1c748dc6ff85c95d2c11f49637cb33af69cf9379
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 static void player__skate_bind(void){
12 struct skeleton *sk = &localplayer.skeleton;
13 rb_update_transform( &localplayer.rb );
14
15 struct { struct skeleton_anim **anim; const char *name; }
16 bindings[] = {
17 { &player_skate.anim_grind, "pose_grind" },
18 { &player_skate.anim_grind_jump, "pose_grind_jump" },
19 { &player_skate.anim_stand, "pose_stand" },
20 { &player_skate.anim_highg, "pose_highg" },
21 { &player_skate.anim_air, "pose_air" },
22 { &player_skate.anim_slide, "pose_slide" },
23 { &player_skate.anim_push, "push" },
24 { &player_skate.anim_push_reverse, "push_reverse" },
25 { &player_skate.anim_ollie, "ollie" },
26 { &player_skate.anim_ollie_reverse,"ollie_reverse" },
27 { &player_skate.anim_grabs, "grabs" }
28 };
29
30 for( u32 i=0; i<vg_list_size(bindings); i++ )
31 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
32 }
33
34 static void player__skate_kill_audio(void){
35 audio_lock();
36 if( player_skate.aud_main ){
37 player_skate.aud_main =
38 audio_channel_fadeout( player_skate.aud_main, 0.1f );
39 }
40 if( player_skate.aud_air ){
41 player_skate.aud_air =
42 audio_channel_fadeout( player_skate.aud_air, 0.1f );
43 }
44 if( player_skate.aud_slide ){
45 player_skate.aud_slide =
46 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
47 }
48 audio_unlock();
49 }
50
51 /*
52 * Collision detection routines
53 *
54 *
55 */
56
57 /*
58 * Does collision detection on a sphere vs world, and applies some smoothing
59 * filters to the manifold afterwards
60 */
61 static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
62 world_instance *world = world_current_instance();
63
64 int len = 0;
65 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
66 k_material_flag_walking );
67
68 for( int i=0; i<len; i++ ){
69 man[i].rba = &localplayer.rb;
70 man[i].rbb = NULL;
71 }
72
73 rb_manifold_filter_coplanar( man, len, 0.03f );
74
75 if( len > 1 ){
76 rb_manifold_filter_backface( man, len );
77 rb_manifold_filter_joint_edges( man, len, 0.03f );
78 rb_manifold_filter_pairs( man, len, 0.03f );
79 }
80 int new_len = rb_manifold_apply_filtered( man, len );
81 if( len && !new_len )
82 len = 1;
83 else
84 len = new_len;
85
86 return len;
87 }
88
89 struct grind_info
90 {
91 v3f co, dir, n;
92 };
93
94 static int skate_grind_scansq( v3f pos, v3f dir, float r,
95 struct grind_info *inf ){
96 world_instance *world = world_current_instance();
97
98 v4f plane;
99 v3_copy( dir, plane );
100 v3_normalize( plane );
101 plane[3] = v3_dot( plane, pos );
102
103 boxf box;
104 v3_add( pos, (v3f){ r, r, r }, box[1] );
105 v3_sub( pos, (v3f){ r, r, r }, box[0] );
106
107 struct grind_sample{
108 v2f co;
109 v2f normal;
110 v3f normal3,
111 centroid;
112 }
113 samples[48];
114 int sample_count = 0;
115
116 v2f support_min,
117 support_max;
118
119 v3f support_axis;
120 v3_cross( plane, (v3f){0,1,0}, support_axis );
121 v3_normalize( support_axis );
122
123 bh_iter it;
124 bh_iter_init_box( 0, &it, box );
125 i32 idx;
126
127 while( bh_next( world->geo_bh, &it, &idx ) ){
128 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
129 v3f tri[3];
130
131 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
132 if( !(surf->info.flags & k_material_flag_grindable) )
133 continue;
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = normal[1];
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = d[1];
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f average_direction,
183 average_normal;
184
185 v2f min_co, max_co;
186 v2_fill( min_co, INFINITY );
187 v2_fill( max_co, -INFINITY );
188
189 v3_zero( average_direction );
190 v3_zero( average_normal );
191
192 int passed_samples = 0;
193
194 for( int i=0; i<sample_count-1; i++ ){
195 struct grind_sample *si, *sj;
196
197 si = &samples[i];
198
199 for( int j=i+1; j<sample_count; j++ ){
200 if( i == j )
201 continue;
202
203 sj = &samples[j];
204
205 /* non overlapping */
206 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
207 continue;
208
209 /* not sharp angle */
210 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
211 continue;
212
213 /* not convex */
214 v3f v0;
215 v3_sub( sj->centroid, si->centroid, v0 );
216 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
217 v3_dot( v0, sj->normal3 ) <= 0.0f )
218 continue;
219
220 v2_minv( sj->co, min_co, min_co );
221 v2_maxv( sj->co, max_co, max_co );
222
223 v3f n0, n1, dir;
224 v3_copy( si->normal3, n0 );
225 v3_copy( sj->normal3, n1 );
226 v3_cross( n0, n1, dir );
227
228 if( v3_length2( dir ) <= 0.000001f )
229 continue;
230
231 v3_normalize( dir );
232
233 /* make sure the directions all face a common hemisphere */
234 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
235 v3_add( average_direction, dir, average_direction );
236
237 float yi = si->normal3[1],
238 yj = sj->normal3[1];
239
240 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
241 else v3_add( sj->normal3, average_normal, average_normal );
242
243 passed_samples ++;
244 }
245 }
246
247 if( !passed_samples )
248 return 0;
249
250 if( (v3_length2( average_direction ) <= 0.001f) ||
251 (v3_length2( average_normal ) <= 0.001f ) )
252 return 0;
253
254 float div = 1.0f/(float)passed_samples;
255 v3_normalize( average_direction );
256 v3_normalize( average_normal );
257
258 v2f average_coord;
259 v2_add( min_co, max_co, average_coord );
260 v2_muls( average_coord, 0.5f, average_coord );
261
262 v3_muls( support_axis, average_coord[0], inf->co );
263 inf->co[1] += average_coord[1];
264 v3_add( pos, inf->co, inf->co );
265 v3_copy( average_normal, inf->n );
266 v3_copy( average_direction, inf->dir );
267
268 vg_line_point( inf->co, 0.02f, VG__GREEN );
269 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
270 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
271
272 return passed_samples;
273 }
274
275 static void reset_jump_info( jump_info *inf ){
276 inf->log_length = 0;
277 inf->land_dist = 0.0f;
278 inf->score = 0.0f;
279 inf->type = k_prediction_unset;
280 v3_zero( inf->apex );
281 }
282
283 static int create_jumps_to_hit_target( jump_info *jumps,
284 v3f target, float max_angle_delta,
285 float gravity ){
286 /* calculate the exact 2 solutions to jump onto that grind spot */
287
288 v3f v0;
289 v3_sub( target, localplayer.rb.co, v0 );
290
291 v3f ax;
292 v3_copy( v0, ax );
293 ax[1] = 0.0f;
294 v3_normalize( ax );
295
296 v2f d = { v3_dot( ax, v0 ), v0[1] },
297 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
298
299 float a = atan2f( v[1], v[0] ),
300 m = v2_length( v ),
301 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
302
303 int valid_count = 0;
304
305 if( root > 0.0f ){
306 root = sqrtf( root );
307 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
308 a1 = atanf( (m*m - root) / (gravity * d[0]) );
309
310 if( fabsf(a0-a) < max_angle_delta ){
311 jump_info *inf = &jumps[ valid_count ++ ];
312 reset_jump_info( inf );
313
314 v3_muls( ax, cosf( a0 ) * m, inf->v );
315 inf->v[1] += sinf( a0 ) * m;
316 inf->land_dist = d[0] / (cosf(a0)*m);
317 inf->gravity = gravity;
318
319 v3_copy( target, inf->log[inf->log_length ++] );
320 }
321
322 if( fabsf(a1-a) < max_angle_delta ){
323 jump_info *inf = &jumps[ valid_count ++ ];
324 reset_jump_info( inf );
325
326 v3_muls( ax, cosf( a1 ) * m, inf->v );
327 inf->v[1] += sinf( a1 ) * m;
328 inf->land_dist = d[0] / (cosf(a1)*m);
329 inf->gravity = gravity;
330
331 v3_copy( target, inf->log[inf->log_length ++] );
332 }
333 }
334
335 return valid_count;
336 }
337
338 static void player__approximate_best_trajectory(void){
339 world_instance *world0 = world_current_instance();
340
341 float k_trace_delta = k_rb_delta * 10.0f;
342 struct player_skate_state *state = &player_skate.state;
343
344 state->air_start = vg.time;
345 v3_copy( localplayer.rb.v, state->air_init_v );
346 v3_copy( localplayer.rb.co, state->air_init_co );
347
348 player_skate.possible_jump_count = 0;
349
350 v3f axis;
351 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
352 v3_normalize( axis );
353
354 /* at high slopes, Y component is low */
355 float upness = localplayer.rb.to_world[1][1],
356 angle_begin = -(1.0f-fabsf( upness )),
357 angle_end = 1.0f;
358
359 struct grind_info grind;
360 int grind_located = 0;
361 float grind_located_gravity = k_gravity;
362
363
364 v3f launch_v_bounds[2];
365
366 for( int i=0; i<2; i++ ){
367 v3_copy( localplayer.rb.v, launch_v_bounds[i] );
368 float ang = (float[]){ angle_begin, angle_end }[ i ];
369 ang *= 0.15f;
370
371 v4f qbias;
372 q_axis_angle( qbias, axis, ang );
373 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
374 }
375
376 for( int m=0;m<=30; m++ ){
377 jump_info *inf =
378 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
379 reset_jump_info( inf );
380
381 v3f launch_co, launch_v, co0, co1;
382 v3_copy( localplayer.rb.co, launch_co );
383 v3_copy( localplayer.rb.v, launch_v );
384 v3_copy( launch_co, co0 );
385 world_instance *trace_world = world0;
386
387 float vt = (float)m * (1.0f/30.0f),
388 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
389
390 v4f qbias;
391 q_axis_angle( qbias, axis, ang );
392 q_mulv( qbias, launch_v, launch_v );
393
394 float yaw_sketch = 1.0f-fabsf(upness);
395
396 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
397 q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
398 q_mulv( qbias, launch_v, launch_v );
399
400 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
401 gravity = k_gravity * gravity_bias;
