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