6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 static void player__skate_bind(void){
12 struct skeleton
*sk
= &localplayer
.skeleton
;
13 rb_update_transform( &localplayer
.rb
);
15 struct { struct skeleton_anim
**anim
; const char *name
; }
17 { &player_skate
.anim_grind
, "pose_grind" },
18 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
19 { &player_skate
.anim_stand
, "pose_stand" },
20 { &player_skate
.anim_highg
, "pose_highg" },
21 { &player_skate
.anim_air
, "pose_air" },
22 { &player_skate
.anim_slide
, "pose_slide" },
23 { &player_skate
.anim_push
, "push" },
24 { &player_skate
.anim_push_reverse
, "push_reverse" },
25 { &player_skate
.anim_ollie
, "ollie" },
26 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
27 { &player_skate
.anim_grabs
, "grabs" },
28 { &player_skate
.anim_handplant
, "handplant" }
31 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
32 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
35 static void player__skate_kill_audio(void){
37 if( player_skate
.aud_main
){
38 player_skate
.aud_main
=
39 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
41 if( player_skate
.aud_air
){
42 player_skate
.aud_air
=
43 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
45 if( player_skate
.aud_slide
){
46 player_skate
.aud_slide
=
47 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
53 * Collision detection routines
59 * Does collision detection on a sphere vs world, and applies some smoothing
60 * filters to the manifold afterwards
62 static int skate_collide_smooth( m4x3f mtx
, rb_sphere
*sphere
, rb_ct
*man
){
63 world_instance
*world
= world_current_instance();
66 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
,
67 k_material_flag_walking
);
69 for( int i
=0; i
<len
; i
++ ){
70 man
[i
].rba
= &localplayer
.rb
;
74 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
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
);
81 int new_len
= rb_manifold_apply_filtered( man
, len
);
95 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
96 struct grind_info
*inf
){
97 world_instance
*world
= world_current_instance();
100 v3_copy( dir
, plane
);
101 v3_normalize( plane
);
102 plane
[3] = v3_dot( plane
, pos
);
105 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
106 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
115 int sample_count
= 0;
121 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
122 v3_normalize( support_axis
);
125 bh_iter_init_box( 0, &it
, box
);
128 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
129 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
132 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
133 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
136 for( int j
=0; j
<3; j
++ )
137 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
139 for( int j
=0; j
<3; j
++ ){
143 struct grind_sample
*sample
= &samples
[ sample_count
];
146 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
148 v3_sub( co
, pos
, d
);
149 if( v3_length2( d
) > r
*r
)
153 v3_sub( tri
[1], tri
[0], va
);
154 v3_sub( tri
[2], tri
[0], vb
);
155 v3_cross( va
, vb
, normal
);
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];
162 v3_copy( normal
, sample
->normal3
); /* normalize later
163 if we want to us it */
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
);
169 v2_normalize( sample
->normal
);
172 if( sample_count
== vg_list_size( samples
) )
173 goto too_many_samples
;
180 if( sample_count
< 2 )
183 v3f average_direction
,
187 v2_fill( min_co
, INFINITY
);
188 v2_fill( max_co
, -INFINITY
);
190 v3_zero( average_direction
);
191 v3_zero( average_normal
);
193 int passed_samples
= 0;
195 for( int i
=0; i
<sample_count
-1; i
++ ){
196 struct grind_sample
*si
, *sj
;
200 for( int j
=i
+1; j
<sample_count
; j
++ ){
206 /* non overlapping */
207 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
210 /* not sharp angle */
211 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
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
)
221 v2_minv( sj
->co
, min_co
, min_co
);
222 v2_maxv( sj
->co
, max_co
, max_co
);
225 v3_copy( si
->normal3
, n0
);
226 v3_copy( sj
->normal3
, n1
);
227 v3_cross( n0
, n1
, dir
);
229 if( v3_length2( dir
) <= 0.000001f
)
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
);
238 float yi
= si
->normal3
[1],
241 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
242 else v3_add( sj
->normal3
, average_normal
, average_normal
);
248 if( !passed_samples
)
251 if( (v3_length2( average_direction
) <= 0.001f
) ||
252 (v3_length2( average_normal
) <= 0.001f
) )
255 float div
= 1.0f
/(float)passed_samples
;
256 v3_normalize( average_direction
);
257 v3_normalize( average_normal
);
260 v2_add( min_co
, max_co
, average_coord
);
261 v2_muls( average_coord
, 0.5f
, average_coord
);
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
);
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
);
273 return passed_samples
;
276 static void reset_jump_info( jump_info
*inf
){
278 inf
->land_dist
= 0.0f
;
280 inf
->type
= k_prediction_unset
;
281 v3_zero( inf
->apex
);
284 static int create_jumps_to_hit_target( jump_info
*jumps
,
285 v3f target
, float max_angle_delta
,
287 /* calculate the exact 2 solutions to jump onto that grind spot */
290 v3_sub( target
, localplayer
.rb
.co
, v0
);
297 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
298 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
300 float a
= atan2f( v
[1], v
[0] ),
302 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
307 root
= sqrtf( root
);
308 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
309 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
311 if( fabsf(a0
-a
) < max_angle_delta
){
312 jump_info
*inf
= &jumps
[ valid_count
++ ];
313 reset_jump_info( inf
);
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
;
320 v3_copy( target
, inf
->log
[inf
->log_length
++] );
323 if( fabsf(a1
-a
) < max_angle_delta
){
324 jump_info
*inf
= &jumps
[ valid_count
++ ];
325 reset_jump_info( inf
);
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
;
332 v3_copy( target
, inf
->log
[inf
->log_length
++] );
339 static void player__approximate_best_trajectory(void){
340 world_instance
*world0
= world_current_instance();
342 float k_trace_delta
= k_rb_delta
* 10.0f
;
343 struct player_skate_state
*state
= &player_skate
.state
;
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
);
349 player_skate
.possible_jump_count
= 0;
352 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
353 v3_normalize( axis
);
355 /* at high slopes, Y component is low */
356 float upness
= localplayer
.rb
.to_world
[1][1],
357 angle_begin
= -(1.0f
-fabsf( upness
)),
360 struct grind_info grind
;
361 int grind_located
= 0;
362 float grind_located_gravity
= k_gravity
;
365 v3f launch_v_bounds
[2];
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
];
373 q_axis_angle( qbias
, axis
, ang
);
374 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
377 for( int m
=0;m
<=30; m
++ ){
379 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
380 reset_jump_info( inf
);
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
;
388 float vt
= (float)m
* (1.0f
/30.0f
),
389 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
392 q_axis_angle( qbias
, axis
, ang
);
393 q_mulv( qbias
, launch_v
, launch_v
);
395 float yaw_sketch
= 1.0f
-fabsf(upness
);
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
);
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
);
406 for( int i
=1; i
<=50; i
++ ){
407 float t
= (float)i
* k_trace_delta
;
409 v3_muls( launch_v
, t
, co1
);
410 co1
[1] += -0.5f
* gravity
* t
*t
;
411 v3_add( launch_co
, co1
, co1
);
413 float launch_vy
= launch_v
[1];
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;
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