402 inf->gravity = gravity;
403 v3_copy( launch_v, inf->v );
404
405 for( int i=1; i<=50; i++ ){
406 float t = (float)i * k_trace_delta;
407
408 v3_muls( launch_v, t, co1 );
409 co1[1] += -0.5f * gravity * t*t;
410 v3_add( launch_co, co1, co1 );
411
412 float launch_vy = launch_v[1];
413
414 int search_for_grind = 1;
415 if( grind_located ) search_for_grind = 0;
416 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
417
418 /* REFACTOR */
419
420 v3f closest={0.0f,0.0f,0.0f};
421 if( search_for_grind ){
422 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
423 float min_dist = 0.75f;
424 min_dist *= min_dist;
425
426 if( v3_dist2( closest, launch_co ) < min_dist )
427 search_for_grind = 0;
428
429 v3f bound[2];
430
431 for( int j=0; j<2; j++ ){
432 v3_muls( launch_v_bounds[j], t, bound[j] );
433 bound[j][1] += -0.5f*gravity*t*t;
434 v3_add( launch_co, bound[j], bound[j] );
435 }
436
437 float limh = vg_minf( 2.0f, t ),
438 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
439 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
440
441 if( (closest[1] < minh) || (closest[1] > maxh) ){
442 search_for_grind = 0;
443 }
444 }
445 else
446 search_for_grind = 0;
447 }
448
449 if( search_for_grind ){
450 v3f ve;
451 v3_copy( launch_v, ve );
452 ve[1] += -gravity * t;
453
454 if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
455 /* check alignment */
456 v2f v0 = { ve[0], ve[2] },
457 v1 = { grind.dir[0], grind.dir[2] };
458
459 v2_normalize( v0 );
460 v2_normalize( v1 );
461
462 float a = v2_dot( v0, v1 );
463
464 float a_min = cosf( VG_PIf * 0.185f );
465 if( state->grind_cooldown )
466 a_min = cosf( VG_PIf * 0.05f );
467
468 /* check speed */
469 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
470 (a >= a_min) &&
471 (fabsf(grind.dir[1]) < 0.70710678118654752f))
472 {
473 grind_located = 1;
474 grind_located_gravity = inf->gravity;
475 }
476 }
477 }
478
479 if( trace_world->rendering_gate ){
480 ent_gate *gate = trace_world->rendering_gate;
481 if( gate_intersect( gate, co1, co0 ) ){
482 m4x3_mulv( gate->transport, co0, co0 );
483 m4x3_mulv( gate->transport, co1, co1 );
484 m3x3_mulv( gate->transport, launch_v, launch_v);
485 m4x3_mulv( gate->transport, launch_co, launch_co );
486
487 if( gate->flags & k_ent_gate_nonlocal )
488 trace_world = &world_static.instances[ gate->target ];
489 }
490 }
491
492 float t1;
493 v3f n;
494
495 float scan_radius = k_board_radius;
496 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
497
498 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
499 k_material_flag_walking );
500 if( idx != -1 ){
501 v3f co;
502 v3_lerp( co0, co1, t1, co );
503 v3_copy( co, inf->log[ inf->log_length ++ ] );
504
505 v3_copy( n, inf->n );
506 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
507 struct world_surface *surf =
508 world_tri_index_surface( trace_world, tri[0] );
509
510 inf->type = k_prediction_land;
511
512 v3f ve;
513 v3_copy( launch_v, ve );
514 ve[1] += -gravity * t;
515
516 inf->score = -v3_dot( ve, inf->n );
517 inf->land_dist = t + k_trace_delta * t1;
518
519 /* Bias prediction towords ramps */
520 if( !(surf->info.flags & k_material_flag_skate_target) )
521 inf->score *= 10.0f;
522
523 if( surf->info.flags & k_material_flag_boundary )
524 player_skate.possible_jump_count --;
525
526 break;
527 }
528
529 if( i % 3 == 0 )
530 v3_copy( co1, inf->log[ inf->log_length ++ ] );
531 v3_copy( co1, co0 );
532 }
533
534 if( inf->type == k_prediction_unset )
535 player_skate.possible_jump_count --;
536 }
537
538 if( grind_located ){
539 jump_info grind_jumps[2];
540
541 int valid_count =
542 create_jumps_to_hit_target( grind_jumps, grind.co,
543 0.175f*VG_PIf, grind_located_gravity );
544
545 /* knock out original landing points in the 1m area */
546 for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
547 jump_info *jump = &player_skate.possible_jumps[ j ];
548 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
549 float descale = 1.0f-vg_minf(1.0f,dist);
550 jump->score += descale*3.0f;
551 }
552
553 for( int i=0; i<valid_count; i++ ){
554 jump_info *jump = &grind_jumps[i];
555 jump->type = k_prediction_grind;
556
557 v3f launch_v, launch_co, co0, co1;
558
559 v3_copy( jump->v, launch_v );
560 v3_copy( localplayer.rb.co, launch_co );
561
562 float t = 0.05f * jump->land_dist;
563 v3_muls( launch_v, t, co0 );
564 co0[1] += -0.5f * jump->gravity * t*t;
565 v3_add( launch_co, co0, co0 );
566
567 /* rough scan to make sure we dont collide with anything */
568 for( int j=1; j<=16; j++ ){
569 t = (float)j*(1.0f/16.0f);
570 t *= 0.9f;
571 t += 0.05f;
572 t *= jump->land_dist;
573
574 v3_muls( launch_v, t, co1 );
575 co1[1] += -0.5f * jump->gravity * t*t;
576 v3_add( launch_co, co1, co1 );
577
578 float t1;
579 v3f n;
580
581 int idx = spherecast_world( world0, co0,co1,
582 k_board_radius*0.1f, &t1, n,
583 k_material_flag_walking );
584 if( idx != -1 ){
585 goto invalidated_grind;
586 }
587
588 v3_copy( co1, co0 );
589 }
590
591 v3_copy( grind.n, jump->n );
592
593 /* determine score */
594 v3f ve;
595 v3_copy( jump->v, ve );
596 ve[1] += -jump->gravity*jump->land_dist;
597 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
598
599 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
600 *jump;
601
602 continue;
603 invalidated_grind:;
604 }
605 }
606
607
608 float score_min = INFINITY,
609 score_max = -INFINITY;
610
611 jump_info *best = NULL;
612
613 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
614 jump_info *jump = &player_skate.possible_jumps[i];
615
616 if( jump->score < score_min )
617 best = jump;
618
619 score_min = vg_minf( score_min, jump->score );
620 score_max = vg_maxf( score_max, jump->score );
621 }
622
623 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
624 jump_info *jump = &player_skate.possible_jumps[i];
625 float s = jump->score;
626
627 s -= score_min;
628 s /= (score_max-score_min);
629 s = 1.0f - s;
630
631 jump->score = s;
632 jump->colour = s * 255.0f;
633
634 if( jump == best )
635 jump->colour <<= 16;
636 else if( jump->type == k_prediction_land )
637 jump->colour <<= 8;
638
639 jump->colour |= 0xff000000;
640 }
641
642 if( best ){
643 v3_copy( best->n, state->land_normal );
644 v3_copy( best->v, localplayer.rb.v );
645 state->land_dist = best->land_dist;
646 state->gravity_bias = best->gravity;
647
648 if( best->type == k_prediction_grind ){
649 state->activity = k_skate_activity_air_to_grind;
650 }
651
652 v2f steer;
653 joystick_state( k_srjoystick_steer, steer );
654 v2_normalize_clamp( steer );
655
656 if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
657 state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
658 state->reverse ;
659 state->flip_time = 0.0f;
660 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
661 }
662 else{
663 state->flip_rate = 0.0f;
664 v3_zero( state->flip_axis );
665 }
666 }
667 else
668 v3_copy( (v3f){0,1,0}, state->land_normal );
669 }
670
671 /*
672 *
673 * Varius physics models
674 * ------------------------------------------------
675 */
676
677 /*
678 * Air control, no real physics
679 */
680 static void skate_apply_air_model(void){
681 struct player_skate_state *state = &player_skate.state;
682
683 if( state->activity_prev > k_skate_activity_air_to_grind )
684 player__approximate_best_trajectory();
685
686 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
687 angle = vg_clampf( angle, -1.0f, 1.0f );
688 v3f axis;
689 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
690
691 v4f correction;
692 q_axis_angle( correction, axis,
693 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
694 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
695 }
696
697 static enum trick_type player_skate_trick_input(void);
698 static void skate_apply_trick_model(void){
699 struct player_skate_state *state = &player_skate.state;
700
701 v3f Fd, Fs, F;
702 v3f strength = { 3.7f, 3.6f, 8.0f };
703
704 v3_muls( state->trick_residualv, -4.0f , Fd );
705 v3_muls( state->trick_residuald, -10.0f, Fs );
706 v3_add( Fd, Fs, F );
707 v3_mul( strength, F, F );
708
709 v3_muladds( state->trick_residualv, F, k_rb_delta,
710 state->trick_residualv );
711 v3_muladds( state->trick_residuald, state->trick_residualv,
712 k_rb_delta, state->trick_residuald );
713
714 if( state->activity <= k_skate_activity_air_to_grind ){
715 if( v3_length2( state->trick_vel ) < 0.0001f )
716 return;
717
718 int carry_on = state->trick_type == player_skate_trick_input();
719
720 /* we assume velocities share a common divisor, in which case the
721 * interval is the minimum value (if not zero) */
722
723 float min_rate = 99999.0f;
724
725 for( int i=0; i<3; i++ ){
726 float v = state->trick_vel[i];
727 if( (v > 0.0f) && (v < min_rate) )
728 min_rate = v;
729 }
730
731 float interval = 1.0f / min_rate,
732 current = floorf( state->trick_time ),
733 next_end = current+1.0f;
734
735
736 /* integrate trick velocities */
737 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
738 state->trick_euler );
739
740 if( !carry_on && (state->trick_time + k_rb_delta/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 );
747
748 audio_lock();
749 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
750 localplayer.rb.co, 40.0f, 1.0f );
751 audio_unlock();
752 }
753 else
754 state->trick_time += k_rb_delta / interval;
755 }
756 else{
757 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
758 state->trick_time > 0.2f)
759 {
760 player__skate_kill_audio();
761 player__dead_transition( k_player_die_type_feet );
