add logs for fall off reason
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 #include "ent_tornado.c"
12 #include "vg/vg_rigidbody.h"
13 #include "scene_rigidbody.h"
14 #include "player_glide.h"
15
16 static void player__skate_bind(void){
17 struct skeleton *sk = &localplayer.skeleton;
18 rb_update_matrices( &localplayer.rb );
19
20 struct { struct skeleton_anim **anim; const char *name; }
21 bindings[] = {
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" },
34 };
35
36 for( u32 i=0; i<vg_list_size(bindings); i++ )
37 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
38 }
39
40 static void player__skate_kill_audio(void){
41 audio_lock();
42 if( player_skate.aud_main ){
43 player_skate.aud_main =
44 audio_channel_fadeout( player_skate.aud_main, 0.1f );
45 }
46 if( player_skate.aud_air ){
47 player_skate.aud_air =
48 audio_channel_fadeout( player_skate.aud_air, 0.1f );
49 }
50 if( player_skate.aud_slide ){
51 player_skate.aud_slide =
52 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
53 }
54 audio_unlock();
55 }
56
57 /*
58 * Collision detection routines
59 *
60 *
61 */
62
63 /*
64 * Does collision detection on a sphere vs world, and applies some smoothing
65 * filters to the manifold afterwards
66 */
67 static int skate_collide_smooth( m4x3f mtx, f32 r, rb_ct *man ){
68 world_instance *world = world_current_instance();
69
70 int len = 0;
71 len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man,
72 k_material_flag_walking );
73
74 for( int i=0; i<len; i++ ){
75 man[i].rba = &localplayer.rb;
76 man[i].rbb = NULL;
77 }
78
79 rb_manifold_filter_coplanar( man, len, 0.03f );
80
81 if( len > 1 ){
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 );
85 }
86 int new_len = rb_manifold_apply_filtered( man, len );
87 if( len && !new_len )
88 len = 1;
89 else
90 len = new_len;
91
92 return len;
93 }
94
95 struct grind_info
96 {
97 v3f co, dir, n;
98 };
99
100 static int skate_grind_scansq( v3f pos, v3f dir, float r,
101 struct grind_info *inf ){
102 world_instance *world = world_current_instance();
103
104 v4f plane;
105 v3_copy( dir, plane );
106 v3_normalize( plane );
107 plane[3] = v3_dot( plane, pos );
108
109 boxf box;
110 v3_add( pos, (v3f){ r, r, r }, box[1] );
111 v3_sub( pos, (v3f){ r, r, r }, box[0] );
112
113 struct grind_sample{
114 v2f co;
115 v2f normal;
116 v3f normal3,
117 centroid;
118 }
119 samples[48];
120 int sample_count = 0;
121
122 v2f support_min,
123 support_max;
124
125 v3f support_axis;
126 v3_cross( plane, (v3f){0,1,0}, support_axis );
127 v3_normalize( support_axis );
128
129 bh_iter it;
130 bh_iter_init_box( 0, &it, box );
131 i32 idx;
132
133 while( bh_next( world->geo_bh, &it, &idx ) ){
134 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
135 v3f tri[3];
136
137 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
138 if( !(surf->info.flags & k_material_flag_grindable) )
139 continue;
140
141 for( int j=0; j<3; j++ )
142 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
143
144 for( int j=0; j<3; j++ ){
145 int i0 = j,
146 i1 = (j+1) % 3;
147
148 struct grind_sample *sample = &samples[ sample_count ];
149 v3f co;
150
151 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
152 v3f d;
153 v3_sub( co, pos, d );
154 if( v3_length2( d ) > r*r )
155 continue;
156
157 v3f va, vb, normal;
158 v3_sub( tri[1], tri[0], va );
159 v3_sub( tri[2], tri[0], vb );
160 v3_cross( va, vb, normal );
161
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];
166
167 v3_copy( normal, sample->normal3 ); /* normalize later
168 if we want to us it */
169
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 );
173
174 v2_normalize( sample->normal );
175 sample_count ++;
176
177 if( sample_count == vg_list_size( samples ) )
178 goto too_many_samples;
179 }
180 }
181 }
182
183 too_many_samples:
184
185 if( sample_count < 2 )
186 return 0;
187
188 v3f average_direction,
189 average_normal;
190
191 v2f min_co, max_co;
192 v2_fill( min_co, INFINITY );
193 v2_fill( max_co, -INFINITY );
194
195 v3_zero( average_direction );
196 v3_zero( average_normal );
197
198 int passed_samples = 0;
199
200 for( int i=0; i<sample_count-1; i++ ){
201 struct grind_sample *si, *sj;
202
203 si = &samples[i];
204
205 for( int j=i+1; j<sample_count; j++ ){
206 if( i == j )
207 continue;
208
209 sj = &samples[j];
210
211 /* non overlapping */
212 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
213 continue;
214
215 /* not sharp angle */
216 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
217 continue;
218
219 /* not convex */
220 v3f v0;
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 )
224 continue;
225
226 v2_minv( sj->co, min_co, min_co );
227 v2_maxv( sj->co, max_co, max_co );
228
229 v3f n0, n1, dir;
230 v3_copy( si->normal3, n0 );
231 v3_copy( sj->normal3, n1 );
232 v3_cross( n0, n1, dir );
233
234 if( v3_length2( dir ) <= 0.000001f )
235 continue;
236
237 v3_normalize( dir );
238
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 );
242
243 float yi = si->normal3[1],
244 yj = sj->normal3[1];
245
246 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
247 else v3_add( sj->normal3, average_normal, average_normal );
248
249 passed_samples ++;
250 }
251 }
252
253 if( !passed_samples )
254 return 0;
255
256 if( (v3_length2( average_direction ) <= 0.001f) ||
257 (v3_length2( average_normal ) <= 0.001f ) )
258 return 0;
259
260 float div = 1.0f/(float)passed_samples;
261 v3_normalize( average_direction );
262 v3_normalize( average_normal );
263
264 v2f average_coord;
265 v2_add( min_co, max_co, average_coord );
266 v2_muls( average_coord, 0.5f, average_coord );
267
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 );
273
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 );
277
278 return passed_samples;
279 }
280
281 static void reset_jump_info( jump_info *inf ){
282 inf->log_length = 0;
283 inf->land_dist = 0.0f;
284 inf->score = 0.0f;
285 inf->type = k_prediction_unset;
286 v3_zero( inf->apex );
287 }
288
289 static int create_jumps_to_hit_target( jump_info *jumps,
290 v3f target, float max_angle_delta,
291 float gravity ){
292 /* calculate the exact 2 solutions to jump onto that grind spot */
293
294 v3f v0;
295 v3_sub( target, localplayer.rb.co, v0 );
296
297 v3f ax;
298 v3_copy( v0, ax );
299 ax[1] = 0.0f;
300 v3_normalize( ax );
301
302 v2f d = { v3_dot( ax, v0 ), v0[1] },
303 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
304
305 float a = atan2f( v[1], v[0] ),
306 m = v2_length( v ),
307 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
308
309 int valid_count = 0;
310
311 if( root > 0.0f ){
312 root = sqrtf( root );
313 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
314 a1 = atanf( (m*m - root) / (gravity * d[0]) );
315
316 if( fabsf(a0-a) < max_angle_delta ){
317 jump_info *inf = &jumps[ valid_count ++ ];
318 reset_jump_info( inf );
319
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;
324
325 v3_copy( target, inf->log[inf->log_length ++] );
326 }
327
328 if( fabsf(a1-a) < max_angle_delta ){
329 jump_info *inf = &jumps[ valid_count ++ ];
330 reset_jump_info( inf );
331
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;
336
337 v3_copy( target, inf->log[inf->log_length ++] );
338 }
339 }
340
341 return valid_count;
342 }
343
344 static void player__approximate_best_trajectory(void){
345 world_instance *world0 = world_current_instance();
346
