /* new * old^-1 = transfer function */
1197 m4x3f transfer;
1198 m4x3_invert_affine( mmdl, transfer );
1199 m4x3_mul( world_view, transfer, transfer );
1200
1201 m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
1202 m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
1203
1204 m4x3_mulv( transfer, state->store_cog, state->cog );
1205 v3_muladds( state->cog, localplayer.rb.to_world[1],
1206 -state->handplant_t*0.5f, state->cog );
1207
1208 v4f qtransfer;
1209 m3x3_q( transfer, qtransfer );
1210 q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
1211 q_normalize( state->smoothed_rotation );
1212 rb_update_matrices( &localplayer.rb );
1213
1214 if( end ){
1215 state->activity = k_skate_activity_air;
1216 }
1217 else return;
1218 }
1219
1220 if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
1221 localplayer.subsystem = k_player_subsystem_walk;
1222
1223 if( state->activity <= k_skate_activity_air_to_grind ){
1224 localplayer.subsystem = k_player_subsystem_glide;
1225
1226 v3_copy( localplayer.rb.co, player_glide.rb.co );
1227 v4_copy( localplayer.rb.q, player_glide.rb.q );
1228 v3_copy( localplayer.rb.v, player_glide.rb.v );
1229 v3_copy( localplayer.rb.w, player_glide.rb.w );
1230 rb_update_matrices( &player_glide.rb );
1231
1232 player__begin_holdout( (v3f){0,0,0} );
1233 return;
1234 }
1235
1236 v3f angles;
1237 v3_copy( localplayer.cam.angles, localplayer.angles );
1238 localplayer.angles[2] = 0.0f;
1239
1240 v3f newpos, offset;
1241 m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
1242 v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
1243 v3_sub( localplayer.rb.co, newpos, offset );
1244 v3_copy( newpos, localplayer.rb.co );
1245 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
1246 localplayer.rb.co );
1247
1248 player__begin_holdout( offset );
1249 player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
1250 0: 1, state->trick_euler[0] );
1251
1252 return;
1253 }
1254
1255 enum trick_type trick = player_skate_trick_input();
1256 if( trick )
1257 state->trick_input_collect += vg.time_frame_delta;
1258 else
1259 state->trick_input_collect = 0.0f;
1260
1261 if( state->activity <= k_skate_activity_air_to_grind ){
1262 if( trick && (state->trick_input_collect < 0.1f) ){
1263 if( state->trick_time == 0.0f ){
1264 audio_lock();
1265 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1266 localplayer.rb.co, 40.0f, 1.0f );
1267 audio_unlock();
1268 }
1269
1270 if( state->trick_time < 0.1f ){
1271 v3_zero( state->trick_vel );
1272
1273 if( trick == k_trick_type_kickflip ){
1274 state->trick_vel[0] = 3.0f;
1275 }
1276 else if( trick == k_trick_type_shuvit ){
1277 state->trick_vel[2] = 3.0f;
1278 }
1279 else if( trick == k_trick_type_treflip ){
1280 state->trick_vel[0] = 2.0f;
1281 state->trick_vel[2] = 2.0f;
1282 }
1283 state->trick_type = trick;
1284 }
1285 }
1286 }
1287 else
1288 state->trick_type = k_trick_type_none;
1289 }
1290
1291 static void player__skate_comp_audio( void *_animator ){
1292 struct player_skate_animator *animator = _animator;
1293 audio_lock();
1294
1295 f32 air = ((animator->activity <= k_skate_activity_air_to_grind) ||
1296 (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
1297 speed = v3_length( animator->root_v ),
1298 attn = vg_minf( 1.0f, speed*0.1f ),
1299 slide = animator->slide;
1300
1301 if( animator->activity >= k_skate_activity_grind_any )
1302 slide = 0.0f;
1303
1304 f32 gate = skaterift.time_rate;
1305
1306 if( skaterift.activity == k_skaterift_replay ){
1307 gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
1308 }
1309
1310 f32
1311 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1312 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1313 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1314
1315 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1316
1317 if( !player_skate.aud_air ){
1318 player_skate.aud_air = audio_get_first_idle_channel();
1319 if( player_skate.aud_air )
1320 audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
1321 }
1322
1323 if( !player_skate.aud_slide ){
1324 player_skate.aud_slide = audio_get_first_idle_channel();
1325 if( player_skate.aud_slide )
1326 audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
1327 }
1328
1329
1330 /* brrrrrrrrrrrt sound for tiles and stuff
1331 * --------------------------------------------------------*/
1332 float sidechain_amt = 0.0f,
1333 hz = vg_maxf( speed * 2.0f, 2.0f );
1334
1335 if( (animator->surface == k_surface_prop_tiles) &&
1336 (animator->activity < k_skate_activity_grind_any) )
1337 sidechain_amt = 1.0f;
1338 else
1339 sidechain_amt = 0.0f;
1340
1341 audio_set_lfo_frequency( 0, hz );
1342 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1343 vg_lerpf( 250.0f, 80.0f, attn ) );
1344
1345 if( player_skate.sample_change_cooldown > 0.0f ){
1346 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1347 }
1348 else{
1349 int sample_type = k_skate_sample_concrete;
1350
1351 if( animator->activity == k_skate_activity_grind_5050 ){
1352 if( animator->surface == k_surface_prop_metal )
1353 sample_type = k_skate_sample_metal_scrape_generic;
1354 else
1355 sample_type = k_skate_sample_concrete_scrape_metal;
1356 }
1357 else if( (animator->activity == k_skate_activity_grind_back50) ||
1358 (animator->activity == k_skate_activity_grind_front50) )
1359 {
1360 if( animator->surface == k_surface_prop_metal ){
1361 sample_type = k_skate_sample_metal_scrape_generic;
1362 }
1363 else{
1364 #if 0
1365 float a = v3_dot( localplayer.rb.to_world[2],
1366 player_skate.grind_dir );
1367 if( fabsf(a) > 0.70710678118654752f )
1368 sample_type = k_skate_sample_concrete_scrape_wood;
1369 else
1370 sample_type = k_skate_sample_concrete_scrape_metal;
1371 #endif
1372
1373 sample_type = k_skate_sample_concrete_scrape_wood;
1374 }
1375 }
1376 else if( animator->activity == k_skate_activity_grind_boardslide ){
1377 if( animator->surface == k_surface_prop_metal )
1378 sample_type = k_skate_sample_metal_scrape_generic;
1379 else
1380 sample_type = k_skate_sample_concrete_scrape_wood;
1381 }
1382
1383 audio_clip *relevant_samples[] = {
1384 &audio_board[0],
1385 &audio_board[0],
1386 &audio_board[7],
1387 &audio_board[6],
1388 &audio_board[5]
1389 };
1390
1391 if( (player_skate.main_sample_type != sample_type) ||
1392 (!player_skate.aud_main) ){
1393
1394 player_skate.aud_main =
1395 audio_channel_crossfade( player_skate.aud_main,
1396 relevant_samples[sample_type],
1397 0.06f, flags );
1398 player_skate.sample_change_cooldown = 0.1f;
1399 player_skate.main_sample_type = sample_type;
1400 }
1401 }
1402
1403 if( player_skate.aud_main ){
1404 player_skate.aud_main->colour = 0x00103efe;
1405 audio_channel_set_spacial( player_skate.aud_main,
1406 animator->root_co, 40.0f );
1407 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1408 audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
1409 audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
1410
1411 float rate = 1.0f + (attn-0.5f)*0.2f;
1412 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1413 }
1414
1415 if( player_skate.aud_slide ){
1416 player_skate.aud_slide->colour = 0x00103efe;
1417 audio_channel_set_spacial( player_skate.aud_slide,
1418 animator->root_co, 40.0f );
1419 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1420 audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
1421 audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
1422 }
1423
1424 if( player_skate.aud_air ){
1425 player_skate.aud_air->colour = 0x00103efe;
1426 audio_channel_set_spacial( player_skate.aud_air,
1427 animator->root_co, 40.0f );
1428 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1429 audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
1430 }
1431
1432 audio_unlock();
1433 }
1434
1435 static void player__skate_post_update(void){
1436 struct player_skate_state *state = &player_skate.state;
1437
1438 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1439 jump_info *jump = &player_skate.possible_jumps[i];
1440
1441 if( jump->log_length == 0 ){
1442 vg_fatal_error( "assert: jump->log_length == 0\n" );
1443 }
1444
1445 for( int j=0; j<jump->log_length - 1; j ++ ){
1446 float brightness = jump->score*jump->score*jump->score;
1447 v3f p1;
1448 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1449 vg_line( jump->log[j], p1, jump->colour );
1450 }
1451
1452 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1453
1454 v3f p1;
1455 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1456 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1457
1458 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1459 }
1460 }
1461
1462 /*
1463 * truck alignment model at ra(local)
1464 * returns 1 if valid surface:
1465 * surface_normal will be filled out with an averaged normal vector
1466 * axel_dir will be the direction from left to right wheels
1467 *
1468 * returns 0 if no good surface found
1469 */
1470 static
1471 int skate_compute_surface_alignment( v3f ra, u32 colour,
1472 v3f surface_normal, v3f axel_dir ){
1473 world_instance *world = world_current_instance();
1474
1475 v3f truck, left, right;
1476 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1477
1478 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
1479 v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
1480 vg_line( left, right, colour );
1481
1482 float k_max_truck_flex = VG_PIf * 0.25f;
1483
1484 ray_hit ray_l, ray_r;
1485
1486 v3f dir;
1487 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1488
1489 int res_l = 0, res_r = 0;
1490
1491 for( int i=0; i<8; i++ ){
1492 float t = 1.0f - (float)i * (1.0f/8.0f);
1493 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
1494 v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
1495 ray_l.dist = 2.1f * k_board_radius;
1496