762 }
763
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 );
769 }
770 }
771
772 static void skate_apply_grab_model(void){
773 struct player_skate_state *state = &player_skate.state;
774
775 float grabt = axis_state( k_sraxis_grab );
776
777 if( grabt > 0.5f ){
778 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
779 state->grab_mouse_delta );
780
781 v2_normalize_clamp( state->grab_mouse_delta );
782 }
783 else
784 v2_zero( state->grab_mouse_delta );
785
786 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
787 }
788
789 static void skate_apply_steering_model(void){
790 struct player_skate_state *state = &player_skate.state;
791
792 v2f jsteer;
793 joystick_state( k_srjoystick_steer, jsteer );
794
795 /* Steering */
796 float steer = jsteer[0],
797 grab = axis_state( k_sraxis_grab );
798
799 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
800
801 v3f steer_axis;
802 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
803
804 float rate = 26.0f,
805 top = 1.0f;
806
807 f32 skid_target = 0.0f;
808
809 if( state->activity <= k_skate_activity_air_to_grind ){
810 rate = 6.0f * fabsf(steer);
811 top = 1.5f;
812 }
813 else{
814 /* rotate slower when grabbing on ground */
815 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
816
817 if( state->activity == k_skate_activity_grind_5050 ){
818 rate = 0.0f;
819 top = 0.0f;
820 }
821
822 else if( state->activity >= k_skate_activity_grind_any ){
823 rate *= fabsf(steer);
824
825 float a = 0.8f * -steer * k_rb_delta;
826
827 v4f q;
828 q_axis_angle( q, localplayer.rb.to_world[1], a );
829 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
830
831 v3_normalize( player_skate.grind_vec );
832 }
833
834 else if( state->manual_direction ){
835 rate = 35.0f;
836 top = 1.5f;
837 }
838 else {
839 f32 skid = axis_state(k_sraxis_skid);
840 if( fabsf(skid) > 0.1f ){
841 skid_target = skid;
842 }
843 }
844
845 if( grab < 0.5f ){
846 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
847 }
848 }
849
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) );
853
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 );
858
859 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
860 accel, localplayer.rb.w );
861 }
862
863 /*
864 * Computes friction and surface interface model
865 */
866 static void skate_apply_friction_model(void){
867 struct player_skate_state *state = &player_skate.state;
868
869 /*
870 * Computing localized friction forces for controlling the character
871 * Friction across X is significantly more than Z
872 */
873
874 v3f vel;
875 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
876 float slip = 0.0f;
877
878 if( fabsf(vel[2]) > 0.01f )
879 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
880
881 if( fabsf( slip ) > 1.2f )
882 slip = vg_signf( slip ) * 1.2f;
883
884 state->slip = slip;
885 state->reverse = -vg_signf(vel[2]);
886
887 f32 lat = k_friction_lat;
888
889 if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
890 lat = k_friction_lat * 2.0f;
891 }
892
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 );
895
896 /* Pushing additive force */
897
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;
902
903 state->cur_push = vg.time;
904
905 double push_time = vg.time - state->start_push;
906
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 );
913
914 vel[2] += delta * -state->reverse;
915 }
916 }
917
918 /* Send back to velocity */
919 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
920 }
921
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 );
926
927 /* Cannot charge this in air */
928 if( state->activity <= k_skate_activity_air_to_grind ){
929 state->charging_jump = 0;
930 return;
931 }
932
933 if( state->charging_jump ){
934 state->jump_charge += k_rb_delta * k_jump_charge_speed;
935
936 if( !charging_jump_prev )
937 state->jump_dir = state->reverse>0.0f? 1: 0;
938 }
939 else{
940 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
941 }
942
943 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
944
945 /* player let go after charging past 0.2: trigger jump */
946 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
947 v3f jumpdir;
948
949 /* Launch more up if alignment is up else improve velocity */
950 float aup = localplayer.rb.to_world[1][1],
951 mod = 0.5f,
952 dir = mod + fabsf(aup)*(1.0f-mod);
953
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 );
960 }else{
961 v3_copy( state->up_dir, jumpdir );
962 state->grind_cooldown = 30;
963 state->activity = k_skate_activity_ground;
964
965 v2f steer;
966 joystick_state( k_srjoystick_steer, steer );
967
968 float tilt = steer[0] * 0.3f;
969 tilt *= vg_signf(v3_dot( localplayer.rb.v,
970 player_skate.grind_dir ));
971
972 v4f qtilt;
973 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
974 q_mulv( qtilt, jumpdir, jumpdir );
975 }
976 state->surface_cooldown = 10;
977 state->trick_input_collect = 0.0f;
978
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 );
986 }
987 }
988
989 static void skate_apply_pump_model(void){
990 struct player_skate_state *state = &player_skate.state;
991
992 if( state->activity != k_skate_activity_ground ){
993 v3_zero( state->throw_v );
994 return;
995 }
996
997 /* Throw / collect routine
998 */
999 if( axis_state( k_sraxis_grab ) > 0.5f ){
1000 if( state->activity == k_skate_activity_ground ){
1001 /* Throw */
1002 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1003 }
1004 }
1005 else{
1006 /* Collect */
1007 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1008
1009 v3f Fl, Fv;
1010 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1011
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 );
1016 }
1017 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1018 }
1019
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 );
1023 }
1024
1025 /* Decay */
1026 if( v3_length2( state->throw_v ) > 0.0001f ){
1027 v3f dir;
1028 v3_copy( state->throw_v, dir );
1029 v3_normalize( dir );
1030
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 );
1034 }
1035 }
1036
1037 static void skate_apply_cog_model(void){
1038 struct player_skate_state *state = &player_skate.state;
1039
1040 v3f ideal_cog, ideal_diff, ideal_dir;
1041 v3_copy( state->up_dir, ideal_dir );
1042 v3_normalize( ideal_dir );
1043
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 );
1047
1048 /* Apply velocities */
1049 v3f rv;
1050 v3_sub( localplayer.rb.v, state->cog_v, rv );
1051
1052 v3f F;
1053 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1054 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1055
1056 float ra = k_cog_mass_ratio,
1057 rb = 1.0f-k_cog_mass_ratio;
1058
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 );
1063 }
1064
1065 static void skate_integrate(void){
1066 struct player_skate_state *state = &player_skate.state;
1067
1068 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1069 rate_z = rate_x,
1070 rate_y = 1.0f;
1071
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);
1076 }
1077
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;
1081
1082 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1083 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1084 localplayer.rb.w );
1085 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1086 localplayer.rb.w );
1087
1088 state->flip_time += state->flip_rate * k_rb_delta;
1089 rb_update_transform( &localplayer.rb );
1090 }
1091
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 ) );
1097 }
1098
1099 static void player__skate_pre_update(void){
1100 struct player_skate_state *state = &player_skate.state;
1101
1102 if( button_down( k_srbind_use ) ){
1103 localplayer.subsystem = k_player_subsystem_walk;
1104
1105 v3f angles;
1106 v3_copy( localplayer.cam.angles, localplayer.angles );
1107 localplayer.angles[2] = 0.0f;
1108
1109 v3f newpos, offset;
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 );
1114
1115 player__begin_holdout( offset );
1116 player__skate_kill_audio();
1117 player__walk_transition();
1118 return;
1119 }
1120
1121 enum trick_type trick = player_skate_trick_input();
1122 if( trick )
1123 state->trick_input_collect += vg.time_frame_delta;
1124 else
1125 state->trick_input_collect = 0.0f;
1126
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 ){
1130 audio_lock();
1131 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1132 localplayer.rb.co, 40.0f, 1.0f );
1133 audio_unlock();
1134 }
1135
1136 if( state->trick_time < 0.1f ){
1137 v3_zero( state->trick_vel );
1138
1139 if( trick == k_trick_type_kickflip ){
1140 state->trick_vel[0] = 3.0f;
1141 }
1142 else if( trick == k_trick_type_shuvit ){
1143 state->trick_vel[2] = 3.0f;
1144 }
1145 else if( trick == k_trick_type_treflip ){
1146 state->trick_vel[0] = 2.0f;
1147 state->trick_vel[2] = 2.0f;
1148 }
1149 state->trick_type = trick;
1150 }
1151 }
1152 }
1153 else
1154 state->trick_type = k_trick_type_none;
1155 }
1156
1157 static void player__skate_post_update(void){
1158 struct player_skate_state *state = &player_skate.state;
1159
1160 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1161 jump_info *jump = &player_skate.possible_jumps[i];
1162
1163 if( jump->log_length == 0 ){
1164 vg_fatal_error( "assert: jump->log_length == 0\n" );
1165 }
1166
1167 for( int j=0; j<jump->log_length - 1; j ++ ){
1168 float brightness = jump->score*jump->score*jump->score;
1169 v3f p1;
1170 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1171 vg_line( jump->log[j], p1, jump->colour );
1172 }
1173
1174 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1175