;
427 if( v3_dist2( closest
, launch_co
) < min_dist
)
428 search_for_grind
= 0;
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
] );
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
;
442 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
443 search_for_grind
= 0;
447 search_for_grind
= 0;
450 if( search_for_grind
){
452 v3_copy( launch_v
, ve
);
453 ve
[1] += -gravity
* t
;
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] };
463 float a
= v2_dot( v0
, v1
);
465 float a_min
= cosf( VG_PIf
* 0.185f
);
466 if( state
->grind_cooldown
)
467 a_min
= cosf( VG_PIf
* 0.05f
);
470 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
472 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
475 grind_located_gravity
= inf
->gravity
;
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
);
488 if( gate
->flags
& k_ent_gate_nonlocal
)
489 trace_world
= &world_static
.instances
[ gate
->target
];
496 float scan_radius
= k_board_radius
;
497 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
499 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
500 k_material_flag_walking
);
503 v3_lerp( co0
, co1
, t1
, co
);
504 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
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] );
511 inf
->type
= k_prediction_land
;
514 v3_copy( launch_v
, ve
);
515 ve
[1] += -gravity
* t
;
517 inf
->score
= -v3_dot( ve
, inf
->n
);
518 inf
->land_dist
= t
+ k_trace_delta
* t1
;
520 /* Bias prediction towords ramps */
521 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
524 if( surf
->info
.flags
& k_material_flag_boundary
)
525 player_skate
.possible_jump_count
--;
531 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
535 if( inf
->type
== k_prediction_unset
)
536 player_skate
.possible_jump_count
--;
540 jump_info grind_jumps
[2];
543 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
544 0.175f
*VG_PIf
, grind_located_gravity
);
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
;
554 for( int i
=0; i
<valid_count
; i
++ ){
555 jump_info
*jump
= &grind_jumps
[i
];
556 jump
->type
= k_prediction_grind
;
558 v3f launch_v
, launch_co
, co0
, co1
;
560 v3_copy( jump
->v
, launch_v
);
561 v3_copy( localplayer
.rb
.co
, launch_co
);
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
);
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
);
573 t
*= jump
->land_dist
;
575 v3_muls( launch_v
, t
, co1
);
576 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
577 v3_add( launch_co
, co1
, co1
);
582 int idx
= spherecast_world( world0
, co0
,co1
,
583 k_board_radius
*0.1f
, &t1
, n
,
584 k_material_flag_walking
);
586 goto invalidated_grind
;
592 v3_copy( grind
.n
, jump
->n
);
594 /* determine score */
596 v3_copy( jump
->v
, ve
);
597 ve
[1] += -jump
->gravity
*jump
->land_dist
;
598 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
600 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
609 float score_min
= INFINITY
,
610 score_max
= -INFINITY
;
612 jump_info
*best
= NULL
;
614 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
615 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
617 if( jump
->score
< score_min
)
620 score_min
= vg_minf( score_min
, jump
->score
);
621 score_max
= vg_maxf( score_max
, jump
->score
);
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
;
629 s
/= (score_max
-score_min
);
633 jump
->colour
= s
* 255.0f
;
637 else if( jump
->type
== k_prediction_land
)
640 jump
->colour
|= 0xff000000;
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
;
649 if( best
->type
== k_prediction_grind
){
650 state
->activity
= k_skate_activity_air_to_grind
;
654 joystick_state( k_srjoystick_steer
, steer
);
655 v2_normalize_clamp( steer
);
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]) *
660 state
->flip_time
= 0.0f
;
661 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
664 state
->flip_rate
= 0.0f
;
665 v3_zero( state
->flip_axis
);
669 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
674 * Varius physics models
675 * ------------------------------------------------
679 * Air control, no real physics
681 static void skate_apply_air_model(void){
682 struct player_skate_state
*state
= &player_skate
.state
;
684 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
685 player__approximate_best_trajectory();
687 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
688 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
690 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
693 q_axis_angle( correction
, axis
,
694 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
695 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
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
;
703 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
705 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
706 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
708 v3_mul( strength
, F
, F
);
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
);
715 if( state
->activity
<= k_skate_activity_air_to_grind
){
716 if( v3_length2( state
->trick_vel
) < 0.0001f
)
719 int carry_on
= state
->trick_type
== player_skate_trick_input();
721 /* we assume velocities share a common divisor, in which case the
722 * interval is the minimum value (if not zero) */
724 float min_rate
= 99999.0f
;
726 for( int i
=0; i
<3; i
++ ){
727 float v
= state
->trick_vel
[i
];
728 if( (v
> 0.0f
) && (v
< min_rate
) )
732 float interval
= 1.0f
/ min_rate
,
733 current
= floorf( state
->trick_time
),
734 next_end
= current
+1.0f
;
737 /* integrate trick velocities */
738 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
739 state
->trick_euler
);
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
);
750 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
751 localplayer
.rb
.co
, 40.0f
, 1.0f
);
755 state
->trick_time
+= k_rb_delta
/ interval
;
758 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
759 state
->trick_time
> 0.2f
)
761 player__skate_kill_audio();
762 player__dead_transition( k_player_die_type_feet
);
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
);
773 static void skate_apply_grab_model(void){
774 struct player_skate_state
*state
= &player_skate
.state
;
776 float grabt
= axis_state( k_sraxis_grab
);
779 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
780 state
->grab_mouse_delta
);
782 v2_normalize_clamp( state
->grab_mouse_delta
);
785 v2_zero( state
->grab_mouse_delta
);
787 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
790 static void skate_apply_steering_model(void){
791 struct player_skate_state
*state
= &player_skate
.state
;
794 joystick_state( k_srjoystick_steer
, jsteer
);
797 float steer
= jsteer
[0],
798 grab
= axis_state( k_sraxis_grab
);
800 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
803 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
808 f32 skid_target
= 0.0f
;
810 if( state
->activity
<= k_skate_activity_air_to_grind
){
811 rate
= 6.0f
* fabsf(steer
);
815 /* rotate slower when grabbing on ground */
816 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
818 if( state
->activity
== k_skate_activity_grind_5050
){
823 else if( state
->activity
>= k_skate_activity_grind_any
){
824 rate
*= fabsf(steer
);
826 float a
= 0.8f
* -steer
* k_rb_delta
;
829 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
830 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
832 v3_normalize( player_skate
.grind_vec
);
835 else if( state
->manual_direction
){
840 f32 skid
= axis_state(k_sraxis_skid
);
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
;
849 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
850 skid_target
= vg_signf( state
->skid
);
854 if( fabsf(skid
) > 0.1f
){
861 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
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
