6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 #include "ent_tornado.c"
13 static void player__skate_bind(void){
14 struct skeleton
*sk
= &localplayer
.skeleton
;
15 rb_update_matrices( &localplayer
.rb
);
17 struct { struct skeleton_anim
**anim
; const char *name
; }
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" },
33 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
34 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
37 static void player__skate_kill_audio(void){
39 if( player_skate
.aud_main
){
40 player_skate
.aud_main
=
41 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
43 if( player_skate
.aud_air
){
44 player_skate
.aud_air
=
45 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
47 if( player_skate
.aud_slide
){
48 player_skate
.aud_slide
=
49 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
55 * Collision detection routines
61 * Does collision detection on a sphere vs world, and applies some smoothing
62 * filters to the manifold afterwards
64 static int skate_collide_smooth( m4x3f mtx
, f32 r
, rb_ct
*man
){
65 world_instance
*world
= world_current_instance();
68 len
= rb_sphere__scene( mtx
, r
, NULL
, world
->geo_bh
, man
,
69 k_material_flag_walking
);
71 for( int i
=0; i
<len
; i
++ ){
72 man
[i
].rba
= &localplayer
.rb
;
76 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
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
);
83 int new_len
= rb_manifold_apply_filtered( man
, len
);
97 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
98 struct grind_info
*inf
){
99 world_instance
*world
= world_current_instance();
102 v3_copy( dir
, plane
);
103 v3_normalize( plane
);
104 plane
[3] = v3_dot( plane
, pos
);
107 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
108 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
117 int sample_count
= 0;
123 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
124 v3_normalize( support_axis
);
127 bh_iter_init_box( 0, &it
, box
);
130 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
131 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
134 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
135 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
138 for( int j
=0; j
<3; j
++ )
139 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
141 for( int j
=0; j
<3; j
++ ){
145 struct grind_sample
*sample
= &samples
[ sample_count
];
148 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
150 v3_sub( co
, pos
, d
);
151 if( v3_length2( d
) > r
*r
)
155 v3_sub( tri
[1], tri
[0], va
);
156 v3_sub( tri
[2], tri
[0], vb
);
157 v3_cross( va
, vb
, normal
);
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];
164 v3_copy( normal
, sample
->normal3
); /* normalize later
165 if we want to us it */
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
);
171 v2_normalize( sample
->normal
);
174 if( sample_count
== vg_list_size( samples
) )
175 goto too_many_samples
;
182 if( sample_count
< 2 )
185 v3f average_direction
,
189 v2_fill( min_co
, INFINITY
);
190 v2_fill( max_co
, -INFINITY
);
192 v3_zero( average_direction
);
193 v3_zero( average_normal
);
195 int passed_samples
= 0;
197 for( int i
=0; i
<sample_count
-1; i
++ ){
198 struct grind_sample
*si
, *sj
;
202 for( int j
=i
+1; j
<sample_count
; j
++ ){
208 /* non overlapping */
209 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
212 /* not sharp angle */
213 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
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
)
223 v2_minv( sj
->co
, min_co
, min_co
);
224 v2_maxv( sj
->co
, max_co
, max_co
);
227 v3_copy( si
->normal3
, n0
);
228 v3_copy( sj
->normal3
, n1
);
229 v3_cross( n0
, n1
, dir
);
231 if( v3_length2( dir
) <= 0.000001f
)
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
);
240 float yi
= si
->normal3
[1],
243 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
244 else v3_add( sj
->normal3
, average_normal
, average_normal
);
250 if( !passed_samples
)
253 if( (v3_length2( average_direction
) <= 0.001f
) ||
254 (v3_length2( average_normal
) <= 0.001f
) )
257 float div
= 1.0f
/(float)passed_samples
;
258 v3_normalize( average_direction
);
259 v3_normalize( average_normal
);
262 v2_add( min_co
, max_co
, average_coord
);
263 v2_muls( average_coord
, 0.5f
, average_coord
);
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
);
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
);
275 return passed_samples
;
278 static void reset_jump_info( jump_info
*inf
){
280 inf
->land_dist
= 0.0f
;
282 inf
->type
= k_prediction_unset
;
283 v3_zero( inf
->apex
);
286 static int create_jumps_to_hit_target( jump_info
*jumps
,
287 v3f target
, float max_angle_delta
,
289 /* calculate the exact 2 solutions to jump onto that grind spot */
292 v3_sub( target
, localplayer
.rb
.co
, v0
);
299 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
300 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
302 float a
= atan2f( v
[1], v
[0] ),
304 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
309 root
= sqrtf( root
);
310 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
311 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
313 if( fabsf(a0
-a
) < max_angle_delta
){
314 jump_info
*inf
= &jumps
[ valid_count
++ ];
315 reset_jump_info( inf
);
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
;
322 v3_copy( target
, inf
->log
[inf
->log_length
++] );
325 if( fabsf(a1
-a
) < max_angle_delta
){
326 jump_info
*inf
= &jumps
[ valid_count
++ ];
327 reset_jump_info( inf
);
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
;
334 v3_copy( target
, inf
->log
[inf
->log_length
++] );
341 static void player__approximate_best_trajectory(void){
342 world_instance
*world0
= world_current_instance();
344 float k_trace_delta
= k_rb_delta
* 10.0f
;
345 struct player_skate_state
*state
= &player_skate
.state
;
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
);
351 player_skate
.possible_jump_count
= 0;
354 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
355 v3_normalize( axis
);
357 /* at high slopes, Y component is low */
358 float upness
= localplayer
.rb
.to_world
[1][1],
359 angle_begin
= -(1.0f
-fabsf( upness
)),
362 struct grind_info grind
;
363 int grind_located
= 0;
364 float grind_located_gravity
= k_gravity
;
367 v3f launch_v_bounds
[2];
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
];
375 q_axis_angle( qbias
, axis
, ang
);
376 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
379 for( int m
=0;m
<=30; m
++ ){
381 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
382 reset_jump_info( inf
);
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
;
390 float vt
= (float)m
* (1.0f
/30.0f
),
391 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
394 q_axis_angle( qbias
, axis
, ang
);
395 q_mulv( qbias
, launch_v
, launch_v
);
397 float yaw_sketch
= 1.0f
-fabsf(upness
);
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
);
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
);
408 /* initial conditions */
410 v3_copy( launch_v
, v
);
411 v3_copy( launch_co
, co1
);
413 for( int i
=1; i
<=50; i
++ ){
414 f32 t
= (f32
)i
* k_trace_delta
;
416 /* integrate forces */
418 ent_tornado_forces( co1
, v
, a
);
422 v3_muladds( co1
, v
, k_trace_delta
, co1
);
423 v3_muladds( co1
, a
, 0.5f
*k_trace_delta
*k_trace_delta
, co1
);
426 v3_muladds( v
, a
, k_trace_delta
, v
);
428 int search_for_grind
= 1;
429 if( grind_located
) search_for_grind
= 0;
430 if( v