1176 v3f p1;
1177 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1178 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1179
1180 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1181 }
1182
1183 audio_lock();
1184
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 );
1189
1190 if( state->activity >= k_skate_activity_grind_any ){
1191 slide = 0.0f;
1192 }
1193
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;
1198
1199 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1200
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 );
1205 }
1206
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 );
1211 }
1212
1213
1214 /* brrrrrrrrrrrt sound for tiles and stuff
1215 * --------------------------------------------------------*/
1216 float sidechain_amt = 0.0f,
1217 hz = vg_maxf( speed * 2.0f, 2.0f );
1218
1219 if( (player_skate.surface == k_surface_prop_tiles) &&
1220 (state->activity < k_skate_activity_grind_any) )
1221 sidechain_amt = 1.0f;
1222 else
1223 sidechain_amt = 0.0f;
1224
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 ) );
1228
1229 if( player_skate.sample_change_cooldown > 0.0f ){
1230 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1231 }
1232 else{
1233 int sample_type = k_skate_sample_concrete;
1234
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;
1238 else
1239 sample_type = k_skate_sample_concrete_scrape_metal;
1240 }
1241 else if( (state->activity == k_skate_activity_grind_back50) ||
1242 (state->activity == k_skate_activity_grind_front50) )
1243 {
1244 if( player_skate.surface == k_surface_prop_metal ){
1245 sample_type = k_skate_sample_metal_scrape_generic;
1246 }
1247 else{
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;
1252 else
1253 sample_type = k_skate_sample_concrete_scrape_metal;
1254 }
1255 }
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;
1259 else
1260 sample_type = k_skate_sample_concrete_scrape_wood;
1261 }
1262
1263 audio_clip *relevant_samples[] = {
1264 &audio_board[0],
1265 &audio_board[0],
1266 &audio_board[7],
1267 &audio_board[6],
1268 &audio_board[5]
1269 };
1270
1271 if( (player_skate.main_sample_type != sample_type) ||
1272 (!player_skate.aud_main) ){
1273
1274 player_skate.aud_main =
1275 audio_channel_crossfade( player_skate.aud_main,
1276 relevant_samples[sample_type],
1277 0.06f, flags );
1278 player_skate.sample_change_cooldown = 0.1f;
1279 player_skate.main_sample_type = sample_type;
1280 }
1281 }
1282
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 );
1290
1291 float rate = 1.0f + (attn-0.5f)*0.2f;
1292 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1293 }
1294
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 );
1302 }
1303
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 );
1310 }
1311
1312 audio_unlock();
1313 }
1314
1315 /*
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
1320 *
1321 * returns 0 if no good surface found
1322 */
1323 static
1324 int skate_compute_surface_alignment( v3f ra, u32 colour,
1325 v3f surface_normal, v3f axel_dir ){
1326 world_instance *world = world_current_instance();
1327
1328 v3f truck, left, right;
1329 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1330
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 );
1334
1335 float k_max_truck_flex = VG_PIf * 0.25f;
1336
1337 ray_hit ray_l, ray_r;
1338
1339 v3f dir;
1340 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1341
1342 int res_l = 0, res_r = 0;
1343
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;
1349
1350 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1351
1352 if( res_l )
1353 break;
1354 }
1355
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;
1361
1362 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1363
1364 if( res_r )
1365 break;
1366 }
1367
1368 v3f v0;
1369 v3f midpoint;
1370 v3f tangent_average;
1371 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1372 v3_zero( tangent_average );
1373
1374 if( res_l || res_r ){
1375 v3f p0, p1, t;
1376 v3_copy( midpoint, p0 );
1377 v3_copy( midpoint, p1 );
1378
1379 if( res_l ){
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 );
1383 }
1384 if( res_r ){
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 );
1388 }
1389
1390 v3_sub( p1, p0, v0 );
1391 v3_normalize( v0 );
1392 }
1393 else{
1394 /* fallback: use the closes point to the trucks */
1395 v3f closest;
1396 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1397
1398 if( idx != -1 ){
1399 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1400 v3f verts[3];
1401
1402 for( int j=0; j<3; j++ )
1403 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1404
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 );
1409 v3_normalize( n );
1410
1411 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1412 return 0;
1413
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 );
1417 v3_normalize( v0 );
1418
1419 v3f t;
1420 v3_cross( n, localplayer.rb.to_world[0], t );
1421 v3_add( t, tangent_average, tangent_average );
1422 }
1423 else
1424 return 0;
1425 }
1426
1427 v3_muladds( truck, v0, k_board_width, right );
1428 v3_muladds( truck, v0, -k_board_width, left );
1429
1430 vg_line( left, right, VG__WHITE );
1431
1432 v3_normalize( tangent_average );
1433 v3_cross( v0, tangent_average, surface_normal );
1434 v3_copy( v0, axel_dir );
1435
1436 return 1;
1437 }
1438
1439 static void skate_weight_distribute(void){
1440 struct player_skate_state *state = &player_skate.state;
1441 v3_zero( player_skate.weight_distribution );
1442
1443 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1444 localplayer.rb.v ) < 0.0f?1:-1;
1445
1446 v2f steer;
1447 joystick_state( k_srjoystick_steer, steer );
1448
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;
1453 }
1454 else{
1455 if( steer[1] < 0.1f ){
1456 state->manual_direction = 0;
1457 }
1458 else{
1459 if( reverse_dir != state->manual_direction ){
1460 return;
1461 }
1462 }
1463 }
1464
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;
1469 }
1470
1471 if( state->manual_direction ){
1472 v3f plane_z;
1473
1474 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1475 plane_z );
1476 v3_negate( plane_z, plane_z );
1477
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 );
1481
1482 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1483 v3_normalize( plane_z );
1484
1485 v3f p1;
1486 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1487 vg_line( localplayer.rb.co, p1, VG__GREEN );
1488
1489 v3f refdir;
1490 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1491 refdir );
1492
1493 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1494 k_manul_spring, k_manul_dampener,
1495 player_skate.substep_delta );
1496 }
1497 }
1498
1499 static void skate_adjust_up_direction(void){
1500 struct player_skate_state *state = &player_skate.state;
1501
1502 if( state->activity == k_skate_activity_ground ){
1503 v3f target;
1504 v3_copy( player_skate.surface_picture, target );
1505
1506 target[1] += 2.0f * player_skate.surface_picture[1];
1507 v3_normalize( target );
1508
1509 v3_lerp( state->up_dir, target,
1510 8.0f * player_skate.substep_delta, state->up_dir );
1511 }
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 );
1515 }
1516 else{
1517 v3f avg;
1518 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1519 v3_normalize( avg );
1520
1521 v3_lerp( state->up_dir, avg,
1522 6.0f * player_skate.substep_delta, state->up_dir );
1523 }
1524 }
1525
1526 static int skate_point_visible( v3f origin, v3f target ){
1527 v3f dir;
1528 v3_sub( target, origin, dir );
1529
1530 ray_hit ray;
1531 ray.dist = v3_length( dir );
1532 v3_muls( dir, 1.0f/ray.dist, dir );
1533 ray.dist -= 0.025f;
1534
1535 if( ray_world( world_current_instance(), origin, dir, &ray,
1536 k_material_flag_walking ) )
1537 return 0;
1538
1539 return 1;
1540 }
1541
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] );
1546 }
1547
1548 static void skate_grind_friction( struct grind_info *inf, float strength ){
1549 v3f v2;
1550 v3_muladds( localplayer.rb.to_world[2], inf->n,
1551 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1552
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;
1556
1557 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1558 localplayer.rb.v );
1559 }
1560
1561 static void skate_grind_decay( struct grind_info *inf, float strength ){
1562 m3x3f mtx, mtx_inv;
1563 skate_grind_orient( inf, mtx );
1564 m3x3_transpose( mtx, mtx_inv );
1565
1566 v3f v_grind;
1567 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1568
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 );
1572 }
1573
1574 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1575 float strength ){
1576 struct player_skate_state *state = &player_skate.state;
1577 /* REFACTOR */
1578 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1579 v3f raw, wsp;
1580 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1581 v3_add( localplayer.rb.co, raw, wsp );
1582
1583 v3_copy( ra, player_skate.weight_distribution );
1584
1585 v3f delta;
1586 v3_sub( inf->co, wsp, delta );
1587
1588 /* spring force */
1589 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1590 localplayer.rb.v );
1591
1592 skate_grind_decay( inf, strength );
1593 skate_grind_friction( inf, strength );
1594
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 );
1600
1601 /* orientation */
1602 m3x3f mtx;
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 );
1609
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 );
1612
