c6ed4e073b6b65233ba98e10879c46ccef72e400
[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 #include "ent_tornado.c"
12 #include "vg/vg_rigidbody.h"
13 #include "scene_rigidbody.h"
14
15 static void player__skate_bind(void){
16 struct skeleton *sk = &localplayer.skeleton;
17 rb_update_matrices( &localplayer.rb );
18
19 struct { struct skeleton_anim **anim; const char *name; }
20 bindings[] = {
21 { &player_skate.anim_grind, "pose_grind" },
22 { &player_skate.anim_grind_jump, "pose_grind_jump" },
23 { &player_skate.anim_stand, "pose_stand" },
24 { &player_skate.anim_highg, "pose_highg" },
25 { &player_skate.anim_air, "pose_air" },
26 { &player_skate.anim_slide, "pose_slide" },
27 { &player_skate.anim_push, "push" },
28 { &player_skate.anim_push_reverse, "push_reverse" },
29 { &player_skate.anim_ollie, "ollie" },
30 { &player_skate.anim_ollie_reverse,"ollie_reverse" },
31 { &player_skate.anim_grabs, "grabs" },
32 { &player_skate.anim_handplant, "handplant" },
33 };
34
35 for( u32 i=0; i<vg_list_size(bindings); i++ )
36 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
37 }
38
39 static void player__skate_kill_audio(void){
40 audio_lock();
41 if( player_skate.aud_main ){
42 player_skate.aud_main =
43 audio_channel_fadeout( player_skate.aud_main, 0.1f );
44 }
45 if( player_skate.aud_air ){
46 player_skate.aud_air =
47 audio_channel_fadeout( player_skate.aud_air, 0.1f );
48 }
49 if( player_skate.aud_slide ){
50 player_skate.aud_slide =
51 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
52 }
53 audio_unlock();
54 }
55
56 /*
57 * Collision detection routines
58 *
59 *
60 */
61
62 /*
63 * Does collision detection on a sphere vs world, and applies some smoothing
64 * filters to the manifold afterwards
65 */
66 static int skate_collide_smooth( m4x3f mtx, f32 r, rb_ct *man ){
67 world_instance *world = world_current_instance();
68
69 int len = 0;
70 len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man,
71 k_material_flag_walking );
72
73 for( int i=0; i<len; i++ ){
74 man[i].rba = &localplayer.rb;
75 man[i].rbb = NULL;
76 }
77
78 rb_manifold_filter_coplanar( man, len, 0.03f );
79
80 if( len > 1 ){
81 rb_manifold_filter_backface( man, len );
82 rb_manifold_filter_joint_edges( man, len, 0.03f );
83 rb_manifold_filter_pairs( man, len, 0.03f );
84 }
85 int new_len = rb_manifold_apply_filtered( man, len );
86 if( len && !new_len )
87 len = 1;
88 else
89 len = new_len;
90
91 return len;
92 }
93
94 struct grind_info
95 {
96 v3f co, dir, n;
97 };
98
99 static int skate_grind_scansq( v3f pos, v3f dir, float r,
100 struct grind_info *inf ){
101 world_instance *world = world_current_instance();
102
103 v4f plane;
104 v3_copy( dir, plane );
105 v3_normalize( plane );
106 plane[3] = v3_dot( plane, pos );
107
108 boxf box;
109 v3_add( pos, (v3f){ r, r, r }, box[1] );
110 v3_sub( pos, (v3f){ r, r, r }, box[0] );
111
112 struct grind_sample{
113 v2f co;
114 v2f normal;
115 v3f normal3,
116 centroid;
117 }
118 samples[48];
119 int sample_count = 0;
120
121 v2f support_min,
122 support_max;
123
124 v3f support_axis;
125 v3_cross( plane, (v3f){0,1,0}, support_axis );
126 v3_normalize( support_axis );
127
128 bh_iter it;
129 bh_iter_init_box( 0, &it, box );
130 i32 idx;
131
132 while( bh_next( world->geo_bh, &it, &idx ) ){
133 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
134 v3f tri[3];
135
136 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
137 if( !(surf->info.flags & k_material_flag_grindable) )
138 continue;
139
140 for( int j=0; j<3; j++ )
141 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
142
143 for( int j=0; j<3; j++ ){
144 int i0 = j,
145 i1 = (j+1) % 3;
146
147 struct grind_sample *sample = &samples[ sample_count ];
148 v3f co;
149
150 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
151 v3f d;
152 v3_sub( co, pos, d );
153 if( v3_length2( d ) > r*r )
154 continue;
155
156 v3f va, vb, normal;
157 v3_sub( tri[1], tri[0], va );
158 v3_sub( tri[2], tri[0], vb );
159 v3_cross( va, vb, normal );
160
161 sample->normal[0] = v3_dot( support_axis, normal );
162 sample->normal[1] = normal[1];
163 sample->co[0] = v3_dot( support_axis, d );
164 sample->co[1] = d[1];
165
166 v3_copy( normal, sample->normal3 ); /* normalize later
167 if we want to us it */
168
169 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
170 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
171 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
172
173 v2_normalize( sample->normal );
174 sample_count ++;
175
176 if( sample_count == vg_list_size( samples ) )
177 goto too_many_samples;
178 }
179 }
180 }
181
182 too_many_samples:
183
184 if( sample_count < 2 )
185 return 0;
186
187 v3f average_direction,
188 average_normal;
189
190 v2f min_co, max_co;
191 v2_fill( min_co, INFINITY );
192 v2_fill( max_co, -INFINITY );
193
194 v3_zero( average_direction );
195 v3_zero( average_normal );
196
197 int passed_samples = 0;
198
199 for( int i=0; i<sample_count-1; i++ ){
200 struct grind_sample *si, *sj;
201
202 si = &samples[i];
203
204 for( int j=i+1; j<sample_count; j++ ){
205 if( i == j )
206 continue;
207
208 sj = &samples[j];
209
210 /* non overlapping */
211 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
212 continue;
213
214 /* not sharp angle */
215 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
216 continue;
217
218 /* not convex */
219 v3f v0;
220 v3_sub( sj->centroid, si->centroid, v0 );
221 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
222 v3_dot( v0, sj->normal3 ) <= 0.0f )
223 continue;
224
225 v2_minv( sj->co, min_co, min_co );
226 v2_maxv( sj->co, max_co, max_co );
227
228 v3f n0, n1, dir;
229 v3_copy( si->normal3, n0 );
230 v3_copy( sj->normal3, n1 );
231 v3_cross( n0, n1, dir );
232
233 if( v3_length2( dir ) <= 0.000001f )
234 continue;
235
236 v3_normalize( dir );
237
238 /* make sure the directions all face a common hemisphere */
239 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
240 v3_add( average_direction, dir, average_direction );
241
242 float yi = si->normal3[1],
243 yj = sj->normal3[1];
244
245 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
246 else v3_add( sj->normal3, average_normal, average_normal );
247
248 passed_samples ++;
249 }
250 }
251
252 if( !passed_samples )
253 return 0;
254
255 if( (v3_length2( average_direction ) <= 0.001f) ||
256 (v3_length2( average_normal ) <= 0.001f ) )
257 return 0;
258
259 float div = 1.0f/(float)passed_samples;
260 v3_normalize( average_direction );
261 v3_normalize( average_normal );
262
263 v2f average_coord;
264 v2_add( min_co, max_co, average_coord );
265 v2_muls( average_coord, 0.5f, average_coord );
266
267 v3_muls( support_axis, average_coord[0], inf->co );
268 inf->co[1] += average_coord[1];
269 v3_add( pos, inf->co, inf->co );
270 v3_copy( average_normal, inf->n );
271 v3_copy( average_direction, inf->dir );
272
273 vg_line_point( inf->co, 0.02f, VG__GREEN );
274 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
275 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
276
277 return passed_samples;
278 }
279
280 static void reset_jump_info( jump_info *inf ){
281 inf->log_length = 0;
282 inf->land_dist = 0.0f;
283 inf->score = 0.0f;
284 inf->type = k_prediction_unset;
285 v3_zero( inf->apex );
286 }
287
288 static int create_jumps_to_hit_target( jump_info *jumps,
289 v3f target, float max_angle_delta,
290 float gravity ){
291 /* calculate the exact 2 solutions to jump onto that grind spot */
292
293 v3f v0;
294 v3_sub( target, localplayer.rb.co, v0 );
295
296 v3f ax;
297 v3_copy( v0, ax );
298 ax[1] = 0.0f;
299 v3_normalize( ax );
300
301 v2f d = { v3_dot( ax, v0 ), v0[1] },
302 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
303
304 float a = atan2f( v[1], v[0] ),
305 m = v2_length( v ),
306 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
307
308 int valid_count = 0;
309
310 if( root > 0.0f ){
311 root = sqrtf( root );
312 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
313 a1 = atanf( (m*m - root) / (gravity * d[0]) );
314
315 if( fabsf(a0-a) < max_angle_delta ){
316 jump_info *inf = &jumps[ valid_count ++ ];
317 reset_jump_info( inf );
318
319 v3_muls( ax, cosf( a0 ) * m, inf->v );
320 inf->v[1] += sinf( a0 ) * m;
321 inf->land_dist = d[0] / (cosf(a0)*m);
322 inf->gravity = gravity;
323
324 v3_copy( target, inf->log[inf->log_length ++] );
325 }
326
327 if( fabsf(a1-a) < max_angle_delta ){
328 jump_info *inf = &jumps[ valid_count ++ ];
329 reset_jump_info( inf );
330
331 v3_muls( ax, cosf( a1 ) * m, inf->v );
332 inf->v[1] += sinf( a1 ) * m;
333 inf->land_dist = d[0] / (cosf(a1)*m);
334 inf->gravity = gravity;
335
336 v3_copy( target, inf->log[inf->log_length ++] );
337 }
338 }
339
340 return valid_count;
341 }
342
343 static void player__approximate_best_trajectory(void){
344 world_instance *world0 = world_current_instance();
345
346 float k_trace_delta = k_rb_delta * 10.0f;
347 struct player_skate_state *state = &player_skate.state;
348
349 state->air_start = vg.time;
350 v3_copy( localplayer.rb.v, state->air_init_v );
351 v3_copy( localplayer.rb.co, state->air_init_co );
352
353 player_skate.possible_jump_count = 0;
354
355 v3f axis;
356 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
357 v3_normalize( axis );
358
359 /* at high slopes, Y component is low */
360 float upness = localplayer.rb.to_world[1][1],
361 angle_begin = -(1.0f-fabsf( upness )),
362 angle_end = 1.0f;
363
364 struct grind_info grind;
365 int grind_located = 0;
366 float grind_located_gravity = k_gravity;
367
368
369 v3f launch_v_bounds[2];
370
371 for( int i=0; i<2; i++ ){
372 v3_copy( localplayer.rb.v, launch_v_bounds[i] );
373 float ang = (float[]){ angle_begin, angle_end }[ i ];
374 ang *= 0.15f;
375
376 v4f qbias;
377 q_axis_angle( qbias, axis, ang );
378 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
379 }
380
381 for( int m=0;m<=30; m++ ){
382 jump_info *inf =
383 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
384 reset_jump_info( inf );
385
386 v3f launch_co, launch_v, co0, co1;
387 v3_copy( localplayer.rb.co, launch_co );
388 v3_copy( localplayer.rb.v, launch_v );
389 v3_copy( launch_co, co0 );
390 world_instance *trace_world = world0;
391
392 float vt = (float)m * (1.0f/30.0f),
393 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
394
395 v4f qbias;
396 q_axis_angle( qbias, axis, ang );
397 q_mulv( qbias, launch_v, launch_v );
398
399 float yaw_sketch = 1.0f-fabsf(upness);
400
401 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
402 q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
403 q_mulv( qbias, launch_v, launch_v );
404
405 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
406 gravity = k_gravity * gravity_bias;
407 inf->gravity = gravity;
408 v3_copy( launch_v, inf->v );
409
410 /* initial conditions */
411 v3f v;
412 v3_copy( launch_v, v );
413 v3_copy( launch_co, co1 );
414
415 for( int i=1; i<=50; i++ ){
416 f32 t = (f32)i * k_trace_delta;
417
418 /* integrate forces */
419 v3f a;
420 ent_tornado_forces( co1, v, a );
421 a[1] -= gravity;
422
423 /* position */
424 v3_muladds( co1, v, k_trace_delta, co1 );
425 v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
426
427 /* velocity */
428 v3_muladds( v, a, k_trace_delta, v );
429
430 int search_for_grind = 1;
431 if( grind_located ) search_for_grind = 0;
432 if( v[1] > 0.0f ) search_for_grind = 0;
433
434 /* REFACTOR */
435
436 v3f closest={0.0f,0.0f,0.0f};
437 if( search_for_grind ){
438 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
439 float min_dist = 0.75f;
440 min_dist *= min_dist;
441
442 if( v3_dist2( closest, launch_co ) < min_dist )
443 search_for_grind = 0;
444
445 v3f bound[2];
446
447 for( int j=0; j<2; j++ ){
448 v3_muls( launch_v_bounds[j], t, bound[j] );
449 bound[j][1] += -0.5f*gravity*t*t;
450 v3_add( launch_co, bound[j], bound[j] );
451 }
452
453 float limh = vg_minf( 2.0f, t ),
454 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
455 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
456
457 if( (closest[1] < minh) || (closest[1] > maxh) ){
458 search_for_grind = 0;
459 }
460 }
461 else
462 search_for_grind = 0;
463 }
464
465 if( search_for_grind ){
466 if( skate_grind_scansq( closest, v, 0.5f, &grind ) ){
467 /* check alignment */
468 v2f v0 = { v[0], v[2] },
469 v1 = { grind.dir[0], grind.dir[2] };
470
471 v2_normalize( v0 );
472 v2_normalize( v1 );
473
474 float a = v2_dot( v0, v1 );
475
476 float a_min = cosf( VG_PIf * 0.185f );
477 if( state->grind_cooldown )
478 a_min = cosf( VG_PIf * 0.05f );
479
480 /* check speed */
481 if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
482 (a >= a_min) &&
483 (fabsf(grind.dir[1]) < 0.70710678118654752f))
484 {
485 grind_located = 1;
486 grind_located_gravity = inf->gravity;
487 }
488 }
489 }
490
491 if( trace_world->rendering_gate ){
492 ent_gate *gate = trace_world->rendering_gate;
493 if( gate_intersect( gate, co1, co0 ) ){
494 m4x3_mulv( gate->transport, co0, co0 );
495 m4x3_mulv( gate->transport, co1, co1 );
496 m3x3_mulv( gate->transport, launch_v, launch_v);
497 m4x3_mulv( gate->transport, launch_co, launch_co );
498
499 if( gate->flags & k_ent_gate_nonlocal )
500 trace_world = &world_static.instances[ gate->target ];
501 }
502 }
503
504 float t1;
505 v3f n;
506
507 float scan_radius = k_board_radius;
508 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
509
510 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
511 k_material_flag_walking );
512 if( idx != -1 ){
513 v3f co;
514 v3_lerp( co0, co1, t1, co );
515 v3_copy( co, inf->log[ inf->log_length ++ ] );
516
517 v3_copy( n, inf->n );
518 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
519 struct world_surface *surf =
520 world_tri_index_surface( trace_world, tri[0] );
521
