986be2d92f3fc27b6941b30521cd85eb7e847463
[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 f32 skid_target = 0.0f;
808
809 if( state->activity <= k_skate_activity_air_to_grind ){
810 rate = 6.0f * fabsf(steer);
811 top = 1.5f;
812 }
813 else{
814 /* rotate slower when grabbing on ground */
815 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
816
817 if( state->activity == k_skate_activity_grind_5050 ){
818 rate = 0.0f;
819 top = 0.0f;
820 }
821
822 else if( state->activity >= k_skate_activity_grind_any ){
823 rate *= fabsf(steer);
824
825 float a = 0.8f * -steer * k_rb_delta;
826
827 v4f q;
828 q_axis_angle( q, localplayer.rb.to_world[1], a );
829 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
830
831 v3_normalize( player_skate.grind_vec );
832 }
833
834 else if( state->manual_direction ){
835 rate = 35.0f;
836 top = 1.5f;
837 }
838 else {
839 f32 skid = axis_state(k_sraxis_skid);
840
841 /* skids on keyboard lock to the first direction pressed */
842 if( vg_input.display_input_method == k_input_method_kbm ){
843 if( button_down(k_srbind_skid) && (fabsf(state->skid)<0.01f) ){
844 state->skid = vg_signf( steer ) * 0.01f;
845 }
846
847 if( button_press(k_srbind_skid) ){
848 skid_target = vg_signf( state->skid );
849 }
850 }
851 else {
852 if( fabsf(skid) > 0.1f ){
853 skid_target = skid;
854 }
855 }
856 }
857
858 if( grab < 0.5f ){
859 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
860 }
861 }
862
863 vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
864 steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
865 fabsf(state->skid*0.8f) );
866
867 float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
868 addspeed = (steer * -top) - current,
869 maxaccel = rate * k_rb_delta,
870 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
871
872 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
873 accel, localplayer.rb.w );
874 }
875
876 /*
877 * Computes friction and surface interface model
878 */
879 static void skate_apply_friction_model(void){
880 struct player_skate_state *state = &player_skate.state;
881
882 /*
883 * Computing localized friction forces for controlling the character
884 * Friction across X is significantly more than Z
885 */
886
887 v3f vel;
888 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
889 float slip = 0.0f;
890
891 if( fabsf(vel[2]) > 0.01f )
892 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
893
894 if( fabsf( slip ) > 1.2f )
895 slip = vg_signf( slip ) * 1.2f;
896
897 state->slip = slip;
898 state->reverse = -vg_signf(vel[2]);
899
900 f32 lat = k_friction_lat;
901
902 if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
903 lat = k_friction_lat * 2.0f;
904 }
905
906 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
907 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
908
909 /* Pushing additive force */
910
911 if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
912 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
913 if( (vg.time - state->cur_push) > 0.25 )
914 state->start_push = vg.time;
915
916 state->cur_push = vg.time;
917
918 double push_time = vg.time - state->start_push;
919
920 float cycle_time = push_time*k_push_cycle_rate,
921 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
922 amt = accel * VG_TIMESTEP_FIXED,
923 current = v3_length( vel ),
924 new_vel = vg_minf( current + amt, k_max_push_speed ),
925 delta = new_vel - vg_minf( current, k_max_push_speed );
926
927 vel[2] += delta * -state->reverse;
928 }
929 }
930
931 /* Send back to velocity */
932 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
933 }
934
935 static void skate_apply_jump_model(void){
936 struct player_skate_state *state = &player_skate.state;
937 int charging_jump_prev = state->charging_jump;
938 state->charging_jump = button_press( k_srbind_jump );
939
940 /* Cannot charge this in air */
941 if( state->activity <= k_skate_activity_air_to_grind ){
942 state->charging_jump = 0;
943 return;
944 }
945
946 if( state->charging_jump ){
947 state->jump_charge += k_rb_delta * k_jump_charge_speed;
948
949 if( !charging_jump_prev )
950 state->jump_dir = state->reverse>0.0f? 1: 0;
951 }
952 else{
953 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
954 }
955
956 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
957
958 /* player let go after charging past 0.2: trigger jump */
959 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
960 v3f jumpdir;
961
962 /* Launch more up if alignment is up else improve velocity */
963 float aup = localplayer.rb.to_world[1][1],
964 mod = 0.5f,
965 dir = mod + fabsf(aup)*(1.0f-mod);
966
967 if( state->activity == k_skate_activity_ground ){
968 v3_copy( localplayer.rb.v, jumpdir );
969 v3_normalize( jumpdir );
970 v3_muls( jumpdir, 1.0f-dir, jumpdir );
971 v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
972 v3_normalize( jumpdir );
973 }else{
974 v3_copy( state->up_dir, jumpdir );
975 state->grind_cooldown = 30;
976 state->activity = k_skate_activity_ground;
977
978 v2f steer;
979 joystick_state( k_srjoystick_steer, steer );
980
981 float tilt = steer[0] * 0.3f;
982 tilt *= vg_signf(v3_dot( localplayer.rb.v,
983 player_skate.grind_dir ));
984
985 v4f qtilt;
986 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
987 q_mulv( qtilt, jumpdir, jumpdir );
988 }
989 state->surface_cooldown = 10;
990 state->trick_input_collect = 0.0f;
991
992 float force = k_jump_force*state->jump_charge;
993 v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
994 state->jump_charge = 0.0f;
995 state->jump_time = vg.time;
996 player__networked_sfx( k_player_subsystem_skate, 32,
997 k_player_skate_soundeffect_jump,
998 localplayer.rb.co, 1.0f );
999 }
1000 }
1001
1002 static void skate_apply_pump_model(void){
1003 struct player_skate_state *state = &player_skate.state;
1004
1005 if( state->activity != k_skate_activity_ground ){
1006 v3_zero( state->throw_v );
1007 return;
1008 }
1009
1010 /* Throw / collect routine
1011 */
1012 if( axis_state( k_sraxis_grab ) > 0.5f ){
1013 if( state->activity == k_skate_activity_ground ){
1014 /* Throw */
1015 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1016 }
1017 }
1018 else{
1019 /* Collect */
1020 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1021
1022 v3f Fl, Fv;
1023 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1024
1025 if( state->activity == k_skate_activity_ground ){
1026 if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
1027 v3_muladds( localplayer.rb.v, Fl,
1028 k_mmcollect_lat, localplayer.rb.v );
1029 }
1030 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1031 }
1032
1033 v3_muls( localplayer.rb.to_world[1], -doty, Fv );
1034 v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
1035 v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
1036 }
1037
1038 /* Decay */
1039 if( v3_length2( state->throw_v ) > 0.0001f ){
1040 v3f dir;
1041 v3_copy( state->throw_v, dir );
1042 v3_normalize( dir );
1043
1044 float max = v3_dot( dir, state->throw_v ),
1045 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1046 v3_muladds( state->throw_v, dir, -amt, state->throw_v );
1047 }
1048 }
1049
1050 static void skate_apply_cog_model(void){
1051 struct player_skate_state *state = &player_skate.state;
1052
1053 v3f ideal_cog, ideal_diff, ideal_dir;
1054 v3_copy( state->up_dir, ideal_dir );
1055 v3_normalize( ideal_dir );
1056
1057 float grab = axis_state( k_sraxis_grab );
1058 v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1059 v3_sub( ideal_cog, state->cog, ideal_diff );
1060
1061 /* Apply velocities */
1062 v3f rv;
1063 v3_sub( localplayer.rb.v, state->cog_v, rv );
1064
1065 v3f F;
1066 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1067 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1068
1069 float ra = k_cog_mass_ratio,
1070 rb = 1.0f-k_cog_mass_ratio;
1071
1072 /* Apply forces & intergrate */
1073 v3_muladds( state->cog_v, F, -rb, state->cog_v );
1074 state->cog_v[1] += -9.8f * k_rb_delta;
1075 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1076 }
1077
1078 static void skate_integrate(void){
1079 struct player_skate_state *state = &player_skate.state;
1080
1081 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1082 rate_z = rate_x,
1083 rate_y = 1.0f;
1084
1085 if( state->activity >= k_skate_activity_grind_any ){
1086 rate_x = 1.0f-(16.0f*k_rb_delta);
1087 rate_y = 1.0f-(10.0f*k_rb_delta);
1088 rate_z = 1.0f-(40.0f*k_rb_delta);
1089 }
1090
1091 float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
1092 wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
1093 wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
1094
1095 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1096 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1097 localplayer.rb.w );
1098 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1099 localplayer.rb.w );
1100
1101 state->flip_time += state->flip_rate * k_rb_delta;
1102 rb_update_transform( &localplayer.rb );
1103 }
1104
1105 static enum trick_type player_skate_trick_input(void){
1106 return (button_press( k_srbind_trick0 ) ) |
1107 (button_press( k_srbind_trick1 ) << 1) |
1108 (button_press( k_srbind_trick2 ) << 1) |
1109 (button_press( k_srbind_trick2 ) );
1110 }
1111
1112 static void player__skate_pre_update(void){
1113 struct player_skate_state *state = &player_skate.state;
1114
1115 if( button_down( k_srbind_use ) ){
1116 localplayer.subsystem = k_player_subsystem_walk;
1117
1118 v3f angles;
1119 v3_copy( localplayer.cam.angles, localplayer.angles );
1120 localplayer.angles[2] = 0.0f;
1121
1122 v3f newpos, offset;
1123 m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
1124 v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
1125 v3_sub( localplayer.rb.co, newpos, offset );
1126 v3_copy( newpos, localplayer.rb.co );
1127
1128 player__begin_holdout( offset );
1129 player__skate_kill_audio();
1130 player__walk_transition();
1131 return;
1132 }
1133
1134 enum trick_type trick = player_skate_trick_input();
1135 if( trick )
1136 state->trick_input_collect += vg.time_frame_delta;
1137 else
1138 state->trick_input_collect = 0.0f;
1139
1140 if( state->activity <= k_skate_activity_air_to_grind ){
1141 if( trick && (state->trick_input_collect < 0.1f) ){
