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"
14 #include "player_glide.h"
16 static void player__skate_bind(void){
17 struct skeleton
*sk
= &localplayer
.skeleton
;
18 rb_update_matrices( &localplayer
.rb
);
20 struct { struct skeleton_anim
**anim
; const char *name
; }
22 { &player_skate
.anim_grind
, "pose_grind" },
23 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
24 { &player_skate
.anim_stand
, "pose_stand" },
25 { &player_skate
.anim_highg
, "pose_highg" },
26 { &player_skate
.anim_air
, "pose_air" },
27 { &player_skate
.anim_slide
, "pose_slide" },
28 { &player_skate
.anim_push
, "push" },
29 { &player_skate
.anim_push_reverse
, "push_reverse" },
30 { &player_skate
.anim_ollie
, "ollie" },
31 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
32 { &player_skate
.anim_grabs
, "grabs" },
33 { &player_skate
.anim_handplant
, "handplant" },
36 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
37 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
40 static void player__skate_kill_audio(void){
42 if( player_skate
.aud_main
){
43 player_skate
.aud_main
=
44 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
46 if( player_skate
.aud_air
){
47 player_skate
.aud_air
=
48 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
50 if( player_skate
.aud_slide
){
51 player_skate
.aud_slide
=
52 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
58 * Collision detection routines
64 * Does collision detection on a sphere vs world, and applies some smoothing
65 * filters to the manifold afterwards
67 static int skate_collide_smooth( m4x3f mtx
, f32 r
, rb_ct
*man
){
68 world_instance
*world
= world_current_instance();
71 len
= rb_sphere__scene( mtx
, r
, NULL
, world
->geo_bh
, man
,
72 k_material_flag_walking
);
74 for( int i
=0; i
<len
; i
++ ){
75 man
[i
].rba
= &localplayer
.rb
;
79 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
82 rb_manifold_filter_backface( man
, len
);
83 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
84 rb_manifold_filter_pairs( man
, len
, 0.03f
);
86 int new_len
= rb_manifold_apply_filtered( man
, len
);
100 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
101 struct grind_info
*inf
){
102 world_instance
*world
= world_current_instance();
105 v3_copy( dir
, plane
);
106 v3_normalize( plane
);
107 plane
[3] = v3_dot( plane
, pos
);
110 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
111 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
120 int sample_count
= 0;
126 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
127 v3_normalize( support_axis
);
130 bh_iter_init_box( 0, &it
, box
);
133 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
134 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
137 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
138 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
141 for( int j
=0; j
<3; j
++ )
142 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
144 for( int j
=0; j
<3; j
++ ){
148 struct grind_sample
*sample
= &samples
[ sample_count
];
151 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
153 v3_sub( co
, pos
, d
);
154 if( v3_length2( d
) > r
*r
)
158 v3_sub( tri
[1], tri
[0], va
);
159 v3_sub( tri
[2], tri
[0], vb
);
160 v3_cross( va
, vb
, normal
);
162 sample
->normal
[0] = v3_dot( support_axis
, normal
);
163 sample
->normal
[1] = normal
[1];
164 sample
->co
[0] = v3_dot( support_axis
, d
);
165 sample
->co
[1] = d
[1];
167 v3_copy( normal
, sample
->normal3
); /* normalize later
168 if we want to us it */
170 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
171 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
172 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
174 v2_normalize( sample
->normal
);
177 if( sample_count
== vg_list_size( samples
) )
178 goto too_many_samples
;
185 if( sample_count
< 2 )
188 v3f average_direction
,
192 v2_fill( min_co
, INFINITY
);
193 v2_fill( max_co
, -INFINITY
);
195 v3_zero( average_direction
);
196 v3_zero( average_normal
);
198 int passed_samples
= 0;
200 for( int i
=0; i
<sample_count
-1; i
++ ){
201 struct grind_sample
*si
, *sj
;
205 for( int j
=i
+1; j
<sample_count
; j
++ ){
211 /* non overlapping */
212 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
215 /* not sharp angle */
216 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
221 v3_sub( sj
->centroid
, si
->centroid
, v0
);
222 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
223 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
226 v2_minv( sj
->co
, min_co
, min_co
);
227 v2_maxv( sj
->co
, max_co
, max_co
);
230 v3_copy( si
->normal3
, n0
);
231 v3_copy( sj
->normal3
, n1
);
232 v3_cross( n0
, n1
, dir
);
234 if( v3_length2( dir
) <= 0.000001f
)
239 /* make sure the directions all face a common hemisphere */
240 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
241 v3_add( average_direction
, dir
, average_direction
);
243 float yi
= si
->normal3
[1],
246 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
247 else v3_add( sj
->normal3
, average_normal
, average_normal
);
253 if( !passed_samples
)
256 if( (v3_length2( average_direction
) <= 0.001f
) ||
257 (v3_length2( average_normal
) <= 0.001f
) )
260 float div
= 1.0f
/(float)passed_samples
;
261 v3_normalize( average_direction
);
262 v3_normalize( average_normal
);
265 v2_add( min_co
, max_co
, average_coord
);
266 v2_muls( average_coord
, 0.5f
, average_coord
);
268 v3_muls( support_axis
, average_coord
[0], inf
->co
);
269 inf
->co
[1] += average_coord
[1];
270 v3_add( pos
, inf
->co
, inf
->co
);
271 v3_copy( average_normal
, inf
->n
);
272 v3_copy( average_direction
, inf
->dir
);
274 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
275 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
276 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
278 return passed_samples
;
281 static void reset_jump_info( jump_info
*inf
){
283 inf
->land_dist
= 0.0f
;
285 inf
->type
= k_prediction_unset
;
286 v3_zero( inf
->apex
);
289 static int create_jumps_to_hit_target( jump_info
*jumps
,
290 v3f target
, float max_angle_delta
,
292 /* calculate the exact 2 solutions to jump onto that grind spot */
295 v3_sub( target
, localplayer
.rb
.co
, v0
);
302 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
303 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
305 float a
= atan2f( v
[1], v
[0] ),
307 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
312 root
= sqrtf( root
);
313 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
314 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
316 if( fabsf(a0
-a
) < max_angle_delta
){
317 jump_info
*inf
= &jumps
[ valid_count
++ ];
318 reset_jump_info( inf
);
320 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
321 inf
->v
[1] += sinf( a0
) * m
;
322 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
323 inf
->gravity
= gravity
;
325 v3_copy( target
, inf
->log
[inf
->log_length
++] );
328 if( fabsf(a1
-a
) < max_angle_delta
){
329 jump_info
*inf
= &jumps
[ valid_count
++ ];
330 reset_jump_info( inf
);
332 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
333 inf
->v
[1] += sinf( a1
) * m
;
334 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
335 inf
->gravity
= gravity
;
337 v3_copy( target
, inf
->log
[inf
->log_length
++] );
344 static void player__approximate_best_trajectory(void){
345 world_instance
*world0
= world_current_instance();
347 float k_trace_delta
= k_rb_delta
* 10.0f
;
348 struct player_skate_state
*state
= &player_skate
.state
;
350 state
->air_start
= vg
.time
;
351 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
352 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
354 player_skate
.possible_jump_count
= 0;
357 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
358 v3_normalize( axis
);
360 /* at high slopes, Y component is low */
361 float upness
= localplayer
.rb
.to_world
[1][1],
362 angle_begin
= -(1.0f
-fabsf( upness
)),
365 struct grind_info grind
;
366 int grind_located
= 0;
367 float grind_located_gravity
= k_gravity
;
370 v3f launch_v_bounds
[2];
372 for( int i
=0; i
<2; i
++ ){
373 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
374 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
378 q_axis_angle( qbias
, axis
, ang
);
379 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
382 for( int m
=0;m
<=30; m
++ ){
384 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
385 reset_jump_info( inf
);
387 v3f launch_co
, launch_v
, co0
, co1
;
388 v3_copy( localplayer
.rb
.co
, launch_co
);
389 v3_copy( localplayer
.rb
.v
, launch_v
);
390 v3_copy( launch_co
, co0
);
391 world_instance
*trace_world
= world0
;
393 float vt
= (float)m
* (1.0f
/30.0f
),
394 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
397 q_axis_angle( qbias
, axis
, ang
);
398 q_mulv( qbias
, launch_v
, launch_v
);
400 float yaw_sketch
= 1.0f
-fabsf(upness
);
402 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
403 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
404 q_mulv( qbias
, launch_v
, launch_v
);
406 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
407 gravity
= k_gravity
* gravity_bias
;
408 inf
->gravity
= gravity
;
409 v3_copy( launch_v
, inf
->v
);
411 /* initial conditions */
413 v3_copy( launch_v
, v
);
414 v3_copy( launch_co
, co1
);
416 for( int i
=1; i
<=50; i
++ ){
417 f32 t
= (f32
)i
* k_trace_delta
;
419 /* integrate forces */
421 ent_tornado_forces( co1
, v
, a
);
425 v3_muladds( co1
, v
, k_trace_delta
, co1
);
426 v3_muladds( co1
, a
, 0.5f
*k_trace_delta
*k_trace_delta
, co1
);
429 v3_muladds( v
, a
, k_trace_delta
, v
);
431 int search_for_grind
= 1;
432 if( grind_located
) search_for_grind
= 0;
433 if( v
[1] > 0.0f
) search_for_grind
= 0;
437 v3f closest
={0.0f
,0.0f
,0.0f
};
438 if( search_for_grind
){
439 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
440 float min_dist
= 0.75f
;
441 min_dist
*= min_dist
;
443 if( v3_dist2( closest
, launch_co
) < min_dist
)
444 search_for_grind
= 0;
448 for( int j
=0; j
<2; j
++ ){
449 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
450 bound
[j
][1] += -0.5f
*gravity
*t
*t
;
451 v3_add( launch_co
, bound
[j
], bound
[j
] );
454 float limh
= vg_minf( 2.0f
, t
),
455 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
456 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
458 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
459 search_for_grind
= 0;
463 search_for_grind
= 0;
466 if( search_for_grind
){
467 if( skate_grind_scansq( closest
, v
, 0.5f
, &grind
) ){
468 /* check alignment */
469 v2f v0
= { v
[0], v
[2] },
470 v1
= { grind
.dir
[0], grind
.dir
[2] };
475 float a
= v2_dot( v0
, v1
);
477 float a_min
= cosf( VG_PIf
* 0.185f
);
478 if( state
->grind_cooldown
)
479 a_min
= cosf( VG_PIf
* 0.05f
);
482 if( (fabsf(v3_dot( v
, grind
.dir
))>=k_grind_axel_min_vel
) &&
484 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
487 grind_located_gravity
= inf
->gravity
;
492 if( trace_world
->rendering_gate
){
493 ent_gate
*gate
= trace_world
->rendering_gate
;
494 if( gate_intersect( gate
, co1
, co0
) ){
495 m4x3_mulv( gate
->transport
, co0
, co0
);
496 m4x3_mulv( gate
->transport
, co1
, co1
);
497 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
498 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
500 if( gate
->flags
& k_ent_gate_nonlocal
)
501 trace_world
= &world_static
.instances
[ gate
->target
];
508 float scan_radius
= k_board_radius
;
509 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
511 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
512 k_material_flag_walking
);
515 v3_lerp( co0
, co1
, t1
, co
);
516 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
518 v3_copy( n
, inf
->n
);
519 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
520 struct world_surface
*surf
=
521 world_tri_index_surface( trace_world
, tri
[0] );
523 inf
->type
= k_prediction_land
;
524 inf
->score
= -v3_dot( v
, inf
->n
);
525 inf
->land_dist
= t
+ k_trace_delta
* t1
;
527 /* Bias prediction towords ramps */
528 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
531 if( surf
->info
.flags
& k_material_flag_boundary
)
532 player_skate
.possible_jump_count
--;
538 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
542 if( inf
->type
== k_prediction_unset
)
543 player_skate
.possible_jump_count
--;
547 jump_info grind_jumps
[2];
550 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
551 0.175f
*VG_PIf
, grind_located_gravity
);
553 /* knock out original landing points in the 1m area */
554 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
555 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
556 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
557 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
558 jump
->score
+= descale
*3.0f
;
561 for( int i
=0; i
<valid_count
; i
++ ){
562 jump_info
*jump
= &grind_jumps
[i
];
563 jump
->type
= k_prediction_grind
;
565 v3f launch_v
, launch_co
, co0
, co1
;
567 v3_copy( jump
->v
, launch_v
);
568 v3_copy( localplayer
.rb
.co
, launch_co
);
570 float t
= 0.05f
* jump
->land_dist
;
571 v3_muls( launch_v
, t
, co0
);
572 co0
[1] += -0.5f
* jump
->gravity
* t
*t
;
573 v3_add( launch_co
, co0
, co0
);
575 /* rough scan to make sure we dont collide with anything */
576 for( int j
=1; j
<=16; j
++ ){
577 t
= (float)j
*(1.0f
/16.0f
);
580 t
*= jump
->land_dist
;
582 v3_muls( launch_v
, t
, co1
);
583 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
584 v3_add( launch_co
, co1
, co1
);
589 int idx
= spherecast_world( world0
, co0
,co1
,
590 k_board_radius
*0.1f
, &t1
, n
,
591 k_material_flag_walking
);
593 goto invalidated_grind
;