1497 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1498
1499 if( res_l )
1500 break;
1501 }
1502
1503 for( int i=0; i<8; i++ ){
1504 float t = 1.0f - (float)i * (1.0f/8.0f);
1505 v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
1506 v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
1507 ray_r.dist = 2.1f * k_board_radius;
1508
1509 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1510
1511 if( res_r )
1512 break;
1513 }
1514
1515 v3f v0;
1516 v3f midpoint;
1517 v3f tangent_average;
1518 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1519 v3_zero( tangent_average );
1520
1521 if( res_l || res_r ){
1522 v3f p0, p1, t;
1523 v3_copy( midpoint, p0 );
1524 v3_copy( midpoint, p1 );
1525
1526 if( res_l ){
1527 v3_copy( ray_l.pos, p0 );
1528 v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
1529 v3_add( t, tangent_average, tangent_average );
1530 }
1531 if( res_r ){
1532 v3_copy( ray_r.pos, p1 );
1533 v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
1534 v3_add( t, tangent_average, tangent_average );
1535 }
1536
1537 v3_sub( p1, p0, v0 );
1538 v3_normalize( v0 );
1539 }
1540 else{
1541 /* fallback: use the closes point to the trucks */
1542 v3f closest;
1543 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1544
1545 if( idx != -1 ){
1546 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1547 v3f verts[3];
1548
1549 for( int j=0; j<3; j++ )
1550 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1551
1552 v3f vert0, vert1, n;
1553 v3_sub( verts[1], verts[0], vert0 );
1554 v3_sub( verts[2], verts[0], vert1 );
1555 v3_cross( vert0, vert1, n );
1556 v3_normalize( n );
1557
1558 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1559 return 0;
1560
1561 v3_cross( n, localplayer.rb.to_world[2], v0 );
1562 v3_muladds( v0, localplayer.rb.to_world[2],
1563 -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
1564 v3_normalize( v0 );
1565
1566 v3f t;
1567 v3_cross( n, localplayer.rb.to_world[0], t );
1568 v3_add( t, tangent_average, tangent_average );
1569 }
1570 else
1571 return 0;
1572 }
1573
1574 v3_muladds( truck, v0, k_board_width, right );
1575 v3_muladds( truck, v0, -k_board_width, left );
1576
1577 vg_line( left, right, VG__WHITE );
1578
1579 v3_normalize( tangent_average );
1580 v3_cross( v0, tangent_average, surface_normal );
1581 v3_copy( v0, axel_dir );
1582
1583 return 1;
1584 }
1585
1586 static void skate_weight_distribute(void){
1587 struct player_skate_state *state = &player_skate.state;
1588 v3_zero( player_skate.weight_distribution );
1589
1590 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1591 localplayer.rb.v ) < 0.0f?1:-1;
1592
1593 v2f steer;
1594 joystick_state( k_srjoystick_steer, steer );
1595
1596 if( state->manual_direction == 0 ){
1597 if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
1598 (state->jump_charge <= 0.01f) )
1599 state->manual_direction = reverse_dir;
1600 }
1601 else{
1602 if( steer[1] < 0.1f ){
1603 state->manual_direction = 0;
1604 }
1605 else{
1606 if( reverse_dir != state->manual_direction ){
1607 return;
1608 }
1609 }
1610 }
1611
1612 if( state->manual_direction ){
1613 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1614 player_skate.weight_distribution[2] = k_board_length * amt *
1615 (float)state->manual_direction;
1616 }
1617
1618 if( state->manual_direction ){
1619 v3f plane_z;
1620
1621 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1622 plane_z );
1623 v3_negate( plane_z, plane_z );
1624
1625 v3_muladds( plane_z, player_skate.surface_picture,
1626 -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
1627 v3_normalize( plane_z );
1628
1629 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1630 v3_normalize( plane_z );
1631
1632 v3f p1;
1633 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1634 vg_line( localplayer.rb.co, p1, VG__GREEN );
1635
1636 v3f refdir;
1637 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1638 refdir );
1639
1640 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1641 k_manul_spring, k_manul_dampener,
1642 player_skate.substep_delta );
1643 }
1644 }
1645
1646 static void skate_adjust_up_direction(void){
1647 struct player_skate_state *state = &player_skate.state;
1648
1649 if( state->activity == k_skate_activity_ground ){
1650 v3f target;
1651 v3_copy( player_skate.surface_picture, target );
1652
1653 target[1] += 2.0f * player_skate.surface_picture[1];
1654 v3_normalize( target );
1655
1656 v3_lerp( state->up_dir, target,
1657 8.0f * player_skate.substep_delta, state->up_dir );
1658 }
1659 else if( state->activity <= k_skate_activity_air_to_grind ){
1660 v3_lerp( state->up_dir, localplayer.rb.to_world[1],
1661 8.0f * player_skate.substep_delta, state->up_dir );
1662 }
1663 else{
1664 v3f avg;
1665 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1666 v3_normalize( avg );
1667
1668 v3_lerp( state->up_dir, avg,
1669 6.0f * player_skate.substep_delta, state->up_dir );
1670 }
1671 }
1672
1673 static int skate_point_visible( v3f origin, v3f target ){
1674 v3f dir;
1675 v3_sub( target, origin, dir );
1676
1677 ray_hit ray;
1678 ray.dist = v3_length( dir );
1679 v3_muls( dir, 1.0f/ray.dist, dir );
1680 ray.dist -= 0.025f;
1681
1682 if( ray_world( world_current_instance(), origin, dir, &ray,
1683 k_material_flag_walking ) )
1684 return 0;
1685
1686 return 1;
1687 }
1688
1689 static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
1690 v3_copy( inf->dir, mtx[0] );
1691 v3_copy( inf->n, mtx[1] );
1692 v3_cross( mtx[0], mtx[1], mtx[2] );
1693 }
1694
1695 static void skate_grind_friction( struct grind_info *inf, float strength ){
1696 v3f v2;
1697 v3_muladds( localplayer.rb.to_world[2], inf->n,
1698 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1699
1700 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1701 dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
1702 F = a * -dir * k_grind_max_friction;
1703
1704 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1705 localplayer.rb.v );
1706 }
1707
1708 static void skate_grind_decay( struct grind_info *inf, float strength ){
1709 m3x3f mtx, mtx_inv;
1710 skate_grind_orient( inf, mtx );
1711 m3x3_transpose( mtx, mtx_inv );
1712
1713 v3f v_grind;
1714 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1715
1716 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1717 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1718 m3x3_mulv( mtx, v_grind, localplayer.rb.v );
1719 }
1720
1721 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1722 float strength ){
1723 struct player_skate_state *state = &player_skate.state;
1724 /* REFACTOR */
1725 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1726 v3f raw, wsp;
1727 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1728 v3_add( localplayer.rb.co, raw, wsp );
1729
1730 v3_copy( ra, player_skate.weight_distribution );
1731
1732 v3f delta;
1733 v3_sub( inf->co, wsp, delta );
1734
1735 /* spring force */
1736 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1737 localplayer.rb.v );
1738
1739 skate_grind_decay( inf, strength );
1740 skate_grind_friction( inf, strength );
1741
1742 /* yeah yeah yeah yeah */
1743 v3f raw_nplane, axis;
1744 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1745 v3_cross( raw_nplane, inf->n, axis );
1746 v3_normalize( axis );
1747
1748 /* orientation */
1749 m3x3f mtx;
1750 skate_grind_orient( inf, mtx );
1751 v3f target_fwd, fwd, up, target_up;
1752 m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
1753 v3_copy( raw_nplane, fwd );
1754 v3_copy( localplayer.rb.to_world[1], up );
1755 v3_copy( inf->n, target_up );
1756
1757 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1758 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1759
1760 v3_normalize( target_fwd );
1761 v3_normalize( fwd );
1762
1763 v2f steer;
1764 joystick_state( k_srjoystick_steer, steer );
1765
1766 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1767
1768 v4f q;
1769 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1770 q_mulv( q, target_up, target_up );
1771 q_mulv( q, target_fwd, target_fwd );
1772
1773 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1774 k_grind_spring,
1775 k_grind_dampener,
1776 k_rb_delta );
1777
1778 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1779 k_grind_spring*strength,
1780 k_grind_dampener*strength,
1781 k_rb_delta );
1782
1783 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1784 vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
1785 vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
1786
1787 player_skate.grind_strength = strength;
1788
1789 /* Fake contact */
1790 struct grind_limit *limit =
1791 &player_skate.limits[ player_skate.limit_count ++ ];
1792 m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
1793 m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
1794 limit->p = 0.0f;
1795
1796 v3_copy( inf->dir, player_skate.grind_dir );
1797 }
1798
1799 static void skate_5050_apply( struct grind_info *inf_front,
1800 struct grind_info *inf_back ){
1801 struct player_skate_state *state = &player_skate.state;
1802 struct grind_info inf_avg;
1803
1804 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1805 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1806 v3_normalize( inf_avg.dir );
1807
1808 /* dont ask */
1809 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1810 inf_avg.dir );
1811
1812 v3f axis_front, axis_back, axis;
1813 v3_cross( inf_front->dir, inf_front->n, axis_front );
1814 v3_cross( inf_back->dir, inf_back->n, axis_back );
1815 v3_add( axis_front, axis_back, axis );
1816 v3_normalize( axis );
1817
1818 v3_cross( axis, inf_avg.dir, inf_avg.n );
1819 skate_grind_decay( &inf_avg, 1.0f );
1820
1821 v2f steer;
1822 joystick_state( k_srjoystick_steer, steer );
1823
1824 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1825 localplayer.rb.v ) );