1142 if( state->trick_time == 0.0f ){
1143 audio_lock();
1144 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1145 localplayer.rb.co, 40.0f, 1.0f );
1146 audio_unlock();
1147 }
1148
1149 if( state->trick_time < 0.1f ){
1150 v3_zero( state->trick_vel );
1151
1152 if( trick == k_trick_type_kickflip ){
1153 state->trick_vel[0] = 3.0f;
1154 }
1155 else if( trick == k_trick_type_shuvit ){
1156 state->trick_vel[2] = 3.0f;
1157 }
1158 else if( trick == k_trick_type_treflip ){
1159 state->trick_vel[0] = 2.0f;
1160 state->trick_vel[2] = 2.0f;
1161 }
1162 state->trick_type = trick;
1163 }
1164 }
1165 }
1166 else
1167 state->trick_type = k_trick_type_none;
1168 }
1169
1170 static void player__skate_post_update(void){
1171 struct player_skate_state *state = &player_skate.state;
1172
1173 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1174 jump_info *jump = &player_skate.possible_jumps[i];
1175
1176 if( jump->log_length == 0 ){
1177 vg_fatal_error( "assert: jump->log_length == 0\n" );
1178 }
1179
1180 for( int j=0; j<jump->log_length - 1; j ++ ){
1181 float brightness = jump->score*jump->score*jump->score;
1182 v3f p1;
1183 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1184 vg_line( jump->log[j], p1, jump->colour );
1185 }
1186
1187 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1188
1189 v3f p1;
1190 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1191 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1192
1193 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1194 }
1195
1196 audio_lock();
1197
1198 float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1199 speed = v3_length( localplayer.rb.v ),
1200 attn = vg_minf( 1.0f, speed*0.1f ),
1201 slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
1202
1203 if( state->activity >= k_skate_activity_grind_any ){
1204 slide = 0.0f;
1205 }
1206
1207 f32 gate = skaterift.time_rate,
1208 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1209 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1210 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1211
1212 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1213
1214 if( !player_skate.aud_air ){
1215 player_skate.aud_air = audio_get_first_idle_channel();
1216 if( player_skate.aud_air )
1217 audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
1218 }
1219
1220 if( !player_skate.aud_slide ){
1221 player_skate.aud_slide = audio_get_first_idle_channel();
1222 if( player_skate.aud_slide )
1223 audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
1224 }
1225
1226
1227 /* brrrrrrrrrrrt sound for tiles and stuff
1228 * --------------------------------------------------------*/
1229 float sidechain_amt = 0.0f,
1230 hz = vg_maxf( speed * 2.0f, 2.0f );
1231
1232 if( (player_skate.surface == k_surface_prop_tiles) &&
1233 (state->activity < k_skate_activity_grind_any) )
1234 sidechain_amt = 1.0f;
1235 else
1236 sidechain_amt = 0.0f;
1237
1238 audio_set_lfo_frequency( 0, hz );
1239 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1240 vg_lerpf( 250.0f, 80.0f, attn ) );
1241
1242 if( player_skate.sample_change_cooldown > 0.0f ){
1243 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1244 }
1245 else{
1246 int sample_type = k_skate_sample_concrete;
1247
1248 if( state->activity == k_skate_activity_grind_5050 ){
1249 if( player_skate.surface == k_surface_prop_metal )
1250 sample_type = k_skate_sample_metal_scrape_generic;
1251 else
1252 sample_type = k_skate_sample_concrete_scrape_metal;
1253 }
1254 else if( (state->activity == k_skate_activity_grind_back50) ||
1255 (state->activity == k_skate_activity_grind_front50) )
1256 {
1257 if( player_skate.surface == k_surface_prop_metal ){
1258 sample_type = k_skate_sample_metal_scrape_generic;
1259 }
1260 else{
1261 float a = v3_dot( localplayer.rb.to_world[2],
1262 player_skate.grind_dir );
1263 if( fabsf(a) > 0.70710678118654752f )
1264 sample_type = k_skate_sample_concrete_scrape_wood;
1265 else
1266 sample_type = k_skate_sample_concrete_scrape_metal;
1267 }
1268 }
1269 else if( state->activity == k_skate_activity_grind_boardslide ){
1270 if( player_skate.surface == k_surface_prop_metal )
1271 sample_type = k_skate_sample_metal_scrape_generic;
1272 else
1273 sample_type = k_skate_sample_concrete_scrape_wood;
1274 }
1275
1276 audio_clip *relevant_samples[] = {
1277 &audio_board[0],
1278 &audio_board[0],
1279 &audio_board[7],
1280 &audio_board[6],
1281 &audio_board[5]
1282 };
1283
1284 if( (player_skate.main_sample_type != sample_type) ||
1285 (!player_skate.aud_main) ){
1286
1287 player_skate.aud_main =
1288 audio_channel_crossfade( player_skate.aud_main,
1289 relevant_samples[sample_type],
1290 0.06f, flags );
1291 player_skate.sample_change_cooldown = 0.1f;
1292 player_skate.main_sample_type = sample_type;
1293 }
1294 }
1295
1296 if( player_skate.aud_main ){
1297 player_skate.aud_main->colour = 0x00103efe;
1298 audio_channel_set_spacial( player_skate.aud_main,
1299 localplayer.rb.co, 40.0f );
1300 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1301 audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
1302 audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
1303
1304 float rate = 1.0f + (attn-0.5f)*0.2f;
1305 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1306 }
1307
1308 if( player_skate.aud_slide ){
1309 player_skate.aud_slide->colour = 0x00103efe;
1310 audio_channel_set_spacial( player_skate.aud_slide,
1311 localplayer.rb.co, 40.0f );
1312 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1313 audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
1314 audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
1315 }
1316
1317 if( player_skate.aud_air ){
1318 player_skate.aud_air->colour = 0x00103efe;
1319 audio_channel_set_spacial( player_skate.aud_air,
1320 localplayer.rb.co, 40.0f );
1321 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1322 audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
1323 }
1324
1325 audio_unlock();
1326 }
1327
1328 /*
1329 * truck alignment model at ra(local)
1330 * returns 1 if valid surface:
1331 * surface_normal will be filled out with an averaged normal vector
1332 * axel_dir will be the direction from left to right wheels
1333 *
1334 * returns 0 if no good surface found
1335 */
1336 static
1337 int skate_compute_surface_alignment( v3f ra, u32 colour,
1338 v3f surface_normal, v3f axel_dir ){
1339 world_instance *world = world_current_instance();
1340
1341 v3f truck, left, right;
1342 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1343
1344 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
1345 v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
1346 vg_line( left, right, colour );
1347
1348 float k_max_truck_flex = VG_PIf * 0.25f;
1349
1350 ray_hit ray_l, ray_r;
1351
1352 v3f dir;
1353 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1354
1355 int res_l = 0, res_r = 0;
1356
1357 for( int i=0; i<8; i++ ){
1358 float t = 1.0f - (float)i * (1.0f/8.0f);
1359 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
1360 v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
1361 ray_l.dist = 2.1f * k_board_radius;
1362
1363 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1364
1365 if( res_l )
1366 break;
1367 }
1368
1369 for( int i=0; i<8; i++ ){
1370 float t = 1.0f - (float)i * (1.0f/8.0f);
1371 v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
1372 v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
1373 ray_r.dist = 2.1f * k_board_radius;
1374
1375 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1376
1377 if( res_r )
1378 break;
1379 }
1380
1381 v3f v0;
1382 v3f midpoint;
1383 v3f tangent_average;
1384 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1385 v3_zero( tangent_average );
1386
1387 if( res_l || res_r ){
1388 v3f p0, p1, t;
1389 v3_copy( midpoint, p0 );
1390 v3_copy( midpoint, p1 );
1391
1392 if( res_l ){
1393 v3_copy( ray_l.pos, p0 );
1394 v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
1395 v3_add( t, tangent_average, tangent_average );
1396 }
1397 if( res_r ){
1398 v3_copy( ray_r.pos, p1 );
1399 v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
1400 v3_add( t, tangent_average, tangent_average );
1401 }
1402
1403 v3_sub( p1, p0, v0 );
1404 v3_normalize( v0 );
1405 }
1406 else{
1407 /* fallback: use the closes point to the trucks */
1408 v3f closest;
1409 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1410
1411 if( idx != -1 ){
1412 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1413 v3f verts[3];
1414
1415 for( int j=0; j<3; j++ )
1416 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1417
1418 v3f vert0, vert1, n;
1419 v3_sub( verts[1], verts[0], vert0 );
1420 v3_sub( verts[2], verts[0], vert1 );
1421 v3_cross( vert0, vert1, n );
1422 v3_normalize( n );
1423
1424 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1425 return 0;
1426
1427 v3_cross( n, localplayer.rb.to_world[2], v0 );
1428 v3_muladds( v0, localplayer.rb.to_world[2],
1429 -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
1430 v3_normalize( v0 );
1431
1432 v3f t;
1433 v3_cross( n, localplayer.rb.to_world[0], t );
1434 v3_add( t, tangent_average, tangent_average );
1435 }
1436 else
1437 return 0;
1438 }
1439
1440 v3_muladds( truck, v0, k_board_width, right );
1441 v3_muladds( truck, v0, -k_board_width, left );
1442
1443 vg_line( left, right, VG__WHITE );
1444
1445 v3_normalize( tangent_average );
1446 v3_cross( v0, tangent_average, surface_normal );
1447 v3_copy( v0, axel_dir );
1448
1449 return 1;
1450 }
1451
1452 static void skate_weight_distribute(void){
1453 struct player_skate_state *state = &player_skate.state;
1454 v3_zero( player_skate.weight_distribution );
1455
1456 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1457 localplayer.rb.v ) < 0.0f?1:-1;
1458
1459 v2f steer;
1460 joystick_state( k_srjoystick_steer, steer );
1461
1462 if( state->manual_direction == 0 ){
1463 if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
1464 (state->jump_charge <= 0.01f) )
1465 state->manual_direction = reverse_dir;
1466 }
1467 else{
1468 if( steer[1] < 0.1f ){
1469 state->manual_direction = 0;
1470 }
1471 else{
1472 if( reverse_dir != state->manual_direction ){
1473 return;
1474 }
1475 }
1476 }
1477
