779ba7596f5f5126ae102443bdd416d02b4c406c
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 static void player__skate_bind(void){
12 struct skeleton *sk = &localplayer.skeleton;
13 rb_update_transform( &localplayer.rb );
14
15 struct { struct skeleton_anim **anim; const char *name; }
16 bindings[] = {
17 { &player_skate.anim_grind, "pose_grind" },
18 { &player_skate.anim_grind_jump, "pose_grind_jump" },
19 { &player_skate.anim_stand, "pose_stand" },
20 { &player_skate.anim_highg, "pose_highg" },
21 { &player_skate.anim_air, "pose_air" },
22 { &player_skate.anim_slide, "pose_slide" },
23 { &player_skate.anim_push, "push" },
24 { &player_skate.anim_push_reverse, "push_reverse" },
25 { &player_skate.anim_ollie, "ollie" },
26 { &player_skate.anim_ollie_reverse,"ollie_reverse" },
27 { &player_skate.anim_grabs, "grabs" },
28 { &player_skate.anim_handplant, "handplant" },
29 };
30
31 for( u32 i=0; i<vg_list_size(bindings); i++ )
32 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
33 }
34
35 static void player__skate_kill_audio(void){
36 audio_lock();
37 if( player_skate.aud_main ){
38 player_skate.aud_main =
39 audio_channel_fadeout( player_skate.aud_main, 0.1f );
40 }
41 if( player_skate.aud_air ){
42 player_skate.aud_air =
43 audio_channel_fadeout( player_skate.aud_air, 0.1f );
44 }
45 if( player_skate.aud_slide ){
46 player_skate.aud_slide =
47 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
48 }
49 audio_unlock();
50 }
51
52 /*
53 * Collision detection routines
54 *
55 *
56 */
57
58 /*
59 * Does collision detection on a sphere vs world, and applies some smoothing
60 * filters to the manifold afterwards
61 */
62 static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
63 world_instance *world = world_current_instance();
64
65 int len = 0;
66 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
67 k_material_flag_walking );
68
69 for( int i=0; i<len; i++ ){
70 man[i].rba = &localplayer.rb;
71 man[i].rbb = NULL;
72 }
73
74 rb_manifold_filter_coplanar( man, len, 0.03f );
75
76 if( len > 1 ){
77 rb_manifold_filter_backface( man, len );
78 rb_manifold_filter_joint_edges( man, len, 0.03f );
79 rb_manifold_filter_pairs( man, len, 0.03f );
80 }
81 int new_len = rb_manifold_apply_filtered( man, len );
82 if( len && !new_len )
83 len = 1;
84 else
85 len = new_len;
86
87 return len;
88 }
89
90 struct grind_info
91 {
92 v3f co, dir, n;
93 };
94
95 static int skate_grind_scansq( v3f pos, v3f dir, float r,
96 struct grind_info *inf ){
97 world_instance *world = world_current_instance();
98
99 v4f plane;
100 v3_copy( dir, plane );
101 v3_normalize( plane );
102 plane[3] = v3_dot( plane, pos );
103
104 boxf box;
105 v3_add( pos, (v3f){ r, r, r }, box[1] );
106 v3_sub( pos, (v3f){ r, r, r }, box[0] );
107
108 struct grind_sample{
109 v2f co;
110 v2f normal;
111 v3f normal3,
112 centroid;
113 }
114 samples[48];
115 int sample_count = 0;
116
117 v2f support_min,
118 support_max;
119
120 v3f support_axis;
121 v3_cross( plane, (v3f){0,1,0}, support_axis );
122 v3_normalize( support_axis );
123
124 bh_iter it;
125 bh_iter_init_box( 0, &it, box );
126 i32 idx;
127
128 while( bh_next( world->geo_bh, &it, &idx ) ){
129 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
130 v3f tri[3];
131
132 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
133 if( !(surf->info.flags & k_material_flag_grindable) )
134 continue;
135
136 for( int j=0; j<3; j++ )
137 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
138
139 for( int j=0; j<3; j++ ){
140 int i0 = j,
141 i1 = (j+1) % 3;
142
143 struct grind_sample *sample = &samples[ sample_count ];
144 v3f co;
145
146 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
147 v3f d;
148 v3_sub( co, pos, d );
149 if( v3_length2( d ) > r*r )
150 continue;
151
152 v3f va, vb, normal;
153 v3_sub( tri[1], tri[0], va );
154 v3_sub( tri[2], tri[0], vb );
155 v3_cross( va, vb, normal );
156
157 sample->normal[0] = v3_dot( support_axis, normal );
158 sample->normal[1] = normal[1];
159 sample->co[0] = v3_dot( support_axis, d );
160 sample->co[1] = d[1];
161
162 v3_copy( normal, sample->normal3 ); /* normalize later
163 if we want to us it */
164
165 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
167 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
168
169 v2_normalize( sample->normal );
170 sample_count ++;
171
172 if( sample_count == vg_list_size( samples ) )
173 goto too_many_samples;
174 }
175 }
176 }
177
178 too_many_samples:
179
180 if( sample_count < 2 )
181 return 0;
182
183 v3f average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
216 v3_sub( sj->centroid, si->centroid, v0 );
217 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
218 v3_dot( v0, sj->normal3 ) <= 0.0f )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228
229 if( v3_length2( dir ) <= 0.000001f )
230 continue;
231
232 v3_normalize( dir );
233
234 /* make sure the directions all face a common hemisphere */
235 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
236 v3_add( average_direction, dir, average_direction );
237
238 float yi = si->normal3[1],
239 yj = sj->normal3[1];
240
241 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
242 else v3_add( sj->normal3, average_normal, average_normal );
243
244 passed_samples ++;
245 }
246 }
247
248 if( !passed_samples )
249 return 0;
250
251 if( (v3_length2( average_direction ) <= 0.001f) ||
252 (v3_length2( average_normal ) <= 0.001f ) )
253 return 0;
254
255 float div = 1.0f/(float)passed_samples;
256 v3_normalize( average_direction );
257 v3_normalize( average_normal );
258
259 v2f average_coord;
260 v2_add( min_co, max_co, average_coord );
261 v2_muls( average_coord, 0.5f, average_coord );
262
263 v3_muls( support_axis, average_coord[0], inf->co );
264 inf->co[1] += average_coord[1];
265 v3_add( pos, inf->co, inf->co );
266 v3_copy( average_normal, inf->n );
267 v3_copy( average_direction, inf->dir );
268
269 vg_line_point( inf->co, 0.02f, VG__GREEN );
270 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
271 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
272
273 return passed_samples;
274 }
275
276 static void reset_jump_info( jump_info *inf ){
277 inf->log_length = 0;
278 inf->land_dist = 0.0f;
279 inf->score = 0.0f;
280 inf->type = k_prediction_unset;
281 v3_zero( inf->apex );
282 }
283
284 static int create_jumps_to_hit_target( jump_info *jumps,
285 v3f target, float max_angle_delta,
286 float gravity ){
287 /* calculate the exact 2 solutions to jump onto that grind spot */
288
289 v3f v0;
290 v3_sub( target, localplayer.rb.co, v0 );
291
292 v3f ax;
293 v3_copy( v0, ax );
294 ax[1] = 0.0f;
295 v3_normalize( ax );
296
297 v2f d = { v3_dot( ax, v0 ), v0[1] },
298 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
299
300 float a = atan2f( v[1], v[0] ),
301 m = v2_length( v ),
302 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
303
304 int valid_count = 0;
305
306 if( root > 0.0f ){
307 root = sqrtf( root );
308 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
309 a1 = atanf( (m*m - root) / (gravity * d[0]) );
310
311 if( fabsf(a0-a) < max_angle_delta ){
312 jump_info *inf = &jumps[ valid_count ++ ];
313 reset_jump_info( inf );
314
315 v3_muls( ax, cosf( a0 ) * m, inf->v );
316 inf->v[1] += sinf( a0 ) * m;
317 inf->land_dist = d[0] / (cosf(a0)*m);
318 inf->gravity = gravity;
319
320 v3_copy( target, inf->log[inf->log_length ++] );
321 }
322
323 if( fabsf(a1-a) < max_angle_delta ){
324 jump_info *inf = &jumps[ valid_count ++ ];
325 reset_jump_info( inf );
326
327 v3_muls( ax, cosf( a1 ) * m, inf->v );
328 inf->v[1] += sinf( a1 ) * m;
329 inf->land_dist = d[0] / (cosf(a1)*m);
330 inf->gravity = gravity;
331
332 v3_copy( target, inf->log[inf->log_length ++] );
333 }
334 }
335
336 return valid_count;
337 }
338
339 static void player__approximate_best_trajectory(void){
340 world_instance *world0 = world_current_instance();
341
342 float k_trace_delta = k_rb_delta * 10.0f;
343 struct player_skate_state *state = &player_skate.state;
344
345 state->air_start = vg.time;
346 v3_copy( localplayer.rb.v, state->air_init_v );
347 v3_copy( localplayer.rb.co, state->air_init_co );
348
349 player_skate.possible_jump_count = 0;
350
351 v3f axis;
352 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
353 v3_normalize( axis );
354
355 /* at high slopes, Y component is low */
356 float upness = localplayer.rb.to_world[1][1],
357 angle_begin = -(1.0f-fabsf( upness )),
358 angle_end = 1.0f;
359
360 struct grind_info grind;
361 int grind_located = 0;
362 float grind_located_gravity = k_gravity;
363
364
365 v3f launch_v_bounds[2];
366
367 for( int i=0; i<2; i++ ){
368 v3_copy( localplayer.rb.v, launch_v_bounds[i] );
369 float ang = (float[]){ angle_begin, angle_end }[ i ];
370 ang *= 0.15f;
371
372 v4f qbias;
373 q_axis_angle( qbias, axis, ang );
374 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
375 }
376
377 for( int m=0;m<=30; m++ ){
378 jump_info *inf =
379 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
380 reset_jump_info( inf );
381
382 v3f launch_co, launch_v, co0, co1;
383 v3_copy( localplayer.rb.co, launch_co );
384 v3_copy( localplayer.rb.v, launch_v );
385 v3_copy( launch_co, co0 );
386 world_instance *trace_world = world0;
387
388 float vt = (float)m * (1.0f/30.0f),
389 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
390
391 v4f qbias;
392 q_axis_angle( qbias, axis, ang );
393 q_mulv( qbias, launch_v, launch_v );
394
395 float yaw_sketch = 1.0f-fabsf(upness);
396
397 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
398 q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
399 q_mulv( qbias, launch_v, launch_v );
400
401 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
402 gravity = k_gravity * gravity_bias;
403 inf->gravity = gravity;
404 v3_copy( launch_v, inf->v );
405
406 for( int i=1; i<=50; i++ ){
407 float t = (float)i * k_trace_delta;
408
409 v3_muls( launch_v, t, co1 );
410 co1[1] += -0.5f * gravity * t*t;
411 v3_add( launch_co, co1, co1 );
412
413 float launch_vy = launch_v[1];
414
415 int search_for_grind = 1;
416 if( grind_located ) search_for_grind = 0;
417 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
418
419 /* REFACTOR */
420
421 v3f closest={0.0f,0.0f,0.0f};
422 if( search_for_grind ){
423 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
424 float min_dist = 0.75f;
425 min_dist *= min_dist;
426
427 if( v3_dist2( closest, launch_co ) < min_dist )
428 search_for_grind = 0;
429
430 v3f bound[2];
431
432 for( int j=0; j<2; j++ ){
433 v3_muls( launch_v_bounds[j], t, bound[j] );
434 bound[j][1] += -0.5f*gravity*t*t;
435 v3_add( launch_co, bound[j], bound[j] );
436 }
437
438 float limh = vg_minf( 2.0f, t ),
439 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
440 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
441
442 if( (closest[1] < minh) || (closest[1] > maxh) ){
443 search_for_grind = 0;
444 }
445 }
446 else
447 search_for_grind = 0;
448 }
449
450 if( search_for_grind ){
451 v3f ve;
452 v3_copy( launch_v, ve );
453 ve[1] += -gravity * t;
454
455 if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
456 /* check alignment */
457 v2f v0 = { ve[0], ve[2] },
458 v1 = { grind.dir[0], grind.dir[2] };
459
460 v2_normalize( v0 );
461 v2_normalize( v1 );
462
463 float a = v2_dot( v0, v1 );
464
465 float a_min = cosf( VG_PIf * 0.185f );
466 if( state->grind_cooldown )
467 a_min = cosf( VG_PIf * 0.05f );
468
469 /* check speed */
470 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
471 (a >= a_min) &&
472 (fabsf(grind.dir[1]) < 0.70710678118654752f))
473 {
474 grind_located = 1;
475 grind_located_gravity = inf->gravity;
476 }
477 }
478 }
479
480 if( trace_world->rendering_gate ){
481 ent_gate *gate = trace_world->rendering_gate;
482 if( gate_intersect( gate, co1, co0 ) ){
483 m4x3_mulv( gate->transport, co0, co0 );
484 m4x3_mulv( gate->transport, co1, co1 );
485 m3x3_mulv( gate->transport, launch_v, launch_v);
486 m4x3_mulv( gate->transport, launch_co, launch_co );
487
488 if( gate->flags & k_ent_gate_nonlocal )
489 trace_world = &world_static.instances[ gate->target ];
490 }
491 }
492
493 float t1;
494 v3f n;
495
496 float scan_radius = k_board_radius;
497 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
498
499 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
500 k_material_flag_walking );
501 if( idx != -1 ){
502 v3f co;
503 v3_lerp( co0, co1, t1, co );
504 v3_copy( co, inf->log[ inf->log_length ++ ] );
505
506 v3_copy( n, inf->n );
507 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
508 struct world_surface *surf =
509 world_tri_index_surface( trace_world, tri[0] );
510
511 inf->type = k_prediction_land;
512
513 v3f ve;
514 v3_copy( launch_v, ve );
515 ve[1] += -gravity * t;
516
517 inf->score = -v3_dot( ve, inf->n );
518 inf->land_dist = t + k_trace_delta * t1;
519
520 /* Bias prediction towords ramps */
521 if( !(surf->info.flags & k_material_flag_skate_target) )
522 inf->score *= 10.0f;
523
524 if( surf->info.flags & k_material_flag_boundary )
525 player_skate.possible_jump_count --;
526
527 break;
528 }
529
530 if( i % 3 == 0 )
531 v3_copy( co1, inf->log[ inf->log_length ++ ] );
532 v3_copy( co1, co0 );
533 }
534
535 if( inf->type == k_prediction_unset )
536 player_skate.possible_jump_count --;
537 }
538
539 if( grind_located ){
540 jump_info grind_jumps[2];
541
542 int valid_count =
543 create_jumps_to_hit_target( grind_jumps, grind.co,
544 0.175f*VG_PIf, grind_located_gravity );
545
