6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 static void player__skate_bind(void){
12 struct skeleton
*sk
= &localplayer
.skeleton
;
13 rb_update_transform( &localplayer
.rb
);
15 struct { struct skeleton_anim
**anim
; const char *name
; }
17 { &player_skate
.anim_grind
, "pose_grind" },
18 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
19 { &player_skate
.anim_stand
, "pose_stand" },
20 { &player_skate
.anim_highg
, "pose_highg" },
21 { &player_skate
.anim_air
, "pose_air" },
22 { &player_skate
.anim_slide
, "pose_slide" },
23 { &player_skate
.anim_push
, "push" },
24 { &player_skate
.anim_push_reverse
, "push_reverse" },
25 { &player_skate
.anim_ollie
, "ollie" },
26 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
27 { &player_skate
.anim_grabs
, "grabs" },
28 { &player_skate
.anim_handplant
, "handplant" },
31 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
32 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
35 static void player__skate_kill_audio(void){
37 if( player_skate
.aud_main
){
38 player_skate
.aud_main
=
39 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
41 if( player_skate
.aud_air
){
42 player_skate
.aud_air
=
43 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
45 if( player_skate
.aud_slide
){
46 player_skate
.aud_slide
=
47 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
53 * Collision detection routines
59 * Does collision detection on a sphere vs world, and applies some smoothing
60 * filters to the manifold afterwards
62 static int skate_collide_smooth( m4x3f mtx
, rb_sphere
*sphere
, rb_ct
*man
){
63 world_instance
*world
= world_current_instance();
66 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
,
67 k_material_flag_walking
);
69 for( int i
=0; i
<len
; i
++ ){
70 man
[i
].rba
= &localplayer
.rb
;
74 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
77 rb_manifold_filter_backface( man
, len
);
78 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
79 rb_manifold_filter_pairs( man
, len
, 0.03f
);
81 int new_len
= rb_manifold_apply_filtered( man
, len
);
95 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
96 struct grind_info
*inf
){
97 world_instance
*world
= world_current_instance();
100 v3_copy( dir
, plane
);
101 v3_normalize( plane
);
102 plane
[3] = v3_dot( plane
, pos
);
105 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
106 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
115 int sample_count
= 0;
121 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
122 v3_normalize( support_axis
);
125 bh_iter_init_box( 0, &it
, box
);
128 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
129 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
132 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
133 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
136 for( int j
=0; j
<3; j
++ )
137 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
139 for( int j
=0; j
<3; j
++ ){
143 struct grind_sample
*sample
= &samples
[ sample_count
];
146 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
148 v3_sub( co
, pos
, d
);
149 if( v3_length2( d
) > r
*r
)
153 v3_sub( tri
[1], tri
[0], va
);
154 v3_sub( tri
[2], tri
[0], vb
);
155 v3_cross( va
, vb
, normal
);
157 sample
->normal
[0] = v3_dot( support_axis
, normal
);
158 sample
->normal
[1] = normal
[1];
159 sample
->co
[0] = v3_dot( support_axis
, d
);
160 sample
->co
[1] = d
[1];
162 v3_copy( normal
, sample
->normal3
); /* normalize later
163 if we want to us it */
165 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
166 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
167 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
169 v2_normalize( sample
->normal
);
172 if( sample_count
== vg_list_size( samples
) )
173 goto too_many_samples
;
180 if( sample_count
< 2 )
183 v3f average_direction
,
187 v2_fill( min_co
, INFINITY
);
188 v2_fill( max_co
, -INFINITY
);
190 v3_zero( average_direction
);
191 v3_zero( average_normal
);
193 int passed_samples
= 0;
195 for( int i
=0; i
<sample_count
-1; i
++ ){
196 struct grind_sample
*si
, *sj
;
200 for( int j
=i
+1; j
<sample_count
; j
++ ){
206 /* non overlapping */
207 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
210 /* not sharp angle */
211 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
216 v3_sub( sj
->centroid
, si
->centroid
, v0
);
217 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
218 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
221 v2_minv( sj
->co
, min_co
, min_co
);
222 v2_maxv( sj
->co
, max_co
, max_co
);
225 v3_copy( si
->normal3
, n0
);
226 v3_copy( sj
->normal3
, n1
);
227 v3_cross( n0
, n1
, dir
);
229 if( v3_length2( dir
) <= 0.000001f
)
234 /* make sure the directions all face a common hemisphere */
235 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
236 v3_add( average_direction
, dir
, average_direction
);
238 float yi
= si
->normal3
[1],
241 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
242 else v3_add( sj
->normal3
, average_normal
, average_normal
);
248 if( !passed_samples
)
251 if( (v3_length2( average_direction
) <= 0.001f
) ||
252 (v3_length2( average_normal
) <= 0.001f
) )
255 float div
= 1.0f
/(float)passed_samples
;
256 v3_normalize( average_direction
);
257 v3_normalize( average_normal
);
260 v2_add( min_co
, max_co
, average_coord
);
261 v2_muls( average_coord
, 0.5f
, average_coord
);
263 v3_muls( support_axis
, average_coord
[0], inf
->co
);
264 inf
->co
[1] += average_coord
[1];
265 v3_add( pos
, inf
->co
, inf
->co
);
266 v3_copy( average_normal
, inf
->n
);
267 v3_copy( average_direction
, inf
->dir
);
269 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
270 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
271 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
273 return passed_samples
;
276 static void reset_jump_info( jump_info
*inf
){
278 inf
->land_dist
= 0.0f
;
280 inf
->type
= k_prediction_unset
;
281 v3_zero( inf
->apex
);
284 static int create_jumps_to_hit_target( jump_info
*jumps
,
285 v3f target
, float max_angle_delta
,
287 /* calculate the exact 2 solutions to jump onto that grind spot */
290 v3_sub( target
, localplayer
.rb
.co
, v0
);
297 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
298 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
300 float a
= atan2f( v
[1], v
[0] ),
302 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
307 root
= sqrtf( root
);
308 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
309 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
311 if( fabsf(a0
-a
) < max_angle_delta
){
312 jump_info
*inf
= &jumps
[ valid_count
++ ];
313 reset_jump_info( inf
);
315 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
316 inf
->v
[1] += sinf( a0
) * m
;
317 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
318 inf
->gravity
= gravity
;
320 v3_copy( target
, inf
->log
[inf
->log_length
++] );
323 if( fabsf(a1
-a
) < max_angle_delta
){
324 jump_info
*inf
= &jumps
[ valid_count
++ ];
325 reset_jump_info( inf
);
327 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
328 inf
->v
[1] += sinf( a1
) * m
;
329 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
330 inf
->gravity
= gravity
;
332 v3_copy( target
, inf
->log
[inf
->log_length
++] );
339 static void player__approximate_best_trajectory(void){
340 world_instance
*world0
= world_current_instance();
342 float k_trace_delta
= k_rb_delta
* 10.0f
;
343 struct player_skate_state
*state
= &player_skate
.state
;
345 state
->air_start
= vg
.time
;
346 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
347 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
349 player_skate
.possible_jump_count
= 0;
352 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
353 v3_normalize( axis
);
355 /* at high slopes, Y component is low */
356 float upness
= localplayer
.rb
.to_world
[1][1],
357 angle_begin
= -(1.0f
-fabsf( upness
)),
360 struct grind_info grind
;
361 int grind_located
= 0;
362 float grind_located_gravity
= k_gravity
;
365 v3f launch_v_bounds
[2];
367 for( int i
=0; i
<2; i
++ ){
368 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
369 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
373 q_axis_angle( qbias
, axis
, ang
);
374 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
377 for( int m
=0;m
<=30; m
++ ){
379 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
380 reset_jump_info( inf
);
382 v3f launch_co
, launch_v
, co0
, co1
;
383 v3_copy( localplayer
.rb
.co
, launch_co
);
384 v3_copy( localplayer
.rb
.v
, launch_v
);
385 v3_copy( launch_co