[1] > 0.0f
) search_for_grind
= 0;
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
;
440 if( v3_dist2( closest
, launch_co
) < min_dist
)
441 search_for_grind
= 0;
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
] );
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
;
455 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
456 search_for_grind
= 0;
460 search_for_grind
= 0;
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] };
472 float a
= v2_dot( v0
, v1
);
474 float a_min
= cosf( VG_PIf
* 0.185f
);
475 if( state
->grind_cooldown
)
476 a_min
= cosf( VG_PIf
* 0.05f
);
479 if( (fabsf(v3_dot( v
, grind
.dir
))>=k_grind_axel_min_vel
) &&
481 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
484 grind_located_gravity
= inf
->gravity
;
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
);
497 if( gate
->flags
& k_ent_gate_nonlocal
)
498 trace_world
= &world_static
.instances
[ gate
->target
];
505 float scan_radius
= k_board_radius
;
506 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
508 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
509 k_material_flag_walking
);
512 v3_lerp( co0
, co1
, t1
, co
);
513 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
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] );
520 inf
->type
= k_prediction_land
;
521 inf
->score
= -v3_dot( v
, inf
->n
);
522 inf
->land_dist
= t
+ k_trace_delta
* t1
;
524 /* Bias prediction towords ramps */
525 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
528 if( surf
->info
.flags
& k_material_flag_boundary
)
529 player_skate
.possible_jump_count
--;
535 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
539 if( inf
->type
== k_prediction_unset
)
540 player_skate
.possible_jump_count
--;
544 jump_info grind_jumps
[2];
547 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
548 0.175f
*VG_PIf
, grind_located_gravity
);
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
;
558 for( int i
=0; i
<valid_count
; i
++ ){
559 jump_info
*jump
= &grind_jumps
[i
];
560 jump
->type
= k_prediction_grind
;
562 v3f launch_v
, launch_co
, co0
, co1
;
564 v3_copy( jump
->v
, launch_v
);
565 v3_copy( localplayer
.rb
.co
, launch_co
);
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
);
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
);
577 t
*= jump
->land_dist
;
579 v3_muls( launch_v
, t
, co1
);
580 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
581 v3_add( launch_co
, co1
, co1
);
586 int idx
= spherecast_world( world0
, co0
,co1
,
587 k_board_radius
*0.1f
, &t1
, n
,
588 k_material_flag_walking
);
590 goto invalidated_grind
;
596 v3_copy( grind
.n
, jump
->n
);
598 /* determine score */
600 v3_copy( jump
->v
, ve
);
601 ve
[1] += -jump
->gravity
*jump
->land_dist
;
602 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
604 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
613 float score_min
= INFINITY
,
614 score_max
= -INFINITY
;
616 jump_info
*best
= NULL
;
618 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
619 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
621 if( jump
->score
< score_min
)
624 score_min
= vg_minf( score_min
, jump
->score
);
625 score_max
= vg_maxf( score_max
, jump
->score
);
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
;
633 s
/= (score_max
-score_min
);
637 jump
->colour
= s
* 255.0f
;
641 else if( jump
->type
== k_prediction_land
)
644 jump
->colour
|= 0xff000000;
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
;
653 if( best
->type
== k_prediction_grind
){
654 state
->activity
= k_skate_activity_air_to_grind
;
658 joystick_state( k_srjoystick_steer
, steer
);
659 v2_normalize_clamp( steer
);
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]) *
664 state
->flip_time
= 0.0f
;
665 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
668 state
->flip_rate
= 0.0f
;
669 v3_zero( state
->flip_axis
);
673 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
678 * Varius physics models
679 * ------------------------------------------------
683 * Air control, no real physics
685 static void skate_apply_air_model(void){
686 struct player_skate_state
*state
= &player_skate
.state
;
688 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
689 player__approximate_best_trajectory();
691 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
692 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
694 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
697 q_axis_angle( correction
, axis
,
698 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
699 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
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
;
707 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
709 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
710 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
712 v3_mul( strength
, F
, F
);
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
);
719 if( state
->activity
<= k_skate_activity_air_to_grind
){
720 if( v3_length2( state
->trick_vel
) < 0.0001f
)
723 int carry_on
= state
->trick_type
== player_skate_trick_input();
725 /* we assume velocities share a common divisor, in which case the
726 * interval is the minimum value (if not zero) */
728 float min_rate
= 99999.0f
;
730 for( int i
=0; i
<3; i
++ ){
731 float v
= state
->trick_vel
[i
];
732 if( (v
> 0.0f
) && (v
< min_rate
) )
736 float interval
= 1.0f
/ min_rate
,
737 current
= floorf( state
->trick_time
),
738 next_end
= current
+1.0f
;
741 /* integrate trick velocities */
742 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
743 state
->trick_euler
);
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
);
754 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
755 localplayer
.rb
.co
, 40.0f
, 1.0f
);
759 state
->trick_time
+= k_rb_delta
/ interval
;
762 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
763 state
->trick_time
> 0.2f
)
765 player__dead_transition( k_player_die_type_feet
);
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
);
776 static void skate_apply_grab_model(void){
777 struct player_skate_state
*state
= &player_skate
.state
;
779 float grabt
= axis_state( k_sraxis_grab
);
782 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
783 state
->grab_mouse_delta
);
785 v2_normalize_clamp( state
->grab_mouse_delta
);
788 v2_zero( state
->grab_mouse_delta
);
790 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
793 static void skate_apply_steering_model(void){
794 struct player_skate_state
*state
= &player_skate
.state
;
797 joystick_state( k_srjoystick_steer
, jsteer
);
800 float steer
= jsteer
[0],
801 grab
= axis_state( k_sraxis_grab
);
803 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
806 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
811 f32 skid_target
= 0.0f
;
813 if( state
->activity
<= k_skate_activity_air_to_grind
){
814 rate
= 6.0f
* fabsf(steer
);
818 /* rotate slower when grabbing on ground */
819 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
821 if( state
->activity
== k_skate_activity_grind_5050
){
826 else if( state
->activity
>= k_skate_activity_grind_any
){
827 rate
*= fabsf(steer
);
829 float a
= 0.8f
* -steer
* k_rb_delta
;
832 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
833 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
835 v3_normalize( player_skate
.grind_vec
);
838 else if( state
->manual_direction
){
843 f32 skid
= axis_state(k_sraxis_skid
);
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
;