522 inf->type = k_prediction_land;
523 inf->score = -v3_dot( v, inf->n );
524 inf->land_dist = t + k_trace_delta * t1;
525
526 /* Bias prediction towords ramps */
527 if( !(surf->info.flags & k_material_flag_skate_target) )
528 inf->score *= 10.0f;
529
530 if( surf->info.flags & k_material_flag_boundary )
531 player_skate.possible_jump_count --;
532
533 break;
534 }
535
536 if( i % 3 == 0 )
537 v3_copy( co1, inf->log[ inf->log_length ++ ] );
538 v3_copy( co1, co0 );
539 }
540
541 if( inf->type == k_prediction_unset )
542 player_skate.possible_jump_count --;
543 }
544
545 if( grind_located ){
546 jump_info grind_jumps[2];
547
548 int valid_count =
549 create_jumps_to_hit_target( grind_jumps, grind.co,
550 0.175f*VG_PIf, grind_located_gravity );
551
552 /* knock out original landing points in the 1m area */
553 for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
554 jump_info *jump = &player_skate.possible_jumps[ j ];
555 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
556 float descale = 1.0f-vg_minf(1.0f,dist);
557 jump->score += descale*3.0f;
558 }
559
560 for( int i=0; i<valid_count; i++ ){
561 jump_info *jump = &grind_jumps[i];
562 jump->type = k_prediction_grind;
563
564 v3f launch_v, launch_co, co0, co1;
565
566 v3_copy( jump->v, launch_v );
567 v3_copy( localplayer.rb.co, launch_co );
568
569 float t = 0.05f * jump->land_dist;
570 v3_muls( launch_v, t, co0 );
571 co0[1] += -0.5f * jump->gravity * t*t;
572 v3_add( launch_co, co0, co0 );
573
574 /* rough scan to make sure we dont collide with anything */
575 for( int j=1; j<=16; j++ ){
576 t = (float)j*(1.0f/16.0f);
577 t *= 0.9f;
578 t += 0.05f;
579 t *= jump->land_dist;
580
581 v3_muls( launch_v, t, co1 );
582 co1[1] += -0.5f * jump->gravity * t*t;
583 v3_add( launch_co, co1, co1 );
584
585 float t1;
586 v3f n;
587
588 int idx = spherecast_world( world0, co0,co1,
589 k_board_radius*0.1f, &t1, n,
590 k_material_flag_walking );
591 if( idx != -1 ){
592 goto invalidated_grind;
593 }
594
595 v3_copy( co1, co0 );
596 }
597
598 v3_copy( grind.n, jump->n );
599
600 /* determine score */
601 v3f ve;
602 v3_copy( jump->v, ve );
603 ve[1] += -jump->gravity*jump->land_dist;
604 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
605
606 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
607 *jump;
608
609 continue;
610 invalidated_grind:;
611 }
612 }
613
614
615 float score_min = INFINITY,
616 score_max = -INFINITY;
617
618 jump_info *best = NULL;
619
620 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
621 jump_info *jump = &player_skate.possible_jumps[i];
622
623 if( jump->score < score_min )
624 best = jump;
625
626 score_min = vg_minf( score_min, jump->score );
627 score_max = vg_maxf( score_max, jump->score );
628 }
629
630 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
631 jump_info *jump = &player_skate.possible_jumps[i];
632 float s = jump->score;
633
634 s -= score_min;
635 s /= (score_max-score_min);
636 s = 1.0f - s;
637
638 jump->score = s;
639 jump->colour = s * 255.0f;
640
641 if( jump == best )
642 jump->colour <<= 16;
643 else if( jump->type == k_prediction_land )
644 jump->colour <<= 8;
645
646 jump->colour |= 0xff000000;
647 }
648
649 if( best ){
650 v3_copy( best->n, state->land_normal );
651 v3_copy( best->v, localplayer.rb.v );
652 state->land_dist = best->land_dist;
653 state->gravity_bias = best->gravity;
654
655 if( best->type == k_prediction_grind ){
656 state->activity = k_skate_activity_air_to_grind;
657 }
658
659 v2f steer;
660 joystick_state( k_srjoystick_steer, steer );
661 v2_normalize_clamp( steer );
662
663 if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
664 state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
665 state->reverse ;
666 state->flip_time = 0.0f;
667 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
668 }
669 else{
670 state->flip_rate = 0.0f;
671 v3_zero( state->flip_axis );
672 }
673 }
674 else
675 v3_copy( (v3f){0,1,0}, state->land_normal );
676 }
677
678 /*
679 *
680 * Varius physics models
681 * ------------------------------------------------
682 */
683
684 /*
685 * Air control, no real physics
686 */
687 static void skate_apply_air_model(void){
688 struct player_skate_state *state = &player_skate.state;
689
690 if( state->activity_prev > k_skate_activity_air_to_grind )
691 player__approximate_best_trajectory();
692
693 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
694 angle = vg_clampf( angle, -1.0f, 1.0f );
695 v3f axis;
696 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
697
698 v4f correction;
699 q_axis_angle( correction, axis,
700 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
701 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
702 }
703
704 static enum trick_type player_skate_trick_input(void);
705 static void skate_apply_trick_model(void){
706 struct player_skate_state *state = &player_skate.state;
707
708 v3f Fd, Fs, F;
709 v3f strength = { 3.7f, 3.6f, 8.0f };
710
711 v3_muls( state->trick_residualv, -4.0f , Fd );
712 v3_muls( state->trick_residuald, -10.0f, Fs );
713 v3_add( Fd, Fs, F );
714 v3_mul( strength, F, F );
715
716 v3_muladds( state->trick_residualv, F, k_rb_delta,
717 state->trick_residualv );
718 v3_muladds( state->trick_residuald, state->trick_residualv,
719 k_rb_delta, state->trick_residuald );
720
721 if( state->activity <= k_skate_activity_air_to_grind ){
722 if( v3_length2( state->trick_vel ) < 0.0001f )
723 return;
724
725 int carry_on = state->trick_type == player_skate_trick_input();
726
727 /* we assume velocities share a common divisor, in which case the
728 * interval is the minimum value (if not zero) */
729
730 float min_rate = 99999.0f;
731
732 for( int i=0; i<3; i++ ){
733 float v = state->trick_vel[i];
734 if( (v > 0.0f) && (v < min_rate) )
735 min_rate = v;
736 }
737
738 float interval = 1.0f / min_rate,
739 current = floorf( state->trick_time ),
740 next_end = current+1.0f;
741
742
743 /* integrate trick velocities */
744 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
745 state->trick_euler );
746
747 if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
748 state->trick_time = 0.0f;
749 state->trick_euler[0] = roundf( state->trick_euler[0] );
750 state->trick_euler[1] = roundf( state->trick_euler[1] );
751 state->trick_euler[2] = roundf( state->trick_euler[2] );
752 v3_copy( state->trick_vel, state->trick_residualv );
753 v3_zero( state->trick_vel );
754
755 audio_lock();
756 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
757 localplayer.rb.co, 40.0f, 1.0f );
758 audio_unlock();
759 }
760 else
761 state->trick_time += k_rb_delta / interval;
762 }
763 else{
764 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
765 state->trick_time > 0.2f)
766 {
767 player__dead_transition( k_player_die_type_feet );
768 }
769
770 state->trick_euler[0] = roundf( state->trick_euler[0] );
771 state->trick_euler[1] = roundf( state->trick_euler[1] );
772 state->trick_euler[2] = roundf( state->trick_euler[2] );
773 state->trick_time = 0.0f;
774 v3_zero( state->trick_vel );
775 }
776 }
777
778 static void skate_apply_grab_model(void){
779 struct player_skate_state *state = &player_skate.state;
780
781 float grabt = axis_state( k_sraxis_grab );
782
783 if( grabt > 0.5f ){
784 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
785 state->grab_mouse_delta );
786
787 v2_normalize_clamp( state->grab_mouse_delta );
788 }
789 else
790 v2_zero( state->grab_mouse_delta );
791
792 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
793 }
794
795 static void skate_apply_steering_model(void){
796 struct player_skate_state *state = &player_skate.state;
797
798 v2f jsteer;
799 joystick_state( k_srjoystick_steer, jsteer );
800
801 /* Steering */
802 float steer = jsteer[0],
803 grab = axis_state( k_sraxis_grab );
804
805 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
806
807 v3f steer_axis;
808 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
809
810 float rate = 26.0f,
811 top = 1.0f;
812
813 f32 skid_target = 0.0f;
814
815 if( state->activity <= k_skate_activity_air_to_grind ){
816 rate = 6.0f * fabsf(steer);
817 top = 1.5f;
818 }
819 else{
820 /* rotate slower when grabbing on ground */
821 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
822
823 if( state->activity == k_skate_activity_grind_5050 ){
824 rate = 0.0f;
825 top = 0.0f;
826 }
827
828 else if( state->activity >= k_skate_activity_grind_any ){
829 rate *= fabsf(steer);
830
831 float a = 0.8f * -steer * k_rb_delta;
832
833 v4f q;
834 q_axis_angle( q, localplayer.rb.to_world[1], a );
835 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
836
837 v3_normalize( player_skate.grind_vec );
838 }
839
840 else if( state->manual_direction ){
841 rate = 35.0f;
842 top = 1.5f;
843 }
844 else {
845 f32 skid = axis_state(k_sraxis_skid);
846
847 /* skids on keyboard lock to the first direction pressed */
848 if( vg_input.display_input_method == k_input_method_kbm ){
849 if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
850 (fabsf(steer) > 0.4f) ){
851 state->skid = vg_signf( steer ) * 0.02f;
852 }
853
854 if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
855 skid_target = vg_signf( state->skid );
856 }
857 }
858 else {
859 if( fabsf(skid) > 0.1f ){
860 skid_target = skid;
861 }
862 }
863 }
864
865 if( grab < 0.5f ){
866 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
867 }
868 }
869
870 vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
871 steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
872 fabsf(state->skid*0.8f) );
873
874 float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
875 addspeed = (steer * -top) - current,
876 maxaccel = rate * k_rb_delta,
877 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
878
879 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
880 accel, localplayer.rb.w );
881 }
882
883 /*
884 * Computes friction and surface interface model
885 */
886 static void skate_apply_friction_model(void){
887 struct player_skate_state *state = &player_skate.state;
888
889 /*
890 * Computing localized friction forces for controlling the character
891 * Friction across X is significantly more than Z
892 */
893
894 v3f vel;
895 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
896 float slip = 0.0f;
897
898 if( fabsf(vel[2]) > 0.01f )
899 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
900
901 if( fabsf( slip ) > 1.2f )
902 slip = vg_signf( slip ) * 1.2f;
903
904 state->slip = slip;
905 state->reverse = -vg_signf(vel[2]);
906
907 f32 lat = k_friction_lat;
908
909 if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
910 if( (player_skate.surface == k_surface_prop_snow) ||
911 (player_skate.surface == k_surface_prop_sand) ){
912 lat *= 8.0f;
913 }
914 else
915 lat *= 1.5f;
916 }
917
918 if( player_skate.surface == k_surface_prop_snow )
919 lat *= 0.5f;
920 else if( player_skate.surface == k_surface_prop_sand )
921 lat *= 0.6f;
922
923 vel[0] += vg_cfrictf( vel[0], lat * k_rb_delta );
924 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
925
926 /* Pushing additive force */
927
928 if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
929 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
930 if( (vg.time - state->cur_push) > 0.25 )
931 state->start_push = vg.time;
932
933 state->cur_push = vg.time;
934
935 double push_time = vg.time - state->start_push;
936
937 float cycle_time = push_time*k_push_cycle_rate,
938 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
939 amt = accel * VG_TIMESTEP_FIXED,
940 current = v3_length( vel ),
941 new_vel = vg_minf( current + amt, k_max_push_speed ),
942 delta = new_vel - vg_minf( current, k_max_push_speed );
943
944 vel[2] += delta * -state->reverse;
945 }
946 }
947
948 /* Send back to velocity */
949 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
950 }
951
952 static void skate_apply_jump_model(void){
953 struct player_skate_state *state = &player_skate.state;
954 int charging_jump_prev = state->charging_jump;
955 state->charging_jump = button_press( k_srbind_jump );
956
957 /* Cannot charge this in air */
958 if( state->activity <= k_skate_activity_air_to_grind ){
959 state->charging_jump = 0;
960 return;
961 }
962
963 if( state->charging_jump ){
964 state->jump_charge += k_rb_delta * k_jump_charge_speed;
965
966 if( !charging_jump_prev )
967 state->jump_dir = state->reverse>0.0f? 1: 0;
968 }
969 else{
970 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
971 }
972
973 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
974
975 /* player let go after charging past 0.2: trigger jump */
976 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
977 v3f jumpdir;
978
979 /* Launch more up if alignment is up else improve velocity */
980 float aup = localplayer.rb.to_world[1][1],
981 mod = 0.5f,
982 dir = mod + fabsf(aup)*(1.0f-mod);
983
984 if( state->activity == k_skate_activity_ground ){
985 v3_copy( localplayer.rb.v, jumpdir );
986 v3_normalize( jumpdir );
987 v3_muls( jumpdir, 1.0f-dir, jumpdir );
988 v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
989 v3_normalize( jumpdir );
990 }else{
991 v3_copy( state->up_dir, jumpdir );
992 state->grind_cooldown = 30;
993 state->activity = k_skate_activity_ground;
994
995 v2f steer;
996 joystick_state( k_srjoystick_steer, steer );
997
998 float tilt = steer[0] * 0.3f;
999 tilt *= vg_signf(v3_dot( localplayer.rb.v,
1000 player_skate.grind_dir ));
1001
1002 v4f qtilt;
1003 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
1004 q_mulv( qtilt, jumpdir, jumpdir );
1005 }
1006 state->surface_cooldown = 10;
1007 state->trick_input_collect = 0.0f;
1008
1009 float force = k_jump_force*state->jump_charge;
1010 v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
1011 state->jump_charge = 0.0f;
1012 state->jump_time = vg.time;