1478 if( state->manual_direction ){
1479 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1480 player_skate.weight_distribution[2] = k_board_length * amt *
1481 (float)state->manual_direction;
1482 }
1483
1484 if( state->manual_direction ){
1485 v3f plane_z;
1486
1487 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1488 plane_z );
1489 v3_negate( plane_z, plane_z );
1490
1491 v3_muladds( plane_z, player_skate.surface_picture,
1492 -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
1493 v3_normalize( plane_z );
1494
1495 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1496 v3_normalize( plane_z );
1497
1498 v3f p1;
1499 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1500 vg_line( localplayer.rb.co, p1, VG__GREEN );
1501
1502 v3f refdir;
1503 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1504 refdir );
1505
1506 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1507 k_manul_spring, k_manul_dampener,
1508 player_skate.substep_delta );
1509 }
1510 }
1511
1512 static void skate_adjust_up_direction(void){
1513 struct player_skate_state *state = &player_skate.state;
1514
1515 if( state->activity == k_skate_activity_ground ){
1516 v3f target;
1517 v3_copy( player_skate.surface_picture, target );
1518
1519 target[1] += 2.0f * player_skate.surface_picture[1];
1520 v3_normalize( target );
1521
1522 v3_lerp( state->up_dir, target,
1523 8.0f * player_skate.substep_delta, state->up_dir );
1524 }
1525 else if( state->activity <= k_skate_activity_air_to_grind ){
1526 v3_lerp( state->up_dir, localplayer.rb.to_world[1],
1527 8.0f * player_skate.substep_delta, state->up_dir );
1528 }
1529 else{
1530 v3f avg;
1531 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1532 v3_normalize( avg );
1533
1534 v3_lerp( state->up_dir, avg,
1535 6.0f * player_skate.substep_delta, state->up_dir );
1536 }
1537 }
1538
1539 static int skate_point_visible( v3f origin, v3f target ){
1540 v3f dir;
1541 v3_sub( target, origin, dir );
1542
1543 ray_hit ray;
1544 ray.dist = v3_length( dir );
1545 v3_muls( dir, 1.0f/ray.dist, dir );
1546 ray.dist -= 0.025f;
1547
1548 if( ray_world( world_current_instance(), origin, dir, &ray,
1549 k_material_flag_walking ) )
1550 return 0;
1551
1552 return 1;
1553 }
1554
1555 static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
1556 v3_copy( inf->dir, mtx[0] );
1557 v3_copy( inf->n, mtx[1] );
1558 v3_cross( mtx[0], mtx[1], mtx[2] );
1559 }
1560
1561 static void skate_grind_friction( struct grind_info *inf, float strength ){
1562 v3f v2;
1563 v3_muladds( localplayer.rb.to_world[2], inf->n,
1564 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1565
1566 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1567 dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
1568 F = a * -dir * k_grind_max_friction;
1569
1570 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1571 localplayer.rb.v );
1572 }
1573
1574 static void skate_grind_decay( struct grind_info *inf, float strength ){
1575 m3x3f mtx, mtx_inv;
1576 skate_grind_orient( inf, mtx );
1577 m3x3_transpose( mtx, mtx_inv );
1578
1579 v3f v_grind;
1580 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1581
1582 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1583 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1584 m3x3_mulv( mtx, v_grind, localplayer.rb.v );
1585 }
1586
1587 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1588 float strength ){
1589 struct player_skate_state *state = &player_skate.state;
1590 /* REFACTOR */
1591 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1592 v3f raw, wsp;
1593 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1594 v3_add( localplayer.rb.co, raw, wsp );
1595
1596 v3_copy( ra, player_skate.weight_distribution );
1597
1598 v3f delta;
1599 v3_sub( inf->co, wsp, delta );
1600
1601 /* spring force */
1602 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1603 localplayer.rb.v );
1604
1605 skate_grind_decay( inf, strength );
1606 skate_grind_friction( inf, strength );
1607
1608 /* yeah yeah yeah yeah */
1609 v3f raw_nplane, axis;
1610 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1611 v3_cross( raw_nplane, inf->n, axis );
1612 v3_normalize( axis );
1613
1614 /* orientation */
1615 m3x3f mtx;
1616 skate_grind_orient( inf, mtx );
1617 v3f target_fwd, fwd, up, target_up;
1618 m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
1619 v3_copy( raw_nplane, fwd );
1620 v3_copy( localplayer.rb.to_world[1], up );
1621 v3_copy( inf->n, target_up );
1622
1623 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1624 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1625
1626 v3_normalize( target_fwd );
1627 v3_normalize( fwd );
1628
1629 v2f steer;
1630 joystick_state( k_srjoystick_steer, steer );
1631
1632 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1633
1634 v4f q;
1635 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1636 q_mulv( q, target_up, target_up );
1637 q_mulv( q, target_fwd, target_fwd );
1638
1639 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1640 k_grind_spring,
1641 k_grind_dampener,
1642 k_rb_delta );
1643
1644 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1645 k_grind_spring*strength,
1646 k_grind_dampener*strength,
1647 k_rb_delta );
1648
1649 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1650 vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
1651 vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
1652
1653 player_skate.grind_strength = strength;
1654
1655 /* Fake contact */
1656 struct grind_limit *limit =
1657 &player_skate.limits[ player_skate.limit_count ++ ];
1658 m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
1659 m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
1660 limit->p = 0.0f;
1661
1662 v3_copy( inf->dir, player_skate.grind_dir );
1663 }
1664
1665 static void skate_5050_apply( struct grind_info *inf_front,
1666 struct grind_info *inf_back ){
1667 struct player_skate_state *state = &player_skate.state;
1668 struct grind_info inf_avg;
1669
1670 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1671 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1672 v3_normalize( inf_avg.dir );
1673
1674 /* dont ask */
1675 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1676 inf_avg.dir );
1677
1678 v3f axis_front, axis_back, axis;
1679 v3_cross( inf_front->dir, inf_front->n, axis_front );
1680 v3_cross( inf_back->dir, inf_back->n, axis_back );
1681 v3_add( axis_front, axis_back, axis );
1682 v3_normalize( axis );
1683
1684 v3_cross( axis, inf_avg.dir, inf_avg.n );
1685 skate_grind_decay( &inf_avg, 1.0f );
1686
1687 v2f steer;
1688 joystick_state( k_srjoystick_steer, steer );
1689
1690 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1691 localplayer.rb.v ) );
1692 v4f q;
1693 v3f up, target_up;
1694 v3_copy( localplayer.rb.to_world[1], up );
1695 v3_copy( inf_avg.n, target_up );
1696 q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
1697 q_mulv( q, target_up, target_up );
1698
1699 v3_zero( player_skate.weight_distribution );
1700 player_skate.weight_distribution[2] = k_board_length * -way;
1701
1702 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1703 k_grind_spring,
1704 k_grind_dampener,
1705 k_rb_delta );
1706 vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
1707 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1708
1709 v3f fwd_nplane, dir_nplane;
1710 v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
1711 -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
1712
1713 v3f dir;
1714 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1715 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1716
1717 v3_normalize( fwd_nplane );
1718 v3_normalize( dir_nplane );
1719
1720 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1721 1000.0f,
1722 k_grind_dampener,
1723 k_rb_delta );
1724 vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
1725 vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
1726
1727 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1728 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1729 delta_front, delta_back, delta_total;
1730
1731 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1732 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1733
1734 v3_sub( inf_front->co, pos_front, delta_front );
1735 v3_sub( inf_back->co, pos_back, delta_back );
1736 v3_add( delta_front, delta_back, delta_total );
1737
1738 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1739 localplayer.rb.v );
1740
1741 /* Fake contact */
1742 struct grind_limit *limit =
1743 &player_skate.limits[ player_skate.limit_count ++ ];
1744 v3_zero( limit->ra );
1745 m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
1746 limit->p = 0.0f;
1747
1748 v3_copy( inf_avg.dir, player_skate.grind_dir );
1749 }
1750
1751 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1752 struct player_skate_state *state = &player_skate.state;
1753
1754 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1755 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1756
1757 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1758 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1759
1760 /* Exit condition: lost grind tracking */
1761 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1762 return 0;
1763
1764 /* Exit condition: cant see grind target directly */
1765 if( !skate_point_visible( wheel_co, inf->co ) )
1766 return 0;
1767
1768 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1769 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1770 minv = k_grind_axel_min_vel*0.8f;
1771
1772 if( dv < minv )
1773 return 0;
1774
1775 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1776 return 0;
1777
1778 v3_copy( inf->dir, player_skate.grind_dir );
1779 return 1;
1780 }
1781
1782 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1783 struct player_skate_state *state = &player_skate.state;
1784
1785 /* REFACTOR */
1786 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1787
1788 v3f raw, wsp;
1789 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1790 v3_add( localplayer.rb.co, raw, wsp );
1791
1792 if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
1793 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1794 return 0;