852 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
853 skid_target
= vg_signf( state
->skid
);
857 if( fabsf(skid
) > 0.1f
){
864 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
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
) );
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
);
877 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
878 accel
, localplayer
.rb
.w
);
882 * Computes friction and surface interface model
884 static void skate_apply_friction_model(void){
885 struct player_skate_state
*state
= &player_skate
.state
;
888 * Computing localized friction forces for controlling the character
889 * Friction across X is significantly more than Z
893 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
896 if( fabsf(vel
[2]) > 0.01f
)
897 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
899 if( fabsf( slip
) > 1.2f
)
900 slip
= vg_signf( slip
) * 1.2f
;
903 state
->reverse
= -vg_signf(vel
[2]);
905 f32 lat
= k_friction_lat
;
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
) ){
916 if( player_skate
.surface
== k_surface_prop_snow
)
918 else if( player_skate
.surface
== k_surface_prop_sand
)
921 vel
[0] += vg_cfrictf( vel
[0], lat
* k_rb_delta
);
922 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
924 /* Pushing additive force */
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
;
931 state
->cur_push
= vg
.time
;
933 double push_time
= vg
.time
- state
->start_push
;
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
);
942 vel
[2] += delta
* -state
->reverse
;
946 /* Send back to velocity */
947 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
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
);
955 /* Cannot charge this in air */
956 if( state
->activity
<= k_skate_activity_air_to_grind
){
957 state
->charging_jump
= 0;
961 if( state
->charging_jump
){
962 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
964 if( !charging_jump_prev
)
965 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
968 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
971 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
973 /* player let go after charging past 0.2: trigger jump */
974 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
977 /* Launch more up if alignment is up else improve velocity */
978 float aup
= localplayer
.rb
.to_world
[1][1],
980 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
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
);
989 v3_copy( state
->up_dir
, jumpdir
);
990 state
->grind_cooldown
= 30;
991 state
->activity
= k_skate_activity_ground
;
994 joystick_state( k_srjoystick_steer
, steer
);
996 float tilt
= steer
[0] * 0.3f
;
997 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
998 player_skate
.grind_dir
));
1001 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
1002 q_mulv( qtilt
, jumpdir
, jumpdir
);
1004 state
->surface_cooldown
= 10;
1005 state
->trick_input_collect
= 0.0f
;
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
);
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;
1023 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
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 );
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 );
1035 if( hit
.normal
[1] < 0.7f
) return;
1036 if( hit
.dist
< 0.95f
) return;
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
);
1049 static void skate_apply_pump_model(void){
1050 struct player_skate_state
*state
= &player_skate
.state
;
1052 if( state
->activity
!= k_skate_activity_ground
){
1053 v3_zero( state
->throw_v
);
1057 /* Throw / collect routine
1059 if( axis_state( k_sraxis_grab
) > 0.5f
){
1060 if( state
->activity
== k_skate_activity_ground
){
1062 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1067 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1070 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
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
);
1077 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
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
);
1086 if( v3_length2( state
->throw_v
) > 0.0001f
){
1088 v3_copy( state
->throw_v
, dir
);
1089 v3_normalize( dir
);
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
);
1097 static void skate_apply_cog_model(void){
1098 struct player_skate_state
*state
= &player_skate
.state
;
1100 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1101 v3_copy( state
->up_dir
, ideal_dir
);
1102 v3_normalize( ideal_dir
);
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
);
1108 /* Apply velocities */
1110 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1113 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1114 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1116 float ra
= k_cog_mass_ratio
,
1117 rb
= 1.0f
-k_cog_mass_ratio
;
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
);
1125 static void skate_integrate(void){
1126 struct player_skate_state
*state
= &player_skate
.state
;
1128 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
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
);
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
;
1142 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1143 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1145 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1148 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1149 rb_update_matrices( &localplayer
.rb
);
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
) );
1159 static void player__skate_pre_update(void){
1160 struct player_skate_state
*state
= &player_skate
.state
;
1162 if( state
->activity
== k_skate_activity_handplant
){
1163 state
->handplant_t
+= vg
.time_delta
;
1164 mdl_keyframe hpose
[32];
1166 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
1168 int end
= !skeleton_sample_anim_clamped(
1169 &localplayer
.skeleton
, anim
,
1170 state
->handplant_t
, hpose
);
1172 if( state
->reverse
< 0.0f
)
1173 player_mirror_pose( hpose
, hpose
);
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] );
1181 q_m3x3( state
->store_q
, mmdl
);
1182 v3_copy( state
->store_co
, mmdl
[3] );
1183 m4x3_mul( mmdl
, world
, world_view
);
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 );
1190 m4x3_invert_affine( world
, invworld
);
1191 m4x3_mul( mmdl
, invworld
, world_view
);
1193 v3_copy( world_view
[3], localplayer
.rb
.co
);
1194 m3x3_q( world_view
, localplayer
.rb
.q
);
1196 /* new * old^-1 = transfer function */
1198 m4x3_invert_affine( mmdl
, transfer
);
1199 m4x3_mul( world_view
, transfer
, transfer
);
1201 m3x3_mulv( transfer
, state
->air_init_v
, localplayer
.rb
.v
);
1202 m3x3_mulv( transfer
, state
->store_cog_v
, state
->cog_v
);
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
);
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
);
1215 state
->activity
= k_skate_activity_air
;
1220 if( button_down(k_srbind_use
) && (v3_length2(state
->trick_vel
) < 0.01f
) ){
1221 localplayer
.subsystem
= k_player_subsystem_walk
;
1223 if( state
->activity
<= k_skate_activity_air_to_grind
){
1224 localplayer
.subsystem
= k_player_subsystem_glide
;
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
);
1232 player__begin_holdout( (v3f
){0,0,0} );
1237 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1238 localplayer
.angles
[2] = 0.0f
;
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
);
1248 player__begin_holdout( offset
);
1249 player__walk_transition( state
->activity
<= k_skate_activity_air_to_grind
?