546 /* knock out original landing points in the 1m area */
547 for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
548 jump_info *jump = &player_skate.possible_jumps[ j ];
549 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
550 float descale = 1.0f-vg_minf(1.0f,dist);
551 jump->score += descale*3.0f;
552 }
553
554 for( int i=0; i<valid_count; i++ ){
555 jump_info *jump = &grind_jumps[i];
556 jump->type = k_prediction_grind;
557
558 v3f launch_v, launch_co, co0, co1;
559
560 v3_copy( jump->v, launch_v );
561 v3_copy( localplayer.rb.co, launch_co );
562
563 float t = 0.05f * jump->land_dist;
564 v3_muls( launch_v, t, co0 );
565 co0[1] += -0.5f * jump->gravity * t*t;
566 v3_add( launch_co, co0, co0 );
567
568 /* rough scan to make sure we dont collide with anything */
569 for( int j=1; j<=16; j++ ){
570 t = (float)j*(1.0f/16.0f);
571 t *= 0.9f;
572 t += 0.05f;
573 t *= jump->land_dist;
574
575 v3_muls( launch_v, t, co1 );
576 co1[1] += -0.5f * jump->gravity * t*t;
577 v3_add( launch_co, co1, co1 );
578
579 float t1;
580 v3f n;
581
582 int idx = spherecast_world( world0, co0,co1,
583 k_board_radius*0.1f, &t1, n,
584 k_material_flag_walking );
585 if( idx != -1 ){
586 goto invalidated_grind;
587 }
588
589 v3_copy( co1, co0 );
590 }
591
592 v3_copy( grind.n, jump->n );
593
594 /* determine score */
595 v3f ve;
596 v3_copy( jump->v, ve );
597 ve[1] += -jump->gravity*jump->land_dist;
598 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
599
600 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
601 *jump;
602
603 continue;
604 invalidated_grind:;
605 }
606 }
607
608
609 float score_min = INFINITY,
610 score_max = -INFINITY;
611
612 jump_info *best = NULL;
613
614 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
615 jump_info *jump = &player_skate.possible_jumps[i];
616
617 if( jump->score < score_min )
618 best = jump;
619
620 score_min = vg_minf( score_min, jump->score );
621 score_max = vg_maxf( score_max, jump->score );
622 }
623
624 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
625 jump_info *jump = &player_skate.possible_jumps[i];
626 float s = jump->score;
627
628 s -= score_min;
629 s /= (score_max-score_min);
630 s = 1.0f - s;
631
632 jump->score = s;
633 jump->colour = s * 255.0f;
634
635 if( jump == best )
636 jump->colour <<= 16;
637 else if( jump->type == k_prediction_land )
638 jump->colour <<= 8;
639
640 jump->colour |= 0xff000000;
641 }
642
643 if( best ){
644 v3_copy( best->n, state->land_normal );
645 v3_copy( best->v, localplayer.rb.v );
646 state->land_dist = best->land_dist;
647 state->gravity_bias = best->gravity;
648
649 if( best->type == k_prediction_grind ){
650 state->activity = k_skate_activity_air_to_grind;
651 }
652
653 v2f steer;
654 joystick_state( k_srjoystick_steer, steer );
655 v2_normalize_clamp( steer );
656
657 if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
658 state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
659 state->reverse ;
660 state->flip_time = 0.0f;
661 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
662 }
663 else{
664 state->flip_rate = 0.0f;
665 v3_zero( state->flip_axis );
666 }
667 }
668 else
669 v3_copy( (v3f){0,1,0}, state->land_normal );
670 }
671
672 /*
673 *
674 * Varius physics models
675 * ------------------------------------------------
676 */
677
678 /*
679 * Air control, no real physics
680 */
681 static void skate_apply_air_model(void){
682 struct player_skate_state *state = &player_skate.state;
683
684 if( state->activity_prev > k_skate_activity_air_to_grind )
685 player__approximate_best_trajectory();
686
687 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
688 angle = vg_clampf( angle, -1.0f, 1.0f );
689 v3f axis;
690 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
691
692 v4f correction;
693 q_axis_angle( correction, axis,
694 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
695 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
696 }
697
698 static enum trick_type player_skate_trick_input(void);
699 static void skate_apply_trick_model(void){
700 struct player_skate_state *state = &player_skate.state;
701
702 v3f Fd, Fs, F;
703 v3f strength = { 3.7f, 3.6f, 8.0f };
704
705 v3_muls( state->trick_residualv, -4.0f , Fd );
706 v3_muls( state->trick_residuald, -10.0f, Fs );
707 v3_add( Fd, Fs, F );
708 v3_mul( strength, F, F );
709
710 v3_muladds( state->trick_residualv, F, k_rb_delta,
711 state->trick_residualv );
712 v3_muladds( state->trick_residuald, state->trick_residualv,
713 k_rb_delta, state->trick_residuald );
714
715 if( state->activity <= k_skate_activity_air_to_grind ){
716 if( v3_length2( state->trick_vel ) < 0.0001f )
717 return;
718
719 int carry_on = state->trick_type == player_skate_trick_input();
720
721 /* we assume velocities share a common divisor, in which case the
722 * interval is the minimum value (if not zero) */
723
724 float min_rate = 99999.0f;
725
726 for( int i=0; i<3; i++ ){
727 float v = state->trick_vel[i];
728 if( (v > 0.0f) && (v < min_rate) )
729 min_rate = v;
730 }
731
732 float interval = 1.0f / min_rate,
733 current = floorf( state->trick_time ),
734 next_end = current+1.0f;
735
736
737 /* integrate trick velocities */
738 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
739 state->trick_euler );
740
741 if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
742 state->trick_time = 0.0f;
743 state->trick_euler[0] = roundf( state->trick_euler[0] );
744 state->trick_euler[1] = roundf( state->trick_euler[1] );
745 state->trick_euler[2] = roundf( state->trick_euler[2] );
746 v3_copy( state->trick_vel, state->trick_residualv );
747 v3_zero( state->trick_vel );
748
749 audio_lock();
750 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
751 localplayer.rb.co, 40.0f, 1.0f );
752 audio_unlock();
753 }
754 else
755 state->trick_time += k_rb_delta / interval;
756 }
757 else{
758 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
759 state->trick_time > 0.2f)
760 {
761 player__dead_transition( k_player_die_type_feet );
762 }
763
764 state->trick_euler[0] = roundf( state->trick_euler[0] );
765 state->trick_euler[1] = roundf( state->trick_euler[1] );
766 state->trick_euler[2] = roundf( state->trick_euler[2] );
767 state->trick_time = 0.0f;
768 v3_zero( state->trick_vel );
769 }
770 }
771
772 static void skate_apply_grab_model(void){
773 struct player_skate_state *state = &player_skate.state;
774
775 float grabt = axis_state( k_sraxis_grab );
776
777 if( grabt > 0.5f ){
778 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
779 state->grab_mouse_delta );
780
781 v2_normalize_clamp( state->grab_mouse_delta );
782 }
783 else
784 v2_zero( state->grab_mouse_delta );
785
786 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
787 }
788
789 static void skate_apply_steering_model(void){
790 struct player_skate_state *state = &player_skate.state;
791
792 v2f jsteer;
793 joystick_state( k_srjoystick_steer, jsteer );
794
795 /* Steering */
796 float steer = jsteer[0],
797 grab = axis_state( k_sraxis_grab );
798
799 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
800
801 v3f steer_axis;
802 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
803
804 float rate = 26.0f,
805 top = 1.0f;
806
807 f32 skid_target = 0.0f;
808
809 if( state->activity <= k_skate_activity_air_to_grind ){
810 rate = 6.0f * fabsf(steer);
811 top = 1.5f;
812 }
813 else{
814 /* rotate slower when grabbing on ground */
815 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
816
817 if( state->activity == k_skate_activity_grind_5050 ){
818 rate = 0.0f;
819 top = 0.0f;
820 }
821
822 else if( state->activity >= k_skate_activity_grind_any ){
823 rate *= fabsf(steer);
824
825 float a = 0.8f * -steer * k_rb_delta;
826
827 v4f q;
828 q_axis_angle( q, localplayer.rb.to_world[1], a );
829 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
830
831 v3_normalize( player_skate.grind_vec );
832 }
833
834 else if( state->manual_direction ){
835 rate = 35.0f;
836 top = 1.5f;
837 }
838 else {
839 f32 skid = axis_state(k_sraxis_skid);
840
841 /* skids on keyboard lock to the first direction pressed */
842 if( vg_input.display_input_method == k_input_method_kbm ){
843 if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
844 (fabsf(steer) > 0.4f) ){
845 state->skid = vg_signf( steer ) * 0.02f;
846 }
847
848 if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
849 skid_target = vg_signf( state->skid );
850 }
851 }
852 else {
853 if( fabsf(skid) > 0.1f ){
854 skid_target = skid;
855 }
856 }
857 }
858
859 if( grab < 0.5f ){
860 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
861 }
862 }
863
864 vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
865 steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
866 fabsf(state->skid*0.8f) );
867
868 float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
869 addspeed = (steer * -top) - current,
870 maxaccel = rate * k_rb_delta,
871 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
872
873 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
874 accel, localplayer.rb.w );
875 }
876
877 /*
878 * Computes friction and surface interface model
879 */
880 static void skate_apply_friction_model(void){
881 struct player_skate_state *state = &player_skate.state;
882
883 /*
884 * Computing localized friction forces for controlling the character
885 * Friction across X is significantly more than Z
886 */
887
888 v3f vel;
889 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
890 float slip = 0.0f;
891
892 if( fabsf(vel[2]) > 0.01f )
893 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
894
895 if( fabsf( slip ) > 1.2f )
896 slip = vg_signf( slip ) * 1.2f;
897
898 state->slip = slip;
899 state->reverse = -vg_signf(vel[2]);
900
901 f32 lat = k_friction_lat;
902
903 if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
904 lat = k_friction_lat * 2.0f;
905 }
906
907 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
908 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
909
910 /* Pushing additive force */
911
912 if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
913 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
914 if( (vg.time - state->cur_push) > 0.25 )
915 state->start_push = vg.time;
916
917 state->cur_push = vg.time;
918
919 double push_time = vg.time - state->start_push;
920
921 float cycle_time = push_time*k_push_cycle_rate,
922 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
923 amt = accel * VG_TIMESTEP_FIXED,
924 current = v3_length( vel ),
925 new_vel = vg_minf( current + amt, k_max_push_speed ),
926 delta = new_vel - vg_minf( current, k_max_push_speed );
927
928 vel[2] += delta * -state->reverse;
929 }
930 }
931
932 /* Send back to velocity */
933 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
934 }
935
936 static void skate_apply_jump_model(void){
937 struct player_skate_state *state = &player_skate.state;
938 int charging_jump_prev = state->charging_jump;
939 state->charging_jump = button_press( k_srbind_jump );
940
941 /* Cannot charge this in air */
942 if( state->activity <= k_skate_activity_air_to_grind ){
943 state->charging_jump = 0;
944 return;
945 }
946
947 if( state->charging_jump ){
948 state->jump_charge += k_rb_delta * k_jump_charge_speed;
949
950 if( !charging_jump_prev )
951 state->jump_dir = state->reverse>0.0f? 1: 0;
952 }
953 else{
954 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
955 }
956
957 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
958
959 /* player let go after charging past 0.2: trigger jump */
960 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
961 v3f jumpdir;
962
963 /* Launch more up if alignment is up else improve velocity */
964 float aup = localplayer.rb.to_world[1][1],
965 mod = 0.5f,
966 dir = mod + fabsf(aup)*(1.0f-mod);
967
968 if( state->activity == k_skate_activity_ground ){
969 v3_copy( localplayer.rb.v, jumpdir );
970 v3_normalize( jumpdir );
971 v3_muls( jumpdir, 1.0f-dir, jumpdir );
972 v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
973 v3_normalize( jumpdir );
974 }else{
975 v3_copy( state->up_dir, jumpdir );
976 state->grind_cooldown = 30;
977 state->activity = k_skate_activity_ground;
978
979 v2f steer;
980 joystick_state( k_srjoystick_steer, steer );
981
982 float tilt = steer[0] * 0.3f;
983 tilt *= vg_signf(v3_dot( localplayer.rb.v,
984 player_skate.grind_dir ));
985
986 v4f qtilt;
987 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
988 q_mulv( qtilt, jumpdir, jumpdir );
989 }
990 state->surface_cooldown = 10;
991 state->trick_input_collect = 0.0f;
992
993 float force = k_jump_force*state->jump_charge;
994 v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
995 state->jump_charge = 0.0f;
996 state->jump_time = vg.time;
997 player__networked_sfx( k_player_subsystem_skate, 32,
998 k_player_skate_soundeffect_jump,
999 localplayer.rb.co, 1.0f );
1000 }
1001 }
1002
1003 static void skate_apply_handplant_model(void){
1004 struct player_skate_state *state = &player_skate.state;
1005 if( localplayer.rb.to_world[1][1] < -0.1f ) return;
1006 if( localplayer.rb.to_world[1][1] > 0.6f ) return;
1007 if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
1008
1009 v3f lco = { 0.0f, -0.2f, -state->reverse },
1010 co, dir;
1011 m4x3_mulv( localplayer.rb.to_world, lco, co );
1012 v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
1013 vg_line_arrow( co, dir, 0.13f, 0xff000000 );
1014
1015 ray_hit hit = { .dist = 2.0f };
1016 if( ray_world( world_current_instance(), co, dir,