599 v3_copy( grind
.n
, jump
->n
);
601 /* determine score */
603 v3_copy( jump
->v
, ve
);
604 ve
[1] += -jump
->gravity
*jump
->land_dist
;
605 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
607 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
616 float score_min
= INFINITY
,
617 score_max
= -INFINITY
;
619 jump_info
*best
= NULL
;
621 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
622 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
624 if( jump
->score
< score_min
)
627 score_min
= vg_minf( score_min
, jump
->score
);
628 score_max
= vg_maxf( score_max
, jump
->score
);
631 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
632 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
633 float s
= jump
->score
;
636 s
/= (score_max
-score_min
);
640 jump
->colour
= s
* 255.0f
;
644 else if( jump
->type
== k_prediction_land
)
647 jump
->colour
|= 0xff000000;
651 v3_copy( best
->n
, state
->land_normal
);
652 v3_copy( best
->v
, localplayer
.rb
.v
);
653 state
->land_dist
= best
->land_dist
;
654 state
->gravity_bias
= best
->gravity
;
656 if( best
->type
== k_prediction_grind
){
657 state
->activity
= k_skate_activity_air_to_grind
;
661 joystick_state( k_srjoystick_steer
, steer
);
662 v2_normalize_clamp( steer
);
664 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
665 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
667 state
->flip_time
= 0.0f
;
668 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
671 state
->flip_rate
= 0.0f
;
672 v3_zero( state
->flip_axis
);
676 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
681 * Varius physics models
682 * ------------------------------------------------
686 * Air control, no real physics
688 static void skate_apply_air_model(void){
689 struct player_skate_state
*state
= &player_skate
.state
;
691 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
692 player__approximate_best_trajectory();
694 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
695 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
697 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
700 q_axis_angle( correction
, axis
,
701 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
702 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
705 static enum trick_type
player_skate_trick_input(void);
706 static void skate_apply_trick_model(void){
707 struct player_skate_state
*state
= &player_skate
.state
;
710 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
712 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
713 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
715 v3_mul( strength
, F
, F
);
717 v3_muladds( state
->trick_residualv
, F
, k_rb_delta
,
718 state
->trick_residualv
);
719 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
720 k_rb_delta
, state
->trick_residuald
);
722 if( state
->activity
<= k_skate_activity_air_to_grind
){
723 if( v3_length2( state
->trick_vel
) < 0.0001f
)
726 int carry_on
= state
->trick_type
== player_skate_trick_input();
728 /* we assume velocities share a common divisor, in which case the
729 * interval is the minimum value (if not zero) */
731 float min_rate
= 99999.0f
;
733 for( int i
=0; i
<3; i
++ ){
734 float v
= state
->trick_vel
[i
];
735 if( (v
> 0.0f
) && (v
< min_rate
) )
739 float interval
= 1.0f
/ min_rate
,
740 current
= floorf( state
->trick_time
),
741 next_end
= current
+1.0f
;
744 /* integrate trick velocities */
745 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
746 state
->trick_euler
);
748 if( !carry_on
&& (state
->trick_time
+ k_rb_delta
/interval
>= next_end
) ){
749 state
->trick_time
= 0.0f
;
750 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
751 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
752 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
753 v3_copy( state
->trick_vel
, state
->trick_residualv
);
754 v3_zero( state
->trick_vel
);
757 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
758 localplayer
.rb
.co
, 40.0f
, 1.0f
);
762 state
->trick_time
+= k_rb_delta
/ interval
;
765 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
766 state
->trick_time
> 0.2f
)
768 vg_info( "player fell off due to lack of skill\n" );
769 player__dead_transition( k_player_die_type_feet
);
772 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
773 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
774 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
775 state
->trick_time
= 0.0f
;
776 v3_zero( state
->trick_vel
);
780 static void skate_apply_grab_model(void){
781 struct player_skate_state
*state
= &player_skate
.state
;
783 float grabt
= axis_state( k_sraxis_grab
);
786 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
787 state
->grab_mouse_delta
);
789 v2_normalize_clamp( state
->grab_mouse_delta
);
792 v2_zero( state
->grab_mouse_delta
);
794 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
797 static void skate_apply_steering_model(void){
798 struct player_skate_state
*state
= &player_skate
.state
;
801 joystick_state( k_srjoystick_steer
, jsteer
);
804 float steer
= jsteer
[0],
805 grab
= axis_state( k_sraxis_grab
);
807 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
810 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
815 f32 skid_target
= 0.0f
;
817 if( state
->activity
<= k_skate_activity_air_to_grind
){
818 rate
= 6.0f
* fabsf(steer
);
822 /* rotate slower when grabbing on ground */
823 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
825 if( state
->activity
== k_skate_activity_grind_5050
){
830 else if( state
->activity
>= k_skate_activity_grind_any
){
831 rate
*= fabsf(steer
);
833 float a
= 0.8f
* -steer
* k_rb_delta
;
836 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
837 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
839 v3_normalize( player_skate
.grind_vec
);
842 else if( state
->manual_direction
){
847 f32 skid
= axis_state(k_sraxis_skid
);
849 /* skids on keyboard lock to the first direction pressed */
850 if( vg_input
.display_input_method
== k_input_method_kbm
){
851 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)<0.01f
) &&
852 (fabsf(steer
) > 0.4f
) ){
853 state
->skid
= vg_signf( steer
) * 0.02f
;
856 if( button_press(k_srbind_skid
) && (fabsf(state
->skid
)>0.01f
) ){
857 skid_target
= vg_signf( state
->skid
);
861 if( fabsf(skid
) > 0.1f
){
868 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
872 vg_slewf( &state
->skid
, skid_target
, k_rb_delta
*(1.0f
/0.1f
) );
873 steer
= vg_lerpf( steer
, state
->skid
*k_steer_ground
*0.5f
,
874 fabsf(state
->skid
*0.8f
) );
876 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
877 addspeed
= (steer
* -top
) - current
,
878 maxaccel
= rate
* k_rb_delta
,
879 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
881 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
882 accel
, localplayer
.rb
.w
);
886 * Computes friction and surface interface model
888 static void skate_apply_friction_model(void){
889 struct player_skate_state
*state
= &player_skate
.state
;
892 * Computing localized friction forces for controlling the character
893 * Friction across X is significantly more than Z
897 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
900 if( fabsf(vel
[2]) > 0.01f
)
901 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
903 if( fabsf( slip
) > 1.2f
)
904 slip
= vg_signf( slip
) * 1.2f
;
907 state
->reverse
= -vg_signf(vel
[2]);
909 f32 lat
= k_friction_lat
;
911 if( fabsf(axis_state(k_sraxis_skid
)) > 0.1f
){
912 if( (player_skate
.surface
== k_surface_prop_snow
) ||
913 (player_skate
.surface
== k_surface_prop_sand
) ){
920 if( player_skate
.surface
== k_surface_prop_snow
)
922 else if( player_skate
.surface
== k_surface_prop_sand
)
925 vel
[0] += vg_cfrictf( vel
[0], lat
* k_rb_delta
);
926 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
928 /* Pushing additive force */
930 if( !button_press( k_srbind_jump
) && (fabsf(state
->skid
)<0.1f
) ){
931 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) ){
932 if( (vg
.time
- state
->cur_push
) > 0.25 )
933 state
->start_push
= vg
.time
;
935 state
->cur_push
= vg
.time
;
937 double push_time
= vg
.time
- state
->start_push
;
939 float cycle_time
= push_time
*k_push_cycle_rate
,
940 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
941 amt
= accel
* VG_TIMESTEP_FIXED
,
942 current
= v3_length( vel
),
943 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
944 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
946 vel
[2] += delta
* -state
->reverse
;
950 /* Send back to velocity */
951 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
954 static void skate_apply_jump_model(void){
955 struct player_skate_state
*state
= &player_skate
.state
;
956 int charging_jump_prev
= state
->charging_jump
;
957 state
->charging_jump
= button_press( k_srbind_jump
);
959 /* Cannot charge this in air */
960 if( state
->activity
<= k_skate_activity_air_to_grind
){
961 state
->charging_jump
= 0;
965 if( state
->charging_jump
){
966 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
968 if( !charging_jump_prev
)
969 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
972 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
975 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
977 /* player let go after charging past 0.2: trigger jump */
978 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
981 /* Launch more up if alignment is up else improve velocity */
982 float aup
= localplayer
.rb
.to_world
[1][1],
984 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
986 if( state
->activity
== k_skate_activity_ground
){
987 v3_copy( localplayer
.rb
.v
, jumpdir
);
988 v3_normalize( jumpdir
);
989 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
990 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
991 v3_normalize( jumpdir
);
993 v3_copy( state
->up_dir
, jumpdir
);
994 state
->grind_cooldown
= 30;
995 state
->activity
= k_skate_activity_ground
;
998 joystick_state( k_srjoystick_steer
, steer
);
1000 float tilt
= steer
[0] * 0.3f
;
1001 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
1002 player_skate
.grind_dir
));
1005 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
1006 q_mulv( qtilt
, jumpdir
, jumpdir
);
1008 state
->surface_cooldown
= 10;
1009 state
->trick_input_collect
= 0.0f
;
1011 float force
= k_jump_force
*state
->jump_charge
;
1012 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
1013 state
->jump_charge
= 0.0f
;
1014 state
->jump_time
= vg
.time
;
1015 player__networked_sfx( k_player_subsystem_skate
, 32,
1016 k_player_skate_soundeffect_jump
,
1017 localplayer
.rb
.co
, 1.0f
);
1021 static void skate_apply_handplant_model(void){
1022 struct player_skate_state
*state
= &player_skate
.state
;
1023 if( localplayer
.rb
.to_world
[1][1] < -0.1f
) return;
1024 if( localplayer
.rb
.to_world
[1][1] > 0.6f
) return;
1025 if( !( button_press(k_srbind_skid
) || (fabsf(state
->skid
)>0.1f
)) ) return;
1027 v3f lco
= { 0.0f
, -0.2f
, -state
->reverse
},
1029 m4x3_mulv( localplayer
.rb
.to_world
, lco
, co
);
1030 v3_muls( localplayer
.rb
.to_world
[2], state
->reverse
, dir
);
1031 vg_line_arrow( co
, dir
, 0.13f
, 0xff000000 );
1033 ray_hit hit
= { .dist
= 2.0f
};
1034 if( ray_world( world_current_instance(), co
, dir
,
1035 &hit
, k_material_flag_ghosts
)) {
1036 vg_line( co
, hit
.pos
, 0xff000000 );
1037 vg_line_point( hit
.pos
, 0.1f
, 0xff000000 );
1039 if( hit
.normal
[1] < 0.7f
) return;
1040 if( hit
.dist
< 0.95f
) return;
1042 state
->activity
= k_skate_activity_handplant
;
1043 state
->handplant_t
= 0.0f
;
1044 v3_copy( localplayer
.rb
.co
, state
->store_co
);
1045 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
1046 v4_copy( localplayer
.rb
.q
, state
->store_q
);
1047 v3_copy( state
->cog
, state
->store_cog
);
1048 v3_copy( state
->cog_v
, state
->store_cog_v
);
1049 v4_copy( state
->smoothed_rotation
, state
->store_smoothed
);
1053 static void skate_apply_pump_model(void){
1054 struct player_skate_state
*state
= &player_skate
.state
;
1056 if( state
->activity
!= k_skate_activity_ground
){
1057 v3_zero( state
->throw_v
);
1061 /* Throw / collect routine
1063 if( axis_state( k_sraxis_grab
) > 0.5f
){
1064 if( state
->activity
== k_skate_activity_ground
){
1066 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1071 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1074 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
1076 if( state
->activity
== k_skate_activity_ground
){
1077 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
1078 v3_muladds( localplayer
.rb
.v
, Fl
,
1079 k_mmcollect_lat
, localplayer
.rb
.v
);
1081 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
1084 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
1085 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
1086 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1090 if( v3_length2( state
->throw_v
) > 0.0001f
){
1092 v3_copy( state
->throw_v
, dir
);
1093 v3_normalize( dir
);
1095 float max
= v3_dot( dir
, state
->throw_v
),
1096 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1097 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1101 static void skate_apply_cog_model(void){
1102 struct player_skate_state
*state
= &player_skate
.state
;
1104 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1105 v3_copy( state
->up_dir
, ideal_dir
);
1106 v3_normalize( ideal_dir
);
1108 float grab
= axis_state( k_sraxis_grab
);
1109 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1110 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1112 /* Apply velocities */