) );
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
);
874 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
875 accel
, localplayer
.rb
.w
);
879 * Computes friction and surface interface model
881 static void skate_apply_friction_model(void){
882 struct player_skate_state
*state
= &player_skate
.state
;
885 * Computing localized friction forces for controlling the character
886 * Friction across X is significantly more than Z
890 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
893 if( fabsf(vel
[2]) > 0.01f
)
894 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
896 if( fabsf( slip
) > 1.2f
)
897 slip
= vg_signf( slip
) * 1.2f
;
900 state
->reverse
= -vg_signf(vel
[2]);
902 f32 lat
= k_friction_lat
;
904 if( fabsf(axis_state(k_sraxis_skid
)) > 0.1f
){
905 lat
= k_friction_lat
* 2.0f
;
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
);
911 /* Pushing additive force */
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
;
918 state
->cur_push
= vg
.time
;
920 double push_time
= vg
.time
- state
->start_push
;
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
);
929 vel
[2] += delta
* -state
->reverse
;
933 /* Send back to velocity */
934 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
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
);
942 /* Cannot charge this in air */
943 if( state
->activity
<= k_skate_activity_air_to_grind
){
944 state
->charging_jump
= 0;
948 if( state
->charging_jump
){
949 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
951 if( !charging_jump_prev
)
952 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
955 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
958 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
960 /* player let go after charging past 0.2: trigger jump */
961 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
964 /* Launch more up if alignment is up else improve velocity */
965 float aup
= localplayer
.rb
.to_world
[1][1],
967 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
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
);
976 v3_copy( state
->up_dir
, jumpdir
);
977 state
->grind_cooldown
= 30;
978 state
->activity
= k_skate_activity_ground
;
981 joystick_state( k_srjoystick_steer
, steer
);
983 float tilt
= steer
[0] * 0.3f
;
984 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
985 player_skate
.grind_dir
));
988 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
989 q_mulv( qtilt
, jumpdir
, jumpdir
);
991 state
->surface_cooldown
= 10;
992 state
->trick_input_collect
= 0.0f
;
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
);
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;
1010 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
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 );
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 );
1022 if( hit
.normal
[1] < 0.7f
) return;
1023 if( hit
.dist
< 0.95f
) return;
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
);
1036 static void skate_apply_pump_model(void){
1037 struct player_skate_state
*state
= &player_skate
.state
;
1039 if( state
->activity
!= k_skate_activity_ground
){
1040 v3_zero( state
->throw_v
);
1044 /* Throw / collect routine
1046 if( axis_state( k_sraxis_grab
) > 0.5f
){
1047 if( state
->activity
== k_skate_activity_ground
){
1049 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1054 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1057 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
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
);
1064 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
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
);
1073 if( v3_length2( state
->throw_v
) > 0.0001f
){
1075 v3_copy( state
->throw_v
, dir
);
1076 v3_normalize( dir
);
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
);
1084 static void skate_apply_cog_model(void){
1085 struct player_skate_state
*state
= &player_skate
.state
;
1087 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1088 v3_copy( state
->up_dir
, ideal_dir
);
1089 v3_normalize( ideal_dir
);
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
);
1095 /* Apply velocities */
1097 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1100 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1101 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1103 float ra
= k_cog_mass_ratio
,
1104 rb
= 1.0f
-k_cog_mass_ratio
;
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
);
1112 static void skate_integrate(void){
1113 struct player_skate_state
*state
= &player_skate
.state
;
1115 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
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
);
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
;
1129 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1130 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1132 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1135 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1136 rb_update_transform( &localplayer
.rb
);
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
) );
1146 static void player__skate_pre_update(void){
1147 struct player_skate_state
*state
= &player_skate
.state
;
1149 if( state
->activity
== k_skate_activity_handplant
){
1150 state
->handplant_t
+= vg
.time_delta
;
1151 mdl_keyframe hpose
[32];
1153 int end
= !skeleton_sample_anim_clamped(
1154 &localplayer
.skeleton
, player_skate
.anim_handplant
,
1155 state
->handplant_t
, hpose
);
1157 if( state
->reverse
< 0.0f
)
1158 player_mirror_pose( hpose
, hpose
);
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] );
1166 q_m3x3( state
->store_q
, mmdl
);
1167 v3_copy( state
->store_co
, mmdl
[3] );
1168 m4x3_mul( mmdl
, world
, world_view
);
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 );
1175 m4x3_invert_affine( world
, invworld
);
1176 m4x3_mul( mmdl
, invworld
, world_view
);
1178 v3_copy( world_view
[3], localplayer
.rb
.co
);
1179 m3x3_q( world_view
, localplayer
.rb
.q
);
1181 /* new * old^-1 = transfer function */
1183 m4x3_invert_affine( mmdl
, transfer
);
1184 m4x3_mul( world_view
, transfer
, transfer
);
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
);
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
);
1199 state
->activity
= k_skate_activity_air
;
1204 if( button_down( k_srbind_use
) ){
1205 localplayer
.subsystem
= k_player_subsystem_walk
;
1208 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1209 localplayer
.angles
[2] = 0.0f
;
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
);
1217 player__begin_holdout( offset
);
1218 player__skate_kill_audio();
1219 player__walk_transition();
1223 enum trick_type trick
= player_skate_trick_input();
1225 state
->trick_input_collect
+= vg
.time_frame_delta
;
1227 state
->trick_input_collect
= 0.0f
;
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
){
1233 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1234 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1238 if( state
->trick_time
< 0.1f
){
1239 v3_zero( state
->trick_vel
);
1241 if( trick
== k_trick_type_kickflip
){
1242 state
->trick_vel
[0] = 3.0f
;
1244 else if( trick
== k_trick_type_shuvit
){
1245 state
->trick_vel
[2] = 3.0f
;
1247 else if( trick
== k_trick_type_treflip
){
1248 state
->trick_vel
[0] = 2.0f
;
1249 state
->trick_vel
[2] = 2.0f
;
1251 state
->trick_type
= trick
;
1256 state
->trick_type
= k_trick_type_none
;
1259 static void player__skate_post_update(void){
1260 struct player_skate_state
*state
= &player_skate
.state
;
1262 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1263 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1265 if( jump
->log_length
== 0 ){
1266 vg_fatal_error( "assert: jump->log_length == 0\n" );