347 float k_trace_delta = k_rb_delta * 10.0f;
348 struct player_skate_state *state = &player_skate.state;
349
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 );
353
354 player_skate.possible_jump_count = 0;
355
356 v3f axis;
357 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
358 v3_normalize( axis );
359
360 /* at high slopes, Y component is low */
361 float upness = localplayer.rb.to_world[1][1],
362 angle_begin = -(1.0f-fabsf( upness )),
363 angle_end = 1.0f;
364
365 struct grind_info grind;
366 int grind_located = 0;
367 float grind_located_gravity = k_gravity;
368
369
370 v3f launch_v_bounds[2];
371
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 ];
375 ang *= 0.15f;
376
377 v4f qbias;
378 q_axis_angle( qbias, axis, ang );
379 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
380 }
381
382 for( int m=0;m<=30; m++ ){
383 jump_info *inf =
384 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
385 reset_jump_info( inf );
386
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;
392
393 float vt = (float)m * (1.0f/30.0f),
394 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
395
396 v4f qbias;
397 q_axis_angle( qbias, axis, ang );
398 q_mulv( qbias, launch_v, launch_v );
399
400 float yaw_sketch = 1.0f-fabsf(upness);
401
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 );
405
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 );
410
411 /* initial conditions */
412 v3f v;
413 v3_copy( launch_v, v );
414 v3_copy( launch_co, co1 );
415
416 for( int i=1; i<=50; i++ ){
417 f32 t = (f32)i * k_trace_delta;
418
419 /* integrate forces */
420 v3f a;
421 ent_tornado_forces( co1, v, a );
422 a[1] -= gravity;
423
424 /* position */
425 v3_muladds( co1, v, k_trace_delta, co1 );
426 v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
427
428 /* velocity */
429 v3_muladds( v, a, k_trace_delta, v );
430
431 int search_for_grind = 1;
432 if( grind_located ) search_for_grind = 0;
433 if( v[1] > 0.0f ) search_for_grind = 0;
434
435 /* REFACTOR */
436
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;
442
443 if( v3_dist2( closest, launch_co ) < min_dist )
444 search_for_grind = 0;
445
446 v3f bound[2];
447
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] );
452 }
453
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;
457
458 if( (closest[1] < minh) || (closest[1] > maxh) ){
459 search_for_grind = 0;
460 }
461 }
462 else
463 search_for_grind = 0;
464 }
465
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] };
471
472 v2_normalize( v0 );
473 v2_normalize( v1 );
474
475 float a = v2_dot( v0, v1 );
476
477 float a_min = cosf( VG_PIf * 0.185f );
478 if( state->grind_cooldown )
479 a_min = cosf( VG_PIf * 0.05f );
480
481 /* check speed */
482 if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
483 (a >= a_min) &&
484 (fabsf(grind.dir[1]) < 0.70710678118654752f))
485 {
486 grind_located = 1;
487 grind_located_gravity = inf->gravity;
488 }
489 }
490 }
491
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 );
499
500 if( gate->flags & k_ent_gate_nonlocal )
501 trace_world = &world_static.instances[ gate->target ];
502 }
503 }
504
505 float t1;
506 v3f n;
507
508 float scan_radius = k_board_radius;
509 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
510
511 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
512 k_material_flag_walking );
513 if( idx != -1 ){
514 v3f co;
515 v3_lerp( co0, co1, t1, co );
516 v3_copy( co, inf->log[ inf->log_length ++ ] );
517
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] );
522
523 inf->type = k_prediction_land;
524 inf->score = -v3_dot( v, inf->n );
525 inf->land_dist = t + k_trace_delta * t1;
526
527 /* Bias prediction towords ramps */
528 if( !(surf->info.flags & k_material_flag_skate_target) )
529 inf->score *= 10.0f;
530
531 if( surf->info.flags & k_material_flag_boundary )
532 player_skate.possible_jump_count --;
533
534 break;
535 }
536
537 if( i % 3 == 0 )
538 v3_copy( co1, inf->log[ inf->log_length ++ ] );
539 v3_copy( co1, co0 );
540 }
541
542 if( inf->type == k_prediction_unset )
543 player_skate.possible_jump_count --;
544 }
545
546 if( grind_located ){
547 jump_info grind_jumps[2];
548
549 int valid_count =
550 create_jumps_to_hit_target( grind_jumps, grind.co,
551 0.175f*VG_PIf, grind_located_gravity );
552
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;
559 }
560
561 for( int i=0; i<valid_count; i++ ){
562 jump_info *jump = &grind_jumps[i];
563 jump->type = k_prediction_grind;
564
565 v3f launch_v, launch_co, co0, co1;
566
567 v3_copy( jump->v, launch_v );
568 v3_copy( localplayer.rb.co, launch_co );
569
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 );
574
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);
578 t *= 0.9f;
579 t += 0.05f;
580 t *= jump->land_dist;
581
582 v3_muls( launch_v, t, co1 );
583 co1[1] += -0.5f * jump->gravity * t*t;
584 v3_add( launch_co, co1, co1 );
585
586 float t1;
587 v3f n;
588
589 int idx = spherecast_world( world0, co0,co1,
590 k_board_radius*0.1f, &t1, n,
591 k_material_flag_walking );
592 if( idx != -1 ){
593 goto invalidated_grind;
594 }
595
596 v3_copy( co1, co0 );
597 }
598
599 v3_copy( grind.n, jump->n );
600
601 /* determine score */
602 v3f ve;
603 v3_copy( jump->v, ve );
604 ve[1] += -jump->gravity*jump->land_dist;
605 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
606
607 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
608 *jump;
609
610 continue;
611 invalidated_grind:;
612 }
613 }
614
615
616 float score_min = INFINITY,
617 score_max = -INFINITY;
618
619 jump_info *best = NULL;
620
621 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
622 jump_info *jump = &player_skate.possible_jumps[i];
623
624 if( jump->score < score_min )
625 best = jump;
626
627 score_min = vg_minf( score_min, jump->score );
628 score_max = vg_maxf( score_max, jump->score );
629 }
630
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;
634
635 s -= score_min;
636 s /= (score_max-score_min);
637 s = 1.0f - s;
638
639 jump->score = s;
640 jump->colour = s * 255.0f;
641
642 if( jump == best )
643 jump->colour <<= 16;
644 else if( jump->type == k_prediction_land )
645 jump->colour <<= 8;
646
647 jump->colour |= 0xff000000;
648 }
649
650 if( best ){
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;
655
656 if( best->type == k_prediction_grind ){
657 state->activity = k_skate_activity_air_to_grind;
658 }
659
660 v2f steer;
661 joystick_state( k_srjoystick_steer, steer );
662 v2_normalize_clamp( steer );
663
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]) *
666 state->reverse ;
667 state->flip_time = 0.0f;
668 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
669 }
670 else{
671 state->flip_rate = 0.0f;
672 v3_zero( state->flip_axis );
673 }
674 }
675 else
676 v3_copy( (v3f){0,1,0}, state->land_normal );
677 }
678
679 /*
680 *
681 * Varius physics models
682 * ------------------------------------------------
683 */
684
685 /*
686 * Air control, no real physics
687 */
688 static void skate_apply_air_model(void){
689 struct player_skate_state *state = &player_skate.state;
690
691 if( state->activity_prev > k_skate_activity_air_to_grind )
692 player__approximate_best_trajectory();
693
694 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
695 angle = vg_clampf( angle, -1.0f, 1.0f );
696 v3f axis;
697 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
