6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 #include "ent_tornado.c"
12 #include "vg/vg_rigidbody.h"
13 #include "scene_rigidbody.h"
15 static void player__skate_bind(void){
16 struct skeleton
*sk
= &localplayer
.skeleton
;
17 rb_update_matrices( &localplayer
.rb
);
19 struct { struct skeleton_anim
**anim
; const char *name
; }
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" },
35 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
36 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
39 static void player__skate_kill_audio(void){
41 if( player_skate
.aud_main
){
42 player_skate
.aud_main
=
43 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
45 if( player_skate
.aud_air
){
46 player_skate
.aud_air
=
47 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
49 if( player_skate
.aud_slide
){
50 player_skate
.aud_slide
=
51 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
57 * Collision detection routines
63 * Does collision detection on a sphere vs world, and applies some smoothing
64 * filters to the manifold afterwards
66 static int skate_collide_smooth( m4x3f mtx
, f32 r
, rb_ct
*man
){
67 world_instance
*world
= world_current_instance();
70 len
= rb_sphere__scene( mtx
, r
, NULL
, world
->geo_bh
, man
,
71 k_material_flag_walking
);
73 for( int i
=0; i
<len
; i
++ ){
74 man
[i
].rba
= &localplayer
.rb
;
78 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
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
);
85 int new_len
= rb_manifold_apply_filtered( man
, len
);
99 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
100 struct grind_info
*inf
){
101 world_instance
*world
= world_current_instance();
104 v3_copy( dir
, plane
);
105 v3_normalize( plane
);
106 plane
[3] = v3_dot( plane
, pos
);
109 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
110 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
119 int sample_count
= 0;
125 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
126 v3_normalize( support_axis
);
129 bh_iter_init_box( 0, &it
, box
);
132 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
133 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
136 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
137 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
140 for( int j
=0; j
<3; j
++ )
141 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
143 for( int j
=0; j
<3; j
++ ){
147 struct grind_sample
*sample
= &samples
[ sample_count
];
150 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
152 v3_sub( co
, pos
, d
);
153 if( v3_length2( d
) > r
*r
)
157 v3_sub( tri
[1], tri
[0], va
);
158 v3_sub( tri
[2], tri
[0], vb
);
159 v3_cross( va
, vb
, normal
);
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];
166 v3_copy( normal
, sample
->normal3
); /* normalize later
167 if we want to us it */
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
);
173 v2_normalize( sample
->normal
);
176 if( sample_count
== vg_list_size( samples
) )
177 goto too_many_samples
;
184 if( sample_count
< 2 )
187 v3f average_direction
,
191 v2_fill( min_co
, INFINITY
);
192 v2_fill( max_co
, -INFINITY
);
194 v3_zero( average_direction
);
195 v3_zero( average_normal
);
197 int passed_samples
= 0;
199 for( int i
=0; i
<sample_count
-1; i
++ ){
200 struct grind_sample
*si
, *sj
;
204 for( int j
=i
+1; j
<sample_count
; j
++ ){
210 /* non overlapping */
211 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
214 /* not sharp angle */
215 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
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
)
225 v2_minv( sj
->co
, min_co
, min_co
);
226 v2_maxv( sj
->co
, max_co
, max_co
);
229 v3_copy( si
->normal3
, n0
);
230 v3_copy( sj
->normal3
, n1
);
231 v3_cross( n0
, n1
, dir
);
233 if( v3_length2( dir
) <= 0.000001f
)
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
);
242 float yi
= si
->normal3
[1],
245 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
246 else v3_add( sj
->normal3
, average_normal
, average_normal
);
252 if( !passed_samples
)
255 if( (v3_length2( average_direction
) <= 0.001f
) ||
256 (v3_length2( average_normal
) <= 0.001f
) )
259 float div
= 1.0f
/(float)passed_samples
;
260 v3_normalize( average_direction
);
261 v3_normalize( average_normal
);
264 v2_add( min_co
, max_co
, average_coord
);
265 v2_muls( average_coord
, 0.5f
, average_coord
);
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
);
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
);
277 return passed_samples
;
280 static void reset_jump_info( jump_info
*inf
){
282 inf
->land_dist
= 0.0f
;
284 inf
->type
= k_prediction_unset
;
285 v3_zero( inf
->apex
);
288 static int create_jumps_to_hit_target( jump_info
*jumps
,
289 v3f target
, float max_angle_delta
,
291 /* calculate the exact 2 solutions to jump onto that grind spot */
294 v3_sub( target
, localplayer
.rb
.co
, v0
);
301 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
302 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
304 float a
= atan2f( v
[1], v
[0] ),
306 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
311 root
= sqrtf( root
);
312 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
313 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
315 if( fabsf(a0
-a
) < max_angle_delta
){
316 jump_info
*inf
= &jumps
[ valid_count
++ ];
317 reset_jump_info( inf
);
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
;
324 v3_copy( target
, inf
->log
[inf
->log_length
++] );
327 if( fabsf(a1
-a
) < max_angle_delta
){
328 jump_info
*inf
= &jumps
[ valid_count
++ ];
329 reset_jump_info( inf
);
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
;
336 v3_copy( target
, inf
->log
[inf
->log_length
++] );
343 static void player__approximate_best_trajectory(void){
344 world_instance
*world0
= world_current_instance();
346 float k_trace_delta
= k_rb_delta
* 10.0f
;
347 struct player_skate_state
*state
= &player_skate
.state
;
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
);
353 player_skate
.possible_jump_count
= 0;
356 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
357 v3_normalize( axis
);
359 /* at high slopes, Y component is low */
360 float upness
= localplayer
.rb
.to_world
[1][1],
361 angle_begin
= -(1.0f
-fabsf( upness
)),
364 struct grind_info grind
;
365 int grind_located
= 0;
366 float grind_located_gravity
= k_gravity
;
369 v3f launch_v_bounds
[2];
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
];
377 q_axis_angle( qbias
, axis
, ang
);
378 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
381 for( int m
=0;m
<=30; m
++ ){
383 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
384 reset_jump_info( inf
);
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
;
392 float vt
= (float)m
* (1.0f
/30.0f
),
393 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
396 q_axis_angle( qbias
, axis
, ang
);
397 q_mulv( qbias
, launch_v
, launch_v
);
399 float yaw_sketch
= 1.0f
-fabsf(upness
);
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
);
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
);
410 /* initial conditions */
412 v3_copy( launch_v
, v
);
413 v3_copy( launch_co
, co1
);
415 for( int i
=1; i
<=50; i
++ ){
416 f32 t
= (f32
)i
* k_trace_delta
;
418 /* integrate forces */
420 ent_tornado_forces( co1
, v
, a
);
424 v3_muladds( co1
, v
, k_trace_delta
, co1
);
425 v3_muladds( co1
, a
, 0.5f
*k_trace_delta
*k_trace_delta
, co1
);
428 v3_muladds( v
, a
, k_trace_delta
, v
);
430 int search_for_grind
= 1;
431 if( grind_located