1114 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1117 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1118 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1120 float ra
= k_cog_mass_ratio
,
1121 rb
= 1.0f
-k_cog_mass_ratio
;
1123 /* Apply forces & intergrate */
1124 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1125 state
->cog_v
[1] += -9.8f
* k_rb_delta
;
1126 v3_muladds( state
->cog
, state
->cog_v
, k_rb_delta
, state
->cog
);
1129 static void skate_integrate(void){
1130 struct player_skate_state
*state
= &player_skate
.state
;
1132 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1136 if( state
->activity
>= k_skate_activity_grind_any
){
1137 rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1138 rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1139 rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1142 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1143 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1144 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1146 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1147 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1149 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1152 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1153 rb_update_matrices( &localplayer
.rb
);
1156 static enum trick_type
player_skate_trick_input(void){
1157 return (button_press( k_srbind_trick0
) ) |
1158 (button_press( k_srbind_trick1
) << 1) |
1159 (button_press( k_srbind_trick2
) << 1) |
1160 (button_press( k_srbind_trick2
) );
1163 static void player__skate_pre_update(void){
1164 struct player_skate_state
*state
= &player_skate
.state
;
1166 if( state
->activity
== k_skate_activity_handplant
){
1167 state
->handplant_t
+= vg
.time_delta
;
1168 mdl_keyframe hpose
[32];
1170 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
1172 int end
= !skeleton_sample_anim_clamped(
1173 &localplayer
.skeleton
, anim
,
1174 state
->handplant_t
, hpose
);
1176 if( state
->reverse
< 0.0f
)
1177 player_mirror_pose( hpose
, hpose
);
1179 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
1180 m4x3f world
, mmdl
, world_view
;
1181 q_m3x3( kf_world
->q
, world
);
1182 v3_copy( kf_world
->co
, world
[3] );
1185 q_m3x3( state
->store_q
, mmdl
);
1186 v3_copy( state
->store_co
, mmdl
[3] );
1187 m4x3_mul( mmdl
, world
, world_view
);
1189 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
1190 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
1191 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
1194 m4x3_invert_affine( world
, invworld
);
1195 m4x3_mul( mmdl
, invworld
, world_view
);
1197 v3_copy( world_view
[3], localplayer
.rb
.co
);
1198 m3x3_q( world_view
, localplayer
.rb
.q
);
1200 /* new * old^-1 = transfer function */
1202 m4x3_invert_affine( mmdl
, transfer
);
1203 m4x3_mul( world_view
, transfer
, transfer
);
1205 m3x3_mulv( transfer
, state
->air_init_v
, localplayer
.rb
.v
);
1206 m3x3_mulv( transfer
, state
->store_cog_v
, state
->cog_v
);
1208 m4x3_mulv( transfer
, state
->store_cog
, state
->cog
);
1209 v3_muladds( state
->cog
, localplayer
.rb
.to_world
[1],
1210 -state
->handplant_t
*0.5f
, state
->cog
);
1213 m3x3_q( transfer
, qtransfer
);
1214 q_mul( qtransfer
, state
->store_smoothed
, state
->smoothed_rotation
);
1215 q_normalize( state
->smoothed_rotation
);
1216 rb_update_matrices( &localplayer
.rb
);
1219 state
->activity
= k_skate_activity_air
;
1224 if( button_down(k_srbind_use
) && (v3_length2(state
->trick_vel
) < 0.01f
) ){
1225 localplayer
.subsystem
= k_player_subsystem_walk
;
1227 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
1228 localplayer
.have_glider
){
1229 player_glide_transition();
1234 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1235 localplayer
.angles
[2] = 0.0f
;
1238 m4x3_mulv( localplayer
.rb
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, newpos
);
1239 v3_add( newpos
, (v3f
){0.0f
,-1.0f
,0.0f
}, newpos
);
1240 v3_sub( localplayer
.rb
.co
, newpos
, offset
);
1241 v3_copy( newpos
, localplayer
.rb
.co
);
1242 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -0.1f
,
1243 localplayer
.rb
.co
);
1245 player__begin_holdout( offset
);
1246 player__walk_transition( state
->activity
<= k_skate_activity_air_to_grind
?
1247 0: 1, state
->trick_euler
[0] );
1252 enum trick_type trick
= player_skate_trick_input();
1254 state
->trick_input_collect
+= vg
.time_frame_delta
;
1256 state
->trick_input_collect
= 0.0f
;
1258 if( state
->activity
<= k_skate_activity_air_to_grind
){
1259 if( trick
&& (state
->trick_input_collect
< 0.1f
) ){
1260 if( state
->trick_time
== 0.0f
){
1262 audio_oneshot_3d( &audio_flips
[vg_randu32(&vg
.rand
)%4],
1263 localplayer
.rb
.co
, 40.0f
, 1.0f
);
1267 if( state
->trick_time
< 0.1f
){
1268 v3_zero( state
->trick_vel
);
1270 if( trick
== k_trick_type_kickflip
){
1271 state
->trick_vel
[0] = 3.0f
;
1273 else if( trick
== k_trick_type_shuvit
){
1274 state
->trick_vel
[2] = 3.0f
;
1276 else if( trick
== k_trick_type_treflip
){
1277 state
->trick_vel
[0] = 2.0f
;
1278 state
->trick_vel
[2] = 2.0f
;
1280 state
->trick_type
= trick
;
1285 state
->trick_type
= k_trick_type_none
;
1288 static void player__skate_comp_audio( void *_animator
){
1289 struct player_skate_animator
*animator
= _animator
;
1292 f32 air
= ((animator
->activity
<= k_skate_activity_air_to_grind
) ||
1293 (animator
->activity
== k_skate_activity_handplant
))? 1.0f
: 0.0f
,
1294 speed
= v3_length( animator
->root_v
),
1295 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1296 slide
= animator
->slide
;
1298 if( animator
->activity
>= k_skate_activity_grind_any
)
1301 f32 gate
= skaterift
.time_rate
;
1303 if( skaterift
.activity
== k_skaterift_replay
){
1304 gate
= vg_minf( 1.0f
, fabsf(skaterift
.track_velocity
) );
1308 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1309 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1310 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1312 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1314 if( !player_skate
.aud_air
){
1315 player_skate
.aud_air
= audio_get_first_idle_channel();
1316 if( player_skate
.aud_air
)
1317 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1320 if( !player_skate
.aud_slide
){
1321 player_skate
.aud_slide
= audio_get_first_idle_channel();
1322 if( player_skate
.aud_slide
)
1323 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1327 /* brrrrrrrrrrrt sound for tiles and stuff
1328 * --------------------------------------------------------*/
1329 float sidechain_amt
= 0.0f
,
1330 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1332 if( (animator
->surface
== k_surface_prop_tiles
) &&
1333 (animator
->activity
< k_skate_activity_grind_any
) )
1334 sidechain_amt
= 1.0f
;
1336 sidechain_amt
= 0.0f
;
1338 audio_set_lfo_frequency( 0, hz
);
1339 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1340 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1342 if( player_skate
.sample_change_cooldown
> 0.0f
){
1343 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1346 int sample_type
= k_skate_sample_concrete
;
1348 if( animator
->activity
== k_skate_activity_grind_5050
){
1349 if( animator
->surface
== k_surface_prop_metal
)
1350 sample_type
= k_skate_sample_metal_scrape_generic
;
1352 sample_type
= k_skate_sample_concrete_scrape_metal
;
1354 else if( (animator
->activity
== k_skate_activity_grind_back50
) ||
1355 (animator
->activity
== k_skate_activity_grind_front50
) )
1357 if( animator
->surface
== k_surface_prop_metal
){
1358 sample_type
= k_skate_sample_metal_scrape_generic
;
1362 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1363 player_skate
.grind_dir
);
1364 if( fabsf(a
) > 0.70710678118654752f
)
1365 sample_type
= k_skate_sample_concrete_scrape_wood
;
1367 sample_type
= k_skate_sample_concrete_scrape_metal
;
1370 sample_type
= k_skate_sample_concrete_scrape_wood
;
1373 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
1374 if( animator
->surface
== k_surface_prop_metal
)
1375 sample_type
= k_skate_sample_metal_scrape_generic
;
1377 sample_type
= k_skate_sample_concrete_scrape_wood
;
1380 audio_clip
*relevant_samples
[] = {
1388 if( (player_skate
.main_sample_type
!= sample_type
) ||
1389 (!player_skate
.aud_main
) ){
1391 player_skate
.aud_main
=
1392 audio_channel_crossfade( player_skate
.aud_main
,
1393 relevant_samples
[sample_type
],
1395 player_skate
.sample_change_cooldown
= 0.1f
;
1396 player_skate
.main_sample_type
= sample_type
;
1400 if( player_skate
.aud_main
){
1401 player_skate
.aud_main
->colour
= 0x00103efe;
1402 audio_channel_set_spacial( player_skate
.aud_main
,
1403 animator
->root_co
, 40.0f
);
1404 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1405 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1406 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1408 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1409 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1412 if( player_skate
.aud_slide
){
1413 player_skate
.aud_slide
->colour
= 0x00103efe;
1414 audio_channel_set_spacial( player_skate
.aud_slide
,
1415 animator
->root_co
, 40.0f
);
1416 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1417 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1418 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1421 if( player_skate
.aud_air
){
1422 player_skate
.aud_air
->colour
= 0x00103efe;
1423 audio_channel_set_spacial( player_skate
.aud_air
,
1424 animator
->root_co
, 40.0f
);
1425 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1426 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1432 static void player__skate_post_update(void){
1433 struct player_skate_state
*state
= &player_skate
.state
;
1435 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1436 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1438 if( jump
->log_length
== 0 ){
1439 vg_fatal_error( "assert: jump->log_length == 0\n" );
1442 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1443 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1445 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1446 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1449 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1452 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1453 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1455 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1460 * truck alignment model at ra(local)
1461 * returns 1 if valid surface:
1462 * surface_normal will be filled out with an averaged normal vector
1463 * axel_dir will be the direction from left to right wheels
1465 * returns 0 if no good surface found
1468 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1469 v3f surface_normal
, v3f axel_dir
){
1470 world_instance
*world
= world_current_instance();
1472 v3f truck
, left
, right
;
1473 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1475 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1476 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1477 vg_line( left
, right
, colour
);
1479 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1481 ray_hit ray_l
, ray_r
;
1484 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1486 int res_l
= 0, res_r
= 0;
1488 for( int i
=0; i
<8; i
++ ){
1489 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1490 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1491 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1492 ray_l
.dist
= 2.1f
* k_board_radius
;
1494 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1500 for( int i
=0; i
<8; i
++ ){
1501 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1502 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1503 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1504 ray_r
.dist
= 2.1f
* k_board_radius
;
1506 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1514 v3f tangent_average
;
1515 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1516 v3_zero( tangent_average
);
1518 if( res_l
|| res_r
){
1520 v3_copy( midpoint
, p0
);
1521 v3_copy( midpoint
, p1
);
1524 v3_copy( ray_l
.pos
, p0
);
1525 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1526 v3_add( t
, tangent_average
, tangent_average
);
1529 v3_copy( ray_r
.pos
, p1
);
1530 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1531 v3_add( t
, tangent_average
, tangent_average
);
1534 v3_sub( p1
, p0
, v0
);
1538 /* fallback: use the closes point to the trucks */
1540 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1543 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1546 for( int j
=0; j
<3; j
++ )
1547 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1549 v3f vert0
, vert1
, n
;
1550 v3_sub( verts
[1], verts
[0], vert0
);
1551 v3_sub( verts
[2], verts
[0], vert1
);
1552 v3_cross( vert0
, vert1
, n
);
1555 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1558 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1559 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1560 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1564 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1565 v3_add( t
, tangent_average
, tangent_average
);
1571 v3_muladds( truck
, v0
, k_board_width
, right
);
1572 v3_muladds( truck
, v0
, -k_board_width
, left
);
1574 vg_line( left
, right
, VG__WHITE
);
1576 v3_normalize( tangent_average
);
1577 v3_cross( v0
, tangent_average
, surface_normal
);
1578 v3_copy( v0
, axel_dir
);
1583 static void skate_weight_distribute(void){
1584 struct player_skate_state
*state
= &player_skate
.state
;
1585 v3_zero( player_skate
.weight_distribution
);
1587 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1588 localplayer
.rb
.v
) < 0.0f
?1:-1;
1591 joystick_state( k_srjoystick_steer