1250 0: 1, state
->trick_euler
[0] );
1255 enum trick_type trick
= player_skate_trick_input();
1257 state
->trick_input_collect
+= vg
.time_frame_delta
;
1259 state
->trick_input_collect
= 0.0f
;
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
){
1265 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1266 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1270 if( state
->trick_time
< 0.1f
){
1271 v3_zero( state
->trick_vel
);
1273 if( trick
== k_trick_type_kickflip
){
1274 state
->trick_vel
[0] = 3.0f
;
1276 else if( trick
== k_trick_type_shuvit
){
1277 state
->trick_vel
[2] = 3.0f
;
1279 else if( trick
== k_trick_type_treflip
){
1280 state
->trick_vel
[0] = 2.0f
;
1281 state
->trick_vel
[2] = 2.0f
;
1283 state
->trick_type
= trick
;
1288 state
->trick_type
= k_trick_type_none
;
1291 static void player__skate_comp_audio( void *_animator
){
1292 struct player_skate_animator
*animator
= _animator
;
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
;
1301 if( animator
->activity
>= k_skate_activity_grind_any
)
1304 f32 gate
= skaterift
.time_rate
;
1306 if( skaterift
.activity
== k_skaterift_replay
){
1307 gate
= vg_minf( 1.0f
, fabsf(skaterift
.track_velocity
) );
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
;
1315 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
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
);
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
);
1330 /* brrrrrrrrrrrt sound for tiles and stuff
1331 * --------------------------------------------------------*/
1332 float sidechain_amt
= 0.0f
,
1333 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1335 if( (animator
->surface
== k_surface_prop_tiles
) &&
1336 (animator
->activity
< k_skate_activity_grind_any
) )
1337 sidechain_amt
= 1.0f
;
1339 sidechain_amt
= 0.0f
;
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
) );
1345 if( player_skate
.sample_change_cooldown
> 0.0f
){
1346 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1349 int sample_type
= k_skate_sample_concrete
;
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
;
1355 sample_type
= k_skate_sample_concrete_scrape_metal
;
1357 else if( (animator
->activity
== k_skate_activity_grind_back50
) ||
1358 (animator
->activity
== k_skate_activity_grind_front50
) )
1360 if( animator
->surface
== k_surface_prop_metal
){
1361 sample_type
= k_skate_sample_metal_scrape_generic
;
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
;
1370 sample_type
= k_skate_sample_concrete_scrape_metal
;
1373 sample_type
= k_skate_sample_concrete_scrape_wood
;
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
;
1380 sample_type
= k_skate_sample_concrete_scrape_wood
;
1383 audio_clip
*relevant_samples
[] = {
1391 if( (player_skate
.main_sample_type
!= sample_type
) ||
1392 (!player_skate
.aud_main
) ){
1394 player_skate
.aud_main
=
1395 audio_channel_crossfade( player_skate
.aud_main
,
1396 relevant_samples
[sample_type
],
1398 player_skate
.sample_change_cooldown
= 0.1f
;
1399 player_skate
.main_sample_type
= sample_type
;
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
);
1411 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1412 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
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
);
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 );
1435 static void player__skate_post_update(void){
1436 struct player_skate_state
*state
= &player_skate
.state
;
1438 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1439 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1441 if( jump
->log_length
== 0 ){
1442 vg_fatal_error( "assert: jump->log_length == 0\n" );
1445 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1446 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1448 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1449 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1452 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1455 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1456 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1458 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
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
1468 * returns 0 if no good surface found
1471 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1472 v3f surface_normal
, v3f axel_dir
){
1473 world_instance
*world
= world_current_instance();
1475 v3f truck
, left
, right
;
1476 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
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
);
1482 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1484 ray_hit ray_l
, ray_r
;
1487 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1489 int res_l
= 0, res_r
= 0;
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
;
1497 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
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
;
1509 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1517 v3f tangent_average
;
1518 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1519 v3_zero( tangent_average
);
1521 if( res_l
|| res_r
){
1523 v3_copy( midpoint
, p0
);
1524 v3_copy( midpoint
, p1
);
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
);
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
);
1537 v3_sub( p1
, p0
, v0
);
1541 /* fallback: use the closes point to the trucks */
1543 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1546 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1549 for( int j
=0; j
<3; j
++ )
1550 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
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
);
1558 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
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
);
1567 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1568 v3_add( t
, tangent_average
, tangent_average
);
1574 v3_muladds( truck
, v0
, k_board_width
, right
);
1575 v3_muladds( truck
, v0
, -k_board_width
, left
);
1577 vg_line( left
, right
, VG__WHITE
);
1579 v3_normalize( tangent_average
);
1580 v3_cross( v0
, tangent_average
, surface_normal
);
1581 v3_copy( v0
, axel_dir
);
1586 static void skate_weight_distribute(void){
1587 struct player_skate_state
*state
= &player_skate
.state
;
1588 v3_zero( player_skate
.weight_distribution
);
1590 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1591 localplayer
.rb
.v
) < 0.0f
?1:-1;
1594 joystick_state( k_srjoystick_steer
, steer
);
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
;
1602 if( steer
[1] < 0.1f
){
1603 state
->manual_direction
= 0;
1606 if( reverse_dir
!= state
->manual_direction
){
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
;
1618 if( state
->manual_direction
){
1621 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1623 v3_negate( plane_z
, plane_z
);
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
);
1629 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1630 v3_normalize( plane_z
);
1633 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1634 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1637 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1640 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1641 k_manul_spring
, k_manul_dampener
,
1642 player_skate
.substep_delta
);
1646 static void skate_adjust_up_direction(void){
1647 struct player_skate_state
*state
= &player_skate
.state
;
1649 if( state
->activity
== k_skate_activity_ground
){
1651 v3_copy( player_skate
.surface_picture
, target
);
1653 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1654 v3_normalize( target
);
1656 v3_lerp( state
->up_dir
, target
,
1657 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
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
);
1665 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1666 v3_normalize( avg
);
1668 v3_lerp( state
->up_dir
, avg
,
1669 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1673 static int skate_point_visible( v3f origin
, v3f target
){
1675 v3_sub( target
, origin
, dir
);
1678 ray
.dist
= v3_length( dir
);
1679 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1682 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1683 k_material_flag_walking
) )
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] );
1695 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1697 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1698 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