1013 player__networked_sfx( k_player_subsystem_skate, 32,
1014 k_player_skate_soundeffect_jump,
1015 localplayer.rb.co, 1.0f );
1016 }
1017 }
1018
1019 static void skate_apply_handplant_model(void){
1020 struct player_skate_state *state = &player_skate.state;
1021 if( localplayer.rb.to_world[1][1] < -0.1f ) return;
1022 if( localplayer.rb.to_world[1][1] > 0.6f ) return;
1023 if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
1024
1025 v3f lco = { 0.0f, -0.2f, -state->reverse },
1026 co, dir;
1027 m4x3_mulv( localplayer.rb.to_world, lco, co );
1028 v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
1029 vg_line_arrow( co, dir, 0.13f, 0xff000000 );
1030
1031 ray_hit hit = { .dist = 2.0f };
1032 if( ray_world( world_current_instance(), co, dir,
1033 &hit, k_material_flag_ghosts )) {
1034 vg_line( co, hit.pos, 0xff000000 );
1035 vg_line_point( hit.pos, 0.1f, 0xff000000 );
1036
1037 if( hit.normal[1] < 0.7f ) return;
1038 if( hit.dist < 0.95f ) return;
1039
1040 state->activity = k_skate_activity_handplant;
1041 state->handplant_t = 0.0f;
1042 v3_copy( localplayer.rb.co, state->store_co );
1043 v3_copy( localplayer.rb.v, state->air_init_v );
1044 v4_copy( localplayer.rb.q, state->store_q );
1045 v3_copy( state->cog, state->store_cog );
1046 v3_copy( state->cog_v, state->store_cog_v );
1047 v4_copy( state->smoothed_rotation, state->store_smoothed );
1048 }
1049 }
1050
1051 static void skate_apply_pump_model(void){
1052 struct player_skate_state *state = &player_skate.state;
1053
1054 if( state->activity != k_skate_activity_ground ){
1055 v3_zero( state->throw_v );
1056 return;
1057 }
1058
1059 /* Throw / collect routine
1060 */
1061 if( axis_state( k_sraxis_grab ) > 0.5f ){
1062 if( state->activity == k_skate_activity_ground ){
1063 /* Throw */
1064 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1065 }
1066 }
1067 else{
1068 /* Collect */
1069 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1070
1071 v3f Fl, Fv;
1072 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1073
1074 if( state->activity == k_skate_activity_ground ){
1075 if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
1076 v3_muladds( localplayer.rb.v, Fl,
1077 k_mmcollect_lat, localplayer.rb.v );
1078 }
1079 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1080 }
1081
1082 v3_muls( localplayer.rb.to_world[1], -doty, Fv );
1083 v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
1084 v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
1085 }
1086
1087 /* Decay */
1088 if( v3_length2( state->throw_v ) > 0.0001f ){
1089 v3f dir;
1090 v3_copy( state->throw_v, dir );
1091 v3_normalize( dir );
1092
1093 float max = v3_dot( dir, state->throw_v ),
1094 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1095 v3_muladds( state->throw_v, dir, -amt, state->throw_v );
1096 }
1097 }
1098
1099 static void skate_apply_cog_model(void){
1100 struct player_skate_state *state = &player_skate.state;
1101
1102 v3f ideal_cog, ideal_diff, ideal_dir;
1103 v3_copy( state->up_dir, ideal_dir );
1104 v3_normalize( ideal_dir );
1105
1106 float grab = axis_state( k_sraxis_grab );
1107 v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1108 v3_sub( ideal_cog, state->cog, ideal_diff );
1109
1110 /* Apply velocities */
1111 v3f rv;
1112 v3_sub( localplayer.rb.v, state->cog_v, rv );
1113
1114 v3f F;
1115 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1116 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1117
1118 float ra = k_cog_mass_ratio,
1119 rb = 1.0f-k_cog_mass_ratio;
1120
1121 /* Apply forces & intergrate */
1122 v3_muladds( state->cog_v, F, -rb, state->cog_v );
1123 state->cog_v[1] += -9.8f * k_rb_delta;
1124 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1125 }
1126
1127 static void skate_integrate(void){
1128 struct player_skate_state *state = &player_skate.state;
1129
1130 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1131 rate_z = rate_x,
1132 rate_y = 1.0f;
1133
1134 if( state->activity >= k_skate_activity_grind_any ){
1135 rate_x = 1.0f-(16.0f*k_rb_delta);
1136 rate_y = 1.0f-(10.0f*k_rb_delta);
1137 rate_z = 1.0f-(40.0f*k_rb_delta);
1138 }
1139
1140 float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
1141 wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
1142 wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
1143
1144 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1145 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1146 localplayer.rb.w );
1147 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1148 localplayer.rb.w );
1149
1150 state->flip_time += state->flip_rate * k_rb_delta;
1151 rb_update_matrices( &localplayer.rb );
1152 }
1153
1154 static enum trick_type player_skate_trick_input(void){
1155 return (button_press( k_srbind_trick0 ) ) |
1156 (button_press( k_srbind_trick1 ) << 1) |
1157 (button_press( k_srbind_trick2 ) << 1) |
1158 (button_press( k_srbind_trick2 ) );
1159 }
1160
1161 static void player__skate_pre_update(void){
1162 struct player_skate_state *state = &player_skate.state;
1163
1164 if( state->activity == k_skate_activity_handplant ){
1165 state->handplant_t += vg.time_delta;
1166 mdl_keyframe hpose[32];
1167
1168 struct skeleton_anim *anim = player_skate.anim_handplant;
1169
1170 int end = !skeleton_sample_anim_clamped(
1171 &localplayer.skeleton, anim,
1172 state->handplant_t, hpose );
1173
1174 if( state->reverse < 0.0f )
1175 player_mirror_pose( hpose, hpose );
1176
1177 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
1178 m4x3f world, mmdl, world_view;
1179 q_m3x3( kf_world->q, world );
1180 v3_copy( kf_world->co, world[3] );
1181
1182 /* original mtx */
1183 q_m3x3( state->store_q, mmdl );
1184 v3_copy( state->store_co, mmdl[3] );
1185 m4x3_mul( mmdl, world, world_view );
1186
1187 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
1188 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
1189 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
1190
1191 m4x3f invworld;
1192 m4x3_invert_affine( world, invworld );
1193 m4x3_mul( mmdl, invworld, world_view );
1194
1195 v3_copy( world_view[3], localplayer.rb.co );
1196 m3x3_q( world_view, localplayer.rb.q );
1197
1198 /* new * old^-1 = transfer function */
1199 m4x3f transfer;
1200 m4x3_invert_affine( mmdl, transfer );
1201 m4x3_mul( world_view, transfer, transfer );
1202
1203 m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
1204 m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
1205
1206 m4x3_mulv( transfer, state->store_cog, state->cog );
1207 v3_muladds( state->cog, localplayer.rb.to_world[1],
1208 -state->handplant_t*0.5f, state->cog );
1209
1210 v4f qtransfer;
1211 m3x3_q( transfer, qtransfer );
1212 q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
1213 q_normalize( state->smoothed_rotation );
1214 rb_update_matrices( &localplayer.rb );
1215
1216 if( end ){
1217 state->activity = k_skate_activity_air;
1218 }
1219 else return;
1220 }
1221
1222 if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
1223 localplayer.subsystem = k_player_subsystem_walk;
1224
1225 if( state->activity <= k_skate_activity_air_to_grind ){
1226 localplayer.subsystem = k_player_subsystem_glide;
1227
1228 v3_copy( localplayer.rb.co, player_glide.rb.co );
1229 v4_copy( localplayer.rb.q, player_glide.rb.q );
1230 v3_copy( localplayer.rb.v, player_glide.rb.v );
1231 v3_copy( localplayer.rb.w, player_glide.rb.w );
1232 rb_update_matrices( &player_glide.rb );
1233
1234 player__begin_holdout( (v3f){0,0,0} );
1235 return;
1236 }
1237
1238 v3f angles;
1239 v3_copy( localplayer.cam.angles, localplayer.angles );
1240 localplayer.angles[2] = 0.0f;
1241
1242 v3f newpos, offset;
1243 m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
1244 v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
1245 v3_sub( localplayer.rb.co, newpos, offset );
1246 v3_copy( newpos, localplayer.rb.co );
1247 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
1248 localplayer.rb.co );
1249
1250 player__begin_holdout( offset );
1251 player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
1252 0: 1, state->trick_euler[0] );
1253
1254 return;
1255 }
1256
1257 enum trick_type trick = player_skate_trick_input();
1258 if( trick )
1259 state->trick_input_collect += vg.time_frame_delta;
1260 else
1261 state->trick_input_collect = 0.0f;
1262
1263 if( state->activity <= k_skate_activity_air_to_grind ){
1264 if( trick && (state->trick_input_collect < 0.1f) ){
1265 if( state->trick_time == 0.0f ){
1266 audio_lock();
1267 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1268 localplayer.rb.co, 40.0f, 1.0f );
1269 audio_unlock();
1270 }
1271
1272 if( state->trick_time < 0.1f ){
1273 v3_zero( state->trick_vel );
1274
1275 if( trick == k_trick_type_kickflip ){
1276 state->trick_vel[0] = 3.0f;
1277 }
1278 else if( trick == k_trick_type_shuvit ){
1279 state->trick_vel[2] = 3.0f;
1280 }
1281 else if( trick == k_trick_type_treflip ){
1282 state->trick_vel[0] = 2.0f;
1283 state->trick_vel[2] = 2.0f;
1284 }
1285 state->trick_type = trick;
1286 }
1287 }
1288 }
1289 else
1290 state->trick_type = k_trick_type_none;
1291 }
1292
1293 static void player__skate_comp_audio( void *_animator ){
1294 struct player_skate_animator *animator = _animator;
1295 audio_lock();
1296
1297 f32 air = ((animator->activity <= k_skate_activity_air_to_grind) ||
1298 (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
1299 speed = v3_length( animator->root_v ),
1300 attn = vg_minf( 1.0f, speed*0.1f ),
1301 slide = animator->slide;
1302
1303 if( animator->activity >= k_skate_activity_grind_any )
1304 slide = 0.0f;
1305
1306 f32 gate = skaterift.time_rate;
1307
1308 if( skaterift.activity == k_skaterift_replay ){
1309 gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
1310 }
1311
1312 f32
1313 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1314 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1315 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1316
1317 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1318
1319 if( !player_skate.aud_air ){
1320 player_skate.aud_air = audio_get_first_idle_channel();
1321 if( player_skate.aud_air )
1322 audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
1323 }
1324
1325 if( !player_skate.aud_slide ){
1326 player_skate.aud_slide = audio_get_first_idle_channel();
1327 if( player_skate.aud_slide )
1328 audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
1329 }
1330
1331
1332 /* brrrrrrrrrrrt sound for tiles and stuff
1333 * --------------------------------------------------------*/
1334 float sidechain_amt = 0.0f,
1335 hz = vg_maxf( speed * 2.0f, 2.0f );
1336
1337 if( (animator->surface == k_surface_prop_tiles) &&
1338 (animator->activity < k_skate_activity_grind_any) )
1339 sidechain_amt = 1.0f;
1340 else
1341 sidechain_amt = 0.0f;
1342
1343 audio_set_lfo_frequency( 0, hz );
1344 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1345 vg_lerpf( 250.0f, 80.0f, attn ) );
1346
1347 if( player_skate.sample_change_cooldown > 0.0f ){
1348 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1349 }
1350 else{
1351 int sample_type = k_skate_sample_concrete;
1352
1353 if( animator->activity == k_skate_activity_grind_5050 ){
1354 if( animator->surface == k_surface_prop_metal )
1355 sample_type = k_skate_sample_metal_scrape_generic;
1356 else
1357 sample_type = k_skate_sample_concrete_scrape_metal;
1358 }
1359 else if( (animator->activity == k_skate_activity_grind_back50) ||
1360 (animator->activity == k_skate_activity_grind_front50) )
1361 {
1362 if( animator->surface == k_surface_prop_metal ){
1363 sample_type = k_skate_sample_metal_scrape_generic;
1364 }
1365 else{
1366 #if 0
1367 float a = v3_dot( localplayer.rb.to_world[2],
1368 player_skate.grind_dir );
1369 if( fabsf(a) > 0.70710678118654752f )
1370 sample_type = k_skate_sample_concrete_scrape_wood;
1371 else
1372 sample_type = k_skate_sample_concrete_scrape_metal;
1373 #endif
1374
1375 sample_type = k_skate_sample_concrete_scrape_wood;
1376 }
1377 }
1378 else if( animator->activity == k_skate_activity_grind_boardslide ){
1379 if( animator->surface == k_surface_prop_metal )
1380 sample_type = k_skate_sample_metal_scrape_generic;
1381 else
1382 sample_type = k_skate_sample_concrete_scrape_wood;
1383 }
1384
1385 audio_clip *relevant_samples[] = {
1386 &audio_board[0],
1387 &audio_board[0],
1388 &audio_board[7],
1389 &audio_board[6],
1390 &audio_board[5]
1391 };
1392
1393 if( (player_skate.main_sample_type != sample_type) ||
1394 (!player_skate.aud_main) ){
1395
1396 player_skate.aud_main =
1397 audio_channel_crossfade( player_skate.aud_main,
1398 relevant_samples[sample_type],
1399 0.06f, flags );
1400 player_skate.sample_change_cooldown = 0.1f;
1401 player_skate.main_sample_type = sample_type;
1402 }
1403 }
1404
1405 if( player_skate.aud_main ){
1406 player_skate.aud_main->colour = 0x00103efe;
1407 audio_channel_set_spacial( player_skate.aud_main,
1408 animator->root_co, 40.0f );
1409 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1410 audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
1411 audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
1412
1413 float rate = 1.0f + (attn-0.5f)*0.2f;
1414 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1415 }
1416
1417 if( player_skate.aud_slide ){
1418 player_skate.aud_slide->colour = 0x00103efe;
1419 audio_channel_set_spacial( player_skate.aud_slide,
1420 animator->root_co, 40.0f );
1421 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1422 audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
1423 audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
1424 }
1425
1426 if( player_skate.aud_air ){
1427 player_skate.aud_air->colour = 0x00103efe;
1428 audio_channel_set_spacial( player_skate.aud_air,