698
699 v4f correction;
700 q_axis_angle( correction, axis,
701 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
702 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
703 }
704
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;
708
709 v3f Fd, Fs, F;
710 v3f strength = { 3.7f, 3.6f, 8.0f };
711
712 v3_muls( state->trick_residualv, -4.0f , Fd );
713 v3_muls( state->trick_residuald, -10.0f, Fs );
714 v3_add( Fd, Fs, F );
715 v3_mul( strength, F, F );
716
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 );
721
722 if( state->activity <= k_skate_activity_air_to_grind ){
723 if( v3_length2( state->trick_vel ) < 0.0001f )
724 return;
725
726 int carry_on = state->trick_type == player_skate_trick_input();
727
728 /* we assume velocities share a common divisor, in which case the
729 * interval is the minimum value (if not zero) */
730
731 float min_rate = 99999.0f;
732
733 for( int i=0; i<3; i++ ){
734 float v = state->trick_vel[i];
735 if( (v > 0.0f) && (v < min_rate) )
736 min_rate = v;
737 }
738
739 float interval = 1.0f / min_rate,
740 current = floorf( state->trick_time ),
741 next_end = current+1.0f;
742
743
744 /* integrate trick velocities */
745 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
746 state->trick_euler );
747
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 );
755
756 audio_lock();
757 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
758 localplayer.rb.co, 40.0f, 1.0f );
759 audio_unlock();
760 }
761 else
762 state->trick_time += k_rb_delta / interval;
763 }
764 else{
765 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
766 state->trick_time > 0.2f)
767 {
768 vg_info( "player fell off due to lack of skill\n" );
769 player__dead_transition( k_player_die_type_feet );
770 }
771
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 );
777 }
778 }
779
780 static void skate_apply_grab_model(void){
781 struct player_skate_state *state = &player_skate.state;
782
783 float grabt = axis_state( k_sraxis_grab );
784
785 if( grabt > 0.5f ){
786 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
787 state->grab_mouse_delta );
788
789 v2_normalize_clamp( state->grab_mouse_delta );
790 }
791 else
792 v2_zero( state->grab_mouse_delta );
793
794 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
795 }
796
797 static void skate_apply_steering_model(void){
798 struct player_skate_state *state = &player_skate.state;
799
800 v2f jsteer;
801 joystick_state( k_srjoystick_steer, jsteer );
802
803 /* Steering */
804 float steer = jsteer[0],
805 grab = axis_state( k_sraxis_grab );
806
807 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
808
809 v3f steer_axis;
810 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
811
812 float rate = 26.0f,
813 top = 1.0f;
814
815 f32 skid_target = 0.0f;
816
817 if( state->activity <= k_skate_activity_air_to_grind ){
818 rate = 6.0f * fabsf(steer);
819 top = 1.5f;
820 }
821 else{
822 /* rotate slower when grabbing on ground */
823 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
824
825 if( state->activity == k_skate_activity_grind_5050 ){
826 rate = 0.0f;
827 top = 0.0f;
828 }
829
830 else if( state->activity >= k_skate_activity_grind_any ){
831 rate *= fabsf(steer);
832
833 float a = 0.8f * -steer * k_rb_delta;
834
835 v4f q;
836 q_axis_angle( q, localplayer.rb.to_world[1], a );
837 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
838
839 v3_normalize( player_skate.grind_vec );
840 }
841
842 else if( state->manual_direction ){
843 rate = 35.0f;
844 top = 1.5f;
845 }
846 else {
847 f32 skid = axis_state(k_sraxis_skid);
848
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;
854 }
855
856 if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
857 skid_target = vg_signf( state->skid );
858 }
859 }
860 else {
861 if( fabsf(skid) > 0.1f ){
862 skid_target = skid;
863 }
864 }
865 }
866
867 if( grab < 0.5f ){
868 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
869 }
870 }
871
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) );
875
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 );
880
881 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
882 accel, localplayer.rb.w );
883 }
884
885 /*
886 * Computes friction and surface interface model
887 */
888 static void skate_apply_friction_model(void){
889 struct player_skate_state *state = &player_skate.state;
890
891 /*
892 * Computing localized friction forces for controlling the character
893 * Friction across X is significantly more than Z
894 */
895
896 v3f vel;
897 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
898 float slip = 0.0f;
899
900 if( fabsf(vel[2]) > 0.01f )
901 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
902
903 if( fabsf( slip ) > 1.2f )
904 slip = vg_signf( slip ) * 1.2f;
905
906 state->slip = slip;
907 state->reverse = -vg_signf(vel[2]);
908
909 f32 lat = k_friction_lat;
910
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) ){
914 lat *= 8.0f;
915 }
916 else
917 lat *= 1.5f;
918 }
919
920 if( player_skate.surface == k_surface_prop_snow )
921 lat *= 0.5f;
922 else if( player_skate.surface == k_surface_prop_sand )
923 lat *= 0.6f;
924
925 vel[0] += vg_cfrictf( vel[0], lat * k_rb_delta );
926 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
927
928 /* Pushing additive force */
929
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;
934
935 state->cur_push = vg.time;
936
937 double push_time = vg.time - state->start_push;
938
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 );
945
946 vel[2] += delta * -state->reverse;
947 }
948 }
949
950 /* Send back to velocity */
951 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
952 }
953
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 );
958
959 /* Cannot charge this in air */
960 if( state->activity <= k_skate_activity_air_to_grind ){
961 state->charging_jump = 0;
962 return;
963 }
964
965 if( state->charging_jump ){
966 state->jump_charge += k_rb_delta * k_jump_charge_speed;
967
968 if( !charging_jump_prev )
969 state->jump_dir = state->reverse>0.0f? 1: 0;
970 }
971 else{
972 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
973 }
974
975 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
976
977 /* player let go after charging past 0.2: trigger jump */
978 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
979 v3f jumpdir;
980
981 /* Launch more up if alignment is up else improve velocity */
982 float aup = localplayer.rb.to_world[1][1],
983 mod = 0.5f,
984 dir = mod + fabsf(aup)*(1.0f-mod);
985
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 );
992 }else{
993 v3_copy( state->up_dir, jumpdir );
994 state->grind_cooldown = 30;
995 state->activity = k_skate_activity_ground;
996
997 v2f steer;
998 joystick_state( k_srjoystick_steer, steer );
999
1000 float tilt = steer[0] * 0.3f;
1001 tilt *= vg_signf(v3_dot( localplayer.rb.v,
1002 player_skate.grind_dir ));
1003
1004 v4f qtilt;
1005 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
1006 q_mulv( qtilt, jumpdir, jumpdir );
1007 }
1008 state->surface_cooldown = 10;
1009 state->trick_input_collect = 0.0f;
1010
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 );
1018 }
1019 }
1020
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;
1026
1027 v3f lco = { 0.0f, -0.2f, -state->reverse },
1028 co, dir;
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 );
1032
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 );
