6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 static void player__skate_bind(void){
12 struct skeleton
*sk
= &localplayer
.skeleton
;
13 rb_update_transform( &localplayer
.rb
);
15 struct { struct skeleton_anim
**anim
; const char *name
; }
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" }
30 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
31 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
34 static void player__skate_kill_audio(void){
36 if( player_skate
.aud_main
){
37 player_skate
.aud_main
=
38 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
40 if( player_skate
.aud_air
){
41 player_skate
.aud_air
=
42 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
44 if( player_skate
.aud_slide
){
45 player_skate
.aud_slide
=
46 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
52 * Collision detection routines
58 * Does collision detection on a sphere vs world, and applies some smoothing
59 * filters to the manifold afterwards
61 static int skate_collide_smooth( m4x3f mtx
, rb_sphere
*sphere
, rb_ct
*man
){
62 world_instance
*world
= world_current_instance();
65 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
,
66 k_material_flag_walking
);
68 for( int i
=0; i
<len
; i
++ ){
69 man
[i
].rba
= &localplayer
.rb
;
73 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
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
);
80 int new_len
= rb_manifold_apply_filtered( man
, len
);
94 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
95 struct grind_info
*inf
){
96 world_instance
*world
= world_current_instance();
99 v3_copy( dir
, plane
);
100 v3_normalize( plane
);
101 plane
[3] = v3_dot( plane
, pos
);
104 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
105 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
114 int sample_count
= 0;
120 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
121 v3_normalize( support_axis
);
124 bh_iter_init_box( 0, &it
, box
);
127 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
128 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
131 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
132 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
135 for( int j
=0; j
<3; j
++ )
136 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
138 for( int j
=0; j
<3; j
++ ){
142 struct grind_sample
*sample
= &samples
[ sample_count
];
145 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
147 v3_sub( co
, pos
, d
);
148 if( v3_length2( d
) > r
*r
)
152 v3_sub( tri
[1], tri
[0], va
);
153 v3_sub( tri
[2], tri
[0], vb
);
154 v3_cross( va
, vb
, normal
);
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];
161 v3_copy( normal
, sample
->normal3
); /* normalize later
162 if we want to us it */
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
);
168 v2_normalize( sample
->normal
);
171 if( sample_count
== vg_list_size( samples
) )
172 goto too_many_samples
;
179 if( sample_count
< 2 )
182 v3f average_direction
,
186 v2_fill( min_co
, INFINITY
);
187 v2_fill( max_co
, -INFINITY
);
189 v3_zero( average_direction
);
190 v3_zero( average_normal
);
192 int passed_samples
= 0;
194 for( int i
=0; i
<sample_count
-1; i
++ ){
195 struct grind_sample
*si
, *sj
;
199 for( int j
=i
+1; j
<sample_count
; j
++ ){
205 /* non overlapping */
206 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
209 /* not sharp angle */
210 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
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
)
220 v2_minv( sj
->co
, min_co
, min_co
);
221 v2_maxv( sj
->co
, max_co
, max_co
);
224 v3_copy( si
->normal3
, n0
);
225 v3_copy( sj
->normal3
, n1
);
226 v3_cross( n0
, n1
, dir
);
228 if( v3_length2( dir
) <= 0.000001f
)
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
);
237 float yi
= si
->normal3
[1],
240 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
241 else v3_add( sj
->normal3
, average_normal
, average_normal
);
247 if( !passed_samples
)
250 if( (v3_length2( average_direction
) <= 0.001f
) ||
251 (v3_length2( average_normal
) <= 0.001f
) )
254 float div
= 1.0f
/(float)passed_samples
;
255 v3_normalize( average_direction
);
256 v3_normalize( average_normal
);
259 v2_add( min_co
, max_co
, average_coord
);
260 v2_muls( average_coord
, 0.5f
, average_coord
);
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
);
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
);
272 return passed_samples
;
275 static void reset_jump_info( jump_info
*inf
){
277 inf
->land_dist
= 0.0f
;
279 inf
->type
= k_prediction_unset
;
280 v3_zero( inf
->apex
);
283 static int create_jumps_to_hit_target( jump_info
*jumps
,
284 v3f target
, float max_angle_delta
,
286 /* calculate the exact 2 solutions to jump onto that grind spot */
289 v3_sub( target
, localplayer
.rb
.co
, v0
);
296 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
297 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
299 float a
= atan2f( v
[1], v
[0] ),
301 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
306 root
= sqrtf( root
);
307 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
308 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
310 if( fabsf(a0
-a
) < max_angle_delta
){
311 jump_info
*inf
= &jumps
[ valid_count
++ ];
312 reset_jump_info( inf
);
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
;
319 v3_copy( target
, inf
->log
[inf
->log_length
++] );
322 if( fabsf(a1
-a
) < max_angle_delta
){
323 jump_info
*inf
= &jumps
[ valid_count
++ ];
324 reset_jump_info( inf
);
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
;
331 v3_copy( target
, inf
->log
[inf
->log_length
++] );
338 static void player__approximate_best_trajectory(void){
339 world_instance
*world0
= world_current_instance();
341 float k_trace_delta
= k_rb_delta
* 10.0f
;
342 struct player_skate_state
*state
= &player_skate
.state
;
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
);
348 player_skate
.possible_jump_count
= 0;
351 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
352 v3_normalize( axis
);
354 /* at high slopes, Y component is low */
355 float upness
= localplayer
.rb
.to_world
[1][1],
356 angle_begin
= -(1.0f
-fabsf( upness
)),
359 struct grind_info grind
;
360 int grind_located
= 0;
361 float grind_located_gravity
= k_gravity
;
364 v3f launch_v_bounds
[2];
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
];
372 q_axis_angle( qbias
, axis
, ang
);
373 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
376 for( int m
=0;m
<=30; m
++ ){
378 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
379 reset_jump_info( inf
);
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
;
387 float vt
= (float)m
* (1.0f
/30.0f
),
388 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
391 q_axis_angle( qbias
, axis
, ang
);
392 q_mulv( qbias
, launch_v
, launch_v
);
394 float yaw_sketch
= 1.0f
-fabsf(upness
);
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
);
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
);
405 for( int i
=1; i
<=50; i
++ ){
406 float t
= (float)i
* k_trace_delta
;
408 v3_muls( launch_v
, t
, co1
);
409 co1
[1] += -0.5f
* gravity
* t
*t
;
410 v3_add( launch_co
, co1
, co1
);
412 float launch_vy
= launch_v
[1];
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;
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
;
426 if( v3_dist2( closest
, launch_co
) < min_dist
)
427 search_for_grind
= 0;
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
] );
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
;
441 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
442 search_for_grind
= 0;
446 search_for_grind
= 0;
449 if( search_for_grind
){
451 v3_copy( launch_v
, ve
);
452 ve
[1] += -gravity
* t
;
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] };
462 float a
= v2_dot( v0
, v1
);
464 float a_min
= cosf( VG_PIf
* 0.185f
);
465 if( state
->grind_cooldown
)
466 a_min
= cosf( VG_PIf
* 0.05f
);
469 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
471 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
474 grind_located_gravity
= inf
->gravity
;
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
);
487 if( gate
->flags
& k_ent_gate_nonlocal
)
488 trace_world
= &world_static
.instances
[ gate
->target
];
495 float scan_radius
= k_board_radius
;
496 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
498 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
499 k_material_flag_walking
);
502 v3_lerp( co0
, co1
, t1
, co
);
503 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
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] );
510 inf
->type
= k_prediction_land
;
513 v3_copy( launch_v
, ve
);
514 ve
[1] += -gravity
* t
;
516 inf
->score
= -v3_dot( ve
, inf
->n
);
517 inf
->land_dist
= t
+ k_trace_delta
* t1
;
519 /* Bias prediction towords ramps */
520 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
523 if( surf
->info
.flags
& k_material_flag_boundary
)
524 player_skate
.possible_jump_count
--;
530 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
534 if( inf
->type
== k_prediction_unset
)
535 player_skate
.possible_jump_count
--;
539 jump_info grind_jumps
[2];
542 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
543 0.175f
*VG_PIf
, grind_located_gravity
);
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
;
553 for( int i
=0; i
<valid_count
; i
++ ){
554 jump_info
*jump
= &grind_jumps
[i
];
555 jump
->type
= k_prediction_grind
;
557 v3f launch_v
, launch_co
, co0
, co1
;
559 v3_copy( jump
->v
, launch_v
);
560 v3_copy( localplayer
.rb
.co
, launch_co
);
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
);
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
);
572 t
*= jump
->land_dist
;
574 v3_muls( launch_v
, t
, co1
);
575 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
576 v3_add( launch_co
, co1
, co1
);
581 int idx
= spherecast_world( world0
, co0
,co1
,
582 k_board_radius
*0.1f
, &t1
, n
,
583 k_material_flag_walking
);
585 goto invalidated_grind
;
591 v3_copy( grind
.n
, jump
->n
);
593 /* determine score */
595 v3_copy( jump
->v
, ve
);
596 ve
[1] += -jump
->gravity
*jump
->land_dist
;
597 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
599 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
608 float score_min
= INFINITY
,
609 score_max
= -INFINITY
;
611 jump_info
*best
= NULL
;
613 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
614 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
616 if( jump
->score
< score_min
)
619 score_min
= vg_minf( score_min
, jump
->score
);
620 score_max
= vg_maxf( score_max
, jump
->score
);
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
;
628 s
/= (score_max
-score_min
);
632 jump
->colour
= s
* 255.0f
;
636 else if( jump
->type
== k_prediction_land
)
639 jump
->colour
|= 0xff000000;
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
;
648 if( best
->type
== k_prediction_grind
){
649 state
->activity
= k_skate_activity_air_to_grind
;
653 joystick_state( k_srjoystick_steer
, steer
);
654 v2_normalize_clamp( steer
);
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]) *
659 state
->flip_time
= 0.0f
;
660 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
663 state
->flip_rate
= 0.0f
;
664 v3_zero( state
->flip_axis
);
668 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
673 * Varius physics models
674 * ------------------------------------------------
678 * Air control, no real physics
680 static void skate_apply_air_model(void){
681 struct player_skate_state
*state
= &player_skate
.state
;
683 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
684 player__approximate_best_trajectory();
686 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
687 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
689 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
692 q_axis_angle( correction
, axis