, steer
);
1593 if( state
->manual_direction
== 0 ){
1594 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1595 (state
->jump_charge
<= 0.01f
) )
1596 state
->manual_direction
= reverse_dir
;
1599 if( steer
[1] < 0.1f
){
1600 state
->manual_direction
= 0;
1603 if( reverse_dir
!= state
->manual_direction
){
1609 if( state
->manual_direction
){
1610 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1611 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1612 (float)state
->manual_direction
;
1615 if( state
->manual_direction
){
1618 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1620 v3_negate( plane_z
, plane_z
);
1622 v3_muladds( plane_z
, player_skate
.surface_picture
,
1623 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1624 v3_normalize( plane_z
);
1626 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1627 v3_normalize( plane_z
);
1630 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1631 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1634 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1637 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1638 k_manul_spring
, k_manul_dampener
,
1639 player_skate
.substep_delta
);
1643 static void skate_adjust_up_direction(void){
1644 struct player_skate_state
*state
= &player_skate
.state
;
1646 if( state
->activity
== k_skate_activity_ground
){
1648 v3_copy( player_skate
.surface_picture
, target
);
1650 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1651 v3_normalize( target
);
1653 v3_lerp( state
->up_dir
, target
,
1654 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1656 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1657 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1658 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1662 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1663 v3_normalize( avg
);
1665 v3_lerp( state
->up_dir
, avg
,
1666 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1670 static int skate_point_visible( v3f origin
, v3f target
){
1672 v3_sub( target
, origin
, dir
);
1675 ray
.dist
= v3_length( dir
);
1676 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1679 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1680 k_material_flag_walking
) )
1686 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1687 v3_copy( inf
->dir
, mtx
[0] );
1688 v3_copy( inf
->n
, mtx
[1] );
1689 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1692 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1694 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1695 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1697 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1698 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1699 F
= a
* -dir
* k_grind_max_friction
;
1701 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1705 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1707 skate_grind_orient( inf
, mtx
);
1708 m3x3_transpose( mtx
, mtx_inv
);
1711 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1713 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1714 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1715 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1718 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1720 struct player_skate_state
*state
= &player_skate
.state
;
1722 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1724 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1725 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1727 v3_copy( ra
, player_skate
.weight_distribution
);
1730 v3_sub( inf
->co
, wsp
, delta
);
1733 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1736 skate_grind_decay( inf
, strength
);
1737 skate_grind_friction( inf
, strength
);
1739 /* yeah yeah yeah yeah */
1740 v3f raw_nplane
, axis
;
1741 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1742 v3_cross( raw_nplane
, inf
->n
, axis
);
1743 v3_normalize( axis
);
1747 skate_grind_orient( inf
, mtx
);
1748 v3f target_fwd
, fwd
, up
, target_up
;
1749 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1750 v3_copy( raw_nplane
, fwd
);
1751 v3_copy( localplayer
.rb
.to_world
[1], up
);
1752 v3_copy( inf
->n
, target_up
);
1754 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1755 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1757 v3_normalize( target_fwd
);
1758 v3_normalize( fwd
);
1761 joystick_state( k_srjoystick_steer
, steer
);
1763 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1766 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1767 q_mulv( q
, target_up
, target_up
);
1768 q_mulv( q
, target_fwd
, target_fwd
);
1770 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1775 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1776 k_grind_spring
*strength
,
1777 k_grind_dampener
*strength
,
1780 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1781 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1782 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1784 player_skate
.grind_strength
= strength
;
1787 struct grind_limit
*limit
=
1788 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1789 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1790 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1793 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1796 static void skate_5050_apply( struct grind_info
*inf_front
,
1797 struct grind_info
*inf_back
){
1798 struct player_skate_state
*state
= &player_skate
.state
;
1799 struct grind_info inf_avg
;
1801 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1802 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1803 v3_normalize( inf_avg
.dir
);
1806 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1809 v3f axis_front
, axis_back
, axis
;
1810 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1811 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1812 v3_add( axis_front
, axis_back
, axis
);
1813 v3_normalize( axis
);
1815 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1816 skate_grind_decay( &inf_avg
, 1.0f
);
1819 joystick_state( k_srjoystick_steer
, steer
);
1821 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1822 localplayer
.rb
.v
) );
1825 v3_copy( localplayer
.rb
.to_world
[1], up
);
1826 v3_copy( inf_avg
.n
, target_up
);
1827 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1828 q_mulv( q
, target_up
, target_up
);
1830 v3_zero( player_skate
.weight_distribution
);
1831 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1833 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1837 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1838 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1840 v3f fwd_nplane
, dir_nplane
;
1841 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1842 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1845 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1846 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1848 v3_normalize( fwd_nplane
);
1849 v3_normalize( dir_nplane
);
1851 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1855 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1856 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1858 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1859 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1860 delta_front
, delta_back
, delta_total
;
1862 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1863 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1865 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1866 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1867 v3_add( delta_front
, delta_back
, delta_total
);
1869 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
1873 struct grind_limit
*limit
=
1874 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1875 v3_zero( limit
->ra
);
1876 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1879 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1882 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1883 struct player_skate_state
*state
= &player_skate
.state
;
1885 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1886 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1888 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1889 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1891 /* Exit condition: lost grind tracking */
1892 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1895 /* Exit condition: cant see grind target directly */
1896 if( !skate_point_visible( wheel_co
, inf
->co
) )
1899 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1900 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1901 minv
= k_grind_axel_min_vel
*0.8f
;
1906 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1909 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1913 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1914 struct player_skate_state
*state
= &player_skate
.state
;
1917 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1920 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1921 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1923 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1924 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1927 /* velocity should be at least 60% aligned */
1929 v3_cross( inf
->n
, inf
->dir
, axis
);
1930 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1931 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1933 if( v3_length2( pv
) < 0.0001f
)
1937 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1940 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1943 v3f local_co
, local_dir
, local_n
;
1944 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1945 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1946 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1948 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1950 float truck_height
= -(k_board_radius
+0.03f
);
1953 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1954 v3_add( localplayer
.rb
.v
, rv
, rv
);
1956 if( (local_co
[1] >= truck_height
) &&
1957 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1966 static void skate_boardslide_apply( struct grind_info
*inf
){
1967 struct player_skate_state
*state
= &player_skate
.state
;
1969 v3f local_co
, local_dir
, local_n
;
1970 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1971 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1972 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1975 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1977 v3_copy( intersection
, player_skate
.weight_distribution
);
1979 skate_grind_decay( inf
, 0.0125f
);
1980 skate_grind_friction( inf
, 0.25f
);
1982 /* direction alignment */
1984 v3_cross( local_dir
, local_n
, perp
);
1985 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1986 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1988 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1989 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1992 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1993 q_mulv( qbalance
, perp
, perp
);
1995 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1997 k_grind_spring
, k_grind_dampener
,
2000 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
2002 k_grind_spring
, k_grind_dampener
,
2005 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
2006 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
2008 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2011 static int skate_boardslide_entry( struct grind_info
*inf
){
2012 struct player_skate_state
*state
= &player_skate
.state
;
2014 if( skate_grind_scansq( localplayer
.rb
.co
,
2015 localplayer
.rb
.to_world
[0], k_board_length
,
2018 v3f local_co
, local_dir
;
2019 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
2020 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
2022 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
2023 (local_co
[1] >= 0.0f
) && /* at deck level */
2024 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
2026 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
2036 static int skate_boardslide_renew( struct grind_info
*inf
){
2037 struct player_skate_state
*state
= &player_skate
.state
;
2039 if( !skate_grind_scansq( localplayer
.rb
.co
,
2040 localplayer
.rb
.to_world
[0], k_board_length
,
2044 /* Exit condition: cant see grind target directly */
2046 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
2047 if( !skate_point_visible( vis
, inf
->co
) )
2050 /* Exit condition: minimum velocity not reached, but allow a bit of error */
2051 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
2052 minv
= k_grind_axel_min_vel
*0.8f
;
2057 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
2063 static void skate_store_grind_vec( struct grind_info
*inf
){
2064 struct player_skate_state
*state
= &player_skate
.state
;
2067 skate_grind_orient( inf
, mtx
);
2068 m3x3_transpose( mtx
, mtx
);
2071 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
2073 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
2074 v3_normalize( player_skate
.grind_vec
);
2075 v3_copy( inf
->dir
, player_skate
.grind_dir
);
2078 static enum skate_activity
skate_availible_grind(void){
2079 struct player_skate_state
*state
= &player_skate
.state
;
2081 if( state
->grind_cooldown
> 100 ){
2082 vg_fatal_error( "wth!\n" );
2085 /* debounces this state manager a little bit */
2086 if( state
->grind_cooldown
){
2087 state
->grind_cooldown
--;
2088 return k_skate_activity_undefined
;
2091 struct grind_info inf_back50
,
2103 joystick_state( k_srjoystick_steer
, steer
);
2105 if( state
->activity
== k_skate_activity_grind_5050
||
2106 state
->activity
== k_skate_activity_grind_back50
||
2107 state