1795
1796 /* velocity should be at least 60% aligned */
1797 v3f pv, axis;
1798 v3_cross( inf->n, inf->dir, axis );
1799 v3_muladds( localplayer.rb.v, inf->n,
1800 -v3_dot( localplayer.rb.v, inf->n ), pv );
1801
1802 if( v3_length2( pv ) < 0.0001f )
1803 return 0;
1804 v3_normalize( pv );
1805
1806 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1807 return 0;
1808
1809 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1810 return 0;
1811
1812 v3f local_co, local_dir, local_n;
1813 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1814 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1815 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1816
1817 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1818
1819 float truck_height = -(k_board_radius+0.03f);
1820
1821 v3f rv;
1822 v3_cross( localplayer.rb.w, raw, rv );
1823 v3_add( localplayer.rb.v, rv, rv );
1824
1825 if( (local_co[1] >= truck_height) &&
1826 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1827 {
1828 return 1;
1829 }
1830 }
1831
1832 return 0;
1833 }
1834
1835 static void skate_boardslide_apply( struct grind_info *inf ){
1836 struct player_skate_state *state = &player_skate.state;
1837
1838 v3f local_co, local_dir, local_n;
1839 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1840 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1841 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1842
1843 v3f intersection;
1844 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1845 intersection );
1846 v3_copy( intersection, player_skate.weight_distribution );
1847
1848 skate_grind_decay( inf, 0.0125f );
1849 skate_grind_friction( inf, 0.25f );
1850
1851 /* direction alignment */
1852 v3f dir, perp;
1853 v3_cross( local_dir, local_n, perp );
1854 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1855 v3_muls( perp, vg_signf(perp[2]), perp );
1856
1857 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1858 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1859
1860 v4f qbalance;
1861 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1862 q_mulv( qbalance, perp, perp );
1863
1864 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1865 dir,
1866 k_grind_spring, k_grind_dampener,
1867 k_rb_delta );
1868
1869 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
1870 perp,
1871 k_grind_spring, k_grind_dampener,
1872 k_rb_delta );
1873
1874 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
1875 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
1876
1877 v3_copy( inf->dir, player_skate.grind_dir );
1878 }
1879
1880 static int skate_boardslide_entry( struct grind_info *inf ){
1881 struct player_skate_state *state = &player_skate.state;
1882
1883 if( skate_grind_scansq( localplayer.rb.co,
1884 localplayer.rb.to_world[0], k_board_length,
1885 inf ) )
1886 {
1887 v3f local_co, local_dir;
1888 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1889 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1890
1891 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1892 (local_co[1] >= 0.0f) && /* at deck level */
1893 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1894 {
1895 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1896 return 0;
1897
1898 return 1;
1899 }
1900 }
1901
1902 return 0;
1903 }
1904
1905 static int skate_boardslide_renew( struct grind_info *inf ){
1906 struct player_skate_state *state = &player_skate.state;
1907
1908 if( !skate_grind_scansq( localplayer.rb.co,
1909 localplayer.rb.to_world[0], k_board_length,
1910 inf ) )
1911 return 0;
1912
1913 /* Exit condition: cant see grind target directly */
1914 v3f vis;
1915 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
1916 if( !skate_point_visible( vis, inf->co ) )
1917 return 0;
1918
1919 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1920 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1921 minv = k_grind_axel_min_vel*0.8f;
1922
1923 if( dv < minv )
1924 return 0;
1925
1926 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1927 return 0;
1928
1929 return 1;
1930 }
1931
1932 static void skate_store_grind_vec( struct grind_info *inf ){
1933 struct player_skate_state *state = &player_skate.state;
1934
1935 m3x3f mtx;
1936 skate_grind_orient( inf, mtx );
1937 m3x3_transpose( mtx, mtx );
1938
1939 v3f raw;
1940 v3_sub( inf->co, localplayer.rb.co, raw );
1941
1942 m3x3_mulv( mtx, raw, player_skate.grind_vec );
1943 v3_normalize( player_skate.grind_vec );
1944 v3_copy( inf->dir, player_skate.grind_dir );
1945 }
1946
1947 static enum skate_activity skate_availible_grind(void){
1948 struct player_skate_state *state = &player_skate.state;
1949
1950 if( state->grind_cooldown > 100 ){
1951 vg_fatal_error( "wth!\n" );
1952 }
1953
1954 /* debounces this state manager a little bit */
1955 if( state->grind_cooldown ){
1956 state->grind_cooldown --;
1957 return k_skate_activity_undefined;
1958 }
1959
1960 struct grind_info inf_back50,
1961 inf_front50,
1962 inf_slide;
1963
1964 int res_back50 = 0,
1965 res_front50 = 0,
1966 res_slide = 0;
1967
1968 int allow_back = 1,
1969 allow_front = 1;
1970
1971 v2f steer;
1972 joystick_state( k_srjoystick_steer, steer );
1973
1974 if( state->activity == k_skate_activity_grind_5050 ||
1975 state->activity == k_skate_activity_grind_back50 ||
1976 state->activity == k_skate_activity_grind_front50 )
1977 {
1978 float tilt = steer[1];
1979
1980 if( fabsf(tilt) >= 0.25f ){
1981 v3f raw = {0.0f,0.0f,tilt};
1982 m3x3_mulv( localplayer.rb.to_world, raw, raw );
1983
1984 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
1985
1986 if( way < 0.0f ) allow_front = 0;
1987 else allow_back = 0;
1988 }
1989 }
1990
1991 if( state->activity == k_skate_activity_grind_boardslide ){
1992 res_slide = skate_boardslide_renew( &inf_slide );
1993 }
1994 else if( state->activity == k_skate_activity_grind_back50 ){
1995 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1996
1997 if( allow_front )
1998 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
1999 }
2000 else if( state->activity == k_skate_activity_grind_front50 ){
2001 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2002
2003 if( allow_back )
2004 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2005 }
2006 else if( state->activity == k_skate_activity_grind_5050 ){
2007 if( allow_front )
2008 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2009 if( allow_back )
2010 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2011 }
2012 else{
2013 res_slide = skate_boardslide_entry( &inf_slide );
2014
2015 if( allow_back )
2016 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2017
2018 if( allow_front )
2019 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2020
2021 if( res_back50 != res_front50 ){
2022 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2023
2024 res_back50 &= wants_to_do_that;
2025 res_front50 &= wants_to_do_that;
2026 }
2027 }
2028
2029 const enum skate_activity table[] =
2030 { /* slide | back | front */
2031 k_skate_activity_undefined, /* 0 0 0 */
2032 k_skate_activity_grind_front50, /* 0 0 1 */
2033 k_skate_activity_grind_back50, /* 0 1 0 */
2034 k_skate_activity_grind_5050, /* 0 1 1 */
2035
2036 /* slide has priority always */
2037 k_skate_activity_grind_boardslide, /* 1 0 0 */
2038 k_skate_activity_grind_boardslide, /* 1 0 1 */
2039 k_skate_activity_grind_boardslide, /* 1 1 0 */
2040 k_skate_activity_grind_boardslide, /* 1 1 1 */
2041 }
2042 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2043
2044 if( new_activity == k_skate_activity_undefined ){
2045 if( state->activity >= k_skate_activity_grind_any ){
2046 state->grind_cooldown = 15;
2047 state->surface_cooldown = 10;
2048 }
2049 }
2050 else if( new_activity == k_skate_activity_grind_boardslide ){
2051 skate_boardslide_apply( &inf_slide );
2052 }
2053 else if( new_activity == k_skate_activity_grind_back50 ){
2054 if( state->activity != k_skate_activity_grind_back50 )
2055 skate_store_grind_vec( &inf_back50 );
2056
2057 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2058 }
2059 else if( new_activity == k_skate_activity_grind_front50 ){
2060 if( state->activity != k_skate_activity_grind_front50 )
2061 skate_store_grind_vec( &inf_front50 );
2062
2063 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2064 }
2065 else if( new_activity == k_skate_activity_grind_5050 )
2066 skate_5050_apply( &inf_front50, &inf_back50 );
2067
2068 return new_activity;
2069 }
2070
2071 static void player__skate_update(void){
2072 struct player_skate_state *state = &player_skate.state;
2073 world_instance *world = world_current_instance();
2074
2075 if( world->water.enabled ){
2076 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2077 player__networked_sfx( k_player_subsystem_walk, 32,
2078 k_player_walk_soundeffect_splash,
2079 localplayer.rb.co, 1.0f );
2080 player__skate_kill_audio();
2081 player__dead_transition( k_player_die_type_generic );
2082 return;
2083 }
2084 }
2085
2086 v3_copy( localplayer.rb.co, state->prev_pos );
2087 state->activity_prev = state->activity;
2088 v3f normal_total;
2089 v3_zero( normal_total );
2090
2091 struct board_collider
2092 {
2093 v3f pos;
2094 float radius;
2095
2096 u32 colour;
2097
2098 enum board_collider_state
2099 {
2100 k_collider_state_default,
2101 k_collider_state_disabled,
2102 k_collider_state_colliding
2103 }
2104 state;
2105 }
2106 wheels[] =
2107 {
2108 {
2109 { 0.0f, 0.0f, -k_board_length },
2110 .radius = k_board_radius,
2111 .colour = VG__RED
2112 },
2113 {
2114 { 0.0f, 0.0f, k_board_length },
2115 .radius = k_board_radius,
2116 .colour = VG__GREEN
2117 }
2118 };
2119
2120 float slap = 0.0f;
2121
2122 if( state->activity <= k_skate_activity_air_to_grind ){
2123 float min_dist = 0.6f;
2124 for( int i=0; i<2; i++ ){
2125 v3f wpos, closest;
2126 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2127
2128 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2129 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2130 }
2131 }
2132 min_dist -= 0.2f;
2133 float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
2134 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2135 }
2136 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2137
2138 wheels[0].pos[1] = state->slap;
2139 wheels[1].pos[1] = state->slap;