,
693 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
694 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
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
;
702 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
704 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
705 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
707 v3_mul( strength
, F
, F
);
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
);
714 if( state
->activity
<= k_skate_activity_air_to_grind
){
715 if( v3_length2( state
->trick_vel
) < 0.0001f
)
718 int carry_on
= state
->trick_type
== player_skate_trick_input();
720 /* we assume velocities share a common divisor, in which case the
721 * interval is the minimum value (if not zero) */
723 float min_rate
= 99999.0f
;
725 for( int i
=0; i
<3; i
++ ){
726 float v
= state
->trick_vel
[i
];
727 if( (v
> 0.0f
) && (v
< min_rate
) )
731 float interval
= 1.0f
/ min_rate
,
732 current
= floorf( state
->trick_time
),
733 next_end
= current
+1.0f
;
736 /* integrate trick velocities */
737 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
738 state
->trick_euler
);
740 if( !carry_on
&& (state
->trick_time
+ k_rb_delta
/interval
>= 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
);
749 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
750 localplayer
.rb
.co
, 40.0f
, 1.0f
);
754 state
->trick_time
+= k_rb_delta
/ interval
;
757 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
758 state
->trick_time
> 0.2f
)
760 player__skate_kill_audio();
761 player__dead_transition( k_player_die_type_feet
);
764 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
765 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
766 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
767 state
->trick_time
= 0.0f
;
768 v3_zero( state
->trick_vel
);
772 static void skate_apply_grab_model(void){
773 struct player_skate_state
*state
= &player_skate
.state
;
775 float grabt
= axis_state( k_sraxis_grab
);
778 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
779 state
->grab_mouse_delta
);
781 v2_normalize_clamp( state
->grab_mouse_delta
);
784 v2_zero( state
->grab_mouse_delta
);
786 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
789 static void skate_apply_steering_model(void){
790 struct player_skate_state
*state
= &player_skate
.state
;
793 joystick_state( k_srjoystick_steer
, jsteer
);
796 float steer
= jsteer
[0],
797 grab
= axis_state( k_sraxis_grab
);
799 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
802 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
807 f32 skid_target
= 0.0f
;
809 if( state
->activity
<= k_skate_activity_air_to_grind
){
810 rate
= 6.0f
* fabsf(steer
);
814 /* rotate slower when grabbing on ground */
815 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
817 if( state
->activity
== k_skate_activity_grind_5050
){
822 else if( state
->activity
>= k_skate_activity_grind_any
){
823 rate
*= fabsf(steer
);
825 float a
= 0.8f
* -steer
* k_rb_delta
;
828 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
829 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
831 v3_normalize( player_skate
.grind_vec
);
834 else if( state
->manual_direction
){
839 f32 skid
= axis_state(k_sraxis_skid
);
840 if( fabsf(skid
) > 0.1f
){
846 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
850 vg_slewf( &state
->skid
, skid_target
, k_rb_delta
*(1.0f
/0.1f
) );
851 steer
= vg_lerpf( steer
, state
->skid
*k_steer_ground
*0.5f
,
852 fabsf(state
->skid
*0.8f
) );
854 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
855 addspeed
= (steer
* -top
) - current
,
856 maxaccel
= rate
* k_rb_delta
,
857 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
859 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
860 accel
, localplayer
.rb
.w
);
864 * Computes friction and surface interface model
866 static void skate_apply_friction_model(void){
867 struct player_skate_state
*state
= &player_skate
.state
;
870 * Computing localized friction forces for controlling the character
871 * Friction across X is significantly more than Z
875 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
878 if( fabsf(vel
[2]) > 0.01f
)
879 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
881 if( fabsf( slip
) > 1.2f
)
882 slip
= vg_signf( slip
) * 1.2f
;
885 state
->reverse
= -vg_signf(vel
[2]);
887 f32 lat
= k_friction_lat
;
889 if( fabsf(axis_state(k_sraxis_skid
)) > 0.1f
){
890 lat
= k_friction_lat
* 2.0f
;
893 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
894 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
896 /* Pushing additive force */
898 if( !button_press( k_srbind_jump
) && (fabsf(state
->skid
)<0.1f
) ){
899 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) ){
900 if( (vg
.time
- state
->cur_push
) > 0.25 )
901 state
->start_push
= vg
.time
;
903 state
->cur_push
= vg
.time
;
905 double push_time
= vg
.time
- state
->start_push
;
907 float cycle_time
= push_time
*k_push_cycle_rate
,
908 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
909 amt
= accel
* VG_TIMESTEP_FIXED
,
910 current
= v3_length( vel
),
911 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
912 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
914 vel
[2] += delta
* -state
->reverse
;
918 /* Send back to velocity */
919 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
922 static void skate_apply_jump_model(void){
923 struct player_skate_state
*state
= &player_skate
.state
;
924 int charging_jump_prev
= state
->charging_jump
;
925 state
->charging_jump
= button_press( k_srbind_jump
);
927 /* Cannot charge this in air */
928 if( state
->activity
<= k_skate_activity_air_to_grind
){
929 state
->charging_jump
= 0;
933 if( state
->charging_jump
){
934 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
936 if( !charging_jump_prev
)
937 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
940 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
943 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
945 /* player let go after charging past 0.2: trigger jump */
946 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
949 /* Launch more up if alignment is up else improve velocity */
950 float aup
= localplayer
.rb
.to_world
[1][1],
952 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
954 if( state
->activity
== k_skate_activity_ground
){
955 v3_copy( localplayer
.rb
.v
, jumpdir
);
956 v3_normalize( jumpdir
);
957 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
958 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
959 v3_normalize( jumpdir
);
961 v3_copy( state
->up_dir
, jumpdir
);
962 state
->grind_cooldown
= 30;
963 state
->activity
= k_skate_activity_ground
;
966 joystick_state( k_srjoystick_steer
, steer
);
968 float tilt
= steer
[0] * 0.3f
;
969 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
970 player_skate
.grind_dir
));
973 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
974 q_mulv( qtilt
, jumpdir
, jumpdir
);
976 state
->surface_cooldown
= 10;
977 state
->trick_input_collect
= 0.0f
;
979 float force
= k_jump_force
*state
->jump_charge
;
980 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
981 state
->jump_charge
= 0.0f
;
982 state
->jump_time
= vg
.time
;
983 player__networked_sfx( k_player_subsystem_skate
, 32,
984 k_player_skate_soundeffect_jump
,
985 localplayer
.rb
.co
, 1.0f
);
989 static void skate_apply_pump_model(void){
990 struct player_skate_state
*state
= &player_skate
.state
;
992 if( state
->activity
!= k_skate_activity_ground
){
993 v3_zero( state
->throw_v
);
997 /* Throw / collect routine
999 if( axis_state( k_sraxis_grab
) > 0.5f
){
1000 if( state
->activity
== k_skate_activity_ground
){
1002 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1007 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1010 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
1012 if( state
->activity
== k_skate_activity_ground
){
1013 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
1014 v3_muladds( localplayer
.rb
.v
, Fl
,
1015 k_mmcollect_lat
, localplayer
.rb
.v
);
1017 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
1020 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
1021 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
1022 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1026 if( v3_length2( state
->throw_v
) > 0.0001f
){
1028 v3_copy( state
->throw_v
, dir
);
1029 v3_normalize( dir
);
1031 float max
= v3_dot( dir
, state
->throw_v
),
1032 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1033 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1037 static void skate_apply_cog_model(void){
1038 struct player_skate_state
*state
= &player_skate
.state
;
1040 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1041 v3_copy( state
->up_dir
, ideal_dir
);
1042 v3_normalize( ideal_dir
);
1044 float grab
= axis_state( k_sraxis_grab
);
1045 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1046 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1048 /* Apply velocities */
1050 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1053 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1054 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1056 float ra
= k_cog_mass_ratio
,
1057 rb
= 1.0f
-k_cog_mass_ratio
;
1059 /* Apply forces & intergrate */
1060 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1061 state
->cog_v
[1] += -9.8f
* k_rb_delta
;
1062 v3_muladds( state
->cog
, state
->cog_v
, k_rb_delta
, state
->cog
);
1065 static void skate_integrate(void){
1066 struct player_skate_state
*state
= &player_skate
.state
;
1068 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1072 if( state
->activity
>= k_skate_activity_grind_any
){
1073 rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1074 rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1075 rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1078 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1079 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1080 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1082 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1083 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1085 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1088 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1089 rb_update_transform( &localplayer
.rb
);
1092 static enum trick_type
player_skate_trick_input(void){
1093 return (button_press( k_srbind_trick0
) ) |
1094 (button_press( k_srbind_trick1
) << 1) |
1095 (button_press( k_srbind_trick2
) << 1) |
1096 (button_press( k_srbind_trick2
) );
1099 static void player__skate_pre_update(void){
1100 struct player_skate_state
*state
= &player_skate
.state
;
1102 if( button_down( k_srbind_use
) ){
1103 localplayer
.subsystem
= k_player_subsystem_walk
;
1106 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1107 localplayer
.angles
[2] = 0.0f
;
1110 m4x3_mulv( localplayer
.rb
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, newpos
);
1111 v3_add( newpos
, (v3f
){0.0f
,-1.0f
,0.0f
}, newpos
);
1112 v3_sub( localplayer
.rb
.co
, newpos
, offset
);
1113 v3_copy( newpos
, localplayer
.rb
.co
);
1115 player__begin_holdout( offset
);
1116 player__skate_kill_audio();
1117 player__walk_transition();
1121 enum trick_type trick
= player_skate_trick_input();
1123 state
->trick_input_collect
+= vg
.time_frame_delta
;
1125 state
->trick_input_collect
= 0.0f
;
1127 if( state
->activity
<= k_skate_activity_air_to_grind
){
1128 if( trick
&& (state
->trick_input_collect
< 0.1f
) ){
1129 if( state
->trick_time
== 0.0f
){
1131 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1132 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1136 if( state
->trick_time
< 0.1f
){
1137 v3_zero( state
->trick_vel
);
1139 if( trick
== k_trick_type_kickflip
){
1140 state
->trick_vel
[0] = 3.0f
;