) search_for_grind
= 0;
432 if( v
[1] > 0.0f
) search_for_grind
= 0;
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
;
442 if( v3_dist2( closest
, launch_co
) < min_dist
)
443 search_for_grind
= 0;
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
] );
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
;
457 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
458 search_for_grind
= 0;
462 search_for_grind
= 0;
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] };
474 float a
= v2_dot( v0
, v1
);
476 float a_min
= cosf( VG_PIf
* 0.185f
);
477 if( state
->grind_cooldown
)
478 a_min
= cosf( VG_PIf
* 0.05f
);
481 if( (fabsf(v3_dot( v
, grind
.dir
))>=k_grind_axel_min_vel
) &&
483 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
486 grind_located_gravity
= inf
->gravity
;
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
);
499 if( gate
->flags
& k_ent_gate_nonlocal
)
500 trace_world
= &world_static
.instances
[ gate
->target
];
507 float scan_radius
= k_board_radius
;
508 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
510 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
511 k_material_flag_walking
);
514 v3_lerp( co0
, co1
, t1
, co
);
515 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
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] );
522 inf
->type
= k_prediction_land
;
523 inf
->score
= -v3_dot( v
, inf
->n
);
524 inf
->land_dist
= t
+ k_trace_delta
* t1
;
526 /* Bias prediction towords ramps */
527 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
530 if( surf
->info
.flags
& k_material_flag_boundary
)
531 player_skate
.possible_jump_count
--;
537 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
541 if( inf
->type
== k_prediction_unset
)
542 player_skate
.possible_jump_count
--;
546 jump_info grind_jumps
[2];
549 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
550 0.175f
*VG_PIf
, grind_located_gravity
);
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
;
560 for( int i
=0; i
<valid_count
; i
++ ){
561 jump_info
*jump
= &grind_jumps
[i
];
562 jump
->type
= k_prediction_grind
;
564 v3f launch_v
, launch_co
, co0
, co1
;
566 v3_copy( jump
->v
, launch_v
);
567 v3_copy( localplayer
.rb
.co
, launch_co
);
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
);
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
);
579 t
*= jump
->land_dist
;
581 v3_muls( launch_v
, t
, co1
);
582 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
583 v3_add( launch_co
, co1
, co1
);
588 int idx
= spherecast_world( world0
, co0
,co1
,
589 k_board_radius
*0.1f
, &t1
, n
,
590 k_material_flag_walking
);
592 goto invalidated_grind
;
598 v3_copy( grind
.n
, jump
->n
);
600 /* determine score */
602 v3_copy( jump
->v
, ve
);
603 ve
[1] += -jump
->gravity
*jump
->land_dist
;
604 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
606 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
615 float score_min
= INFINITY
,
616 score_max
= -INFINITY
;
618 jump_info
*best
= NULL
;
620 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
621 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
623 if( jump
->score
< score_min
)
626 score_min
= vg_minf( score_min
, jump
->score
);
627 score_max
= vg_maxf( score_max
, jump
->score
);
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
;
635 s
/= (score_max
-score_min
);
639 jump
->colour
= s
* 255.0f
;
643 else if( jump
->type
== k_prediction_land
)
646 jump
->colour
|= 0xff000000;
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
;
655 if( best
->type
== k_prediction_grind
){
656 state
->activity
= k_skate_activity_air_to_grind
;
660 joystick_state( k_srjoystick_steer
, steer
);
661 v2_normalize_clamp( steer
);
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]) *
666 state
->flip_time
= 0.0f
;
667 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
670 state
->flip_rate
= 0.0f
;
671 v3_zero( state
->flip_axis
);
675 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
680 * Varius physics models
681 * ------------------------------------------------
685 * Air control, no real physics
687 static void skate_apply_air_model(void){
688 struct player_skate_state
*state
= &player_skate
.state
;
690 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
691 player__approximate_best_trajectory();
693 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
694 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
696 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
699 q_axis_angle( correction
, axis
,
700 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
701 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
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
;
709 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
711 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
712 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
714 v3_mul( strength
, F
, F
);
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
);
721 if( state
->activity
<= k_skate_activity_air_to_grind
){
722 if( v3_length2( state
->trick_vel
) < 0.0001f
)
725 int carry_on
= state
->trick_type
== player_skate_trick_input();
727 /* we assume velocities share a common divisor, in which case the
728 * interval is the minimum value (if not zero) */
730 float min_rate
= 99999.0f
;
732 for( int i
=0; i
<3; i
++ ){
733 float v
= state
->trick_vel
[i
];
734 if( (v
> 0.0f
) && (v
< min_rate
) )
738 float interval
= 1.0f
/ min_rate
,
739 current
= floorf( state
->trick_time
),
740 next_end
= current
+1.0f
;
743 /* integrate trick velocities */
744 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
745 state
->trick_euler
);
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
);
756 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
757 localplayer
.rb
.co
, 40.0f
, 1.0f
);
761 state
->trick_time
+= k_rb_delta
/ interval
;
764 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
765 state
->trick_time
> 0.2f
)
767 player__dead_transition( k_player_die_type_feet
);
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
);
778 static void skate_apply_grab_model(void){
779 struct player_skate_state
*state
= &player_skate
.state
;
781 float grabt
= axis_state( k_sraxis_grab
);
784 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
785 state
->grab_mouse_delta
);
787 v2_normalize_clamp( state
->grab_mouse_delta
);
790 v2_zero( state
->grab_mouse_delta
);
792 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
795 static void skate_apply_steering_model(void){
796 struct player_skate_state
*state
= &player_skate
.state
;
799 joystick_state( k_srjoystick_steer
, jsteer
);
802 float steer
= jsteer
[0],
803 grab
= axis_state( k_sraxis_grab
);
805 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
808 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
813 f32 skid_target
= 0.0f
;
815 if( state
->activity
<= k_skate_activity_air_to_grind
){
816 rate
= 6.0f
* fabsf(steer
);
820 /* rotate slower when grabbing on ground */
821 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
823 if( state
->activity
== k_skate_activity_grind_5050
){
828 else if( state
->activity
>= k_skate_activity_grind_any
){
829 rate
*= fabsf(steer
);
831 float a
= 0.8f
* -steer
* k_rb_delta
;
834 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
835 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
837 v3_normalize( player_skate
.grind_vec
);
840 else if( state
->manual_direction
){
845 f32 skid
= axis_state(k_sraxis_skid
);
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