1429 animator->root_co, 40.0f );
1430 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1431 audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
1432 }
1433
1434 audio_unlock();
1435 }
1436
1437 static void player__skate_post_update(void){
1438 struct player_skate_state *state = &player_skate.state;
1439
1440 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1441 jump_info *jump = &player_skate.possible_jumps[i];
1442
1443 if( jump->log_length == 0 ){
1444 vg_fatal_error( "assert: jump->log_length == 0\n" );
1445 }
1446
1447 for( int j=0; j<jump->log_length - 1; j ++ ){
1448 float brightness = jump->score*jump->score*jump->score;
1449 v3f p1;
1450 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1451 vg_line( jump->log[j], p1, jump->colour );
1452 }
1453
1454 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1455
1456 v3f p1;
1457 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1458 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1459
1460 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1461 }
1462 }
1463
1464 /*
1465 * truck alignment model at ra(local)
1466 * returns 1 if valid surface:
1467 * surface_normal will be filled out with an averaged normal vector
1468 * axel_dir will be the direction from left to right wheels
1469 *
1470 * returns 0 if no good surface found
1471 */
1472 static
1473 int skate_compute_surface_alignment( v3f ra, u32 colour,
1474 v3f surface_normal, v3f axel_dir ){
1475 world_instance *world = world_current_instance();
1476
1477 v3f truck, left, right;
1478 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1479
1480 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
1481 v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
1482 vg_line( left, right, colour );
1483
1484 float k_max_truck_flex = VG_PIf * 0.25f;
1485
1486 ray_hit ray_l, ray_r;
1487
1488 v3f dir;
1489 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1490
1491 int res_l = 0, res_r = 0;
1492
1493 for( int i=0; i<8; i++ ){
1494 float t = 1.0f - (float)i * (1.0f/8.0f);
1495 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
1496 v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
1497 ray_l.dist = 2.1f * k_board_radius;
1498
1499 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1500
1501 if( res_l )
1502 break;
1503 }
1504
1505 for( int i=0; i<8; i++ ){
1506 float t = 1.0f - (float)i * (1.0f/8.0f);
1507 v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
1508 v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
1509 ray_r.dist = 2.1f * k_board_radius;
1510
1511 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1512
1513 if( res_r )
1514 break;
1515 }
1516
1517 v3f v0;
1518 v3f midpoint;
1519 v3f tangent_average;
1520 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1521 v3_zero( tangent_average );
1522
1523 if( res_l || res_r ){
1524 v3f p0, p1, t;
1525 v3_copy( midpoint, p0 );
1526 v3_copy( midpoint, p1 );
1527
1528 if( res_l ){
1529 v3_copy( ray_l.pos, p0 );
1530 v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
1531 v3_add( t, tangent_average, tangent_average );
1532 }
1533 if( res_r ){
1534 v3_copy( ray_r.pos, p1 );
1535 v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
1536 v3_add( t, tangent_average, tangent_average );
1537 }
1538
1539 v3_sub( p1, p0, v0 );
1540 v3_normalize( v0 );
1541 }
1542 else{
1543 /* fallback: use the closes point to the trucks */
1544 v3f closest;
1545 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1546
1547 if( idx != -1 ){
1548 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1549 v3f verts[3];
1550
1551 for( int j=0; j<3; j++ )
1552 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1553
1554 v3f vert0, vert1, n;
1555 v3_sub( verts[1], verts[0], vert0 );
1556 v3_sub( verts[2], verts[0], vert1 );
1557 v3_cross( vert0, vert1, n );
1558 v3_normalize( n );
1559
1560 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1561 return 0;
1562
1563 v3_cross( n, localplayer.rb.to_world[2], v0 );
1564 v3_muladds( v0, localplayer.rb.to_world[2],
1565 -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
1566 v3_normalize( v0 );
1567
1568 v3f t;
1569 v3_cross( n, localplayer.rb.to_world[0], t );
1570 v3_add( t, tangent_average, tangent_average );
1571 }
1572 else
1573 return 0;
1574 }
1575
1576 v3_muladds( truck, v0, k_board_width, right );
1577 v3_muladds( truck, v0, -k_board_width, left );
1578
1579 vg_line( left, right, VG__WHITE );
1580
1581 v3_normalize( tangent_average );
1582 v3_cross( v0, tangent_average, surface_normal );
1583 v3_copy( v0, axel_dir );
1584
1585 return 1;
1586 }
1587
1588 static void skate_weight_distribute(void){
1589 struct player_skate_state *state = &player_skate.state;
1590 v3_zero( player_skate.weight_distribution );
1591
1592 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1593 localplayer.rb.v ) < 0.0f?1:-1;
1594
1595 v2f steer;
1596 joystick_state( k_srjoystick_steer, steer );
1597
1598 if( state->manual_direction == 0 ){
1599 if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
1600 (state->jump_charge <= 0.01f) )
1601 state->manual_direction = reverse_dir;
1602 }
1603 else{
1604 if( steer[1] < 0.1f ){
1605 state->manual_direction = 0;
1606 }
1607 else{
1608 if( reverse_dir != state->manual_direction ){
1609 return;
1610 }
1611 }
1612 }
1613
1614 if( state->manual_direction ){
1615 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1616 player_skate.weight_distribution[2] = k_board_length * amt *
1617 (float)state->manual_direction;
1618 }
1619
1620 if( state->manual_direction ){
1621 v3f plane_z;
1622
1623 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1624 plane_z );
1625 v3_negate( plane_z, plane_z );
1626
1627 v3_muladds( plane_z, player_skate.surface_picture,
1628 -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
1629 v3_normalize( plane_z );
1630
1631 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1632 v3_normalize( plane_z );
1633
1634 v3f p1;
1635 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1636 vg_line( localplayer.rb.co, p1, VG__GREEN );
1637
1638 v3f refdir;
1639 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1640 refdir );
1641
1642 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1643 k_manul_spring, k_manul_dampener,
1644 player_skate.substep_delta );
1645 }
1646 }
1647
1648 static void skate_adjust_up_direction(void){
1649 struct player_skate_state *state = &player_skate.state;
1650
1651 if( state->activity == k_skate_activity_ground ){
1652 v3f target;
1653 v3_copy( player_skate.surface_picture, target );
1654
1655 target[1] += 2.0f * player_skate.surface_picture[1];
1656 v3_normalize( target );
1657
1658 v3_lerp( state->up_dir, target,
1659 8.0f * player_skate.substep_delta, state->up_dir );
1660 }
1661 else if( state->activity <= k_skate_activity_air_to_grind ){
1662 v3_lerp( state->up_dir, localplayer.rb.to_world[1],
1663 8.0f * player_skate.substep_delta, state->up_dir );
1664 }
1665 else{
1666 v3f avg;
1667 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1668 v3_normalize( avg );
1669
1670 v3_lerp( state->up_dir, avg,
1671 6.0f * player_skate.substep_delta, state->up_dir );
1672 }
1673 }
1674
1675 static int skate_point_visible( v3f origin, v3f target ){
1676 v3f dir;
1677 v3_sub( target, origin, dir );
1678
1679 ray_hit ray;
1680 ray.dist = v3_length( dir );
1681 v3_muls( dir, 1.0f/ray.dist, dir );
1682 ray.dist -= 0.025f;
1683
1684 if( ray_world( world_current_instance(), origin, dir, &ray,
1685 k_material_flag_walking ) )
1686 return 0;
1687
1688 return 1;
1689 }
1690
1691 static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
1692 v3_copy( inf->dir, mtx[0] );
1693 v3_copy( inf->n, mtx[1] );
1694 v3_cross( mtx[0], mtx[1], mtx[2] );
1695 }
1696
1697 static void skate_grind_friction( struct grind_info *inf, float strength ){
1698 v3f v2;
1699 v3_muladds( localplayer.rb.to_world[2], inf->n,
1700 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1701
1702 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1703 dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
1704 F = a * -dir * k_grind_max_friction;
1705
1706 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1707 localplayer.rb.v );
1708 }
1709
1710 static void skate_grind_decay( struct grind_info *inf, float strength ){
1711 m3x3f mtx, mtx_inv;
1712 skate_grind_orient( inf, mtx );
1713 m3x3_transpose( mtx, mtx_inv );
1714
1715 v3f v_grind;
1716 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1717
1718 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1719 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1720 m3x3_mulv( mtx, v_grind, localplayer.rb.v );
1721 }
1722
1723 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1724 float strength ){
1725 struct player_skate_state *state = &player_skate.state;
1726 /* REFACTOR */
1727 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1728 v3f raw, wsp;
1729 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1730 v3_add( localplayer.rb.co, raw, wsp );
1731
1732 v3_copy( ra, player_skate.weight_distribution );
1733
1734 v3f delta;
1735 v3_sub( inf->co, wsp, delta );
1736
1737 /* spring force */
1738 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1739 localplayer.rb.v );
1740
1741 skate_grind_decay( inf, strength );
1742 skate_grind_friction( inf, strength );
1743
1744 /* yeah yeah yeah yeah */
1745 v3f raw_nplane, axis;
1746 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1747 v3_cross( raw_nplane, inf->n, axis );
1748 v3_normalize( axis );
1749
1750 /* orientation */
1751 m3x3f mtx;
1752 skate_grind_orient( inf, mtx );
1753 v3f target_fwd, fwd, up, target_up;
1754 m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
1755 v3_copy( raw_nplane, fwd );
1756 v3_copy( localplayer.rb.to_world[1], up );
1757 v3_copy( inf->n, target_up );
1758
1759 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1760 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1761
1762 v3_normalize( target_fwd );
1763 v3_normalize( fwd );
1764
1765 v2f steer;
1766 joystick_state( k_srjoystick_steer, steer );
1767
1768 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1769
1770 v4f q;
1771 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1772 q_mulv( q, target_up, target_up );
1773 q_mulv( q, target_fwd, target_fwd );
1774
1775 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1776 k_grind_spring,
1777 k_grind_dampener,
1778 k_rb_delta );
1779
1780 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1781 k_grind_spring*strength,
1782 k_grind_dampener*strength,
1783 k_rb_delta );
1784
1785 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1786 vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
1787 vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
1788
1789 player_skate.grind_strength = strength;
1790
1791 /* Fake contact */
1792 struct grind_limit *limit =
1793 &player_skate.limits[ player_skate.limit_count ++ ];
1794 m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
1795 m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
1796 limit->p = 0.0f;
1797
1798 v3_copy( inf->dir, player_skate.grind_dir );
1799 }
1800
1801 static void skate_5050_apply( struct grind_info *inf_front,
1802 struct grind_info *inf_back ){
1803 struct player_skate_state *state = &player_skate.state;
1804 struct grind_info inf_avg;
1805
1806 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1807 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1808 v3_normalize( inf_avg.dir );
1809
1810 /* dont ask */
1811 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1812 inf_avg.dir );
1813
1814 v3f axis_front, axis_back, axis;
1815 v3_cross( inf_front->dir, inf_front->n, axis_front );
1816 v3_cross( inf_back->dir, inf_back->n, axis_back );
1817 v3_add( axis_front, axis_back, axis );
1818 v3_normalize( axis );
1819
1820 v3_cross( axis, inf_avg.dir, inf_avg.n );
1821 skate_grind_decay( &inf_avg, 1.0f );
1822
1823 v2f steer;
1824 joystick_state( k_srjoystick_steer, steer );
1825
1826 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1827 localplayer.rb.v ) );
1828 v4f q;
1829 v3f up, target_up;
1830 v3_copy( localplayer.rb.to_world[1], up );
1831 v3_copy( inf_avg.n, target_up );
1832 q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
1833 q_mulv( q, target_up, target_up );
1834
1835 v3_zero( player_skate.weight_distribution );
1836 player_skate.weight_distribution[2] = k_board_length * -way;
1837
1838 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1839 k_grind_spring,
1840 k_grind_dampener,
1841 k_rb_delta );
1842 vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
1843 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1844
1845 v3f fwd_nplane, dir_nplane;
1846 v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
1847 -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
1848
1849 v3f dir;
1850 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1851 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1852
1853 v3_normalize( fwd_nplane );
1854 v3_normalize( dir_nplane );
1855
1856 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1857 1000.0f,
1858 k_grind_dampener,
1859 k_rb_delta );
1860 vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
1861 vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
1862
1863 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1864 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1865 delta_front, delta_back, delta_total;
1866
1867 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1868 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1869
1870 v3_sub( inf_front->co, pos_front, delta_front );
1871 v3_sub( inf_back->co, pos_back, delta_back );
1872 v3_add( delta_front, delta_back, delta_total );
1873
1874 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1875 localplayer.rb.v );