1826 v4f q;
1827 v3f up, target_up;
1828 v3_copy( localplayer.rb.to_world[1], up );
1829 v3_copy( inf_avg.n, target_up );
1830 q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
1831 q_mulv( q, target_up, target_up );
1832
1833 v3_zero( player_skate.weight_distribution );
1834 player_skate.weight_distribution[2] = k_board_length * -way;
1835
1836 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1837 k_grind_spring,
1838 k_grind_dampener,
1839 k_rb_delta );
1840 vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
1841 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1842
1843 v3f fwd_nplane, dir_nplane;
1844 v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
1845 -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
1846
1847 v3f dir;
1848 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1849 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1850
1851 v3_normalize( fwd_nplane );
1852 v3_normalize( dir_nplane );
1853
1854 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1855 1000.0f,
1856 k_grind_dampener,
1857 k_rb_delta );
1858 vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
1859 vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
1860
1861 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1862 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1863 delta_front, delta_back, delta_total;
1864
1865 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1866 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1867
1868 v3_sub( inf_front->co, pos_front, delta_front );
1869 v3_sub( inf_back->co, pos_back, delta_back );
1870 v3_add( delta_front, delta_back, delta_total );
1871
1872 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1873 localplayer.rb.v );
1874
1875 /* Fake contact */
1876 struct grind_limit *limit =
1877 &player_skate.limits[ player_skate.limit_count ++ ];
1878 v3_zero( limit->ra );
1879 m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
1880 limit->p = 0.0f;
1881
1882 v3_copy( inf_avg.dir, player_skate.grind_dir );
1883 }
1884
1885 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1886 struct player_skate_state *state = &player_skate.state;
1887
1888 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1889 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1890
1891 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1892 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1893
1894 /* Exit condition: lost grind tracking */
1895 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1896 return 0;
1897
1898 /* Exit condition: cant see grind target directly */
1899 if( !skate_point_visible( wheel_co, inf->co ) )
1900 return 0;
1901
1902 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1903 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1904 minv = k_grind_axel_min_vel*0.8f;
1905
1906 if( dv < minv )
1907 return 0;
1908
1909 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1910 return 0;
1911
1912 v3_copy( inf->dir, player_skate.grind_dir );
1913 return 1;
1914 }
1915
1916 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1917 struct player_skate_state *state = &player_skate.state;
1918
1919 /* REFACTOR */
1920 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1921
1922 v3f raw, wsp;
1923 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1924 v3_add( localplayer.rb.co, raw, wsp );
1925
1926 if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
1927 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1928 return 0;
1929
1930 /* velocity should be at least 60% aligned */
1931 v3f pv, axis;
1932 v3_cross( inf->n, inf->dir, axis );
1933 v3_muladds( localplayer.rb.v, inf->n,
1934 -v3_dot( localplayer.rb.v, inf->n ), pv );
1935
1936 if( v3_length2( pv ) < 0.0001f )
1937 return 0;
1938 v3_normalize( pv );
1939
1940 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1941 return 0;
1942
1943 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1944 return 0;
1945
1946 v3f local_co, local_dir, local_n;
1947 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1948 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1949 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1950
1951 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1952
1953 float truck_height = -(k_board_radius+0.03f);
1954
1955 v3f rv;
1956 v3_cross( localplayer.rb.w, raw, rv );
1957 v3_add( localplayer.rb.v, rv, rv );
1958
1959 if( (local_co[1] >= truck_height) &&
1960 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1961 {
1962 return 1;
1963 }
1964 }
1965
1966 return 0;
1967 }
1968
1969 static void skate_boardslide_apply( struct grind_info *inf ){
1970 struct player_skate_state *state = &player_skate.state;
1971
1972 v3f local_co, local_dir, local_n;
1973 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1974 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1975 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1976
1977 v3f intersection;
1978 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1979 intersection );
1980 v3_copy( intersection, player_skate.weight_distribution );
1981
1982 skate_grind_decay( inf, 0.0125f );
1983 skate_grind_friction( inf, 0.25f );
1984
1985 /* direction alignment */
1986 v3f dir, perp;
1987 v3_cross( local_dir, local_n, perp );
1988 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1989 v3_muls( perp, vg_signf(perp[2]), perp );
1990
1991 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1992 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1993
1994 v4f qbalance;
1995 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1996 q_mulv( qbalance, perp, perp );
1997
1998 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1999 dir,
2000 k_grind_spring, k_grind_dampener,
2001 k_rb_delta );
2002
2003 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
2004 perp,
2005 k_grind_spring, k_grind_dampener,
2006 k_rb_delta );
2007
2008 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
2009 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
2010
2011 v3_copy( inf->dir, player_skate.grind_dir );
2012 }
2013
2014 static int skate_boardslide_entry( struct grind_info *inf ){
2015 struct player_skate_state *state = &player_skate.state;
2016
2017 if( skate_grind_scansq( localplayer.rb.co,
2018 localplayer.rb.to_world[0], k_board_length,
2019 inf ) )
2020 {
2021 v3f local_co, local_dir;
2022 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
2023 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
2024
2025 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
2026 (local_co[1] >= 0.0f) && /* at deck level */
2027 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
2028 {
2029 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
2030 return 0;
2031
2032 return 1;
2033 }
2034 }
2035
2036 return 0;
2037 }
2038
2039 static int skate_boardslide_renew( struct grind_info *inf ){
2040 struct player_skate_state *state = &player_skate.state;
2041
2042 if( !skate_grind_scansq( localplayer.rb.co,
2043 localplayer.rb.to_world[0], k_board_length,
2044 inf ) )
2045 return 0;
2046
2047 /* Exit condition: cant see grind target directly */
2048 v3f vis;
2049 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
2050 if( !skate_point_visible( vis, inf->co ) )
2051 return 0;
2052
2053 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2054 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
2055 minv = k_grind_axel_min_vel*0.8f;
2056
2057 if( dv < minv )
2058 return 0;
2059
2060 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
2061 return 0;
2062
2063 return 1;
2064 }
2065
2066 static void skate_store_grind_vec( struct grind_info *inf ){
2067 struct player_skate_state *state = &player_skate.state;
2068
2069 m3x3f mtx;
2070 skate_grind_orient( inf, mtx );
2071 m3x3_transpose( mtx, mtx );
2072
2073 v3f raw;
2074 v3_sub( inf->co, localplayer.rb.co, raw );
2075
2076 m3x3_mulv( mtx, raw, player_skate.grind_vec );
2077 v3_normalize( player_skate.grind_vec );
2078 v3_copy( inf->dir, player_skate.grind_dir );
2079 }
2080
2081 static enum skate_activity skate_availible_grind(void){
2082 struct player_skate_state *state = &player_skate.state;
2083
2084 if( state->grind_cooldown > 100 ){
2085 vg_fatal_error( "wth!\n" );
2086 }
2087
2088 /* debounces this state manager a little bit */
2089 if( state->grind_cooldown ){
2090 state->grind_cooldown --;
2091 return k_skate_activity_undefined;
2092 }
2093
2094 struct grind_info inf_back50,
2095 inf_front50,
2096 inf_slide;
2097
2098 int res_back50 = 0,
2099 res_front50 = 0,
2100 res_slide = 0;
2101
2102 int allow_back = 1,
2103 allow_front = 1;
2104
2105 v2f steer;
2106 joystick_state( k_srjoystick_steer, steer );
2107
2108 if( state->activity == k_skate_activity_grind_5050 ||
2109 state->activity == k_skate_activity_grind_back50 ||
2110 state->activity == k_skate_activity_grind_front50 )
2111 {
2112 float tilt = steer[1];
2113
2114 if( fabsf(tilt) >= 0.25f ){
2115 v3f raw = {0.0f,0.0f,tilt};
2116 m3x3_mulv( localplayer.rb.to_world, raw, raw );
2117
2118 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
2119
2120 if( way < 0.0f ) allow_front = 0;
2121 else allow_back = 0;
2122 }
2123 }
2124
2125 if( state->activity == k_skate_activity_grind_boardslide ){
2126 res_slide = skate_boardslide_renew( &inf_slide );
2127 }
2128 else if( state->activity == k_skate_activity_grind_back50 ){
2129 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2130
2131 if( allow_front )
2132 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2133 }
2134 else if( state->activity == k_skate_activity_grind_front50 ){
2135 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2136
2137 if( allow_back )
2138 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2139 }
2140 else if( state->activity == k_skate_activity_grind_5050 ){
2141 if( allow_front )