1142 else if( trick
== k_trick_type_shuvit
){
1143 state
->trick_vel
[2] = 3.0f
;
1145 else if( trick
== k_trick_type_treflip
){
1146 state
->trick_vel
[0] = 2.0f
;
1147 state
->trick_vel
[2] = 2.0f
;
1149 state
->trick_type
= trick
;
1154 state
->trick_type
= k_trick_type_none
;
1157 static void player__skate_post_update(void){
1158 struct player_skate_state
*state
= &player_skate
.state
;
1160 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1161 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1163 if( jump
->log_length
== 0 ){
1164 vg_fatal_error( "assert: jump->log_length == 0\n" );
1167 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1168 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1170 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1171 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1174 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1177 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1178 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1180 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1185 float air
= state
->activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1186 speed
= v3_length( localplayer
.rb
.v
),
1187 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1188 slide
= vg_clampf( fabsf(state
->slip
), 0.0f
, 1.0f
);
1190 if( state
->activity
>= k_skate_activity_grind_any
){
1194 f32 gate
= skaterift
.time_rate
,
1195 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1196 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1197 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1199 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1201 if( !player_skate
.aud_air
){
1202 player_skate
.aud_air
= audio_get_first_idle_channel();
1203 if( player_skate
.aud_air
)
1204 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1207 if( !player_skate
.aud_slide
){
1208 player_skate
.aud_slide
= audio_get_first_idle_channel();
1209 if( player_skate
.aud_slide
)
1210 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1214 /* brrrrrrrrrrrt sound for tiles and stuff
1215 * --------------------------------------------------------*/
1216 float sidechain_amt
= 0.0f
,
1217 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1219 if( (player_skate
.surface
== k_surface_prop_tiles
) &&
1220 (state
->activity
< k_skate_activity_grind_any
) )
1221 sidechain_amt
= 1.0f
;
1223 sidechain_amt
= 0.0f
;
1225 audio_set_lfo_frequency( 0, hz
);
1226 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1227 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1229 if( player_skate
.sample_change_cooldown
> 0.0f
){
1230 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1233 int sample_type
= k_skate_sample_concrete
;
1235 if( state
->activity
== k_skate_activity_grind_5050
){
1236 if( player_skate
.surface
== k_surface_prop_metal
)
1237 sample_type
= k_skate_sample_metal_scrape_generic
;
1239 sample_type
= k_skate_sample_concrete_scrape_metal
;
1241 else if( (state
->activity
== k_skate_activity_grind_back50
) ||
1242 (state
->activity
== k_skate_activity_grind_front50
) )
1244 if( player_skate
.surface
== k_surface_prop_metal
){
1245 sample_type
= k_skate_sample_metal_scrape_generic
;
1248 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1249 player_skate
.grind_dir
);
1250 if( fabsf(a
) > 0.70710678118654752f
)
1251 sample_type
= k_skate_sample_concrete_scrape_wood
;
1253 sample_type
= k_skate_sample_concrete_scrape_metal
;
1256 else if( state
->activity
== k_skate_activity_grind_boardslide
){
1257 if( player_skate
.surface
== k_surface_prop_metal
)
1258 sample_type
= k_skate_sample_metal_scrape_generic
;
1260 sample_type
= k_skate_sample_concrete_scrape_wood
;
1263 audio_clip
*relevant_samples
[] = {
1271 if( (player_skate
.main_sample_type
!= sample_type
) ||
1272 (!player_skate
.aud_main
) ){
1274 player_skate
.aud_main
=
1275 audio_channel_crossfade( player_skate
.aud_main
,
1276 relevant_samples
[sample_type
],
1278 player_skate
.sample_change_cooldown
= 0.1f
;
1279 player_skate
.main_sample_type
= sample_type
;
1283 if( player_skate
.aud_main
){
1284 player_skate
.aud_main
->colour
= 0x00103efe;
1285 audio_channel_set_spacial( player_skate
.aud_main
,
1286 localplayer
.rb
.co
, 40.0f
);
1287 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1288 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1289 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1291 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1292 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1295 if( player_skate
.aud_slide
){
1296 player_skate
.aud_slide
->colour
= 0x00103efe;
1297 audio_channel_set_spacial( player_skate
.aud_slide
,
1298 localplayer
.rb
.co
, 40.0f
);
1299 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1300 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1301 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1304 if( player_skate
.aud_air
){
1305 player_skate
.aud_air
->colour
= 0x00103efe;
1306 audio_channel_set_spacial( player_skate
.aud_air
,
1307 localplayer
.rb
.co
, 40.0f
);
1308 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1309 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1316 * truck alignment model at ra(local)
1317 * returns 1 if valid surface:
1318 * surface_normal will be filled out with an averaged normal vector
1319 * axel_dir will be the direction from left to right wheels
1321 * returns 0 if no good surface found
1324 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1325 v3f surface_normal
, v3f axel_dir
){
1326 world_instance
*world
= world_current_instance();
1328 v3f truck
, left
, right
;
1329 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1331 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1332 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1333 vg_line( left
, right
, colour
);
1335 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1337 ray_hit ray_l
, ray_r
;
1340 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1342 int res_l
= 0, res_r
= 0;
1344 for( int i
=0; i
<8; i
++ ){
1345 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1346 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1347 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1348 ray_l
.dist
= 2.1f
* k_board_radius
;
1350 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1356 for( int i
=0; i
<8; i
++ ){
1357 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1358 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1359 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1360 ray_r
.dist
= 2.1f
* k_board_radius
;
1362 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1370 v3f tangent_average
;
1371 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1372 v3_zero( tangent_average
);
1374 if( res_l
|| res_r
){
1376 v3_copy( midpoint
, p0
);
1377 v3_copy( midpoint
, p1
);
1380 v3_copy( ray_l
.pos
, p0
);
1381 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1382 v3_add( t
, tangent_average
, tangent_average
);
1385 v3_copy( ray_r
.pos
, p1
);
1386 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1387 v3_add( t
, tangent_average
, tangent_average
);
1390 v3_sub( p1
, p0
, v0
);
1394 /* fallback: use the closes point to the trucks */
1396 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1399 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1402 for( int j
=0; j
<3; j
++ )
1403 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1405 v3f vert0
, vert1
, n
;
1406 v3_sub( verts
[1], verts
[0], vert0
);
1407 v3_sub( verts
[2], verts
[0], vert1
);
1408 v3_cross( vert0
, vert1
, n
);
1411 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1414 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1415 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1416 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1420 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1421 v3_add( t
, tangent_average
, tangent_average
);
1427 v3_muladds( truck
, v0
, k_board_width
, right
);
1428 v3_muladds( truck
, v0
, -k_board_width
, left
);
1430 vg_line( left
, right
, VG__WHITE
);
1432 v3_normalize( tangent_average
);
1433 v3_cross( v0
, tangent_average
, surface_normal
);
1434 v3_copy( v0
, axel_dir
);
1439 static void skate_weight_distribute(void){
1440 struct player_skate_state
*state
= &player_skate
.state
;
1441 v3_zero( player_skate
.weight_distribution
);
1443 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1444 localplayer
.rb
.v
) < 0.0f
?1:-1;
1447 joystick_state( k_srjoystick_steer
, steer
);
1449 if( state
->manual_direction
== 0 ){
1450 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1451 (state
->jump_charge
<= 0.01f
) )
1452 state
->manual_direction
= reverse_dir
;
1455 if( steer
[1] < 0.1f
){
1456 state
->manual_direction
= 0;
1459 if( reverse_dir
!= state
->manual_direction
){
1465 if( state
->manual_direction
){
1466 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1467 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1468 (float)state
->manual_direction
;
1471 if( state
->manual_direction
){
1474 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1476 v3_negate( plane_z
, plane_z
);
1478 v3_muladds( plane_z
, player_skate
.surface_picture
,
1479 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1480 v3_normalize( plane_z
);
1482 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1483 v3_normalize( plane_z
);
1486 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1487 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1490 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1493 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1494 k_manul_spring
, k_manul_dampener
,
1495 player_skate
.substep_delta
);
1499 static void skate_adjust_up_direction(void){
1500 struct player_skate_state
*state
= &player_skate
.state
;
1502 if( state
->activity
== k_skate_activity_ground
){
1504 v3_copy( player_skate
.surface_picture
, target
);
1506 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1507 v3_normalize( target
);
1509 v3_lerp( state
->up_dir
, target
,
1510 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1512 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1513 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1514 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1518 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1519 v3_normalize( avg
);
1521 v3_lerp( state
->up_dir
, avg
,
1522 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1526 static int skate_point_visible( v3f origin
, v3f target
){
1528 v3_sub( target
, origin
, dir
);
1531 ray
.dist
= v3_length( dir
);
1532 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1535 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1536 k_material_flag_walking
) )
1542 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1543 v3_copy( inf
->dir
, mtx
[0] );
1544 v3_copy( inf
->n
, mtx
[1] );
1545 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1548 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1550 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1551 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1553 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1554 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1555 F
= a
* -dir
* k_grind_max_friction
;
1557 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1561 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1563 skate_grind_orient( inf
, mtx
);
1564 m3x3_transpose( mtx
, mtx_inv
);
1567 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1569 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1570 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1571 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1574 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1576 struct player_skate_state
*state
= &player_skate
.state
;