;
854 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
855 skid_target
= vg_signf( state
->skid
);
859 if( fabsf(skid
) > 0.1f
){
866 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
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
) );
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
);
879 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
880 accel
, localplayer
.rb
.w
);
884 * Computes friction and surface interface model
886 static void skate_apply_friction_model(void){
887 struct player_skate_state
*state
= &player_skate
.state
;
890 * Computing localized friction forces for controlling the character
891 * Friction across X is significantly more than Z
895 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
898 if( fabsf(vel
[2]) > 0.01f
)
899 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
901 if( fabsf( slip
) > 1.2f
)
902 slip
= vg_signf( slip
) * 1.2f
;
905 state
->reverse
= -vg_signf(vel
[2]);
907 f32 lat
= k_friction_lat
;
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
) ){
918 if( player_skate
.surface
== k_surface_prop_snow
)
920 else if( player_skate
.surface
== k_surface_prop_sand
)
923 vel
[0] += vg_cfrictf( vel
[0], lat
* k_rb_delta
);
924 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
926 /* Pushing additive force */
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
;
933 state
->cur_push
= vg
.time
;
935 double push_time
= vg
.time
- state
->start_push
;
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
);
944 vel
[2] += delta
* -state
->reverse
;
948 /* Send back to velocity */
949 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
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
);
957 /* Cannot charge this in air */
958 if( state
->activity
<= k_skate_activity_air_to_grind
){
959 state
->charging_jump
= 0;
963 if( state
->charging_jump
){
964 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
966 if( !charging_jump_prev
)
967 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
970 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
973 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
975 /* player let go after charging past 0.2: trigger jump */
976 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
979 /* Launch more up if alignment is up else improve velocity */
980 float aup
= localplayer
.rb
.to_world
[1][1],
982 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
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
);
991 v3_copy( state
->up_dir
, jumpdir
);
992 state
->grind_cooldown
= 30;
993 state
->activity
= k_skate_activity_ground
;
996 joystick_state( k_srjoystick_steer
, steer
);
998 float tilt
= steer
[0] * 0.3f
;
999 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
1000 player_skate
.grind_dir
));
1003 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
1004 q_mulv( qtilt
, jumpdir
, jumpdir
);
1006 state
->surface_cooldown
= 10;
1007 state
->trick_input_collect
= 0.0f
;
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
);
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;
1025 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
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 );
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 );
1037 if( hit
.normal
[1] < 0.7f
) return;
1038 if( hit
.dist
< 0.95f
) return;
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
);
1051 static void skate_apply_pump_model(void){
1052 struct player_skate_state
*state
= &player_skate
.state
;
1054 if( state
->activity
!= k_skate_activity_ground
){
1055 v3_zero( state
->throw_v
);
1059 /* Throw / collect routine
1061 if( axis_state( k_sraxis_grab
) > 0.5f
){
1062 if( state
->activity
== k_skate_activity_ground
){
1064 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1069 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1072 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
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
);
1079 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
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
);
1088 if( v3_length2( state
->throw_v
) > 0.0001f
){
1090 v3_copy( state
->throw_v
, dir
);
1091 v3_normalize( dir
);
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
);
1099 static void skate_apply_cog_model(void){
1100 struct player_skate_state
*state
= &player_skate
.state
;
1102 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1103 v3_copy( state
->up_dir
, ideal_dir
);
1104 v3_normalize( ideal_dir
);
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
);
1110 /* Apply velocities */
1112 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1115 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1116 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1118 float ra
= k_cog_mass_ratio
,
1119 rb
= 1.0f
-k_cog_mass_ratio
;
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
);
1127 static void skate_integrate(void){
1128 struct player_skate_state
*state
= &player_skate
.state
;
1130 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
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
);
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
;
1144 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1145 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1147 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1150 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1151 rb_update_matrices( &localplayer
.rb
);
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
) );
1161 static void player__skate_pre_update(void){
1162 struct player_skate_state
*state
= &player_skate
.state
;
1164 if( state
->activity
== k_skate_activity_handplant
){
1165 state
->handplant_t
+= vg
.time_delta
;
1166 mdl_keyframe hpose
[32];
1168 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
1170 int end
= !skeleton_sample_anim_clamped(
1171 &localplayer
.skeleton
, anim
,
1172 state
->handplant_t
, hpose
);
1174 if( state
->reverse
< 0.0f
)
1175 player_mirror_pose( hpose
, hpose
);
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] );
1183 q_m3x3( state
->store_q
, mmdl
);
1184 v3_copy( state
->store_co
, mmdl
[3] );
1185 m4x3_mul( mmdl
, world
, world_view
);
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 );
1192 m4x3_invert_affine( world
, invworld
);
1193 m4x3_mul( mmdl
, invworld
, world_view
);
1195 v3_copy( world_view
[3], localplayer
.rb
.co
);
1196 m3x3_q( world_view
, localplayer
.rb
.q
);
1198 /* new * old^-1 = transfer function */
1200 m4x3_invert_affine( mmdl
, transfer
);
1201 m4x3_mul( world_view
, transfer
, transfer
);
1203 m3x3_mulv( transfer
, state
->air_init_v
, localplayer
.rb
.v
);
1204 m3x3_mulv( transfer
, state
->store_cog_v
, state
->cog_v
);
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
);
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
);
1217 state
->activity
= k_skate_activity_air
;
1222 if( button_down(k_srbind_use
) && (v3_length2(state
->trick_vel
) < 0.01f
) ){
1223 localplayer
.subsystem
= k_player_subsystem_walk
;
1225 if( state
->activity
<= k_skate_activity_air_to_grind
){
1226 localplayer
.subsystem
= k_player_subsystem_glide
;
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
);
1234 player__begin_holdout( (v3f
){0,0,0} );
1239 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1240 localplayer
.angles
[2] = 0.0f
;
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
);
1250 player__begin_holdout( offset
);
1251 player__walk_transition( state
->activity
<= k_skate_activity_air_to_grind
?