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
;
1704 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1708 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1710 skate_grind_orient( inf
, mtx
);
1711 m3x3_transpose( mtx
, mtx_inv
);
1714 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
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
);
1721 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1723 struct player_skate_state
*state
= &player_skate
.state
;
1725 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1727 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1728 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1730 v3_copy( ra
, player_skate
.weight_distribution
);
1733 v3_sub( inf
->co
, wsp
, delta
);
1736 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1739 skate_grind_decay( inf
, strength
);
1740 skate_grind_friction( inf
, strength
);
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
);
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
);
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
);
1760 v3_normalize( target_fwd
);
1761 v3_normalize( fwd
);
1764 joystick_state( k_srjoystick_steer
, steer
);
1766 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
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
);
1773 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1778 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1779 k_grind_spring
*strength
,
1780 k_grind_dampener
*strength
,
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
);
1787 player_skate
.grind_strength
= strength
;
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
);
1796 v3_copy( inf
->dir
, player_skate
.grind_dir
);
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
;
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
);
1809 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
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
);
1818 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1819 skate_grind_decay( &inf_avg
, 1.0f
);
1822 joystick_state( k_srjoystick_steer
, steer
);
1824 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1825 localplayer
.rb
.v
) );
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
);
1833 v3_zero( player_skate
.weight_distribution
);
1834 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1836 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
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
);
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
);
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
);
1851 v3_normalize( fwd_nplane
);
1852 v3_normalize( dir_nplane
);
1854 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
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
);
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
;
1865 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1866 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
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
);
1872 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
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
);
1882 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1885 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1886 struct player_skate_state
*state
= &player_skate
.state
;
1888 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1889 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1891 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1892 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1894 /* Exit condition: lost grind tracking */
1895 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1898 /* Exit condition: cant see grind target directly */
1899 if( !skate_point_visible( wheel_co
, inf
->co
) )
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
;
1909 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1912 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1916 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1917 struct player_skate_state
*state
= &player_skate
.state
;
1920 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1923 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1924 v3_add( localplayer
.rb
.co
, raw
, wsp
);
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
)
1930 /* velocity should be at least 60% aligned */
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
);
1936 if( v3_length2( pv
) < 0.0001f
)
1940 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1943 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
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
);
1951 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1953 float truck_height
= -(k_board_radius
+0.03f
);
1956 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1957 v3_add( localplayer
.rb
.v
, rv
, rv
);
1959 if( (local_co
[1] >= truck_height
) &&
1960 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1969 static void skate_boardslide_apply( struct grind_info
*inf
){
1970 struct player_skate_state
*state
= &player_skate
.state
;
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
);
1978 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1980 v3_copy( intersection
, player_skate
.weight_distribution
);
1982 skate_grind_decay( inf
, 0.0125f
);
1983 skate_grind_friction( inf
, 0.25f
);
1985 /* direction alignment */
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
);
1991 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1992 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1995 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1996 q_mulv( qbalance
, perp
, perp
);
1998 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
2000 k_grind_spring
, k_grind_dampener
,
2003 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
2005 k_grind_spring
, k_grind_dampener
,
2008 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
2009 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
2011 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2014 static int skate_boardslide_entry( struct grind_info
*inf
){
2015 struct player_skate_state
*state
= &player_skate
.state
;
2017 if( skate_grind_scansq( localplayer
.rb
.co
,
2018 localplayer
.rb
.to_world
[0], k_board_length
,
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
);
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 */
2029 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
2039 static int skate_boardslide_renew( struct grind_info
*inf
){
2040 struct player_skate_state
*state
= &player_skate
.state
;
2042 if( !skate_grind_scansq( localplayer
.rb
.co
,
2043 localplayer
.rb
.to_world
[0], k_board_length
,
2047 /* Exit condition: cant see grind target directly */
2049 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2050 if( !skate_point_visible( vis
, inf
->co
) )
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
;
2060 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2066 static void skate_store_grind_vec( struct grind_info
*inf
){
2067 struct player_skate_state
*state
= &player_skate
.state
;
2070 skate_grind_orient( inf
, mtx
);
2071 m3x3_transpose( mtx
, mtx
);
2074 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
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
);
2081 static enum skate_activity
skate_availible_grind(void){
2082 struct player_skate_state
*state
= &player_skate
.state
;
2084 if( state
->grind_cooldown
> 100 ){
2085 vg_fatal_error( "wth!\n" );
2088 /* debounces this state manager a little bit */
2089 if( state
->grind_cooldown
){
2090 state
->grind_cooldown
--;
2091 return k_skate_activity_undefined
;
2094 struct grind_info inf_back50
,
2106 joystick_state( k_srjoystick_steer
, steer
);
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
)
2112 float tilt
= steer
[1];
2114 if( fabsf(tilt
) >= 0.25f
){
2115 v3f raw
= {0.0f
,0.0f
,tilt
};
2116 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2118 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2120 if( way
< 0.0f
) allow_front
= 0;
2121 else allow_back
= 0;
2125 if( state
->activity
== k_skate_activity_grind_boardslide
){
2126 res_slide
= skate_boardslide_renew( &inf_slide
);
2128 else if( state
->activity
== k_skate_activity_grind_back50
){
2129 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2132 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2134 else if( state
->activity
== k_skate_activity_grind_front50
