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