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