){
2135 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2138 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2140 else if( state
->activity
== k_skate_activity_grind_5050
){
2142 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2144 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2147 res_slide
= skate_boardslide_entry( &inf_slide
);
2150 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2153 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2155 if( res_back50
!= res_front50
){
2156 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2158 res_back50
&= wants_to_do_that
;
2159 res_front50
&= wants_to_do_that
;
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 */
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 */
2176 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
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;
2184 else if( new_activity
== k_skate_activity_grind_boardslide
){
2185 skate_boardslide_apply( &inf_slide
);
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
);
2191 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
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
);
2197 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2199 else if( new_activity
== k_skate_activity_grind_5050
)
2200 skate_5050_apply( &inf_front50
, &inf_back50
);
2202 return new_activity
;
2205 static void player__skate_update(void){
2206 struct player_skate_state
*state
= &player_skate
.state
;
2207 world_instance
*world
= world_current_instance();
2209 if( state
->activity
== k_skate_activity_handplant
){
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
);
2223 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2224 state
->activity_prev
= state
->activity
;
2226 v3_zero( normal_total
);
2228 struct board_collider
2235 enum board_collider_state
2237 k_collider_state_default
,
2238 k_collider_state_disabled
,
2239 k_collider_state_colliding
2246 { 0.0f
, 0.0f
, -k_board_length
},
2247 .radius
= k_board_radius
,
2251 { 0.0f
, 0.0f
, k_board_length
},
2252 .radius
= k_board_radius
,
2259 if( state
->activity
<= k_skate_activity_air_to_grind
){
2260 float min_dist
= 0.6f
;
2261 for( int i
=0; i
<2; i
++ ){
2263 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2265 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2266 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
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
;
2273 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2275 wheels
[0].pos
[1] = state
->slap
;
2276 wheels
[1].pos
[1] = state
->slap
;
2279 const int k_wheel_count
= 2;
2281 player_skate
.substep
= k_rb_delta
;
2282 player_skate
.substep_delta
= player_skate
.substep
;
2283 player_skate
.limit_count
= 0;
2285 int substep_count
= 0;
2287 v3_zero( player_skate
.surface_picture
);
2289 int prev_contacts
[2];
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
];
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
;
2303 int contact_count
= 0;
2304 for( int i
=0; i
<2; i
++ ){
2306 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2308 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2309 wheels
[i
].colour
, normal
, axel
) )
2311 rb_effect_spring_target_vector( &localplayer
.rb
,
2312 localplayer
.rb
.to_world
[0],
2314 k_surface_spring
, k_surface_dampener
,
2315 player_skate
.substep_delta
);
2317 v3_add( normal
, player_skate
.surface_picture
,
2318 player_skate
.surface_picture
);
2320 player_skate
.wheel_contacts
[i
] = 1;
2323 player_skate
.wheel_contacts
[i
] = 0;
2326 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2329 if( state
->surface_cooldown
){
2330 state
->surface_cooldown
--;
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
] ){
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
);
2346 if( contact_count
){
2347 state
->activity
= k_skate_activity_ground
;
2348 state
->gravity_bias
= k_gravity
;
2349 v3_normalize( player_skate
.surface_picture
);
2351 skate_apply_friction_model();
2352 skate_weight_distribute();
2355 if( state
->activity
> k_skate_activity_air_to_grind
)
2356 state
->activity
= k_skate_activity_air
;
2358 v3_zero( player_skate
.weight_distribution
);
2359 skate_apply_air_model();
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
;
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();
2383 ent_tornado_debug();
2385 ent_tornado_forces( localplayer
.rb
.co
, localplayer
.rb
.v
, a
);
2386 v3_muladds( localplayer
.rb
.v
, a
, k_rb_delta
, localplayer
.rb
.v
);
2391 * Phase 0: Continous collision detection
2392 * --------------------------------------------------------------------------
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
);
2399 /* calculate transform one step into future */
2402 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2405 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2408 v3_copy( localplayer
.rb
.w
, axis
);
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
);
2417 v4_copy( localplayer
.rb
.q
, future_q
);
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
);
2424 /* calculate the minimum time we can move */
2425 float max_time
= player_skate
.substep
;
2427 for( int i
=0; i
<k_wheel_count
; i
++ ){
2428 if( wheels
[i
].state
== k_collider_state_disabled
)
2431 v3f current
, future
, r_cg
;
2433 q_mulv( future_q
, wheels
[i
].pos
, future
);
2434 v3_add( future
, future_co
, future
);
2435 v3_add( cg_offset
, future
, future
);
2437 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2438 v3_add( current
, localplayer
.rb
.co
, current
);
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
);
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
;
2454 max_time
= vg_maxf( max_time
, rate_lock
);
2455 player_skate
.substep_delta
= max_time
;
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
){
2463 v3_copy( localplayer
.rb
.w
, axis
);
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
);
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
);
2476 rb_update_matrices( &localplayer
.rb
);
2477 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2479 player_skate
.substep
-= player_skate
.substep_delta
;
2481 rb_ct manifold
[128];
2482 int manifold_len
= 0;
2484 * Phase -1: head detection
2485 * --------------------------------------------------------------------------
2487 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
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) )
2495 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2496 rb_update_matrices( &localplayer
.rb
);
2498 player__dead_transition( k_player_die_type_head
);
2503 * Phase 1: Regular collision detection
2504 * --------------------------------------------------------------------------
2507 for( int i
=0; i
<k_wheel_count
; i
++ ){
2508 if( wheels
[i
].state
== k_collider_state_disabled
)
2512 m3x3_identity( mtx
);
2513 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2515 rb_ct
*man
= &manifold
[ manifold_len
];
2517 int l
= skate_collide_smooth( mtx
, wheels
[i
].radius
, man
);
2519 wheels
[i
].state
= k_collider_state_colliding
;
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
};
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] );
2534 rb_ct
*cman
= &manifold
[manifold_len
];
2536 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, world
->geo_bh
,
2537 cman
, k_material_flag_walking
);
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
);
2548 vg_line_capsule( mtx
, capsule
.r
, capsule
.h
, VG__WHITE
);
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
);
2558 ct
->type
= k_contact_type_default
;
2564 * --------------------------------------------------------------------------
2569 m4x3_mulv( localplayer
.rb
.to_world
,
2570 player_skate
.weight_distribution
, world_cog
);
2571 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
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
] );
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];
2584 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2585 float inv_mass
= 1.0f
/mass
;
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
));
2593 m3x3_identity( iI
);
2600 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2601 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2603 for( int j
=0; j
<10; j
++ ){
2604 for( int i
=0; i
<manifold_len
; i
++ ){
2606 * regular dance; calculate velocity & total mass, apply impulse.
