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