1578 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1580 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1581 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1583 v3_copy( ra
, player_skate
.weight_distribution
);
1586 v3_sub( inf
->co
, wsp
, delta
);
1589 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1592 skate_grind_decay( inf
, strength
);
1593 skate_grind_friction( inf
, strength
);
1595 /* yeah yeah yeah yeah */
1596 v3f raw_nplane
, axis
;
1597 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1598 v3_cross( raw_nplane
, inf
->n
, axis
);
1599 v3_normalize( axis
);
1603 skate_grind_orient( inf
, mtx
);
1604 v3f target_fwd
, fwd
, up
, target_up
;
1605 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1606 v3_copy( raw_nplane
, fwd
);
1607 v3_copy( localplayer
.rb
.to_world
[1], up
);
1608 v3_copy( inf
->n
, target_up
);
1610 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1611 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1613 v3_normalize( target_fwd
);
1614 v3_normalize( fwd
);
1617 joystick_state( k_srjoystick_steer
, steer
);
1619 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1622 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1623 q_mulv( q
, target_up
, target_up
);
1624 q_mulv( q
, target_fwd
, target_fwd
);
1626 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1631 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1632 k_grind_spring
*strength
,
1633 k_grind_dampener
*strength
,
1636 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1637 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1638 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1640 player_skate
.grind_strength
= strength
;
1643 struct grind_limit
*limit
=
1644 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1645 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1646 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1649 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1652 static void skate_5050_apply( struct grind_info
*inf_front
,
1653 struct grind_info
*inf_back
){
1654 struct player_skate_state
*state
= &player_skate
.state
;
1655 struct grind_info inf_avg
;
1657 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1658 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1659 v3_normalize( inf_avg
.dir
);
1662 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1665 v3f axis_front
, axis_back
, axis
;
1666 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1667 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1668 v3_add( axis_front
, axis_back
, axis
);
1669 v3_normalize( axis
);
1671 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1672 skate_grind_decay( &inf_avg
, 1.0f
);
1675 joystick_state( k_srjoystick_steer
, steer
);
1677 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1678 localplayer
.rb
.v
) );
1681 v3_copy( localplayer
.rb
.to_world
[1], up
);
1682 v3_copy( inf_avg
.n
, target_up
);
1683 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1684 q_mulv( q
, target_up
, target_up
);
1686 v3_zero( player_skate
.weight_distribution
);
1687 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1689 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1693 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1694 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1696 v3f fwd_nplane
, dir_nplane
;
1697 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1698 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1701 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1702 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1704 v3_normalize( fwd_nplane
);
1705 v3_normalize( dir_nplane
);
1707 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1711 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1712 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1714 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1715 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1716 delta_front
, delta_back
, delta_total
;
1718 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1719 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1721 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1722 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1723 v3_add( delta_front
, delta_back
, delta_total
);
1725 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
1729 struct grind_limit
*limit
=
1730 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1731 v3_zero( limit
->ra
);
1732 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1735 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1738 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1739 struct player_skate_state
*state
= &player_skate
.state
;
1741 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1742 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1744 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1745 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1747 /* Exit condition: lost grind tracking */
1748 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1751 /* Exit condition: cant see grind target directly */
1752 if( !skate_point_visible( wheel_co
, inf
->co
) )
1755 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1756 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1757 minv
= k_grind_axel_min_vel
*0.8f
;
1762 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1765 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1769 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1770 struct player_skate_state
*state
= &player_skate
.state
;
1773 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1776 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1777 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1779 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1780 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1783 /* velocity should be at least 60% aligned */
1785 v3_cross( inf
->n
, inf
->dir
, axis
);
1786 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1787 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1789 if( v3_length2( pv
) < 0.0001f
)
1793 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1796 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1799 v3f local_co
, local_dir
, local_n
;
1800 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1801 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1802 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1804 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1806 float truck_height
= -(k_board_radius
+0.03f
);
1809 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1810 v3_add( localplayer
.rb
.v
, rv
, rv
);
1812 if( (local_co
[1] >= truck_height
) &&
1813 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1822 static void skate_boardslide_apply( struct grind_info
*inf
){
1823 struct player_skate_state
*state
= &player_skate
.state
;
1825 v3f local_co
, local_dir
, local_n
;
1826 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1827 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1828 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1831 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1833 v3_copy( intersection
, player_skate
.weight_distribution
);
1835 skate_grind_decay( inf
, 0.0125f
);
1836 skate_grind_friction( inf
, 0.25f
);
1838 /* direction alignment */
1840 v3_cross( local_dir
, local_n
, perp
);
1841 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1842 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1844 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1845 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1848 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1849 q_mulv( qbalance
, perp
, perp
);
1851 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1853 k_grind_spring
, k_grind_dampener
,
1856 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
1858 k_grind_spring
, k_grind_dampener
,
1861 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
1862 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
1864 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1867 static int skate_boardslide_entry( struct grind_info
*inf
){
1868 struct player_skate_state
*state
= &player_skate
.state
;
1870 if( skate_grind_scansq( localplayer
.rb
.co
,
1871 localplayer
.rb
.to_world
[0], k_board_length
,
1874 v3f local_co
, local_dir
;
1875 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1876 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1878 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1879 (local_co
[1] >= 0.0f
) && /* at deck level */
1880 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1882 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1892 static int skate_boardslide_renew( struct grind_info
*inf
){
1893 struct player_skate_state
*state
= &player_skate
.state
;
1895 if( !skate_grind_scansq( localplayer
.rb
.co
,
1896 localplayer
.rb
.to_world
[0], k_board_length
,
1900 /* Exit condition: cant see grind target directly */
1902 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
1903 if( !skate_point_visible( vis
, inf
->co
) )
1906 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1907 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1908 minv
= k_grind_axel_min_vel
*0.8f
;
1913 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1919 static void skate_store_grind_vec( struct grind_info
*inf
){
1920 struct player_skate_state
*state
= &player_skate
.state
;
1923 skate_grind_orient( inf
, mtx
);
1924 m3x3_transpose( mtx
, mtx
);
1927 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
1929 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
1930 v3_normalize( player_skate
.grind_vec
);
1931 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1934 static enum skate_activity
skate_availible_grind(void){
1935 struct player_skate_state
*state
= &player_skate
.state
;
1937 if( state
->grind_cooldown
> 100 ){
1938 vg_fatal_error( "wth!\n" );
1941 /* debounces this state manager a little bit */
1942 if( state
->grind_cooldown
){
1943 state
->grind_cooldown
--;
1944 return k_skate_activity_undefined
;
1947 struct grind_info inf_back50
,
1959 joystick_state( k_srjoystick_steer
, steer
);
1961 if( state
->activity
== k_skate_activity_grind_5050
||
1962 state
->activity
== k_skate_activity_grind_back50
||
1963 state
->activity
== k_skate_activity_grind_front50
)
1965 float tilt
= steer
[1];
1967 if( fabsf(tilt
) >= 0.25f
){
1968 v3f raw
= {0.0f
,0.0f
,tilt
};
1969 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
1971 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
1973 if( way
< 0.0f
) allow_front
= 0;
1974 else allow_back
= 0;
1978 if( state
->activity
== k_skate_activity_grind_boardslide
){
1979 res_slide
= skate_boardslide_renew( &inf_slide
);
1981 else if( state
->activity
== k_skate_activity_grind_back50
){
1982 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
1985 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
1987 else if( state
->activity
== k_skate_activity_grind_front50
){
1988 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1991 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
1993 else if( state
->activity
== k_skate_activity_grind_5050
){
1995 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1997 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2000 res_slide
= skate_boardslide_entry( &inf_slide
);
2003 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2006 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2008 if( res_back50
!= res_front50
){
2009 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2011 res_back50
&= wants_to_do_that
;
2012 res_front50
&= wants_to_do_that
;
2016 const enum skate_activity table
[] =
2017 { /* slide | back | front */
2018 k_skate_activity_undefined
, /* 0 0 0 */
2019 k_skate_activity_grind_front50
, /* 0 0 1 */