1613 v3_normalize( target_fwd );
1614 v3_normalize( fwd );
1615
1616 v2f steer;
1617 joystick_state( k_srjoystick_steer, steer );
1618
1619 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1620
1621 v4f q;
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 );
1625
1626 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1627 k_grind_spring,
1628 k_grind_dampener,
1629 k_rb_delta );
1630
1631 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1632 k_grind_spring*strength,
1633 k_grind_dampener*strength,
1634 k_rb_delta );
1635
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 );
1639
1640 player_skate.grind_strength = strength;
1641
1642 /* Fake contact */
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 );
1647 limit->p = 0.0f;
1648
1649 v3_copy( inf->dir, player_skate.grind_dir );
1650 }
1651
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;
1656
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 );
1660
1661 /* dont ask */
1662 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1663 inf_avg.dir );
1664
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 );
1670
1671 v3_cross( axis, inf_avg.dir, inf_avg.n );
1672 skate_grind_decay( &inf_avg, 1.0f );
1673
1674 v2f steer;
1675 joystick_state( k_srjoystick_steer, steer );
1676
1677 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1678 localplayer.rb.v ) );
1679 v4f q;
1680 v3f up, target_up;
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 );
1685
1686 v3_zero( player_skate.weight_distribution );
1687 player_skate.weight_distribution[2] = k_board_length * -way;
1688
1689 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1690 k_grind_spring,
1691 k_grind_dampener,
1692 k_rb_delta );
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 );
1695
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 );
1699
1700 v3f dir;
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 );
1703
1704 v3_normalize( fwd_nplane );
1705 v3_normalize( dir_nplane );
1706
1707 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1708 1000.0f,
1709 k_grind_dampener,
1710 k_rb_delta );
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 );
1713
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;
1717
1718 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1719 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1720
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 );
1724
1725 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1726 localplayer.rb.v );
1727
1728 /* Fake contact */
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 );
1733 limit->p = 0.0f;
1734
1735 v3_copy( inf_avg.dir, player_skate.grind_dir );
1736 }
1737
1738 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1739 struct player_skate_state *state = &player_skate.state;
1740
1741 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1742 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1743
1744 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1745 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1746
1747 /* Exit condition: lost grind tracking */
1748 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1749 return 0;
1750
1751 /* Exit condition: cant see grind target directly */
1752 if( !skate_point_visible( wheel_co, inf->co ) )
1753 return 0;
1754
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;
1758
1759 if( dv < minv )
1760 return 0;
1761
1762 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1763 return 0;
1764
1765 v3_copy( inf->dir, player_skate.grind_dir );
1766 return 1;
1767 }
1768
1769 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1770 struct player_skate_state *state = &player_skate.state;
1771
1772 /* REFACTOR */
1773 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1774
1775 v3f raw, wsp;
1776 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1777 v3_add( localplayer.rb.co, raw, wsp );
1778
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 )
1781 return 0;
1782
1783 /* velocity should be at least 60% aligned */
1784 v3f pv, axis;
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 );
1788
1789 if( v3_length2( pv ) < 0.0001f )
1790 return 0;
1791 v3_normalize( pv );
1792
1793 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1794 return 0;
1795
1796 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1797 return 0;
1798
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 );
1803
1804 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1805
1806 float truck_height = -(k_board_radius+0.03f);
1807
1808 v3f rv;
1809 v3_cross( localplayer.rb.w, raw, rv );
1810 v3_add( localplayer.rb.v, rv, rv );
1811
1812 if( (local_co[1] >= truck_height) &&
1813 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1814 {
1815 return 1;
1816 }
1817 }
1818
1819 return 0;
1820 }
1821
1822 static void skate_boardslide_apply( struct grind_info *inf ){
1823 struct player_skate_state *state = &player_skate.state;
1824
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 );
1829
1830 v3f intersection;
1831 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1832 intersection );
1833 v3_copy( intersection, player_skate.weight_distribution );
1834
1835 skate_grind_decay( inf, 0.0125f );
1836 skate_grind_friction( inf, 0.25f );
1837
1838 /* direction alignment */
1839 v3f dir, perp;
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 );
1843
1844 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1845 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1846
1847 v4f qbalance;
1848 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1849 q_mulv( qbalance, perp, perp );
1850
1851 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1852 dir,
1853 k_grind_spring, k_grind_dampener,
1854 k_rb_delta );
1855
1856 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
1857 perp,
1858 k_grind_spring, k_grind_dampener,
1859 k_rb_delta );
1860
1861 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
1862 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
1863
1864 v3_copy( inf->dir, player_skate.grind_dir );
1865 }
1866
1867 static int skate_boardslide_entry( struct grind_info *inf ){
1868 struct player_skate_state *state = &player_skate.state;
1869
1870 if( skate_grind_scansq( localplayer.rb.co,
1871 localplayer.rb.to_world[0], k_board_length,
1872 inf ) )
1873 {
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 );
1877
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 */
1881 {
1882 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1883 return 0;
1884
1885 return 1;
1886 }
1887 }
1888
1889 return 0;
1890 }
1891
1892 static int skate_boardslide_renew( struct grind_info *inf ){
1893 struct player_skate_state *state = &player_skate.state;
1894
1895 if( !skate_grind_scansq( localplayer.rb.co,
1896 localplayer.rb.to_world[0], k_board_length,
1897 inf ) )
1898 return 0;
1899
1900 /* Exit condition: cant see grind target directly */
1901 v3f vis;
1902 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
1903 if( !skate_point_visible( vis, inf->co ) )
1904 return 0;
1905
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;
1909
1910 if( dv < minv )
1911 return 0;
1912
1913 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1914 return 0;
1915
1916 return 1;
1917 }
1918
1919 static void skate_store_grind_vec( struct grind_info *inf ){
1920 struct player_skate_state *state = &player_skate.state;
1921
1922 m3x3f mtx;
1923 skate_grind_orient( inf, mtx );
1924 m3x3_transpose( mtx, mtx );
1925
1926 v3f raw;
1927 v3_sub( inf->co, localplayer.rb.co, raw );
1928
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 );
1932 }
1933
1934 static enum skate_activity skate_availible_grind(void){
1935 struct player_skate_state *state = &player_skate.state;
1936
1937 if( state->grind_cooldown > 100 ){
1938 vg_fatal_error( "wth!\n" );
1939 }
1940
1941 /* debounces this state manager a little bit */
1942 if( state->grind_cooldown ){
1943 state->grind_cooldown --;
1944 return k_skate_activity_undefined;
1945 }
1946
1947 struct grind_info inf_back50,
1948 inf_front50,
1949 inf_slide;
1950
1951 int res_back50 = 0,
1952 res_front50 = 0,
1953 res_slide = 0;
1954
1955 int allow_back = 1,
1956 allow_front = 1;
1957
1958 v2f steer;
1959 joystick_state( k_srjoystick_steer, steer );
1960
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 )
1964 {
1965 float tilt = steer[1];
1966
1967 if( fabsf(tilt) >= 0.25f ){
1968 v3f raw = {0.0f,0.0f,tilt};
1969 m3x3_mulv( localplayer.rb.to_world, raw, raw );
1970
1971 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
1972
1973 if( way < 0.0f ) allow_front = 0;
1974 else allow_back = 0;
1975 }
1976 }
1977
1978 if( state->activity == k_skate_activity_grind_boardslide ){
1979 res_slide = skate_boardslide_renew( &inf_slide );
1980 }
1981 else if( state->activity == k_skate_activity_grind_back50 ){
1982 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1983
1984 if( allow_front )
1985 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
1986 }
1987 else if( state->activity == k_skate_activity_grind_front50 ){
1988 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
1989
1990 if( allow_back )
1991 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
1992 }
1993 else if( state->activity == k_skate_activity_grind_5050 ){
1994 if( allow_front )
1995 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
1996 if( allow_back )
1997 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1998 }
1999 else{
2000 res_slide = skate_boardslide_entry( &inf_slide );
2001
2002 if( allow_back )