1017 &hit, k_material_flag_ghosts )) {
1018 vg_line( co, hit.pos, 0xff000000 );
1019 vg_line_point( hit.pos, 0.1f, 0xff000000 );
1020
1021 if( hit.normal[1] < 0.7f ) return;
1022 if( hit.dist < 0.95f ) return;
1023
1024 state->activity = k_skate_activity_handplant;
1025 state->handplant_t = 0.0f;
1026 v3_copy( localplayer.rb.co, state->store_co );
1027 v3_copy( localplayer.rb.v, state->air_init_v );
1028 v4_copy( localplayer.rb.q, state->store_q );
1029 v3_copy( state->cog, state->store_cog );
1030 v3_copy( state->cog_v, state->store_cog_v );
1031 v4_copy( state->smoothed_rotation, state->store_smoothed );
1032 }
1033 }
1034
1035 static void skate_apply_pump_model(void){
1036 struct player_skate_state *state = &player_skate.state;
1037
1038 if( state->activity != k_skate_activity_ground ){
1039 v3_zero( state->throw_v );
1040 return;
1041 }
1042
1043 /* Throw / collect routine
1044 */
1045 if( axis_state( k_sraxis_grab ) > 0.5f ){
1046 if( state->activity == k_skate_activity_ground ){
1047 /* Throw */
1048 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1049 }
1050 }
1051 else{
1052 /* Collect */
1053 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1054
1055 v3f Fl, Fv;
1056 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1057
1058 if( state->activity == k_skate_activity_ground ){
1059 if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
1060 v3_muladds( localplayer.rb.v, Fl,
1061 k_mmcollect_lat, localplayer.rb.v );
1062 }
1063 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1064 }
1065
1066 v3_muls( localplayer.rb.to_world[1], -doty, Fv );
1067 v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
1068 v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
1069 }
1070
1071 /* Decay */
1072 if( v3_length2( state->throw_v ) > 0.0001f ){
1073 v3f dir;
1074 v3_copy( state->throw_v, dir );
1075 v3_normalize( dir );
1076
1077 float max = v3_dot( dir, state->throw_v ),
1078 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1079 v3_muladds( state->throw_v, dir, -amt, state->throw_v );
1080 }
1081 }
1082
1083 static void skate_apply_cog_model(void){
1084 struct player_skate_state *state = &player_skate.state;
1085
1086 v3f ideal_cog, ideal_diff, ideal_dir;
1087 v3_copy( state->up_dir, ideal_dir );
1088 v3_normalize( ideal_dir );
1089
1090 float grab = axis_state( k_sraxis_grab );
1091 v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1092 v3_sub( ideal_cog, state->cog, ideal_diff );
1093
1094 /* Apply velocities */
1095 v3f rv;
1096 v3_sub( localplayer.rb.v, state->cog_v, rv );
1097
1098 v3f F;
1099 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1100 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1101
1102 float ra = k_cog_mass_ratio,
1103 rb = 1.0f-k_cog_mass_ratio;
1104
1105 /* Apply forces & intergrate */
1106 v3_muladds( state->cog_v, F, -rb, state->cog_v );
1107 state->cog_v[1] += -9.8f * k_rb_delta;
1108 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1109 }
1110
1111 static void skate_integrate(void){
1112 struct player_skate_state *state = &player_skate.state;
1113
1114 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1115 rate_z = rate_x,
1116 rate_y = 1.0f;
1117
1118 if( state->activity >= k_skate_activity_grind_any ){
1119 rate_x = 1.0f-(16.0f*k_rb_delta);
1120 rate_y = 1.0f-(10.0f*k_rb_delta);
1121 rate_z = 1.0f-(40.0f*k_rb_delta);
1122 }
1123
1124 float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
1125 wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
1126 wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
1127
1128 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1129 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1130 localplayer.rb.w );
1131 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1132 localplayer.rb.w );
1133
1134 state->flip_time += state->flip_rate * k_rb_delta;
1135 rb_update_transform( &localplayer.rb );
1136 }
1137
1138 static enum trick_type player_skate_trick_input(void){
1139 return (button_press( k_srbind_trick0 ) ) |
1140 (button_press( k_srbind_trick1 ) << 1) |
1141 (button_press( k_srbind_trick2 ) << 1) |
1142 (button_press( k_srbind_trick2 ) );
1143 }
1144
1145 static void player__skate_pre_update(void){
1146 struct player_skate_state *state = &player_skate.state;
1147
1148 if( state->activity == k_skate_activity_handplant ){
1149 state->handplant_t += vg.time_delta;
1150 mdl_keyframe hpose[32];
1151
1152 struct skeleton_anim *anim = player_skate.anim_handplant;
1153
1154 int end = !skeleton_sample_anim_clamped(
1155 &localplayer.skeleton, anim,
1156 state->handplant_t, hpose );
1157
1158 if( state->reverse < 0.0f )
1159 player_mirror_pose( hpose, hpose );
1160
1161 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
1162 m4x3f world, mmdl, world_view;
1163 q_m3x3( kf_world->q, world );
1164 v3_copy( kf_world->co, world[3] );
1165
1166 /* original mtx */
1167 q_m3x3( state->store_q, mmdl );
1168 v3_copy( state->store_co, mmdl[3] );
1169 m4x3_mul( mmdl, world, world_view );
1170
1171 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
1172 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
1173 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
1174
1175 m4x3f invworld;
1176 m4x3_invert_affine( world, invworld );
1177 m4x3_mul( mmdl, invworld, world_view );
1178
1179 v3_copy( world_view[3], localplayer.rb.co );
1180 m3x3_q( world_view, localplayer.rb.q );
1181
1182 /* new * old^-1 = transfer function */
1183 m4x3f transfer;
1184 m4x3_invert_affine( mmdl, transfer );
1185 m4x3_mul( world_view, transfer, transfer );
1186
1187 m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
1188 m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
1189
1190 m4x3_mulv( transfer, state->store_cog, state->cog );
1191 v3_muladds( state->cog, localplayer.rb.to_world[1],
1192 -state->handplant_t*0.5f, state->cog );
1193
1194 v4f qtransfer;
1195 m3x3_q( transfer, qtransfer );
1196 q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
1197 q_normalize( state->smoothed_rotation );
1198 rb_update_transform( &localplayer.rb );
1199
1200 if( end ){
1201 state->activity = k_skate_activity_air;
1202 }
1203 else return;
1204 }
1205
1206 if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
1207 localplayer.subsystem = k_player_subsystem_walk;
1208
1209 v3f angles;
1210 v3_copy( localplayer.cam.angles, localplayer.angles );
1211 localplayer.angles[2] = 0.0f;
1212
1213 v3f newpos, offset;
1214 m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
1215 v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
1216 v3_sub( localplayer.rb.co, newpos, offset );
1217 v3_copy( newpos, localplayer.rb.co );
1218 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
1219 localplayer.rb.co );
1220
1221 player__begin_holdout( offset );
1222 player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
1223 0: 1, state->trick_euler[0] );
1224 return;
1225 }
1226
1227 enum trick_type trick = player_skate_trick_input();
1228 if( trick )
1229 state->trick_input_collect += vg.time_frame_delta;
1230 else
1231 state->trick_input_collect = 0.0f;
1232
1233 if( state->activity <= k_skate_activity_air_to_grind ){
1234 if( trick && (state->trick_input_collect < 0.1f) ){
1235 if( state->trick_time == 0.0f ){
1236 audio_lock();
1237 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1238 localplayer.rb.co, 40.0f, 1.0f );
1239 audio_unlock();
1240 }
1241
1242 if( state->trick_time < 0.1f ){
1243 v3_zero( state->trick_vel );
1244
1245 if( trick == k_trick_type_kickflip ){
1246 state->trick_vel[0] = 3.0f;
1247 }
1248 else if( trick == k_trick_type_shuvit ){
1249 state->trick_vel[2] = 3.0f;
1250 }
1251 else if( trick == k_trick_type_treflip ){
1252 state->trick_vel[0] = 2.0f;
1253 state->trick_vel[2] = 2.0f;
1254 }
1255 state->trick_type = trick;
1256 }
1257 }
1258 }
1259 else
1260 state->trick_type = k_trick_type_none;
1261 }
1262
1263 static void player__skate_comp_audio( void *_animator ){
1264 struct player_skate_animator *animator = _animator;
1265 audio_lock();
1266
1267 f32 air = ((animator->activity <= k_skate_activity_air_to_grind) ||
1268 (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
1269 speed = v3_length( animator->root_v ),
1270 attn = vg_minf( 1.0f, speed*0.1f ),
1271 slide = animator->slide;
1272
1273 if( animator->activity >= k_skate_activity_grind_any )
1274 slide = 0.0f;
1275
1276 f32 gate = skaterift.time_rate;
1277
1278 if( skaterift.activity == k_skaterift_replay ){
1279 gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
1280 }
1281
1282 f32
1283 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1284 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1285 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1286
1287 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1288
1289 if( !player_skate.aud_air ){
1290 player_skate.aud_air = audio_get_first_idle_channel();
1291 if( player_skate.aud_air )
1292 audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
1293 }
1294
1295 if( !player_skate.aud_slide ){
1296 player_skate.aud_slide = audio_get_first_idle_channel();
1297 if( player_skate.aud_slide )
1298 audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
1299 }
1300
1301
1302 /* brrrrrrrrrrrt sound for tiles and stuff
1303 * --------------------------------------------------------*/
1304 float sidechain_amt = 0.0f,
1305 hz = vg_maxf( speed * 2.0f, 2.0f );
1306
1307 if( (animator->surface == k_surface_prop_tiles) &&
1308 (animator->activity < k_skate_activity_grind_any) )
1309 sidechain_amt = 1.0f;
1310 else
1311 sidechain_amt = 0.0f;
1312
1313 audio_set_lfo_frequency( 0, hz );
1314 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1315 vg_lerpf( 250.0f, 80.0f, attn ) );
1316
1317 if( player_skate.sample_change_cooldown > 0.0f ){
1318 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1319 }
1320 else{
1321 int sample_type = k_skate_sample_concrete;
1322
1323 if( animator->activity == k_skate_activity_grind_5050 ){
1324 if( animator->surface == k_surface_prop_metal )
1325 sample_type = k_skate_sample_metal_scrape_generic;
1326 else
1327 sample_type = k_skate_sample_concrete_scrape_metal;
1328 }
1329 else if( (animator->activity == k_skate_activity_grind_back50) ||
1330 (animator->activity == k_skate_activity_grind_front50) )
1331 {
1332 if( animator->surface == k_surface_prop_metal ){
1333 sample_type = k_skate_sample_metal_scrape_generic;
1334 }
1335 else{
1336 #if 0
1337 float a = v3_dot( localplayer.rb.to_world[2],
1338 player_skate.grind_dir );
1339 if( fabsf(a) > 0.70710678118654752f )
1340 sample_type = k_skate_sample_concrete_scrape_wood;
1341 else
1342 sample_type = k_skate_sample_concrete_scrape_metal;
1343 #endif
1344
1345 sample_type = k_skate_sample_concrete_scrape_wood;
1346 }
1347 }
1348 else if( animator->activity == k_skate_activity_grind_boardslide ){
1349 if( animator->surface == k_surface_prop_metal )
1350 sample_type = k_skate_sample_metal_scrape_generic;
1351 else
1352 sample_type = k_skate_sample_concrete_scrape_wood;
1353 }
1354
1355 audio_clip *relevant_samples[] = {
1356 &audio_board[0],
1357 &audio_board[0],
1358 &audio_board[7],
1359 &audio_board[6],
1360 &audio_board[5]
1361 };
1362
1363 if( (player_skate.main_sample_type != sample_type) ||
1364 (!player_skate.aud_main) ){
1365
1366 player_skate.aud_main =
1367 audio_channel_crossfade( player_skate.aud_main,
1368 relevant_samples[sample_type],
1369 0.06f, flags );
1370 player_skate.sample_change_cooldown = 0.1f;
1371 player_skate.main_sample_type = sample_type;
1372 }
1373 }
1374
1375 if( player_skate.aud_main ){
1376 player_skate.aud_main->colour = 0x00103efe;
1377 audio_channel_set_spacial( player_skate.aud_main,
1378 animator->root_co, 40.0f );
1379 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1380 audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
1381 audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
1382
1383 float rate = 1.0f + (attn-0.5f)*0.2f;
1384 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1385 }
1386
1387 if( player_skate.aud_slide ){
1388 player_skate.aud_slide->colour = 0x00103efe;
1389 audio_channel_set_spacial( player_skate.aud_slide,
1390 animator->root_co, 40.0f );
1391 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1392 audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
1393 audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
1394 }
1395
1396 if( player_skate.aud_air ){
1397 player_skate.aud_air->colour = 0x00103efe;
1398 audio_channel_set_spacial( player_skate.aud_air,
1399 animator->root_co, 40.0f );
1400 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1401 audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
1402 }
1403
1404 audio_unlock();
1405 }
1406
1407 static void player__skate_post_update(void){
1408 struct player_skate_state *state = &player_skate.state;
1409
1410 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1411 jump_info *jump = &player_skate.possible_jumps[i];
1412
1413 if( jump->log_length == 0 ){
1414 vg_fatal_error( "assert: jump->log_length == 0\n" );
1415 }
1416
1417 for( int j=0; j<jump->log_length - 1; j ++ ){
1418 float brightness = jump->score*jump->score*jump->score;
1419 v3f p1;
1420 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1421 vg_line( jump->log[j], p1, jump->colour );
1422 }
1423
1424 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1425
1426 v3f p1;
1427 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1428 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1429