2020 k_skate_activity_grind_back50
, /* 0 1 0 */
2021 k_skate_activity_grind_5050
, /* 0 1 1 */
2023 /* slide has priority always */
2024 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2025 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2026 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2027 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2029 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2031 if( new_activity
== k_skate_activity_undefined
){
2032 if( state
->activity
>= k_skate_activity_grind_any
){
2033 state
->grind_cooldown
= 15;
2034 state
->surface_cooldown
= 10;
2037 else if( new_activity
== k_skate_activity_grind_boardslide
){
2038 skate_boardslide_apply( &inf_slide
);
2040 else if( new_activity
== k_skate_activity_grind_back50
){
2041 if( state
->activity
!= k_skate_activity_grind_back50
)
2042 skate_store_grind_vec( &inf_back50
);
2044 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2046 else if( new_activity
== k_skate_activity_grind_front50
){
2047 if( state
->activity
!= k_skate_activity_grind_front50
)
2048 skate_store_grind_vec( &inf_front50
);
2050 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2052 else if( new_activity
== k_skate_activity_grind_5050
)
2053 skate_5050_apply( &inf_front50
, &inf_back50
);
2055 return new_activity
;
2058 static void player__skate_update(void){
2059 struct player_skate_state
*state
= &player_skate
.state
;
2060 world_instance
*world
= world_current_instance();
2062 if( world
->water
.enabled
){
2063 if( localplayer
.rb
.co
[1]+0.25f
< world
->water
.height
){
2064 player__networked_sfx( k_player_subsystem_walk
, 32,
2065 k_player_walk_soundeffect_splash
,
2066 localplayer
.rb
.co
, 1.0f
);
2067 player__skate_kill_audio();
2068 player__dead_transition( k_player_die_type_generic
);
2073 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2074 state
->activity_prev
= state
->activity
;
2076 v3_zero( normal_total
);
2078 struct board_collider
2085 enum board_collider_state
2087 k_collider_state_default
,
2088 k_collider_state_disabled
,
2089 k_collider_state_colliding
2096 { 0.0f
, 0.0f
, -k_board_length
},
2097 .radius
= k_board_radius
,
2101 { 0.0f
, 0.0f
, k_board_length
},
2102 .radius
= k_board_radius
,
2109 if( state
->activity
<= k_skate_activity_air_to_grind
){
2110 float min_dist
= 0.6f
;
2111 for( int i
=0; i
<2; i
++ ){
2113 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2115 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2116 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2120 float vy
= vg_maxf( 0.0f
, localplayer
.rb
.v
[1] );
2121 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2123 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2125 wheels
[0].pos
[1] = state
->slap
;
2126 wheels
[1].pos
[1] = state
->slap
;
2129 const int k_wheel_count
= 2;
2131 player_skate
.substep
= k_rb_delta
;
2132 player_skate
.substep_delta
= player_skate
.substep
;
2133 player_skate
.limit_count
= 0;
2135 int substep_count
= 0;
2137 v3_zero( player_skate
.surface_picture
);
2139 int prev_contacts
[2];
2141 for( int i
=0; i
<k_wheel_count
; i
++ ){
2142 wheels
[i
].state
= k_collider_state_default
;
2143 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2146 /* check if we can enter or continue grind */
2147 enum skate_activity grindable_activity
= skate_availible_grind();
2148 if( grindable_activity
!= k_skate_activity_undefined
){
2149 state
->activity
= grindable_activity
;
2153 int contact_count
= 0;
2154 for( int i
=0; i
<2; i
++ ){
2156 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2158 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2159 wheels
[i
].colour
, normal
, axel
) )
2161 rb_effect_spring_target_vector( &localplayer
.rb
,
2162 localplayer
.rb
.to_world
[0],
2164 k_surface_spring
, k_surface_dampener
,
2165 player_skate
.substep_delta
);
2167 v3_add( normal
, player_skate
.surface_picture
,
2168 player_skate
.surface_picture
);
2170 player_skate
.wheel_contacts
[i
] = 1;
2173 player_skate
.wheel_contacts
[i
] = 0;
2176 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2179 if( state
->surface_cooldown
){
2180 state
->surface_cooldown
--;
2184 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2185 for( int i
=0; i
<2; i
++ ){
2186 if( !prev_contacts
[i
] ){
2188 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2189 player__networked_sfx( k_player_subsystem_skate
, 32,
2190 k_player_skate_soundeffect_tap
,
2191 localplayer
.rb
.co
, 0.75f
);
2196 if( contact_count
){
2197 state
->activity
= k_skate_activity_ground
;
2198 state
->gravity_bias
= k_gravity
;
2199 v3_normalize( player_skate
.surface_picture
);
2201 skate_apply_friction_model();
2202 skate_weight_distribute();
2205 if( state
->activity
> k_skate_activity_air_to_grind
)
2206 state
->activity
= k_skate_activity_air
;
2208 v3_zero( player_skate
.weight_distribution
);
2209 skate_apply_air_model();
2214 if( state
->activity
== k_skate_activity_grind_back50
)
2215 wheels
[1].state
= k_collider_state_disabled
;
2216 if( state
->activity
== k_skate_activity_grind_front50
)
2217 wheels
[0].state
= k_collider_state_disabled
;
2218 if( state
->activity
== k_skate_activity_grind_5050
){
2219 wheels
[0].state
= k_collider_state_disabled
;
2220 wheels
[1].state
= k_collider_state_disabled
;
2223 /* all activities */
2224 skate_apply_steering_model();
2225 skate_adjust_up_direction();
2226 skate_apply_cog_model();
2227 skate_apply_jump_model();
2228 skate_apply_grab_model();
2229 skate_apply_trick_model();
2230 skate_apply_pump_model();
2235 * Phase 0: Continous collision detection
2236 * --------------------------------------------------------------------------
2239 v3f head_wp0
, head_wp1
, start_co
;
2240 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2241 v3_copy( localplayer
.rb
.co
, start_co
);
2243 /* calculate transform one step into future */
2246 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2249 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2252 v3_copy( localplayer
.rb
.w
, axis
);
2254 float mag
= v3_length( axis
);
2255 v3_divs( axis
, mag
, axis
);
2256 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2257 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2258 q_normalize( future_q
);
2261 v4_copy( localplayer
.rb
.q
, future_q
);
2263 v3f future_cg
, current_cg
, cg_offset
;
2264 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2265 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2266 v3_sub( future_cg
, current_cg
, cg_offset
);
2268 /* calculate the minimum time we can move */
2269 float max_time
= player_skate
.substep
;
2271 for( int i
=0; i
<k_wheel_count
; i
++ ){
2272 if( wheels
[i
].state
== k_collider_state_disabled
)
2275 v3f current
, future
, r_cg
;
2277 q_mulv( future_q
, wheels
[i
].pos
, future
);
2278 v3_add( future
, future_co
, future
);
2279 v3_add( cg_offset
, future
, future
);
2281 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2282 v3_add( current
, localplayer
.rb
.co
, current
);
2287 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2288 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2289 k_material_flag_walking
) != -1)
2290 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2293 /* clamp to a fraction of delta, to prevent locking */
2294 float rate_lock
= substep_count
;
2295 rate_lock
*= k_rb_delta
* 0.1f
;
2296 rate_lock
*= rate_lock
;
2298 max_time
= vg_maxf( max_time
, rate_lock
);
2299 player_skate
.substep_delta
= max_time
;
2302 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2303 player_skate
.substep_delta
, localplayer
.rb
.co
);
2304 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2307 v3_copy( localplayer
.rb
.w
, axis
);
2309 float mag
= v3_length( axis
);
2310 v3_divs( axis
, mag
, axis
);
2311 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2312 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2313 q_normalize( localplayer
.rb
.q
);
2315 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2316 v3_sub( current_cg
, future_cg
, cg_offset
);
2317 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2320 rb_update_transform( &localplayer
.rb
);
2321 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2323 player_skate
.substep
-= player_skate
.substep_delta
;
2325 rb_ct manifold
[128];
2326 int manifold_len
= 0;
2328 * Phase -1: head detection
2329 * --------------------------------------------------------------------------
2331 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2335 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2336 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2337 k_material_flag_walking
) != -1) )
2339 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2340 rb_update_transform( &localplayer
.rb
);
2342 player__skate_kill_audio();
2343 player__dead_transition( k_player_die_type_head
);
2348 * Phase 1: Regular collision detection
2349 * --------------------------------------------------------------------------
2352 for( int i
=0; i
<k_wheel_count
; i
++ ){
2353 if( wheels
[i
].state
== k_collider_state_disabled
)
2357 m3x3_identity( mtx
);
2358 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2360 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2362 rb_ct
*man
= &manifold
[ manifold_len
];
2364 int l
= skate_collide_smooth( mtx
, &collider
, man
);
2366 wheels
[i
].state
= k_collider_state_colliding
;
2371 float grind_radius
= k_board_radius
* 0.75f
;
2372 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2373 .radius
=grind_radius
};
2375 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2376 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2377 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2378 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2379 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2381 rb_ct
*cman
= &manifold
[manifold_len
];
2383 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2384 cman
, k_material_flag_walking
);
2387 for( int i
=0; i
<l
; i
++ )
2388 cman
[l
].type
= k_contact_type_edge
;
2389 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2390 l
= rb_manifold_apply_filtered( cman
, l
);
2395 vg_line_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2398 if( state
->activity
>= k_skate_activity_grind_any
){
2399 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2400 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2401 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2402 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2403 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2405 ct
->type
= k_contact_type_default
;
2411 * --------------------------------------------------------------------------
2416 m4x3_mulv( localplayer
.rb
.to_world
,
2417 player_skate
.weight_distribution
, world_cog
);
2418 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2420 for( int i
=0; i
<manifold_len
; i
++ ){
2421 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2422 rb_debug_contact( &manifold
[i
] );
2425 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2426 v3f extent
= { k_board_width
*10.0f
, 0.1f
, k_board_length
};
2427 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2428 ey2
= k_board_interia
*extent
[1]*extent
[1],
2429 ez2
= k_board_interia
*extent
[2]*extent
[2];
2431 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2432 float inv_mass
= 1.0f
/mass
;
2435 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2436 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2437 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2440 m3x3_identity( iI
);
2447 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2448 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2450 for( int j
=0; j
<10; j
++ ){
2451 for( int i
=0; i
<manifold_len
; i
++ ){
2453 * regular dance; calculate velocity & total mass, apply impulse.