2003 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2004
2005 if( allow_front )
2006 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2007
2008 if( res_back50 != res_front50 ){
2009 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2010
2011 res_back50 &= wants_to_do_that;
2012 res_front50 &= wants_to_do_that;
2013 }
2014 }
2015
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 */
2022
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 */
2028 }
2029 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2030
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;
2035 }
2036 }
2037 else if( new_activity == k_skate_activity_grind_boardslide ){
2038 skate_boardslide_apply( &inf_slide );
2039 }
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 );
2043
2044 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2045 }
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 );
2049
2050 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2051 }
2052 else if( new_activity == k_skate_activity_grind_5050 )
2053 skate_5050_apply( &inf_front50, &inf_back50 );
2054
2055 return new_activity;
2056 }
2057
2058 static void player__skate_update(void){
2059 struct player_skate_state *state = &player_skate.state;
2060 world_instance *world = world_current_instance();
2061
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 );
2069 return;
2070 }
2071 }
2072
2073 v3_copy( localplayer.rb.co, state->prev_pos );
2074 state->activity_prev = state->activity;
2075 v3f normal_total;
2076 v3_zero( normal_total );
2077
2078 struct board_collider
2079 {
2080 v3f pos;
2081 float radius;
2082
2083 u32 colour;
2084
2085 enum board_collider_state
2086 {
2087 k_collider_state_default,
2088 k_collider_state_disabled,
2089 k_collider_state_colliding
2090 }
2091 state;
2092 }
2093 wheels[] =
2094 {
2095 {
2096 { 0.0f, 0.0f, -k_board_length },
2097 .radius = k_board_radius,
2098 .colour = VG__RED
2099 },
2100 {
2101 { 0.0f, 0.0f, k_board_length },
2102 .radius = k_board_radius,
2103 .colour = VG__GREEN
2104 }
2105 };
2106
2107 float slap = 0.0f;
2108
2109 if( state->activity <= k_skate_activity_air_to_grind ){
2110 float min_dist = 0.6f;
2111 for( int i=0; i<2; i++ ){
2112 v3f wpos, closest;
2113 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2114
2115 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2116 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2117 }
2118 }
2119 min_dist -= 0.2f;
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;
2122 }
2123 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2124
2125 wheels[0].pos[1] = state->slap;
2126 wheels[1].pos[1] = state->slap;
2127
2128
2129 const int k_wheel_count = 2;
2130
2131 player_skate.substep = k_rb_delta;
2132 player_skate.substep_delta = player_skate.substep;
2133 player_skate.limit_count = 0;
2134
2135 int substep_count = 0;
2136
2137 v3_zero( player_skate.surface_picture );
2138
2139 int prev_contacts[2];
2140
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];
2144 }
2145
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;
2150 goto grinding;
2151 }
2152
2153 int contact_count = 0;
2154 for( int i=0; i<2; i++ ){
2155 v3f normal, axel;
2156 v3_copy( localplayer.rb.to_world[0], axel );
2157
2158 if( skate_compute_surface_alignment( wheels[i].pos,
2159 wheels[i].colour, normal, axel ) )
2160 {
2161 rb_effect_spring_target_vector( &localplayer.rb,
2162 localplayer.rb.to_world[0],
2163 axel,
2164 k_surface_spring, k_surface_dampener,
2165 player_skate.substep_delta );
2166
2167 v3_add( normal, player_skate.surface_picture,
2168 player_skate.surface_picture );
2169 contact_count ++;
2170 player_skate.wheel_contacts[i] = 1;
2171 }
2172 else{
2173 player_skate.wheel_contacts[i] = 0;
2174 }
2175
2176 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2177 }
2178
2179 if( state->surface_cooldown ){
2180 state->surface_cooldown --;
2181 contact_count = 0;
2182 }
2183
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] ){
2187 v3f co;
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 );
2192 }
2193 }
2194 }
2195
2196 if( contact_count ){
2197 state->activity = k_skate_activity_ground;
2198 state->gravity_bias = k_gravity;
2199 v3_normalize( player_skate.surface_picture );
2200
2201 skate_apply_friction_model();
2202 skate_weight_distribute();
2203 }
2204 else{
2205 if( state->activity > k_skate_activity_air_to_grind )
2206 state->activity = k_skate_activity_air;
2207
2208 v3_zero( player_skate.weight_distribution );
2209 skate_apply_air_model();
2210 }
2211
2212 grinding:;
2213
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;
2221 }
2222
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();
2231
2232 begin_collision:;
2233
2234 /*
2235 * Phase 0: Continous collision detection
2236 * --------------------------------------------------------------------------
2237 */
2238
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 );
2242
2243 /* calculate transform one step into future */
2244 v3f future_co;
2245 v4f future_q;
2246 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2247 future_co );
2248
2249 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2250 v4f rotation;
2251 v3f axis;
2252 v3_copy( localplayer.rb.w, axis );
2253
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 );
2259 }
2260 else
2261 v4_copy( localplayer.rb.q, future_q );
2262
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 );
2267
2268 /* calculate the minimum time we can move */
2269 float max_time = player_skate.substep;
2270
2271 for( int i=0; i<k_wheel_count; i++ ){
2272 if( wheels[i].state == k_collider_state_disabled )
2273 continue;
2274
2275 v3f current, future, r_cg;
2276
2277 q_mulv( future_q, wheels[i].pos, future );
2278 v3_add( future, future_co, future );
2279 v3_add( cg_offset, future, future );
2280
2281 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2282 v3_add( current, localplayer.rb.co, current );
2283
2284 float t;
2285 v3f n;
2286
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 );
2291 }
2292
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;
2297
2298 max_time = vg_maxf( max_time, rate_lock );
2299 player_skate.substep_delta = max_time;
2300
2301 /* integrate */
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 ){
2305 v4f rotation;
2306 v3f axis;
2307 v3_copy( localplayer.rb.w, axis );
2308
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 );
2314
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 );
2318 }
2319
2320 rb_update_transform( &localplayer.rb );
2321 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2322
2323 player_skate.substep -= player_skate.substep_delta;
2324
2325 rb_ct manifold[128];
2326 int manifold_len = 0;
2327 /*
2328 * Phase -1: head detection
2329 * --------------------------------------------------------------------------
2330 */
2331 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2332
2333 float t;
2334 v3f n;
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) )
2338 {
2339 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2340 rb_update_transform( &localplayer.rb );
2341
2342 player__skate_kill_audio();
2343 player__dead_transition( k_player_die_type_head );
2344 return;
2345 }
2346
2347 /*
2348 * Phase 1: Regular collision detection
2349 * --------------------------------------------------------------------------
2350 */
2351
2352 for( int i=0; i<k_wheel_count; i++ ){
2353 if( wheels[i].state == k_collider_state_disabled )
2354 continue;
2355
2356 m4x3f mtx;
2357 m3x3_identity( mtx );
2358 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2359
2360 rb_sphere collider = { .radius = wheels[i].radius };
2361
2362 rb_ct *man = &manifold[ manifold_len ];
2363
2364 int l = skate_collide_smooth( mtx, &collider, man );
2365 if( l )
2366 wheels[i].state = k_collider_state_colliding;
2367
2368 manifold_len += l;
2369 }
2370
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 };
2374 m4x3f mtx;
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] );
2380
2381 rb_ct *cman = &manifold[manifold_len];
2382
2383 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2384 cman, k_material_flag_walking );
2385
2386 /* weld joints */
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 );
2391
2392 manifold_len += l;
2393
2394 if( vg_lines.draw )
2395 vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2396
2397 /* add limits */
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 );
2404 ct->p = limit->p;
2405 ct->type = k_contact_type_default;
2406 }
2407 }
2408
2409 /*
2410 * Phase 3: Dynamics
2411 * --------------------------------------------------------------------------
2412 */
2413
2414
2415 v3f world_cog;
2416 m4x3_mulv( localplayer.rb.to_world,
2417 player_skate.weight_distribution, world_cog );
2418 vg_line_point( world_cog, 0.02f, VG__BLACK );
2419
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] );
2423 }
2424
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];
2430
2431 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2432 float inv_mass = 1.0f/mass;
2433
2434 v3f I;
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));
2438
2439 m3x3f iI;
2440 m3x3_identity( iI );
2441 iI[0][0] = I[0];
2442 iI[1][1] = I[1];
2443 iI[2][2] = I[2];
2444 m3x3_inv( iI, iI );
2445
2446 m3x3f iIw;
2447 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2448 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2449
2450 for( int j=0; j<10; j++ ){
2451 for( int i=0; i<manifold_len; i++ ){
2452 /*
2453 * regular dance; calculate velocity & total mass, apply impulse.