2609 struct contact
*ct
= &manifold
[i
];
2612 v3_sub( ct
->co
, world_cog
, delta
);
2613 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2614 v3_add( localplayer
.rb
.v
, rv
, rv
);
2617 v3_cross( delta
, ct
->n
, raCn
);
2620 m3x3_mulv( iIw
, raCn
, raCnI
);
2622 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2623 vn
= v3_dot( rv
, ct
->n
),
2624 lambda
= normal_mass
* ( -vn
);
2626 float temp
= ct
->norm_impulse
;
2627 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2628 lambda
= ct
->norm_impulse
- temp
;
2631 v3_muls( ct
->n
, lambda
, impulse
);
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
);
2639 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2640 v3_add( localplayer
.rb
.v
, rv
, rv
);
2641 vn
= v3_dot( rv
, ct
->n
);
2646 rb_depenetrate( manifold
, manifold_len
, dt
);
2647 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2648 rb_update_matrices( &localplayer
.rb
);
2652 if( player_skate
.substep
>= 0.0001f
)
2653 goto begin_collision
; /* again! */
2656 * End of collision and dynamics routine
2657 * --------------------------------------------------------------------------
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
);
2668 f32 amt
= k_cam_punch
;
2669 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2673 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2674 localplayer
.cam_land_punch_v
);
2677 player_skate
.surface
= k_surface_prop_concrete
;
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
);
2683 if( surf
->info
.surface_prop
> player_skate
.surface
)
2684 player_skate
.surface
= surf
->info
.surface_prop
;
2687 for( int i
=0; i
<k_wheel_count
; i
++ ){
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
]);
2697 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2699 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2702 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
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
);
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
);
2724 /* FIXME: Rate limit */
2725 static int stick_frames
= 0;
2727 if( state
->activity
>= k_skate_activity_ground
)
2732 if( stick_frames
> 5 ) stick_frames
= 5;
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
);
2742 player__networked_sfx( k_player_subsystem_skate
, 128,
2743 k_player_skate_soundeffect_land_good
,
2744 localplayer
.rb
.co
, 1.0f
);
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
);
2753 player__networked_sfx( k_player_subsystem_skate
, 128,
2754 k_player_skate_soundeffect_grind_wood
,
2755 localplayer
.rb
.co
, 1.0f
);
2757 } else if( stick_frames
== 0 ){
2758 /* TODO: EXIT SOUNDS */
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];
2767 if( state
->activity
>= k_skate_activity_grind_any
){
2768 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2770 state
->velocity_limit
+= -dy
*0.2f
;
2772 state
->grind_y_start
= localplayer
.rb
.co
[1];
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
,
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] );
2795 const char *activity_txt
[] = {
2800 "undefined (INVALID)",
2801 "grind_any (INVALID)",
2803 "grind_metallic (INVALID)",
2809 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
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
);
2815 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
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",
2823 state
->trick_euler
[0],
2824 state
->trick_euler
[1],
2825 state
->trick_euler
[2] );
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
;
2833 float kheight
= 2.0f
,
2836 v3_zero( animator
->offset
);
2838 v3f cog_local
, cog_ideal
;
2839 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2841 v3_copy( state
->up_dir
, cog_ideal
);
2842 v3_normalize( cog_ideal
);
2843 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2845 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2847 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2848 animator
->offset
[1] *= -1.0f
;
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
);
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
);
2860 animator
->offset
[0] *= 0.26f
;
2861 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2863 animator
->offset
[1] *= -0.3f
;
2864 animator
->offset
[2] *= 0.01f
;
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
);
2871 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2873 /* localized vectors */
2874 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2877 * Animation blending
2878 * ===========================================
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
);
2888 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
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
);
2898 cam_offset
[0] += animator
->slide
* -animator
->x
;
2899 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2901 /* movement information */
2902 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
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
;
2908 if( state
->activity
>= k_skate_activity_grind_any
)
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
);
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
;
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
);
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
);
2929 f32 grind_frame
= 0.5f
;
2931 if( state
->activity
== k_skate_activity_grind_front50
)
2933 else if( state
->activity
== k_skate_activity_grind_back50
)
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
;
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
);
2948 animator
->jump_charge
= state
->jump_charge
;
2949 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2950 8.4f
*vg
.time_delta
);
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
;
2961 float jump_t
= vg
.time
-state
->jump_time
;
2964 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2965 extra
*= state
->slap
* 4.0f
;
2967 v3_add( state
->trick_euler
, state
->trick_residuald
,
2968 animator
->board_euler
);
2969 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2971 animator
->board_euler
[0] *= 0.5f
;
2972 animator
->board_euler
[1] += extra
;
2973 animator
->trick_type
= state
->trick_type
;
2976 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2979 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2980 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
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
);
2988 /* feet placement */
2989 struct player_board
*board
=
2990 addon_cache_item_if_loaded( k_addon_type_board
,
2991 localplayer
.board_view_slot
);
2993 if( animator
->weight
> 0.0f
){
2994 animator
->foot_offset
[0] =
2995 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2998 animator
->foot_offset
[1] =
2999 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
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
);
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
);
3015 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
3019 joystick_state( k_srjoystick_grab
, grab_input
);
3020 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
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
;
3029 joystick_state( k_srjoystick_steer
, steer
);
3030 animator
->airdir
= vg_lerpf( animator
->airdir
,
3031 -steer
[0], 2.4f
*vg
.time_delta
);
3033 animator
->steer
[0] = steer
[0];
3034 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
3035 steer
[0], 4.0f
*vg
.time_delta
);
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
);
3045 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3046 t
= sign
* (1.0f
-t
*t
);
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
);
3055 q_identity( animator
->qflip
);
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
);
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
);
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
;
3076 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3077 v3_normalize( ndir
);
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
) );
3084 v4f qcounteryaw
, qfixup
;
3086 v3_cross( up
, ndir
, axis
);
3087 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3089 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3090 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3092 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3093 q_normalize( animator
->qfixuptotal
);
3096 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3097 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3099 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3100 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3102 else q_identity( animator
->qfixuptotal
);
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
);
3110 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3111 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3114 animator
->handplant_t
= state