2140
2141
2142 const int k_wheel_count = 2;
2143
2144 player_skate.substep = k_rb_delta;
2145 player_skate.substep_delta = player_skate.substep;
2146 player_skate.limit_count = 0;
2147
2148 int substep_count = 0;
2149
2150 v3_zero( player_skate.surface_picture );
2151
2152 int prev_contacts[2];
2153
2154 for( int i=0; i<k_wheel_count; i++ ){
2155 wheels[i].state = k_collider_state_default;
2156 prev_contacts[i] = player_skate.wheel_contacts[i];
2157 }
2158
2159 /* check if we can enter or continue grind */
2160 enum skate_activity grindable_activity = skate_availible_grind();
2161 if( grindable_activity != k_skate_activity_undefined ){
2162 state->activity = grindable_activity;
2163 goto grinding;
2164 }
2165
2166 int contact_count = 0;
2167 for( int i=0; i<2; i++ ){
2168 v3f normal, axel;
2169 v3_copy( localplayer.rb.to_world[0], axel );
2170
2171 if( skate_compute_surface_alignment( wheels[i].pos,
2172 wheels[i].colour, normal, axel ) )
2173 {
2174 rb_effect_spring_target_vector( &localplayer.rb,
2175 localplayer.rb.to_world[0],
2176 axel,
2177 k_surface_spring, k_surface_dampener,
2178 player_skate.substep_delta );
2179
2180 v3_add( normal, player_skate.surface_picture,
2181 player_skate.surface_picture );
2182 contact_count ++;
2183 player_skate.wheel_contacts[i] = 1;
2184 }
2185 else{
2186 player_skate.wheel_contacts[i] = 0;
2187 }
2188
2189 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2190 }
2191
2192 if( state->surface_cooldown ){
2193 state->surface_cooldown --;
2194 contact_count = 0;
2195 }
2196
2197 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2198 for( int i=0; i<2; i++ ){
2199 if( !prev_contacts[i] ){
2200 v3f co;
2201 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
2202 player__networked_sfx( k_player_subsystem_skate, 32,
2203 k_player_skate_soundeffect_tap,
2204 localplayer.rb.co, 0.75f );
2205 }
2206 }
2207 }
2208
2209 if( contact_count ){
2210 state->activity = k_skate_activity_ground;
2211 state->gravity_bias = k_gravity;
2212 v3_normalize( player_skate.surface_picture );
2213
2214 skate_apply_friction_model();
2215 skate_weight_distribute();
2216 }
2217 else{
2218 if( state->activity > k_skate_activity_air_to_grind )
2219 state->activity = k_skate_activity_air;
2220
2221 v3_zero( player_skate.weight_distribution );
2222 skate_apply_air_model();
2223 }
2224
2225 grinding:;
2226
2227 if( state->activity == k_skate_activity_grind_back50 )
2228 wheels[1].state = k_collider_state_disabled;
2229 if( state->activity == k_skate_activity_grind_front50 )
2230 wheels[0].state = k_collider_state_disabled;
2231 if( state->activity == k_skate_activity_grind_5050 ){
2232 wheels[0].state = k_collider_state_disabled;
2233 wheels[1].state = k_collider_state_disabled;
2234 }
2235
2236 /* all activities */
2237 skate_apply_steering_model();
2238 skate_adjust_up_direction();
2239 skate_apply_cog_model();
2240 skate_apply_jump_model();
2241 skate_apply_grab_model();
2242 skate_apply_trick_model();
2243 skate_apply_pump_model();
2244
2245 begin_collision:;
2246
2247 /*
2248 * Phase 0: Continous collision detection
2249 * --------------------------------------------------------------------------
2250 */
2251
2252 v3f head_wp0, head_wp1, start_co;
2253 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
2254 v3_copy( localplayer.rb.co, start_co );
2255
2256 /* calculate transform one step into future */
2257 v3f future_co;
2258 v4f future_q;
2259 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2260 future_co );
2261
2262 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2263 v4f rotation;
2264 v3f axis;
2265 v3_copy( localplayer.rb.w, axis );
2266
2267 float mag = v3_length( axis );
2268 v3_divs( axis, mag, axis );
2269 q_axis_angle( rotation, axis, mag*player_skate.substep );
2270 q_mul( rotation, localplayer.rb.q, future_q );
2271 q_normalize( future_q );
2272 }
2273 else
2274 v4_copy( localplayer.rb.q, future_q );
2275
2276 v3f future_cg, current_cg, cg_offset;
2277 q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
2278 q_mulv( future_q, player_skate.weight_distribution, future_cg );
2279 v3_sub( future_cg, current_cg, cg_offset );
2280
2281 /* calculate the minimum time we can move */
2282 float max_time = player_skate.substep;
2283
2284 for( int i=0; i<k_wheel_count; i++ ){
2285 if( wheels[i].state == k_collider_state_disabled )
2286 continue;
2287
2288 v3f current, future, r_cg;
2289
2290 q_mulv( future_q, wheels[i].pos, future );
2291 v3_add( future, future_co, future );
2292 v3_add( cg_offset, future, future );
2293
2294 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2295 v3_add( current, localplayer.rb.co, current );
2296
2297 float t;
2298 v3f n;
2299
2300 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2301 if( spherecast_world( world, current, future, cast_radius, &t, n,
2302 k_material_flag_walking ) != -1)
2303 max_time = vg_minf( max_time, t * player_skate.substep );
2304 }
2305
2306 /* clamp to a fraction of delta, to prevent locking */
2307 float rate_lock = substep_count;
2308 rate_lock *= k_rb_delta * 0.1f;
2309 rate_lock *= rate_lock;
2310
2311 max_time = vg_maxf( max_time, rate_lock );
2312 player_skate.substep_delta = max_time;
2313
2314 /* integrate */
2315 v3_muladds( localplayer.rb.co, localplayer.rb.v,
2316 player_skate.substep_delta, localplayer.rb.co );
2317 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2318 v4f rotation;
2319 v3f axis;
2320 v3_copy( localplayer.rb.w, axis );
2321
2322 float mag = v3_length( axis );
2323 v3_divs( axis, mag, axis );
2324 q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
2325 q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
2326 q_normalize( localplayer.rb.q );
2327
2328 q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
2329 v3_sub( current_cg, future_cg, cg_offset );
2330 v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
2331 }
2332
2333 rb_update_transform( &localplayer.rb );
2334 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2335
2336 player_skate.substep -= player_skate.substep_delta;
2337
2338 rb_ct manifold[128];
2339 int manifold_len = 0;
2340 /*
2341 * Phase -1: head detection
2342 * --------------------------------------------------------------------------
2343 */
2344 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2345
2346 float t;
2347 v3f n;
2348 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2349 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
2350 k_material_flag_walking ) != -1) )
2351 {
2352 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2353 rb_update_transform( &localplayer.rb );
2354
2355 player__skate_kill_audio();
2356 player__dead_transition( k_player_die_type_head );
2357 return;
2358 }
2359
2360 /*
2361 * Phase 1: Regular collision detection
2362 * --------------------------------------------------------------------------
2363 */
2364
2365 for( int i=0; i<k_wheel_count; i++ ){
2366 if( wheels[i].state == k_collider_state_disabled )
2367 continue;
2368
2369 m4x3f mtx;
2370 m3x3_identity( mtx );
2371 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2372
2373 rb_sphere collider = { .radius = wheels[i].radius };
2374
2375 rb_ct *man = &manifold[ manifold_len ];
2376
2377 int l = skate_collide_smooth( mtx, &collider, man );
2378 if( l )
2379 wheels[i].state = k_collider_state_colliding;
2380
2381 manifold_len += l;
2382 }
2383
2384 float grind_radius = k_board_radius * 0.75f;
2385 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2386 .radius=grind_radius };
2387 m4x3f mtx;
2388 v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
2389 v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
2390 v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
2391 v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
2392 grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
2393
2394 rb_ct *cman = &manifold[manifold_len];
2395
2396 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2397 cman, k_material_flag_walking );
2398
2399 /* weld joints */
2400 for( int i=0; i<l; i ++ )
2401 cman[l].type = k_contact_type_edge;
2402 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2403 l = rb_manifold_apply_filtered( cman, l );
2404
2405 manifold_len += l;
2406
2407 if( vg_lines.draw )
2408 vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2409
2410 /* add limits */
2411 if( state->activity >= k_skate_activity_grind_any ){
2412 for( int i=0; i<player_skate.limit_count; i++ ){
2413 struct grind_limit *limit = &player_skate.limits[i];
2414 rb_ct *ct = &manifold[ manifold_len ++ ];
2415 m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
2416 m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
2417 ct->p = limit->p;
2418 ct->type = k_contact_type_default;
2419 }
2420 }
2421
2422 /*
2423 * Phase 3: Dynamics
2424 * --------------------------------------------------------------------------
2425 */
2426
2427
2428 v3f world_cog;
2429 m4x3_mulv( localplayer.rb.to_world,
2430 player_skate.weight_distribution, world_cog );
2431 vg_line_point( world_cog, 0.02f, VG__BLACK );
2432
2433 for( int i=0; i<manifold_len; i ++ ){
2434 rb_prepare_contact( &manifold[i], player_skate.substep_delta );
2435 rb_debug_contact( &manifold[i] );
2436 }
2437
2438 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2439 v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
2440 float ex2 = k_board_interia*extent[0]*extent[0],
2441 ey2 = k_board_interia*extent[1]*extent[1],
2442 ez2 = k_board_interia*extent[2]*extent[2];
2443
2444 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2445 float inv_mass = 1.0f/mass;
2446
2447 v3f I;
2448 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2449 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2450 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2451
2452 m3x3f iI;
2453 m3x3_identity( iI );
2454 iI[0][0] = I[0];
2455 iI[1][1] = I[1];
2456 iI[2][2] = I[2];
2457 m3x3_inv( iI, iI );
2458
2459 m3x3f iIw;
2460 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2461 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2462
2463 for( int j=0; j<10; j++ ){
2464 for( int i=0; i<manifold_len; i++ ){
2465 /*
2466 * regular dance; calculate velocity & total mass, apply impulse.