1876
1877 /* Fake contact */
1878 struct grind_limit *limit =
1879 &player_skate.limits[ player_skate.limit_count ++ ];
1880 v3_zero( limit->ra );
1881 m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
1882 limit->p = 0.0f;
1883
1884 v3_copy( inf_avg.dir, player_skate.grind_dir );
1885 }
1886
1887 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1888 struct player_skate_state *state = &player_skate.state;
1889
1890 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1891 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1892
1893 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1894 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1895
1896 /* Exit condition: lost grind tracking */
1897 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1898 return 0;
1899
1900 /* Exit condition: cant see grind target directly */
1901 if( !skate_point_visible( wheel_co, inf->co ) )
1902 return 0;
1903
1904 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1905 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1906 minv = k_grind_axel_min_vel*0.8f;
1907
1908 if( dv < minv )
1909 return 0;
1910
1911 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1912 return 0;
1913
1914 v3_copy( inf->dir, player_skate.grind_dir );
1915 return 1;
1916 }
1917
1918 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1919 struct player_skate_state *state = &player_skate.state;
1920
1921 /* REFACTOR */
1922 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1923
1924 v3f raw, wsp;
1925 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1926 v3_add( localplayer.rb.co, raw, wsp );
1927
1928 if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
1929 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1930 return 0;
1931
1932 /* velocity should be at least 60% aligned */
1933 v3f pv, axis;
1934 v3_cross( inf->n, inf->dir, axis );
1935 v3_muladds( localplayer.rb.v, inf->n,
1936 -v3_dot( localplayer.rb.v, inf->n ), pv );
1937
1938 if( v3_length2( pv ) < 0.0001f )
1939 return 0;
1940 v3_normalize( pv );
1941
1942 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1943 return 0;
1944
1945 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1946 return 0;
1947
1948 v3f local_co, local_dir, local_n;
1949 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1950 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1951 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1952
1953 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1954
1955 float truck_height = -(k_board_radius+0.03f);
1956
1957 v3f rv;
1958 v3_cross( localplayer.rb.w, raw, rv );
1959 v3_add( localplayer.rb.v, rv, rv );
1960
1961 if( (local_co[1] >= truck_height) &&
1962 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1963 {
1964 return 1;
1965 }
1966 }
1967
1968 return 0;
1969 }
1970
1971 static void skate_boardslide_apply( struct grind_info *inf ){
1972 struct player_skate_state *state = &player_skate.state;
1973
1974 v3f local_co, local_dir, local_n;
1975 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1976 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1977 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1978
1979 v3f intersection;
1980 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1981 intersection );
1982 v3_copy( intersection, player_skate.weight_distribution );
1983
1984 skate_grind_decay( inf, 0.0125f );
1985 skate_grind_friction( inf, 0.25f );
1986
1987 /* direction alignment */
1988 v3f dir, perp;
1989 v3_cross( local_dir, local_n, perp );
1990 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1991 v3_muls( perp, vg_signf(perp[2]), perp );
1992
1993 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1994 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1995
1996 v4f qbalance;
1997 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1998 q_mulv( qbalance, perp, perp );
1999
2000 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
2001 dir,
2002 k_grind_spring, k_grind_dampener,
2003 k_rb_delta );
2004
2005 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
2006 perp,
2007 k_grind_spring, k_grind_dampener,
2008 k_rb_delta );
2009
2010 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
2011 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
2012
2013 v3_copy( inf->dir, player_skate.grind_dir );
2014 }
2015
2016 static int skate_boardslide_entry( struct grind_info *inf ){
2017 struct player_skate_state *state = &player_skate.state;
2018
2019 if( skate_grind_scansq( localplayer.rb.co,
2020 localplayer.rb.to_world[0], k_board_length,
2021 inf ) )
2022 {
2023 v3f local_co, local_dir;
2024 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
2025 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
2026
2027 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
2028 (local_co[1] >= 0.0f) && /* at deck level */
2029 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
2030 {
2031 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
2032 return 0;
2033
2034 return 1;
2035 }
2036 }
2037
2038 return 0;
2039 }
2040
2041 static int skate_boardslide_renew( struct grind_info *inf ){
2042 struct player_skate_state *state = &player_skate.state;
2043
2044 if( !skate_grind_scansq( localplayer.rb.co,
2045 localplayer.rb.to_world[0], k_board_length,
2046 inf ) )
2047 return 0;
2048
2049 /* Exit condition: cant see grind target directly */
2050 v3f vis;
2051 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
2052 if( !skate_point_visible( vis, inf->co ) )
2053 return 0;
2054
2055 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2056 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
2057 minv = k_grind_axel_min_vel*0.8f;
2058
2059 if( dv < minv )
2060 return 0;
2061
2062 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
2063 return 0;
2064
2065 return 1;
2066 }
2067
2068 static void skate_store_grind_vec( struct grind_info *inf ){
2069 struct player_skate_state *state = &player_skate.state;
2070
2071 m3x3f mtx;
2072 skate_grind_orient( inf, mtx );
2073 m3x3_transpose( mtx, mtx );
2074
2075 v3f raw;
2076 v3_sub( inf->co, localplayer.rb.co, raw );
2077
2078 m3x3_mulv( mtx, raw, player_skate.grind_vec );
2079 v3_normalize( player_skate.grind_vec );
2080 v3_copy( inf->dir, player_skate.grind_dir );
2081 }
2082
2083 static enum skate_activity skate_availible_grind(void){
2084 struct player_skate_state *state = &player_skate.state;
2085
2086 if( state->grind_cooldown > 100 ){
2087 vg_fatal_error( "wth!\n" );
2088 }
2089
2090 /* debounces this state manager a little bit */
2091 if( state->grind_cooldown ){
2092 state->grind_cooldown --;
2093 return k_skate_activity_undefined;
2094 }
2095
2096 struct grind_info inf_back50,
2097 inf_front50,
2098 inf_slide;
2099
2100 int res_back50 = 0,
2101 res_front50 = 0,
2102 res_slide = 0;
2103
2104 int allow_back = 1,
2105 allow_front = 1;
2106
2107 v2f steer;
2108 joystick_state( k_srjoystick_steer, steer );
2109
2110 if( state->activity == k_skate_activity_grind_5050 ||
2111 state->activity == k_skate_activity_grind_back50 ||
2112 state->activity == k_skate_activity_grind_front50 )
2113 {
2114 float tilt = steer[1];
2115
2116 if( fabsf(tilt) >= 0.25f ){
2117 v3f raw = {0.0f,0.0f,tilt};
2118 m3x3_mulv( localplayer.rb.to_world, raw, raw );
2119
2120 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
2121
2122 if( way < 0.0f ) allow_front = 0;
2123 else allow_back = 0;
2124 }
2125 }
2126
2127 if( state->activity == k_skate_activity_grind_boardslide ){
2128 res_slide = skate_boardslide_renew( &inf_slide );
2129 }
2130 else if( state->activity == k_skate_activity_grind_back50 ){
2131 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2132
2133 if( allow_front )
2134 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2135 }
2136 else if( state->activity == k_skate_activity_grind_front50 ){
2137 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2138
2139 if( allow_back )
2140 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2141 }
2142 else if( state->activity == k_skate_activity_grind_5050 ){
2143 if( allow_front )
2144 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2145 if( allow_back )
2146 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2147 }
2148 else{
2149 res_slide = skate_boardslide_entry( &inf_slide );
2150
2151 if( allow_back )
2152 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2153
2154 if( allow_front )
2155 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2156
2157 if( res_back50 != res_front50 ){
2158 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2159
2160 res_back50 &= wants_to_do_that;
2161 res_front50 &= wants_to_do_that;
2162 }
2163 }
2164
2165 const enum skate_activity table[] =
2166 { /* slide | back | front */
2167 k_skate_activity_undefined, /* 0 0 0 */
2168 k_skate_activity_grind_front50, /* 0 0 1 */
2169 k_skate_activity_grind_back50, /* 0 1 0 */
2170 k_skate_activity_grind_5050, /* 0 1 1 */
2171
2172 /* slide has priority always */
2173 k_skate_activity_grind_boardslide, /* 1 0 0 */
2174 k_skate_activity_grind_boardslide, /* 1 0 1 */
2175 k_skate_activity_grind_boardslide, /* 1 1 0 */
2176 k_skate_activity_grind_boardslide, /* 1 1 1 */
2177 }
2178 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2179
2180 if( new_activity == k_skate_activity_undefined ){
2181 if( state->activity >= k_skate_activity_grind_any ){
2182 state->grind_cooldown = 15;
2183 state->surface_cooldown = 10;
2184 }
2185 }
2186 else if( new_activity == k_skate_activity_grind_boardslide ){
2187 skate_boardslide_apply( &inf_slide );
2188 }
2189 else if( new_activity == k_skate_activity_grind_back50 ){
2190 if( state->activity != k_skate_activity_grind_back50 )
2191 skate_store_grind_vec( &inf_back50 );
2192
2193 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2194 }
2195 else if( new_activity == k_skate_activity_grind_front50 ){
2196 if( state->activity != k_skate_activity_grind_front50 )
2197 skate_store_grind_vec( &inf_front50 );
2198
2199 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2200 }
2201 else if( new_activity == k_skate_activity_grind_5050 )
2202 skate_5050_apply( &inf_front50, &inf_back50 );
2203
2204 return new_activity;
2205 }
2206
2207 static void player__skate_update(void){
2208 struct player_skate_state *state = &player_skate.state;
2209 world_instance *world = world_current_instance();
2210
2211 if( state->activity == k_skate_activity_handplant ){
2212 return;
2213 }
2214
2215 if( world->water.enabled ){
2216 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2217 player__networked_sfx( k_player_subsystem_walk, 32,
2218 k_player_walk_soundeffect_splash,
2219 localplayer.rb.co, 1.0f );
2220 player__dead_transition( k_player_die_type_generic );
2221 return;
2222 }
2223 }
2224
2225 v3_copy( localplayer.rb.co, state->prev_pos );
2226 state->activity_prev = state->activity;
2227 v3f normal_total;
2228 v3_zero( normal_total );
2229
2230 struct board_collider
2231 {
2232 v3f pos;
2233 float radius;
2234
2235 u32 colour;
2236
2237 enum board_collider_state
2238 {
2239 k_collider_state_default,
2240 k_collider_state_disabled,
2241 k_collider_state_colliding
2242 }
2243 state;
2244 }
2245 wheels[] =
2246 {
2247 {
2248 { 0.0f, 0.0f, -k_board_length },
2249 .radius = k_board_radius,
2250 .colour = VG__RED
2251 },
2252 {
2253 { 0.0f, 0.0f, k_board_length },
2254 .radius = k_board_radius,
2255 .colour = VG__GREEN
2256 }
2257 };
2258
2259 float slap = 0.0f;
2260
2261 if( state->activity <= k_skate_activity_air_to_grind ){
2262 float min_dist = 0.6f;
2263 for( int i=0; i<2; i++ ){
2264 v3f wpos, closest;
2265 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2266
2267 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2268 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2269 }
2270 }
2271 min_dist -= 0.2f;
2272 float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
2273 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2274 }
2275 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2276
2277 wheels[0].pos[1] = state->slap;
2278 wheels[1].pos[1] = state->slap;
2279
2280
2281 const int k_wheel_count = 2;
2282
2283 player_skate.substep = k_rb_delta;
2284 player_skate.substep_delta = player_skate.substep;
2285 player_skate.limit_count = 0;
2286
2287 int substep_count = 0;
2288
2289 v3_zero( player_skate.surface_picture );
2290
2291 int prev_contacts[2];
2292
2293 for( int i=0; i<k_wheel_count; i++ ){
2294 wheels[i].state = k_collider_state_default;
2295 prev_contacts[i] = player_skate.wheel_contacts[i];
2296 }
2297
2298 /* check if we can enter or continue grind */
2299 enum skate_activity grindable_activity = skate_availible_grind();
2300 if( grindable_activity != k_skate_activity_undefined ){
2301 state->activity = grindable_activity;
2302 goto grinding;
2303 }
2304
2305 int contact_count = 0;
2306 for( int i=0; i<2; i++ ){
2307 v3f normal, axel;
2308 v3_copy( localplayer.rb.to_world[0], axel );
2309
2310 if( skate_compute_surface_alignment( wheels[i].pos,
2311 wheels[i].colour, normal, axel ) )
2312 {
2313 rb_effect_spring_target_vector( &localplayer.rb,
2314 localplayer.rb.to_world[0],
2315 axel,
2316 k_surface_spring, k_surface_dampener,
2317 player_skate.substep_delta );
2318
2319 v3_add( normal, player_skate.surface_picture,
2320 player_skate.surface_picture );
2321 contact_count ++;
2322 player_skate.wheel_contacts[i] = 1;
2323 }
2324 else{
2325 player_skate.wheel_contacts[i] = 0;
2326 }
2327
2328 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2329 }
2330
2331 if( state->surface_cooldown ){
2332 state->surface_cooldown --;
2333 contact_count = 0;
2334 }
2335
2336 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2337 for( int i=0; i<2; i++ ){
2338 if( !prev_contacts[i] ){
2339 v3f co;