, co0
);
386 world_instance
*trace_world
= world0
;
388 float vt
= (float)m
* (1.0f
/30.0f
),
389 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
392 q_axis_angle( qbias
, axis
, ang
);
393 q_mulv( qbias
, launch_v
, launch_v
);
395 float yaw_sketch
= 1.0f
-fabsf(upness
);
397 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
398 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
399 q_mulv( qbias
, launch_v
, launch_v
);
401 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
402 gravity
= k_gravity
* gravity_bias
;
403 inf
->gravity
= gravity
;
404 v3_copy( launch_v
, inf
->v
);
406 for( int i
=1; i
<=50; i
++ ){
407 float t
= (float)i
* k_trace_delta
;
409 v3_muls( launch_v
, t
, co1
);
410 co1
[1] += -0.5f
* gravity
* t
*t
;
411 v3_add( launch_co
, co1
, co1
);
413 float launch_vy
= launch_v
[1];
415 int search_for_grind
= 1;
416 if( grind_located
) search_for_grind
= 0;
417 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
421 v3f closest
={0.0f
,0.0f
,0.0f
};
422 if( search_for_grind
){
423 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
424 float min_dist
= 0.75f
;
425 min_dist
*= min_dist
;
427 if( v3_dist2( closest
, launch_co
) < min_dist
)
428 search_for_grind
= 0;
432 for( int j
=0; j
<2; j
++ ){
433 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
434 bound
[j
][1] += -0.5f
*gravity
*t
*t
;
435 v3_add( launch_co
, bound
[j
], bound
[j
] );
438 float limh
= vg_minf( 2.0f
, t
),
439 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
440 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
442 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
443 search_for_grind
= 0;
447 search_for_grind
= 0;
450 if( search_for_grind
){
452 v3_copy( launch_v
, ve
);
453 ve
[1] += -gravity
* t
;
455 if( skate_grind_scansq( closest
, ve
, 0.5f
, &grind
) ){
456 /* check alignment */
457 v2f v0
= { ve
[0], ve
[2] },
458 v1
= { grind
.dir
[0], grind
.dir
[2] };
463 float a
= v2_dot( v0
, v1
);
465 float a_min
= cosf( VG_PIf
* 0.185f
);
466 if( state
->grind_cooldown
)
467 a_min
= cosf( VG_PIf
* 0.05f
);
470 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
472 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
475 grind_located_gravity
= inf
->gravity
;
480 if( trace_world
->rendering_gate
){
481 ent_gate
*gate
= trace_world
->rendering_gate
;
482 if( gate_intersect( gate
, co1
, co0
) ){
483 m4x3_mulv( gate
->transport
, co0
, co0
);
484 m4x3_mulv( gate
->transport
, co1
, co1
);
485 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
486 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
488 if( gate
->flags
& k_ent_gate_nonlocal
)
489 trace_world
= &world_static
.instances
[ gate
->target
];
496 float scan_radius
= k_board_radius
;
497 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
499 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
500 k_material_flag_walking
);
503 v3_lerp( co0
, co1
, t1
, co
);
504 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
506 v3_copy( n
, inf
->n
);
507 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
508 struct world_surface
*surf
=
509 world_tri_index_surface( trace_world
, tri
[0] );
511 inf
->type
= k_prediction_land
;
514 v3_copy( launch_v
, ve
);
515 ve
[1] += -gravity
* t
;
517 inf
->score
= -v3_dot( ve
, inf
->n
);
518 inf
->land_dist
= t
+ k_trace_delta
* t1
;
520 /* Bias prediction towords ramps */
521 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
524 if( surf
->info
.flags
& k_material_flag_boundary
)
525 player_skate
.possible_jump_count
--;
531 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
535 if( inf
->type
== k_prediction_unset
)
536 player_skate
.possible_jump_count
--;
540 jump_info grind_jumps
[2];
543 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
544 0.175f
*VG_PIf
, grind_located_gravity
);
546 /* knock out original landing points in the 1m area */
547 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
548 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
549 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
550 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
551 jump
->score
+= descale
*3.0f
;
554 for( int i
=0; i
<valid_count
; i
++ ){
555 jump_info
*jump
= &grind_jumps
[i
];
556 jump
->type
= k_prediction_grind
;
558 v3f launch_v
, launch_co
, co0
, co1
;
560 v3_copy( jump
->v
, launch_v
);
561 v3_copy( localplayer
.rb
.co
, launch_co
);
563 float t
= 0.05f
* jump
->land_dist
;
564 v3_muls( launch_v
, t
, co0
);
565 co0
[1] += -0.5f
* jump
->gravity
* t
*t
;
566 v3_add( launch_co
, co0
, co0
);
568 /* rough scan to make sure we dont collide with anything */
569 for( int j
=1; j
<=16; j
++ ){
570 t
= (float)j
*(1.0f
/16.0f
);
573 t
*= jump
->land_dist
;
575 v3_muls( launch_v
, t
, co1
);
576 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
577 v3_add( launch_co
, co1
, co1
);
582 int idx
= spherecast_world( world0
, co0
,co1
,
583 k_board_radius
*0.1f
, &t1
, n
,
584 k_material_flag_walking
);
586 goto invalidated_grind
;
592 v3_copy( grind
.n
, jump
->n
);
594 /* determine score */
596 v3_copy( jump
->v
, ve
);
597 ve
[1] += -jump
->gravity
*jump
->land_dist
;
598 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
600 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
609 float score_min
= INFINITY
,
610 score_max
= -INFINITY
;
612 jump_info
*best
= NULL
;
614 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
615 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
617 if( jump
->score
< score_min
)
620 score_min
= vg_minf( score_min
, jump
->score
);
621 score_max
= vg_maxf( score_max
, jump
->score
);
624 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
625 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
626 float s
= jump
->score
;
629 s
/= (score_max
-score_min
);
633 jump
->colour
= s
* 255.0f
;
637 else if( jump
->type
== k_prediction_land
)
640 jump
->colour
|= 0xff000000;
644 v3_copy( best
->n
, state
->land_normal
);
645 v3_copy( best
->v
, localplayer
.rb
.v
);
646 state
->land_dist
= best
->land_dist
;
647 state
->gravity_bias
= best
->gravity
;
649 if( best
->type
== k_prediction_grind
){
650 state
->activity
= k_skate_activity_air_to_grind
;
654 joystick_state( k_srjoystick_steer
, steer
);
655 v2_normalize_clamp( steer
);
657 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
658 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
660 state
->flip_time
= 0.0f
;
661 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
664 state
->flip_rate
= 0.0f
;
665 v3_zero( state
->flip_axis
);
669 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
674 * Varius physics models
675 * ------------------------------------------------
679 * Air control, no real physics
681 static void skate_apply_air_model(void){
682 struct player_skate_state
*state
= &player_skate
.state
;
684 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
685 player__approximate_best_trajectory();
687 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
688 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
690 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
693 q_axis_angle( correction
, axis
,
694 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
695 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
698 static enum trick_type
player_skate_trick_input(void);
699 static void skate_apply_trick_model(void){
700 struct player_skate_state
*state
= &player_skate
.state
;
703 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
705 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
706 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
708 v3_mul( strength
, F
, F
);
710 v3_muladds( state
->trick_residualv
, F
, k_rb_delta
,
711 state
->trick_residualv
);
712 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
713 k_rb_delta
, state
->trick_residuald
);
715 if( state
->activity
<= k_skate_activity_air_to_grind
){
716 if( v3_length2( state
->trick_vel
) < 0.0001f
)
719 int carry_on
= state
->trick_type
== player_skate_trick_input();
721 /* we assume velocities share a common divisor, in which case the
722 * interval is the minimum value (if not zero) */
724 float min_rate
= 99999.0f
;
726 for( int i
=0; i
<3; i
++ ){
727 float v
= state
->trick_vel
[i
];
728 if( (v
> 0.0f
) && (v
< min_rate
) )
732 float interval
= 1.0f
/ min_rate
,
733 current
= floorf( state
->trick_time
),
734 next_end
= current
+1.0f
;
737 /* integrate trick velocities */
738 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
739 state
->trick_euler
);
741 if( !carry_on
&& (state
->trick_time
+ k_rb_delta
/interval