2142 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2143 if( allow_back )
2144 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2145 }
2146 else{
2147 res_slide = skate_boardslide_entry( &inf_slide );
2148
2149 if( allow_back )
2150 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2151
2152 if( allow_front )
2153 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2154
2155 if( res_back50 != res_front50 ){
2156 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2157
2158 res_back50 &= wants_to_do_that;
2159 res_front50 &= wants_to_do_that;
2160 }
2161 }
2162
2163 const enum skate_activity table[] =
2164 { /* slide | back | front */
2165 k_skate_activity_undefined, /* 0 0 0 */
2166 k_skate_activity_grind_front50, /* 0 0 1 */
2167 k_skate_activity_grind_back50, /* 0 1 0 */
2168 k_skate_activity_grind_5050, /* 0 1 1 */
2169
2170 /* slide has priority always */
2171 k_skate_activity_grind_boardslide, /* 1 0 0 */
2172 k_skate_activity_grind_boardslide, /* 1 0 1 */
2173 k_skate_activity_grind_boardslide, /* 1 1 0 */
2174 k_skate_activity_grind_boardslide, /* 1 1 1 */
2175 }
2176 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2177
2178 if( new_activity == k_skate_activity_undefined ){
2179 if( state->activity >= k_skate_activity_grind_any ){
2180 state->grind_cooldown = 15;
2181 state->surface_cooldown = 10;
2182 }
2183 }
2184 else if( new_activity == k_skate_activity_grind_boardslide ){
2185 skate_boardslide_apply( &inf_slide );
2186 }
2187 else if( new_activity == k_skate_activity_grind_back50 ){
2188 if( state->activity != k_skate_activity_grind_back50 )
2189 skate_store_grind_vec( &inf_back50 );
2190
2191 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2192 }
2193 else if( new_activity == k_skate_activity_grind_front50 ){
2194 if( state->activity != k_skate_activity_grind_front50 )
2195 skate_store_grind_vec( &inf_front50 );
2196
2197 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2198 }
2199 else if( new_activity == k_skate_activity_grind_5050 )
2200 skate_5050_apply( &inf_front50, &inf_back50 );
2201
2202 return new_activity;
2203 }
2204
2205 static void player__skate_update(void){
2206 struct player_skate_state *state = &player_skate.state;
2207 world_instance *world = world_current_instance();
2208
2209 if( state->activity == k_skate_activity_handplant ){
2210 return;
2211 }
2212
2213 if( world->water.enabled ){
2214 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2215 player__networked_sfx( k_player_subsystem_walk, 32,
2216 k_player_walk_soundeffect_splash,
2217 localplayer.rb.co, 1.0f );
2218 player__dead_transition( k_player_die_type_generic );
2219 return;
2220 }
2221 }
2222
2223 v3_copy( localplayer.rb.co, state->prev_pos );
2224 state->activity_prev = state->activity;
2225 v3f normal_total;
2226 v3_zero( normal_total );
2227
2228 struct board_collider
2229 {
2230 v3f pos;
2231 float radius;
2232
2233 u32 colour;
2234
2235 enum board_collider_state
2236 {
2237 k_collider_state_default,
2238 k_collider_state_disabled,
2239 k_collider_state_colliding
2240 }
2241 state;
2242 }
2243 wheels[] =
2244 {
2245 {
2246 { 0.0f, 0.0f, -k_board_length },
2247 .radius = k_board_radius,
2248 .colour = VG__RED
2249 },
2250 {
2251 { 0.0f, 0.0f, k_board_length },
2252 .radius = k_board_radius,
2253 .colour = VG__GREEN
2254 }
2255 };
2256
2257 float slap = 0.0f;
2258
2259 if( state->activity <= k_skate_activity_air_to_grind ){
2260 float min_dist = 0.6f;
2261 for( int i=0; i<2; i++ ){
2262 v3f wpos, closest;
2263 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2264
2265 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2266 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2267 }
2268 }
2269 min_dist -= 0.2f;
2270 float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
2271 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2272 }
2273 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2274
2275 wheels[0].pos[1] = state->slap;
2276 wheels[1].pos[1] = state->slap;
2277
2278
2279 const int k_wheel_count = 2;
2280
2281 player_skate.substep = k_rb_delta;
2282 player_skate.substep_delta = player_skate.substep;
2283 player_skate.limit_count = 0;
2284
2285 int substep_count = 0;
2286
2287 v3_zero( player_skate.surface_picture );
2288
2289 int prev_contacts[2];
2290
2291 for( int i=0; i<k_wheel_count; i++ ){
2292 wheels[i].state = k_collider_state_default;
2293 prev_contacts[i] = player_skate.wheel_contacts[i];
2294 }
2295
2296 /* check if we can enter or continue grind */
2297 enum skate_activity grindable_activity = skate_availible_grind();
2298 if( grindable_activity != k_skate_activity_undefined ){
2299 state->activity = grindable_activity;
2300 goto grinding;
2301 }
2302
2303 int contact_count = 0;
2304 for( int i=0; i<2; i++ ){
2305 v3f normal, axel;
2306 v3_copy( localplayer.rb.to_world[0], axel );
2307
2308 if( skate_compute_surface_alignment( wheels[i].pos,
2309 wheels[i].colour, normal, axel ) )
2310 {
2311 rb_effect_spring_target_vector( &localplayer.rb,
2312 localplayer.rb.to_world[0],
2313 axel,
2314 k_surface_spring, k_surface_dampener,
2315 player_skate.substep_delta );
2316
2317 v3_add( normal, player_skate.surface_picture,
2318 player_skate.surface_picture );
2319 contact_count ++;
2320 player_skate.wheel_contacts[i] = 1;
2321 }
2322 else{
2323 player_skate.wheel_contacts[i] = 0;
2324 }
2325
2326 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2327 }
2328
2329 if( state->surface_cooldown ){
2330 state->surface_cooldown --;
2331 contact_count = 0;
2332 }
2333
2334 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2335 for( int i=0; i<2; i++ ){
2336 if( !prev_contacts[i] ){
2337 v3f co;
2338 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
2339 player__networked_sfx( k_player_subsystem_skate, 32,
2340 k_player_skate_soundeffect_tap,
2341 localplayer.rb.co, 0.75f );
2342 }
2343 }
2344 }
2345
2346 if( contact_count ){
2347 state->activity = k_skate_activity_ground;
2348 state->gravity_bias = k_gravity;
2349 v3_normalize( player_skate.surface_picture );
2350
2351 skate_apply_friction_model();
2352 skate_weight_distribute();
2353 }
2354 else{
2355 if( state->activity > k_skate_activity_air_to_grind )
2356 state->activity = k_skate_activity_air;
2357
2358 v3_zero( player_skate.weight_distribution );
2359 skate_apply_air_model();
2360 }
2361
2362 grinding:;
2363
2364 if( state->activity == k_skate_activity_grind_back50 )
2365 wheels[1].state = k_collider_state_disabled;
2366 if( state->activity == k_skate_activity_grind_front50 )
2367 wheels[0].state = k_collider_state_disabled;
2368 if( state->activity == k_skate_activity_grind_5050 ){
2369 wheels[0].state = k_collider_state_disabled;
2370 wheels[1].state = k_collider_state_disabled;
2371 }
2372
2373 /* all activities */
2374 skate_apply_steering_model();
2375 skate_adjust_up_direction();
2376 skate_apply_cog_model();
2377 skate_apply_jump_model();
2378 skate_apply_handplant_model();
2379 skate_apply_grab_model();
2380 skate_apply_trick_model();
2381 skate_apply_pump_model();
2382
2383 ent_tornado_debug();
2384 v3f a;
2385 ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
2386 v3_muladds( localplayer.rb.v, a, k_rb_delta, localplayer.rb.v );
2387
2388 begin_collision:;
2389
2390 /*
2391 * Phase 0: Continous collision detection
2392 * --------------------------------------------------------------------------
2393 */
2394
2395 v3f head_wp0, head_wp1, start_co;
2396 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
2397 v3_copy( localplayer.rb.co, start_co );
2398
2399 /* calculate transform one step into future */
2400 v3f future_co;
2401 v4f future_q;
2402 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2403 future_co );
2404
2405 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2406 v4f rotation;
2407 v3f axis;
2408 v3_copy( localplayer.rb.w, axis );
2409
2410 float mag = v3_length( axis );
2411 v3_divs( axis, mag, axis );
2412 q_axis_angle( rotation, axis, mag*player_skate.substep );
2413 q_mul( rotation, localplayer.rb.q, future_q );
2414 q_normalize( future_q );
2415 }
2416 else
2417 v4_copy( localplayer.rb.q, future_q );
2418
2419 v3f future_cg, current_cg, cg_offset;
2420 q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
2421 q_mulv( future_q, player_skate.weight_distribution, future_cg );
2422 v3_sub( future_cg, current_cg, cg_offset );
2423
2424 /* calculate the minimum time we can move */
2425 float max_time = player_skate.substep;
2426
2427 for( int i=0; i<k_wheel_count; i++ ){
2428 if( wheels[i].state == k_collider_state_disabled )
2429 continue;
2430
2431 v3f current, future, r_cg;
2432
2433 q_mulv( future_q, wheels[i].pos, future );
2434 v3_add( future, future_co, future );
2435 v3_add( cg_offset, future, future );
2436
2437 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2438 v3_add( current, localplayer.rb.co, current );
2439
2440 float t;
2441 v3f n;
2442
2443 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2444 if( spherecast_world( world, current, future, cast_radius, &t, n,
2445 k_material_flag_walking ) != -1)
2446 max_time = vg_minf( max_time, t * player_skate.substep );
2447 }
2448
2449 /* clamp to a fraction of delta, to prevent locking */
2450 float rate_lock = substep_count;
2451 rate_lock *= k_rb_delta * 0.1f;
2452 rate_lock *= rate_lock;
2453
2454 max_time = vg_maxf( max_time, rate_lock );
2455 player_skate.substep_delta = max_time;
2456
2457 /* integrate */
2458 v3_muladds( localplayer.rb.co, localplayer.rb.v,
2459 player_skate.substep_delta, localplayer.rb.co );
2460 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2461 v4f rotation;
2462 v3f axis;
2463 v3_copy( localplayer.rb.w, axis );
2464
2465 float mag = v3_length( axis );
2466 v3_divs( axis, mag, axis );
2467 q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