1430 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1431 }
1432 }
1433
1434 /*
1435 * truck alignment model at ra(local)
1436 * returns 1 if valid surface:
1437 * surface_normal will be filled out with an averaged normal vector
1438 * axel_dir will be the direction from left to right wheels
1439 *
1440 * returns 0 if no good surface found
1441 */
1442 static
1443 int skate_compute_surface_alignment( v3f ra, u32 colour,
1444 v3f surface_normal, v3f axel_dir ){
1445 world_instance *world = world_current_instance();
1446
1447 v3f truck, left, right;
1448 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1449
1450 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
1451 v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
1452 vg_line( left, right, colour );
1453
1454 float k_max_truck_flex = VG_PIf * 0.25f;
1455
1456 ray_hit ray_l, ray_r;
1457
1458 v3f dir;
1459 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1460
1461 int res_l = 0, res_r = 0;
1462
1463 for( int i=0; i<8; i++ ){
1464 float t = 1.0f - (float)i * (1.0f/8.0f);
1465 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
1466 v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
1467 ray_l.dist = 2.1f * k_board_radius;
1468
1469 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1470
1471 if( res_l )
1472 break;
1473 }
1474
1475 for( int i=0; i<8; i++ ){
1476 float t = 1.0f - (float)i * (1.0f/8.0f);
1477 v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
1478 v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
1479 ray_r.dist = 2.1f * k_board_radius;
1480
1481 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1482
1483 if( res_r )
1484 break;
1485 }
1486
1487 v3f v0;
1488 v3f midpoint;
1489 v3f tangent_average;
1490 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1491 v3_zero( tangent_average );
1492
1493 if( res_l || res_r ){
1494 v3f p0, p1, t;
1495 v3_copy( midpoint, p0 );
1496 v3_copy( midpoint, p1 );
1497
1498 if( res_l ){
1499 v3_copy( ray_l.pos, p0 );
1500 v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
1501 v3_add( t, tangent_average, tangent_average );
1502 }
1503 if( res_r ){
1504 v3_copy( ray_r.pos, p1 );
1505 v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
1506 v3_add( t, tangent_average, tangent_average );
1507 }
1508
1509 v3_sub( p1, p0, v0 );
1510 v3_normalize( v0 );
1511 }
1512 else{
1513 /* fallback: use the closes point to the trucks */
1514 v3f closest;
1515 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1516
1517 if( idx != -1 ){
1518 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1519 v3f verts[3];
1520
1521 for( int j=0; j<3; j++ )
1522 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1523
1524 v3f vert0, vert1, n;
1525 v3_sub( verts[1], verts[0], vert0 );
1526 v3_sub( verts[2], verts[0], vert1 );
1527 v3_cross( vert0, vert1, n );
1528 v3_normalize( n );
1529
1530 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1531 return 0;
1532
1533 v3_cross( n, localplayer.rb.to_world[2], v0 );
1534 v3_muladds( v0, localplayer.rb.to_world[2],
1535 -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
1536 v3_normalize( v0 );
1537
1538 v3f t;
1539 v3_cross( n, localplayer.rb.to_world[0], t );
1540 v3_add( t, tangent_average, tangent_average );
1541 }
1542 else
1543 return 0;
1544 }
1545
1546 v3_muladds( truck, v0, k_board_width, right );
1547 v3_muladds( truck, v0, -k_board_width, left );
1548
1549 vg_line( left, right, VG__WHITE );
1550
1551 v3_normalize( tangent_average );
1552 v3_cross( v0, tangent_average, surface_normal );
1553 v3_copy( v0, axel_dir );
1554
1555 return 1;
1556 }
1557
1558 static void skate_weight_distribute(void){
1559 struct player_skate_state *state = &player_skate.state;
1560 v3_zero( player_skate.weight_distribution );
1561
1562 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1563 localplayer.rb.v ) < 0.0f?1:-1;
1564
1565 v2f steer;
1566 joystick_state( k_srjoystick_steer, steer );
1567
1568 if( state->manual_direction == 0 ){
1569 if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
1570 (state->jump_charge <= 0.01f) )
1571 state->manual_direction = reverse_dir;
1572 }
1573 else{
1574 if( steer[1] < 0.1f ){
1575 state->manual_direction = 0;
1576 }
1577 else{
1578 if( reverse_dir != state->manual_direction ){
1579 return;
1580 }
1581 }
1582 }
1583
1584 if( state->manual_direction ){
1585 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1586 player_skate.weight_distribution[2] = k_board_length * amt *
1587 (float)state->manual_direction;
1588 }
1589
1590 if( state->manual_direction ){
1591 v3f plane_z;
1592
1593 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1594 plane_z );
1595 v3_negate( plane_z, plane_z );
1596
1597 v3_muladds( plane_z, player_skate.surface_picture,
1598 -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
1599 v3_normalize( plane_z );
1600
1601 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1602 v3_normalize( plane_z );
1603
1604 v3f p1;
1605 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1606 vg_line( localplayer.rb.co, p1, VG__GREEN );
1607
1608 v3f refdir;
1609 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1610 refdir );
1611
1612 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1613 k_manul_spring, k_manul_dampener,
1614 player_skate.substep_delta );
1615 }
1616 }
1617
1618 static void skate_adjust_up_direction(void){
1619 struct player_skate_state *state = &player_skate.state;
1620
1621 if( state->activity == k_skate_activity_ground ){
1622 v3f target;
1623 v3_copy( player_skate.surface_picture, target );
1624
1625 target[1] += 2.0f * player_skate.surface_picture[1];
1626 v3_normalize( target );
1627
1628 v3_lerp( state->up_dir, target,
1629 8.0f * player_skate.substep_delta, state->up_dir );
1630 }
1631 else if( state->activity <= k_skate_activity_air_to_grind ){
1632 v3_lerp( state->up_dir, localplayer.rb.to_world[1],
1633 8.0f * player_skate.substep_delta, state->up_dir );
1634 }
1635 else{
1636 v3f avg;
1637 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1638 v3_normalize( avg );
1639
1640 v3_lerp( state->up_dir, avg,
1641 6.0f * player_skate.substep_delta, state->up_dir );
1642 }
1643 }
1644
1645 static int skate_point_visible( v3f origin, v3f target ){
1646 v3f dir;
1647 v3_sub( target, origin, dir );
1648
1649 ray_hit ray;
1650 ray.dist = v3_length( dir );
1651 v3_muls( dir, 1.0f/ray.dist, dir );
1652 ray.dist -= 0.025f;
1653
1654 if( ray_world( world_current_instance(), origin, dir, &ray,
1655 k_material_flag_walking ) )
1656 return 0;
1657
1658 return 1;
1659 }
1660
1661 static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
1662 v3_copy( inf->dir, mtx[0] );
1663 v3_copy( inf->n, mtx[1] );
1664 v3_cross( mtx[0], mtx[1], mtx[2] );
1665 }
1666
1667 static void skate_grind_friction( struct grind_info *inf, float strength ){
1668 v3f v2;
1669 v3_muladds( localplayer.rb.to_world[2], inf->n,
1670 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1671
1672 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1673 dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
1674 F = a * -dir * k_grind_max_friction;
1675
1676 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1677 localplayer.rb.v );
1678 }
1679
1680 static void skate_grind_decay( struct grind_info *inf, float strength ){
1681 m3x3f mtx, mtx_inv;
1682 skate_grind_orient( inf, mtx );
1683 m3x3_transpose( mtx, mtx_inv );
1684
1685 v3f v_grind;
1686 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1687
1688 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1689 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1690 m3x3_mulv( mtx, v_grind, localplayer.rb.v );
1691 }
1692
1693 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1694 float strength ){
1695 struct player_skate_state *state = &player_skate.state;
1696 /* REFACTOR */
1697 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1698 v3f raw, wsp;
1699 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1700 v3_add( localplayer.rb.co, raw, wsp );
1701
1702 v3_copy( ra, player_skate.weight_distribution );
1703
1704 v3f delta;
1705 v3_sub( inf->co, wsp, delta );
1706
1707 /* spring force */
1708 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1709 localplayer.rb.v );
1710
1711 skate_grind_decay( inf, strength );
1712 skate_grind_friction( inf, strength );
1713
1714 /* yeah yeah yeah yeah */
1715 v3f raw_nplane, axis;
1716 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1717 v3_cross( raw_nplane, inf->n, axis );
1718 v3_normalize( axis );
1719
1720 /* orientation */
1721 m3x3f mtx;
1722 skate_grind_orient( inf, mtx );
1723 v3f target_fwd, fwd, up, target_up;
1724 m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
1725 v3_copy( raw_nplane, fwd );
1726 v3_copy( localplayer.rb.to_world[1], up );
1727 v3_copy( inf->n, target_up );
1728
1729 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1730 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1731
1732 v3_normalize( target_fwd );
1733 v3_normalize( fwd );
1734
1735 v2f steer;
1736 joystick_state( k_srjoystick_steer, steer );
1737
1738 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1739
1740 v4f q;
1741 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1742 q_mulv( q, target_up, target_up );
1743 q_mulv( q, target_fwd, target_fwd );
1744
1745 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1746 k_grind_spring,
1747 k_grind_dampener,
1748 k_rb_delta );
1749
1750 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1751 k_grind_spring*strength,
1752 k_grind_dampener*strength,
1753 k_rb_delta );
1754
1755 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1756 vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
1757 vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
1758
1759 player_skate.grind_strength = strength;
1760
1761 /* Fake contact */
1762 struct grind_limit *limit =
1763 &player_skate.limits[ player_skate.limit_count ++ ];
1764 m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
1765 m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
1766 limit->p = 0.0f;
1767
1768 v3_copy( inf->dir, player_skate.grind_dir );
1769 }
1770
1771 static void skate_5050_apply( struct grind_info *inf_front,
1772 struct grind_info *inf_back ){
1773 struct player_skate_state *state = &player_skate.state;
1774 struct grind_info inf_avg;
1775
1776 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1777 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1778 v3_normalize( inf_avg.dir );
1779
1780 /* dont ask */
1781 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1782 inf_avg.dir );
1783
1784 v3f axis_front, axis_back, axis;
1785 v3_cross( inf_front->dir, inf_front->n, axis_front );
1786 v3_cross( inf_back->dir, inf_back->n, axis_back );
1787 v3_add( axis_front, axis_back, axis );
1788 v3_normalize( axis );
1789
1790 v3_cross( axis, inf_avg.dir, inf_avg.n );
1791 skate_grind_decay( &inf_avg, 1.0f );
1792
1793 v2f steer;
1794 joystick_state( k_srjoystick_steer, steer );
1795
1796 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1797 localplayer.rb.v ) );
1798 v4f q;
1799 v3f up, target_up;
1800 v3_copy( localplayer.rb.to_world[1], up );
1801 v3_copy( inf_avg.n, target_up );
1802 q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
1803 q_mulv( q, target_up, target_up );
1804
1805 v3_zero( player_skate.weight_distribution );
1806 player_skate.weight_distribution[2] = k_board_length * -way;
1807
1808 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1809 k_grind_spring,
1810 k_grind_dampener,
1811 k_rb_delta );
1812 vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
1813 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1814
1815 v3f fwd_nplane, dir_nplane;
1816 v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
1817 -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
1818
1819 v3f dir;
1820 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1821 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1822
1823 v3_normalize( fwd_nplane );
1824 v3_normalize( dir_nplane );
1825
1826 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1827 1000.0f,
1828 k_grind_dampener,
1829 k_rb_delta );
1830 vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
1831 vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
1832
1833 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1834 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1835 delta_front, delta_back, delta_total;
1836
1837 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1838 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1839
1840 v3_sub( inf_front->co, pos_front, delta_front );
1841 v3_sub( inf_back->co, pos_back, delta_back );
1842 v3_add( delta_front, delta_back, delta_total );
1843
1844 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1845 localplayer.rb.v );
1846
1847 /* Fake contact */
1848 struct grind_limit *limit =
1849 &player_skate.limits[ player_skate.limit_count ++ ];
1850 v3_zero( limit->ra );
1851 m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
1852 limit->p = 0.0f;
1853
1854 v3_copy( inf_avg.dir, player_skate.grind_dir );
1855 }
1856
1857 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1858 struct player_skate_state *state = &player_skate.state;
1859
1860 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1861 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1862
1863 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1864 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1865