>= next_end
) ){
742 state
->trick_time
= 0.0f
;
743 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
744 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
745 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
746 v3_copy( state
->trick_vel
, state
->trick_residualv
);
747 v3_zero( state
->trick_vel
);
750 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
751 localplayer
.rb
.co
, 40.0f
, 1.0f
);
755 state
->trick_time
+= k_rb_delta
/ interval
;
758 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
759 state
->trick_time
> 0.2f
)
761 player__dead_transition( k_player_die_type_feet
);
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
);
772 static void skate_apply_grab_model(void){
773 struct player_skate_state
*state
= &player_skate
.state
;
775 float grabt
= axis_state( k_sraxis_grab
);
778 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
779 state
->grab_mouse_delta
);
781 v2_normalize_clamp( state
->grab_mouse_delta
);
784 v2_zero( state
->grab_mouse_delta
);
786 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
789 static void skate_apply_steering_model(void){
790 struct player_skate_state
*state
= &player_skate
.state
;
793 joystick_state( k_srjoystick_steer
, jsteer
);
796 float steer
= jsteer
[0],
797 grab
= axis_state( k_sraxis_grab
);
799 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
802 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
807 f32 skid_target
= 0.0f
;
809 if( state
->activity
<= k_skate_activity_air_to_grind
){
810 rate
= 6.0f
* fabsf(steer
);
814 /* rotate slower when grabbing on ground */
815 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
817 if( state
->activity
== k_skate_activity_grind_5050
){
822 else if( state
->activity
>= k_skate_activity_grind_any
){
823 rate
*= fabsf(steer
);
825 float a
= 0.8f
* -steer
* k_rb_delta
;
828 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
829 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
831 v3_normalize( player_skate
.grind_vec
);
834 else if( state
->manual_direction
){
839 f32 skid
= axis_state(k_sraxis_skid
);
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
;
848 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
849 skid_target
= vg_signf( state
->skid
);
853 if( fabsf(skid
) > 0.1f
){
860 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
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
) );
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
);
873 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
874 accel
, localplayer
.rb
.w
);
878 * Computes friction and surface interface model
880 static void skate_apply_friction_model(void){
881 struct player_skate_state
*state
= &player_skate
.state
;
884 * Computing localized friction forces for controlling the character
885 * Friction across X is significantly more than Z
889 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
892 if( fabsf(vel
[2]) > 0.01f
)
893 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
895 if( fabsf( slip
) > 1.2f
)
896 slip
= vg_signf( slip
) * 1.2f
;
899 state
->reverse
= -vg_signf(vel
[2]);
901 f32 lat
= k_friction_lat
;
903 if( fabsf(axis_state(k_sraxis_skid
)) > 0.1f
){
904 lat
= k_friction_lat
* 2.0f
;
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
);
910 /* Pushing additive force */
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
;
917 state
->cur_push
= vg
.time
;
919 double push_time
= vg
.time
- state
->start_push
;
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
);
928 vel
[2] += delta
* -state
->reverse
;
932 /* Send back to velocity */
933 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
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
);
941 /* Cannot charge this in air */
942 if( state
->activity
<= k_skate_activity_air_to_grind
){
943 state
->charging_jump
= 0;
947 if( state
->charging_jump
){
948 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
950 if( !charging_jump_prev
)
951 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
954 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
957 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
959 /* player let go after charging past 0.2: trigger jump */
960 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
963 /* Launch more up if alignment is up else improve velocity */
964 float aup
= localplayer
.rb
.to_world
[1][1],
966 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
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
);
975 v3_copy( state
->up_dir
, jumpdir
);
976 state
->grind_cooldown
= 30;
977 state
->activity
= k_skate_activity_ground
;
980 joystick_state( k_srjoystick_steer
, steer
);
982 float tilt
= steer
[0] * 0.3f
;
983 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
984 player_skate
.grind_dir
));
987 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
988 q_mulv( qtilt
, jumpdir
, jumpdir
);
990 state
->surface_cooldown
= 10;
991 state
->trick_input_collect
= 0.0f
;
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
);
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;
1009 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
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 );
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 );
1021 if( hit
.normal
[1] < 0.7f
) return;
1022 if( hit
.dist
< 0.95f
) return;
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
);
1035 static void skate_apply_pump_model(void){
1036 struct player_skate_state
*state
= &player_skate
.state
;
1038 if( state
->activity
!= k_skate_activity_ground
){
1039 v3_zero( state
->throw_v
);
1043 /* Throw / collect routine
1045 if( axis_state( k_sraxis_grab
) > 0.5f
){
1046 if( state
->activity
== k_skate_activity_ground
){
1048 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1053 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1056 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
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
);
1063 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
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
);
1072 if( v3_length2( state
->throw_v
) > 0.0001f
){
1074 v3_copy( state
->throw_v
, dir
);
1075 v3_normalize( dir
);
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
);
1083 static void skate_apply_cog_model(void){
1084 struct player_skate_state
*state
= &player_skate
.state
;
1086 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1087 v3_copy( state
->up_dir
, ideal_dir
);
1088 v3_normalize( ideal_dir
);
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
);
1094 /* Apply velocities */
1096 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1099 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1100 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1102 float ra
= k_cog_mass_ratio
,
1103 rb
= 1.0f
-k_cog_mass_ratio
;
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
);
1111 static void skate_integrate(void){
1112 struct player_skate_state
*state
= &player_skate
.state
;
1114 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
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
);
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
;
1128 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1129 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1131 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1134 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1135 rb_update_transform( &localplayer
.rb
);
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
) );
1145 static void player__skate_pre_update(void){
1146 struct player_skate_state
*state
= &player_skate
.state
;
1148 if( state
->activity
== k_skate_activity_handplant
){
1149 state
->handplant_t
+= vg
.time_delta
;
1150 mdl_keyframe hpose
[32];
1152 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
1154 int end
= !skeleton_sample_anim_clamped(
1155 &localplayer
.skeleton
, anim
,
1156 state
->handplant_t
, hpose
);
1158 if( state
->reverse
< 0.0f
)
1159 player_mirror_pose( hpose
, hpose
);
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] );
1167 q_m3x3( state
->store_q
, mmdl
);
1168 v3_copy( state
->store_co
, mmdl
[3] );
1169 m4x3_mul( mmdl
, world
, world_view
);
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 );
1176 m4x3_invert_affine( world
, invworld
);
1177 m4x3_mul( mmdl
, invworld
, world_view
);
1179 v3_copy( world_view
[3], localplayer
.rb
.co
);
1180 m3x3_q( world_view
, localplayer
.rb
.q
);
1182 /* new * old^-1 = transfer function */
1184 m4x3_invert_affine( mmdl
, transfer
);
1185 m4x3_mul( world_view
, transfer
, transfer
);