2468 q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
2469 q_normalize( localplayer.rb.q );
2470
2471 q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
2472 v3_sub( current_cg, future_cg, cg_offset );
2473 v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
2474 }
2475
2476 rb_update_matrices( &localplayer.rb );
2477 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2478
2479 player_skate.substep -= player_skate.substep_delta;
2480
2481 rb_ct manifold[128];
2482 int manifold_len = 0;
2483 /*
2484 * Phase -1: head detection
2485 * --------------------------------------------------------------------------
2486 */
2487 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2488
2489 float t;
2490 v3f n;
2491 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2492 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
2493 k_material_flag_walking ) != -1) )
2494 {
2495 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2496 rb_update_matrices( &localplayer.rb );
2497
2498 player__dead_transition( k_player_die_type_head );
2499 return;
2500 }
2501
2502 /*
2503 * Phase 1: Regular collision detection
2504 * --------------------------------------------------------------------------
2505 */
2506
2507 for( int i=0; i<k_wheel_count; i++ ){
2508 if( wheels[i].state == k_collider_state_disabled )
2509 continue;
2510
2511 m4x3f mtx;
2512 m3x3_identity( mtx );
2513 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2514
2515 rb_ct *man = &manifold[ manifold_len ];
2516
2517 int l = skate_collide_smooth( mtx, wheels[i].radius, man );
2518 if( l )
2519 wheels[i].state = k_collider_state_colliding;
2520
2521 manifold_len += l;
2522 }
2523
2524 float grind_radius = k_board_radius * 0.75f;
2525 rb_capsule capsule = { .h = (k_board_length+0.2f)*2.0f,
2526 .r = grind_radius };
2527 m4x3f mtx;
2528 v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
2529 v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
2530 v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
2531 v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
2532 grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
2533
2534 rb_ct *cman = &manifold[manifold_len];
2535
2536 int l = rb_capsule__scene( mtx, &capsule, NULL, world->geo_bh,
2537 cman, k_material_flag_walking );
2538
2539 /* weld joints */
2540 for( int i=0; i<l; i ++ )
2541 cman[l].type = k_contact_type_edge;
2542 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2543 l = rb_manifold_apply_filtered( cman, l );
2544
2545 manifold_len += l;
2546
2547 if( vg_lines.draw )
2548 vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE );
2549
2550 /* add limits */
2551 if( state->activity >= k_skate_activity_grind_any ){
2552 for( int i=0; i<player_skate.limit_count; i++ ){
2553 struct grind_limit *limit = &player_skate.limits[i];
2554 rb_ct *ct = &manifold[ manifold_len ++ ];
2555 m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
2556 m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
2557 ct->p = limit->p;
2558 ct->type = k_contact_type_default;
2559 }
2560 }
2561
2562 /*
2563 * Phase 3: Dynamics
2564 * --------------------------------------------------------------------------
2565 */
2566
2567
2568 v3f world_cog;
2569 m4x3_mulv( localplayer.rb.to_world,
2570 player_skate.weight_distribution, world_cog );
2571 vg_line_point( world_cog, 0.02f, VG__BLACK );
2572
2573 for( int i=0; i<manifold_len; i ++ ){
2574 rb_prepare_contact( &manifold[i], player_skate.substep_delta );
2575 rb_debug_contact( &manifold[i] );
2576 }
2577
2578 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2579 v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
2580 float ex2 = k_board_interia*extent[0]*extent[0],
2581 ey2 = k_board_interia*extent[1]*extent[1],
2582 ez2 = k_board_interia*extent[2]*extent[2];
2583
2584 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2585 float inv_mass = 1.0f/mass;
2586
2587 v3f I;
2588 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2589 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2590 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2591
2592 m3x3f iI;
2593 m3x3_identity( iI );
2594 iI[0][0] = I[0];
2595 iI[1][1] = I[1];
2596 iI[2][2] = I[2];
2597 m3x3_inv( iI, iI );
2598
2599 m3x3f iIw;
2600 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2601 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2602
2603 for( int j=0; j<10; j++ ){
2604 for( int i=0; i<manifold_len; i++ ){
2605 /*
2606 * regular dance; calculate velocity & total mass, apply impulse.
2607 */
2608
2609 struct contact *ct = &manifold[i];
2610
2611 v3f rv, delta;
2612 v3_sub( ct->co, world_cog, delta );
2613 v3_cross( localplayer.rb.w, delta, rv );
2614 v3_add( localplayer.rb.v, rv, rv );
2615
2616 v3f raCn;
2617 v3_cross( delta, ct->n, raCn );
2618
2619 v3f raCnI, rbCnI;
2620 m3x3_mulv( iIw, raCn, raCnI );
2621
2622 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2623 vn = v3_dot( rv, ct->n ),
2624 lambda = normal_mass * ( -vn );
2625
2626 float temp = ct->norm_impulse;
2627 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2628 lambda = ct->norm_impulse - temp;
2629
2630 v3f impulse;
2631 v3_muls( ct->n, lambda, impulse );
2632
2633 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2634 v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
2635 v3_cross( delta, impulse, impulse );
2636 m3x3_mulv( iIw, impulse, impulse );
2637 v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
2638
2639 v3_cross( localplayer.rb.w, delta, rv );
2640 v3_add( localplayer.rb.v, rv, rv );
2641 vn = v3_dot( rv, ct->n );
2642 }
2643 }
2644
2645 v3f dt;
2646 rb_depenetrate( manifold, manifold_len, dt );
2647 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2648 rb_update_matrices( &localplayer.rb );
2649
2650 substep_count ++;
2651
2652 if( player_skate.substep >= 0.0001f )
2653 goto begin_collision; /* again! */
2654
2655 /*
2656 * End of collision and dynamics routine
2657 * --------------------------------------------------------------------------
2658 */
2659
2660 f32 nforce = v3_length(normal_total);
2661 if( nforce > 4.0f ){
2662 if( nforce > 17.6f ){
2663 v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
2664 player__dead_transition( k_player_die_type_feet );
2665 return;
2666 }
2667
2668 f32 amt = k_cam_punch;
2669 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2670 amt *= 0.25f;
2671 }
2672
2673 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2674 localplayer.cam_land_punch_v );
2675 }
2676
2677 player_skate.surface = k_surface_prop_concrete;
2678
2679 for( int i=0; i<manifold_len; i++ ){
2680 rb_ct *ct = &manifold[i];
2681 struct world_surface *surf = world_contact_surface( world, ct );
2682
2683 if( surf->info.surface_prop > player_skate.surface )
2684 player_skate.surface = surf->info.surface_prop;
2685 }
2686
2687 for( int i=0; i<k_wheel_count; i++ ){
2688 m4x3f mtx;
2689 m3x3_copy( localplayer.rb.to_world, mtx );
2690 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2691 vg_line_sphere( mtx, wheels[i].radius,
2692 (u32[]){ VG__WHITE, VG__BLACK,
2693 wheels[i].colour }[ wheels[i].state ]);
2694 }
2695
2696 skate_integrate();
2697 vg_line_point( state->cog, 0.02f, VG__WHITE );
2698
2699 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2700
2701 if( id ){
2702 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2703
2704 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
2705 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
2706 m4x3_mulv( gate->transport, state->cog, state->cog );
2707 m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
2708 m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
2709 m3x3_mulv( gate->transport, state->head_position,
2710 state->head_position );
2711 m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
2712
2713 v4f transport_rotation;
2714 m3x3_q( gate->transport, transport_rotation );
2715 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
2716 q_mul( transport_rotation, state->smoothed_rotation,
2717 state->smoothed_rotation );
2718 q_normalize( localplayer.rb.q );
2719 q_normalize( state->smoothed_rotation );
2720 rb_update_matrices( &localplayer.rb );
2721 player__pass_gate( id );
2722 }
2723
2724 /* FIXME: Rate limit */
2725 static int stick_frames = 0;
2726
2727 if( state->activity >= k_skate_activity_ground )
2728 stick_frames ++;
2729 else
2730 stick_frames = 0;
2731
2732 if( stick_frames > 5 ) stick_frames = 5;
2733
2734 if( stick_frames == 4 ){
2735 if( state->activity == k_skate_activity_ground ){
2736 if( (fabsf(state->slip) > 0.75f) ){
2737 player__networked_sfx( k_player_subsystem_skate, 128,
2738 k_player_skate_soundeffect_land_bad,
2739 localplayer.rb.co, 0.6f );
2740 }
2741 else{
2742 player__networked_sfx( k_player_subsystem_skate, 128,
2743 k_player_skate_soundeffect_land_good,
2744 localplayer.rb.co, 1.0f );
2745 }
2746 }
2747 else if( player_skate.surface == k_surface_prop_metal ){
2748 player__networked_sfx( k_player_subsystem_skate, 128,
2749 k_player_skate_soundeffect_grind_metal,
2750 localplayer.rb.co, 1.0f );
2751 }
2752 else{
2753 player__networked_sfx( k_player_subsystem_skate, 128,
2754 k_player_skate_soundeffect_grind_wood,
2755 localplayer.rb.co, 1.0f );
2756 }
2757 } else if( stick_frames == 0 ){
2758 /* TODO: EXIT SOUNDS */
2759 }
2760
2761 if( (state->activity_prev < k_skate_activity_grind_any) &&
2762 (state->activity >= k_skate_activity_grind_any) ){
2763 state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
2764 state->grind_y_start = localplayer.rb.co[1];
2765 }
2766
2767 if( state->activity >= k_skate_activity_grind_any ){
2768 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2769 if( dy < 0.0f ){
2770 state->velocity_limit += -dy*0.2f;
2771 }
2772 state->grind_y_start = localplayer.rb.co[1];
2773
2774