1866 /* Exit condition: lost grind tracking */
1867 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1868 return 0;
1869
1870 /* Exit condition: cant see grind target directly */
1871 if( !skate_point_visible( wheel_co, inf->co ) )
1872 return 0;
1873
1874 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1875 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1876 minv = k_grind_axel_min_vel*0.8f;
1877
1878 if( dv < minv )
1879 return 0;
1880
1881 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1882 return 0;
1883
1884 v3_copy( inf->dir, player_skate.grind_dir );
1885 return 1;
1886 }
1887
1888 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1889 struct player_skate_state *state = &player_skate.state;
1890
1891 /* REFACTOR */
1892 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1893
1894 v3f raw, wsp;
1895 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1896 v3_add( localplayer.rb.co, raw, wsp );
1897
1898 if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
1899 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1900 return 0;
1901
1902 /* velocity should be at least 60% aligned */
1903 v3f pv, axis;
1904 v3_cross( inf->n, inf->dir, axis );
1905 v3_muladds( localplayer.rb.v, inf->n,
1906 -v3_dot( localplayer.rb.v, inf->n ), pv );
1907
1908 if( v3_length2( pv ) < 0.0001f )
1909 return 0;
1910 v3_normalize( pv );
1911
1912 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1913 return 0;
1914
1915 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1916 return 0;
1917
1918 v3f local_co, local_dir, local_n;
1919 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1920 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1921 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1922
1923 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1924
1925 float truck_height = -(k_board_radius+0.03f);
1926
1927 v3f rv;
1928 v3_cross( localplayer.rb.w, raw, rv );
1929 v3_add( localplayer.rb.v, rv, rv );
1930
1931 if( (local_co[1] >= truck_height) &&
1932 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1933 {
1934 return 1;
1935 }
1936 }
1937
1938 return 0;
1939 }
1940
1941 static void skate_boardslide_apply( struct grind_info *inf ){
1942 struct player_skate_state *state = &player_skate.state;
1943
1944 v3f local_co, local_dir, local_n;
1945 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1946 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1947 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1948
1949 v3f intersection;
1950 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1951 intersection );
1952 v3_copy( intersection, player_skate.weight_distribution );
1953
1954 skate_grind_decay( inf, 0.0125f );
1955 skate_grind_friction( inf, 0.25f );
1956
1957 /* direction alignment */
1958 v3f dir, perp;
1959 v3_cross( local_dir, local_n, perp );
1960 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1961 v3_muls( perp, vg_signf(perp[2]), perp );
1962
1963 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1964 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1965
1966 v4f qbalance;
1967 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1968 q_mulv( qbalance, perp, perp );
1969
1970 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1971 dir,
1972 k_grind_spring, k_grind_dampener,
1973 k_rb_delta );
1974
1975 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
1976 perp,
1977 k_grind_spring, k_grind_dampener,
1978 k_rb_delta );
1979
1980 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
1981 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
1982
1983 v3_copy( inf->dir, player_skate.grind_dir );
1984 }
1985
1986 static int skate_boardslide_entry( struct grind_info *inf ){
1987 struct player_skate_state *state = &player_skate.state;
1988
1989 if( skate_grind_scansq( localplayer.rb.co,
1990 localplayer.rb.to_world[0], k_board_length,
1991 inf ) )
1992 {
1993 v3f local_co, local_dir;
1994 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1995 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1996
1997 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1998 (local_co[1] >= 0.0f) && /* at deck level */
1999 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
2000 {
2001 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
2002 return 0;
2003
2004 return 1;
2005 }
2006 }
2007
2008 return 0;
2009 }
2010
2011 static int skate_boardslide_renew( struct grind_info *inf ){
2012 struct player_skate_state *state = &player_skate.state;
2013
2014 if( !skate_grind_scansq( localplayer.rb.co,
2015 localplayer.rb.to_world[0], k_board_length,
2016 inf ) )
2017 return 0;
2018
2019 /* Exit condition: cant see grind target directly */
2020 v3f vis;
2021 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
2022 if( !skate_point_visible( vis, inf->co ) )
2023 return 0;
2024
2025 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2026 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
2027 minv = k_grind_axel_min_vel*0.8f;
2028
2029 if( dv < minv )
2030 return 0;
2031
2032 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
2033 return 0;
2034
2035 return 1;
2036 }
2037
2038 static void skate_store_grind_vec( struct grind_info *inf ){
2039 struct player_skate_state *state = &player_skate.state;
2040
2041 m3x3f mtx;
2042 skate_grind_orient( inf, mtx );
2043 m3x3_transpose( mtx, mtx );
2044
2045 v3f raw;
2046 v3_sub( inf->co, localplayer.rb.co, raw );
2047
2048 m3x3_mulv( mtx, raw, player_skate.grind_vec );
2049 v3_normalize( player_skate.grind_vec );
2050 v3_copy( inf->dir, player_skate.grind_dir );
2051 }
2052
2053 static enum skate_activity skate_availible_grind(void){
2054 struct player_skate_state *state = &player_skate.state;
2055
2056 if( state->grind_cooldown > 100 ){
2057 vg_fatal_error( "wth!\n" );
2058 }
2059
2060 /* debounces this state manager a little bit */
2061 if( state->grind_cooldown ){
2062 state->grind_cooldown --;
2063 return k_skate_activity_undefined;
2064 }
2065
2066 struct grind_info inf_back50,
2067 inf_front50,
2068 inf_slide;
2069
2070 int res_back50 = 0,
2071 res_front50 = 0,
2072 res_slide = 0;
2073
2074 int allow_back = 1,
2075 allow_front = 1;
2076
2077 v2f steer;
2078 joystick_state( k_srjoystick_steer, steer );
2079
2080 if( state->activity == k_skate_activity_grind_5050 ||
2081 state->activity == k_skate_activity_grind_back50 ||
2082 state->activity == k_skate_activity_grind_front50 )
2083 {
2084 float tilt = steer[1];
2085
2086 if( fabsf(tilt) >= 0.25f ){
2087 v3f raw = {0.0f,0.0f,tilt};
2088 m3x3_mulv( localplayer.rb.to_world, raw, raw );
2089
2090 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
2091
2092 if( way < 0.0f ) allow_front = 0;
2093 else allow_back = 0;
2094 }
2095 }
2096
2097 if( state->activity == k_skate_activity_grind_boardslide ){
2098 res_slide = skate_boardslide_renew( &inf_slide );
2099 }
2100 else if( state->activity == k_skate_activity_grind_back50 ){
2101 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2102
2103 if( allow_front )
2104 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2105 }
2106 else if( state->activity == k_skate_activity_grind_front50 ){
2107 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2108
2109 if( allow_back )
2110 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2111 }
2112 else if( state->activity == k_skate_activity_grind_5050 ){
2113 if( allow_front )
2114 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2115 if( allow_back )
2116 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2117 }
2118 else{
2119 res_slide = skate_boardslide_entry( &inf_slide );
2120
2121 if( allow_back )
2122 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2123
2124 if( allow_front )
2125 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2126
2127 if( res_back50 != res_front50 ){
2128 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2129
2130 res_back50 &= wants_to_do_that;
2131 res_front50 &= wants_to_do_that;
2132 }
2133 }
2134
2135 const enum skate_activity table[] =
2136 { /* slide | back | front */
2137 k_skate_activity_undefined, /* 0 0 0 */
2138 k_skate_activity_grind_front50, /* 0 0 1 */
2139 k_skate_activity_grind_back50, /* 0 1 0 */
2140 k_skate_activity_grind_5050, /* 0 1 1 */
2141
2142 /* slide has priority always */
2143 k_skate_activity_grind_boardslide, /* 1 0 0 */
2144 k_skate_activity_grind_boardslide, /* 1 0 1 */
2145 k_skate_activity_grind_boardslide, /* 1 1 0 */
2146 k_skate_activity_grind_boardslide, /* 1 1 1 */
2147 }
2148 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2149
2150 if( new_activity == k_skate_activity_undefined ){
2151 if( state->activity >= k_skate_activity_grind_any ){
2152 state->grind_cooldown = 15;
2153 state->surface_cooldown = 10;
2154 }
2155 }
2156 else if( new_activity == k_skate_activity_grind_boardslide ){
2157 skate_boardslide_apply( &inf_slide );
2158 }
2159 else if( new_activity == k_skate_activity_grind_back50 ){
2160 if( state->activity != k_skate_activity_grind_back50 )
2161 skate_store_grind_vec( &inf_back50 );
2162
2163 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2164 }
2165 else if( new_activity == k_skate_activity_grind_front50 ){
2166 if( state->activity != k_skate_activity_grind_front50 )
2167 skate_store_grind_vec( &inf_front50 );
2168
2169 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2170 }
2171 else if( new_activity == k_skate_activity_grind_5050 )
2172 skate_5050_apply( &inf_front50, &inf_back50 );
2173
2174 return new_activity;
2175 }
2176
2177 static void player__skate_update(void){
2178 struct player_skate_state *state = &player_skate.state;
2179 world_instance *world = world_current_instance();
2180
2181 if( state->activity == k_skate_activity_handplant ){
2182 return;
2183 }
2184
2185 if( world->water.enabled ){
2186 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2187 player__networked_sfx( k_player_subsystem_walk, 32,
2188 k_player_walk_soundeffect_splash,
2189 localplayer.rb.co, 1.0f );
2190 player__dead_transition( k_player_die_type_generic );
2191 return;
2192 }
2193 }
2194
2195 v3_copy( localplayer.rb.co, state->prev_pos );
2196 state->activity_prev = state->activity;
2197 v3f normal_total;
2198 v3_zero( normal_total );
2199
2200 struct board_collider
2201 {
2202 v3f pos;
2203 float radius;
2204
2205 u32 colour;
2206
2207 enum board_collider_state
2208 {
2209 k_collider_state_default,
2210 k_collider_state_disabled,
2211 k_collider_state_colliding
2212 }
2213 state;
2214 }
2215 wheels[] =
2216 {
2217 {
2218 { 0.0f, 0.0f, -k_board_length },
2219 .radius = k_board_radius,
2220 .colour = VG__RED
2221 },
2222 {
2223 { 0.0f, 0.0f, k_board_length },
2224 .radius = k_board_radius,
2225 .colour = VG__GREEN
2226 }
2227 };
2228
2229 float slap = 0.0f;
2230
2231 if( state->activity <= k_skate_activity_air_to_grind ){
2232 float min_dist = 0.6f;
2233 for( int i=0; i<2; i++ ){
2234 v3f wpos, closest;
2235 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2236
2237 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2238 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2239 }
2240 }
2241 min_dist -= 0.2f;
2242 float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
2243 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2244 }
2245 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2246
2247 wheels[0].pos[1] = state->slap;
2248 wheels[1].pos[1] = state->slap;
2249
2250
2251 const int k_wheel_count = 2;
2252
2253 player_skate.substep = k_rb_delta;
2254 player_skate.substep_delta = player_skate.substep;
2255 player_skate.limit_count = 0;
2256
2257 int substep_count = 0;
2258
2259 v3_zero( player_skate.surface_picture );
2260
2261 int prev_contacts[2];
2262
2263 for( int i=0; i<k_wheel_count; i++ ){
2264 wheels[i].state = k_collider_state_default;
2265 prev_contacts[i] = player_skate.wheel_contacts[i];
2266 }
2267
2268 /* check if we can enter or continue grind */
2269 enum skate_activity grindable_activity = skate_availible_grind();
2270 if( grindable_activity != k_skate_activity_undefined ){
2271 state->activity = grindable_activity;
2272 goto grinding;
2273 }
2274
2275 int contact_count = 0;
2276 for( int i=0; i<2; i++ ){
2277 v3f normal, axel;
2278 v3_copy( localplayer.rb.to_world[0], axel );
2279
2280 if( skate_compute_surface_alignment( wheels[i].pos,
2281 wheels[i].colour, normal, axel ) )
2282 {
2283 rb_effect_spring_target_vector( &localplayer.rb,
2284 localplayer.rb.to_world[0],
2285 axel,
2286 k_surface_spring, k_surface_dampener,
2287 player_skate.substep_delta );
2288
2289 v3_add( normal, player_skate.surface_picture,
2290 player_skate.surface_picture );
2291 contact_count ++;
2292 player_skate.wheel_contacts[i] = 1;
2293 }
2294 else{
2295 player_skate.wheel_contacts[i] = 0;
2296 }
2297
2298 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2299 }
2300
2301 if( state->surface_cooldown ){
2302 state->surface_cooldown --;
2303 contact_count = 0;
2304 }
2305
2306 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2307 for( int i=0; i<2; i++ ){
2308 if( !prev_contacts[i] ){
2309 v3f co;
2310 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
2311 player__networked_sfx( k_player_subsystem_skate, 32,
2312 k_player_skate_soundeffect_tap,
2313 localplayer.rb.co, 0.75f );
2314 }
2315 }
2316 }
2317
2318 if( contact_count ){
2319 state->activity = k_skate_activity_ground;
2320 state->gravity_bias = k_gravity;
2321 v3_normalize( player_skate.surface_picture );
2322