1038
1039 if( hit.normal[1] < 0.7f ) return;
1040 if( hit.dist < 0.95f ) return;
1041
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 );
1050 }
1051 }
1052
1053 static void skate_apply_pump_model(void){
1054 struct player_skate_state *state = &player_skate.state;
1055
1056 if( state->activity != k_skate_activity_ground ){
1057 v3_zero( state->throw_v );
1058 return;
1059 }
1060
1061 /* Throw / collect routine
1062 */
1063 if( axis_state( k_sraxis_grab ) > 0.5f ){
1064 if( state->activity == k_skate_activity_ground ){
1065 /* Throw */
1066 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1067 }
1068 }
1069 else{
1070 /* Collect */
1071 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1072
1073 v3f Fl, Fv;
1074 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1075
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 );
1080 }
1081 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1082 }
1083
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 );
1087 }
1088
1089 /* Decay */
1090 if( v3_length2( state->throw_v ) > 0.0001f ){
1091 v3f dir;
1092 v3_copy( state->throw_v, dir );
1093 v3_normalize( dir );
1094
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 );
1098 }
1099 }
1100
1101 static void skate_apply_cog_model(void){
1102 struct player_skate_state *state = &player_skate.state;
1103
1104 v3f ideal_cog, ideal_diff, ideal_dir;
1105 v3_copy( state->up_dir, ideal_dir );
1106 v3_normalize( ideal_dir );
1107
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 );
1111
1112 /* Apply velocities */
1113 v3f rv;
1114 v3_sub( localplayer.rb.v, state->cog_v, rv );
1115
1116 v3f F;
1117 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1118 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1119
1120 float ra = k_cog_mass_ratio,
1121 rb = 1.0f-k_cog_mass_ratio;
1122
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 );
1127 }
1128
1129 static void skate_integrate(void){
1130 struct player_skate_state *state = &player_skate.state;
1131
1132 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1133 rate_z = rate_x,
1134 rate_y = 1.0f;
1135
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);
1140 }
1141
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;
1145
1146 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1147 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1148 localplayer.rb.w );
1149 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1150 localplayer.rb.w );
1151
1152 state->flip_time += state->flip_rate * k_rb_delta;
1153 rb_update_matrices( &localplayer.rb );
1154 }
1155
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 ) );
1161 }
1162
1163 static void player__skate_pre_update(void){
1164 struct player_skate_state *state = &player_skate.state;
1165
1166 if( state->activity == k_skate_activity_handplant ){
1167 state->handplant_t += vg.time_delta;
1168 mdl_keyframe hpose[32];
1169
1170 struct skeleton_anim *anim = player_skate.anim_handplant;
1171
1172 int end = !skeleton_sample_anim_clamped(
1173 &localplayer.skeleton, anim,
1174 state->handplant_t, hpose );
1175
1176 if( state->reverse < 0.0f )
1177 player_mirror_pose( hpose, hpose );
1178
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] );
1183
1184 /* original mtx */
1185 q_m3x3( state->store_q, mmdl );
1186 v3_copy( state->store_co, mmdl[3] );
1187 m4x3_mul( mmdl, world, world_view );
1188
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 );
1192
1193 m4x3f invworld;
1194 m4x3_invert_affine( world, invworld );
1195 m4x3_mul( mmdl, invworld, world_view );
1196
1197 v3_copy( world_view[3], localplayer.rb.co );
1198 m3x3_q( world_view, localplayer.rb.q );
1199
1200 /* new * old^-1 = transfer function */
1201 m4x3f transfer;
1202 m4x3_invert_affine( mmdl, transfer );
1203 m4x3_mul( world_view, transfer, transfer );
1204
1205 m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
1206 m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
1207
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 );
1211
1212 v4f qtransfer;
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 );
1217
1218 if( end ){
1219 state->activity = k_skate_activity_air;
1220 }
1221 else return;
1222 }
1223
1224 if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
1225 localplayer.subsystem = k_player_subsystem_walk;
1226
1227 if( (state->activity <= k_skate_activity_air_to_grind) &&
1228 localplayer.have_glider ){
1229 player_glide_transition();
1230 return;
1231 }
1232
1233 v3f angles;
1234 v3_copy( localplayer.cam.angles, localplayer.angles );
1235 localplayer.angles[2] = 0.0f;
1236
1237 v3f newpos, offset;
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 );
1244
1245 player__begin_holdout( offset );
1246 player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
1247 0: 1, state->trick_euler[0] );
1248
1249 return;
1250 }
1251
1252 enum trick_type trick = player_skate_trick_input();
1253 if( trick )
1254 state->trick_input_collect += vg.time_frame_delta;
1255 else
1256 state->trick_input_collect = 0.0f;
1257
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 ){
1261 audio_lock();
1262 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1263 localplayer.rb.co, 40.0f, 1.0f );
1264 audio_unlock();
1265 }
1266
1267 if( state->trick_time < 0.1f ){
1268 v3_zero( state->trick_vel );
1269
1270 if( trick == k_trick_type_kickflip ){
1271 state->trick_vel[0] = 3.0f;
1272 }
1273 else if( trick == k_trick_type_shuvit ){
1274 state->trick_vel[2] = 3.0f;
1275 }
1276 else if( trick == k_trick_type_treflip ){
1277 state->trick_vel[0] = 2.0f;
1278 state->trick_vel[2] = 2.0f;
1279 }
1280 state->trick_type = trick;
1281 }
1282 }
1283 }
1284 else
1285 state->trick_type = k_trick_type_none;
1286 }
1287
1288 static void player__skate_comp_audio( void *_animator ){
1289 struct player_skate_animator *animator = _animator;
1290 audio_lock();
1291
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;
1297
1298 if( animator->activity >= k_skate_activity_grind_any )
1299 slide = 0.0f;
1300
1301 f32 gate = skaterift.time_rate;
1302
1303 if( skaterift.activity == k_skaterift_replay ){
1304 gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
1305 }
1306
1307 f32
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;
1311
1312 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1313
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 );
1318 }
1319
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 );
1324 }
1325
1326
1327 /* brrrrrrrrrrrt sound for tiles and stuff
1328 * --------------------------------------------------------*/
1329 float sidechain_amt = 0.0f,
1330 hz = vg_maxf( speed * 2.0f, 2.0f );
1331
1332 if( (animator->surface == k_surface_prop_tiles) &&
1333 (animator->activity < k_skate_activity_grind_any) )
1334 sidechain_amt = 1.0f;
1335 else
1336 sidechain_amt = 0.0f;
1337
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 ) );
1341
1342 if( player_skate.sample_change_cooldown > 0.0f ){
1343 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1344 }
1345 else{
1346 int sample_type = k_skate_sample_concrete;
1347
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;
1351 else
1352 sample_type = k_skate_sample_concrete_scrape_metal;
1353 }
1354 else if( (animator->activity == k_skate_activity_grind_back50) ||
1355 (animator->activity == k_skate_activity_grind_front50) )
1356 {