1252 0: 1, state
->trick_euler
[0] );
1257 enum trick_type trick
= player_skate_trick_input();
1259 state
->trick_input_collect
+= vg
.time_frame_delta
;
1261 state
->trick_input_collect
= 0.0f
;
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
){
1267 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1268 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1272 if( state
->trick_time
< 0.1f
){
1273 v3_zero( state
->trick_vel
);
1275 if( trick
== k_trick_type_kickflip
){
1276 state
->trick_vel
[0] = 3.0f
;
1278 else if( trick
== k_trick_type_shuvit
){
1279 state
->trick_vel
[2] = 3.0f
;
1281 else if( trick
== k_trick_type_treflip
){
1282 state
->trick_vel
[0] = 2.0f
;
1283 state
->trick_vel
[2] = 2.0f
;
1285 state
->trick_type
= trick
;
1290 state
->trick_type
= k_trick_type_none
;
1293 static void player__skate_comp_audio( void *_animator
){
1294 struct player_skate_animator
*animator
= _animator
;
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
;
1303 if( animator
->activity
>= k_skate_activity_grind_any
)
1306 f32 gate
= skaterift
.time_rate
;
1308 if( skaterift
.activity
== k_skaterift_replay
){
1309 gate
= vg_minf( 1.0f
, fabsf(skaterift
.track_velocity
) );
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
;
1317 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
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
);
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
);
1332 /* brrrrrrrrrrrt sound for tiles and stuff
1333 * --------------------------------------------------------*/
1334 float sidechain_amt
= 0.0f
,
1335 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1337 if( (animator
->surface
== k_surface_prop_tiles
) &&
1338 (animator
->activity
< k_skate_activity_grind_any
) )
1339 sidechain_amt
= 1.0f
;
1341 sidechain_amt
= 0.0f
;
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
) );
1347 if( player_skate
.sample_change_cooldown
> 0.0f
){
1348 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1351 int sample_type
= k_skate_sample_concrete
;
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
;
1357 sample_type
= k_skate_sample_concrete_scrape_metal
;
1359 else if( (animator
->activity
== k_skate_activity_grind_back50
) ||
1360 (animator
->activity
== k_skate_activity_grind_front50
) )
1362 if( animator
->surface
== k_surface_prop_metal
){
1363 sample_type
= k_skate_sample_metal_scrape_generic
;
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
;
1372 sample_type
= k_skate_sample_concrete_scrape_metal
;
1375 sample_type
= k_skate_sample_concrete_scrape_wood
;
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
;
1382 sample_type
= k_skate_sample_concrete_scrape_wood
;
1385 audio_clip
*relevant_samples
[] = {
1393 if( (player_skate
.main_sample_type
!= sample_type
) ||
1394 (!player_skate
.aud_main
) ){
1396 player_skate
.aud_main
=
1397 audio_channel_crossfade( player_skate
.aud_main
,
1398 relevant_samples
[sample_type
],
1400 player_skate
.sample_change_cooldown
= 0.1f
;
1401 player_skate
.main_sample_type
= sample_type
;
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
);
1413 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1414 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
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
);
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 );
1437 static void player__skate_post_update(void){
1438 struct player_skate_state
*state
= &player_skate
.state
;
1440 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1441 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1443 if( jump
->log_length
== 0 ){
1444 vg_fatal_error( "assert: jump->log_length == 0\n" );
1447 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1448 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1450 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1451 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1454 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1457 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1458 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1460 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
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
1470 * returns 0 if no good surface found
1473 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1474 v3f surface_normal
, v3f axel_dir
){
1475 world_instance
*world
= world_current_instance();
1477 v3f truck
, left
, right
;
1478 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
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
);
1484 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1486 ray_hit ray_l
, ray_r
;
1489 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1491 int res_l
= 0, res_r
= 0;
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
;
1499 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
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
;
1511 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1519 v3f tangent_average
;
1520 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1521 v3_zero( tangent_average
);
1523 if( res_l
|| res_r
){
1525 v3_copy( midpoint
, p0
);
1526 v3_copy( midpoint
, p1
);
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
);
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
);
1539 v3_sub( p1
, p0
, v0
);
1543 /* fallback: use the closes point to the trucks */
1545 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1548 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1551 for( int j
=0; j
<3; j
++ )
1552 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
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
);
1560 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
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
);
1569 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1570 v3_add( t
, tangent_average
, tangent_average
);
1576 v3_muladds( truck
, v0
, k_board_width
, right
);
1577 v3_muladds( truck
, v0
, -k_board_width
, left
);
1579 vg_line( left
, right
, VG__WHITE
);
1581 v3_normalize( tangent_average
);
1582 v3_cross( v0
, tangent_average
, surface_normal
);
1583 v3_copy( v0
, axel_dir
);
1588 static void skate_weight_distribute(void){
1589 struct player_skate_state
*state
= &player_skate
.state
;
1590 v3_zero( player_skate
.weight_distribution
);
1592 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1593 localplayer
.rb
.v
) < 0.0f
?1:-1;
1596 joystick_state( k_srjoystick_steer
, steer
);
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
;
1604 if( steer
[1] < 0.1f
){
1605 state
->manual_direction
= 0;
1608 if( reverse_dir
!= state
->manual_direction
){
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
;
1620 if( state
->manual_direction
){
1623 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1625 v3_negate( plane_z
, plane_z
);
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
);
1631 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1632 v3_normalize( plane_z
);
1635 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1636 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1639 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1642 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1643 k_manul_spring
, k_manul_dampener
,
1644 player_skate
.substep_delta
);
1648 static void skate_adjust_up_direction(void){
1649 struct player_skate_state
*state
= &player_skate
.state
;
1651 if( state
->activity
== k_skate_activity_ground
){
1653 v3_copy( player_skate
.surface_picture
, target
);
1655 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1656 v3_normalize( target
);
1658 v3_lerp( state
->up_dir
, target
,
1659 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
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
);
1667 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1668 v3_normalize( avg
);
1670 v3_lerp( state
->up_dir
, avg
,
1671 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1675 static int skate_point_visible( v3f origin
, v3f target
){
1677 v3_sub( target
, origin
, dir
);
1680 ray
.dist
= v3_length( dir
);
1681 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1684 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1685 k_material_flag_walking
) )
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] );
1697 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1699 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1700 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
