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