1269 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1270 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1272 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1273 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1276 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1279 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1280 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1282 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
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
);
1293 if( state
->activity
>= k_skate_activity_grind_any
){
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
;
1302 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
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
);
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
);
1317 /* brrrrrrrrrrrt sound for tiles and stuff
1318 * --------------------------------------------------------*/
1319 float sidechain_amt
= 0.0f
,
1320 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1322 if( (player_skate
.surface
== k_surface_prop_tiles
) &&
1323 (state
->activity
< k_skate_activity_grind_any
) )
1324 sidechain_amt
= 1.0f
;
1326 sidechain_amt
= 0.0f
;
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
) );
1332 if( player_skate
.sample_change_cooldown
> 0.0f
){
1333 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1336 int sample_type
= k_skate_sample_concrete
;
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
;
1342 sample_type
= k_skate_sample_concrete_scrape_metal
;
1344 else if( (state
->activity
== k_skate_activity_grind_back50
) ||
1345 (state
->activity
== k_skate_activity_grind_front50
) )
1347 if( player_skate
.surface
== k_surface_prop_metal
){
1348 sample_type
= k_skate_sample_metal_scrape_generic
;
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
;
1356 sample_type
= k_skate_sample_concrete_scrape_metal
;
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
;
1363 sample_type
= k_skate_sample_concrete_scrape_wood
;
1366 audio_clip
*relevant_samples
[] = {
1374 if( (player_skate
.main_sample_type
!= sample_type
) ||
1375 (!player_skate
.aud_main
) ){
1377 player_skate
.aud_main
=
1378 audio_channel_crossfade( player_skate
.aud_main
,
1379 relevant_samples
[sample_type
],
1381 player_skate
.sample_change_cooldown
= 0.1f
;
1382 player_skate
.main_sample_type
= sample_type
;
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
);
1394 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1395 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
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
);
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 );
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
1424 * returns 0 if no good surface found
1427 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1428 v3f surface_normal
, v3f axel_dir
){
1429 world_instance
*world
= world_current_instance();
1431 v3f truck
, left
, right
;
1432 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
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
);
1438 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1440 ray_hit ray_l
, ray_r
;
1443 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1445 int res_l
= 0, res_r
= 0;
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
;
1453 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
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
;
1465 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1473 v3f tangent_average
;
1474 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1475 v3_zero( tangent_average
);
1477 if( res_l
|| res_r
){
1479 v3_copy( midpoint
, p0
);
1480 v3_copy( midpoint
, p1
);
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
);
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
);
1493 v3_sub( p1
, p0
, v0
);
1497 /* fallback: use the closes point to the trucks */
1499 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1502 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1505 for( int j
=0; j
<3; j
++ )
1506 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
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
);
1514 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
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
);
1523 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1524 v3_add( t
, tangent_average
, tangent_average
);
1530 v3_muladds( truck
, v0
, k_board_width
, right
);
1531 v3_muladds( truck
, v0
, -k_board_width
, left
);
1533 vg_line( left
, right
, VG__WHITE
);
1535 v3_normalize( tangent_average
);
1536 v3_cross( v0
, tangent_average
, surface_normal
);
1537 v3_copy( v0
, axel_dir
);
1542 static void skate_weight_distribute(void){
1543 struct player_skate_state
*state
= &player_skate
.state
;
1544 v3_zero( player_skate
.weight_distribution
);
1546 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1547 localplayer
.rb
.v
) < 0.0f
?1:-1;
1550 joystick_state( k_srjoystick_steer
, steer
);
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
;
1558 if( steer
[1] < 0.1f
){
1559 state
->manual_direction
= 0;
1562 if( reverse_dir
!= state
->manual_direction
){
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
;
1574 if( state
->manual_direction
){
1577 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1579 v3_negate( plane_z
, plane_z
);
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
);
1585 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1586 v3_normalize( plane_z
);
1589 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1590 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1593 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1596 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1597 k_manul_spring
, k_manul_dampener
,
1598 player_skate
.substep_delta
);
1602 static void skate_adjust_up_direction(void){
1603 struct player_skate_state
*state
= &player_skate
.state
;
1605 if( state
->activity
== k_skate_activity_ground
){
1607 v3_copy( player_skate
.surface_picture
, target
);
1609 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1610 v3_normalize( target
);
1612 v3_lerp( state
->up_dir
, target
,
1613 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
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
);
1621 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1622 v3_normalize( avg
);
1624 v3_lerp( state
->up_dir
, avg
,
1625 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1629 static int skate_point_visible( v3f origin
, v3f target
){
1631 v3_sub( target
, origin
, dir
);
1634 ray
.dist
= v3_length( dir
);
1635 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1638 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1639 k_material_flag_walking
) )
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] );
1651 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1653 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1654 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
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
;
1660 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1664 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1666 skate_grind_orient( inf
, mtx
);
1667 m3x3_transpose( mtx
, mtx_inv
);
1670 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
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
);
1677 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1679 struct player_skate_state
*state
= &player_skate
.state
;
1681 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1683 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1684 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1686 v3_copy( ra
, player_skate
.weight_distribution
);
1689 v3_sub( inf
->co
, wsp
, delta
);
1692 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1695 skate_grind_decay( inf
, strength
);
1696 skate_grind_friction( inf
, strength
);
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
);