2340 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
2341 player__networked_sfx( k_player_subsystem_skate, 32,
2342 k_player_skate_soundeffect_tap,
2343 localplayer.rb.co, 0.75f );
2344 }
2345 }
2346 }
2347
2348 if( contact_count ){
2349 state->activity = k_skate_activity_ground;
2350 state->gravity_bias = k_gravity;
2351 v3_normalize( player_skate.surface_picture );
2352
2353 skate_apply_friction_model();
2354 skate_weight_distribute();
2355 }
2356 else{
2357 if( state->activity > k_skate_activity_air_to_grind )
2358 state->activity = k_skate_activity_air;
2359
2360 v3_zero( player_skate.weight_distribution );
2361 skate_apply_air_model();
2362 }
2363
2364 grinding:;
2365
2366 if( state->activity == k_skate_activity_grind_back50 )
2367 wheels[1].state = k_collider_state_disabled;
2368 if( state->activity == k_skate_activity_grind_front50 )
2369 wheels[0].state = k_collider_state_disabled;
2370 if( state->activity == k_skate_activity_grind_5050 ){
2371 wheels[0].state = k_collider_state_disabled;
2372 wheels[1].state = k_collider_state_disabled;
2373 }
2374
2375 /* all activities */
2376 skate_apply_steering_model();
2377 skate_adjust_up_direction();
2378 skate_apply_cog_model();
2379 skate_apply_jump_model();
2380 skate_apply_handplant_model();
2381 skate_apply_grab_model();
2382 skate_apply_trick_model();
2383 skate_apply_pump_model();
2384
2385 ent_tornado_debug();
2386 v3f a;
2387 ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
2388 v3_muladds( localplayer.rb.v, a, k_rb_delta, localplayer.rb.v );
2389
2390 begin_collision:;
2391
2392 /*
2393 * Phase 0: Continous collision detection
2394 * --------------------------------------------------------------------------
2395 */
2396
2397 v3f head_wp0, head_wp1, start_co;
2398 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
2399 v3_copy( localplayer.rb.co, start_co );
2400
2401 /* calculate transform one step into future */
2402 v3f future_co;
2403 v4f future_q;
2404 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2405 future_co );
2406
2407 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2408 v4f rotation;
2409 v3f axis;
2410 v3_copy( localplayer.rb.w, axis );
2411
2412 float mag = v3_length( axis );
2413 v3_divs( axis, mag, axis );
2414 q_axis_angle( rotation, axis, mag*player_skate.substep );
2415 q_mul( rotation, localplayer.rb.q, future_q );
2416 q_normalize( future_q );
2417 }
2418 else
2419 v4_copy( localplayer.rb.q, future_q );
2420
2421 v3f future_cg, current_cg, cg_offset;
2422 q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
2423 q_mulv( future_q, player_skate.weight_distribution, future_cg );
2424 v3_sub( future_cg, current_cg, cg_offset );
2425
2426 /* calculate the minimum time we can move */
2427 float max_time = player_skate.substep;
2428
2429 for( int i=0; i<k_wheel_count; i++ ){
2430 if( wheels[i].state == k_collider_state_disabled )
2431 continue;
2432
2433 v3f current, future, r_cg;
2434
2435 q_mulv( future_q, wheels[i].pos, future );
2436 v3_add( future, future_co, future );
2437 v3_add( cg_offset, future, future );
2438
2439 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2440 v3_add( current, localplayer.rb.co, current );
2441
2442 float t;
2443 v3f n;
2444
2445 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2446 if( spherecast_world( world, current, future, cast_radius, &t, n,
2447 k_material_flag_walking ) != -1)
2448 max_time = vg_minf( max_time, t * player_skate.substep );
2449 }
2450
2451 /* clamp to a fraction of delta, to prevent locking */
2452 float rate_lock = substep_count;
2453 rate_lock *= k_rb_delta * 0.1f;
2454 rate_lock *= rate_lock;
2455
2456 max_time = vg_maxf( max_time, rate_lock );
2457 player_skate.substep_delta = max_time;
2458
2459 /* integrate */
2460 v3_muladds( localplayer.rb.co, localplayer.rb.v,
2461 player_skate.substep_delta, localplayer.rb.co );
2462 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2463 v4f rotation;
2464 v3f axis;
2465 v3_copy( localplayer.rb.w, axis );
2466
2467 float mag = v3_length( axis );
2468 v3_divs( axis, mag, axis );
2469 q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
2470 q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
2471 q_normalize( localplayer.rb.q );
2472
2473 q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
2474 v3_sub( current_cg, future_cg, cg_offset );
2475 v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
2476 }
2477
2478 rb_update_matrices( &localplayer.rb );
2479 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2480
2481 player_skate.substep -= player_skate.substep_delta;
2482
2483 rb_ct manifold[128];
2484 int manifold_len = 0;
2485 /*
2486 * Phase -1: head detection
2487 * --------------------------------------------------------------------------
2488 */
2489 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2490
2491 float t;
2492 v3f n;
2493 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2494 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
2495 k_material_flag_walking ) != -1) )
2496 {
2497 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2498 rb_update_matrices( &localplayer.rb );
2499
2500 player__dead_transition( k_player_die_type_head );
2501 return;
2502 }
2503
2504 /*
2505 * Phase 1: Regular collision detection
2506 * --------------------------------------------------------------------------
2507 */
2508
2509 for( int i=0; i<k_wheel_count; i++ ){
2510 if( wheels[i].state == k_collider_state_disabled )
2511 continue;
2512
2513 m4x3f mtx;
2514 m3x3_identity( mtx );
2515 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2516
2517 rb_ct *man = &manifold[ manifold_len ];
2518
2519 int l = skate_collide_smooth( mtx, wheels[i].radius, man );
2520 if( l )
2521 wheels[i].state = k_collider_state_colliding;
2522
2523 manifold_len += l;
2524 }
2525
2526 float grind_radius = k_board_radius * 0.75f;
2527 rb_capsule capsule = { .h = (k_board_length+0.2f)*2.0f,
2528 .r = grind_radius };
2529 m4x3f mtx;
2530 v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
2531 v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
2532 v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
2533 v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
2534 grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
2535
2536 rb_ct *cman = &manifold[manifold_len];
2537
2538 int l = rb_capsule__scene( mtx, &capsule, NULL, world->geo_bh,
2539 cman, k_material_flag_walking );
2540
2541 /* weld joints */
2542 for( int i=0; i<l; i ++ )
2543 cman[l].type = k_contact_type_edge;
2544 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2545 l = rb_manifold_apply_filtered( cman, l );
2546
2547 manifold_len += l;
2548
2549 if( vg_lines.draw )
2550 vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE );
2551
2552 /* add limits */
2553 if( state->activity >= k_skate_activity_grind_any ){
2554 for( int i=0; i<player_skate.limit_count; i++ ){
2555 struct grind_limit *limit = &player_skate.limits[i];
2556 rb_ct *ct = &manifold[ manifold_len ++ ];
2557 m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
2558 m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
2559 ct->p = limit->p;
2560 ct->type = k_contact_type_default;
2561 }
2562 }
2563
2564 /*
2565 * Phase 3: Dynamics
2566 * --------------------------------------------------------------------------
2567 */
2568
2569
2570 v3f world_cog;
2571 m4x3_mulv( localplayer.rb.to_world,
2572 player_skate.weight_distribution, world_cog );
2573 vg_line_point( world_cog, 0.02f, VG__BLACK );
2574
2575 for( int i=0; i<manifold_len; i ++ ){
2576 rb_prepare_contact( &manifold[i], player_skate.substep_delta );
2577 rb_debug_contact( &manifold[i] );
2578 }
2579
2580 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2581 v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
2582 float ex2 = k_board_interia*extent[0]*extent[0],
2583 ey2 = k_board_interia*extent[1]*extent[1],
2584 ez2 = k_board_interia*extent[2]*extent[2];
2585
2586 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2587 float inv_mass = 1.0f/mass;
2588
2589 v3f I;
2590 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2591 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2592 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2593
2594 m3x3f iI;
2595 m3x3_identity( iI );
2596 iI[0][0] = I[0];
2597 iI[1][1] = I[1];
2598 iI[2][2] = I[2];
2599 m3x3_inv( iI, iI );
2600
2601 m3x3f iIw;
2602 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2603 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2604
2605 for( int j=0; j<10; j++ ){
2606 for( int i=0; i<manifold_len; i++ ){
2607 /*
2608 * regular dance; calculate velocity & total mass, apply impulse.
2609 */
2610
2611 rb_ct *ct = &manifold[i];
2612
2613 v3f rv, delta;
2614 v3_sub( ct->co, world_cog, delta );
2615 v3_cross( localplayer.rb.w, delta, rv );
2616 v3_add( localplayer.rb.v, rv, rv );
2617
2618 v3f raCn;
2619 v3_cross( delta, ct->n, raCn );
2620
2621 v3f raCnI, rbCnI;
2622 m3x3_mulv( iIw, raCn, raCnI );
2623
2624 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2625 vn = v3_dot( rv, ct->n ),
2626 lambda = normal_mass * ( -vn );
2627
2628 float temp = ct->norm_impulse;
2629 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2630 lambda = ct->norm_impulse - temp;
2631
2632 v3f impulse;
2633 v3_muls( ct->n, lambda, impulse );
2634
2635 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2636 v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
2637 v3_cross( delta, impulse, impulse );
2638 m3x3_mulv( iIw, impulse, impulse );
2639 v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
2640
2641 v3_cross( localplayer.rb.w, delta, rv );
2642 v3_add( localplayer.rb.v, rv, rv );
2643 vn = v3_dot( rv, ct->n );
2644 }
2645 }
2646
2647 v3f dt;
2648 rb_depenetrate( manifold, manifold_len, dt );
2649 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2650 rb_update_matrices( &localplayer.rb );
2651
2652 substep_count ++;
2653
2654 if( player_skate.substep >= 0.0001f )
2655 goto begin_collision; /* again! */
2656
2657 /*
2658 * End of collision and dynamics routine
2659 * --------------------------------------------------------------------------
2660 */
2661
2662 f32 nforce = v3_length(normal_total);
2663 if( nforce > 4.0f ){
2664 if( nforce > 17.6f ){
2665 v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
2666 player__dead_transition( k_player_die_type_feet );
2667 return;
2668 }
2669
2670 f32 amt = k_cam_punch;
2671 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2672 amt *= 0.25f;
2673 }
2674
2675 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2676 localplayer.cam_land_punch_v );
2677 }
2678
2679 player_skate.surface = k_surface_prop_concrete;
2680
2681 for( int i=0; i<manifold_len; i++ ){
2682 rb_ct *ct = &manifold[i];
2683 struct world_surface *surf = world_contact_surface( world, ct );
2684
2685 if( surf->info.surface_prop > player_skate.surface )
2686 player_skate.surface = surf->info.surface_prop;
2687 }
2688
2689 for( int i=0; i<k_wheel_count; i++ ){
2690 m4x3f mtx;
2691 m3x3_copy( localplayer.rb.to_world, mtx );
2692 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2693 vg_line_sphere( mtx, wheels[i].radius,
2694 (u32[]){ VG__WHITE, VG__BLACK,
2695 wheels[i].colour }[ wheels[i].state ]);
2696 }
2697
2698 skate_integrate();
2699 vg_line_point( state->cog, 0.02f, VG__WHITE );
2700
2701 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2702
2703 if( id ){
2704 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2705
2706 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
2707 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
2708 m4x3_mulv( gate->transport, state->cog, state->cog );
2709 m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
2710 m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
2711 m3x3_mulv( gate->transport, state->head_position,
2712 state->head_position );
2713 m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
2714
2715 v4f transport_rotation;
2716 m3x3_q( gate->transport, transport_rotation );
2717 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
2718 q_mul( transport_rotation, state->smoothed_rotation,
2719 state->smoothed_rotation );
2720 q_normalize( localplayer.rb.q );
2721 q_normalize( state->smoothed_rotation );
2722 rb_update_matrices( &localplayer.rb );
2723 player__pass_gate( id );
2724 }
2725
2726 /* FIXME: Rate limit */
2727 static int stick_frames = 0;
2728
2729 if( state->activity >= k_skate_activity_ground )
2730 stick_frames ++;
2731 else
2732 stick_frames = 0;
2733
2734 if( stick_frames > 5 ) stick_frames = 5;
2735
2736 if( stick_frames == 4 ){
2737 if( state->activity == k_skate_activity_ground ){
2738 if( (fabsf(state->slip) > 0.75f) ){
2739 player__networked_sfx( k_player_subsystem_skate, 128,
2740 k_player_skate_soundeffect_land_bad,
2741 localplayer.rb.co, 0.6f );
2742 }
2743 else{
2744 player__networked_sfx( k_player_subsystem_skate, 128,
2745 k_player_skate_soundeffect_land_good,
2746 localplayer.rb.co, 1.0f );
2747 }
2748 }
2749 else if( player_skate.surface == k_surface_prop_metal ){
2750 player__networked_sfx( k_player_subsystem_skate, 128,
2751 k_player_skate_soundeffect_grind_metal,
2752 localplayer.rb.co, 1.0f );
2753 }
2754 else{
2755 player__networked_sfx( k_player_subsystem_skate, 128,
2756 k_player_skate_soundeffect_grind_wood,
2757 localplayer.rb.co, 1.0f );
2758 }
2759 } else if( stick_frames == 0 ){
2760 /* TODO: EXIT SOUNDS */
2761 }
2762
2763 if( (state->activity_prev < k_skate_activity_grind_any) &&
2764 (state->activity >= k_skate_activity_grind_any) ){
2765 state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
2766 state->grind_y_start = localplayer.rb.co[1];
2767 }
2768
2769 if( state->activity >= k_skate_activity_grind_any ){