->activity
== k_skate_activity_grind_front50
)
2109 float tilt
= steer
[1];
2111 if( fabsf(tilt
) >= 0.25f
){
2112 v3f raw
= {0.0f
,0.0f
,tilt
};
2113 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
2115 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
2117 if( way
< 0.0f
) allow_front
= 0;
2118 else allow_back
= 0;
2122 if( state
->activity
== k_skate_activity_grind_boardslide
){
2123 res_slide
= skate_boardslide_renew( &inf_slide
);
2125 else if( state
->activity
== k_skate_activity_grind_back50
){
2126 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2129 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2131 else if( state
->activity
== k_skate_activity_grind_front50
){
2132 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2135 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2137 else if( state
->activity
== k_skate_activity_grind_5050
){
2139 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
2141 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
2144 res_slide
= skate_boardslide_entry( &inf_slide
);
2147 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
2150 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
2152 if( res_back50
!= res_front50
){
2153 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2155 res_back50
&= wants_to_do_that
;
2156 res_front50
&= wants_to_do_that
;
2160 const enum skate_activity table
[] =
2161 { /* slide | back | front */
2162 k_skate_activity_undefined
, /* 0 0 0 */
2163 k_skate_activity_grind_front50
, /* 0 0 1 */
2164 k_skate_activity_grind_back50
, /* 0 1 0 */
2165 k_skate_activity_grind_5050
, /* 0 1 1 */
2167 /* slide has priority always */
2168 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2169 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2170 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2171 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2173 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2175 if( new_activity
== k_skate_activity_undefined
){
2176 if( state
->activity
>= k_skate_activity_grind_any
){
2177 state
->grind_cooldown
= 15;
2178 state
->surface_cooldown
= 10;
2181 else if( new_activity
== k_skate_activity_grind_boardslide
){
2182 skate_boardslide_apply( &inf_slide
);
2184 else if( new_activity
== k_skate_activity_grind_back50
){
2185 if( state
->activity
!= k_skate_activity_grind_back50
)
2186 skate_store_grind_vec( &inf_back50
);
2188 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2190 else if( new_activity
== k_skate_activity_grind_front50
){
2191 if( state
->activity
!= k_skate_activity_grind_front50
)
2192 skate_store_grind_vec( &inf_front50
);
2194 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2196 else if( new_activity
== k_skate_activity_grind_5050
)
2197 skate_5050_apply( &inf_front50
, &inf_back50
);
2199 return new_activity
;
2202 static void player__skate_update(void){
2203 struct player_skate_state
*state
= &player_skate
.state
;
2204 world_instance
*world
= world_current_instance();
2206 if( state
->activity
== k_skate_activity_handplant
){
2210 if( world
->water
.enabled
){
2211 if( localplayer
.rb
.co
[1]+0.25f
< world
->water
.height
){
2212 vg_info( "player fell off due to being in water\n" );
2213 player__networked_sfx( k_player_subsystem_walk
, 32,
2214 k_player_walk_soundeffect_splash
,
2215 localplayer
.rb
.co
, 1.0f
);
2216 player__dead_transition( k_player_die_type_generic
);
2221 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2222 state
->activity_prev
= state
->activity
;
2224 v3_zero( normal_total
);
2226 struct board_collider
2233 enum board_collider_state
2235 k_collider_state_default
,
2236 k_collider_state_disabled
,
2237 k_collider_state_colliding
2244 { 0.0f
, 0.0f
, -k_board_length
},
2245 .radius
= k_board_radius
,
2249 { 0.0f
, 0.0f
, k_board_length
},
2250 .radius
= k_board_radius
,
2257 if( state
->activity
<= k_skate_activity_air_to_grind
){
2258 float min_dist
= 0.6f
;
2259 for( int i
=0; i
<2; i
++ ){
2261 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2263 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2264 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2268 float vy
= vg_maxf( 0.0f
, localplayer
.rb
.v
[1] );
2269 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2271 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2273 wheels
[0].pos
[1] = state
->slap
;
2274 wheels
[1].pos
[1] = state
->slap
;
2277 const int k_wheel_count
= 2;
2279 player_skate
.substep
= k_rb_delta
;
2280 player_skate
.substep_delta
= player_skate
.substep
;
2281 player_skate
.limit_count
= 0;
2283 int substep_count
= 0;
2285 v3_zero( player_skate
.surface_picture
);
2287 int prev_contacts
[2];
2289 for( int i
=0; i
<k_wheel_count
; i
++ ){
2290 wheels
[i
].state
= k_collider_state_default
;
2291 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2294 /* check if we can enter or continue grind */
2295 enum skate_activity grindable_activity
= skate_availible_grind();
2296 if( grindable_activity
!= k_skate_activity_undefined
){
2297 state
->activity
= grindable_activity
;
2301 int contact_count
= 0;
2302 for( int i
=0; i
<2; i
++ ){
2304 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2306 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2307 wheels
[i
].colour
, normal
, axel
) )
2309 rb_effect_spring_target_vector( &localplayer
.rb
,
2310 localplayer
.rb
.to_world
[0],
2312 k_surface_spring
, k_surface_dampener
,
2313 player_skate
.substep_delta
);
2315 v3_add( normal
, player_skate
.surface_picture
,
2316 player_skate
.surface_picture
);
2318 player_skate
.wheel_contacts
[i
] = 1;
2321 player_skate
.wheel_contacts
[i
] = 0;
2324 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2327 if( state
->surface_cooldown
){
2328 state
->surface_cooldown
--;
2332 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2333 for( int i
=0; i
<2; i
++ ){
2334 if( !prev_contacts
[i
] ){
2336 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2337 player__networked_sfx( k_player_subsystem_skate
, 32,
2338 k_player_skate_soundeffect_tap
,
2339 localplayer
.rb
.co
, 0.75f
);
2344 if( contact_count
){
2345 state
->activity
= k_skate_activity_ground
;
2346 state
->gravity_bias
= k_gravity
;
2347 v3_normalize( player_skate
.surface_picture
);
2349 skate_apply_friction_model();
2350 skate_weight_distribute();
2353 if( state
->activity
> k_skate_activity_air_to_grind
)
2354 state
->activity
= k_skate_activity_air
;
2356 v3_zero( player_skate
.weight_distribution
);
2357 skate_apply_air_model();
2362 if( state
->activity
== k_skate_activity_grind_back50
)
2363 wheels
[1].state
= k_collider_state_disabled
;
2364 if( state
->activity
== k_skate_activity_grind_front50
)
2365 wheels
[0].state
= k_collider_state_disabled
;
2366 if( state
->activity
== k_skate_activity_grind_5050
){
2367 wheels
[0].state
= k_collider_state_disabled
;
2368 wheels
[1].state
= k_collider_state_disabled
;
2371 /* all activities */
2372 skate_apply_steering_model();
2373 skate_adjust_up_direction();
2374 skate_apply_cog_model();
2375 skate_apply_jump_model();
2376 skate_apply_handplant_model();
2377 skate_apply_grab_model();
2378 skate_apply_trick_model();
2379 skate_apply_pump_model();
2381 ent_tornado_debug();
2383 ent_tornado_forces( localplayer
.rb
.co
, localplayer
.rb
.v
, a
);
2384 v3_muladds( localplayer
.rb
.v
, a
, k_rb_delta
, localplayer
.rb
.v
);
2389 * Phase 0: Continous collision detection
2390 * --------------------------------------------------------------------------
2393 v3f head_wp0
, head_wp1
, start_co
;
2394 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2395 v3_copy( localplayer
.rb
.co
, start_co
);
2397 /* calculate transform one step into future */
2400 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2403 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2406 v3_copy( localplayer
.rb
.w
, axis
);
2408 float mag
= v3_length( axis
);
2409 v3_divs( axis
, mag
, axis
);
2410 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2411 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2412 q_normalize( future_q
);
2415 v4_copy( localplayer
.rb
.q
, future_q
);
2417 v3f future_cg
, current_cg
, cg_offset
;
2418 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2419 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2420 v3_sub( future_cg
, current_cg
, cg_offset
);
2422 /* calculate the minimum time we can move */
2423 float max_time
= player_skate
.substep
;
2425 for( int i
=0; i
<k_wheel_count
; i
++ ){
2426 if( wheels
[i
].state
== k_collider_state_disabled
)
2429 v3f current
, future
, r_cg
;
2431 q_mulv( future_q
, wheels
[i
].pos
, future
);
2432 v3_add( future
, future_co
, future
);
2433 v3_add( cg_offset
, future
, future
);
2435 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2436 v3_add( current
, localplayer
.rb
.co
, current
);
2441 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2442 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2443 k_material_flag_walking
) != -1)
2444 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2447 /* clamp to a fraction of delta, to prevent locking */
2448 float rate_lock
= substep_count
;
2449 rate_lock
*= k_rb_delta
* 0.1f
;
2450 rate_lock
*= rate_lock
;
2452 max_time
= vg_maxf( max_time
, rate_lock
);
2453 player_skate
.substep_delta
= max_time
;
2456 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2457 player_skate
.substep_delta
, localplayer
.rb
.co
);
2458 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2461 v3_copy( localplayer
.rb
.w
, axis
);
2463 float mag
= v3_length( axis
);
2464 v3_divs( axis
, mag
, axis
);
2465 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2466 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2467 q_normalize( localplayer
.rb
.q
);
2469 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2470 v3_sub( current_cg
, future_cg
, cg_offset
);
2471 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2474 rb_update_matrices( &localplayer
.rb
);
2475 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2477 player_skate
.substep
-= player_skate
.substep_delta
;
2479 rb_ct manifold
[128];
2480 int manifold_len
= 0;
2482 * Phase -1: head detection
2483 * --------------------------------------------------------------------------
2485 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2489 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2490 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2491 k_material_flag_walking
) != -1) )
2493 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2494 rb_update_matrices( &localplayer
.rb
);
2496 vg_info( "player fell of due to hitting head\n" );
2497 player__dead_transition( k_player_die_type_head
);
2502 * Phase 1: Regular collision detection
2503 * --------------------------------------------------------------------------
2506 for( int i
=0; i
<k_wheel_count
; i
++ ){
2507 if( wheels
[i
].state
== k_collider_state_disabled
)
2511 m3x3_identity( mtx
);
2512 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2514 rb_ct
*man
= &manifold
[ manifold_len
];
2516 int l
= skate_collide_smooth( mtx
, wheels
[i
].radius
, man
);
2518 wheels
[i
].state
= k_collider_state_colliding
;
2523 float grind_radius
= k_board_radius
* 0.75f
;
2524 rb_capsule capsule
= { .h
= (k_board_length
+0.2f
)*2.0f
,
2525 .r
= grind_radius
};
2527 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2528 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2529 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2530 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2531 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2533 rb_ct
*cman
= &manifold
[manifold_len
];
2535 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, world
->geo_bh
,
2536 cman
, k_material_flag_walking
);
2539 for( int i
=0; i
<l
; i
++ )
2540 cman
[l
].type
= k_contact_type_edge
;
2541 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2542 l
= rb_manifold_apply_filtered( cman
, l
);
2547 vg_line_capsule( mtx
, capsule
.r
, capsule
.h
, VG__WHITE
);
2550 if( state
->activity
>= k_skate_activity_grind_any
){
2551 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2552 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2553 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2554 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2555 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2557 ct
->type
= k_contact_type_default
;
2563 * --------------------------------------------------------------------------
2568 m4x3_mulv( localplayer
.rb
.to_world
,
2569 player_skate
.weight_distribution
, world_cog
);
2570 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2572 for( int i
=0; i
<manifold_len
; i
++ ){
2573 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2574 rb_debug_contact( &manifold
[i
] );
2577 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2578 v3f extent
= { k_board_width
*10.0f
, 0.1f
, k_board_length
};
2579 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2580 ey2
= k_board_interia
*extent
[1]*extent
[1],
2581 ez2
= k_board_interia
*extent
[2]*extent
[2];
2583 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2584 float inv_mass
= 1.0f
/mass
;
2587 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2588 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2589 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2592 m3x3_identity( iI
);
2599 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2600 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2602 for( int j
=0; j
<10; j
++ ){
2603 for( int i
=0; i
<manifold_len
; i
++ ){
2605 * regular dance; calculate velocity & total mass, apply impulse.