1187 m3x3_mulv( transfer
, state
->air_init_v
, localplayer
.rb
.v
);
1188 m3x3_mulv( transfer
, state
->store_cog_v
, state
->cog_v
);
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
);
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
);
1201 state
->activity
= k_skate_activity_air
;
1206 if( button_down(k_srbind_use
) && (v3_length2(state
->trick_vel
) < 0.01f
) ){
1207 localplayer
.subsystem
= k_player_subsystem_walk
;
1210 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1211 localplayer
.angles
[2] = 0.0f
;
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
);
1221 player__begin_holdout( offset
);
1222 player__walk_transition( state
->activity
<= k_skate_activity_air_to_grind
?
1223 0: 1, state
->trick_euler
[0] );
1227 enum trick_type trick
= player_skate_trick_input();
1229 state
->trick_input_collect
+= vg
.time_frame_delta
;
1231 state
->trick_input_collect
= 0.0f
;
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
){
1237 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1238 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1242 if( state
->trick_time
< 0.1f
){
1243 v3_zero( state
->trick_vel
);
1245 if( trick
== k_trick_type_kickflip
){
1246 state
->trick_vel
[0] = 3.0f
;
1248 else if( trick
== k_trick_type_shuvit
){
1249 state
->trick_vel
[2] = 3.0f
;
1251 else if( trick
== k_trick_type_treflip
){
1252 state
->trick_vel
[0] = 2.0f
;
1253 state
->trick_vel
[2] = 2.0f
;
1255 state
->trick_type
= trick
;
1260 state
->trick_type
= k_trick_type_none
;
1263 static void player__skate_comp_audio( void *_animator
){
1264 struct player_skate_animator
*animator
= _animator
;
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
;
1273 if( animator
->activity
>= k_skate_activity_grind_any
)
1276 f32 gate
= skaterift
.time_rate
;
1278 if( skaterift
.activity
== k_skaterift_replay
){
1279 gate
= vg_minf( 1.0f
, fabsf(skaterift
.track_velocity
) );
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
;
1287 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
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
);
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
);
1302 /* brrrrrrrrrrrt sound for tiles and stuff
1303 * --------------------------------------------------------*/
1304 float sidechain_amt
= 0.0f
,
1305 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1307 if( (animator
->surface
== k_surface_prop_tiles
) &&
1308 (animator
->activity
< k_skate_activity_grind_any
) )
1309 sidechain_amt
= 1.0f
;
1311 sidechain_amt
= 0.0f
;
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
) );
1317 if( player_skate
.sample_change_cooldown
> 0.0f
){
1318 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1321 int sample_type
= k_skate_sample_concrete
;
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
;
1327 sample_type
= k_skate_sample_concrete_scrape_metal
;
1329 else if( (animator
->activity
== k_skate_activity_grind_back50
) ||
1330 (animator
->activity
== k_skate_activity_grind_front50
) )
1332 if( animator
->surface
== k_surface_prop_metal
){
1333 sample_type
= k_skate_sample_metal_scrape_generic
;
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
;
1342 sample_type
= k_skate_sample_concrete_scrape_metal
;
1345 sample_type
= k_skate_sample_concrete_scrape_wood
;
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
;
1352 sample_type
= k_skate_sample_concrete_scrape_wood
;
1355 audio_clip
*relevant_samples
[] = {
1363 if( (player_skate
.main_sample_type
!= sample_type
) ||
1364 (!player_skate
.aud_main
) ){
1366 player_skate
.aud_main
=
1367 audio_channel_crossfade( player_skate
.aud_main
,
1368 relevant_samples
[sample_type
],
1370 player_skate
.sample_change_cooldown
= 0.1f
;
1371 player_skate
.main_sample_type
= sample_type
;
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
);
1383 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1384 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
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
);
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 );
1407 static void player__skate_post_update(void){
1408 struct player_skate_state
*state
= &player_skate
.state
;
1410 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1411 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1413 if( jump
->log_length
== 0 ){
1414 vg_fatal_error( "assert: jump->log_length == 0\n" );
1417 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1418 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1420 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1421 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1424 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1427 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1428 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1430 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
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
1440 * returns 0 if no good surface found
1443 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1444 v3f surface_normal
, v3f axel_dir
){
1445 world_instance
*world
= world_current_instance();
1447 v3f truck
, left
, right
;
1448 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
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
);
1454 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1456 ray_hit ray_l
, ray_r
;
1459 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1461 int res_l
= 0, res_r
= 0;
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
;
1469 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
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
;
1481 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1489 v3f tangent_average
;
1490 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1491 v3_zero( tangent_average
);
1493 if( res_l
|| res_r
){
1495 v3_copy( midpoint
, p0
);
1496 v3_copy( midpoint
, p1
);
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
);
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
);
1509 v3_sub( p1
, p0
, v0
);
1513 /* fallback: use the closes point to the trucks */
1515 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1518 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1521 for( int j
=0; j
<3; j
++ )
1522 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
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
);
1530 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
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
);
1539 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1540 v3_add( t
, tangent_average
, tangent_average
);
1546 v3_muladds( truck
, v0
, k_board_width
, right
);
1547 v3_muladds( truck
, v0
, -k_board_width
, left
);
1549 vg_line( left
, right
, VG__WHITE
);
1551 v3_normalize( tangent_average
);
1552 v3_cross( v0
, tangent_average
, surface_normal
);
1553 v3_copy( v0
, axel_dir
);
1558 static void skate_weight_distribute(void){
1559 struct player_skate_state
*state
= &player_skate
.state
;
1560 v3_zero( player_skate
.weight_distribution
);
1562 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1563 localplayer
.rb
.v
) < 0.0f
?1:-1;
1566 joystick_state( k_srjoystick_steer
, steer
);
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
;
1574 if( steer
[1] < 0.1f
){
1575 state
->manual_direction
= 0;
1578 if( reverse_dir
!= state
->manual_direction
){
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
;
1590 if( state
->manual_direction
){
1593 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1595 v3_negate( plane_z
, plane_z
);
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
);
1601 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1602 v3_normalize( plane_z
);
1605 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1606 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1609 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1612 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1613 k_manul_spring
, k_manul_dampener
,
1614 player_skate
.substep_delta
);
1618 static void skate_adjust_up_direction(void){
1619 struct player_skate_state
*state
= &player_skate
.state
;
1621 if( state
->activity
== k_skate_activity_ground
){
1623 v3_copy( player_skate
.surface_picture
, target
);
1625 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1626 v3_normalize( target
);
1628 v3_lerp( state
->up_dir
, target
,
1629 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
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
);
1637 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1638 v3_normalize( avg
);
1640 v3_lerp( state
->up_dir
, avg
,