2467 */
2468
2469 struct contact *ct = &manifold[i];
2470
2471 v3f rv, delta;
2472 v3_sub( ct->co, world_cog, delta );
2473 v3_cross( localplayer.rb.w, delta, rv );
2474 v3_add( localplayer.rb.v, rv, rv );
2475
2476 v3f raCn;
2477 v3_cross( delta, ct->n, raCn );
2478
2479 v3f raCnI, rbCnI;
2480 m3x3_mulv( iIw, raCn, raCnI );
2481
2482 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2483 vn = v3_dot( rv, ct->n ),
2484 lambda = normal_mass * ( -vn );
2485
2486 float temp = ct->norm_impulse;
2487 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2488 lambda = ct->norm_impulse - temp;
2489
2490 v3f impulse;
2491 v3_muls( ct->n, lambda, impulse );
2492
2493 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2494 v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
2495 v3_cross( delta, impulse, impulse );
2496 m3x3_mulv( iIw, impulse, impulse );
2497 v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
2498
2499 v3_cross( localplayer.rb.w, delta, rv );
2500 v3_add( localplayer.rb.v, rv, rv );
2501 vn = v3_dot( rv, ct->n );
2502 }
2503 }
2504
2505 v3f dt;
2506 rb_depenetrate( manifold, manifold_len, dt );
2507 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2508 rb_update_transform( &localplayer.rb );
2509
2510 substep_count ++;
2511
2512 if( player_skate.substep >= 0.0001f )
2513 goto begin_collision; /* again! */
2514
2515 /*
2516 * End of collision and dynamics routine
2517 * --------------------------------------------------------------------------
2518 */
2519
2520 f32 nforce = v3_length(normal_total);
2521 if( nforce > 4.0f ){
2522 if( nforce > 17.6f ){
2523 v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
2524 player__dead_transition( k_player_die_type_feet );
2525 player__skate_kill_audio();
2526 return;
2527 }
2528
2529 f32 amt = k_cam_punch;
2530 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2531 amt *= 0.25f;
2532 }
2533
2534 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2535 localplayer.cam_land_punch_v );
2536 }
2537
2538 player_skate.surface = k_surface_prop_concrete;
2539
2540 for( int i=0; i<manifold_len; i++ ){
2541 rb_ct *ct = &manifold[i];
2542 struct world_surface *surf = world_contact_surface( world, ct );
2543
2544 if( surf->info.surface_prop > player_skate.surface )
2545 player_skate.surface = surf->info.surface_prop;
2546 }
2547
2548 for( int i=0; i<k_wheel_count; i++ ){
2549 m4x3f mtx;
2550 m3x3_copy( localplayer.rb.to_world, mtx );
2551 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2552 vg_line_sphere( mtx, wheels[i].radius,
2553 (u32[]){ VG__WHITE, VG__BLACK,
2554 wheels[i].colour }[ wheels[i].state ]);
2555 }
2556
2557 skate_integrate();
2558 vg_line_point( state->cog, 0.02f, VG__WHITE );
2559
2560 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2561
2562 if( id ){
2563 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2564
2565 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
2566 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
2567 m4x3_mulv( gate->transport, state->cog, state->cog );
2568 m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
2569 m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
2570 m3x3_mulv( gate->transport, state->head_position,
2571 state->head_position );
2572 m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
2573
2574 v4f transport_rotation;
2575 m3x3_q( gate->transport, transport_rotation );
2576 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
2577 q_mul( transport_rotation, state->smoothed_rotation,
2578 state->smoothed_rotation );
2579 rb_update_transform( &localplayer.rb );
2580 player__pass_gate( id );
2581 }
2582
2583 /* FIXME: Rate limit */
2584 static int stick_frames = 0;
2585
2586 if( state->activity >= k_skate_activity_ground )
2587 stick_frames ++;
2588 else
2589 stick_frames = 0;
2590
2591 if( stick_frames > 5 ) stick_frames = 5;
2592
2593 if( stick_frames == 4 ){
2594 if( state->activity == k_skate_activity_ground ){
2595 if( (fabsf(state->slip) > 0.75f) ){
2596 player__networked_sfx( k_player_subsystem_skate, 128,
2597 k_player_skate_soundeffect_land_bad,
2598 localplayer.rb.co, 0.6f );
2599 }
2600 else{
2601 player__networked_sfx( k_player_subsystem_skate, 128,
2602 k_player_skate_soundeffect_land_good,
2603 localplayer.rb.co, 1.0f );
2604 }
2605 }
2606 else if( player_skate.surface == k_surface_prop_metal ){
2607 player__networked_sfx( k_player_subsystem_skate, 128,
2608 k_player_skate_soundeffect_grind_metal,
2609 localplayer.rb.co, 1.0f );
2610 }
2611 else{
2612 player__networked_sfx( k_player_subsystem_skate, 128,
2613 k_player_skate_soundeffect_grind_wood,
2614 localplayer.rb.co, 1.0f );
2615 }
2616 } else if( stick_frames == 0 ){
2617 /* TODO: EXIT SOUNDS */
2618 }
2619
2620 if( (state->activity_prev < k_skate_activity_grind_any) &&
2621 (state->activity >= k_skate_activity_grind_any) ){
2622 state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
2623 state->grind_y_start = localplayer.rb.co[1];
2624 }
2625
2626 if( state->activity >= k_skate_activity_grind_any ){
2627 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2628 if( dy < 0.0f ){
2629 state->velocity_limit += -dy*0.2f;
2630 }
2631 state->grind_y_start = localplayer.rb.co[1];
2632
2633
2634 f32 speed_end = v3_length( localplayer.rb.v );
2635 if( speed_end > state->velocity_limit ){
2636 v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
2637 localplayer.rb.v );
2638 }
2639 }
2640 }
2641
2642 static void player__skate_im_gui(void){
2643 struct player_skate_state *state = &player_skate.state;
2644 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
2645 localplayer.rb.v[1],
2646 localplayer.rb.v[2] );
2647 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
2648 localplayer.rb.co[1],
2649 localplayer.rb.co[2] );
2650 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
2651 localplayer.rb.w[1],
2652 localplayer.rb.w[2] );
2653
2654 const char *activity_txt[] = {
2655 "air",
2656 "air_to_grind",
2657 "ground",
2658 "undefined (INVALID)",
2659 "grind_any (INVALID)",
2660 "grind_boardslide",
2661 "grind_metallic (INVALID)",
2662 "grind_back50",
2663 "grind_front50",
2664 "grind_5050"
2665 };
2666
2667 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2668 #if 0
2669 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2670 state->steerx_s, state->steery_s,
2671 k_steer_ground, k_steer_air );
2672 #endif
2673 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2674 state->flip_time );
2675 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2676 state->trick_vel[0],
2677 state->trick_vel[1],
2678 state->trick_vel[2] );
2679 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2680 state->trick_time,
2681 state->trick_euler[0],
2682 state->trick_euler[1],
2683 state->trick_euler[2] );
2684 }
2685
2686 static void player__skate_animate(void){
2687 struct player_skate_state *state = &player_skate.state;
2688 struct player_skate_animator *animator = &player_skate.animator;
2689
2690 /* Head */
2691 float kheight = 2.0f,
2692 kleg = 0.6f;
2693
2694 v3_zero( animator->offset );
2695
2696 v3f cog_local, cog_ideal;
2697 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2698
2699 v3_copy( state->up_dir, cog_ideal );
2700 v3_normalize( cog_ideal );
2701 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2702
2703 v3_sub( cog_ideal, cog_local, animator->offset );
2704
2705 v3_muls( animator->offset, 4.0f, animator->offset );
2706 animator->offset[1] *= -1.0f;
2707
2708 float curspeed = v3_length( localplayer.rb.v ),
2709 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2710 kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
2711 sign = vg_signf( kicks );
2712
2713 animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
2714 6.0f*vg.time_delta);
2715 animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
2716 2.4f*vg.time_delta);
2717
2718 animator->offset[0] *= 0.26f;
2719 animator->offset[0] += animator->wobble[1]*3.0f;
2720
2721 animator->offset[1] *= -0.3f;
2722 animator->offset[2] *= 0.01f;
2723
2724 animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
2725 (1.0f-fabsf(animator->slide)*0.9f);
2726 animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
2727
2728 v3f cam_offset;
2729 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2730
2731 /* localized vectors */
2732 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2733
2734 /*
2735 * Animation blending
2736 * ===========================================
2737 */
2738
2739 /* sliding */
2740 {
2741 float desired = 0.0f;
2742 if( state->activity == k_skate_activity_ground )
2743 desired = vg_clampf( vg_maxf(fabsf( state->slip ),
2744 fabsf( state->skid ) ), 0.0f, 1.0f );
2745
2746 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2747
2748 f32 dirx = 0.0f;
2749 if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
2750 if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
2751 if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
2752 dirx = vg_signf( state->slip );
2753 vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
2754 }
2755
2756 cam_offset[0] += animator->slide * -animator->x;
2757 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2758
2759 /* movement information */
2760 int iair = state->activity <= k_skate_activity_air_to_grind;
2761
2762 float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
2763 fly = iair? 1.0f: 0.0f,
2764 wdist= player_skate.weight_distribution[2] / k_board_length;
2765
2766 if( state->activity >= k_skate_activity_grind_any )
2767 wdist = 0.0f;
2768
2769 animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
2770 animator->skid = state->skid;
2771 animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
2772 animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
2773
2774 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2775 animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
2776 animator->reverse = state->reverse;
2777
2778 if( fabsf(state->slip) > 0.3f ){
2779 f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
2780 state->delayed_slip_dir = vg_signf(slide_x);
2781 }
2782
2783 /* grinding */
2784 f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2785 animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
2786
2787 f32 grind_frame = 0.5f;
2788
2789 if( state->activity == k_skate_activity_grind_front50 )
2790 grind_frame = 0.0f;
2791 else if( state->activity == k_skate_activity_grind_back50 )
2792 grind_frame = 1.0f;
2793
2794 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2795 5.0f*vg.time_delta );
2796 animator->activity = state->activity;
2797
2798 /* pushing */
2799 animator->push_time = vg.time - state->start_push;
2800 animator->push = vg_lerpf( animator->push,
2801 (vg.time - state->cur_push) < 0.125,
2802 6.0f*vg.time_delta );
2803
2804 /* jumping */
2805 animator->jump_charge = state->jump_charge;
2806 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2807 8.4f*vg.time_delta );
2808
2809 /* trick setup */
2810 animator->jump_dir = state->jump_dir;
2811 f32 jump_start_frame = 14.0f/30.0f;
2812 animator->jump_time = animator->jump_charge * jump_start_frame;
2813 f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
2814 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2815 animator->jump_time = jump_frame;
2816
2817 /* trick */
2818 float jump_t = vg.time-state->jump_time;
2819 float k=17.0f;
2820 float h = k*jump_t;
2821 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2822 extra *= state->slap * 4.0f;
2823
2824 v3_add( state->trick_euler, state->trick_residuald,
2825 animator->board_euler );
2826 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2827
2828 animator->board_euler[0] *= 0.5f;
2829 animator->board_euler[1] += extra;