2770 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2771 if( dy < 0.0f ){
2772 state->velocity_limit += -dy*0.2f;
2773 }
2774 state->grind_y_start = localplayer.rb.co[1];
2775
2776
2777 f32 speed_end = v3_length( localplayer.rb.v );
2778 if( speed_end > state->velocity_limit ){
2779 v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
2780 localplayer.rb.v );
2781 }
2782 }
2783 }
2784
2785 static void player__skate_im_gui(void){
2786 struct player_skate_state *state = &player_skate.state;
2787 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
2788 localplayer.rb.v[1],
2789 localplayer.rb.v[2] );
2790 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
2791 localplayer.rb.co[1],
2792 localplayer.rb.co[2] );
2793 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
2794 localplayer.rb.w[1],
2795 localplayer.rb.w[2] );
2796
2797 const char *activity_txt[] = {
2798 "air",
2799 "air_to_grind",
2800 "ground",
2801 "handplant",
2802 "undefined (INVALID)",
2803 "grind_any (INVALID)",
2804 "grind_boardslide",
2805 "grind_metallic (INVALID)",
2806 "grind_back50",
2807 "grind_front50",
2808 "grind_5050"
2809 };
2810
2811 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2812 #if 0
2813 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2814 state->steerx_s, state->steery_s,
2815 k_steer_ground, k_steer_air );
2816 #endif
2817 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2818 state->flip_time );
2819 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2820 state->trick_vel[0],
2821 state->trick_vel[1],
2822 state->trick_vel[2] );
2823 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2824 state->trick_time,
2825 state->trick_euler[0],
2826 state->trick_euler[1],
2827 state->trick_euler[2] );
2828 }
2829
2830 static void player__skate_animate(void){
2831 struct player_skate_state *state = &player_skate.state;
2832 struct player_skate_animator *animator = &player_skate.animator;
2833
2834 /* Head */
2835 float kheight = 2.0f,
2836 kleg = 0.6f;
2837
2838 v3_zero( animator->offset );
2839
2840 v3f cog_local, cog_ideal;
2841 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2842
2843 v3_copy( state->up_dir, cog_ideal );
2844 v3_normalize( cog_ideal );
2845 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2846
2847 v3_sub( cog_ideal, cog_local, animator->offset );
2848
2849 v3_muls( animator->offset, 4.0f, animator->offset );
2850 animator->offset[1] *= -1.0f;
2851
2852 float curspeed = v3_length( localplayer.rb.v ),
2853 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2854 kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
2855 sign = vg_signf( kicks );
2856
2857 animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
2858 6.0f*vg.time_delta);
2859 animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
2860 2.4f*vg.time_delta);
2861
2862 animator->offset[0] *= 0.26f;
2863 animator->offset[0] += animator->wobble[1]*3.0f;
2864
2865 animator->offset[1] *= -0.3f;
2866 animator->offset[2] *= 0.01f;
2867
2868 animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
2869 (1.0f-fabsf(animator->slide)*0.9f);
2870 animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
2871
2872 v3f cam_offset;
2873 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2874
2875 /* localized vectors */
2876 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2877
2878 /*
2879 * Animation blending
2880 * ===========================================
2881 */
2882
2883 /* sliding */
2884 {
2885 float desired = 0.0f;
2886 if( state->activity == k_skate_activity_ground )
2887 desired = vg_clampf( vg_maxf(fabsf( state->slip ),
2888 fabsf( state->skid ) ), 0.0f, 1.0f );
2889
2890 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2891
2892 f32 dirx = 0.0f;
2893 if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
2894 if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
2895 if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
2896 dirx = vg_signf( state->slip );
2897 vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
2898 }
2899
2900 cam_offset[0] += animator->slide * -animator->x;
2901 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2902
2903 /* movement information */
2904 int iair = state->activity <= k_skate_activity_air_to_grind;
2905
2906 float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
2907 fly = iair? 1.0f: 0.0f,
2908 wdist= player_skate.weight_distribution[2] / k_board_length;
2909
2910 if( state->activity >= k_skate_activity_grind_any )
2911 wdist = 0.0f;
2912
2913 animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
2914 animator->skid = state->skid;
2915 animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
2916 animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
2917
2918 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2919 animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
2920 animator->reverse = state->reverse;
2921
2922 if( fabsf(state->slip) > 0.3f ){
2923 f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
2924 state->delayed_slip_dir = vg_signf(slide_x);
2925 }
2926
2927 /* grinding */
2928 f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2929 animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
2930
2931 f32 grind_frame = 0.5f;
2932
2933 if( state->activity == k_skate_activity_grind_front50 )
2934 grind_frame = 0.0f;
2935 else if( state->activity == k_skate_activity_grind_back50 )
2936 grind_frame = 1.0f;
2937
2938 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2939 5.0f*vg.time_delta );
2940 animator->activity = state->activity;
2941 animator->surface = player_skate.surface;
2942
2943 /* pushing */
2944 animator->push_time = vg.time - state->start_push;
2945 animator->push = vg_lerpf( animator->push,
2946 (vg.time - state->cur_push) < 0.125,
2947 6.0f*vg.time_delta );
2948
2949 /* jumping */
2950 animator->jump_charge = state->jump_charge;
2951 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2952 8.4f*vg.time_delta );
2953
2954 /* trick setup */
2955 animator->jump_dir = state->jump_dir;
2956 f32 jump_start_frame = 14.0f/30.0f;
2957 animator->jump_time = animator->jump_charge * jump_start_frame;
2958 f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
2959 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2960 animator->jump_time = jump_frame;
2961
2962 /* trick */
2963 float jump_t = vg.time-state->jump_time;
2964 float k=17.0f;
2965 float h = k*jump_t;
2966 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2967 extra *= state->slap * 4.0f;
2968
2969 v3_add( state->trick_euler, state->trick_residuald,
2970 animator->board_euler );
2971 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2972
2973 animator->board_euler[0] *= 0.5f;
2974 animator->board_euler[1] += extra;
2975 animator->trick_type = state->trick_type;
2976
2977 /* board lean */
2978 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2979 lean;
2980
2981 lean1 = animator->slide * animator->delayed_slip_dir;
2982 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2983 else lean = lean2;
2984
2985 if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
2986 lean = vg_clampf( lean, -1.0f, 1.0f );
2987 animator->board_lean =
2988 vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
2989
2990 /* feet placement */
2991 struct player_board *board =
2992 addon_cache_item_if_loaded( k_addon_type_board,
2993 localplayer.board_view_slot );
2994 if( board ){
2995 if( animator->weight > 0.0f ){
2996 animator->foot_offset[0] =
2997 board->truck_positions[k_board_truck_back][2]+0.3f;
2998 }
2999 else{
3000 animator->foot_offset[1] =
3001 board->truck_positions[k_board_truck_front][2]-0.3f;
3002 }
3003 }
3004
3005 f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
3006 animator->slap = state->slap;
3007 animator->subslap = vg_lerpf( animator->subslap, slapm,
3008 vg.time_delta*10.0f );
3009
3010 #if 0
3011 f32 l = ((state->activity < k_skate_activity_ground) &&
3012 v3_length2(state->trick_vel) > 0.1f )? 1: 0;
3013 animator->trick_foot = vg_lerpf( animator->trick_foot, l,
3014 8.4f*vg.time_delta );
3015 #endif
3016
3017 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
3018
3019 /* grab */
3020 v2f grab_input;
3021 joystick_state( k_srjoystick_grab, grab_input );
3022 v2_add( state->grab_mouse_delta, grab_input, grab_input );
3023
3024 if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
3025 else v2_normalize_clamp( grab_input );
3026 v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
3027 animator->grabbing = state->grabbing;
3028
3029 /* steer */
3030 v2f steer;
3031 joystick_state( k_srjoystick_steer, steer );
3032 animator->airdir = vg_lerpf( animator->airdir,
3033 -steer[0], 2.4f*vg.time_delta );
3034
3035 animator->steer[0] = steer[0];
3036 animator->steer[1] = vg_lerpf( animator->steer[1],
3037 steer[0], 4.0f*vg.time_delta );
3038
3039
3040 /* flip angle */
3041 if( (state->activity <= k_skate_activity_air_to_grind) &&
3042 (fabsf(state->flip_rate) > 0.01f) ){
3043 float substep = vg.time_fixed_extrapolate;
3044 float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
3045 sign = vg_signf( t );
3046
3047 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3048 t = sign * (1.0f-t*t);
3049
3050 f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3051 distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
3052 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3053 angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
3054 q_axis_angle( animator->qflip, state->flip_axis, angle );
3055 }
3056 else
3057 q_identity( animator->qflip );
3058
3059 /* counter-rotation */
3060 if( v3_length2( state->up_dir ) > 0.001f ){
3061 v4_lerp( state->smoothed_rotation, localplayer.rb.q,
3062 2.0f*vg.time_frame_delta,
3063 state->smoothed_rotation );
3064 q_normalize( state->smoothed_rotation );
3065
3066 v3f yaw_smooth = {1.0f,0.0f,0.0f};
3067 q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
3068 m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
3069 yaw_smooth[1] = 0.0f;
3070 v3_normalize( yaw_smooth );
3071
3072 f32 yaw_counter_rotate = yaw_smooth[0];
3073 yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
3074 yaw_counter_rotate = acosf( yaw_counter_rotate );
3075 yaw_counter_rotate *= 1.0f-animator->fly;
3076
3077 v3f ndir;
3078 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
3079 v3_normalize( ndir );
3080
3081 v3f up = { 0.0f, 1.0f, 0.0f };
3082 float a = v3_dot( ndir, up );
3083 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
3084
3085 v3f axis;
3086 v4f qcounteryaw, qfixup;
3087
3088 v3_cross( up, ndir, axis );
3089 q_axis_angle( qfixup, axis, a*2.0f );
3090
3091 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
3092 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
3093
3094 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
3095 q_normalize( animator->qfixuptotal );
3096
3097 v3f p1, p2;
3098 m3x3_mulv( localplayer.rb.to_world, up, p1 );
3099 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
3100
3101 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
3102 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
3103 }
3104 else q_identity( animator->qfixuptotal );
3105
3106 if( state->activity == k_skate_activity_handplant ){
3107 v3_copy( state->store_co, animator->root_co );
3108 v4_copy( state->store_q, animator->root_q );
3109 v3_zero( animator->root_v );
3110 }
3111 else {
3112 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
3113 v3_copy( localplayer.rb.v, animator->root_v );
3114 }
3115
3116 animator->handplant_t = state->handplant_t;
3117 }
3118
3119 static void player__skate_pose( void *_animator, player_pose *pose ){
3120 struct skeleton *sk = &localplayer.skeleton;
3121 struct player_skate_animator *animator = _animator;
3122
3123 pose->type = k_player_pose_type_ik;
3124 v3_copy( animator->root_co, pose->root_co );
3125 v4_copy( animator->root_q, pose->root_q );
3126
3127 /* transform */
3128 v3f ext_up,ext_co;
3129 q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3130 v3_copy( pose->root_co, ext_co );
3131 v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
3132
3133 /* apply flip rotation at midpoint */
3134 q_mul( animator->qflip, pose->root_q, pose->root_q );
3135 q_normalize( pose->root_q );
3136
3137 v3f rotation_point, rco;
3138 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3139 v3_sub( pose->root_co, rotation_point, rco );
3140
3141 q_mulv( animator->qflip, rco, rco );
3142 v3_add( rco, rotation_point, pose->root_co );
3143
3144 /* ANIMATIONS
3145 * ---------------------------------------------------------------------- */
3146
3147 mdl_keyframe apose[32], bpose[32];
3148 mdl_keyframe ground_pose[32];
3149 {
3150 /* stand/crouch */
3151 f32 dir_frame = animator->z * (15.0f/30.0f),
3152 stand_blend = animator->offset[1]*-2.0f;
3153
3154 pose->board.lean = animator->board_lean;
3155
3156 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3157
3158 skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
3159 skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
3160 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
3161
3162 /* sliding */
3163 f32 slide_frame = animator->x * 0.25f + 0.25f;
3164 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3165
3166 mdl_keyframe mirrored[32];
3167 player_mirror_pose( bpose, mirrored );
3168 skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
3169 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
3170
3171 if( animator->reverse > 0.0f ){
3172 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3173 bpose );
3174 }
3175 else{
3176 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3177 animator->push_time, bpose );
3178 }
3179 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3180
3181 struct skeleton_anim *jump_anim = animator->jump_dir?