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
;
1706 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1710 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1712 skate_grind_orient( inf
, mtx
);
1713 m3x3_transpose( mtx
, mtx_inv
);
1716 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
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
);
1723 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1725 struct player_skate_state
*state
= &player_skate
.state
;
1727 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1729 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1730 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1732 v3_copy( ra
, player_skate
.weight_distribution
);
1735 v3_sub( inf
->co
, wsp
, delta
);
1738 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1741 skate_grind_decay( inf
, strength
);
1742 skate_grind_friction( inf
, strength
);
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
);
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
);
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
);
1762 v3_normalize( target_fwd
);
1763 v3_normalize( fwd
);
1766 joystick_state( k_srjoystick_steer
, steer
);
1768 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
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
);
1775 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1780 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1781 k_grind_spring
*strength
,
1782 k_grind_dampener
*strength
,
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
);
1789 player_skate
.grind_strength
= strength
;
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
);
1798 v3_copy( inf
->dir
, player_skate
.grind_dir
);
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
;
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
);
1811 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
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
);
1820 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1821 skate_grind_decay( &inf_avg
, 1.0f
);
1824 joystick_state( k_srjoystick_steer
, steer
);
1826 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1827 localplayer
.rb
.v
) );
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
);
1835 v3_zero( player_skate
.weight_distribution
);
1836 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1838 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
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
);
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
);
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
);
1853 v3_normalize( fwd_nplane
);
1854 v3_normalize( dir_nplane
);
1856 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
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
);
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
;
1867 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1868 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
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
);
1874 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
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
);
1884 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1887 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1888 struct player_skate_state
*state
= &player_skate
.state
;
1890 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1891 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1893 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1894 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1896 /* Exit condition: lost grind tracking */
1897 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1900 /* Exit condition: cant see grind target directly */
1901 if( !skate_point_visible( wheel_co
, inf
->co
) )
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
;
1911 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1914 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1918 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1919 struct player_skate_state
*state
= &player_skate
.state
;
1922 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1925 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1926 v3_add( localplayer
.rb
.co
, raw
, wsp
);
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
)
1932 /* velocity should be at least 60% aligned */
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
);
1938 if( v3_length2( pv
) < 0.0001f
)
1942 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1945 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
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
);
1953 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1955 float truck_height
= -(k_board_radius
+0.03f
);
1958 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1959 v3_add( localplayer
.rb
.v
, rv
, rv
);
1961 if( (local_co
[1] >= truck_height
) &&
1962 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1971 static void skate_boardslide_apply( struct grind_info
*inf
){
1972 struct player_skate_state
*state
= &player_skate
.state
;
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
);
1980 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1982 v3_copy( intersection
, player_skate
.weight_distribution
);
1984 skate_grind_decay( inf
, 0.0125f
);
1985 skate_grind_friction( inf
, 0.25f
);
1987 /* direction alignment */
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
);
1993 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1994 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1997 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1998 q_mulv( qbalance
, perp
, perp
);
2000 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
2002 k_grind_spring
, k_grind_dampener
,
2005 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
2007 k_grind_spring
, k_grind_dampener
,
2010 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
2011 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
2013 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2016 static int skate_boardslide_entry( struct grind_info
*inf
){
2017 struct player_skate_state
*state
= &player_skate
.state
;
2019 if( skate_grind_scansq( localplayer
.rb
.co
,
2020 localplayer
.rb
.to_world
[0], k_board_length
,
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
);
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 */
2031 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
2041 static int skate_boardslide_renew( struct grind_info
*inf
){
2042 struct player_skate_state
*state
= &player_skate
.state
;
2044 if( !skate_grind_scansq( localplayer
.rb
.co
,
2045 localplayer
.rb
.to_world
[0], k_board_length
,
2049 /* Exit condition: cant see grind target directly */
2051 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2052 if( !skate_point_visible( vis
, inf
->co
) )
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
;
2062 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2068 static void skate_store_grind_vec( struct grind_info
*inf
){
2069 struct player_skate_state
*state
= &player_skate
.state
;
2072 skate_grind_orient( inf
, mtx
);
2073 m3x3_transpose( mtx
, mtx
);
2076 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
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
);
2083 static enum skate_activity
skate_availible_grind(void){
2084 struct player_skate_state
*state
= &player_skate
.state
;
2086 if( state
->grind_cooldown
> 100 ){
2087 vg_fatal_error( "wth!\n" );
2090 /* debounces this state manager a little bit */
2091 if( state
->grind_cooldown
){
2092 state
->grind_cooldown
--;
2093 return k_skate_activity_undefined
;
2096 struct grind_info inf_back50
,
2108 joystick_state( k_srjoystick_steer
, steer
);
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
)
2114 float tilt
= steer
[1];
2116 if( fabsf(tilt
) >= 0.25f
){
2117 v3f raw
= {0.0f
,0.0f
,tilt
};
2118 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2120 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2122 if( way
< 0.0f
) allow_front
= 0;
2123 else allow_back
= 0;
2127 if( state
->activity
== k_skate_activity_grind_boardslide
){
2128 res_slide
= skate_boardslide_renew( &inf_slide
);
2130 else if( state
->activity
== k_skate_activity_grind_back50
){
2131 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2134 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2136 else if( state
->activity
== k_skate_activity_grind_front50