1641 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1645 static int skate_point_visible( v3f origin
, v3f target
){
1647 v3_sub( target
, origin
, dir
);
1650 ray
.dist
= v3_length( dir
);
1651 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1654 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1655 k_material_flag_walking
) )
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] );
1667 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1669 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1670 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
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
;
1676 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1680 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1682 skate_grind_orient( inf
, mtx
);
1683 m3x3_transpose( mtx
, mtx_inv
);
1686 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
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
);
1693 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1695 struct player_skate_state
*state
= &player_skate
.state
;
1697 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1699 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1700 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1702 v3_copy( ra
, player_skate
.weight_distribution
);
1705 v3_sub( inf
->co
, wsp
, delta
);
1708 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1711 skate_grind_decay( inf
, strength
);
1712 skate_grind_friction( inf
, strength
);
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
);
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
);
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
);
1732 v3_normalize( target_fwd
);
1733 v3_normalize( fwd
);
1736 joystick_state( k_srjoystick_steer
, steer
);
1738 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
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
);
1745 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1750 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1751 k_grind_spring
*strength
,
1752 k_grind_dampener
*strength
,
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
);
1759 player_skate
.grind_strength
= strength
;
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
);
1768 v3_copy( inf
->dir
, player_skate
.grind_dir
);
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
;
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
);
1781 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
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
);
1790 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1791 skate_grind_decay( &inf_avg
, 1.0f
);
1794 joystick_state( k_srjoystick_steer
, steer
);
1796 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1797 localplayer
.rb
.v
) );
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
);
1805 v3_zero( player_skate
.weight_distribution
);
1806 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1808 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
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
);
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
);
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
);
1823 v3_normalize( fwd_nplane
);
1824 v3_normalize( dir_nplane
);
1826 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
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
);
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
;
1837 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1838 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
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
);
1844 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
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
);
1854 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1857 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1858 struct player_skate_state
*state
= &player_skate
.state
;
1860 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1861 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1863 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1864 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1866 /* Exit condition: lost grind tracking */
1867 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1870 /* Exit condition: cant see grind target directly */
1871 if( !skate_point_visible( wheel_co
, inf
->co
) )
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
;
1881 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1884 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1888 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1889 struct player_skate_state
*state
= &player_skate
.state
;
1892 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1895 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1896 v3_add( localplayer
.rb
.co
, raw
, wsp
);
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
)
1902 /* velocity should be at least 60% aligned */
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
);
1908 if( v3_length2( pv
) < 0.0001f
)
1912 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1915 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
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
);
1923 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1925 float truck_height
= -(k_board_radius
+0.03f
);
1928 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1929 v3_add( localplayer
.rb
.v
, rv
, rv
);
1931 if( (local_co
[1] >= truck_height
) &&
1932 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1941 static void skate_boardslide_apply( struct grind_info
*inf
){
1942 struct player_skate_state
*state
= &player_skate
.state
;
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
);
1950 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1952 v3_copy( intersection
, player_skate
.weight_distribution
);
1954 skate_grind_decay( inf
, 0.0125f
);
1955 skate_grind_friction( inf
, 0.25f
);
1957 /* direction alignment */
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
);
1963 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1964 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1967 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1968 q_mulv( qbalance
, perp
, perp
);
1970 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1972 k_grind_spring
, k_grind_dampener
,
1975 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
1977 k_grind_spring
, k_grind_dampener
,
1980 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
1981 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
1983 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1986 static int skate_boardslide_entry( struct grind_info
*inf
){
1987 struct player_skate_state
*state
= &player_skate
.state
;
1989 if( skate_grind_scansq( localplayer
.rb
.co
,
1990 localplayer
.rb
.to_world
[0], k_board_length
,
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
);
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 */
2001 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
2011 static int skate_boardslide_renew( struct grind_info
*inf
){
2012 struct player_skate_state
*state
= &player_skate
.state
;
2014 if( !skate_grind_scansq( localplayer
.rb
.co
,
2015 localplayer
.rb
.to_world
[0], k_board_length
,
2019 /* Exit condition: cant see grind target directly */
2021 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2022 if( !skate_point_visible( vis
, inf
->co
) )
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
;
2032 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2038 static void skate_store_grind_vec( struct grind_info
*inf
){
2039 struct player_skate_state
*state
= &player_skate
.state
;
2042 skate_grind_orient( inf
, mtx
);
2043 m3x3_transpose( mtx
, mtx
);
2046 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
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
);
2053 static enum skate_activity
skate_availible_grind(void){
2054 struct player_skate_state
*state
= &player_skate
.state
;
2056 if( state
->grind_cooldown
> 100 ){
2057 vg_fatal_error( "wth!\n" );
2060 /* debounces this state manager a little bit */
2061 if( state
->grind_cooldown
){
2062 state
->grind_cooldown
--;
2063 return k_skate_activity_undefined
;
2066 struct grind_info inf_back50
,
2078 joystick_state( k_srjoystick_steer
, steer
);
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
)
2084 float tilt
= steer
[1];
2086 if( fabsf(tilt
) >= 0.25f
){
2087 v3f raw
= {0.0f
,0.0f
,tilt
};
2088 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2090 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2092 if( way
< 0.0f
) allow_front
= 0;
2093 else allow_back
= 0;
2097 if( state
->activity