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
);
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
);
1716 v3_normalize( target_fwd
);
1717 v3_normalize( fwd
);
1720 joystick_state( k_srjoystick_steer
, steer
);
1722 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
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
);
1729 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1734 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1735 k_grind_spring
*strength
,
1736 k_grind_dampener
*strength
,
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
);
1743 player_skate
.grind_strength
= strength
;
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
);
1752 v3_copy( inf
->dir
, player_skate
.grind_dir
);
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
;
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
);
1765 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
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
);
1774 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1775 skate_grind_decay( &inf_avg
, 1.0f
);
1778 joystick_state( k_srjoystick_steer
, steer
);
1780 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1781 localplayer
.rb
.v
) );
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
);
1789 v3_zero( player_skate
.weight_distribution
);
1790 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1792 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
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
);
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
);
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
);
1807 v3_normalize( fwd_nplane
);
1808 v3_normalize( dir_nplane
);
1810 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
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
);
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
;
1821 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1822 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
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
);
1828 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
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
);
1838 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1841 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1842 struct player_skate_state
*state
= &player_skate
.state
;
1844 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1845 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1847 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1848 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1850 /* Exit condition: lost grind tracking */
1851 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1854 /* Exit condition: cant see grind target directly */
1855 if( !skate_point_visible( wheel_co
, inf
->co
) )
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
;
1865 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1868 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1872 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1873 struct player_skate_state
*state
= &player_skate
.state
;
1876 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1879 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1880 v3_add( localplayer
.rb
.co
, raw
, wsp
);
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
)
1886 /* velocity should be at least 60% aligned */
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
);
1892 if( v3_length2( pv
) < 0.0001f
)
1896 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1899 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
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
);
1907 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1909 float truck_height
= -(k_board_radius
+0.03f
);
1912 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1913 v3_add( localplayer
.rb
.v
, rv
, rv
);
1915 if( (local_co
[1] >= truck_height
) &&
1916 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1925 static void skate_boardslide_apply( struct grind_info
*inf
){
1926 struct player_skate_state
*state
= &player_skate
.state
;
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
);
1934 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1936 v3_copy( intersection
, player_skate
.weight_distribution
);
1938 skate_grind_decay( inf
, 0.0125f
);
1939 skate_grind_friction( inf
, 0.25f
);
1941 /* direction alignment */
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
);
1947 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1948 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1951 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1952 q_mulv( qbalance
, perp
, perp
);
1954 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1956 k_grind_spring
, k_grind_dampener
,
1959 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
1961 k_grind_spring
, k_grind_dampener
,
1964 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
1965 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
1967 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1970 static int skate_boardslide_entry( struct grind_info
*inf
){
1971 struct player_skate_state
*state
= &player_skate
.state
;
1973 if( skate_grind_scansq( localplayer
.rb
.co
,
1974 localplayer
.rb
.to_world
[0], k_board_length
,
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
);
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 */
1985 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1995 static int skate_boardslide_renew( struct grind_info
*inf
){
1996 struct player_skate_state
*state
= &player_skate
.state
;
1998 if( !skate_grind_scansq( localplayer
.rb
.co
,
1999 localplayer
.rb
.to_world
[0], k_board_length
,
2003 /* Exit condition: cant see grind target directly */
2005 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2006 if( !skate_point_visible( vis
, inf
->co
) )
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
;
2016 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2022 static void skate_store_grind_vec( struct grind_info
*inf
){
2023 struct player_skate_state
*state
= &player_skate
.state
;
2026 skate_grind_orient( inf
, mtx
);
2027 m3x3_transpose( mtx
, mtx
);
2030 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
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
);
2037 static enum skate_activity
skate_availible_grind(void){
2038 struct player_skate_state
*state
= &player_skate
.state
;
2040 if( state
->grind_cooldown
> 100 ){
2041 vg_fatal_error( "wth!\n" );
2044 /* debounces this state manager a little bit */
2045 if( state
->grind_cooldown
){
2046 state
->grind_cooldown
--;
2047 return k_skate_activity_undefined
;
2050 struct grind_info inf_back50
,
2062 joystick_state( k_srjoystick_steer
, steer
);
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
)
2068 float tilt
= steer
[1];
2070 if( fabsf(tilt
) >= 0.25f
){
2071 v3f raw
= {0.0f
,0.0f
,tilt
};
2072 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2074 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2076 if( way
< 0.0f
) allow_front
= 0;
2077 else allow_back
= 0;
2081 if( state
->activity
== k_skate_activity_grind_boardslide
){
2082 res_slide
= skate_boardslide_renew( &inf_slide
);
2084 else if( state
->activity
== k_skate_activity_grind_back50
){
2085 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2088 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2090 else if( state
->activity
== k_skate_activity_grind_front50
){
2091 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2094 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2096 else if( state
->activity
== k_skate_activity_grind_5050
){
2098 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2100 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2103 res_slide
= skate_boardslide_entry( &inf_slide
);
2106 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2109 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2111 if( res_back50