){
2137 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2140 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2142 else if( state
->activity
== k_skate_activity_grind_5050
){
2144 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2146 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2149 res_slide
= skate_boardslide_entry( &inf_slide
);
2152 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2155 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2157 if( res_back50
!= res_front50
){
2158 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2160 res_back50
&= wants_to_do_that
;
2161 res_front50
&= wants_to_do_that
;
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 */
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 */
2178 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
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;
2186 else if( new_activity
== k_skate_activity_grind_boardslide
){
2187 skate_boardslide_apply( &inf_slide
);
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
);
2193 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
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
);
2199 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2201 else if( new_activity
== k_skate_activity_grind_5050
)
2202 skate_5050_apply( &inf_front50
, &inf_back50
);
2204 return new_activity
;
2207 static void player__skate_update(void){
2208 struct player_skate_state
*state
= &player_skate
.state
;
2209 world_instance
*world
= world_current_instance();
2211 if( state
->activity
== k_skate_activity_handplant
){
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
);
2225 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2226 state
->activity_prev
= state
->activity
;
2228 v3_zero( normal_total
);
2230 struct board_collider
2237 enum board_collider_state
2239 k_collider_state_default
,
2240 k_collider_state_disabled
,
2241 k_collider_state_colliding
2248 { 0.0f
, 0.0f
, -k_board_length
},
2249 .radius
= k_board_radius
,
2253 { 0.0f
, 0.0f
, k_board_length
},
2254 .radius
= k_board_radius
,
2261 if( state
->activity
<= k_skate_activity_air_to_grind
){
2262 float min_dist
= 0.6f
;
2263 for( int i
=0; i
<2; i
++ ){
2265 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2267 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2268 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
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
;
2275 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2277 wheels
[0].pos
[1] = state
->slap
;
2278 wheels
[1].pos
[1] = state
->slap
;
2281 const int k_wheel_count
= 2;
2283 player_skate
.substep
= k_rb_delta
;
2284 player_skate
.substep_delta
= player_skate
.substep
;
2285 player_skate
.limit_count
= 0;
2287 int substep_count
= 0;
2289 v3_zero( player_skate
.surface_picture
);
2291 int prev_contacts
[2];
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
];
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
;
2305 int contact_count
= 0;
2306 for( int i
=0; i
<2; i
++ ){
2308 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2310 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2311 wheels
[i
].colour
, normal
, axel
) )
2313 rb_effect_spring_target_vector( &localplayer
.rb
,
2314 localplayer
.rb
.to_world
[0],
2316 k_surface_spring
, k_surface_dampener
,
2317 player_skate
.substep_delta
);
2319 v3_add( normal
, player_skate
.surface_picture
,
2320 player_skate
.surface_picture
);
2322 player_skate
.wheel_contacts
[i
] = 1;
2325 player_skate
.wheel_contacts
[i
] = 0;
2328 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2331 if( state
->surface_cooldown
){
2332 state
->surface_cooldown
--;
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
] ){
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
);
2348 if( contact_count
){
2349 state
->activity
= k_skate_activity_ground
;
2350 state
->gravity_bias
= k_gravity
;
2351 v3_normalize( player_skate
.surface_picture
);
2353 skate_apply_friction_model();
2354 skate_weight_distribute();
2357 if( state
->activity
> k_skate_activity_air_to_grind
)
2358 state
->activity
= k_skate_activity_air
;
2360 v3_zero( player_skate
.weight_distribution
);
2361 skate_apply_air_model();
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
;
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();
2385 ent_tornado_debug();
2387 ent_tornado_forces( localplayer
.rb
.co
, localplayer
.rb
.v
, a
);
2388 v3_muladds( localplayer
.rb
.v
, a
, k_rb_delta
, localplayer
.rb
.v
);
2393 * Phase 0: Continous collision detection
2394 * --------------------------------------------------------------------------
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
);
2401 /* calculate transform one step into future */
2404 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2407 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2410 v3_copy( localplayer
.rb
.w
, axis
);
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
);
2419 v4_copy( localplayer
.rb
.q
, future_q
);
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
);
2426 /* calculate the minimum time we can move */
2427 float max_time
= player_skate
.substep
;
2429 for( int i
=0; i
<k_wheel_count
; i
++ ){
2430 if( wheels
[i
].state
== k_collider_state_disabled
)
2433 v3f current
, future
, r_cg
;
2435 q_mulv( future_q
, wheels
[i
].pos
, future
);
2436 v3_add( future
, future_co
, future
);
2437 v3_add( cg_offset
, future
, future
);
2439 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2440 v3_add( current
, localplayer
.rb
.co
, current
);
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
);
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
;
2456 max_time
= vg_maxf( max_time
, rate_lock
);
2457 player_skate
.substep_delta
= max_time
;
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
){
2465 v3_copy( localplayer
.rb
.w
, axis
);
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
);
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
);
2478 rb_update_matrices( &localplayer
.rb
);
2479 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2481 player_skate
.substep
-= player_skate
.substep_delta
;
2483 rb_ct manifold
[128];
2484 int manifold_len
= 0;
2486 * Phase -1: head detection
2487 * --------------------------------------------------------------------------
2489 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
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) )
2497 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2498 rb_update_matrices( &localplayer
.rb
);
2500 player__dead_transition( k_player_die_type_head
);
2505 * Phase 1: Regular collision detection
2506 * --------------------------------------------------------------------------
2509 for( int i
=0; i
<k_wheel_count
; i
++ ){
2510 if( wheels
[i
].state
== k_collider_state_disabled
)
2514 m3x3_identity( mtx
);
2515 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2517 rb_ct
*man
= &manifold
[ manifold_len
];
2519 int l
= skate_collide_smooth( mtx
, wheels
[i
].radius
, man
);
2521 wheels
[i
].state
= k_collider_state_colliding
;
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
};
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] );
2536 rb_ct
*cman
= &manifold
[manifold_len
];
2538 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, world
->geo_bh
,
2539 cman
, k_material_flag_walking
);
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
);
2550 vg_line_capsule( mtx
, capsule
.r
, capsule
.h
, VG__WHITE
);
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
);
2560 ct
->type
= k_contact_type_default
;
2566 * --------------------------------------------------------------------------
2571 m4x3_mulv( localplayer
.rb
.to_world
,
2572 player_skate
.weight_distribution
, world_cog
);
2573 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
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
] );
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];
2586 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2587 float inv_mass
= 1.0f
/mass
;
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
));
2595 m3x3_identity( iI
);
2602 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2603 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2605 for( int j
=0; j
<10; j
++ ){
2606 for( int i
=0; i
<manifold_len
; i
++ ){
2608 * regular dance; calculate velocity & total mass, apply impulse.