== k_skate_activity_grind_boardslide
){
2098 res_slide
= skate_boardslide_renew( &inf_slide
);
2100 else if( state
->activity
== k_skate_activity_grind_back50
){
2101 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2104 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2106 else if( state
->activity
== k_skate_activity_grind_front50
){
2107 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2110 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2112 else if( state
->activity
== k_skate_activity_grind_5050
){
2114 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2116 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2119 res_slide
= skate_boardslide_entry( &inf_slide
);
2122 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2125 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2127 if( res_back50
!= res_front50
){
2128 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2130 res_back50
&= wants_to_do_that
;
2131 res_front50
&= wants_to_do_that
;
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 */
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 */
2148 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
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;
2156 else if( new_activity
== k_skate_activity_grind_boardslide
){
2157 skate_boardslide_apply( &inf_slide
);
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
);
2163 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
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
);
2169 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2171 else if( new_activity
== k_skate_activity_grind_5050
)
2172 skate_5050_apply( &inf_front50
, &inf_back50
);
2174 return new_activity
;
2177 static void player__skate_update(void){
2178 struct player_skate_state
*state
= &player_skate
.state
;
2179 world_instance
*world
= world_current_instance();
2181 if( state
->activity
== k_skate_activity_handplant
){
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
);
2195 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2196 state
->activity_prev
= state
->activity
;
2198 v3_zero( normal_total
);
2200 struct board_collider
2207 enum board_collider_state
2209 k_collider_state_default
,
2210 k_collider_state_disabled
,
2211 k_collider_state_colliding
2218 { 0.0f
, 0.0f
, -k_board_length
},
2219 .radius
= k_board_radius
,
2223 { 0.0f
, 0.0f
, k_board_length
},
2224 .radius
= k_board_radius
,
2231 if( state
->activity
<= k_skate_activity_air_to_grind
){
2232 float min_dist
= 0.6f
;
2233 for( int i
=0; i
<2; i
++ ){
2235 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2237 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2238 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
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
;
2245 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2247 wheels
[0].pos
[1] = state
->slap
;
2248 wheels
[1].pos
[1] = state
->slap
;
2251 const int k_wheel_count
= 2;
2253 player_skate
.substep
= k_rb_delta
;
2254 player_skate
.substep_delta
= player_skate
.substep
;
2255 player_skate
.limit_count
= 0;
2257 int substep_count
= 0;
2259 v3_zero( player_skate
.surface_picture
);
2261 int prev_contacts
[2];
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
];
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
;
2275 int contact_count
= 0;
2276 for( int i
=0; i
<2; i
++ ){
2278 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2280 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2281 wheels
[i
].colour
, normal
, axel
) )
2283 rb_effect_spring_target_vector( &localplayer
.rb
,
2284 localplayer
.rb
.to_world
[0],
2286 k_surface_spring
, k_surface_dampener
,
2287 player_skate
.substep_delta
);
2289 v3_add( normal
, player_skate
.surface_picture
,
2290 player_skate
.surface_picture
);
2292 player_skate
.wheel_contacts
[i
] = 1;
2295 player_skate
.wheel_contacts
[i
] = 0;
2298 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2301 if( state
->surface_cooldown
){
2302 state
->surface_cooldown
--;
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
] ){
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
);
2318 if( contact_count
){
2319 state
->activity
= k_skate_activity_ground
;
2320 state
->gravity_bias
= k_gravity
;
2321 v3_normalize( player_skate
.surface_picture
);
2323 skate_apply_friction_model();
2324 skate_weight_distribute();
2327 if( state
->activity
> k_skate_activity_air_to_grind
)
2328 state
->activity
= k_skate_activity_air
;
2330 v3_zero( player_skate
.weight_distribution
);
2331 skate_apply_air_model();
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
;
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();
2358 * Phase 0: Continous collision detection
2359 * --------------------------------------------------------------------------
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
);
2366 /* calculate transform one step into future */
2369 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2372 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2375 v3_copy( localplayer
.rb
.w
, axis
);
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
);
2384 v4_copy( localplayer
.rb
.q
, future_q
);
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
);
2391 /* calculate the minimum time we can move */
2392 float max_time
= player_skate
.substep
;
2394 for( int i
=0; i
<k_wheel_count
; i
++ ){
2395 if( wheels
[i
].state
== k_collider_state_disabled
)
2398 v3f current
, future
, r_cg
;
2400 q_mulv( future_q
, wheels
[i
].pos
, future
);
2401 v3_add( future
, future_co
, future
);
2402 v3_add( cg_offset
, future
, future
);
2404 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2405 v3_add( current
, localplayer
.rb
.co
, current
);
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
);
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
;
2421 max_time
= vg_maxf( max_time
, rate_lock
);
2422 player_skate
.substep_delta
= max_time
;
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
){
2430 v3_copy( localplayer
.rb
.w
, axis
);
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
);
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
);
2443 rb_update_transform( &localplayer
.rb
);
2444 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2446 player_skate
.substep
-= player_skate
.substep_delta
;
2448 rb_ct manifold
[128];
2449 int manifold_len
= 0;
2451 * Phase -1: head detection
2452 * --------------------------------------------------------------------------
2454 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
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) )
2462 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2463 rb_update_transform( &localplayer
.rb
);
2465 player__dead_transition( k_player_die_type_head
);
2470 * Phase 1: Regular collision detection
2471 * --------------------------------------------------------------------------
2474 for( int i
=0; i
<k_wheel_count
; i
++ ){
2475 if( wheels
[i
].state
== k_collider_state_disabled
)
2479 m3x3_identity( mtx
);
2480 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2482 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2484 rb_ct
*man
= &manifold
[ manifold_len
];
2486 int l
= skate_collide_smooth( mtx
, &collider
, man
);
2488 wheels
[i
].state
= k_collider_state_colliding
;
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
};
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] );
2503 rb_ct
*cman
= &manifold
[manifold_len
];
2505 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2506 cman
, k_material_flag_walking
);
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
);
2517 vg_line_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
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
);
2527 ct
->type
= k_contact_type_default
;
2533 * --------------------------------------------------------------------------
2538 m4x3_mulv( localplayer
.rb
.to_world
,
2539 player_skate
.weight_distribution
, world_cog
);
2540 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
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
] );
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];
2553 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2554 float inv_mass
= 1.0f
/mass
;
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
));
2562 m3x3_identity( iI
);
2569 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2570 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2572 for( int j
=0; j
<10; j
++ ){
2573 for( int i
=0; i
<manifold_len
; i
++ ){
2575 * regular dance; calculate velocity & total mass, apply impulse.