!= res_front50
){
2112 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2114 res_back50
&= wants_to_do_that
;
2115 res_front50
&= wants_to_do_that
;
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 */
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 */
2132 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
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;
2140 else if( new_activity
== k_skate_activity_grind_boardslide
){
2141 skate_boardslide_apply( &inf_slide
);
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
);
2147 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
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
);
2153 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2155 else if( new_activity
== k_skate_activity_grind_5050
)
2156 skate_5050_apply( &inf_front50
, &inf_back50
);
2158 return new_activity
;
2161 static void player__skate_update(void){
2162 struct player_skate_state
*state
= &player_skate
.state
;
2163 world_instance
*world
= world_current_instance();
2165 if( state
->activity
== k_skate_activity_handplant
){
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
);
2180 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2181 state
->activity_prev
= state
->activity
;
2183 v3_zero( normal_total
);
2185 struct board_collider
2192 enum board_collider_state
2194 k_collider_state_default
,
2195 k_collider_state_disabled
,
2196 k_collider_state_colliding
2203 { 0.0f
, 0.0f
, -k_board_length
},
2204 .radius
= k_board_radius
,
2208 { 0.0f
, 0.0f
, k_board_length
},
2209 .radius
= k_board_radius
,
2216 if( state
->activity
<= k_skate_activity_air_to_grind
){
2217 float min_dist
= 0.6f
;
2218 for( int i
=0; i
<2; i
++ ){
2220 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2222 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2223 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
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
;
2230 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2232 wheels
[0].pos
[1] = state
->slap
;
2233 wheels
[1].pos
[1] = state
->slap
;
2236 const int k_wheel_count
= 2;
2238 player_skate
.substep
= k_rb_delta
;
2239 player_skate
.substep_delta
= player_skate
.substep
;
2240 player_skate
.limit_count
= 0;
2242 int substep_count
= 0;
2244 v3_zero( player_skate
.surface_picture
);
2246 int prev_contacts
[2];
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
];
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
;
2260 int contact_count
= 0;
2261 for( int i
=0; i
<2; i
++ ){
2263 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2265 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2266 wheels
[i
].colour
, normal
, axel
) )
2268 rb_effect_spring_target_vector( &localplayer
.rb
,
2269 localplayer
.rb
.to_world
[0],
2271 k_surface_spring
, k_surface_dampener
,
2272 player_skate
.substep_delta
);
2274 v3_add( normal
, player_skate
.surface_picture
,
2275 player_skate
.surface_picture
);
2277 player_skate
.wheel_contacts
[i
] = 1;
2280 player_skate
.wheel_contacts
[i
] = 0;
2283 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2286 if( state
->surface_cooldown
){
2287 state
->surface_cooldown
--;
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
] ){
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
);
2303 if( contact_count
){
2304 state
->activity
= k_skate_activity_ground
;
2305 state
->gravity_bias
= k_gravity
;
2306 v3_normalize( player_skate
.surface_picture
);
2308 skate_apply_friction_model();
2309 skate_weight_distribute();
2312 if( state
->activity
> k_skate_activity_air_to_grind
)
2313 state
->activity
= k_skate_activity_air
;
2315 v3_zero( player_skate
.weight_distribution
);
2316 skate_apply_air_model();
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
;
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();
2343 * Phase 0: Continous collision detection
2344 * --------------------------------------------------------------------------
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
);
2351 /* calculate transform one step into future */
2354 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2357 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2360 v3_copy( localplayer
.rb
.w
, axis
);
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
);
2369 v4_copy( localplayer
.rb
.q
, future_q
);
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
);
2376 /* calculate the minimum time we can move */
2377 float max_time
= player_skate
.substep
;
2379 for( int i
=0; i
<k_wheel_count
; i
++ ){
2380 if( wheels
[i
].state
== k_collider_state_disabled
)
2383 v3f current
, future
, r_cg
;
2385 q_mulv( future_q
, wheels
[i
].pos
, future
);
2386 v3_add( future
, future_co
, future
);
2387 v3_add( cg_offset
, future
, future
);
2389 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2390 v3_add( current
, localplayer
.rb
.co
, current
);
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
);
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
;
2406 max_time
= vg_maxf( max_time
, rate_lock
);
2407 player_skate
.substep_delta
= max_time
;
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
){
2415 v3_copy( localplayer
.rb
.w
, axis
);
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
);
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
);
2428 rb_update_transform( &localplayer
.rb
);
2429 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2431 player_skate
.substep
-= player_skate
.substep_delta
;
2433 rb_ct manifold
[128];
2434 int manifold_len
= 0;
2436 * Phase -1: head detection
2437 * --------------------------------------------------------------------------
2439 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
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) )
2447 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2448 rb_update_transform( &localplayer
.rb
);
2450 player__skate_kill_audio();
2451 player__dead_transition( k_player_die_type_head
);
2456 * Phase 1: Regular collision detection
2457 * --------------------------------------------------------------------------
2460 for( int i
=0; i
<k_wheel_count
; i
++ ){
2461 if( wheels
[i
].state
== k_collider_state_disabled
)
2465 m3x3_identity( mtx
);
2466 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2468 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2470 rb_ct
*man
= &manifold
[ manifold_len
];
2472 int l
= skate_collide_smooth( mtx
, &collider
, man
);
2474 wheels
[i
].state
= k_collider_state_colliding
;
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
};
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] );
2489 rb_ct
*cman
= &manifold
[manifold_len
];
2491 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2492 cman
, k_material_flag_walking
);
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
);
2503 vg_line_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
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
);
2513 ct
->type
= k_contact_type_default
;
2519 * --------------------------------------------------------------------------
2524 m4x3_mulv( localplayer
.rb
.to_world
,
2525 player_skate
.weight_distribution
, world_cog
);
2526 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
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
] );
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];
2539 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2540 float inv_mass
= 1.0f
/mass
;
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
));
2548 m3x3_identity( iI
);
2555 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2556 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2558 for( int j
=0; j
<10; j
++ ){
2559 for( int i
=0; i
<manifold_len
; i
++ ){
2561 * regular dance; calculate velocity & total mass, apply impulse.