2323 skate_apply_friction_model();
2324 skate_weight_distribute();
2325 }
2326 else{
2327 if( state->activity > k_skate_activity_air_to_grind )
2328 state->activity = k_skate_activity_air;
2329
2330 v3_zero( player_skate.weight_distribution );
2331 skate_apply_air_model();
2332 }
2333
2334 grinding:;
2335
2336 if( state->activity == k_skate_activity_grind_back50 )
2337 wheels[1].state = k_collider_state_disabled;
2338 if( state->activity == k_skate_activity_grind_front50 )
2339 wheels[0].state = k_collider_state_disabled;
2340 if( state->activity == k_skate_activity_grind_5050 ){
2341 wheels[0].state = k_collider_state_disabled;
2342 wheels[1].state = k_collider_state_disabled;
2343 }
2344
2345 /* all activities */
2346 skate_apply_steering_model();
2347 skate_adjust_up_direction();
2348 skate_apply_cog_model();
2349 skate_apply_jump_model();
2350 skate_apply_handplant_model();
2351 skate_apply_grab_model();
2352 skate_apply_trick_model();
2353 skate_apply_pump_model();
2354
2355 begin_collision:;
2356
2357 /*
2358 * Phase 0: Continous collision detection
2359 * --------------------------------------------------------------------------
2360 */
2361
2362 v3f head_wp0, head_wp1, start_co;
2363 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
2364 v3_copy( localplayer.rb.co, start_co );
2365
2366 /* calculate transform one step into future */
2367 v3f future_co;
2368 v4f future_q;
2369 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2370 future_co );
2371
2372 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2373 v4f rotation;
2374 v3f axis;
2375 v3_copy( localplayer.rb.w, axis );
2376
2377 float mag = v3_length( axis );
2378 v3_divs( axis, mag, axis );
2379 q_axis_angle( rotation, axis, mag*player_skate.substep );
2380 q_mul( rotation, localplayer.rb.q, future_q );
2381 q_normalize( future_q );
2382 }
2383 else
2384 v4_copy( localplayer.rb.q, future_q );
2385
2386 v3f future_cg, current_cg, cg_offset;
2387 q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
2388 q_mulv( future_q, player_skate.weight_distribution, future_cg );
2389 v3_sub( future_cg, current_cg, cg_offset );
2390
2391 /* calculate the minimum time we can move */
2392 float max_time = player_skate.substep;
2393
2394 for( int i=0; i<k_wheel_count; i++ ){
2395 if( wheels[i].state == k_collider_state_disabled )
2396 continue;
2397
2398 v3f current, future, r_cg;
2399
2400 q_mulv( future_q, wheels[i].pos, future );
2401 v3_add( future, future_co, future );
2402 v3_add( cg_offset, future, future );
2403
2404 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2405 v3_add( current, localplayer.rb.co, current );
2406
2407 float t;
2408 v3f n;
2409
2410 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2411 if( spherecast_world( world, current, future, cast_radius, &t, n,
2412 k_material_flag_walking ) != -1)
2413 max_time = vg_minf( max_time, t * player_skate.substep );
2414 }
2415
2416 /* clamp to a fraction of delta, to prevent locking */
2417 float rate_lock = substep_count;
2418 rate_lock *= k_rb_delta * 0.1f;
2419 rate_lock *= rate_lock;
2420
2421 max_time = vg_maxf( max_time, rate_lock );
2422 player_skate.substep_delta = max_time;
2423
2424 /* integrate */
2425 v3_muladds( localplayer.rb.co, localplayer.rb.v,
2426 player_skate.substep_delta, localplayer.rb.co );
2427 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2428 v4f rotation;
2429 v3f axis;
2430 v3_copy( localplayer.rb.w, axis );
2431
2432 float mag = v3_length( axis );
2433 v3_divs( axis, mag, axis );
2434 q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
2435 q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
2436 q_normalize( localplayer.rb.q );
2437
2438 q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
2439 v3_sub( current_cg, future_cg, cg_offset );
2440 v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
2441 }
2442
2443 rb_update_transform( &localplayer.rb );
2444 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2445
2446 player_skate.substep -= player_skate.substep_delta;
2447
2448 rb_ct manifold[128];
2449 int manifold_len = 0;
2450 /*
2451 * Phase -1: head detection
2452 * --------------------------------------------------------------------------
2453 */
2454 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2455
2456 float t;
2457 v3f n;
2458 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2459 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
2460 k_material_flag_walking ) != -1) )
2461 {
2462 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2463 rb_update_transform( &localplayer.rb );
2464
2465 player__dead_transition( k_player_die_type_head );
2466 return;
2467 }
2468
2469 /*
2470 * Phase 1: Regular collision detection
2471 * --------------------------------------------------------------------------
2472 */
2473
2474 for( int i=0; i<k_wheel_count; i++ ){
2475 if( wheels[i].state == k_collider_state_disabled )
2476 continue;
2477
2478 m4x3f mtx;
2479 m3x3_identity( mtx );
2480 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2481
2482 rb_sphere collider = { .radius = wheels[i].radius };
2483
2484 rb_ct *man = &manifold[ manifold_len ];
2485
2486 int l = skate_collide_smooth( mtx, &collider, man );
2487 if( l )
2488 wheels[i].state = k_collider_state_colliding;
2489
2490 manifold_len += l;
2491 }
2492
2493 float grind_radius = k_board_radius * 0.75f;
2494 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2495 .radius=grind_radius };
2496 m4x3f mtx;
2497 v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
2498 v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
2499 v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
2500 v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
2501 grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
2502
2503 rb_ct *cman = &manifold[manifold_len];
2504
2505 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2506 cman, k_material_flag_walking );
2507
2508 /* weld joints */
2509 for( int i=0; i<l; i ++ )
2510 cman[l].type = k_contact_type_edge;
2511 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2512 l = rb_manifold_apply_filtered( cman, l );
2513
2514 manifold_len += l;
2515
2516 if( vg_lines.draw )
2517 vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2518
2519 /* add limits */
2520 if( state->activity >= k_skate_activity_grind_any ){
2521 for( int i=0; i<player_skate.limit_count; i++ ){
2522 struct grind_limit *limit = &player_skate.limits[i];
2523 rb_ct *ct = &manifold[ manifold_len ++ ];
2524 m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
2525 m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
2526 ct->p = limit->p;
2527 ct->type = k_contact_type_default;
2528 }
2529 }
2530
2531 /*
2532 * Phase 3: Dynamics
2533 * --------------------------------------------------------------------------
2534 */
2535
2536
2537 v3f world_cog;
2538 m4x3_mulv( localplayer.rb.to_world,
2539 player_skate.weight_distribution, world_cog );
2540 vg_line_point( world_cog, 0.02f, VG__BLACK );
2541
2542 for( int i=0; i<manifold_len; i ++ ){
2543 rb_prepare_contact( &manifold[i], player_skate.substep_delta );
2544 rb_debug_contact( &manifold[i] );
2545 }
2546
2547 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2548 v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
2549 float ex2 = k_board_interia*extent[0]*extent[0],
2550 ey2 = k_board_interia*extent[1]*extent[1],
2551 ez2 = k_board_interia*extent[2]*extent[2];
2552
2553 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2554 float inv_mass = 1.0f/mass;
2555
2556 v3f I;
2557 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2558 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2559 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2560
2561 m3x3f iI;
2562 m3x3_identity( iI );
2563 iI[0][0] = I[0];
2564 iI[1][1] = I[1];
2565 iI[2][2] = I[2];
2566 m3x3_inv( iI, iI );
2567
2568 m3x3f iIw;
2569 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2570 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2571
2572 for( int j=0; j<10; j++ ){
2573 for( int i=0; i<manifold_len; i++ ){
2574 /*
2575 * regular dance; calculate velocity & total mass, apply impulse.
2576 */
2577
2578 struct contact *ct = &manifold[i];
2579
2580 v3f rv, delta;
2581 v3_sub( ct->co, world_cog, delta );
2582 v3_cross( localplayer.rb.w, delta, rv );
2583 v3_add( localplayer.rb.v, rv, rv );
2584
2585 v3f raCn;
2586 v3_cross( delta, ct->n, raCn );
2587
2588 v3f raCnI, rbCnI;
2589 m3x3_mulv( iIw, raCn, raCnI );
2590
2591 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2592 vn = v3_dot( rv, ct->n ),
2593 lambda = normal_mass * ( -vn );
2594
2595 float temp = ct->norm_impulse;
2596 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2597 lambda = ct->norm_impulse - temp;
2598
2599 v3f impulse;
2600 v3_muls( ct->n, lambda, impulse );
2601
2602 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2603 v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
2604 v3_cross( delta, impulse, impulse );
2605 m3x3_mulv( iIw, impulse, impulse );
2606 v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
2607
2608 v3_cross( localplayer.rb.w, delta, rv );
2609 v3_add( localplayer.rb.v, rv, rv );
2610 vn = v3_dot( rv, ct->n );
2611 }
2612 }
2613
2614 v3f dt;
2615 rb_depenetrate( manifold, manifold_len, dt );
2616 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2617 rb_update_transform( &localplayer.rb );
2618
2619 substep_count ++;
2620
2621 if( player_skate.substep >= 0.0001f )
2622 goto begin_collision; /* again! */
2623
2624 /*
2625 * End of collision and dynamics routine
2626 * --------------------------------------------------------------------------
2627 */
2628
2629 f32 nforce = v3_length(normal_total);
2630 if( nforce > 4.0f ){
2631 if( nforce > 17.6f ){
2632 v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
2633 player__dead_transition( k_player_die_type_feet );
2634 return;
2635 }
2636
2637 f32 amt = k_cam_punch;
2638 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2639 amt *= 0.25f;
2640 }
2641
2642 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2643 localplayer.cam_land_punch_v );
2644 }
2645
2646 player_skate.surface = k_surface_prop_concrete;
2647
2648 for( int i=0; i<manifold_len; i++ ){
2649 rb_ct *ct = &manifold[i];
2650 struct world_surface *surf = world_contact_surface( world, ct );
2651
2652 if( surf->info.surface_prop > player_skate.surface )
2653 player_skate.surface = surf->info.surface_prop;
2654 }
2655
2656 for( int i=0; i<k_wheel_count; i++ ){
2657 m4x3f mtx;
2658 m3x3_copy( localplayer.rb.to_world, mtx );
2659 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2660 vg_line_sphere( mtx, wheels[i].radius,
2661 (u32[]){ VG__WHITE, VG__BLACK,
2662 wheels[i].colour }[ wheels[i].state ]);
2663 }
2664
2665 skate_integrate();
2666 vg_line_point( state->cog, 0.02f, VG__WHITE );
2667
2668 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2669
2670 if( id ){
2671 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2672
2673 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
2674 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
2675 m4x3_mulv( gate->transport, state->cog, state->cog );
2676 m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
2677 m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
2678 m3x3_mulv( gate->transport, state->head_position,
2679 state->head_position );
2680 m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
2681
2682 v4f transport_rotation;
2683 m3x3_q( gate->transport, transport_rotation );
2684 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
2685 q_mul( transport_rotation, state->smoothed_rotation,
2686 state->smoothed_rotation );
2687 rb_update_transform( &localplayer.rb );
2688 player__pass_gate( id );
2689 }
2690
2691 /* FIXME: Rate limit */
2692 static int stick_frames = 0;
2693
2694 if( state->activity >= k_skate_activity_ground )
2695 stick_frames ++;
2696 else
2697 stick_frames = 0;
2698
2699 if( stick_frames > 5 ) stick_frames = 5;
2700
2701 if( stick_frames == 4 ){
2702 if( state->activity == k_skate_activity_ground ){
2703 if( (fabsf(state->slip) > 0.75f) ){
2704 player__networked_sfx( k_player_subsystem_skate, 128,
2705 k_player_skate_soundeffect_land_bad,
2706 localplayer.rb.co, 0.6f );
2707 }
2708 else{
2709 player__networked_sfx( k_player_subsystem_skate, 128,
2710 k_player_skate_soundeffect_land_good,
2711 localplayer.rb.co, 1.0f );
2712 }
2713 }
2714 else if( player_skate.surface == k_surface_prop_metal ){
2715 player__networked_sfx( k_player_subsystem_skate, 128,
2716 k_player_skate_soundeffect_grind_metal,
2717 localplayer.rb.co, 1.0f );
2718 }
2719 else{
2720 player__networked_sfx( k_player_subsystem_skate, 128,
2721 k_player_skate_soundeffect_grind_wood,
2722 localplayer.rb.co, 1.0f );
2723 }
2724 } else if( stick_frames == 0 ){
2725 /* TODO: EXIT SOUNDS */
2726 }
2727
2728 if( (state->activity_prev < k_skate_activity_grind_any) &&
2729 (state->activity >= k_skate_activity_grind_any) ){
2730 state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
2731 state->grind_y_start = localplayer.rb.co[1];
2732 }
2733
2734 if( state->activity >= k_skate_activity_grind_any ){
2735 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2736 if( dy < 0.0f ){
2737 state->velocity_limit += -dy*0.2f;
2738 }
2739 state->grind_y_start = localplayer.rb.co[1];
2740
2741
2742 f32 speed_end = v3_length( localplayer.rb.v );
2743 if( speed_end > state->velocity_limit ){
2744 v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