2456 struct contact
*ct
= &manifold
[i
];
2459 v3_sub( ct
->co
, world_cog
, delta
);
2460 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2461 v3_add( localplayer
.rb
.v
, rv
, rv
);
2464 v3_cross( delta
, ct
->n
, raCn
);
2467 m3x3_mulv( iIw
, raCn
, raCnI
);
2469 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2470 vn
= v3_dot( rv
, ct
->n
),
2471 lambda
= normal_mass
* ( -vn
);
2473 float temp
= ct
->norm_impulse
;
2474 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2475 lambda
= ct
->norm_impulse
- temp
;
2478 v3_muls( ct
->n
, lambda
, impulse
);
2480 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2481 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2482 v3_cross( delta
, impulse
, impulse
);
2483 m3x3_mulv( iIw
, impulse
, impulse
);
2484 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2486 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2487 v3_add( localplayer
.rb
.v
, rv
, rv
);
2488 vn
= v3_dot( rv
, ct
->n
);
2493 rb_depenetrate( manifold
, manifold_len
, dt
);
2494 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2495 rb_update_transform( &localplayer
.rb
);
2499 if( player_skate
.substep
>= 0.0001f
)
2500 goto begin_collision
; /* again! */
2503 * End of collision and dynamics routine
2504 * --------------------------------------------------------------------------
2507 f32 nforce
= v3_length(normal_total
);
2508 if( nforce
> 4.0f
){
2509 if( nforce
> 17.6f
){
2510 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2511 player__dead_transition( k_player_die_type_feet
);
2512 player__skate_kill_audio();
2516 f32 amt
= k_cam_punch
;
2517 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2521 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2522 localplayer
.cam_land_punch_v
);
2525 player_skate
.surface
= k_surface_prop_concrete
;
2527 for( int i
=0; i
<manifold_len
; i
++ ){
2528 rb_ct
*ct
= &manifold
[i
];
2529 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2531 if( surf
->info
.surface_prop
> player_skate
.surface
)
2532 player_skate
.surface
= surf
->info
.surface_prop
;
2535 for( int i
=0; i
<k_wheel_count
; i
++ ){
2537 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2538 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2539 vg_line_sphere( mtx
, wheels
[i
].radius
,
2540 (u32
[]){ VG__WHITE
, VG__BLACK
,
2541 wheels
[i
].colour
}[ wheels
[i
].state
]);
2545 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2547 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2550 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2552 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2553 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2554 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2555 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2556 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2557 m3x3_mulv( gate
->transport
, state
->head_position
,
2558 state
->head_position
);
2559 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2561 v4f transport_rotation
;
2562 m3x3_q( gate
->transport
, transport_rotation
);
2563 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2564 q_mul( transport_rotation
, state
->smoothed_rotation
,
2565 state
->smoothed_rotation
);
2566 rb_update_transform( &localplayer
.rb
);
2567 player__pass_gate( id
);
2570 /* FIXME: Rate limit */
2571 static int stick_frames
= 0;
2573 if( state
->activity
>= k_skate_activity_ground
)
2578 if( stick_frames
> 5 ) stick_frames
= 5;
2580 if( stick_frames
== 4 ){
2581 if( state
->activity
== k_skate_activity_ground
){
2582 if( (fabsf(state
->slip
) > 0.75f
) ){
2583 player__networked_sfx( k_player_subsystem_skate
, 128,
2584 k_player_skate_soundeffect_land_bad
,
2585 localplayer
.rb
.co
, 0.6f
);
2588 player__networked_sfx( k_player_subsystem_skate
, 128,
2589 k_player_skate_soundeffect_land_good
,
2590 localplayer
.rb
.co
, 1.0f
);
2593 else if( player_skate
.surface
== k_surface_prop_metal
){
2594 player__networked_sfx( k_player_subsystem_skate
, 128,
2595 k_player_skate_soundeffect_grind_metal
,
2596 localplayer
.rb
.co
, 1.0f
);
2599 player__networked_sfx( k_player_subsystem_skate
, 128,
2600 k_player_skate_soundeffect_grind_wood
,
2601 localplayer
.rb
.co
, 1.0f
);
2603 } else if( stick_frames
== 0 ){
2604 /* TODO: EXIT SOUNDS */
2607 if( (state
->activity_prev
< k_skate_activity_grind_any
) &&
2608 (state
->activity
>= k_skate_activity_grind_any
) ){
2609 state
->velocity_limit
= v3_length( localplayer
.rb
.v
)*1.0f
;
2610 state
->grind_y_start
= localplayer
.rb
.co
[1];
2613 if( state
->activity
>= k_skate_activity_grind_any
){
2614 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2616 state
->velocity_limit
+= -dy
*0.2f
;
2618 state
->grind_y_start
= localplayer
.rb
.co
[1];
2621 f32 speed_end
= v3_length( localplayer
.rb
.v
);
2622 if( speed_end
> state
->velocity_limit
){
2623 v3_muls( localplayer
.rb
.v
, state
->velocity_limit
/speed_end
,
2629 static void player__skate_im_gui(void){
2630 struct player_skate_state
*state
= &player_skate
.state
;
2631 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2632 localplayer
.rb
.v
[1],
2633 localplayer
.rb
.v
[2] );
2634 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2635 localplayer
.rb
.co
[1],
2636 localplayer
.rb
.co
[2] );
2637 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2638 localplayer
.rb
.w
[1],
2639 localplayer
.rb
.w
[2] );
2641 const char *activity_txt
[] = {
2645 "undefined (INVALID)",
2646 "grind_any (INVALID)",
2648 "grind_metallic (INVALID)",
2654 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2656 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2657 state
->steerx_s
, state
->steery_s
,
2658 k_steer_ground
, k_steer_air
);
2660 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2662 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2663 state
->trick_vel
[0],
2664 state
->trick_vel
[1],
2665 state
->trick_vel
[2] );
2666 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2668 state
->trick_euler
[0],
2669 state
->trick_euler
[1],
2670 state
->trick_euler
[2] );
2673 static void player__skate_animate(void){
2674 struct player_skate_state
*state
= &player_skate
.state
;
2675 struct player_skate_animator
*animator
= &player_skate
.animator
;
2678 float kheight
= 2.0f
,
2681 v3_zero( animator
->offset
);
2683 v3f cog_local
, cog_ideal
;
2684 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2686 v3_copy( state
->up_dir
, cog_ideal
);
2687 v3_normalize( cog_ideal
);
2688 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2690 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2692 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2693 animator
->offset
[1] *= -1.0f
;
2695 float curspeed
= v3_length( localplayer
.rb
.v
),
2696 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2697 kicks
= (vg_randf64(&vg
.rand
)-0.5f
)*2.0f
*kickspeed
,
2698 sign
= vg_signf( kicks
);
2700 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2701 6.0f
*vg
.time_delta
);
2702 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2703 2.4f
*vg
.time_delta
);
2705 animator
->offset
[0] *= 0.26f
;
2706 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2708 animator
->offset
[1] *= -0.3f
;
2709 animator
->offset
[2] *= 0.01f
;
2711 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2712 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2713 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2716 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2718 /* localized vectors */
2719 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2722 * Animation blending
2723 * ===========================================
2728 float desired
= 0.0f
;
2729 if( state
->activity
== k_skate_activity_ground
)
2730 desired
= vg_clampf( vg_maxf(fabsf( state
->slip
),
2731 fabsf( state
->skid
) ), 0.0f
, 1.0f
);
2733 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2736 if( fabsf(state
->slip
) > fabsf(dirx
) ) dirx
= state
->slip
;
2737 if( fabsf(state
->skid
) > fabsf(dirx
) ) dirx
= state
->skid
;
2738 if( fabsf( dirx
) > 0.025f
) dirx
= vg_signf( dirx
);
2739 dirx
= vg_signf( state
->slip
);
2740 vg_slewf( &animator
->x
, dirx
, 2.6f
*vg
.time_delta
);
2743 cam_offset
[0] += animator
->slide
* -animator
->x
;
2744 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2746 /* movement information */
2747 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2749 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2750 fly
= iair
? 1.0f
: 0.0f
,
2751 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2753 if( state
->activity
>= k_skate_activity_grind_any
)
2756 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2757 animator
->skid
= state
->skid
;
2758 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2759 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2761 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2762 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2763 animator
->reverse
= state
->reverse
;
2765 if( fabsf(state
->slip
) > 0.3f
){
2766 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2767 state
->delayed_slip_dir
= vg_signf(slide_x
);
2771 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2772 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2774 f32 grind_frame
= 0.5f
;
2776 if( state
->activity
== k_skate_activity_grind_front50
)
2778 else if( state
->activity
== k_skate_activity_grind_back50
)
2781 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2782 5.0f
*vg
.time_delta
);
2783 animator
->activity
= state
->activity
;
2786 animator
->push_time
= vg
.time
- state
->start_push
;
2787 animator
->push
= vg_lerpf( animator
->push
,
2788 (vg
.time
- state
->cur_push
) < 0.125,
2789 6.0f
*vg
.time_delta
);
2792 animator
->jump_charge
= state
->jump_charge
;
2793 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2794 8.4f
*vg
.time_delta
);
2797 animator
->jump_dir
= state
->jump_dir
;
2798 f32 jump_start_frame
= 14.0f
/30.0f
;
2799 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2800 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2801 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2802 animator
->jump_time
= jump_frame
;
2805 float jump_t
= vg
.time
-state
->jump_time
;
2808 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2809 extra
*= state
->slap
* 4.0f
;
2811 v3_add( state
->trick_euler
, state
->trick_residuald
,
2812 animator
->board_euler
);
2813 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2815 animator
->board_euler
[0] *= 0.5f
;
2816 animator
->board_euler
[1] += extra
;
2817 animator
->trick_type
= state
->trick_type
;
2820 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2823 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2824 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
2827 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