1357 if( animator->surface == k_surface_prop_metal ){
1358 sample_type = k_skate_sample_metal_scrape_generic;
1359 }
1360 else{
1361 #if 0
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;
1366 else
1367 sample_type = k_skate_sample_concrete_scrape_metal;
1368 #endif
1369
1370 sample_type = k_skate_sample_concrete_scrape_wood;
1371 }
1372 }
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;
1376 else
1377 sample_type = k_skate_sample_concrete_scrape_wood;
1378 }
1379
1380 audio_clip *relevant_samples[] = {
1381 &audio_board[0],
1382 &audio_board[0],
1383 &audio_board[7],
1384 &audio_board[6],
1385 &audio_board[5]
1386 };
1387
1388 if( (player_skate.main_sample_type != sample_type) ||
1389 (!player_skate.aud_main) ){
1390
1391 player_skate.aud_main =
1392 audio_channel_crossfade( player_skate.aud_main,
1393 relevant_samples[sample_type],
1394 0.06f, flags );
1395 player_skate.sample_change_cooldown = 0.1f;
1396 player_skate.main_sample_type = sample_type;
1397 }
1398 }
1399
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 );
1407
1408 float rate = 1.0f + (attn-0.5f)*0.2f;
1409 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1410 }
1411
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 );
1419 }
1420
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 );
1427 }
1428
1429 audio_unlock();
1430 }
1431
1432 static void player__skate_post_update(void){
1433 struct player_skate_state *state = &player_skate.state;
1434
1435 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1436 jump_info *jump = &player_skate.possible_jumps[i];
1437
1438 if( jump->log_length == 0 ){
1439 vg_fatal_error( "assert: jump->log_length == 0\n" );
1440 }
1441
1442 for( int j=0; j<jump->log_length - 1; j ++ ){
1443 float brightness = jump->score*jump->score*jump->score;
1444 v3f p1;
1445 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1446 vg_line( jump->log[j], p1, jump->colour );
1447 }
1448
1449 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1450
1451 v3f p1;
1452 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1453 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1454
1455 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1456 }
1457 }
1458
1459 /*
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
1464 *
1465 * returns 0 if no good surface found
1466 */
1467 static
1468 int skate_compute_surface_alignment( v3f ra, u32 colour,
1469 v3f surface_normal, v3f axel_dir ){
1470 world_instance *world = world_current_instance();
1471
1472 v3f truck, left, right;
1473 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1474
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 );
1478
1479 float k_max_truck_flex = VG_PIf * 0.25f;
1480
1481 ray_hit ray_l, ray_r;
1482
1483 v3f dir;
1484 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1485
1486 int res_l = 0, res_r = 0;
1487
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;
1493
1494 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1495
1496 if( res_l )
1497 break;
1498 }
1499
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;
1505
1506 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1507
1508 if( res_r )
1509 break;
1510 }
1511
1512 v3f v0;
1513 v3f midpoint;
1514 v3f tangent_average;
1515 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1516 v3_zero( tangent_average );
1517
1518 if( res_l || res_r ){
1519 v3f p0, p1, t;
1520 v3_copy( midpoint, p0 );
1521 v3_copy( midpoint, p1 );
1522
1523 if( res_l ){
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 );
1527 }
1528 if( res_r ){
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 );
1532 }
1533
1534 v3_sub( p1, p0, v0 );
1535 v3_normalize( v0 );
1536 }
1537 else{
1538 /* fallback: use the closes point to the trucks */
1539 v3f closest;
1540 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1541
1542 if( idx != -1 ){
1543 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1544 v3f verts[3];
1545
1546 for( int j=0; j<3; j++ )
1547 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1548
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 );
1553 v3_normalize( n );
1554
1555 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1556 return 0;
1557
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 );
1561 v3_normalize( v0 );
1562
1563 v3f t;
1564 v3_cross( n, localplayer.rb.to_world[0], t );
1565 v3_add( t, tangent_average, tangent_average );
1566 }
1567 else
1568 return 0;
1569 }
1570
1571 v3_muladds( truck, v0, k_board_width, right );
1572 v3_muladds( truck, v0, -k_board_width, left );
1573
1574 vg_line( left, right, VG__WHITE );
1575
1576 v3_normalize( tangent_average );
1577 v3_cross( v0, tangent_average, surface_normal );
1578 v3_copy( v0, axel_dir );
1579
1580 return 1;
1581 }
1582
1583 static void skate_weight_distribute(void){
1584 struct player_skate_state *state = &player_skate.state;
1585 v3_zero( player_skate.weight_distribution );
1586
1587 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1588 localplayer.rb.v ) < 0.0f?1:-1;
1589
1590 v2f steer;
1591 joystick_state( k_srjoystick_steer, steer );
1592
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;
1597 }
1598 else{
1599 if( steer[1] < 0.1f ){
1600 state->manual_direction = 0;
1601 }
1602 else{
1603 if( reverse_dir != state->manual_direction ){
1604 return;
1605 }
1606 }
1607 }
1608
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;
1613 }
1614
1615 if( state->manual_direction ){
1616 v3f plane_z;
1617
1618 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1619 plane_z );
1620 v3_negate( plane_z, plane_z );
1621
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 );
1625
1626 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1627 v3_normalize( plane_z );
1628
1629 v3f p1;
1630 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1631 vg_line( localplayer.rb.co, p1, VG__GREEN );
1632
1633 v3f refdir;
1634 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1635 refdir );
1636
1637 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1638 k_manul_spring, k_manul_dampener,
1639 player_skate.substep_delta );
1640 }
1641 }
1642
1643 static void skate_adjust_up_direction(void){
1644 struct player_skate_state *state = &player_skate.state;
1645
1646 if( state->activity == k_skate_activity_ground ){
1647 v3f target;
1648 v3_copy( player_skate.surface_picture, target );
1649
1650 target[1] += 2.0f * player_skate.surface_picture[1];
1651 v3_normalize( target );
1652
1653 v3_lerp( state->up_dir, target,
1654 8.0f * player_skate.substep_delta, state->up_dir );
1655 }
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 );
1659 }
1660 else{
1661 v3f avg;
1662 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1663 v3_normalize( avg );
1664
1665 v3_lerp( state->up_dir, avg,
1666 6.0f * player_skate.substep_delta, state->up_dir );
1667 }
1668 }
1669
1670 static int skate_point_visible( v3f origin, v3f target ){
1671 v3f dir;
1672 v3_sub( target, origin, dir );
1673
1674 ray_hit ray;
1675 ray.dist = v3_length( dir );
1676 v3_muls( dir, 1.0f/ray.dist, dir );
1677 ray.dist -= 0.025f;
1678
1679 if( ray_world( world_current_instance(), origin, dir, &ray,
1680 k_material_flag_walking ) )
1681 return 0;
1682
1683 return 1;
1684 }
1685
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] );
1690 }
1691
1692 static void skate_grind_friction( struct grind_info *inf, float strength ){
1693 v3f v2;