2745 localplayer.rb.v );
2746 }
2747 }
2748 }
2749
2750 static void player__skate_im_gui(void){
2751 struct player_skate_state *state = &player_skate.state;
2752 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
2753 localplayer.rb.v[1],
2754 localplayer.rb.v[2] );
2755 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
2756 localplayer.rb.co[1],
2757 localplayer.rb.co[2] );
2758 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
2759 localplayer.rb.w[1],
2760 localplayer.rb.w[2] );
2761
2762 const char *activity_txt[] = {
2763 "air",
2764 "air_to_grind",
2765 "ground",
2766 "handplant",
2767 "undefined (INVALID)",
2768 "grind_any (INVALID)",
2769 "grind_boardslide",
2770 "grind_metallic (INVALID)",
2771 "grind_back50",
2772 "grind_front50",
2773 "grind_5050"
2774 };
2775
2776 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2777 #if 0
2778 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2779 state->steerx_s, state->steery_s,
2780 k_steer_ground, k_steer_air );
2781 #endif
2782 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2783 state->flip_time );
2784 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2785 state->trick_vel[0],
2786 state->trick_vel[1],
2787 state->trick_vel[2] );
2788 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2789 state->trick_time,
2790 state->trick_euler[0],
2791 state->trick_euler[1],
2792 state->trick_euler[2] );
2793 }
2794
2795 static void player__skate_animate(void){
2796 struct player_skate_state *state = &player_skate.state;
2797 struct player_skate_animator *animator = &player_skate.animator;
2798
2799 /* Head */
2800 float kheight = 2.0f,
2801 kleg = 0.6f;
2802
2803 v3_zero( animator->offset );
2804
2805 v3f cog_local, cog_ideal;
2806 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2807
2808 v3_copy( state->up_dir, cog_ideal );
2809 v3_normalize( cog_ideal );
2810 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2811
2812 v3_sub( cog_ideal, cog_local, animator->offset );
2813
2814 v3_muls( animator->offset, 4.0f, animator->offset );
2815 animator->offset[1] *= -1.0f;
2816
2817 float curspeed = v3_length( localplayer.rb.v ),
2818 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2819 kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
2820 sign = vg_signf( kicks );
2821
2822 animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
2823 6.0f*vg.time_delta);
2824 animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
2825 2.4f*vg.time_delta);
2826
2827 animator->offset[0] *= 0.26f;
2828 animator->offset[0] += animator->wobble[1]*3.0f;
2829
2830 animator->offset[1] *= -0.3f;
2831 animator->offset[2] *= 0.01f;
2832
2833 animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
2834 (1.0f-fabsf(animator->slide)*0.9f);
2835 animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
2836
2837 v3f cam_offset;
2838 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2839
2840 /* localized vectors */
2841 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2842
2843 /*
2844 * Animation blending
2845 * ===========================================
2846 */
2847
2848 /* sliding */
2849 {
2850 float desired = 0.0f;
2851 if( state->activity == k_skate_activity_ground )
2852 desired = vg_clampf( vg_maxf(fabsf( state->slip ),
2853 fabsf( state->skid ) ), 0.0f, 1.0f );
2854
2855 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2856
2857 f32 dirx = 0.0f;
2858 if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
2859 if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
2860 if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
2861 dirx = vg_signf( state->slip );
2862 vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
2863 }
2864
2865 cam_offset[0] += animator->slide * -animator->x;
2866 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2867
2868 /* movement information */
2869 int iair = state->activity <= k_skate_activity_air_to_grind;
2870
2871 float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
2872 fly = iair? 1.0f: 0.0f,
2873 wdist= player_skate.weight_distribution[2] / k_board_length;
2874
2875 if( state->activity >= k_skate_activity_grind_any )
2876 wdist = 0.0f;
2877
2878 animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
2879 animator->skid = state->skid;
2880 animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
2881 animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
2882
2883 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2884 animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
2885 animator->reverse = state->reverse;
2886
2887 if( fabsf(state->slip) > 0.3f ){
2888 f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
2889 state->delayed_slip_dir = vg_signf(slide_x);
2890 }
2891
2892 /* grinding */
2893 f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2894 animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
2895
2896 f32 grind_frame = 0.5f;
2897
2898 if( state->activity == k_skate_activity_grind_front50 )
2899 grind_frame = 0.0f;
2900 else if( state->activity == k_skate_activity_grind_back50 )
2901 grind_frame = 1.0f;
2902
2903 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2904 5.0f*vg.time_delta );
2905 animator->activity = state->activity;
2906 animator->surface = player_skate.surface;
2907
2908 /* pushing */
2909 animator->push_time = vg.time - state->start_push;
2910 animator->push = vg_lerpf( animator->push,
2911 (vg.time - state->cur_push) < 0.125,
2912 6.0f*vg.time_delta );
2913
2914 /* jumping */
2915 animator->jump_charge = state->jump_charge;
2916 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2917 8.4f*vg.time_delta );
2918
2919 /* trick setup */
2920 animator->jump_dir = state->jump_dir;
2921 f32 jump_start_frame = 14.0f/30.0f;
2922 animator->jump_time = animator->jump_charge * jump_start_frame;
2923 f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
2924 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2925 animator->jump_time = jump_frame;
2926
2927 /* trick */
2928 float jump_t = vg.time-state->jump_time;
2929 float k=17.0f;
2930 float h = k*jump_t;
2931 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2932 extra *= state->slap * 4.0f;
2933
2934 v3_add( state->trick_euler, state->trick_residuald,
2935 animator->board_euler );
2936 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2937
2938 animator->board_euler[0] *= 0.5f;
2939 animator->board_euler[1] += extra;
2940 animator->trick_type = state->trick_type;
2941
2942 /* board lean */
2943 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2944 lean;
2945
2946 lean1 = animator->slide * animator->delayed_slip_dir;
2947 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2948 else lean = lean2;
2949
2950 if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
2951 lean = vg_clampf( lean, -1.0f, 1.0f );
2952 animator->board_lean =
2953 vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
2954
2955 /* feet placement */
2956 struct player_board *board =
2957 addon_cache_item_if_loaded( k_addon_type_board,
2958 localplayer.board_view_slot );
2959 if( board ){
2960 if( animator->weight > 0.0f ){
2961 animator->foot_offset[0] =
2962 board->truck_positions[k_board_truck_back][2]+0.3f;
2963 }
2964 else{
2965 animator->foot_offset[1] =
2966 board->truck_positions[k_board_truck_front][2]-0.3f;
2967 }
2968 }
2969
2970 f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
2971 animator->slap = state->slap;
2972 animator->subslap = vg_lerpf( animator->subslap, slapm,
2973 vg.time_delta*10.0f );
2974
2975 #if 0
2976 f32 l = ((state->activity < k_skate_activity_ground) &&
2977 v3_length2(state->trick_vel) > 0.1f )? 1: 0;
2978 animator->trick_foot = vg_lerpf( animator->trick_foot, l,
2979 8.4f*vg.time_delta );
2980 #endif
2981
2982 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
2983
2984 /* grab */
2985 v2f grab_input;
2986 joystick_state( k_srjoystick_grab, grab_input );
2987 v2_add( state->grab_mouse_delta, grab_input, grab_input );
2988
2989 if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
2990 else v2_normalize_clamp( grab_input );
2991 v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
2992 animator->grabbing = state->grabbing;
2993
2994 /* steer */
2995 v2f steer;
2996 joystick_state( k_srjoystick_steer, steer );
2997 animator->airdir = vg_lerpf( animator->airdir,
2998 -steer[0], 2.4f*vg.time_delta );
2999
3000 animator->steer[0] = steer[0];
3001 animator->steer[1] = vg_lerpf( animator->steer[1],
3002 steer[0], 4.0f*vg.time_delta );
3003
3004
3005 /* flip angle */
3006 if( (state->activity <= k_skate_activity_air_to_grind) &&
3007 (fabsf(state->flip_rate) > 0.01f) ){
3008 float substep = vg.time_fixed_extrapolate;
3009 float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
3010 sign = vg_signf( t );
3011
3012 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3013 t = sign * (1.0f-t*t);
3014
3015 f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3016 distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
3017 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3018 angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
3019 q_axis_angle( animator->qflip, state->flip_axis, angle );
3020 }
3021 else
3022 q_identity( animator->qflip );
3023
3024 /* counter-rotation */
3025 if( v3_length2( state->up_dir ) > 0.001f ){
3026 v4_lerp( state->smoothed_rotation, localplayer.rb.q,
3027 2.0f*vg.time_frame_delta,
3028 state->smoothed_rotation );
3029 q_normalize( state->smoothed_rotation );
3030
3031 v3f yaw_smooth = {1.0f,0.0f,0.0f};
3032 q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
3033 m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
3034 yaw_smooth[1] = 0.0f;
3035 v3_normalize( yaw_smooth );
3036
3037 f32 yaw_counter_rotate = yaw_smooth[0];
3038 yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
3039 yaw_counter_rotate = acosf( yaw_counter_rotate );
3040 yaw_counter_rotate *= 1.0f-animator->fly;
3041
3042 v3f ndir;
3043 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
3044 v3_normalize( ndir );
3045
3046 v3f up = { 0.0f, 1.0f, 0.0f };
3047 float a = v3_dot( ndir, up );
3048 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
3049
3050 v3f axis;
3051 v4f qcounteryaw, qfixup;
3052
3053 v3_cross( up, ndir, axis );
3054 q_axis_angle( qfixup, axis, a*2.0f );
3055
3056 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
3057 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
3058
3059 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
3060 q_normalize( animator->qfixuptotal );
3061
3062 v3f p1, p2;
3063 m3x3_mulv( localplayer.rb.to_world, up, p1 );
3064 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
3065
3066 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
3067 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
3068 }
3069 else q_identity( animator->qfixuptotal );
3070
3071 if( state->activity == k_skate_activity_handplant ){
3072 v3_copy( state->store_co, animator->root_co );
3073 v4_copy( state->store_q, animator->root_q );
3074 v3_zero( animator->root_v );
3075 }
3076 else {
3077 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
3078 v3_copy( localplayer.rb.v, animator->root_v );
3079 }
3080
3081 animator->handplant_t = state->handplant_t;
3082 }
3083
3084 static void player__skate_pose( void *_animator, player_pose *pose ){
3085 struct skeleton *sk = &localplayer.skeleton;
3086 struct player_skate_animator *animator = _animator;
3087
3088 pose->type = k_player_pose_type_ik;
3089 v3_copy( animator->root_co, pose->root_co );
3090 v4_copy( animator->root_q, pose->root_q );
3091
3092 /* transform */
3093 v3f ext_up,ext_co;
3094 q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3095 v3_copy( pose->root_co, ext_co );
3096 v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
3097
3098 /* apply flip rotation at midpoint */
3099 q_mul( animator->qflip, pose->root_q, pose->root_q );
3100 q_normalize( pose->root_q );
3101
3102 v3f rotation_point, rco;
3103 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3104 v3_sub( pose->root_co, rotation_point, rco );
3105
3106 q_mulv( animator->qflip, rco, rco );
3107 v3_add( rco, rotation_point, pose->root_co );
3108
3109 /* ANIMATIONS
3110 * ---------------------------------------------------------------------- */
3111
3112 mdl_keyframe apose[32], bpose[32];
3113 mdl_keyframe ground_pose[32];
3114 {
3115 /* stand/crouch */
3116 f32 dir_frame = animator->z * (15.0f/30.0f),
3117 stand_blend = animator->offset[1]*-2.0f;
3118
3119 pose->board.lean = animator->board_lean;
3120
3121 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3122
3123 skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
3124 skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
3125 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
3126
3127 /* sliding */
3128 f32 slide_frame = animator->x * 0.25f + 0.25f;
3129 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3130
3131 mdl_keyframe mirrored[32];
3132 player_mirror_pose( bpose, mirrored );
3133 skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
3134 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
3135
3136 if( animator->reverse > 0.0f ){
3137 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3138 bpose );
3139 }
3140 else{
3141 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3142 animator->push_time, bpose );
3143 }
3144 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3145
3146 struct skeleton_anim *jump_anim = animator->jump_dir?