3182 player_skate.anim_ollie:
3183 player_skate.anim_ollie_reverse;
3184
3185 f32 setup_blend = vg_minf( animator->jump, 1.0f );
3186 skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
3187 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
3188 }
3189
3190 mdl_keyframe air_pose[32];
3191 {
3192 float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
3193 skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
3194
3195 float ang = atan2f( animator->grab[0], animator->grab[1] ),
3196 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
3197 grab_frame = ang_unit * (15.0f/30.0f);
3198
3199 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3200 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3201 }
3202
3203 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3204 pose->keyframes );
3205
3206 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
3207 *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
3208 *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
3209 *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
3210 *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
3211 *kf_hip = &pose->keyframes[localplayer.id_hip-1],
3212 *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
3213 &pose->keyframes[localplayer.id_wheel_l-1] };
3214
3215
3216 mdl_keyframe grind_pose[32];
3217 {
3218 f32 frame = animator->grind_balance * 0.5f;
3219
3220 skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
3221 skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
3222 skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
3223 }
3224 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3225 animator->grind, pose->keyframes );
3226 float add_grab_mod = 1.0f - animator->fly;
3227
3228 /* additive effects */
3229 u32 apply_to[] = { localplayer.id_hip,
3230 localplayer.id_ik_hand_l,
3231 localplayer.id_ik_hand_r,
3232 localplayer.id_ik_elbow_l,
3233 localplayer.id_ik_elbow_r };
3234
3235 float apply_rates[] = { 1.0f,
3236 0.75f,
3237 0.75f,
3238 0.75f,
3239 0.75f };
3240
3241 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3242 pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
3243 pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
3244 }
3245
3246 #if 1
3247 /* angle 'correction' */
3248 v3f origin;
3249 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3250
3251 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3252 mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
3253 keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
3254 animator->qfixuptotal );
3255 }
3256 #endif
3257
3258
3259 if( animator->activity == k_skate_activity_handplant ){
3260 struct skeleton_anim *anim = player_skate.anim_handplant;
3261
3262 mdl_keyframe hpose[32];
3263 skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
3264 if( animator->reverse < 0.0f )
3265 player_mirror_pose( hpose, hpose );
3266
3267 mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
3268 m4x3f world, mmdl, world_view;
3269 q_m3x3( kf_world->q, world );
3270 v3_copy( kf_world->co, world[3] );
3271
3272 q_m3x3( pose->root_q, mmdl );
3273 v3_copy( pose->root_co, mmdl[3] );
3274
3275 m4x3_mul( mmdl, world, world_view );
3276
3277 vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
3278 vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
3279 vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
3280
3281 m4x3f invworld;
3282 m4x3_invert_affine( world, invworld );
3283 m4x3_mul( mmdl, invworld, world_view );
3284
3285 m3x3_q( world_view, pose->root_q );
3286 v3_copy( world_view[3], pose->root_co );
3287
3288 f32 t = animator->handplant_t,
3289 frames = anim->length-1,
3290 length = animator->activity == k_skate_activity_handplant?
3291 frames / anim->rate:
3292 999999,
3293 end_dist = vg_minf( t, length - t )/k_anim_transition,
3294 blend = vg_smoothstepf( vg_minf(1,end_dist) );
3295
3296 skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
3297 }
3298
3299
3300 /* trick rotation */
3301 v4f qtrick, qyaw, qpitch, qroll;
3302 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
3303 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
3304 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
3305
3306 q_mul( qyaw, qroll, qtrick );
3307 q_mul( qpitch, qtrick, qtrick );
3308 q_mul( kf_board->q, qtrick, kf_board->q );
3309 q_normalize( kf_board->q );
3310
3311 kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
3312 0.5f * animator->weight );
3313 kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
3314 -0.5f * animator->weight );
3315
3316 kf_foot_l->co[1] += animator->slap;
3317 kf_foot_r->co[1] += animator->slap;
3318 kf_knee_l->co[1] += animator->slap;
3319 kf_knee_r->co[1] += animator->slap;
3320 kf_board->co[1] += animator->slap * animator->subslap;
3321 kf_hip->co[1] += animator->slap * 0.25f;
3322
3323 /* kickflip and shuvit are in the wrong order for some reason */
3324 if( animator->trick_type == k_trick_type_kickflip ){
3325 kf_foot_l->co[0] += animator->trick_foot * 0.15f;
3326 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3327 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3328 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3329 }
3330 else if( animator->trick_type == k_trick_type_shuvit ){
3331 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3332 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3333 kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
3334 kf_foot_r->co[1] += animator->trick_foot * 0.09f;
3335 }
3336 else if( animator->trick_type == k_trick_type_treflip ){
3337 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3338 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3339 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3340 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3341 }
3342
3343 /*
3344 * animation wishlist:
3345 * boardslide/grind jump animations
3346 * when tricking the slap should not appply or less apply
3347 * not animations however DONT target grinds that are vertically down.
3348 */
3349
3350 /* truck rotation */
3351 for( int i=0; i<2; i++ ){
3352 float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
3353 a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
3354
3355 v4f q;
3356 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3357 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3358 q_normalize( kf_wheels[i]->q );
3359 }
3360
3361 #if 1
3362 {
3363 mdl_keyframe
3364 *kf_head = &pose->keyframes[localplayer.id_head-1],
3365 *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
3366 *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
3367 *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
3368 *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
3369 *kf_hip = &pose->keyframes[localplayer.id_hip-1];
3370
3371 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3372 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3373
3374 v4f qrot;
3375 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3376
3377 v3f origin = {0.0f,0.2f,0.0f};
3378 keyframe_rotate_around( kf_hand_l, origin,
3379 sk->bones[localplayer.id_ik_hand_l].co, qrot );
3380 keyframe_rotate_around( kf_hand_r, origin,
3381 sk->bones[localplayer.id_ik_hand_r].co, qrot );
3382 keyframe_rotate_around( kf_hip, origin,
3383 sk->bones[localplayer.id_hip].co, qrot );
3384 keyframe_rotate_around( kf_elbow_r, origin,
3385 sk->bones[localplayer.id_ik_elbow_r].co, qrot );
3386 keyframe_rotate_around( kf_elbow_l, origin,
3387 sk->bones[localplayer.id_ik_elbow_l].co, qrot );
3388
3389 q_inv( qrot, qrot );
3390 q_mul( qrot, kf_head->q, kf_head->q );
3391 q_normalize( kf_head->q );
3392
3393
3394 /* hand placement */
3395
3396 u32 hand_id = animator->z < 0.5f?
3397 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3398
3399 v3f sample_co;
3400 m4x3f mmdl;
3401 q_m3x3( pose->root_q, mmdl );
3402 q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
3403 v3_add( mmdl[3], pose->root_co, mmdl[3] );
3404 m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
3405
3406 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3407 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3408
3409 v3f dir;
3410 v3_muls( mmdl[1], -1.0f, dir );
3411 ray_hit hit = { .dist = 1.5f };
3412 if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
3413 vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
3414 vg_line( sample_co, hit.pos, 0xffffffff );
3415
3416 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3417 2.0f * fabsf(animator->z*2.0f-1.0f);
3418
3419 f32 d = (hit.dist - 0.3f) * amt;
3420 pose->keyframes[hand_id-1].co[1] -= d;
3421 kf_hip->co[1] -= d*0.4f;
3422 }
3423
3424 /* skid */
3425 f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
3426 u8 skidders[] = { localplayer.id_ik_foot_l,
3427 localplayer.id_ik_foot_r,
3428 localplayer.id_board };
3429 v4f qskid;
3430 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3431
3432 for( u32 i=0; i<vg_list_size(skidders); i ++ ){
3433 mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
3434 keyframe_rotate_around( kf,
3435 (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
3436 sk->bones[skidders[i]].co, qskid );
3437 }
3438 }
3439 #endif
3440 }
3441
3442 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
3443 struct player_board *board,
3444 struct player_effects_data *effect_data ){
3445 struct skeleton *sk = &localplayer.skeleton;
3446 struct player_skate_animator *animator = _animator;
3447
3448 v3f vp0, vp1, vpc;
3449 if( board ){
3450 v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
3451 v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
3452 }
3453 else{
3454 v3_zero( vp0 );
3455 v3_zero( vp1 );
3456 }
3457
3458 v3f *board_mtx = final_mtx[ localplayer.id_board ];
3459 m4x3_mulv( board_mtx, vp0, vp0 );
3460 m4x3_mulv( board_mtx, vp1, vp1 );
3461 v3_add( vp0, vp1, vpc );
3462 v3_muls( vpc, 0.5f, vpc );
3463
3464 if( animator->surface == k_surface_prop_sand ){
3465 if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
3466 v3f v, co;
3467 v3_muls( animator->root_v, 0.5f, v );
3468 v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
3469
3470 effect_data->sand.colour = 0xff8ec4e6;
3471 effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
3472 }
3473 }
3474
3475 if( animator->grind > 0.5f ){
3476 int back = 0, front = 0, mid = 0;
3477
3478 if( animator->activity == k_skate_activity_grind_5050 ){
3479 back = 1;
3480 front = 1;
3481 }
3482 else if( animator->activity == k_skate_activity_grind_back50 ){
3483 back = 1;
3484 }
3485 else if( animator->activity == k_skate_activity_grind_front50 ){
3486 front = 1;
3487 }
3488 else if( animator->activity == k_skate_activity_grind_boardslide ){
3489 mid = 1;
3490 }
3491
3492 if( back ){
3493 effect_spark_apply( &effect_data->spark, vp0,
3494 animator->root_v, vg.time_delta );
3495 }
3496
3497 if( front ){
3498 effect_spark_apply( &effect_data->spark, vp1,
3499 animator->root_v, vg.time_delta );
3500 }
3501
3502 if( mid ){
3503 effect_spark_apply( &effect_data->spark, vpc,
3504 animator->root_v, vg.time_delta );
3505 }
3506 }
3507 }
3508
3509 static void player__skate_post_animate(void){
3510 struct player_skate_state *state = &player_skate.state;
3511 localplayer.cam_velocity_influence = 1.0f;
3512
3513 v3f head = { 0.0f, 1.8f, 0.0f };
3514 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
3515 head, state->head_position );
3516 m4x3_mulv( localplayer.rb.to_local,
3517 state->head_position, state->head_position );
3518 }
3519
3520 static void player__skate_reset_animator(void){
3521 struct player_skate_state *state = &player_skate.state;
3522
3523 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3524
3525 if( state->activity <= k_skate_activity_air_to_grind )
3526 player_skate.animator.fly = 1.0f;
3527 else
3528 player_skate.animator.fly = 0.0f;
3529 }
3530
3531 static void player__skate_clear_mechanics(void){
3532 struct player_skate_state *state = &player_skate.state;
3533 state->jump_charge = 0.0f;
3534 state->charging_jump = 0;
3535 state->jump_dir = 0;
3536 v3_zero( state->flip_axis );
3537 state->flip_time = 0.0f;
3538 state->flip_rate = 0.0f;
3539 state->reverse = 0.0f;
3540 state->slip = 0.0f;
3541 state->grabbing = 0.0f;
3542 v2_zero( state->grab_mouse_delta );
3543 state->slap = 0.0f;
3544 state->jump_time = 0.0;
3545 state->start_push = 0.0;
3546 state->cur_push = 0.0;
3547 state->air_start = 0.0;
3548
3549 v3_zero( state->air_init_v );
3550 v3_zero( state->air_init_co );
3551
3552 state->gravity_bias = k_gravity;
3553 v3_copy( localplayer.rb.co, state->prev_pos );
3554 v4_copy( localplayer.rb.q, state->smoothed_rotation );
3555 v3_zero( state->throw_v );
3556 v3_zero( state->trick_vel );
3557 v3_zero( state->trick_euler );
3558 v3_zero( state->cog_v );
3559 state->grind_cooldown = 0;
3560 state->surface_cooldown = 0;
3561 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
3562 v3_copy( localplayer.rb.to_world[1], state->up_dir );
3563 v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
3564 v3_copy( localplayer.rb.co, state->prev_pos );
3565 v3_zero( player_skate.weight_distribution );
3566 }
3567
3568 #include "network_compression.h"
3569
3570 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3571 struct player_skate_animator *animator = data;
3572
3573 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3574 bitpack_qquat( ctx, animator->root_q );
3575
3576 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
3577 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
3578 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
3579 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
3580 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
3581
3582 /* these could likely be pressed down into single bits if needed */
3583 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
3584 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
3585 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
3586 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
3587 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
3588 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
3589
3590 /* just the sign bit? */
3591 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
3592 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
3593 bitpack_bytes( ctx, 1, &animator->jump_dir );
3594 bitpack_bytes( ctx, 1, &animator->trick_type );
3595
3596 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
3597 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
3598 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
3599 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
3600 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
3601 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
3602 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
3603
3604 /* animator->wobble is ommited */
3605
3606 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3607 bitpack_qquat( ctx, animator->qfixuptotal );
3608 bitpack_qquat( ctx, animator->qflip );
3609
3610 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
3611 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
3612 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
3613 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
3614
3615 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3616 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3617 bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t );
3618 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
3619 bitpack_bytes( ctx, 1, &animator->activity );
3620 }
3621
3622 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3623 audio_lock();
3624
3625 if( id == k_player_skate_soundeffect_jump ){
3626 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3627 pos, 40.0f, volume );
3628 }
3629 else if( id == k_player_skate_soundeffect_tap ){
3630 audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
3631 pos, 40.0f, volume );
3632 }
3633 else if( id == k_player_skate_soundeffect_land_good ){
3634 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
3635 pos, 40.0f, volume );
3636 }
3637 else if( id == k_player_skate_soundeffect_land_bad ){
3638 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
3639 pos, 40.0f, volume );
3640 }
3641 else if( id == k_player_skate_soundeffect_grind_metal ){
3642 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3643 }
3644 else if( id == k_player_skate_soundeffect_grind_wood ){
3645 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3646 }
3647
3648 audio_unlock();
3649 }
3650
3651 #endif /* PLAYER_SKATE_C */