2454 */
2455
2456 struct contact *ct = &manifold[i];
2457
2458 v3f rv, delta;
2459 v3_sub( ct->co, world_cog, delta );
2460 v3_cross( localplayer.rb.w, delta, rv );
2461 v3_add( localplayer.rb.v, rv, rv );
2462
2463 v3f raCn;
2464 v3_cross( delta, ct->n, raCn );
2465
2466 v3f raCnI, rbCnI;
2467 m3x3_mulv( iIw, raCn, raCnI );
2468
2469 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2470 vn = v3_dot( rv, ct->n ),
2471 lambda = normal_mass * ( -vn );
2472
2473 float temp = ct->norm_impulse;
2474 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2475 lambda = ct->norm_impulse - temp;
2476
2477 v3f impulse;
2478 v3_muls( ct->n, lambda, impulse );
2479
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 );
2485
2486 v3_cross( localplayer.rb.w, delta, rv );
2487 v3_add( localplayer.rb.v, rv, rv );
2488 vn = v3_dot( rv, ct->n );
2489 }
2490 }
2491
2492 v3f dt;
2493 rb_depenetrate( manifold, manifold_len, dt );
2494 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2495 rb_update_transform( &localplayer.rb );
2496
2497 substep_count ++;
2498
2499 if( player_skate.substep >= 0.0001f )
2500 goto begin_collision; /* again! */
2501
2502 /*
2503 * End of collision and dynamics routine
2504 * --------------------------------------------------------------------------
2505 */
2506
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();
2513 return;
2514 }
2515
2516 f32 amt = k_cam_punch;
2517 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2518 amt *= 0.25f;
2519 }
2520
2521 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2522 localplayer.cam_land_punch_v );
2523 }
2524
2525 player_skate.surface = k_surface_prop_concrete;
2526
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 );
2530
2531 if( surf->info.surface_prop > player_skate.surface )
2532 player_skate.surface = surf->info.surface_prop;
2533 }
2534
2535 for( int i=0; i<k_wheel_count; i++ ){
2536 m4x3f mtx;
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 ]);
2542 }
2543
2544 skate_integrate();
2545 vg_line_point( state->cog, 0.02f, VG__WHITE );
2546
2547 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2548
2549 if( id ){
2550 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2551
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 );
2560
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 );
2568 }
2569
2570 /* FIXME: Rate limit */
2571 static int stick_frames = 0;
2572
2573 if( state->activity >= k_skate_activity_ground )
2574 stick_frames ++;
2575 else
2576 stick_frames = 0;
2577
2578 if( stick_frames > 5 ) stick_frames = 5;
2579
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 );
2586 }
2587 else{
2588 player__networked_sfx( k_player_subsystem_skate, 128,
2589 k_player_skate_soundeffect_land_good,
2590 localplayer.rb.co, 1.0f );
2591 }
2592 }
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 );
2597 }
2598 else{
2599 player__networked_sfx( k_player_subsystem_skate, 128,
2600 k_player_skate_soundeffect_grind_wood,
2601 localplayer.rb.co, 1.0f );
2602 }
2603 } else if( stick_frames == 0 ){
2604 /* TODO: EXIT SOUNDS */
2605 }
2606
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];
2611 }
2612
2613 if( state->activity >= k_skate_activity_grind_any ){
2614 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2615 if( dy < 0.0f ){
2616 state->velocity_limit += -dy*0.2f;
2617 }
2618 state->grind_y_start = localplayer.rb.co[1];
2619
2620
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,
2624 localplayer.rb.v );
2625 }
2626 }
2627 }
2628
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] );
2640
2641 const char *activity_txt[] = {
2642 "air",
2643 "air_to_grind",
2644 "ground",
2645 "undefined (INVALID)",
2646 "grind_any (INVALID)",
2647 "grind_boardslide",
2648 "grind_metallic (INVALID)",
2649 "grind_back50",
2650 "grind_front50",
2651 "grind_5050"
2652 };
2653
2654 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2655 #if 0
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 );
2659 #endif
2660 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2661 state->flip_time );
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",
2667 state->trick_time,
2668 state->trick_euler[0],
2669 state->trick_euler[1],
2670 state->trick_euler[2] );
2671 }
2672
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;
2676
2677 /* Head */
2678 float kheight = 2.0f,
2679 kleg = 0.6f;
2680
2681 v3_zero( animator->offset );
2682
2683 v3f cog_local, cog_ideal;
2684 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2685
2686 v3_copy( state->up_dir, cog_ideal );
2687 v3_normalize( cog_ideal );
2688 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2689
2690 v3_sub( cog_ideal, cog_local, animator->offset );
2691
2692 v3_muls( animator->offset, 4.0f, animator->offset );
2693 animator->offset[1] *= -1.0f;
2694
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 );
2699
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);
2704
2705 animator->offset[0] *= 0.26f;
2706 animator->offset[0] += animator->wobble[1]*3.0f;
2707
2708 animator->offset[1] *= -0.3f;
2709 animator->offset[2] *= 0.01f;
2710
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);
2714
2715 v3f cam_offset;
2716 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2717
2718 /* localized vectors */
2719 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2720
2721 /*
2722 * Animation blending
2723 * ===========================================
2724 */
2725
2726 /* sliding */
2727 {
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 );
2732
2733 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2734
2735 f32 dirx = 0.0f;
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 );
2741 }
2742
2743 cam_offset[0] += animator->slide * -animator->x;
2744 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2745
2746 /* movement information */
2747 int iair = state->activity <= k_skate_activity_air_to_grind;
2748
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;
2752
2753 if( state->activity >= k_skate_activity_grind_any )
2754 wdist = 0.0f;
2755
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 );
2760
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;
2764
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);
2768 }
2769
2770 /* grinding */
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 );
2773
2774 f32 grind_frame = 0.5f;
2775
2776 if( state->activity == k_skate_activity_grind_front50 )
2777 grind_frame = 0.0f;
2778 else if( state->activity == k_skate_activity_grind_back50 )
2779 grind_frame = 1.0f;
2780
2781 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2782 5.0f*vg.time_delta );
2783 animator->activity = state->activity;
2784
2785 /* pushing */
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 );
2790
2791 /* jumping */
2792 animator->jump_charge = state->jump_charge;
2793 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2794 8.4f*vg.time_delta );
2795
2796 /* trick setup */
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;
2803
2804 /* trick */
2805 float jump_t = vg.time-state->jump_time;
2806 float k=17.0f;
2807 float h = k*jump_t;
2808 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2809 extra *= state->slap * 4.0f;
2810
2811 v3_add( state->trick_euler, state->trick_residuald,
2812 animator->board_euler );
2813 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2814
2815 animator->board_euler[0] *= 0.5f;
2816 animator->board_euler[1] += extra;
2817 animator->trick_type = state->trick_type;
2818
2819 /* board lean */
2820 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2821 lean;
2822
2823 lean1 = animator->slide * animator->delayed_slip_dir;
2824 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2825 else lean = lean2;
2826
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);
2831
2832 /* feet placement */
2833 struct player_board *board =
2834 addon_cache_item_if_loaded( k_addon_type_board,
2835 localplayer.board_view_slot );
2836 if( board ){
2837 if( animator->weight > 0.0f ){
2838 animator->foot_offset[0] =
2839 board->truck_positions[k_board_truck_back][2]+0.3f;
2840 }
2841 else{
2842 animator->foot_offset[1] =
2843 board->truck_positions[k_board_truck_front][2]-0.3f;
2844 }
2845 }
2846
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 );
2851
2852 #if 0
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 );
2857 #endif
2858
2859 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
2860
2861 /* grab */
2862 v2f grab_input;
2863 joystick_state( k_srjoystick_grab, grab_input );
2864 v2_add( state->grab_mouse_delta, grab_input, grab_input );
2865
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;
2870
2871 /* steer */
2872 v2f steer;
2873 joystick_state( k_srjoystick_steer, steer );
2874 animator->airdir = vg_lerpf( animator->airdir,
2875 -steer[0], 2.4f*vg.time_delta );
2876
2877 animator->steer[0] = steer[0];
2878 animator->steer[1] = vg_lerpf( animator->steer[1],
2879 steer[0], 4.0f*vg.time_delta );
2880
2881
2882 /* flip angle */
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 );
2888
2889 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2890 t = sign * (1.0f-t*t);
2891
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 );
2897 }
2898 else
2899 q_identity( animator->qflip );
2900
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 );
2907
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 );
2913
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;
2918
2919 v3f ndir;
2920 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
2921 v3_normalize( ndir );
2922
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 ) );
2926
2927 v3f axis;
2928 v4f qcounteryaw, qfixup;
2929
2930 v3_cross( up, ndir, axis );
2931 q_axis_angle( qfixup, axis, a*2.0f );
2932
2933 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
2934 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