2564 struct contact
*ct
= &manifold
[i
];
2567 v3_sub( ct
->co
, world_cog
, delta
);
2568 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2569 v3_add( localplayer
.rb
.v
, rv
, rv
);
2572 v3_cross( delta
, ct
->n
, raCn
);
2575 m3x3_mulv( iIw
, raCn
, raCnI
);
2577 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2578 vn
= v3_dot( rv
, ct
->n
),
2579 lambda
= normal_mass
* ( -vn
);
2581 float temp
= ct
->norm_impulse
;
2582 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2583 lambda
= ct
->norm_impulse
- temp
;
2586 v3_muls( ct
->n
, lambda
, impulse
);
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
);
2594 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2595 v3_add( localplayer
.rb
.v
, rv
, rv
);
2596 vn
= v3_dot( rv
, ct
->n
);
2601 rb_depenetrate( manifold
, manifold_len
, dt
);
2602 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2603 rb_update_transform( &localplayer
.rb
);
2607 if( player_skate
.substep
>= 0.0001f
)
2608 goto begin_collision
; /* again! */
2611 * End of collision and dynamics routine
2612 * --------------------------------------------------------------------------
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();
2624 f32 amt
= k_cam_punch
;
2625 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2629 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2630 localplayer
.cam_land_punch_v
);
2633 player_skate
.surface
= k_surface_prop_concrete
;
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
);
2639 if( surf
->info
.surface_prop
> player_skate
.surface
)
2640 player_skate
.surface
= surf
->info
.surface_prop
;
2643 for( int i
=0; i
<k_wheel_count
; i
++ ){
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
]);
2653 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2655 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2658 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
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
);
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
);
2678 /* FIXME: Rate limit */
2679 static int stick_frames
= 0;
2681 if( state
->activity
>= k_skate_activity_ground
)
2686 if( stick_frames
> 5 ) stick_frames
= 5;
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
);
2696 player__networked_sfx( k_player_subsystem_skate
, 128,
2697 k_player_skate_soundeffect_land_good
,
2698 localplayer
.rb
.co
, 1.0f
);
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
);
2707 player__networked_sfx( k_player_subsystem_skate
, 128,
2708 k_player_skate_soundeffect_grind_wood
,
2709 localplayer
.rb
.co
, 1.0f
);
2711 } else if( stick_frames
== 0 ){
2712 /* TODO: EXIT SOUNDS */
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];
2721 if( state
->activity
>= k_skate_activity_grind_any
){
2722 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2724 state
->velocity_limit
+= -dy
*0.2f
;
2726 state
->grind_y_start
= localplayer
.rb
.co
[1];
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
,
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] );
2749 const char *activity_txt
[] = {
2754 "undefined (INVALID)",
2755 "grind_any (INVALID)",
2757 "grind_metallic (INVALID)",
2763 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
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
);
2769 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
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",
2777 state
->trick_euler
[0],
2778 state
->trick_euler
[1],
2779 state
->trick_euler
[2] );
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
;
2787 float kheight
= 2.0f
,
2790 v3_zero( animator
->offset
);
2792 v3f cog_local
, cog_ideal
;
2793 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2795 v3_copy( state
->up_dir
, cog_ideal
);
2796 v3_normalize( cog_ideal
);
2797 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2799 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2801 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2802 animator
->offset
[1] *= -1.0f
;
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
);
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
);
2814 animator
->offset
[0] *= 0.26f
;
2815 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2817 animator
->offset
[1] *= -0.3f
;
2818 animator
->offset
[2] *= 0.01f
;
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
);
2825 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2827 /* localized vectors */
2828 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2831 * Animation blending
2832 * ===========================================
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
);
2842 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
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
);
2852 cam_offset
[0] += animator
->slide
* -animator
->x
;
2853 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2855 /* movement information */
2856 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
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
;
2862 if( state
->activity
>= k_skate_activity_grind_any
)
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
);
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
;
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
);
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
);
2883 f32 grind_frame
= 0.5f
;
2885 if( state
->activity
== k_skate_activity_grind_front50
)
2887 else if( state
->activity
== k_skate_activity_grind_back50
)
2890 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2891 5.0f
*vg
.time_delta
);
2892 animator
->activity
= state
->activity
;
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
);
2901 animator
->jump_charge
= state
->jump_charge
;
2902 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2903 8.4f
*vg
.time_delta
);
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
;
2914 float jump_t
= vg
.time
-state
->jump_time
;
2917 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2918 extra
*= state
->slap
* 4.0f
;
2920 v3_add( state
->trick_euler
, state
->trick_residuald
,
2921 animator
->board_euler
);
2922 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2924 animator
->board_euler
[0] *= 0.5f
;
2925 animator
->board_euler
[1] += extra
;
2926 animator
->trick_type
= state
->trick_type
;
2929 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2932 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2933 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
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
);
2941 /* feet placement */
2942 struct player_board
*board
=
2943 addon_cache_item_if_loaded( k_addon_type_board
,
2944 localplayer
.board_view_slot
);
2946 if( animator
->weight
> 0.0f
){
2947 animator
->foot_offset
[0] =
2948 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2951 animator
->foot_offset
[1] =
2952 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
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
);
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
);
2968 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
2972 joystick_state( k_srjoystick_grab
, grab_input
);
2973 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
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
;
2982 joystick_state( k_srjoystick_steer
, steer
);
2983 animator
->airdir
= vg_lerpf( animator
->airdir
,
2984 -steer
[0], 2.4f
*vg
.time_delta
);
2986 animator
->steer
[0] = steer
[0];
2987 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
2988 steer
[0], 4.0f
*vg
.time_delta
);
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
);
2998 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2999 t
= sign
* (1.0f
-t
*t
);
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
);
3008 q_identity( animator
->qflip
);
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
);
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
);
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
;
3029 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3030 v3_normalize( ndir
);
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
) );
3037 v4f qcounteryaw
, qfixup
;
3039 v3_cross( up
, ndir
, axis
);
3040 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3042 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3043 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3045 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3046 q_normalize( animator
->qfixuptotal
);
3049 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3050 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3052 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3053 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3055 else q_identity( animator