1694 v3_muladds( localplayer.rb.to_world[2], inf->n,
1695 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1696
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;
1700
1701 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1702 localplayer.rb.v );
1703 }
1704
1705 static void skate_grind_decay( struct grind_info *inf, float strength ){
1706 m3x3f mtx, mtx_inv;
1707 skate_grind_orient( inf, mtx );
1708 m3x3_transpose( mtx, mtx_inv );
1709
1710 v3f v_grind;
1711 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1712
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 );
1716 }
1717
1718 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1719 float strength ){
1720 struct player_skate_state *state = &player_skate.state;
1721 /* REFACTOR */
1722 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1723 v3f raw, wsp;
1724 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1725 v3_add( localplayer.rb.co, raw, wsp );
1726
1727 v3_copy( ra, player_skate.weight_distribution );
1728
1729 v3f delta;
1730 v3_sub( inf->co, wsp, delta );
1731
1732 /* spring force */
1733 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1734 localplayer.rb.v );
1735
1736 skate_grind_decay( inf, strength );
1737 skate_grind_friction( inf, strength );
1738
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 );
1744
1745 /* orientation */
1746 m3x3f mtx;
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 );
1753
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 );
1756
1757 v3_normalize( target_fwd );
1758 v3_normalize( fwd );
1759
1760 v2f steer;
1761 joystick_state( k_srjoystick_steer, steer );
1762
1763 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1764
1765 v4f q;
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 );
1769
1770 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1771 k_grind_spring,
1772 k_grind_dampener,
1773 k_rb_delta );
1774
1775 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1776 k_grind_spring*strength,
1777 k_grind_dampener*strength,
1778 k_rb_delta );
1779
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 );
1783
1784 player_skate.grind_strength = strength;
1785
1786 /* Fake contact */
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 );
1791 limit->p = 0.0f;
1792
1793 v3_copy( inf->dir, player_skate.grind_dir );
1794 }
1795
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;
1800
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 );
1804
1805 /* dont ask */
1806 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1807 inf_avg.dir );
1808
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 );
1814
1815 v3_cross( axis, inf_avg.dir, inf_avg.n );
1816 skate_grind_decay( &inf_avg, 1.0f );
1817
1818 v2f steer;
1819 joystick_state( k_srjoystick_steer, steer );
1820
1821 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1822 localplayer.rb.v ) );
1823 v4f q;
1824 v3f up, target_up;
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 );
1829
1830 v3_zero( player_skate.weight_distribution );
1831 player_skate.weight_distribution[2] = k_board_length * -way;
1832
1833 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1834 k_grind_spring,
1835 k_grind_dampener,
1836 k_rb_delta );
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 );
1839
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 );
1843
1844 v3f dir;
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 );
1847
1848 v3_normalize( fwd_nplane );
1849 v3_normalize( dir_nplane );
1850
1851 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1852 1000.0f,
1853 k_grind_dampener,
1854 k_rb_delta );
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 );
1857
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;
1861
1862 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1863 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1864
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 );
1868
1869 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1870 localplayer.rb.v );
1871
1872 /* Fake contact */
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 );
1877 limit->p = 0.0f;
1878
1879 v3_copy( inf_avg.dir, player_skate.grind_dir );
1880 }
1881
1882 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1883 struct player_skate_state *state = &player_skate.state;
1884
1885 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1886 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1887
1888 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1889 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1890
1891 /* Exit condition: lost grind tracking */
1892 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1893 return 0;
1894
1895 /* Exit condition: cant see grind target directly */
1896 if( !skate_point_visible( wheel_co, inf->co ) )
1897 return 0;
1898
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;
1902
1903 if( dv < minv )
1904 return 0;
1905
1906 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1907 return 0;
1908
1909 v3_copy( inf->dir, player_skate.grind_dir );
1910 return 1;
1911 }
1912
1913 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1914 struct player_skate_state *state = &player_skate.state;
1915
1916 /* REFACTOR */
1917 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1918
1919 v3f raw, wsp;
1920 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1921 v3_add( localplayer.rb.co, raw, wsp );
1922
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 )
1925 return 0;
1926
1927 /* velocity should be at least 60% aligned */
1928 v3f pv, axis;
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 );
1932
1933 if( v3_length2( pv ) < 0.0001f )
1934 return 0;
1935 v3_normalize( pv );
1936
1937 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1938 return 0;
1939
1940 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1941 return 0;
1942
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 );
1947
1948 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1949
1950 float truck_height = -(k_board_radius+0.03f);
1951
1952 v3f rv;
1953 v3_cross( localplayer.rb.w, raw, rv );
1954 v3_add( localplayer.rb.v, rv, rv );
1955
1956 if( (local_co[1] >= truck_height) &&
1957 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1958 {
1959 return 1;
1960 }
1961 }
1962
1963 return 0;
1964 }
1965
1966 static void skate_boardslide_apply( struct grind_info *inf ){
1967 struct player_skate_state *state = &player_skate.state;
1968
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 );
1973
1974 v3f intersection;
1975 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1976 intersection );
1977 v3_copy( intersection, player_skate.weight_distribution );
1978
1979 skate_grind_decay( inf, 0.0125f );
1980 skate_grind_friction( inf, 0.25f );
1981
1982 /* direction alignment */
1983 v3f dir, perp;
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 );
1987
1988 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1989 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1990
1991 v4f qbalance;
1992 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1993 q_mulv( qbalance, perp, perp );
1994
1995 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1996 dir,
1997 k_grind_spring, k_grind_dampener,
1998 k_rb_delta );
1999
2000 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
2001 perp,
2002 k_grind_spring, k_grind_dampener,
2003 k_rb_delta );
2004
2005 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