2775 f32 speed_end = v3_length( localplayer.rb.v );
2776 if( speed_end > state->velocity_limit ){
2777 v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
2778 localplayer.rb.v );
2779 }
2780 }
2781 }
2782
2783 static void player__skate_im_gui(void){
2784 struct player_skate_state *state = &player_skate.state;
2785 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
2786 localplayer.rb.v[1],
2787 localplayer.rb.v[2] );
2788 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
2789 localplayer.rb.co[1],
2790 localplayer.rb.co[2] );
2791 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
2792 localplayer.rb.w[1],
2793 localplayer.rb.w[2] );
2794
2795 const char *activity_txt[] = {
2796 "air",
2797 "air_to_grind",
2798 "ground",
2799 "handplant",
2800 "undefined (INVALID)",
2801 "grind_any (INVALID)",
2802 "grind_boardslide",
2803 "grind_metallic (INVALID)",
2804 "grind_back50",
2805 "grind_front50",
2806 "grind_5050"
2807 };
2808
2809 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2810 #if 0
2811 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2812 state->steerx_s, state->steery_s,
2813 k_steer_ground, k_steer_air );
2814 #endif
2815 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2816 state->flip_time );
2817 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2818 state->trick_vel[0],
2819 state->trick_vel[1],
2820 state->trick_vel[2] );
2821 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2822 state->trick_time,
2823 state->trick_euler[0],
2824 state->trick_euler[1],
2825 state->trick_euler[2] );
2826 }
2827
2828 static void player__skate_animate(void){
2829 struct player_skate_state *state = &player_skate.state;
2830 struct player_skate_animator *animator = &player_skate.animator;
2831
2832 /* Head */
2833 float kheight = 2.0f,
2834 kleg = 0.6f;
2835
2836 v3_zero( animator->offset );
2837
2838 v3f cog_local, cog_ideal;
2839 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2840
2841 v3_copy( state->up_dir, cog_ideal );
2842 v3_normalize( cog_ideal );
2843 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2844
2845 v3_sub( cog_ideal, cog_local, animator->offset );
2846
2847 v3_muls( animator->offset, 4.0f, animator->offset );
2848 animator->offset[1] *= -1.0f;
2849
2850 float curspeed = v3_length( localplayer.rb.v ),
2851 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2852 kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
2853 sign = vg_signf( kicks );
2854
2855 animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
2856 6.0f*vg.time_delta);
2857 animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
2858 2.4f*vg.time_delta);
2859
2860 animator->offset[0] *= 0.26f;
2861 animator->offset[0] += animator->wobble[1]*3.0f;
2862
2863 animator->offset[1] *= -0.3f;
2864 animator->offset[2] *= 0.01f;
2865
2866 animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
2867 (1.0f-fabsf(animator->slide)*0.9f);
2868 animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
2869
2870 v3f cam_offset;
2871 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2872
2873 /* localized vectors */
2874 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2875
2876 /*
2877 * Animation blending
2878 * ===========================================
2879 */
2880
2881 /* sliding */
2882 {
2883 float desired = 0.0f;
2884 if( state->activity == k_skate_activity_ground )
2885 desired = vg_clampf( vg_maxf(fabsf( state->slip ),
2886 fabsf( state->skid ) ), 0.0f, 1.0f );
2887
2888 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2889
2890 f32 dirx = 0.0f;
2891 if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
2892 if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
2893 if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
2894 dirx = vg_signf( state->slip );
2895 vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
2896 }
2897
2898 cam_offset[0] += animator->slide * -animator->x;
2899 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2900
2901 /* movement information */
2902 int iair = state->activity <= k_skate_activity_air_to_grind;
2903
2904 float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
2905 fly = iair? 1.0f: 0.0f,
2906 wdist= player_skate.weight_distribution[2] / k_board_length;
2907
2908 if( state->activity >= k_skate_activity_grind_any )
2909 wdist = 0.0f;
2910
2911 animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
2912 animator->skid = state->skid;
2913 animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
2914 animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
2915
2916 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2917 animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
2918 animator->reverse = state->reverse;
2919
2920 if( fabsf(state->slip) > 0.3f ){
2921 f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
2922 state->delayed_slip_dir = vg_signf(slide_x);
2923 }
2924
2925 /* grinding */
2926 f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2927 animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
2928
2929 f32 grind_frame = 0.5f;
2930
2931 if( state->activity == k_skate_activity_grind_front50 )
2932 grind_frame = 0.0f;
2933 else if( state->activity == k_skate_activity_grind_back50 )
2934 grind_frame = 1.0f;
2935
2936 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2937 5.0f*vg.time_delta );
2938 animator->activity = state->activity;
2939 animator->surface = player_skate.surface;
2940
2941 /* pushing */
2942 animator->push_time = vg.time - state->start_push;
2943 animator->push = vg_lerpf( animator->push,
2944 (vg.time - state->cur_push) < 0.125,
2945 6.0f*vg.time_delta );
2946
2947 /* jumping */
2948 animator->jump_charge = state->jump_charge;
2949 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2950 8.4f*vg.time_delta );
2951
2952 /* trick setup */
2953 animator->jump_dir = state->jump_dir;
2954 f32 jump_start_frame = 14.0f/30.0f;
2955 animator->jump_time = animator->jump_charge * jump_start_frame;
2956 f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
2957 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2958 animator->jump_time = jump_frame;
2959
2960 /* trick */
2961 float jump_t = vg.time-state->jump_time;
2962 float k=17.0f;
2963 float h = k*jump_t;
2964 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2965 extra *= state->slap * 4.0f;
2966
2967 v3_add( state->trick_euler, state->trick_residuald,
2968 animator->board_euler );
2969 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2970
2971 animator->board_euler[0] *= 0.5f;
2972 animator->board_euler[1] += extra;
2973 animator->trick_type = state->trick_type;
2974
2975 /* board lean */
2976 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2977 lean;
2978
2979 lean1 = animator->slide * animator->delayed_slip_dir;
2980 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2981 else lean = lean2;
2982
2983 if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
2984 lean = vg_clampf( lean, -1.0f, 1.0f );
2985 animator->board_lean =
2986 vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
2987
2988 /* feet placement */
2989 struct player_board *board =
2990 addon_cache_item_if_loaded( k_addon_type_board,
2991 localplayer.board_view_slot );
2992 if( board ){
2993 if( animator->weight > 0.0f ){
2994 animator->foot_offset[0] =
2995 board->truck_positions[k_board_truck_back][2]+0.3f;
2996 }
2997 else{
2998 animator->foot_offset[1] =
2999 board->truck_positions[k_board_truck_front][2]-0.3f;
3000 }
3001 }
3002
3003 f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
3004 animator->slap = state->slap;
3005 animator->subslap = vg_lerpf( animator->subslap, slapm,
3006 vg.time_delta*10.0f );
3007
3008 #if 0
3009 f32 l = ((state->activity < k_skate_activity_ground) &&
3010 v3_length2(state->trick_vel) > 0.1f )? 1: 0;
3011 animator->trick_foot = vg_lerpf( animator->trick_foot, l,
3012 8.4f*vg.time_delta );
3013 #endif
3014
3015 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
3016
3017 /* grab */
3018 v2f grab_input;
3019 joystick_state( k_srjoystick_grab, grab_input );
3020 v2_add( state->grab_mouse_delta, grab_input, grab_input );
3021
3022 if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
3023 else v2_normalize_clamp( grab_input );
3024 v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
3025 animator->grabbing = state->grabbing;
3026
3027 /* steer */
3028 v2f steer;
3029 joystick_state( k_srjoystick_steer, steer );
3030 animator->airdir = vg_lerpf( animator->airdir,
3031 -steer[0], 2.4f*vg.time_delta );
3032
3033 animator->steer[0] = steer[0];
3034 animator->steer[1] = vg_lerpf( animator->steer[1],
3035 steer[0], 4.0f*vg.time_delta );
3036
3037
3038 /* flip angle */
3039 if( (state->activity <= k_skate_activity_air_to_grind) &&
3040 (fabsf(state->flip_rate) > 0.01f) ){
3041 float substep = vg.time_fixed_extrapolate;
3042 float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
3043 sign = vg_signf( t );
3044
3045 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3046 t = sign * (1.0f-t*t);
3047
3048 f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3049 distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
3050 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3051 angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
3052 q_axis_angle( animator->qflip, state->flip_axis, angle );
3053 }
3054 else
3055 q_identity( animator->qflip );
3056
3057 /* counter-rotation */
3058 if( v3_length2( state->up_dir ) > 0.001f ){
3059 v4_lerp( state->smoothed_rotation, localplayer.rb.q,
3060 2.0f*vg.time_frame_delta,
3061 state->smoothed_rotation );
3062 q_normalize( state->smoothed_rotation );
3063
3064 v3f yaw_smooth = {1.0f,0.0f,0.0f};
3065 q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
3066 m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
3067 yaw_smooth[1] = 0.0f;