->qfixuptotal
);
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
);
3063 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3064 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3067 animator
->handplant_t
= state
->handplant_t
;
3070 static void player__skate_pose( void *_animator
, player_pose
*pose
){
3071 struct skeleton
*sk
= &localplayer
.skeleton
;
3072 struct player_skate_animator
*animator
= _animator
;
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
);
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
);
3084 /* apply flip rotation at midpoint */
3085 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3086 q_normalize( pose
->root_q
);
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
);
3092 q_mulv( animator
->qflip
, rco
, rco
);
3093 v3_add( rco
, rotation_point
, pose
->root_co
);
3096 * ---------------------------------------------------------------------- */
3098 mdl_keyframe apose
[32], bpose
[32];
3099 mdl_keyframe ground_pose
[32];
3102 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3103 stand_blend
= animator
->offset
[1]*-2.0f
;
3105 pose
->board
.lean
= animator
->board_lean
;
3107 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
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
);
3114 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3115 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
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
);
3122 if( animator
->reverse
> 0.0f
){
3123 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3127 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3128 animator
->push_time
, bpose
);
3130 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3132 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3133 player_skate
.anim_ollie
:
3134 player_skate
.anim_ollie_reverse
;
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
);
3141 mdl_keyframe air_pose
[32];
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
);
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
);
3150 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3151 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3154 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
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] };
3167 mdl_keyframe grind_pose
[32];
3169 f32 frame
= animator
->grind_balance
* 0.5f
;
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
);
3175 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3176 animator
->grind
, pose
->keyframes
);
3177 float add_grab_mod
= 1.0f
- animator
->fly
;
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
};
3186 float apply_rates
[] = { 1.0f
,
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
;
3198 /* angle 'correction' */
3200 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
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
);
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
);
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] );
3221 q_m3x3( pose
->root_q
, mmdl
);
3222 v3_copy( pose
->root_co
, mmdl
[3] );
3224 m4x3_mul( mmdl
, world
, world_view
);
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 );
3231 m4x3_invert_affine( world
, invworld
);
3232 m4x3_mul( mmdl
, invworld
, world_view
);
3234 m3x3_q( world_view
, pose
->root_q
);
3235 v3_copy( world_view
[3], pose
->root_co
);
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
) );
3243 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
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] );
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
);
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
);
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
;
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
;
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
;
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
;
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.
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] );
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
);
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];
3321 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3322 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3325 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
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
);
3339 q_inv( qrot
, qrot
);
3340 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3341 q_normalize( kf_head
->q
);
3344 /* hand placement */
3346 u32 hand_id
= animator
->z
< 0.5f
?
3347 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
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
);
3356 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3357 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
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 );
3366 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3367 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
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
;
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
};
3380 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
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
);
3392 static void player__skate_effects( void *_animator
, m4x3f
*final_mtx
,
3393 struct player_board
*board
,
3394 struct player_effects_data
*effect_data
){
3396 struct skeleton
*sk
= &localplayer
.skeleton
;
3397 struct player_skate_animator
*animator
= _animator
;
3399 if( animator
->grind
> 0.5f
){
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
);
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
);
3416 int back
= 0, front
= 0, mid
= 0;
3418 if( animator
->activity
== k_skate_activity_grind_5050
){
3422 else if( animator
->activity
== k_skate_activity_grind_back50
){
3425 else if( animator
->activity
== k_skate_activity_grind_front50
){
3428 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3433 effect_spark_apply( &effect_data
->spark
, vp0
,
3434 animator
->root_v
, vg
.time_delta
);
3438 effect_spark_apply( &effect_data
->spark
, vp1
,
3439 animator
->root_v
, vg
.time_delta
);
3443 effect_spark_apply( &effect_data
->spark
, vpc
,
3444 animator
->root_v
, vg
.time_delta
);
3449 static void player__skate_post_animate(void){
3450 struct player_skate_state
*state
= &player_skate
.state
;
3451 localplayer
.cam_velocity_influence
= 1.0f
;
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
);
3460 static void player__skate_reset_animator(void){
3461 struct player_skate_state
*state
= &player_skate
.state
;
3463 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3465 if( state
->activity
<= k_skate_activity_air_to_grind
)
3466 player_skate
.animator
.fly
= 1.0f
;
3468 player_skate
.animator
.fly
= 0.0f
;
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
;
3481 state
->grabbing
= 0.0f
;
3482 v2_zero( state
->grab_mouse_delta
);
3484 state
->jump_time
= 0.0;
3485 state
->start_push
= 0.0;
3486 state
->cur_push
= 0.0;
3487 state
->air_start
= 0.0;
3489 v3_zero( state
->air_init_v
);
3490 v3_zero( state
->air_init_co
);
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
);
3508 #include "network_compression.h"
3510 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3511 struct player_skate_animator
*animator
= data
;
3513 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3514 bitpack_qquat( ctx
, animator
->root_q
);
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
);
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
); /*??*/
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
);
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
);
3544 /* animator->wobble is ommited */
3546 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3547 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3548 bitpack_qquat( ctx
, animator
->qflip
);
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
);
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
);
3561 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3564 if( id
== k_player_skate_soundeffect_jump
){
3565 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3566 pos
, 40.0f
, volume
);
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
);
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
);
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
);
3580 else if( id
== k_player_skate_soundeffect_grind_metal
){
3581 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3583 else if( id
== k_player_skate_soundeffect_grind_wood
){
3584 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3590 #endif /* PLAYER_SKATE_C */