2611 rb_ct
*ct
= &manifold
[i
];
2614 v3_sub( ct
->co
, world_cog
, delta
);
2615 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2616 v3_add( localplayer
.rb
.v
, rv
, rv
);
2619 v3_cross( delta
, ct
->n
, raCn
);
2622 m3x3_mulv( iIw
, raCn
, raCnI
);
2624 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2625 vn
= v3_dot( rv
, ct
->n
),
2626 lambda
= normal_mass
* ( -vn
);
2628 float temp
= ct
->norm_impulse
;
2629 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2630 lambda
= ct
->norm_impulse
- temp
;
2633 v3_muls( ct
->n
, lambda
, impulse
);
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
);
2641 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2642 v3_add( localplayer
.rb
.v
, rv
, rv
);
2643 vn
= v3_dot( rv
, ct
->n
);
2648 rb_depenetrate( manifold
, manifold_len
, dt
);
2649 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2650 rb_update_matrices( &localplayer
.rb
);
2654 if( player_skate
.substep
>= 0.0001f
)
2655 goto begin_collision
; /* again! */
2658 * End of collision and dynamics routine
2659 * --------------------------------------------------------------------------
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
);
2670 f32 amt
= k_cam_punch
;
2671 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2675 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2676 localplayer
.cam_land_punch_v
);
2679 player_skate
.surface
= k_surface_prop_concrete
;
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
);
2685 if( surf
->info
.surface_prop
> player_skate
.surface
)
2686 player_skate
.surface
= surf
->info
.surface_prop
;
2689 for( int i
=0; i
<k_wheel_count
; i
++ ){
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
]);
2699 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2701 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2704 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
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
);
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
);
2726 /* FIXME: Rate limit */
2727 static int stick_frames
= 0;
2729 if( state
->activity
>= k_skate_activity_ground
)
2734 if( stick_frames
> 5 ) stick_frames
= 5;
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
);
2744 player__networked_sfx( k_player_subsystem_skate
, 128,
2745 k_player_skate_soundeffect_land_good
,
2746 localplayer
.rb
.co
, 1.0f
);
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
);
2755 player__networked_sfx( k_player_subsystem_skate
, 128,
2756 k_player_skate_soundeffect_grind_wood
,
2757 localplayer
.rb
.co
, 1.0f
);
2759 } else if( stick_frames
== 0 ){
2760 /* TODO: EXIT SOUNDS */
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];
2769 if( state
->activity
>= k_skate_activity_grind_any
){
2770 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2772 state
->velocity_limit
+= -dy
*0.2f
;
2774 state
->grind_y_start
= localplayer
.rb
.co
[1];
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
,
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] );
2797 const char *activity_txt
[] = {
2802 "undefined (INVALID)",
2803 "grind_any (INVALID)",
2805 "grind_metallic (INVALID)",
2811 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
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
);
2817 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
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",
2825 state
->trick_euler
[0],
2826 state
->trick_euler
[1],
2827 state
->trick_euler
[2] );
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
;
2835 float kheight
= 2.0f
,
2838 v3_zero( animator
->offset
);
2840 v3f cog_local
, cog_ideal
;
2841 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2843 v3_copy( state
->up_dir
, cog_ideal
);
2844 v3_normalize( cog_ideal
);
2845 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2847 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2849 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2850 animator
->offset
[1] *= -1.0f
;
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
);
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
);
2862 animator
->offset
[0] *= 0.26f
;
2863 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2865 animator
->offset
[1] *= -0.3f
;
2866 animator
->offset
[2] *= 0.01f
;
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
);
2873 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2875 /* localized vectors */
2876 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2879 * Animation blending
2880 * ===========================================
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
);
2890 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
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
);
2900 cam_offset
[0] += animator
->slide
* -animator
->x
;
2901 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2903 /* movement information */
2904 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
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
;
2910 if( state
->activity
>= k_skate_activity_grind_any
)
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
);
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
;
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
);
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
);
2931 f32 grind_frame
= 0.5f
;
2933 if( state
->activity
== k_skate_activity_grind_front50
)
2935 else if( state
->activity
== k_skate_activity_grind_back50
)
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
;
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
);
2950 animator
->jump_charge
= state
->jump_charge
;
2951 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2952 8.4f
*vg
.time_delta
);
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
;
2963 float jump_t
= vg
.time
-state
->jump_time
;
2966 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2967 extra
*= state
->slap
* 4.0f
;
2969 v3_add( state
->trick_euler
, state
->trick_residuald
,
2970 animator
->board_euler
);
2971 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2973 animator
->board_euler
[0] *= 0.5f
;
2974 animator
->board_euler
[1] += extra
;
2975 animator
->trick_type
= state
->trick_type
;
2978 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2981 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2982 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
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
);
2990 /* feet placement */
2991 struct player_board
*board
=
2992 addon_cache_item_if_loaded( k_addon_type_board
,
2993 localplayer
.board_view_slot
);
2995 if( animator
->weight
> 0.0f
){
2996 animator
->foot_offset
[0] =
2997 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
3000 animator
->foot_offset
[1] =
3001 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
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
);
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
);
3017 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
3021 joystick_state( k_srjoystick_grab
, grab_input
);
3022 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
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
;
3031 joystick_state( k_srjoystick_steer
, steer
);
3032 animator
->airdir
= vg_lerpf( animator
->airdir
,
3033 -steer
[0], 2.4f
*vg
.time_delta
);
3035 animator
->steer
[0] = steer
[0];
3036 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
3037 steer
[0], 4.0f
*vg
.time_delta
);
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
);
3047 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3048 t
= sign
* (1.0f
-t
*t
);
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
);
3057 q_identity( animator
->qflip
);
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
);
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
);
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
;
3078 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3079 v3_normalize( ndir
);
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
) );
3086 v4f qcounteryaw
, qfixup
;
3088 v3_cross( up
, ndir
, axis
);
3089 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3091 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3092 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3094 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3095 q_normalize( animator
->qfixuptotal
);
3098 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3099 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3101 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3102 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3104 else q_identity( animator
->qfixuptotal
);
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
);
3112 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3113 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3116 animator
->handplant_t
= state