2830 animator->trick_type = state->trick_type;
2831
2832 /* board lean */
2833 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2834 lean;
2835
2836 lean1 = animator->slide * animator->delayed_slip_dir;
2837 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2838 else lean = lean2;
2839
2840 if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
2841 lean = vg_clampf( lean, -1.0f, 1.0f );
2842 animator->board_lean =
2843 vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
2844
2845 /* feet placement */
2846 struct player_board *board =
2847 addon_cache_item_if_loaded( k_addon_type_board,
2848 localplayer.board_view_slot );
2849 if( board ){
2850 if( animator->weight > 0.0f ){
2851 animator->foot_offset[0] =
2852 board->truck_positions[k_board_truck_back][2]+0.3f;
2853 }
2854 else{
2855 animator->foot_offset[1] =
2856 board->truck_positions[k_board_truck_front][2]-0.3f;
2857 }
2858 }
2859
2860 f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
2861 animator->slap = state->slap;
2862 animator->subslap = vg_lerpf( animator->subslap, slapm,
2863 vg.time_delta*10.0f );
2864
2865 #if 0
2866 f32 l = ((state->activity < k_skate_activity_ground) &&
2867 v3_length2(state->trick_vel) > 0.1f )? 1: 0;
2868 animator->trick_foot = vg_lerpf( animator->trick_foot, l,
2869 8.4f*vg.time_delta );
2870 #endif
2871
2872 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
2873
2874 /* grab */
2875 v2f grab_input;
2876 joystick_state( k_srjoystick_grab, grab_input );
2877 v2_add( state->grab_mouse_delta, grab_input, grab_input );
2878
2879 if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
2880 else v2_normalize_clamp( grab_input );
2881 v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
2882 animator->grabbing = state->grabbing;
2883
2884 /* steer */
2885 v2f steer;
2886 joystick_state( k_srjoystick_steer, steer );
2887 animator->airdir = vg_lerpf( animator->airdir,
2888 -steer[0], 2.4f*vg.time_delta );
2889
2890 animator->steer[0] = steer[0];
2891 animator->steer[1] = vg_lerpf( animator->steer[1],
2892 steer[0], 4.0f*vg.time_delta );
2893
2894
2895 /* flip angle */
2896 if( (state->activity <= k_skate_activity_air_to_grind) &&
2897 (fabsf(state->flip_rate) > 0.01f) ){
2898 float substep = vg.time_fixed_extrapolate;
2899 float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
2900 sign = vg_signf( t );
2901
2902 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2903 t = sign * (1.0f-t*t);
2904
2905 f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
2906 distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
2907 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
2908 angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
2909 q_axis_angle( animator->qflip, state->flip_axis, angle );
2910 }
2911 else
2912 q_identity( animator->qflip );
2913
2914 /* counter-rotation */
2915 if( v3_length2( state->up_dir ) > 0.001f ){
2916 v4_lerp( state->smoothed_rotation, localplayer.rb.q,
2917 2.0f*vg.time_frame_delta,
2918 state->smoothed_rotation );
2919 q_normalize( state->smoothed_rotation );
2920
2921 v3f yaw_smooth = {1.0f,0.0f,0.0f};
2922 q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
2923 m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
2924 yaw_smooth[1] = 0.0f;
2925 v3_normalize( yaw_smooth );
2926
2927 f32 yaw_counter_rotate = yaw_smooth[0];
2928 yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
2929 yaw_counter_rotate = acosf( yaw_counter_rotate );
2930 yaw_counter_rotate *= 1.0f-animator->fly;
2931
2932 v3f ndir;
2933 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
2934 v3_normalize( ndir );
2935
2936 v3f up = { 0.0f, 1.0f, 0.0f };
2937 float a = v3_dot( ndir, up );
2938 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2939
2940 v3f axis;
2941 v4f qcounteryaw, qfixup;
2942
2943 v3_cross( up, ndir, axis );
2944 q_axis_angle( qfixup, axis, a*2.0f );
2945
2946 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
2947 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
2948
2949 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
2950 q_normalize( animator->qfixuptotal );
2951
2952 v3f p1, p2;
2953 m3x3_mulv( localplayer.rb.to_world, up, p1 );
2954 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
2955
2956 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
2957 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
2958 }
2959 else q_identity( animator->qfixuptotal );
2960 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
2961 v3_copy( localplayer.rb.v, animator->root_v );
2962 }
2963
2964 static void player__skate_pose( void *_animator, player_pose *pose ){
2965 struct skeleton *sk = &localplayer.skeleton;
2966 struct player_skate_animator *animator = _animator;
2967
2968 pose->type = k_player_pose_type_ik;
2969 v3_copy( animator->root_co, pose->root_co );
2970 v4_copy( animator->root_q, pose->root_q );
2971
2972 /* transform */
2973 v3f ext_up,ext_co;
2974 q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
2975 v3_copy( pose->root_co, ext_co );
2976 v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
2977
2978 /* apply flip rotation at midpoint */
2979 q_mul( animator->qflip, pose->root_q, pose->root_q );
2980 q_normalize( pose->root_q );
2981
2982 v3f rotation_point, rco;
2983 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
2984 v3_sub( pose->root_co, rotation_point, rco );
2985
2986 q_mulv( animator->qflip, rco, rco );
2987 v3_add( rco, rotation_point, pose->root_co );
2988
2989 /* ANIMATIONS
2990 * ---------------------------------------------------------------------- */
2991
2992 mdl_keyframe apose[32], bpose[32];
2993 mdl_keyframe ground_pose[32];
2994 {
2995 /* stand/crouch */
2996 f32 dir_frame = animator->z * (15.0f/30.0f),
2997 stand_blend = animator->offset[1]*-2.0f;
2998
2999 pose->board.lean = animator->board_lean;
3000
3001 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3002
3003 skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
3004 skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
3005 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
3006
3007 /* sliding */
3008 f32 slide_frame = animator->x * 0.25f + 0.25f;
3009 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3010
3011 mdl_keyframe mirrored[32];
3012 for( u32 i=1; i<sk->bone_count; i ++ ){
3013
3014 mdl_keyframe *dest = &mirrored[i-1];
3015 u8 mapping = localplayer.skeleton_mirror[i];
3016
3017 if( mapping ) *dest = bpose[mapping-1]; /* R */
3018 else *dest = bpose[i-1]; /* L */
3019
3020 dest->co[2] *= -1.0f;
3021 dest->q[0] *= -1.0f;
3022 dest->q[1] *= -1.0f;
3023 }
3024 skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
3025
3026
3027
3028
3029
3030 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
3031
3032 if( animator->reverse > 0.0f ){
3033 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3034 bpose );
3035 }
3036 else{
3037 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3038 animator->push_time, bpose );
3039 }
3040 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3041
3042 struct skeleton_anim *jump_anim = animator->jump_dir?
3043 player_skate.anim_ollie:
3044 player_skate.anim_ollie_reverse;
3045
3046 f32 setup_blend = vg_minf( animator->jump, 1.0f );
3047 skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
3048 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
3049 }
3050
3051 mdl_keyframe air_pose[32];
3052 {
3053 float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
3054 skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
3055
3056 float ang = atan2f( animator->grab[0], animator->grab[1] ),
3057 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
3058 grab_frame = ang_unit * (15.0f/30.0f);
3059
3060 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3061 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3062 }
3063
3064 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3065 pose->keyframes );
3066
3067 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
3068 *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
3069 *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
3070 *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
3071 *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
3072 *kf_hip = &pose->keyframes[localplayer.id_hip-1],
3073 *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
3074 &pose->keyframes[localplayer.id_wheel_l-1] };
3075
3076
3077 mdl_keyframe grind_pose[32];
3078 {
3079 f32 frame = animator->grind_balance * 0.5f;
3080
3081 skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
3082 skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
3083 skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
3084 }
3085 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3086 animator->grind, pose->keyframes );
3087 float add_grab_mod = 1.0f - animator->fly;
3088
3089 /* additive effects */
3090 u32 apply_to[] = { localplayer.id_hip,
3091 localplayer.id_ik_hand_l,
3092 localplayer.id_ik_hand_r,
3093 localplayer.id_ik_elbow_l,
3094 localplayer.id_ik_elbow_r };
3095
3096 float apply_rates[] = { 1.0f,
3097 0.75f,
3098 0.75f,
3099 0.75f,
3100 0.75f };
3101
3102 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3103 pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
3104 pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
3105 }
3106
3107 /* angle 'correction' */
3108 v3f origin;
3109 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3110
3111 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3112 mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
3113 keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
3114 animator->qfixuptotal );
3115 }
3116
3117 /* trick rotation */
3118 v4f qtrick, qyaw, qpitch, qroll;
3119 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
3120 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
3121 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
3122
3123 q_mul( qyaw, qroll, qtrick );
3124 q_mul( qpitch, qtrick, qtrick );
3125 q_mul( kf_board->q, qtrick, kf_board->q );
3126 q_normalize( kf_board->q );
3127
3128 kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
3129 0.5f * animator->weight );
3130 kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
3131 -0.5f * animator->weight );
3132
3133 kf_foot_l->co[1] += animator->slap;
3134 kf_foot_r->co[1] += animator->slap;
3135 kf_knee_l->co[1] += animator->slap;
3136 kf_knee_r->co[1] += animator->slap;
3137 kf_board->co[1] += animator->slap * animator->subslap;
3138 kf_hip->co[1] += animator->slap * 0.25f;
3139
3140 /* kickflip and shuvit are in the wrong order for some reason */
3141 if( animator->trick_type == k_trick_type_kickflip ){
3142 kf_foot_l->co[0] += animator->trick_foot * 0.15f;
3143 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3144 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3145 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3146 }
3147 else if( animator->trick_type == k_trick_type_shuvit ){
3148 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3149 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3150 kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
3151 kf_foot_r->co[1] += animator->trick_foot * 0.09f;
3152 }
3153 else if( animator->trick_type == k_trick_type_treflip ){
3154 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3155 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3156 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3157 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3158 }
3159
3160 /*
3161 * animation wishlist:
3162 * boardslide/grind jump animations
3163 * when tricking the slap should not appply or less apply
3164 * not animations however DONT target grinds that are vertically down.