3068 v3_normalize( yaw_smooth );
3069
3070 f32 yaw_counter_rotate = yaw_smooth[0];
3071 yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
3072 yaw_counter_rotate = acosf( yaw_counter_rotate );
3073 yaw_counter_rotate *= 1.0f-animator->fly;
3074
3075 v3f ndir;
3076 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
3077 v3_normalize( ndir );
3078
3079 v3f up = { 0.0f, 1.0f, 0.0f };
3080 float a = v3_dot( ndir, up );
3081 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
3082
3083 v3f axis;
3084 v4f qcounteryaw, qfixup;
3085
3086 v3_cross( up, ndir, axis );
3087 q_axis_angle( qfixup, axis, a*2.0f );
3088
3089 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
3090 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
3091
3092 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
3093 q_normalize( animator->qfixuptotal );
3094
3095 v3f p1, p2;
3096 m3x3_mulv( localplayer.rb.to_world, up, p1 );
3097 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
3098
3099 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
3100 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
3101 }
3102 else q_identity( animator->qfixuptotal );
3103
3104 if( state->activity == k_skate_activity_handplant ){
3105 v3_copy( state->store_co, animator->root_co );
3106 v4_copy( state->store_q, animator->root_q );
3107 v3_zero( animator->root_v );
3108 }
3109 else {
3110 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
3111 v3_copy( localplayer.rb.v, animator->root_v );
3112 }
3113
3114 animator->handplant_t = state->handplant_t;
3115 }
3116
3117 static void player__skate_pose( void *_animator, player_pose *pose ){
3118 struct skeleton *sk = &localplayer.skeleton;
3119 struct player_skate_animator *animator = _animator;
3120
3121 pose->type = k_player_pose_type_ik;
3122 v3_copy( animator->root_co, pose->root_co );
3123 v4_copy( animator->root_q, pose->root_q );
3124
3125 /* transform */
3126 v3f ext_up,ext_co;
3127 q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3128 v3_copy( pose->root_co, ext_co );
3129 v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
3130
3131 /* apply flip rotation at midpoint */
3132 q_mul( animator->qflip, pose->root_q, pose->root_q );
3133 q_normalize( pose->root_q );
3134
3135 v3f rotation_point, rco;
3136 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3137 v3_sub( pose->root_co, rotation_point, rco );
3138
3139 q_mulv( animator->qflip, rco, rco );
3140 v3_add( rco, rotation_point, pose->root_co );
3141
3142 /* ANIMATIONS
3143 * ---------------------------------------------------------------------- */
3144
3145 mdl_keyframe apose[32], bpose[32];
3146 mdl_keyframe ground_pose[32];
3147 {
3148 /* stand/crouch */
3149 f32 dir_frame = animator->z * (15.0f/30.0f),
3150 stand_blend = animator->offset[1]*-2.0f;
3151
3152 pose->board.lean = animator->board_lean;
3153
3154 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3155
3156 skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
3157 skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
3158 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
3159
3160 /* sliding */
3161 f32 slide_frame = animator->x * 0.25f + 0.25f;
3162 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3163
3164 mdl_keyframe mirrored[32];
3165 player_mirror_pose( bpose, mirrored );
3166 skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
3167 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
3168
3169 if( animator->reverse > 0.0f ){
3170 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3171 bpose );
3172 }
3173 else{
3174 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3175 animator->push_time, bpose );
3176 }
3177 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3178
3179 struct skeleton_anim *jump_anim = animator->jump_dir?
3180 player_skate.anim_ollie:
3181 player_skate.anim_ollie_reverse;
3182
3183 f32 setup_blend = vg_minf( animator->jump, 1.0f );
3184 skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
3185 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
3186 }
3187
3188 mdl_keyframe air_pose[32];
3189 {
3190 float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
3191 skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
3192
3193 float ang = atan2f( animator->grab[0], animator->grab[1] ),
3194 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
3195 grab_frame = ang_unit * (15.0f/30.0f);
3196
3197 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3198 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3199 }
3200
3201 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3202 pose->keyframes );
3203
3204 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
3205 *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
3206 *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
3207 *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
3208 *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
3209 *kf_hip = &pose->keyframes[localplayer.id_hip-1],
3210 *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
3211 &pose->keyframes[localplayer.id_wheel_l-1] };
3212
3213
3214 mdl_keyframe grind_pose[32];
3215 {
3216 f32 frame = animator->grind_balance * 0.5f;
3217
3218 skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
3219 skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
3220 skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
3221 }
3222 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3223 animator->grind, pose->keyframes );
3224 float add_grab_mod = 1.0f - animator->fly;
3225
3226 /* additive effects */
3227 u32 apply_to[] = { localplayer.id_hip,
3228 localplayer.id_ik_hand_l,
3229 localplayer.id_ik_hand_r,
3230 localplayer.id_ik_elbow_l,
3231 localplayer.id_ik_elbow_r };
3232
3233 float apply_rates[] = { 1.0f,
3234 0.75f,
3235 0.75f,
3236 0.75f,
3237 0.75f };
3238
3239 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3240 pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
3241 pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
3242 }
3243
3244 #if 1
3245 /* angle 'correction' */
3246 v3f origin;
3247 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3248
3249 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3250 mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
3251 keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
3252 animator->qfixuptotal );
3253 }
3254 #endif
3255
3256
3257 if( animator->activity == k_skate_activity_handplant ){
3258 struct skeleton_anim *anim = player_skate.anim_handplant;
3259
3260 mdl_keyframe hpose[32];
3261 skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
3262 if( animator->reverse < 0.0f )
3263 player_mirror_pose( hpose, hpose );
3264
3265 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
3266 m4x3f world, mmdl, world_view;
3267 q_m3x3( kf_world->q, world );
3268 v3_copy( kf_world->co, world[3] );
3269
3270 q_m3x3( pose->root_q, mmdl );
3271 v3_copy( pose->root_co, mmdl[3] );
3272
3273 m4x3_mul( mmdl, world, world_view );
3274
3275 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
3276 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
3277 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
3278
3279 m4x3f invworld;
3280 m4x3_invert_affine( world, invworld );
3281 m4x3_mul( mmdl, invworld, world_view );
3282
3283 m3x3_q( world_view, pose->root_q );
3284 v3_copy( world_view[3], pose->root_co );
3285
3286 f32 t = animator->handplant_t,
3287 frames = anim->length-1,
3288 length = animator->activity == k_skate_activity_handplant?
3289 frames / anim->rate:
3290 999999,
3291 end_dist = vg_minf( t, length - t )/k_anim_transition,
3292 blend = vg_smoothstepf( vg_minf(1,end_dist) );
3293
3294 skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
3295 }
3296
3297
3298 /* trick rotation */
3299 v4f qtrick, qyaw, qpitch, qroll;
3300 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
3301 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
3302 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
3303
3304 q_mul( qyaw, qroll, qtrick );
3305 q_mul( qpitch, qtrick, qtrick );
3306 q_mul( kf_board->q, qtrick, kf_board->q );
3307 q_normalize( kf_board->q );
3308
3309 kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
3310 0.5f * animator->weight );
3311 kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
3312 -0.5f * animator->weight );
3313
3314 kf_foot_l->co[1] += animator->slap;
3315 kf_foot_r->co[1] += animator->slap;
3316 kf_knee_l->co[1] += animator->slap;
3317 kf_knee_r->co[1] += animator->slap;
3318 kf_board->co[1] += animator->slap * animator->subslap;
3319 kf_hip->co[1] += animator->slap * 0.25f;
3320
3321 /* kickflip and shuvit are in the wrong order for some reason */
3322 if( animator->trick_type == k_trick_type_kickflip ){
3323 kf_foot_l->co[0] += animator->trick_foot * 0.15f;
3324 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3325 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3326 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3327 }
3328 else if( animator->trick_type == k_trick_type_shuvit ){
3329 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3330 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3331 kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
3332 kf_foot_r->co[1] += animator->trick_foot * 0.09f;
3333 }
3334 else if( animator->trick_type == k_trick_type_treflip ){
3335 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3336 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3337 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3338 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3339 }
3340
3341 /*
3342 * animation wishlist:
3343 * boardslide/grind jump animations
3344 * when tricking the slap should not appply or less apply
3345 * not animations however DONT target grinds that are vertically down.