2006 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
2007
2008 v3_copy( inf->dir, player_skate.grind_dir );
2009 }
2010
2011 static int skate_boardslide_entry( struct grind_info *inf ){
2012 struct player_skate_state *state = &player_skate.state;
2013
2014 if( skate_grind_scansq( localplayer.rb.co,
2015 localplayer.rb.to_world[0], k_board_length,
2016 inf ) )
2017 {
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 );
2021
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 */
2025 {
2026 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
2027 return 0;
2028
2029 return 1;
2030 }
2031 }
2032
2033 return 0;
2034 }
2035
2036 static int skate_boardslide_renew( struct grind_info *inf ){
2037 struct player_skate_state *state = &player_skate.state;
2038
2039 if( !skate_grind_scansq( localplayer.rb.co,
2040 localplayer.rb.to_world[0], k_board_length,
2041 inf ) )
2042 return 0;
2043
2044 /* Exit condition: cant see grind target directly */
2045 v3f vis;
2046 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
2047 if( !skate_point_visible( vis, inf->co ) )
2048 return 0;
2049
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;
2053
2054 if( dv < minv )
2055 return 0;
2056
2057 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
2058 return 0;
2059
2060 return 1;
2061 }
2062
2063 static void skate_store_grind_vec( struct grind_info *inf ){
2064 struct player_skate_state *state = &player_skate.state;
2065
2066 m3x3f mtx;
2067 skate_grind_orient( inf, mtx );
2068 m3x3_transpose( mtx, mtx );
2069
2070 v3f raw;
2071 v3_sub( inf->co, localplayer.rb.co, raw );
2072
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 );
2076 }
2077
2078 static enum skate_activity skate_availible_grind(void){
2079 struct player_skate_state *state = &player_skate.state;
2080
2081 if( state->grind_cooldown > 100 ){
2082 vg_fatal_error( "wth!\n" );
2083 }
2084
2085 /* debounces this state manager a little bit */
2086 if( state->grind_cooldown ){
2087 state->grind_cooldown --;
2088 return k_skate_activity_undefined;
2089 }
2090
2091 struct grind_info inf_back50,
2092 inf_front50,
2093 inf_slide;
2094
2095 int res_back50 = 0,
2096 res_front50 = 0,
2097 res_slide = 0;
2098
2099 int allow_back = 1,
2100 allow_front = 1;
2101
2102 v2f steer;
2103 joystick_state( k_srjoystick_steer, steer );
2104
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 )
2108 {
2109 float tilt = steer[1];
2110
2111 if( fabsf(tilt) >= 0.25f ){
2112 v3f raw = {0.0f,0.0f,tilt};
2113 m3x3_mulv( localplayer.rb.to_world, raw, raw );
2114
2115 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
2116
2117 if( way < 0.0f ) allow_front = 0;
2118 else allow_back = 0;
2119 }
2120 }
2121
2122 if( state->activity == k_skate_activity_grind_boardslide ){
2123 res_slide = skate_boardslide_renew( &inf_slide );
2124 }
2125 else if( state->activity == k_skate_activity_grind_back50 ){
2126 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2127
2128 if( allow_front )
2129 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2130 }
2131 else if( state->activity == k_skate_activity_grind_front50 ){
2132 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2133
2134 if( allow_back )
2135 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2136 }
2137 else if( state->activity == k_skate_activity_grind_5050 ){
2138 if( allow_front )
2139 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2140 if( allow_back )
2141 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2142 }
2143 else{
2144 res_slide = skate_boardslide_entry( &inf_slide );
2145
2146 if( allow_back )
2147 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2148
2149 if( allow_front )
2150 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2151
2152 if( res_back50 != res_front50 ){
2153 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2154
2155 res_back50 &= wants_to_do_that;
2156 res_front50 &= wants_to_do_that;
2157 }
2158 }
2159
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 */
2166
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 */
2172 }
2173 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2174
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;
2179 }
2180 }
2181 else if( new_activity == k_skate_activity_grind_boardslide ){
2182 skate_boardslide_apply( &inf_slide );
2183 }
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 );
2187
2188 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2189 }
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 );
2193
2194 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2195 }
2196 else if( new_activity == k_skate_activity_grind_5050 )
2197 skate_5050_apply( &inf_front50, &inf_back50 );
2198
2199 return new_activity;
2200 }
2201
2202 static void player__skate_update(void){
2203 struct player_skate_state *state = &player_skate.state;
2204 world_instance *world = world_current_instance();
2205
2206 if( state->activity == k_skate_activity_handplant ){
2207 return;
2208 }
2209
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 );
2217 return;
2218 }
2219 }
2220
2221 v3_copy( localplayer.rb.co, state->prev_pos );
2222 state->activity_prev = state->activity;
2223 v3f normal_total;
2224 v3_zero( normal_total );
2225
2226 struct board_collider
2227 {
2228 v3f pos;
2229 float radius;
2230
2231 u32 colour;
2232
2233 enum board_collider_state
2234 {
2235 k_collider_state_default,
2236 k_collider_state_disabled,
2237 k_collider_state_colliding
2238 }
2239 state;
2240 }
2241 wheels[] =
2242 {
2243 {
2244 { 0.0f, 0.0f, -k_board_length },
2245 .radius = k_board_radius,
2246 .colour = VG__RED
2247 },
2248 {
2249 { 0.0f, 0.0f, k_board_length },
2250 .radius = k_board_radius,
2251 .colour = VG__GREEN
2252 }
2253 };
2254
2255 float slap = 0.0f;
2256
2257 if( state->activity <= k_skate_activity_air_to_grind ){
2258 float min_dist = 0.6f;
2259 for( int i=0; i<2; i++ ){
2260 v3f wpos, closest;
2261 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2262
2263 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2264 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2265 }
2266 }
2267 min_dist -= 0.2f;
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;
2270 }
2271 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2272
2273 wheels[0].pos[1] = state->slap;
2274 wheels[1].pos[1] = state->slap;
2275
2276
2277 const int k_wheel_count = 2;
2278
2279 player_skate.substep = k_rb_delta;
2280 player_skate.substep_delta = player_skate.substep;
2281 player_skate.limit_count = 0;
2282
2283 int substep_count = 0;
2284
2285 v3_zero( player_skate.surface_picture );
2286
2287 int prev_contacts[2];
2288
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];
2292 }
2293
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;
2298 goto grinding;
2299 }
2300
2301 int contact_count = 0;
2302 for( int i=0; i<2; i++ ){
2303 v3f normal, axel;
2304 v3_copy( localplayer.rb.to_world[0], axel );
2305
2306 if( skate_compute_surface_alignment( wheels[i].pos,
2307 wheels[i].colour, normal, axel ) )
2308 {
2309 rb_effect_spring_target_vector( &localplayer.rb,
2310 localplayer.rb.to_world[0],
2311 axel,
2312 k_surface_spring, k_surface_dampener,
2313 player_skate.substep_delta );
2314
2315 v3_add( normal, player_skate.surface_picture,
2316 player_skate.surface_picture );
2317 contact_count ++;
2318 player_skate.wheel_contacts[i] = 1;
2319 }
2320 else{