2578 struct contact
*ct
= &manifold
[i
];
2581 v3_sub( ct
->co
, world_cog
, delta
);
2582 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2583 v3_add( localplayer
.rb
.v
, rv
, rv
);
2586 v3_cross( delta
, ct
->n
, raCn
);
2589 m3x3_mulv( iIw
, raCn
, raCnI
);
2591 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2592 vn
= v3_dot( rv
, ct
->n
),
2593 lambda
= normal_mass
* ( -vn
);
2595 float temp
= ct
->norm_impulse
;
2596 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2597 lambda
= ct
->norm_impulse
- temp
;
2600 v3_muls( ct
->n
, lambda
, impulse
);
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
);
2608 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2609 v3_add( localplayer
.rb
.v
, rv
, rv
);
2610 vn
= v3_dot( rv
, ct
->n
);
2615 rb_depenetrate( manifold
, manifold_len
, dt
);
2616 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2617 rb_update_transform( &localplayer
.rb
);
2621 if( player_skate
.substep
>= 0.0001f
)
2622 goto begin_collision
; /* again! */
2625 * End of collision and dynamics routine
2626 * --------------------------------------------------------------------------
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
);
2637 f32 amt
= k_cam_punch
;
2638 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2642 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2643 localplayer
.cam_land_punch_v
);
2646 player_skate
.surface
= k_surface_prop_concrete
;
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
);
2652 if( surf
->info
.surface_prop
> player_skate
.surface
)
2653 player_skate
.surface
= surf
->info
.surface_prop
;
2656 for( int i
=0; i
<k_wheel_count
; i
++ ){
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
]);
2666 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2668 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2671 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
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
);
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
);
2691 /* FIXME: Rate limit */
2692 static int stick_frames
= 0;
2694 if( state
->activity
>= k_skate_activity_ground
)
2699 if( stick_frames
> 5 ) stick_frames
= 5;
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
);
2709 player__networked_sfx( k_player_subsystem_skate
, 128,
2710 k_player_skate_soundeffect_land_good
,
2711 localplayer
.rb
.co
, 1.0f
);
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
);
2720 player__networked_sfx( k_player_subsystem_skate
, 128,
2721 k_player_skate_soundeffect_grind_wood
,
2722 localplayer
.rb
.co
, 1.0f
);
2724 } else if( stick_frames
== 0 ){
2725 /* TODO: EXIT SOUNDS */
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];
2734 if( state
->activity
>= k_skate_activity_grind_any
){
2735 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2737 state
->velocity_limit
+= -dy
*0.2f
;
2739 state
->grind_y_start
= localplayer
.rb
.co
[1];
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
,
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] );
2762 const char *activity_txt
[] = {
2767 "undefined (INVALID)",
2768 "grind_any (INVALID)",
2770 "grind_metallic (INVALID)",
2776 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
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
);
2782 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
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",
2790 state
->trick_euler
[0],
2791 state
->trick_euler
[1],
2792 state
->trick_euler
[2] );
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
;
2800 float kheight
= 2.0f
,
2803 v3_zero( animator
->offset
);
2805 v3f cog_local
, cog_ideal
;
2806 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2808 v3_copy( state
->up_dir
, cog_ideal
);
2809 v3_normalize( cog_ideal
);
2810 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2812 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2814 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2815 animator
->offset
[1] *= -1.0f
;
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
);
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
);
2827 animator
->offset
[0] *= 0.26f
;
2828 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2830 animator
->offset
[1] *= -0.3f
;
2831 animator
->offset
[2] *= 0.01f
;
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
);
2838 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2840 /* localized vectors */
2841 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2844 * Animation blending
2845 * ===========================================
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
);
2855 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
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
);
2865 cam_offset
[0] += animator
->slide
* -animator
->x
;
2866 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2868 /* movement information */
2869 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
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
;
2875 if( state
->activity
>= k_skate_activity_grind_any
)
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
);
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
;
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
);
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
);
2896 f32 grind_frame
= 0.5f
;
2898 if( state
->activity
== k_skate_activity_grind_front50
)
2900 else if( state
->activity
== k_skate_activity_grind_back50
)
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
;
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
);
2915 animator
->jump_charge
= state
->jump_charge
;
2916 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2917 8.4f
*vg
.time_delta
);
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
;
2928 float jump_t
= vg
.time
-state
->jump_time
;
2931 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2932 extra
*= state
->slap
* 4.0f
;
2934 v3_add( state
->trick_euler
, state
->trick_residuald
,
2935 animator
->board_euler
);
2936 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2938 animator
->board_euler
[0] *= 0.5f
;
2939 animator
->board_euler
[1] += extra
;
2940 animator
->trick_type
= state
->trick_type
;
2943 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2946 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2947 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
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
);
2955 /* feet placement */
2956 struct player_board
*board
=
2957 addon_cache_item_if_loaded( k_addon_type_board
,
2958 localplayer
.board_view_slot
);
2960 if( animator
->weight
> 0.0f
){
2961 animator
->foot_offset
[0] =
2962 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2965 animator
->foot_offset
[1] =
2966 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
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
);
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
);
2982 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
2986 joystick_state( k_srjoystick_grab
, grab_input
);
2987 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
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
;
2996 joystick_state( k_srjoystick_steer
, steer
);
2997 animator
->airdir
= vg_lerpf( animator
->airdir
,
2998 -steer
[0], 2.4f
*vg
.time_delta
);
3000 animator
->steer
[0] = steer
[0];
3001 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
3002 steer
[0], 4.0f
*vg
.time_delta
);
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
);
3012 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3013 t
= sign
* (1.0f
-t
*t
);
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
);
3022 q_identity( animator
->qflip
);
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
);
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
);
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
;
3043 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3044 v3_normalize( ndir
);
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
) );
3051 v4f qcounteryaw
, qfixup
;
3053 v3_cross( up
, ndir
, axis
);
3054 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3056 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3057 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3059 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3060 q_normalize( animator
->qfixuptotal
);
3063 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3064 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3066 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3067 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3069 else q_identity( animator
->qfixuptotal
);
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
);
3077 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3078 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3081 animator