3346 */
3347
3348 /* truck rotation */
3349 for( int i=0; i<2; i++ ){
3350 float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
3351 a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
3352
3353 v4f q;
3354 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3355 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3356 q_normalize( kf_wheels[i]->q );
3357 }
3358
3359 #if 1
3360 {
3361 mdl_keyframe
3362 *kf_head = &pose->keyframes[localplayer.id_head-1],
3363 *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
3364 *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
3365 *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
3366 *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
3367 *kf_hip = &pose->keyframes[localplayer.id_hip-1];
3368
3369 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3370 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3371
3372 v4f qrot;
3373 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3374
3375 v3f origin = {0.0f,0.2f,0.0f};
3376 keyframe_rotate_around( kf_hand_l, origin,
3377 sk->bones[localplayer.id_ik_hand_l].co, qrot );
3378 keyframe_rotate_around( kf_hand_r, origin,
3379 sk->bones[localplayer.id_ik_hand_r].co, qrot );
3380 keyframe_rotate_around( kf_hip, origin,
3381 sk->bones[localplayer.id_hip].co, qrot );
3382 keyframe_rotate_around( kf_elbow_r, origin,
3383 sk->bones[localplayer.id_ik_elbow_r].co, qrot );
3384 keyframe_rotate_around( kf_elbow_l, origin,
3385 sk->bones[localplayer.id_ik_elbow_l].co, qrot );
3386
3387 q_inv( qrot, qrot );
3388 q_mul( qrot, kf_head->q, kf_head->q );
3389 q_normalize( kf_head->q );
3390
3391
3392 /* hand placement */
3393
3394 u32 hand_id = animator->z < 0.5f?
3395 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3396
3397 v3f sample_co;
3398 m4x3f mmdl;
3399 q_m3x3( pose->root_q, mmdl );
3400 q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
3401 v3_add( mmdl[3], pose->root_co, mmdl[3] );
3402 m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
3403
3404 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3405 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3406
3407 v3f dir;
3408 v3_muls( mmdl[1], -1.0f, dir );
3409 ray_hit hit = { .dist = 1.5f };
3410 if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
3411 vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
3412 vg_line( sample_co, hit.pos, 0xffffffff );
3413
3414 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3415 2.0f * fabsf(animator->z*2.0f-1.0f);
3416
3417 f32 d = (hit.dist - 0.3f) * amt;
3418 pose->keyframes[hand_id-1].co[1] -= d;
3419 kf_hip->co[1] -= d*0.4f;
3420 }
3421
3422 /* skid */
3423 f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
3424 u8 skidders[] = { localplayer.id_ik_foot_l,
3425 localplayer.id_ik_foot_r,
3426 localplayer.id_board };
3427 v4f qskid;
3428 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3429
3430 for( u32 i=0; i<vg_list_size(skidders); i ++ ){
3431 mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
3432 keyframe_rotate_around( kf,
3433 (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
3434 sk->bones[skidders[i]].co, qskid );
3435 }
3436 }
3437 #endif
3438 }
3439
3440 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
3441 struct player_board *board,
3442 struct player_effects_data *effect_data ){
3443 struct skeleton *sk = &localplayer.skeleton;
3444 struct player_skate_animator *animator = _animator;
3445
3446 v3f vp0, vp1, vpc;
3447 if( board ){
3448 v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
3449 v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
3450 }
3451 else{
3452 v3_zero( vp0 );
3453 v3_zero( vp1 );
3454 }
3455
3456 v3f *board_mtx = final_mtx[ localplayer.id_board ];
3457 m4x3_mulv( board_mtx, vp0, vp0 );
3458 m4x3_mulv( board_mtx, vp1, vp1 );
3459 v3_add( vp0, vp1, vpc );
3460 v3_muls( vpc, 0.5f, vpc );
3461
3462 if( animator->surface == k_surface_prop_sand ){
3463 if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
3464 v3f v, co;
3465 v3_muls( animator->root_v, 0.5f, v );
3466 v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
3467
3468 effect_data->sand.colour = 0xff8ec4e6;
3469 effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
3470 }
3471 }
3472
3473 if( animator->grind > 0.5f ){
3474 int back = 0, front = 0, mid = 0;
3475
3476 if( animator->activity == k_skate_activity_grind_5050 ){
3477 back = 1;
3478 front = 1;
3479 }
3480 else if( animator->activity == k_skate_activity_grind_back50 ){
3481 back = 1;
3482 }
3483 else if( animator->activity == k_skate_activity_grind_front50 ){
3484 front = 1;
3485 }
3486 else if( animator->activity == k_skate_activity_grind_boardslide ){
3487 mid = 1;
3488 }
3489
3490 if( back ){
3491 effect_spark_apply( &effect_data->spark, vp0,
3492 animator->root_v, vg.time_delta );
3493 }
3494
3495 if( front ){
3496 effect_spark_apply( &effect_data->spark, vp1,
3497 animator->root_v, vg.time_delta );
3498 }
3499
3500 if( mid ){
3501 effect_spark_apply( &effect_data->spark, vpc,
3502 animator->root_v, vg.time_delta );
3503 }
3504 }
3505 }
3506
3507 static void player__skate_post_animate(void){
3508 struct player_skate_state *state = &player_skate.state;
3509 localplayer.cam_velocity_influence = 1.0f;
3510
3511 v3f head = { 0.0f, 1.8f, 0.0f };
3512 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
3513 head, state->head_position );
3514 m4x3_mulv( localplayer.rb.to_local,
3515 state->head_position, state->head_position );
3516 }
3517
3518 static void player__skate_reset_animator(void){
3519 struct player_skate_state *state = &player_skate.state;
3520
3521 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3522
3523 if( state->activity <= k_skate_activity_air_to_grind )
3524 player_skate.animator.fly = 1.0f;
3525 else
3526 player_skate.animator.fly = 0.0f;
3527 }
3528
3529 static void player__skate_clear_mechanics(void){
3530 struct player_skate_state *state = &player_skate.state;
3531 state->jump_charge = 0.0f;
3532 state->charging_jump = 0;
3533 state->jump_dir = 0;
3534 v3_zero( state->flip_axis );
3535 state->flip_time = 0.0f;
3536 state->flip_rate = 0.0f;
3537 state->reverse = 0.0f;
3538 state->slip = 0.0f;
3539 state->grabbing = 0.0f;
3540 v2_zero( state->grab_mouse_delta );
3541 state->slap = 0.0f;
3542 state->jump_time = 0.0;
3543 state->start_push = 0.0;
3544 state->cur_push = 0.0;
3545 state->air_start = 0.0;
3546
3547 v3_zero( state->air_init_v );
3548 v3_zero( state->air_init_co );
3549
3550 state->gravity_bias = k_gravity;
3551 v3_copy( localplayer.rb.co, state->prev_pos );
3552 v4_copy( localplayer.rb.q, state->smoothed_rotation );
3553 v3_zero( state->throw_v );
3554 v3_zero( state->trick_vel );
3555 v3_zero( state->trick_euler );
3556 v3_zero( state->cog_v );
3557 state->grind_cooldown = 0;
3558 state->surface_cooldown = 0;
3559 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
3560 v3_copy( localplayer.rb.to_world[1], state->up_dir );
3561 v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
3562 v3_copy( localplayer.rb.co, state->prev_pos );
3563 v3_zero( player_skate.weight_distribution );
3564 }
3565
3566 #include "network_compression.h"
3567
3568 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3569 struct player_skate_animator *animator = data;
3570
3571 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3572 bitpack_qquat( ctx, animator->root_q );
3573
3574 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
3575 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
3576 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
3577 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
3578 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
3579
3580 /* these could likely be pressed down into single bits if needed */
3581 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
3582 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
3583 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
3584 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
3585 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
3586 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
3587
3588 /* just the sign bit? */
3589 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
3590 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
3591 bitpack_bytes( ctx, 1, &animator->jump_dir );
3592 bitpack_bytes( ctx, 1, &animator->trick_type );
3593
3594 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
3595 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
3596 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
3597 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
3598 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
3599 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
3600 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
3601
3602 /* animator->wobble is ommited */
3603
3604 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3605 bitpack_qquat( ctx, animator->qfixuptotal );
3606 bitpack_qquat( ctx, animator->qflip );
3607
3608 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
3609 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
3610 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
3611 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
3612
3613 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3614 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3615 bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t );
3616 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
3617 bitpack_bytes( ctx, 1, &animator->activity );
3618 }
3619
3620 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3621 audio_lock();
3622
3623 if( id == k_player_skate_soundeffect_jump ){
3624 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3625 pos, 40.0f, volume );
3626 }
3627 else if( id == k_player_skate_soundeffect_tap ){
3628 audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
3629 pos, 40.0f, volume );
3630 }
3631 else if( id == k_player_skate_soundeffect_land_good ){
3632 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
3633 pos, 40.0f, volume );
3634 }
3635 else if( id == k_player_skate_soundeffect_land_bad ){
3636 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
3637 pos, 40.0f, volume );
3638 }
3639 else if( id == k_player_skate_soundeffect_grind_metal ){
3640 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3641 }
3642 else if( id == k_player_skate_soundeffect_grind_wood ){
3643 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3644 }
3645
3646 audio_unlock();
3647 }
3648
3649 #endif /* PLAYER_SKATE_C */