->handplant_t
;
3119 static void player__skate_pose( void *_animator
, player_pose
*pose
){
3120 struct skeleton
*sk
= &localplayer
.skeleton
;
3121 struct player_skate_animator
*animator
= _animator
;
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
);
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
);
3133 /* apply flip rotation at midpoint */
3134 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3135 q_normalize( pose
->root_q
);
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
);
3141 q_mulv( animator
->qflip
, rco
, rco
);
3142 v3_add( rco
, rotation_point
, pose
->root_co
);
3145 * ---------------------------------------------------------------------- */
3147 mdl_keyframe apose
[32], bpose
[32];
3148 mdl_keyframe ground_pose
[32];
3151 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3152 stand_blend
= animator
->offset
[1]*-2.0f
;
3154 pose
->board
.lean
= animator
->board_lean
;
3156 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
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
);
3163 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3164 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
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
);
3171 if( animator
->reverse
> 0.0f
){
3172 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3176 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3177 animator
->push_time
, bpose
);
3179 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3181 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3182 player_skate
.anim_ollie
:
3183 player_skate
.anim_ollie_reverse
;
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
);
3190 mdl_keyframe air_pose
[32];
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
);
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
);
3199 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3200 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3203 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
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] };
3216 mdl_keyframe grind_pose
[32];
3218 f32 frame
= animator
->grind_balance
* 0.5f
;
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
);
3224 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3225 animator
->grind
, pose
->keyframes
);
3226 float add_grab_mod
= 1.0f
- animator
->fly
;
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
};
3235 float apply_rates
[] = { 1.0f
,
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
;
3247 /* angle 'correction' */
3249 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
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
);
3259 if( animator
->activity
== k_skate_activity_handplant
){
3260 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
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
);
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] );
3272 q_m3x3( pose
->root_q
, mmdl
);
3273 v3_copy( pose
->root_co
, mmdl
[3] );
3275 m4x3_mul( mmdl
, world
, world_view
);
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 );
3282 m4x3_invert_affine( world
, invworld
);
3283 m4x3_mul( mmdl
, invworld
, world_view
);
3285 m3x3_q( world_view
, pose
->root_q
);
3286 v3_copy( world_view
[3], pose
->root_co
);
3288 f32 t
= animator
->handplant_t
,
3289 frames
= anim
->length
-1,
3290 length
= animator
->activity
== k_skate_activity_handplant
?
3291 frames
/ anim
->rate
:
3293 end_dist
= vg_minf( t
, length
- t
)/k_anim_transition
,
3294 blend
= vg_smoothstepf( vg_minf(1,end_dist
) );
3296 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
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] );
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
);
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
);
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
;
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
;
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
;
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
;
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.
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] );
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
);
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];
3371 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3372 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3375 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
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
);
3389 q_inv( qrot
, qrot
);
3390 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3391 q_normalize( kf_head
->q
);
3394 /* hand placement */
3396 u32 hand_id
= animator
->z
< 0.5f
?
3397 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
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
);
3406 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3407 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
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 );
3416 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3417 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
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
;
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
};
3430 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
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
);
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
;
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
);
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
);
3464 if( animator
->surface
== k_surface_prop_sand
){
3465 if( (animator
->slide
>0.4f
) && (v3_length2(animator
->root_v
)>4.0f
*4.0f
) ){
3467 v3_muls( animator
->root_v
, 0.5f
, v
);
3468 v3_lerp( vp0
, vp1
, vg_randf64(&vg
.rand
), co
);
3470 effect_data
->sand
.colour
= 0xff8ec4e6;
3471 effect_spark_apply( &effect_data
->sand
, co
, v
, vg
.time_delta
* 8.0 );
3475 if( animator
->grind
> 0.5f
){
3476 int back
= 0, front
= 0, mid
= 0;
3478 if( animator
->activity
== k_skate_activity_grind_5050
){
3482 else if( animator
->activity
== k_skate_activity_grind_back50
){
3485 else if( animator
->activity
== k_skate_activity_grind_front50
){
3488 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3493 effect_spark_apply( &effect_data
->spark
, vp0
,
3494 animator
->root_v
, vg
.time_delta
);
3498 effect_spark_apply( &effect_data
->spark
, vp1
,
3499 animator
->root_v
, vg
.time_delta
);
3503 effect_spark_apply( &effect_data
->spark
, vpc
,
3504 animator
->root_v
, vg
.time_delta
);
3509 static void player__skate_post_animate(void){
3510 struct player_skate_state
*state
= &player_skate
.state
;
3511 localplayer
.cam_velocity_influence
= 1.0f
;
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
);
3520 static void player__skate_reset_animator(void){
3521 struct player_skate_state
*state
= &player_skate
.state
;
3523 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3525 if( state
->activity
<= k_skate_activity_air_to_grind
)
3526 player_skate
.animator
.fly
= 1.0f
;
3528 player_skate
.animator
.fly
= 0.0f
;
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
;
3541 state
->grabbing
= 0.0f
;
3542 v2_zero( state
->grab_mouse_delta
);
3544 state
->jump_time
= 0.0;
3545 state
->start_push
= 0.0;
3546 state
->cur_push
= 0.0;
3547 state
->air_start
= 0.0;
3549 v3_zero( state
->air_init_v
);
3550 v3_zero( state
->air_init_co
);
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
);
3568 #include "network_compression.h"
3570 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3571 struct player_skate_animator
*animator
= data
;
3573 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3574 bitpack_qquat( ctx
, animator
->root_q
);
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
);
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
); /*??*/
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
);
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
);
3604 /* animator->wobble is ommited */
3606 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3607 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3608 bitpack_qquat( ctx
, animator
->qflip
);
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
);
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
);
3622 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3625 if( id
== k_player_skate_soundeffect_jump
){
3626 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3627 pos
, 40.0f
, volume
);
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
);
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
);
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
);
3641 else if( id
== k_player_skate_soundeffect_grind_metal
){
3642 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3644 else if( id
== k_player_skate_soundeffect_grind_wood
){
3645 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3651 #endif /* PLAYER_SKATE_C */