->handplant_t
;
3117 static void player__skate_pose( void *_animator
, player_pose
*pose
){
3118 struct skeleton
*sk
= &localplayer
.skeleton
;
3119 struct player_skate_animator
*animator
= _animator
;
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
);
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
);
3131 /* apply flip rotation at midpoint */
3132 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3133 q_normalize( pose
->root_q
);
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
);
3139 q_mulv( animator
->qflip
, rco
, rco
);
3140 v3_add( rco
, rotation_point
, pose
->root_co
);
3143 * ---------------------------------------------------------------------- */
3145 mdl_keyframe apose
[32], bpose
[32];
3146 mdl_keyframe ground_pose
[32];
3149 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3150 stand_blend
= animator
->offset
[1]*-2.0f
;
3152 pose
->board
.lean
= animator
->board_lean
;
3154 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
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
);
3161 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3162 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
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
);
3169 if( animator
->reverse
> 0.0f
){
3170 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3174 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3175 animator
->push_time
, bpose
);
3177 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3179 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3180 player_skate
.anim_ollie
:
3181 player_skate
.anim_ollie_reverse
;
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
);
3188 mdl_keyframe air_pose
[32];
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
);
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
);
3197 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3198 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3201 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
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] };
3214 mdl_keyframe grind_pose
[32];
3216 f32 frame
= animator
->grind_balance
* 0.5f
;
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
);
3222 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3223 animator
->grind
, pose
->keyframes
);
3224 float add_grab_mod
= 1.0f
- animator
->fly
;
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
};
3233 float apply_rates
[] = { 1.0f
,
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
;
3245 /* angle 'correction' */
3247 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
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
);
3257 if( animator
->activity
== k_skate_activity_handplant
){
3258 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
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
);
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] );
3270 q_m3x3( pose
->root_q
, mmdl
);
3271 v3_copy( pose
->root_co
, mmdl
[3] );
3273 m4x3_mul( mmdl
, world
, world_view
);
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 );
3280 m4x3_invert_affine( world
, invworld
);
3281 m4x3_mul( mmdl
, invworld
, world_view
);
3283 m3x3_q( world_view
, pose
->root_q
);
3284 v3_copy( world_view
[3], pose
->root_co
);
3286 f32 t
= animator
->handplant_t
,
3287 frames
= anim
->length
-1,
3288 length
= animator
->activity
== k_skate_activity_handplant
?
3289 frames
/ anim
->rate
:
3291 end_dist
= vg_minf( t
, length
- t
)/k_anim_transition
,
3292 blend
= vg_smoothstepf( vg_minf(1,end_dist
) );
3294 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
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] );
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
);
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
);
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
;
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
;
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
;
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
;
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.
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] );
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
);
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];
3369 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3370 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3373 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
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
);
3387 q_inv( qrot
, qrot
);
3388 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3389 q_normalize( kf_head
->q
);
3392 /* hand placement */
3394 u32 hand_id
= animator
->z
< 0.5f
?
3395 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
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
);
3404 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3405 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
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 );
3414 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3415 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
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
;
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
};
3428 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
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
);
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
;
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
);
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
);
3462 if( animator
->surface
== k_surface_prop_sand
){
3463 if( (animator
->slide
>0.4f
) && (v3_length2(animator
->root_v
)>4.0f
*4.0f
) ){
3465 v3_muls( animator
->root_v
, 0.5f
, v
);
3466 v3_lerp( vp0
, vp1
, vg_randf64(&vg
.rand
), co
);
3468 effect_data
->sand
.colour
= 0xff8ec4e6;
3469 effect_spark_apply( &effect_data
->sand
, co
, v
, vg
.time_delta
* 8.0 );
3473 if( animator
->grind
> 0.5f
){
3474 int back
= 0, front
= 0, mid
= 0;
3476 if( animator
->activity
== k_skate_activity_grind_5050
){
3480 else if( animator
->activity
== k_skate_activity_grind_back50
){
3483 else if( animator
->activity
== k_skate_activity_grind_front50
){
3486 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3491 effect_spark_apply( &effect_data
->spark
, vp0
,
3492 animator
->root_v
, vg
.time_delta
);
3496 effect_spark_apply( &effect_data
->spark
, vp1
,
3497 animator
->root_v
, vg
.time_delta
);
3501 effect_spark_apply( &effect_data
->spark
, vpc
,
3502 animator
->root_v
, vg
.time_delta
);
3507 static void player__skate_post_animate(void){
3508 struct player_skate_state
*state
= &player_skate
.state
;
3509 localplayer
.cam_velocity_influence
= 1.0f
;
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
);
3518 static void player__skate_reset_animator(void){
3519 struct player_skate_state
*state
= &player_skate
.state
;
3521 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3523 if( state
->activity
<= k_skate_activity_air_to_grind
)
3524 player_skate
.animator
.fly
= 1.0f
;
3526 player_skate
.animator
.fly
= 0.0f
;
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
;
3539 state
->grabbing
= 0.0f
;
3540 v2_zero( state
->grab_mouse_delta
);
3542 state
->jump_time
= 0.0;
3543 state
->start_push
= 0.0;
3544 state
->cur_push
= 0.0;
3545 state
->air_start
= 0.0;
3547 v3_zero( state
->air_init_v
);
3548 v3_zero( state
->air_init_co
);
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
);
3566 #include "network_compression.h"
3568 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3569 struct player_skate_animator
*animator
= data
;
3571 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3572 bitpack_qquat( ctx
, animator
->root_q
);
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
);
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
); /*??*/
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
);
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
);
3602 /* animator->wobble is ommited */
3604 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3605 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3606 bitpack_qquat( ctx
, animator
->qflip
);
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
);
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
);
3620 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3623 if( id
== k_player_skate_soundeffect_jump
){
3624 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3625 pos
, 40.0f
, volume
);
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
);
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
);
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
);
3639 else if( id
== k_player_skate_soundeffect_grind_metal
){
3640 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3642 else if( id
== k_player_skate_soundeffect_grind_wood
){
3643 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3649 #endif /* PLAYER_SKATE_C */