2608 rb_ct
*ct
= &manifold
[i
];
2611 v3_sub( ct
->co
, world_cog
, delta
);
2612 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2613 v3_add( localplayer
.rb
.v
, rv
, rv
);
2616 v3_cross( delta
, ct
->n
, raCn
);
2619 m3x3_mulv( iIw
, raCn
, raCnI
);
2621 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2622 vn
= v3_dot( rv
, ct
->n
),
2623 lambda
= normal_mass
* ( -vn
);
2625 float temp
= ct
->norm_impulse
;
2626 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2627 lambda
= ct
->norm_impulse
- temp
;
2630 v3_muls( ct
->n
, lambda
, impulse
);
2632 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2633 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2634 v3_cross( delta
, impulse
, impulse
);
2635 m3x3_mulv( iIw
, impulse
, impulse
);
2636 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2638 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2639 v3_add( localplayer
.rb
.v
, rv
, rv
);
2640 vn
= v3_dot( rv
, ct
->n
);
2645 rb_depenetrate( manifold
, manifold_len
, dt
);
2646 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2647 rb_update_matrices( &localplayer
.rb
);
2651 if( player_skate
.substep
>= 0.0001f
)
2652 goto begin_collision
; /* again! */
2655 * End of collision and dynamics routine
2656 * --------------------------------------------------------------------------
2659 f32 nforce
= v3_length(normal_total
);
2660 if( nforce
> 4.0f
){
2661 if( nforce
> 17.6f
){
2662 vg_info( "player fell off due to hitting ground too hard\n" );
2663 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2664 player__dead_transition( k_player_die_type_feet
);
2668 f32 amt
= k_cam_punch
;
2669 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2673 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2674 localplayer
.cam_land_punch_v
);
2677 player_skate
.surface
= k_surface_prop_concrete
;
2679 for( int i
=0; i
<manifold_len
; i
++ ){
2680 rb_ct
*ct
= &manifold
[i
];
2681 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2683 if( surf
->info
.surface_prop
> player_skate
.surface
)
2684 player_skate
.surface
= surf
->info
.surface_prop
;
2687 for( int i
=0; i
<k_wheel_count
; i
++ ){
2689 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2690 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2691 vg_line_sphere( mtx
, wheels
[i
].radius
,
2692 (u32
[]){ VG__WHITE
, VG__BLACK
,
2693 wheels
[i
].colour
}[ wheels
[i
].state
]);
2697 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2699 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2702 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2704 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2705 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2706 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2707 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2708 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2709 m3x3_mulv( gate
->transport
, state
->head_position
,
2710 state
->head_position
);
2711 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2713 v4f transport_rotation
;
2714 m3x3_q( gate
->transport
, transport_rotation
);
2715 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2716 q_mul( transport_rotation
, state
->smoothed_rotation
,
2717 state
->smoothed_rotation
);
2718 q_normalize( localplayer
.rb
.q
);
2719 q_normalize( state
->smoothed_rotation
);
2720 rb_update_matrices( &localplayer
.rb
);
2721 player__pass_gate( id
);
2724 /* FIXME: Rate limit */
2725 static int stick_frames
= 0;
2727 if( state
->activity
>= k_skate_activity_ground
)
2732 if( stick_frames
> 5 ) stick_frames
= 5;
2734 if( stick_frames
== 4 ){
2735 if( state
->activity
== k_skate_activity_ground
){
2736 if( (fabsf(state
->slip
) > 0.75f
) ){
2737 player__networked_sfx( k_player_subsystem_skate
, 128,
2738 k_player_skate_soundeffect_land_bad
,
2739 localplayer
.rb
.co
, 0.6f
);
2742 player__networked_sfx( k_player_subsystem_skate
, 128,
2743 k_player_skate_soundeffect_land_good
,
2744 localplayer
.rb
.co
, 1.0f
);
2747 else if( player_skate
.surface
== k_surface_prop_metal
){
2748 player__networked_sfx( k_player_subsystem_skate
, 128,
2749 k_player_skate_soundeffect_grind_metal
,
2750 localplayer
.rb
.co
, 1.0f
);
2753 player__networked_sfx( k_player_subsystem_skate
, 128,
2754 k_player_skate_soundeffect_grind_wood
,
2755 localplayer
.rb
.co
, 1.0f
);
2757 } else if( stick_frames
== 0 ){
2758 /* TODO: EXIT SOUNDS */
2761 if( (state
->activity_prev
< k_skate_activity_grind_any
) &&
2762 (state
->activity
>= k_skate_activity_grind_any
) ){
2763 state
->velocity_limit
= v3_length( localplayer
.rb
.v
)*1.0f
;
2764 state
->grind_y_start
= localplayer
.rb
.co
[1];
2767 if( state
->activity
>= k_skate_activity_grind_any
){
2768 f32 dy
= localplayer
.rb
.co
[1] - state
->grind_y_start
;
2770 state
->velocity_limit
+= -dy
*0.2f
;
2772 state
->grind_y_start
= localplayer
.rb
.co
[1];
2775 f32 speed_end
= v3_length( localplayer
.rb
.v
);
2776 if( speed_end
> state
->velocity_limit
){
2777 v3_muls( localplayer
.rb
.v
, state
->velocity_limit
/speed_end
,
2783 static void player__skate_im_gui(void){
2784 struct player_skate_state
*state
= &player_skate
.state
;
2785 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2786 localplayer
.rb
.v
[1],
2787 localplayer
.rb
.v
[2] );
2788 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2789 localplayer
.rb
.co
[1],
2790 localplayer
.rb
.co
[2] );
2791 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2792 localplayer
.rb
.w
[1],
2793 localplayer
.rb
.w
[2] );
2795 const char *activity_txt
[] = {
2800 "undefined (INVALID)",
2801 "grind_any (INVALID)",
2803 "grind_metallic (INVALID)",
2809 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2811 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2812 state
->steerx_s
, state
->steery_s
,
2813 k_steer_ground
, k_steer_air
);
2815 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2817 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2818 state
->trick_vel
[0],
2819 state
->trick_vel
[1],
2820 state
->trick_vel
[2] );
2821 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2823 state
->trick_euler
[0],
2824 state
->trick_euler
[1],
2825 state
->trick_euler
[2] );
2828 static void player__skate_animate(void){
2829 struct player_skate_state
*state
= &player_skate
.state
;
2830 struct player_skate_animator
*animator
= &player_skate
.animator
;
2833 float kheight
= 2.0f
,
2836 v3_zero( animator
->offset
);
2838 v3f cog_local
, cog_ideal
;
2839 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2841 v3_copy( state
->up_dir
, cog_ideal
);
2842 v3_normalize( cog_ideal
);
2843 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2845 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2847 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2848 animator
->offset
[1] *= -1.0f
;
2850 float curspeed
= v3_length( localplayer
.rb
.v
),
2851 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2852 kicks
= (vg_randf64(&vg
.rand
)-0.5f
)*2.0f
*kickspeed
,
2853 sign
= vg_signf( kicks
);
2855 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2856 6.0f
*vg
.time_delta
);
2857 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2858 2.4f
*vg
.time_delta
);
2860 animator
->offset
[0] *= 0.26f
;
2861 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2863 animator
->offset
[1] *= -0.3f
;
2864 animator
->offset
[2] *= 0.01f
;
2866 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2867 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2868 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2871 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2873 /* localized vectors */
2874 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2877 * Animation blending
2878 * ===========================================
2883 float desired
= 0.0f
;
2884 if( state
->activity
== k_skate_activity_ground
)
2885 desired
= vg_clampf( vg_maxf(fabsf( state
->slip
),
2886 fabsf( state
->skid
) ), 0.0f
, 1.0f
);
2888 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2891 if( fabsf(state
->slip
) > fabsf(dirx
) ) dirx
= state
->slip
;
2892 if( fabsf(state
->skid
) > fabsf(dirx
) ) dirx
= state
->skid
;
2893 if( fabsf( dirx
) > 0.025f
) dirx
= vg_signf( dirx
);
2894 dirx
= vg_signf( state
->slip
);
2895 vg_slewf( &animator
->x
, dirx
, 2.6f
*vg
.time_delta
);
2898 cam_offset
[0] += animator
->slide
* -animator
->x
;
2899 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2901 /* movement information */
2902 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2904 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2905 fly
= iair
? 1.0f
: 0.0f
,
2906 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2908 if( state
->activity
>= k_skate_activity_grind_any
)
2911 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2912 animator
->skid
= state
->skid
;
2913 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2914 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2916 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2917 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2918 animator
->reverse
= state
->reverse
;
2920 if( fabsf(state
->slip
) > 0.3f
){
2921 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2922 state
->delayed_slip_dir
= vg_signf(slide_x
);
2926 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2927 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2929 f32 grind_frame
= 0.5f
;
2931 if( state
->activity
== k_skate_activity_grind_front50
)
2933 else if( state
->activity
== k_skate_activity_grind_back50
)
2936 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2937 5.0f
*vg
.time_delta
);
2938 animator
->activity
= state
->activity
;
2939 animator
->surface
= player_skate
.surface
;
2942 animator
->push_time
= vg
.time
- state
->start_push
;
2943 animator
->push
= vg_lerpf( animator
->push
,
2944 (vg
.time
- state
->cur_push
) < 0.125,
2945 6.0f
*vg
.time_delta
);
2948 animator
->jump_charge
= state
->jump_charge
;
2949 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2950 8.4f
*vg
.time_delta
);
2953 animator
->jump_dir
= state
->jump_dir
;
2954 f32 jump_start_frame
= 14.0f
/30.0f
;
2955 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2956 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2957 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2958 animator
->jump_time
= jump_frame
;
2961 float jump_t
= vg
.time
-state
->jump_time
;
2964 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2965 extra
*= state