3165 */
3166
3167 /* truck rotation */
3168 for( int i=0; i<2; i++ ){
3169 float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
3170 a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
3171
3172 v4f q;
3173 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3174 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3175 q_normalize( kf_wheels[i]->q );
3176 }
3177
3178 {
3179 mdl_keyframe
3180 *kf_head = &pose->keyframes[localplayer.id_head-1],
3181 *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
3182 *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
3183 *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
3184 *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
3185 *kf_hip = &pose->keyframes[localplayer.id_hip-1];
3186
3187 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3188 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3189
3190 v4f qrot;
3191 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3192
3193 v3f origin = {0.0f,0.2f,0.0f};
3194 keyframe_rotate_around( kf_hand_l, origin,
3195 sk->bones[localplayer.id_ik_hand_l].co, qrot );
3196 keyframe_rotate_around( kf_hand_r, origin,
3197 sk->bones[localplayer.id_ik_hand_r].co, qrot );
3198 keyframe_rotate_around( kf_hip, origin,
3199 sk->bones[localplayer.id_hip].co, qrot );
3200 keyframe_rotate_around( kf_elbow_r, origin,
3201 sk->bones[localplayer.id_ik_elbow_r].co, qrot );
3202 keyframe_rotate_around( kf_elbow_l, origin,
3203 sk->bones[localplayer.id_ik_elbow_l].co, qrot );
3204
3205 q_inv( qrot, qrot );
3206 q_mul( qrot, kf_head->q, kf_head->q );
3207 q_normalize( kf_head->q );
3208
3209
3210 /* hand placement */
3211
3212 u32 hand_id = animator->z < 0.5f?
3213 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3214
3215 v3f sample_co;
3216 m4x3f mmdl;
3217 q_m3x3( pose->root_q, mmdl );
3218 q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
3219 v3_add( mmdl[3], pose->root_co, mmdl[3] );
3220 m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
3221
3222 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3223 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3224
3225 v3f dir;
3226 v3_muls( mmdl[1], -1.0f, dir );
3227 ray_hit hit = { .dist = 1.5f };
3228 if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
3229 vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
3230 vg_line( sample_co, hit.pos, 0xffffffff );
3231
3232 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3233 2.0f * fabsf(animator->z*2.0f-1.0f);
3234
3235 f32 d = (hit.dist - 0.3f) * amt;
3236 pose->keyframes[hand_id-1].co[1] -= d;
3237 kf_hip->co[1] -= d*0.4f;
3238 }
3239
3240 /* skid */
3241 f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
3242 u8 skidders[] = { localplayer.id_ik_foot_l,
3243 localplayer.id_ik_foot_r,
3244 localplayer.id_board };
3245 v4f qskid;
3246 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3247
3248 for( u32 i=0; i<vg_list_size(skidders); i ++ ){
3249 mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
3250 keyframe_rotate_around( kf,
3251 (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
3252 sk->bones[skidders[i]].co, qskid );
3253 }
3254 }
3255 }
3256
3257 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
3258 struct player_board *board,
3259 struct player_effects_data *effect_data ){
3260
3261 struct skeleton *sk = &localplayer.skeleton;
3262 struct player_skate_animator *animator = _animator;
3263
3264 if( animator->grind > 0.5f ){
3265 v3f vp0, vp1, vpc;
3266 if( board ){
3267 v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
3268 v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
3269 }
3270 else{
3271 v3_zero( vp0 );
3272 v3_zero( vp1 );
3273 }
3274
3275 v3f *board_mtx = final_mtx[ localplayer.id_board ];
3276 m4x3_mulv( board_mtx, vp0, vp0 );
3277 m4x3_mulv( board_mtx, vp1, vp1 );
3278 v3_add( vp0, vp1, vpc );
3279 v3_muls( vpc, 0.5f, vpc );
3280
3281 int back = 0, front = 0, mid = 0;
3282
3283 if( animator->activity == k_skate_activity_grind_5050 ){
3284 back = 1;
3285 front = 1;
3286 }
3287 else if( animator->activity == k_skate_activity_grind_back50 ){
3288 back = 1;
3289 }
3290 else if( animator->activity == k_skate_activity_grind_front50 ){
3291 front = 1;
3292 }
3293 else if( animator->activity == k_skate_activity_grind_boardslide ){
3294 mid = 1;
3295 }
3296
3297 if( back ){
3298 effect_spark_apply( &effect_data->spark, vp0,
3299 animator->root_v, vg.time_delta );
3300 }
3301
3302 if( front ){
3303 effect_spark_apply( &effect_data->spark, vp1,
3304 animator->root_v, vg.time_delta );
3305 }
3306
3307 if( mid ){
3308 effect_spark_apply( &effect_data->spark, vpc,
3309 animator->root_v, vg.time_delta );
3310 }
3311 }
3312 }
3313
3314 static void player__skate_post_animate(void){
3315 struct player_skate_state *state = &player_skate.state;
3316 localplayer.cam_velocity_influence = 1.0f;
3317
3318 v3f head = { 0.0f, 1.8f, 0.0f };
3319 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
3320 head, state->head_position );
3321 m4x3_mulv( localplayer.rb.to_local,
3322 state->head_position, state->head_position );
3323 }
3324
3325 static void player__skate_reset_animator(void){
3326 struct player_skate_state *state = &player_skate.state;
3327
3328 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3329
3330 if( state->activity <= k_skate_activity_air_to_grind )
3331 player_skate.animator.fly = 1.0f;
3332 else
3333 player_skate.animator.fly = 0.0f;
3334 }
3335
3336 static void player__skate_clear_mechanics(void){
3337 struct player_skate_state *state = &player_skate.state;
3338 state->jump_charge = 0.0f;
3339 state->charging_jump = 0;
3340 state->jump_dir = 0;
3341 v3_zero( state->flip_axis );
3342 state->flip_time = 0.0f;
3343 state->flip_rate = 0.0f;
3344 state->reverse = 0.0f;
3345 state->slip = 0.0f;
3346 state->grabbing = 0.0f;
3347 v2_zero( state->grab_mouse_delta );
3348 state->slap = 0.0f;
3349 state->jump_time = 0.0;
3350 state->start_push = 0.0;
3351 state->cur_push = 0.0;
3352 state->air_start = 0.0;
3353
3354 v3_zero( state->air_init_v );
3355 v3_zero( state->air_init_co );
3356
3357 state->gravity_bias = k_gravity;
3358 v3_copy( localplayer.rb.co, state->prev_pos );
3359 v4_copy( localplayer.rb.q, state->smoothed_rotation );
3360 v3_zero( state->throw_v );
3361 v3_zero( state->trick_vel );
3362 v3_zero( state->trick_euler );
3363 v3_zero( state->cog_v );
3364 state->grind_cooldown = 0;
3365 state->surface_cooldown = 0;
3366 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
3367 v3_copy( localplayer.rb.to_world[1], state->up_dir );
3368 v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
3369 v3_copy( localplayer.rb.co, state->prev_pos );
3370 v3_zero( player_skate.weight_distribution );
3371 }
3372
3373 #include "network_compression.h"
3374
3375 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3376 struct player_skate_animator *animator = data;
3377
3378 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3379 bitpack_qquat( ctx, animator->root_q );
3380
3381 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
3382 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
3383 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
3384 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
3385 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
3386
3387 /* these could likely be pressed down into single bits if needed */
3388 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
3389 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
3390 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
3391 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
3392 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
3393 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
3394
3395 /* just the sign bit? */
3396 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
3397 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
3398 bitpack_bytes( ctx, 1, &animator->jump_dir );
3399 bitpack_bytes( ctx, 1, &animator->trick_type );
3400
3401 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
3402 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
3403 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
3404 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
3405 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
3406 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
3407 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
3408
3409 /* animator->wobble is ommited */
3410
3411 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3412 bitpack_qquat( ctx, animator->qfixuptotal );
3413 bitpack_qquat( ctx, animator->qflip );
3414
3415 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
3416 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
3417 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
3418 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
3419
3420 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3421 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3422 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
3423 bitpack_bytes( ctx, 1, &animator->activity );
3424 }
3425
3426 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3427 audio_lock();
3428
3429 if( id == k_player_skate_soundeffect_jump ){
3430 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3431 pos, 40.0f, volume );
3432 }
3433 else if( id == k_player_skate_soundeffect_tap ){
3434 audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
3435 pos, 40.0f, volume );
3436 }
3437 else if( id == k_player_skate_soundeffect_land_good ){
3438 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
3439 pos, 40.0f, volume );
3440 }
3441 else if( id == k_player_skate_soundeffect_land_bad ){
3442 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
3443 pos, 40.0f, volume );
3444 }
3445 else if( id == k_player_skate_soundeffect_grind_metal ){
3446 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3447 }
3448 else if( id == k_player_skate_soundeffect_grind_wood ){
3449 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3450 }
3451
3452 audio_unlock();
3453 }
3454
3455 #endif /* PLAYER_SKATE_C */