2828 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
2829 animator
->board_lean
=
2830 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
2832 /* feet placement */
2833 struct player_board
*board
=
2834 addon_cache_item_if_loaded( k_addon_type_board
,
2835 localplayer
.board_view_slot
);
2837 if( animator
->weight
> 0.0f
){
2838 animator
->foot_offset
[0] =
2839 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2842 animator
->foot_offset
[1] =
2843 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
2847 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
2848 animator
->slap
= state
->slap
;
2849 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
2850 vg
.time_delta
*10.0f
);
2853 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
2854 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
2855 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
2856 8.4f
*vg
.time_delta
);
2859 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
2863 joystick_state( k_srjoystick_grab
, grab_input
);
2864 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
2866 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
2867 else v2_normalize_clamp( grab_input
);
2868 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
2869 animator
->grabbing
= state
->grabbing
;
2873 joystick_state( k_srjoystick_steer
, steer
);
2874 animator
->airdir
= vg_lerpf( animator
->airdir
,
2875 -steer
[0], 2.4f
*vg
.time_delta
);
2877 animator
->steer
[0] = steer
[0];
2878 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
2879 steer
[0], 4.0f
*vg
.time_delta
);
2883 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
2884 (fabsf(state
->flip_rate
) > 0.01f
) ){
2885 float substep
= vg
.time_fixed_extrapolate
;
2886 float t
= state
->flip_time
+state
->flip_rate
*substep
*k_rb_delta
;
2887 sign
= vg_signf( t
);
2889 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2890 t
= sign
* (1.0f
-t
*t
);
2892 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2893 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
2894 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2895 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
2896 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
2899 q_identity( animator
->qflip
);
2901 /* counter-rotation */
2902 if( v3_length2( state
->up_dir
) > 0.001f
){
2903 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
2904 2.0f
*vg
.time_frame_delta
,
2905 state
->smoothed_rotation
);
2906 q_normalize( state
->smoothed_rotation
);
2908 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2909 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2910 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
2911 yaw_smooth
[1] = 0.0f
;
2912 v3_normalize( yaw_smooth
);
2914 f32 yaw_counter_rotate
= yaw_smooth
[0];
2915 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
2916 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2917 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
2920 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
2921 v3_normalize( ndir
);
2923 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2924 float a
= v3_dot( ndir
, up
);
2925 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2928 v4f qcounteryaw
, qfixup
;
2930 v3_cross( up
, ndir
, axis
);
2931 q_axis_angle( qfixup
, axis
, a
*2.0f
);
2933 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
2934 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
2936 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
2937 q_normalize( animator
->qfixuptotal
);
2940 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
2941 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
2943 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
2944 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
2946 else q_identity( animator
->qfixuptotal
);
2947 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
2948 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
2951 static void player__skate_pose( void *_animator
, player_pose
*pose
){
2952 struct skeleton
*sk
= &localplayer
.skeleton
;
2953 struct player_skate_animator
*animator
= _animator
;
2955 pose
->type
= k_player_pose_type_ik
;
2956 v3_copy( animator
->root_co
, pose
->root_co
);
2957 v4_copy( animator
->root_q
, pose
->root_q
);
2961 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
2962 v3_copy( pose
->root_co
, ext_co
);
2963 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
2965 /* apply flip rotation at midpoint */
2966 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
2967 q_normalize( pose
->root_q
);
2969 v3f rotation_point
, rco
;
2970 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
2971 v3_sub( pose
->root_co
, rotation_point
, rco
);
2973 q_mulv( animator
->qflip
, rco
, rco
);
2974 v3_add( rco
, rotation_point
, pose
->root_co
);
2977 * ---------------------------------------------------------------------- */
2979 mdl_keyframe apose
[32], bpose
[32];
2980 mdl_keyframe ground_pose
[32];
2983 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
2984 stand_blend
= animator
->offset
[1]*-2.0f
;
2986 pose
->board
.lean
= animator
->board_lean
;
2988 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
2990 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
2991 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
2992 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2995 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
2996 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
2998 mdl_keyframe mirrored
[32];
2999 for( u32 i
=1; i
<sk
->bone_count
; i
++ ){
3001 mdl_keyframe
*dest
= &mirrored
[i
-1];
3002 u8 mapping
= localplayer
.skeleton_mirror
[i
];
3004 if( mapping
) *dest
= bpose
[mapping
-1]; /* R */
3005 else *dest
= bpose
[i
-1]; /* L */
3007 dest
->co
[2] *= -1.0f
;
3008 dest
->q
[0] *= -1.0f
;
3009 dest
->q
[1] *= -1.0f
;
3011 skeleton_lerp_pose( sk
, bpose
, mirrored
, animator
->z
, bpose
);
3017 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
3019 if( animator
->reverse
> 0.0f
){
3020 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3024 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3025 animator
->push_time
, bpose
);
3027 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3029 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3030 player_skate
.anim_ollie
:
3031 player_skate
.anim_ollie_reverse
;
3033 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
3034 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
3035 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
3038 mdl_keyframe air_pose
[32];
3040 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
3041 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
3043 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
3044 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
3045 grab_frame
= ang_unit
* (15.0f
/30.0f
);
3047 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3048 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3051 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
3054 mdl_keyframe
*kf_board
= &pose
->keyframes
[localplayer
.id_board
-1],
3055 *kf_foot_l
= &pose
->keyframes
[localplayer
.id_ik_foot_l
-1],
3056 *kf_foot_r
= &pose
->keyframes
[localplayer
.id_ik_foot_r
-1],
3057 *kf_knee_l
= &pose
->keyframes
[localplayer
.id_ik_knee_l
-1],
3058 *kf_knee_r
= &pose
->keyframes
[localplayer
.id_ik_knee_r
-1],
3059 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1],
3060 *kf_wheels
[] = { &pose
->keyframes
[localplayer
.id_wheel_r
-1],
3061 &pose
->keyframes
[localplayer
.id_wheel_l
-1] };
3064 mdl_keyframe grind_pose
[32];
3066 f32 frame
= animator
->grind_balance
* 0.5f
;
3068 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
3069 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
3070 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
3072 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3073 animator
->grind
, pose
->keyframes
);
3074 float add_grab_mod
= 1.0f
- animator
->fly
;
3076 /* additive effects */
3077 u32 apply_to
[] = { localplayer
.id_hip
,
3078 localplayer
.id_ik_hand_l
,
3079 localplayer
.id_ik_hand_r
,
3080 localplayer
.id_ik_elbow_l
,
3081 localplayer
.id_ik_elbow_r
};
3083 float apply_rates
[] = { 1.0f
,
3089 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3090 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
3091 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
3094 /* angle 'correction' */
3096 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
3098 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3099 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3100 keyframe_rotate_around( kf
, origin
, sk
->bones
[apply_to
[i
]].co
,
3101 animator
->qfixuptotal
);
3104 /* trick rotation */
3105 v4f qtrick
, qyaw
, qpitch
, qroll
;
3106 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3107 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3108 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3110 q_mul( qyaw
, qroll
, qtrick
);
3111 q_mul( qpitch
, qtrick
, qtrick
);
3112 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3113 q_normalize( kf_board
->q
);
3115 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3116 0.5f
* animator
->weight
);
3117 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3118 -0.5f
* animator
->weight
);
3120 kf_foot_l
->co
[1] += animator
->slap
;
3121 kf_foot_r
->co
[1] += animator
->slap
;
3122 kf_knee_l
->co
[1] += animator
->slap
;
3123 kf_knee_r
->co
[1] += animator
->slap
;
3124 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3125 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3127 /* kickflip and shuvit are in the wrong order for some reason */
3128 if( animator
->trick_type
== k_trick_type_kickflip
){
3129 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.15f
;
3130 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3131 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3132 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3134 else if( animator
->trick_type
== k_trick_type_shuvit
){
3135 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3136 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3137 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.1f
;
3138 kf_foot_r
->co
[1] += animator
->trick_foot
* 0.09f
;
3140 else if( animator
->trick_type
== k_trick_type_treflip
){
3141 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3142 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3143 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3144 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3148 * animation wishlist:
3149 * boardslide/grind jump animations
3150 * when tricking the slap should not appply or less apply
3151 * not animations however DONT target grinds that are vertically down.