->slap
* 4.0f
;
2967 v3_add( state
->trick_euler
, state
->trick_residuald
,
2968 animator
->board_euler
);
2969 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2971 animator
->board_euler
[0] *= 0.5f
;
2972 animator
->board_euler
[1] += extra
;
2973 animator
->trick_type
= state
->trick_type
;
2976 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2979 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2980 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
2983 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
2984 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
2985 animator
->board_lean
=
2986 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
2988 /* feet placement */
2989 struct player_board
*board
=
2990 addon_cache_item_if_loaded( k_addon_type_board
,
2991 localplayer
.board_view_slot
);
2993 if( animator
->weight
> 0.0f
){
2994 animator
->foot_offset
[0] =
2995 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2998 animator
->foot_offset
[1] =
2999 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
3003 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
3004 animator
->slap
= state
->slap
;
3005 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
3006 vg
.time_delta
*10.0f
);
3009 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
3010 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
3011 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
3012 8.4f
*vg
.time_delta
);
3015 animator
->trick_foot
= vg_exp_impulse( state
->trick_time
, 5.0f
);
3019 joystick_state( k_srjoystick_grab
, grab_input
);
3020 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
3022 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
3023 else v2_normalize_clamp( grab_input
);
3024 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
3025 animator
->grabbing
= state
->grabbing
;
3029 joystick_state( k_srjoystick_steer
, steer
);
3030 animator
->airdir
= vg_lerpf( animator
->airdir
,
3031 -steer
[0], 2.4f
*vg
.time_delta
);
3033 animator
->steer
[0] = steer
[0];
3034 animator
->steer
[1] = vg_lerpf( animator
->steer
[1],
3035 steer
[0], 4.0f
*vg
.time_delta
);
3039 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
3040 (fabsf(state
->flip_rate
) > 0.01f
) ){
3041 float substep
= vg
.time_fixed_extrapolate
;
3042 float t
= state
->flip_time
+state
->flip_rate
*substep
*k_rb_delta
;
3043 sign
= vg_signf( t
);
3045 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
3046 t
= sign
* (1.0f
-t
*t
);
3048 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
3049 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
3050 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
3051 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
3052 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
3055 q_identity( animator
->qflip
);
3057 /* counter-rotation */
3058 if( v3_length2( state
->up_dir
) > 0.001f
){
3059 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
3060 2.0f
*vg
.time_frame_delta
,
3061 state
->smoothed_rotation
);
3062 q_normalize( state
->smoothed_rotation
);
3064 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
3065 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
3066 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
3067 yaw_smooth
[1] = 0.0f
;
3068 v3_normalize( yaw_smooth
);
3070 f32 yaw_counter_rotate
= yaw_smooth
[0];
3071 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
3072 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
3073 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
3076 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
3077 v3_normalize( ndir
);
3079 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
3080 float a
= v3_dot( ndir
, up
);
3081 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
3084 v4f qcounteryaw
, qfixup
;
3086 v3_cross( up
, ndir
, axis
);
3087 q_axis_angle( qfixup
, axis
, a
*2.0f
);
3089 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
3090 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
3092 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
3093 q_normalize( animator
->qfixuptotal
);
3096 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
3097 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
3099 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
3100 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
3102 else q_identity( animator
->qfixuptotal
);
3104 if( state
->activity
== k_skate_activity_handplant
){
3105 v3_copy( state
->store_co
, animator
->root_co
);
3106 v4_copy( state
->store_q
, animator
->root_q
);
3107 v3_zero( animator
->root_v
);
3110 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
3111 v3_copy( localplayer
.rb
.v
, animator
->root_v
);
3114 animator
->handplant_t
= state
->handplant_t
;
3117 static void player__skate_pose( void *_animator
, player_pose
*pose
){
3118 struct skeleton
*sk
= &localplayer
.skeleton
;
3119 struct player_skate_animator
*animator
= _animator
;
3121 pose
->type
= k_player_pose_type_ik
;
3122 v3_copy( animator
->root_co
, pose
->root_co
);
3123 v4_copy( animator
->root_q
, pose
->root_q
);
3127 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
3128 v3_copy( pose
->root_co
, ext_co
);
3129 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
3131 /* apply flip rotation at midpoint */
3132 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
3133 q_normalize( pose
->root_q
);
3135 v3f rotation_point
, rco
;
3136 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
3137 v3_sub( pose
->root_co
, rotation_point
, rco
);
3139 q_mulv( animator
->qflip
, rco
, rco
);
3140 v3_add( rco
, rotation_point
, pose
->root_co
);
3143 * ---------------------------------------------------------------------- */
3145 mdl_keyframe apose
[32], bpose
[32];
3146 mdl_keyframe ground_pose
[32];
3149 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
3150 stand_blend
= animator
->offset
[1]*-2.0f
;
3152 pose
->board
.lean
= animator
->board_lean
;
3154 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
3156 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
3157 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
3158 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
3161 f32 slide_frame
= animator
->x
* 0.25f
+ 0.25f
;
3162 skeleton_sample_anim( sk
, player_skate
.anim_slide
, slide_frame
, bpose
);
3164 mdl_keyframe mirrored
[32];
3165 player_mirror_pose( bpose
, mirrored
);
3166 skeleton_lerp_pose( sk
, bpose
, mirrored
, animator
->z
, bpose
);
3167 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
3169 if( animator
->reverse
> 0.0f
){
3170 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
3174 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
3175 animator
->push_time
, bpose
);
3177 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
3179 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
3180 player_skate
.anim_ollie
:
3181 player_skate
.anim_ollie_reverse
;
3183 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
3184 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
3185 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
3188 mdl_keyframe air_pose
[32];
3190 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
3191 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
3193 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
3194 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
3195 grab_frame
= ang_unit
* (15.0f
/30.0f
);
3197 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
3198 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
3201 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
3204 mdl_keyframe
*kf_board
= &pose
->keyframes
[localplayer
.id_board
-1],
3205 *kf_foot_l
= &pose
->keyframes
[localplayer
.id_ik_foot_l
-1],
3206 *kf_foot_r
= &pose
->keyframes
[localplayer
.id_ik_foot_r
-1],
3207 *kf_knee_l
= &pose
->keyframes
[localplayer
.id_ik_knee_l
-1],
3208 *kf_knee_r
= &pose
->keyframes
[localplayer
.id_ik_knee_r
-1],
3209 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1],
3210 *kf_wheels
[] = { &pose
->keyframes
[localplayer
.id_wheel_r
-1],
3211 &pose
->keyframes
[localplayer
.id_wheel_l
-1] };
3214 mdl_keyframe grind_pose
[32];
3216 f32 frame
= animator
->grind_balance
* 0.5f
;
3218 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
3219 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
3220 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
3222 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3223 animator
->grind
, pose
->keyframes
);
3224 float add_grab_mod
= 1.0f
- animator
->fly
;
3226 /* additive effects */
3227 u32 apply_to
[] = { localplayer
.id_hip
,
3228 localplayer
.id_ik_hand_l
,
3229 localplayer
.id_ik_hand_r
,
3230 localplayer
.id_ik_elbow_l
,
3231 localplayer
.id_ik_elbow_r
};
3233 float apply_rates
[] = { 1.0f
,
3239 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3240 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
3241 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
3245 /* angle 'correction' */
3247 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
3249 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3250 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3251 keyframe_rotate_around( kf
, origin
, sk
->bones
[apply_to
[i
]].co
,
3252 animator
->qfixuptotal
);
3257 if( animator
->activity
== k_skate_activity_handplant
){
3258 struct skeleton_anim
*anim
= player_skate
.anim_handplant
;
3260 mdl_keyframe hpose
[32];
3261 skeleton_sample_anim_clamped( sk
, anim
, animator
->handplant_t
, hpose
);
3262 if( animator
->reverse
< 0.0f
)
3263 player_mirror_pose( hpose
, hpose
);
3265 mdl_keyframe
*kf_world
= &hpose
[ localplayer
.id_world
-1 ];
3266 m4x3f world
, mmdl
, world_view
;
3267 q_m3x3( kf_world
->q
, world
);
3268 v3_copy( kf_world
->co
, world
[3] );
3270 q_m3x3( pose
->root_q
, mmdl
);
3271 v3_copy( pose
->root_co
, mmdl
[3] );
3273 m4x3_mul( mmdl
, world
, world_view
);
3275 vg_line_arrow( world_view
[3], world_view
[0], 1.0f
, 0xff0000ff );
3276 vg_line_arrow( world_view
[3], world_view
[1], 1.0f
, 0xff00ff00 );
3277 vg_line_arrow( world_view
[3], world_view
[2], 1.0f
, 0xffff0000 );
3280 m4x3_invert_affine( world
, invworld
);
3281 m4x3_mul( mmdl
, invworld
, world_view
);
3283 m3x3_q( world_view
, pose
->root_q
);
3284 v3_copy( world_view
[3], pose
->root_co
);
3286 f32 t
= animator
->handplant_t
,
3287 frames
= anim
->length
-1,
3288 length
= animator
->activity
== k_skate_activity_handplant
?