->handplant_t
= state
->handplant_t
;
3084 static void player__skate_pose( void *_animator
, player_pose
*pose
){
3085 struct skeleton
*sk
= &localplayer
.skeleton
;
3086 struct player_skate_animator
*animator
= _animator
;
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
);
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
);
3098 /* apply flip rotation at midpoint */
3099 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3100 q_normalize( pose
->root_q
);
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
);
3106 q_mulv( animator
->qflip
, rco
, rco
);
3107 v3_add( rco
, rotation_point
, pose
->root_co
);
3110 * ---------------------------------------------------------------------- */
3112 mdl_keyframe apose
[32], bpose
[32];
3113 mdl_keyframe ground_pose
[32];
3116 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3117 stand_blend
= animator
->offset
[1]*-2.0f
;
3119 pose
->board
.lean
= animator
->board_lean
;
3121 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
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
);
3128 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3129 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
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
);
3136 if( animator
->reverse
> 0.0f
){
3137 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3141 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3142 animator
->push_time
, bpose
);
3144 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3146 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3147 player_skate
.anim_ollie
:
3148 player_skate
.anim_ollie_reverse
;
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
);
3155 mdl_keyframe air_pose
[32];
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
);
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
);
3164 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3165 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3168 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
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] };
3181 mdl_keyframe grind_pose
[32];
3183 f32 frame
= animator
->grind_balance
* 0.5f
;
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
);
3189 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3190 animator
->grind
, pose
->keyframes
);
3191 float add_grab_mod
= 1.0f
- animator
->fly
;
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
};
3200 float apply_rates
[] = { 1.0f
,
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
;
3212 /* angle 'correction' */
3214 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
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
);
3224 if( animator
->activity
== k_skate_activity_handplant
){
3225 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
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
);
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] );
3237 q_m3x3( pose
->root_q
, mmdl
);
3238 v3_copy( pose
->root_co
, mmdl
[3] );
3240 m4x3_mul( mmdl
, world
, world_view
);
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 );
3247 m4x3_invert_affine( world
, invworld
);
3248 m4x3_mul( mmdl
, invworld
, world_view
);
3250 m3x3_q( world_view
, pose
->root_q
);
3251 v3_copy( world_view
[3], pose
->root_co
);
3253 f32 t
= animator
->handplant_t
,
3254 frames
= anim
->length
-1,
3255 length
= animator
->activity
== k_skate_activity_handplant
?
3256 frames
/ anim
->rate
:
3258 end_dist
= vg_minf( t
, length
- t
)/k_anim_transition
,
3259 blend
= vg_smoothstepf( vg_minf(1,end_dist
) );
3261 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
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] );
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
);
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
);
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
;
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
;
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
;
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
;
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.
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] );
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
);
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];
3336 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3337 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3340 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
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
);
3354 q_inv( qrot
, qrot
);
3355 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3356 q_normalize( kf_head
->q
);
3359 /* hand placement */
3361 u32 hand_id
= animator
->z
< 0.5f
?
3362 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
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
);
3371 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3372 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
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 );
3381 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3382 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
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
;
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
};
3395 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
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
);
3407 static void player__skate_effects( void *_animator
, m4x3f
*final_mtx
,
3408 struct player_board
*board
,
3409 struct player_effects_data
*effect_data
){
3411 struct skeleton
*sk
= &localplayer
.skeleton
;
3412 struct player_skate_animator
*animator
= _animator
;
3414 if( animator
->grind
> 0.5f
){
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
);
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
);
3431 int back
= 0, front
= 0, mid
= 0;
3433 if( animator
->activity
== k_skate_activity_grind_5050
){
3437 else if( animator
->activity
== k_skate_activity_grind_back50
){
3440 else if( animator
->activity
== k_skate_activity_grind_front50
){
3443 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3448 effect_spark_apply( &effect_data
->spark
, vp0
,
3449 animator
->root_v
, vg
.time_delta
);
3453 effect_spark_apply( &effect_data
->spark
, vp1
,
3454 animator
->root_v
, vg
.time_delta
);
3458 effect_spark_apply( &effect_data
->spark
, vpc
,
3459 animator
->root_v
, vg
.time_delta
);
3464 static void player__skate_post_animate(void){
3465 struct player_skate_state
*state
= &player_skate
.state
;
3466 localplayer
.cam_velocity_influence
= 1.0f
;
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
);
3475 static void player__skate_reset_animator(void){
3476 struct player_skate_state
*state
= &player_skate
.state
;
3478 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3480 if( state
->activity
<= k_skate_activity_air_to_grind
)
3481 player_skate
.animator
.fly
= 1.0f
;
3483 player_skate
.animator
.fly
= 0.0f
;
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
;
3496 state
->grabbing
= 0.0f
;
3497 v2_zero( state
->grab_mouse_delta
);
3499 state
->jump_time
= 0.0;
3500 state
->start_push
= 0.0;
3501 state
->cur_push
= 0.0;
3502 state
->air_start
= 0.0;
3504 v3_zero( state
->air_init_v
);
3505 v3_zero( state
->air_init_co
);
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
);
3523 #include "network_compression.h"
3525 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3526 struct player_skate_animator
*animator
= data
;
3528 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3529 bitpack_qquat( ctx
, animator
->root_q
);
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
);
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
); /*??*/
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
);
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
);
3559 /* animator->wobble is ommited */
3561 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3562 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3563 bitpack_qquat( ctx
, animator
->qflip
);
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
);
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
);
3577 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3580 if( id
== k_player_skate_soundeffect_jump
){
3581 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3582 pos
, 40.0f
, volume
);
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
);
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
);
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
);
3596 else if( id
== k_player_skate_soundeffect_grind_metal
){
3597 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3599 else if( id
== k_player_skate_soundeffect_grind_wood
){
3600 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3606 #endif /* PLAYER_SKATE_C */