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