3289 frames
/ anim
->rate
:
3291 end_dist
= vg_minf( t
, length
- t
)/k_anim_transition
,
3292 blend
= vg_smoothstepf( vg_minf(1,end_dist
) );
3294 skeleton_lerp_pose( sk
, pose
->keyframes
, hpose
, blend
, pose
->keyframes
);
3298 /* trick rotation */
3299 v4f qtrick
, qyaw
, qpitch
, qroll
;
3300 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3301 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3302 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3304 q_mul( qyaw
, qroll
, qtrick
);
3305 q_mul( qpitch
, qtrick
, qtrick
);
3306 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3307 q_normalize( kf_board
->q
);
3309 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3310 0.5f
* animator
->weight
);
3311 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3312 -0.5f
* animator
->weight
);
3314 kf_foot_l
->co
[1] += animator
->slap
;
3315 kf_foot_r
->co
[1] += animator
->slap
;
3316 kf_knee_l
->co
[1] += animator
->slap
;
3317 kf_knee_r
->co
[1] += animator
->slap
;
3318 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3319 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3321 /* kickflip and shuvit are in the wrong order for some reason */
3322 if( animator
->trick_type
== k_trick_type_kickflip
){
3323 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.15f
;
3324 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3325 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3326 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3328 else if( animator
->trick_type
== k_trick_type_shuvit
){
3329 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3330 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3331 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.1f
;
3332 kf_foot_r
->co
[1] += animator
->trick_foot
* 0.09f
;
3334 else if( animator
->trick_type
== k_trick_type_treflip
){
3335 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3336 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3337 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3338 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3342 * animation wishlist:
3343 * boardslide/grind jump animations
3344 * when tricking the slap should not appply or less apply
3345 * not animations however DONT target grinds that are vertically down.
3348 /* truck rotation */
3349 for( int i
=0; i
<2; i
++ ){
3350 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3351 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3354 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3355 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3356 q_normalize( kf_wheels
[i
]->q
);
3362 *kf_head
= &pose
->keyframes
[localplayer
.id_head
-1],
3363 *kf_elbow_l
= &pose
->keyframes
[localplayer
.id_ik_elbow_l
-1],
3364 *kf_elbow_r
= &pose
->keyframes
[localplayer
.id_ik_elbow_r
-1],
3365 *kf_hand_l
= &pose
->keyframes
[localplayer
.id_ik_hand_l
-1],
3366 *kf_hand_r
= &pose
->keyframes
[localplayer
.id_ik_hand_r
-1],
3367 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1];
3369 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3370 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3373 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3375 v3f origin
= {0.0f
,0.2f
,0.0f
};
3376 keyframe_rotate_around( kf_hand_l
, origin
,
3377 sk
->bones
[localplayer
.id_ik_hand_l
].co
, qrot
);
3378 keyframe_rotate_around( kf_hand_r
, origin
,
3379 sk
->bones
[localplayer
.id_ik_hand_r
].co
, qrot
);
3380 keyframe_rotate_around( kf_hip
, origin
,
3381 sk
->bones
[localplayer
.id_hip
].co
, qrot
);
3382 keyframe_rotate_around( kf_elbow_r
, origin
,
3383 sk
->bones
[localplayer
.id_ik_elbow_r
].co
, qrot
);
3384 keyframe_rotate_around( kf_elbow_l
, origin
,
3385 sk
->bones
[localplayer
.id_ik_elbow_l
].co
, qrot
);
3387 q_inv( qrot
, qrot
);
3388 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3389 q_normalize( kf_head
->q
);
3392 /* hand placement */
3394 u32 hand_id
= animator
->z
< 0.5f
?
3395 localplayer
.id_ik_hand_l
: localplayer
.id_ik_hand_r
;
3399 q_m3x3( pose
->root_q
, mmdl
);
3400 q_mulv( pose
->root_q
, pose
->keyframes
[hand_id
-1].co
, mmdl
[3] );
3401 v3_add( mmdl
[3], pose
->root_co
, mmdl
[3] );
3402 m4x3_mulv( mmdl
, sk
->bones
[hand_id
].co
, sample_co
);
3404 v3_muladds( sample_co
, mmdl
[1], 0.3f
, sample_co
);
3405 vg_line_point( sample_co
, 0.04f
, 0xff0000ff );
3408 v3_muls( mmdl
[1], -1.0f
, dir
);
3409 ray_hit hit
= { .dist
= 1.5f
};
3410 if(ray_world( world_current_instance(), sample_co
, dir
, &hit
, 0 )){
3411 vg_line_cross( hit
.pos
, 0xff0000ff, 0.05f
);
3412 vg_line( sample_co
, hit
.pos
, 0xffffffff );
3414 f32 amt
= vg_maxf( 0.0f
, animator
->slide
-0.5f
) *
3415 2.0f
* fabsf(animator
->z
*2.0f
-1.0f
);
3417 f32 d
= (hit
.dist
- 0.3f
) * amt
;
3418 pose
->keyframes
[hand_id
-1].co
[1] -= d
;
3419 kf_hip
->co
[1] -= d
*0.4f
;
3423 f32 amt
= vg_maxf(0.0f
, (animator
->slide
- 0.5f
) * 2.0f
);
3424 u8 skidders
[] = { localplayer
.id_ik_foot_l
,
3425 localplayer
.id_ik_foot_r
,
3426 localplayer
.id_board
};
3428 q_axis_angle( qskid
, (v3f
){0,1,0}, -animator
->steer
[1]*0.2f
);
3430 for( u32 i
=0; i
<vg_list_size(skidders
); i
++ ){
3431 mdl_keyframe
*kf
= &pose
->keyframes
[ skidders
[i
]-1 ];
3432 keyframe_rotate_around( kf
,
3433 (v3f
){0,0,0.4f
*(animator
->z
*2.0f
-1.0f
)*amt
},
3434 sk
->bones
[skidders
[i
]].co
, qskid
);
3440 static void player__skate_effects( void *_animator
, m4x3f
*final_mtx
,
3441 struct player_board
*board
,
3442 struct player_effects_data
*effect_data
){
3443 struct skeleton
*sk
= &localplayer
.skeleton
;
3444 struct player_skate_animator
*animator
= _animator
;
3448 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[0][2]}, vp1
);
3449 v3_copy((v3f
){0.0f
,0.02f
, board
->truck_positions
[1][2]}, vp0
);
3456 v3f
*board_mtx
= final_mtx
[ localplayer
.id_board
];
3457 m4x3_mulv( board_mtx
, vp0
, vp0
);
3458 m4x3_mulv( board_mtx
, vp1
, vp1
);
3459 v3_add( vp0
, vp1
, vpc
);
3460 v3_muls( vpc
, 0.5f
, vpc
);
3462 if( animator
->surface
== k_surface_prop_sand
){
3463 if( (animator
->slide
>0.4f
) && (v3_length2(animator
->root_v
)>4.0f
*4.0f
) ){
3465 v3_muls( animator
->root_v
, 0.5f
, v
);
3466 v3_lerp( vp0
, vp1
, vg_randf64(&vg
.rand
), co
);
3468 effect_data
->sand
.colour
= 0xff8ec4e6;
3469 effect_spark_apply( &effect_data
->sand
, co
, v
, vg
.time_delta
* 8.0 );
3473 if( animator
->grind
> 0.5f
){
3474 int back
= 0, front
= 0, mid
= 0;
3476 if( animator
->activity
== k_skate_activity_grind_5050
){
3480 else if( animator
->activity
== k_skate_activity_grind_back50
){
3483 else if( animator
->activity
== k_skate_activity_grind_front50
){
3486 else if( animator
->activity
== k_skate_activity_grind_boardslide
){
3491 effect_spark_apply( &effect_data
->spark
, vp0
,
3492 animator
->root_v
, vg
.time_delta
);
3496 effect_spark_apply( &effect_data
->spark
, vp1
,
3497 animator
->root_v
, vg
.time_delta
);
3501 effect_spark_apply( &effect_data
->spark
, vpc
,
3502 animator
->root_v
, vg
.time_delta
);
3507 static void player__skate_post_animate(void){
3508 struct player_skate_state
*state
= &player_skate
.state
;
3509 localplayer
.cam_velocity_influence
= 1.0f
;
3510 localplayer
.cam_dist
= 1.8f
;
3512 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3513 m4x3_mulv( localplayer
.final_mtx
[ localplayer
.id_head
],
3514 head
, state
->head_position
);
3515 m4x3_mulv( localplayer
.rb
.to_local
,
3516 state
->head_position
, state
->head_position
);
3519 static void player__skate_reset_animator(void){
3520 struct player_skate_state
*state
= &player_skate
.state
;
3522 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3524 if( state
->activity
<= k_skate_activity_air_to_grind
)
3525 player_skate
.animator
.fly
= 1.0f
;
3527 player_skate
.animator
.fly
= 0.0f
;
3530 static void player__skate_clear_mechanics(void){
3531 struct player_skate_state
*state
= &player_skate
.state
;
3532 state
->jump_charge
= 0.0f
;
3533 state
->charging_jump
= 0;
3534 state
->jump_dir
= 0;
3535 v3_zero( state
->flip_axis
);
3536 state
->flip_time
= 0.0f
;
3537 state
->flip_rate
= 0.0f
;
3538 state
->reverse
= 0.0f
;
3540 state
->grabbing
= 0.0f
;
3541 v2_zero( state
->grab_mouse_delta
);
3543 state
->jump_time
= 0.0;
3544 state
->start_push
= 0.0;
3545 state
->cur_push
= 0.0;
3546 state
->air_start
= 0.0;
3548 v3_zero( state
->air_init_v
);
3549 v3_zero( state
->air_init_co
);
3551 state
->gravity_bias
= k_gravity
;
3552 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3553 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3554 v3_zero( state
->throw_v
);
3555 v3_zero( state
->trick_vel
);
3556 v3_zero( state
->trick_euler
);
3557 v3_zero( state
->cog_v
);
3558 state
->grind_cooldown
= 0;
3559 state
->surface_cooldown
= 0;
3560 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3561 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3562 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3563 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3564 v3_zero( player_skate
.weight_distribution
);
3567 #include "network_compression.h"
3569 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3570 struct player_skate_animator
*animator
= data
;
3572 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3573 bitpack_qquat( ctx
, animator
->root_q
);
3575 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3576 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3577 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3578 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->z
);
3579 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3581 /* these could likely be pressed down into single bits if needed */
3582 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3583 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3584 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3585 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3586 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3587 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3589 /* just the sign bit? */
3590 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3591 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3592 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3593 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3595 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3596 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3597 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3598 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3599 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3600 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3601 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3603 /* animator->wobble is ommited */
3605 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3606 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3607 bitpack_qquat( ctx
, animator
->qflip
);
3609 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3610 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3611 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3612 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3614 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3615 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3616 bitpack_qf32( ctx
, 16, 0.0f
, 4.0f
, &animator
->handplant_t
);
3617 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->root_v
);
3618 bitpack_bytes( ctx
, 1, &animator
->activity
);
3621 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3624 if( id
== k_player_skate_soundeffect_jump
){
3625 audio_oneshot_3d( &audio_jumps
[vg_randu32(&vg
.rand
)%2],
3626 pos
, 40.0f
, volume
);
3628 else if( id
== k_player_skate_soundeffect_tap
){
3629 audio_oneshot_3d( &audio_taps
[vg_randu32(&vg
.rand
)%4],
3630 pos
, 40.0f
, volume
);
3632 else if( id
== k_player_skate_soundeffect_land_good
){
3633 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%3],
3634 pos
, 40.0f
, volume
);
3636 else if( id
== k_player_skate_soundeffect_land_bad
){
3637 audio_oneshot_3d( &audio_lands
[vg_randu32(&vg
.rand
)%2+3],
3638 pos
, 40.0f
, volume
);
3640 else if( id
== k_player_skate_soundeffect_grind_metal
){
3641 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3643 else if( id
== k_player_skate_soundeffect_grind_wood
){
3644 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3650 #endif /* PLAYER_SKATE_C */