2935
2936 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
2937 q_normalize( animator->qfixuptotal );
2938
2939 v3f p1, p2;
2940 m3x3_mulv( localplayer.rb.to_world, up, p1 );
2941 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
2942
2943 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
2944 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
2945 }
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 );
2949 }
2950
2951 static void player__skate_pose( void *_animator, player_pose *pose ){
2952 struct skeleton *sk = &localplayer.skeleton;
2953 struct player_skate_animator *animator = _animator;
2954
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 );
2958
2959 /* transform */
2960 v3f ext_up,ext_co;
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 );
2964
2965 /* apply flip rotation at midpoint */
2966 q_mul( animator->qflip, pose->root_q, pose->root_q );
2967 q_normalize( pose->root_q );
2968
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 );
2972
2973 q_mulv( animator->qflip, rco, rco );
2974 v3_add( rco, rotation_point, pose->root_co );
2975
2976 /* ANIMATIONS
2977 * ---------------------------------------------------------------------- */
2978
2979 mdl_keyframe apose[32], bpose[32];
2980 mdl_keyframe ground_pose[32];
2981 {
2982 /* stand/crouch */
2983 f32 dir_frame = animator->z * (15.0f/30.0f),
2984 stand_blend = animator->offset[1]*-2.0f;
2985
2986 pose->board.lean = animator->board_lean;
2987
2988 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
2989
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 );
2993
2994 /* sliding */
2995 f32 slide_frame = animator->x * 0.25f + 0.25f;
2996 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
2997
2998 mdl_keyframe mirrored[32];
2999 for( u32 i=1; i<sk->bone_count; i ++ ){
3000
3001 mdl_keyframe *dest = &mirrored[i-1];
3002 u8 mapping = localplayer.skeleton_mirror[i];
3003
3004 if( mapping ) *dest = bpose[mapping-1]; /* R */
3005 else *dest = bpose[i-1]; /* L */
3006
3007 dest->co[2] *= -1.0f;
3008 dest->q[0] *= -1.0f;
3009 dest->q[1] *= -1.0f;
3010 }
3011 skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
3012
3013
3014
3015
3016
3017 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
3018
3019 if( animator->reverse > 0.0f ){
3020 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3021 bpose );
3022 }
3023 else{
3024 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3025 animator->push_time, bpose );
3026 }
3027 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3028
3029 struct skeleton_anim *jump_anim = animator->jump_dir?
3030 player_skate.anim_ollie:
3031 player_skate.anim_ollie_reverse;
3032
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 );
3036 }
3037
3038 mdl_keyframe air_pose[32];
3039 {
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 );
3042
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);
3046
3047 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3048 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3049 }
3050
3051 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3052 pose->keyframes );
3053
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] };
3062
3063
3064 mdl_keyframe grind_pose[32];
3065 {
3066 f32 frame = animator->grind_balance * 0.5f;
3067
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 );
3071 }
3072 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3073 animator->grind, pose->keyframes );
3074 float add_grab_mod = 1.0f - animator->fly;
3075
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 };
3082
3083 float apply_rates[] = { 1.0f,
3084 0.75f,
3085 0.75f,
3086 0.75f,
3087 0.75f };
3088
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;
3092 }
3093
3094 /* angle 'correction' */
3095 v3f origin;
3096 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3097
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 );
3102 }
3103
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] );
3109
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 );
3114
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 );
3119
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;
3126
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;
3133 }
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;
3139 }
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;
3145 }
3146
3147 /*
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.
3152 */
3153
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] );
3158
3159 v4f q;
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 );
3163 }
3164
3165 {
3166 mdl_keyframe
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];
3173
3174 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3175 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3176
3177 v4f qrot;
3178 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3179
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 );
3191
3192 q_inv( qrot, qrot );
3193 q_mul( qrot, kf_head->q, kf_head->q );
3194 q_normalize( kf_head->q );
3195
3196
3197 /* hand placement */
3198
3199 u32 hand_id = animator->z < 0.5f?
3200 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3201
3202 v3f sample_co;
3203 m4x3f mmdl;
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 );
3208
3209 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3210 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3211
3212 v3f dir;
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 );
3218
3219 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3220 2.0f * fabsf(animator->z*2.0f-1.0f);
3221
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;
3225 }
3226
3227 /* skid */
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 };
3232 v4f qskid;
3233 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3234
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 );
3240 }
3241 }
3242 }
3243
3244 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
3245 struct player_board *board,
3246 struct player_effects_data *effect_data ){
3247
3248 struct skeleton *sk = &localplayer.skeleton;
3249 struct player_skate_animator *animator = _animator;
3250
3251 if( animator->grind > 0.5f ){
3252 v3f vp0, vp1, vpc;
3253 if( board ){
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 );
3256 }
3257 else{
3258 v3_zero( vp0 );
3259 v3_zero( vp1 );
3260 }
3261
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 );
3267
3268 int back = 0, front = 0, mid = 0;
3269
3270 if( animator->activity == k_skate_activity_grind_5050 ){
3271 back = 1;
3272 front = 1;
3273 }
3274 else if( animator->activity == k_skate_activity_grind_back50 ){
3275 back = 1;
3276 }
3277 else if( animator->activity == k_skate_activity_grind_front50 ){
3278 front = 1;
3279 }
3280 else if( animator->activity == k_skate_activity_grind_boardslide ){
3281 mid = 1;
3282 }
3283
3284 if( back ){
3285 effect_spark_apply( &effect_data->spark, vp0,
3286 animator->root_v, vg.time_delta );
3287 }
3288
3289 if( front ){
3290 effect_spark_apply( &effect_data->spark, vp1,
3291 animator->root_v, vg.time_delta );
3292 }
3293
3294 if( mid ){
3295 effect_spark_apply( &effect_data->spark, vpc,
3296 animator->root_v, vg.time_delta );
3297 }
3298 }
3299 }
3300
3301 static void player__skate_post_animate(void){
3302 struct player_skate_state *state = &player_skate.state;
3303 localplayer.cam_velocity_influence = 1.0f;
3304
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 );
3310 }
3311
3312 static void player__skate_reset_animator(void){
3313 struct player_skate_state *state = &player_skate.state;
3314
3315 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3316
3317 if( state->activity <= k_skate_activity_air_to_grind )
3318 player_skate.animator.fly = 1.0f;
3319 else
3320 player_skate.animator.fly = 0.0f;
3321 }
3322
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;
3332 state->slip = 0.0f;
3333 state->grabbing = 0.0f;
3334 v2_zero( state->grab_mouse_delta );
3335 state->slap = 0.0f;
3336 state->jump_time = 0.0;
3337 state->start_push = 0.0;
3338 state->cur_push = 0.0;
3339 state->air_start = 0.0;
3340
3341 v3_zero( state->air_init_v );
3342 v3_zero( state->air_init_co );
3343
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 );
3358 }
3359
3360 #include "network_compression.h"
3361
3362 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3363 struct player_skate_animator *animator = data;
3364
3365 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3366 bitpack_qquat( ctx, animator->root_q );
3367
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 );
3373
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 ); /*??*/
3381
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 );
3387
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 );
3395
3396 /* animator->wobble is ommited */
3397
3398 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3399 bitpack_qquat( ctx, animator->qfixuptotal );
3400 bitpack_qquat( ctx, animator->qflip );
3401
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 );
3406
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 );
3411 }
3412
3413 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3414 audio_lock();
3415
3416 if( id == k_player_skate_soundeffect_jump ){
3417 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3418 pos, 40.0f, volume );
3419 }
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 );
3423 }
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 );
3427 }
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 );
3431 }
3432 else if( id == k_player_skate_soundeffect_grind_metal ){
3433 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3434 }
3435 else if( id == k_player_skate_soundeffect_grind_wood ){
3436 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3437 }
3438
3439 audio_unlock();
3440 }
3441
3442 #endif /* PLAYER_SKATE_C */