3147 player_skate.anim_ollie:
3148 player_skate.anim_ollie_reverse;
3149
3150 f32 setup_blend = vg_minf( animator->jump, 1.0f );
3151 skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
3152 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
3153 }
3154
3155 mdl_keyframe air_pose[32];
3156 {
3157 float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
3158 skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
3159
3160 float ang = atan2f( animator->grab[0], animator->grab[1] ),
3161 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
3162 grab_frame = ang_unit * (15.0f/30.0f);
3163
3164 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3165 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3166 }
3167
3168 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3169 pose->keyframes );
3170
3171 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
3172 *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
3173 *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
3174 *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
3175 *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
3176 *kf_hip = &pose->keyframes[localplayer.id_hip-1],
3177 *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
3178 &pose->keyframes[localplayer.id_wheel_l-1] };
3179
3180
3181 mdl_keyframe grind_pose[32];
3182 {
3183 f32 frame = animator->grind_balance * 0.5f;
3184
3185 skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
3186 skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
3187 skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
3188 }
3189 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3190 animator->grind, pose->keyframes );
3191 float add_grab_mod = 1.0f - animator->fly;
3192
3193 /* additive effects */
3194 u32 apply_to[] = { localplayer.id_hip,
3195 localplayer.id_ik_hand_l,
3196 localplayer.id_ik_hand_r,
3197 localplayer.id_ik_elbow_l,
3198 localplayer.id_ik_elbow_r };
3199
3200 float apply_rates[] = { 1.0f,
3201 0.75f,
3202 0.75f,
3203 0.75f,
3204 0.75f };
3205
3206 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3207 pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
3208 pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
3209 }
3210
3211 #if 1
3212 /* angle 'correction' */
3213 v3f origin;
3214 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3215
3216 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3217 mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
3218 keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
3219 animator->qfixuptotal );
3220 }
3221 #endif
3222
3223
3224 if( animator->activity == k_skate_activity_handplant ){
3225 struct skeleton_anim *anim = player_skate.anim_handplant;
3226
3227 mdl_keyframe hpose[32];
3228 skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
3229 if( animator->reverse < 0.0f )
3230 player_mirror_pose( hpose, hpose );
3231
3232 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
3233 m4x3f world, mmdl, world_view;
3234 q_m3x3( kf_world->q, world );
3235 v3_copy( kf_world->co, world[3] );
3236
3237 q_m3x3( pose->root_q, mmdl );
3238 v3_copy( pose->root_co, mmdl[3] );
3239
3240 m4x3_mul( mmdl, world, world_view );
3241
3242 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
3243 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
3244 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
3245
3246 m4x3f invworld;
3247 m4x3_invert_affine( world, invworld );
3248 m4x3_mul( mmdl, invworld, world_view );
3249
3250 m3x3_q( world_view, pose->root_q );
3251 v3_copy( world_view[3], pose->root_co );
3252
3253 f32 t = animator->handplant_t,
3254 frames = anim->length-1,
3255 length = animator->activity == k_skate_activity_handplant?
3256 frames / anim->rate:
3257 999999,
3258 end_dist = vg_minf( t, length - t )/k_anim_transition,
3259 blend = vg_smoothstepf( vg_minf(1,end_dist) );
3260
3261 skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
3262 }
3263
3264
3265 /* trick rotation */
3266 v4f qtrick, qyaw, qpitch, qroll;
3267 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
3268 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
3269 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
3270
3271 q_mul( qyaw, qroll, qtrick );
3272 q_mul( qpitch, qtrick, qtrick );
3273 q_mul( kf_board->q, qtrick, kf_board->q );
3274 q_normalize( kf_board->q );
3275
3276 kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
3277 0.5f * animator->weight );
3278 kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
3279 -0.5f * animator->weight );
3280
3281 kf_foot_l->co[1] += animator->slap;
3282 kf_foot_r->co[1] += animator->slap;
3283 kf_knee_l->co[1] += animator->slap;
3284 kf_knee_r->co[1] += animator->slap;
3285 kf_board->co[1] += animator->slap * animator->subslap;
3286 kf_hip->co[1] += animator->slap * 0.25f;
3287
3288 /* kickflip and shuvit are in the wrong order for some reason */
3289 if( animator->trick_type == k_trick_type_kickflip ){
3290 kf_foot_l->co[0] += animator->trick_foot * 0.15f;
3291 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3292 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3293 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3294 }
3295 else if( animator->trick_type == k_trick_type_shuvit ){
3296 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3297 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3298 kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
3299 kf_foot_r->co[1] += animator->trick_foot * 0.09f;
3300 }
3301 else if( animator->trick_type == k_trick_type_treflip ){
3302 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3303 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3304 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3305 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3306 }
3307
3308 /*
3309 * animation wishlist:
3310 * boardslide/grind jump animations
3311 * when tricking the slap should not appply or less apply
3312 * not animations however DONT target grinds that are vertically down.
3313 */
3314
3315 /* truck rotation */
3316 for( int i=0; i<2; i++ ){
3317 float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
3318 a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
3319
3320 v4f q;
3321 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3322 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3323 q_normalize( kf_wheels[i]->q );
3324 }
3325
3326 #if 1
3327 {
3328 mdl_keyframe
3329 *kf_head = &pose->keyframes[localplayer.id_head-1],
3330 *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
3331 *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
3332 *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
3333 *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
3334 *kf_hip = &pose->keyframes[localplayer.id_hip-1];
3335
3336 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3337 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3338
3339 v4f qrot;
3340 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3341
3342 v3f origin = {0.0f,0.2f,0.0f};
3343 keyframe_rotate_around( kf_hand_l, origin,
3344 sk->bones[localplayer.id_ik_hand_l].co, qrot );
3345 keyframe_rotate_around( kf_hand_r, origin,
3346 sk->bones[localplayer.id_ik_hand_r].co, qrot );
3347 keyframe_rotate_around( kf_hip, origin,
3348 sk->bones[localplayer.id_hip].co, qrot );
3349 keyframe_rotate_around( kf_elbow_r, origin,
3350 sk->bones[localplayer.id_ik_elbow_r].co, qrot );
3351 keyframe_rotate_around( kf_elbow_l, origin,
3352 sk->bones[localplayer.id_ik_elbow_l].co, qrot );
3353
3354 q_inv( qrot, qrot );
3355 q_mul( qrot, kf_head->q, kf_head->q );
3356 q_normalize( kf_head->q );
3357
3358
3359 /* hand placement */
3360
3361 u32 hand_id = animator->z < 0.5f?
3362 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3363
3364 v3f sample_co;
3365 m4x3f mmdl;
3366 q_m3x3( pose->root_q, mmdl );
3367 q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
3368 v3_add( mmdl[3], pose->root_co, mmdl[3] );
3369 m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
3370
3371 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3372 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3373
3374 v3f dir;
3375 v3_muls( mmdl[1], -1.0f, dir );
3376 ray_hit hit = { .dist = 1.5f };
3377 if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
3378 vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
3379 vg_line( sample_co, hit.pos, 0xffffffff );
3380
3381 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3382 2.0f * fabsf(animator->z*2.0f-1.0f);
3383
3384 f32 d = (hit.dist - 0.3f) * amt;
3385 pose->keyframes[hand_id-1].co[1] -= d;
3386 kf_hip->co[1] -= d*0.4f;
3387 }
3388
3389 /* skid */
3390 f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
3391 u8 skidders[] = { localplayer.id_ik_foot_l,
3392 localplayer.id_ik_foot_r,
3393 localplayer.id_board };
3394 v4f qskid;
3395 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3396
3397 for( u32 i=0; i<vg_list_size(skidders); i ++ ){
3398 mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
3399 keyframe_rotate_around( kf,
3400 (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
3401 sk->bones[skidders[i]].co, qskid );
3402 }
3403 }
3404 #endif
3405 }
3406
3407 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
3408 struct player_board *board,
3409 struct player_effects_data *effect_data ){
3410
3411 struct skeleton *sk = &localplayer.skeleton;
3412 struct player_skate_animator *animator = _animator;
3413
3414 if( animator->grind > 0.5f ){
3415 v3f vp0, vp1, vpc;
3416 if( board ){
3417 v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
3418 v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
3419 }
3420 else{
3421 v3_zero( vp0 );
3422 v3_zero( vp1 );
3423 }
3424
3425 v3f *board_mtx = final_mtx[ localplayer.id_board ];
3426 m4x3_mulv( board_mtx, vp0, vp0 );
3427 m4x3_mulv( board_mtx, vp1, vp1 );
3428 v3_add( vp0, vp1, vpc );
3429 v3_muls( vpc, 0.5f, vpc );
3430
3431 int back = 0, front = 0, mid = 0;
3432
3433 if( animator->activity == k_skate_activity_grind_5050 ){
3434 back = 1;
3435 front = 1;
3436 }
3437 else if( animator->activity == k_skate_activity_grind_back50 ){
3438 back = 1;
3439 }
3440 else if( animator->activity == k_skate_activity_grind_front50 ){
3441 front = 1;
3442 }
3443 else if( animator->activity == k_skate_activity_grind_boardslide ){
3444 mid = 1;
3445 }
3446
3447 if( back ){
3448 effect_spark_apply( &effect_data->spark, vp0,
3449 animator->root_v, vg.time_delta );
3450 }
3451
3452 if( front ){
3453 effect_spark_apply( &effect_data->spark, vp1,
3454 animator->root_v, vg.time_delta );
3455 }
3456
3457 if( mid ){
3458 effect_spark_apply( &effect_data->spark, vpc,
3459 animator->root_v, vg.time_delta );
3460 }
3461 }
3462 }
3463
3464 static void player__skate_post_animate(void){
3465 struct player_skate_state *state = &player_skate.state;
3466 localplayer.cam_velocity_influence = 1.0f;
3467
3468 v3f head = { 0.0f, 1.8f, 0.0f };
3469 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
3470 head, state->head_position );
3471 m4x3_mulv( localplayer.rb.to_local,
3472 state->head_position, state->head_position );
3473 }
3474
3475 static void player__skate_reset_animator(void){
3476 struct player_skate_state *state = &player_skate.state;
3477
3478 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3479
3480 if( state->activity <= k_skate_activity_air_to_grind )
3481 player_skate.animator.fly = 1.0f;
3482 else
3483 player_skate.animator.fly = 0.0f;
3484 }
3485
3486 static void player__skate_clear_mechanics(void){
3487 struct player_skate_state *state = &player_skate.state;
3488 state->jump_charge = 0.0f;
3489 state->charging_jump = 0;
3490 state->jump_dir = 0;
3491 v3_zero( state->flip_axis );
3492 state->flip_time = 0.0f;
3493 state->flip_rate = 0.0f;
3494 state->reverse = 0.0f;
3495 state->slip = 0.0f;
3496 state->grabbing = 0.0f;
3497 v2_zero( state->grab_mouse_delta );
3498 state->slap = 0.0f;
3499 state->jump_time = 0.0;
3500 state->start_push = 0.0;
3501 state->cur_push = 0.0;
3502 state->air_start = 0.0;
3503
3504 v3_zero( state->air_init_v );
3505 v3_zero( state->air_init_co );
3506
3507 state->gravity_bias = k_gravity;
3508 v3_copy( localplayer.rb.co, state->prev_pos );
3509 v4_copy( localplayer.rb.q, state->smoothed_rotation );
3510 v3_zero( state->throw_v );
3511 v3_zero( state->trick_vel );
3512 v3_zero( state->trick_euler );
3513 v3_zero( state->cog_v );
3514 state->grind_cooldown = 0;
3515 state->surface_cooldown = 0;
3516 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
3517 v3_copy( localplayer.rb.to_world[1], state->up_dir );
3518 v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
3519 v3_copy( localplayer.rb.co, state->prev_pos );
3520 v3_zero( player_skate.weight_distribution );
3521 }
3522
3523 #include "network_compression.h"
3524
3525 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3526 struct player_skate_animator *animator = data;
3527
3528 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3529 bitpack_qquat( ctx, animator->root_q );
3530
3531 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
3532 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
3533 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
3534 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
3535 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
3536
3537 /* these could likely be pressed down into single bits if needed */
3538 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
3539 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
3540 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
3541 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
3542 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
3543 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
3544
3545 /* just the sign bit? */
3546 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
3547 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
3548 bitpack_bytes( ctx, 1, &animator->jump_dir );
3549 bitpack_bytes( ctx, 1, &animator->trick_type );
3550
3551 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
3552 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
3553 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
3554 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
3555 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
3556 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
3557 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
3558
3559 /* animator->wobble is ommited */
3560
3561 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3562 bitpack_qquat( ctx, animator->qfixuptotal );
3563 bitpack_qquat( ctx, animator->qflip );
3564
3565 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
3566 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
3567 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
3568 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
3569
3570 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3571 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3572 bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t );
3573 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
3574 bitpack_bytes( ctx, 1, &animator->activity );
3575 }
3576
3577 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3578 audio_lock();
3579
3580 if( id == k_player_skate_soundeffect_jump ){
3581 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3582 pos, 40.0f, volume );
3583 }
3584 else if( id == k_player_skate_soundeffect_tap ){
3585 audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
3586 pos, 40.0f, volume );
3587 }
3588 else if( id == k_player_skate_soundeffect_land_good ){
3589 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
3590 pos, 40.0f, volume );
3591 }
3592 else if( id == k_player_skate_soundeffect_land_bad ){
3593 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
3594 pos, 40.0f, volume );
3595 }
3596 else if( id == k_player_skate_soundeffect_grind_metal ){
3597 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3598 }
3599 else if( id == k_player_skate_soundeffect_grind_wood ){
3600 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3601 }
3602
3603 audio_unlock();
3604 }
3605
3606 #endif /* PLAYER_SKATE_C */