3154 /* truck rotation */
3155 for( int i
=0; i
<2; i
++ ){
3156 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3157 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3160 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3161 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3162 q_normalize( kf_wheels
[i
]->q
);
3167 *kf_head
= &pose
->keyframes
[localplayer
.id_head
-1],
3168 *kf_elbow_l
= &pose
->keyframes
[localplayer
.id_ik_elbow_l
-1],
3169 *kf_elbow_r
= &pose
->keyframes
[localplayer
.id_ik_elbow_r
-1],
3170 *kf_hand_l
= &pose
->keyframes
[localplayer
.id_ik_hand_l
-1],
3171 *kf_hand_r
= &pose
->keyframes
[localplayer
.id_ik_hand_r
-1],
3172 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1];
3174 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3175 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3178 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3180 v3f origin
= {0.0f
,0.2f
,0.0f
};
3181 keyframe_rotate_around( kf_hand_l
, origin
,
3182 sk
->bones
[localplayer
.id_ik_hand_l
].co
, qrot
);
3183 keyframe_rotate_around( kf_hand_r
, origin
,
3184 sk
->bones
[localplayer
.id_ik_hand_r
].co
, qrot
);
3185 keyframe_rotate_around( kf_hip
, origin
,
3186 sk
->bones
[localplayer
.id_hip
].co
, qrot
);
3187 keyframe_rotate_around( kf_elbow_r
, origin
,
3188 sk
->bones
[localplayer
.id_ik_elbow_r
].co
, qrot
);
3189 keyframe_rotate_around( kf_elbow_l
, origin
,
3190 sk
->bones
[localplayer
.id_ik_elbow_l
].co
, qrot
);
3192 q_inv( qrot
, qrot
);
3193 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3194 q_normalize( kf_head
->q
);
3197 /* hand placement */
3199 u32 hand_id
= animator
->z
< 0.5f
?
3200 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
3204 q_m3x3( pose
->root_q
, mmdl
);
3205 q_mulv( pose
->root_q
, pose
->keyframes
[hand_id
-1].co
, mmdl
[3] );
3206 v3_add( mmdl
[3], pose
->root_co
, mmdl
[3] );
3207 m4x3_mulv( mmdl
, sk
->bones
[hand_id
].co
, sample_co
);
3209 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3210 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
3213 v3_muls( mmdl
[1], -1.0f
, dir
);
3214 ray_hit hit
= { .dist
= 1.5f
};
3215 if(ray_world( world_current_instance(), sample_co
, dir
, &hit
, 0 )){
3216 vg_line_cross( hit
.pos
, 0xff0000ff, 0.05f
);
3217 vg_line( sample_co
, hit
.pos
, 0xffffffff );
3219 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3220 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
3222 f32 d
= (hit
.dist
- 0.3f
) * amt
;
3223 pose
->keyframes
[hand_id
-1].co
[1] -= d
;
3224 kf_hip
->co
[1] -= d
*0.4f
;
3228 f32 amt
= vg_maxf(0.0f
, (animator
->slide
- 0.5f
) * 2.0f
);
3229 u8 skidders
[] = { localplayer
.id_ik_foot_l
,
3230 localplayer
.id_ik_foot_r
,
3231 localplayer
.id_board
};
3233 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
3235 for( u32 i
=0; i
<vg_list_size(skidders
); i
++ ){
3236 mdl_keyframe
*kf
= &pose
->keyframes
[ skidders
[i
]-1 ];
3237 keyframe_rotate_around( kf
,
3238 (v3f
){0,0,0.4f
*(animator
->z
*2.0f
-1.0f
)*amt
},
3239 sk
->bones
[skidders
[i
]].co
, qskid
);
3244 static void player__skate_effects( void *_animator
, m4x3f
*final_mtx
,
3245 struct player_board
*board
,
3246 struct player_effects_data
*effect_data
){
3248 struct skeleton
*sk
= &localplayer
.skeleton
;
3249 struct player_skate_animator
*animator
= _animator
;
3251 if( animator
->grind
> 0.5f
){
3254 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[0][2]}, vp1
);
3255 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[1][2]}, vp0
);
3262 v3f
*board_mtx
= final_mtx
[ localplayer
.id_board
];
3263 m4x3_mulv( board_mtx
, vp0
, vp0
);
3264 m4x3_mulv( board_mtx
, vp1
, vp1
);
3265 v3_add( vp0
, vp1
, vpc
);
3266 v3_muls( vpc
, 0.5f
, vpc
);
3268 int back
= 0, front
= 0, mid
= 0;
3270 if( animator
->activity
== k_skate_activity_grind_5050
){
3274 else if( animator
->activity
== k_skate_activity_grind_back50
){
3277 else if( animator
->activity
== k_skate_activity_grind_front50
){
3280 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3285 effect_spark_apply( &effect_data
->spark
, vp0
,
3286 animator
->root_v
, vg
.time_delta
);
3290 effect_spark_apply( &effect_data
->spark
, vp1
,
3291 animator
->root_v
, vg
.time_delta
);
3295 effect_spark_apply( &effect_data
->spark
, vpc
,
3296 animator
->root_v
, vg
.time_delta
);
3301 static void player__skate_post_animate(void){
3302 struct player_skate_state
*state
= &player_skate
.state
;
3303 localplayer
.cam_velocity_influence
= 1.0f
;
3305 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3306 m4x3_mulv( localplayer
.final_mtx
[ localplayer
.id_head
],
3307 head
, state
->head_position
);
3308 m4x3_mulv( localplayer
.rb
.to_local
,
3309 state
->head_position
, state
->head_position
);
3312 static void player__skate_reset_animator(void){
3313 struct player_skate_state
*state
= &player_skate
.state
;
3315 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3317 if( state
->activity
<= k_skate_activity_air_to_grind
)
3318 player_skate
.animator
.fly
= 1.0f
;
3320 player_skate
.animator
.fly
= 0.0f
;
3323 static void player__skate_clear_mechanics(void){
3324 struct player_skate_state
*state
= &player_skate
.state
;
3325 state
->jump_charge
= 0.0f
;
3326 state
->charging_jump
= 0;
3327 state
->jump_dir
= 0;
3328 v3_zero( state
->flip_axis
);
3329 state
->flip_time
= 0.0f
;
3330 state
->flip_rate
= 0.0f
;
3331 state
->reverse
= 0.0f
;
3333 state
->grabbing
= 0.0f
;
3334 v2_zero( state
->grab_mouse_delta
);
3336 state
->jump_time
= 0.0;
3337 state
->start_push
= 0.0;
3338 state
->cur_push
= 0.0;
3339 state
->air_start
= 0.0;
3341 v3_zero( state
->air_init_v
);
3342 v3_zero( state
->air_init_co
);
3344 state
->gravity_bias
= k_gravity
;
3345 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3346 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3347 v3_zero( state
->throw_v
);
3348 v3_zero( state
->trick_vel
);
3349 v3_zero( state
->trick_euler
);
3350 v3_zero( state
->cog_v
);
3351 state
->grind_cooldown
= 0;
3352 state
->surface_cooldown
= 0;
3353 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3354 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3355 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3356 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3357 v3_zero( player_skate
.weight_distribution
);
3360 #include "network_compression.h"
3362 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3363 struct player_skate_animator
*animator
= data
;
3365 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3366 bitpack_qquat( ctx
, animator
->root_q
);
3368 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3369 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3370 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3371 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->z
);
3372 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3374 /* these could likely be pressed down into single bits if needed */
3375 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3376 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3377 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3378 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3379 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3380 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3382 /* just the sign bit? */
3383 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3384 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3385 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3386 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3388 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3389 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3390 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3391 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3392 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3393 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3394 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3396 /* animator->wobble is ommited */
3398 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3399 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3400 bitpack_qquat( ctx
, animator
->qflip
);
3402 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3403 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3404 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3405 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3407 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3408 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3409 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->root_v
);
3410 bitpack_bytes( ctx
, 1, &animator
->activity
);
3413 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3416 if( id
== k_player_skate_soundeffect_jump
){
3417 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3418 pos
, 40.0f
, volume
);
3420 else if( id
== k_player_skate_soundeffect_tap
){
3421 audio_oneshot_3d( &audio_taps
[vg_randu32(&vg
.rand
)%4],
3422 pos
, 40.0f
, volume
);
3424 else if( id
== k_player_skate_soundeffect_land_good
){
3425 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%3],
3426 pos
, 40.0f
, volume
);
3428 else if( id
== k_player_skate_soundeffect_land_bad
){
3429 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%2+3],
3430 pos
, 40.0f
, volume
);
3432 else if( id
== k_player_skate_soundeffect_grind_metal
){
3433 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3435 else if( id
== k_player_skate_soundeffect_grind_wood
){
3436 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3442 #endif /* PLAYER_SKATE_C */