2321 player_skate.wheel_contacts[i] = 0;
2322 }
2323
2324 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2325 }
2326
2327 if( state->surface_cooldown ){
2328 state->surface_cooldown --;
2329 contact_count = 0;
2330 }
2331
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] ){
2335 v3f co;
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 );
2340 }
2341 }
2342 }
2343
2344 if( contact_count ){
2345 state->activity = k_skate_activity_ground;
2346 state->gravity_bias = k_gravity;
2347 v3_normalize( player_skate.surface_picture );
2348
2349 skate_apply_friction_model();
2350 skate_weight_distribute();
2351 }
2352 else{
2353 if( state->activity > k_skate_activity_air_to_grind )
2354 state->activity = k_skate_activity_air;
2355
2356 v3_zero( player_skate.weight_distribution );
2357 skate_apply_air_model();
2358 }
2359
2360 grinding:;
2361
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;
2369 }
2370
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();
2380
2381 ent_tornado_debug();
2382 v3f a;
2383 ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
2384 v3_muladds( localplayer.rb.v, a, k_rb_delta, localplayer.rb.v );
2385
2386 begin_collision:;
2387
2388 /*
2389 * Phase 0: Continous collision detection
2390 * --------------------------------------------------------------------------
2391 */
2392
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 );
2396
2397 /* calculate transform one step into future */
2398 v3f future_co;
2399 v4f future_q;
2400 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2401 future_co );
2402
2403 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2404 v4f rotation;
2405 v3f axis;
2406 v3_copy( localplayer.rb.w, axis );
2407
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 );
2413 }
2414 else
2415 v4_copy( localplayer.rb.q, future_q );
2416
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 );
2421
2422 /* calculate the minimum time we can move */
2423 float max_time = player_skate.substep;
2424
2425 for( int i=0; i<k_wheel_count; i++ ){
2426 if( wheels[i].state == k_collider_state_disabled )
2427 continue;
2428
2429 v3f current, future, r_cg;
2430
2431 q_mulv( future_q, wheels[i].pos, future );
2432 v3_add( future, future_co, future );
2433 v3_add( cg_offset, future, future );
2434
2435 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2436 v3_add( current, localplayer.rb.co, current );
2437
2438 float t;
2439 v3f n;
2440
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 );
2445 }
2446
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;
2451
2452 max_time = vg_maxf( max_time, rate_lock );
2453 player_skate.substep_delta = max_time;
2454
2455 /* integrate */
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 ){
2459 v4f rotation;
2460 v3f axis;
2461 v3_copy( localplayer.rb.w, axis );
2462
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 );
2468
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 );
2472 }
2473
2474 rb_update_matrices( &localplayer.rb );
2475 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2476
2477 player_skate.substep -= player_skate.substep_delta;
2478
2479 rb_ct manifold[128];
2480 int manifold_len = 0;
2481 /*
2482 * Phase -1: head detection
2483 * --------------------------------------------------------------------------
2484 */
2485 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2486
2487 float t;
2488 v3f n;
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) )
2492 {
2493 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2494 rb_update_matrices( &localplayer.rb );
2495
2496 vg_info( "player fell of due to hitting head\n" );
2497 player__dead_transition( k_player_die_type_head );
2498 return;
2499 }
2500
2501 /*
2502 * Phase 1: Regular collision detection
2503 * --------------------------------------------------------------------------
2504 */
2505
2506 for( int i=0; i<k_wheel_count; i++ ){
2507 if( wheels[i].state == k_collider_state_disabled )
2508 continue;
2509
2510 m4x3f mtx;
2511 m3x3_identity( mtx );
2512 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2513
2514 rb_ct *man = &manifold[ manifold_len ];
2515
2516 int l = skate_collide_smooth( mtx, wheels[i].radius, man );
2517 if( l )
2518 wheels[i].state = k_collider_state_colliding;
2519
2520 manifold_len += l;
2521 }
2522
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 };
2526 m4x3f mtx;
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] );
2532
2533 rb_ct *cman = &manifold[manifold_len];
2534
2535 int l = rb_capsule__scene( mtx, &capsule, NULL, world->geo_bh,
2536 cman, k_material_flag_walking );
2537
2538 /* weld joints */
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 );
2543
2544 manifold_len += l;
2545
2546 if( vg_lines.draw )
2547 vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE );
2548
2549 /* add limits */
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 );
2556 ct->p = limit->p;
2557 ct->type = k_contact_type_default;
2558 }
2559 }
2560
2561 /*
2562 * Phase 3: Dynamics
2563 * --------------------------------------------------------------------------
2564 */
2565
2566
2567 v3f world_cog;
2568 m4x3_mulv( localplayer.rb.to_world,
2569 player_skate.weight_distribution, world_cog );
2570 vg_line_point( world_cog, 0.02f, VG__BLACK );
2571
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] );
2575 }
2576
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];
2582
2583 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2584 float inv_mass = 1.0f/mass;
2585
2586 v3f I;
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));
2590
2591 m3x3f iI;
2592 m3x3_identity( iI );
2593 iI[0][0] = I[0];
2594 iI[1][1] = I[1];
2595 iI[2][2] = I[2];
2596 m3x3_inv( iI, iI );
2597
2598 m3x3f iIw;
2599 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2600 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2601
2602 for( int j=0; j<10; j++ ){
2603 for( int i=0; i<manifold_len; i++ ){
2604 /*
2605 * regular dance; calculate velocity & total mass, apply impulse.
2606 */
2607
2608 rb_ct *ct = &manifold[i];
2609
2610 v3f rv, delta;
2611 v3_sub( ct->co, world_cog, delta );
2612 v3_cross( localplayer.rb.w, delta, rv );
2613 v3_add( localplayer.rb.v, rv, rv );
2614
2615 v3f raCn;
2616 v3_cross( delta, ct->n, raCn );
2617
2618 v3f raCnI, rbCnI;
2619 m3x3_mulv( iIw, raCn, raCnI );
2620
2621 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2622 vn = v3_dot( rv, ct->n ),
2623 lambda = normal_mass * ( -vn );
2624
2625 float temp = ct->norm_impulse;
2626 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2627 lambda = ct->norm_impulse - temp;
2628
2629 v3f impulse;
2630 v3_muls( ct->n, lambda, impulse );
2631
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 );
2637
2638 v3_cross( localplayer.rb.w, delta, rv );
2639 v3_add( localplayer.rb.v, rv, rv );
2640 vn = v3_dot( rv, ct->n );
2641 }
2642 }
2643
2644 v3f dt;
2645 rb_depenetrate( manifold, manifold_len, dt );
2646 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2647 rb_update_matrices( &localplayer.rb );
2648
2649 substep_count ++;
2650
2651 if( player_skate.substep >= 0.0001f )
2652 goto begin_collision; /* again! */
2653
2654 /*
2655 * End of collision and dynamics routine
2656 * --------------------------------------------------------------------------
2657 */
2658
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 );
2665 return;
2666 }
2667
2668 f32 amt = k_cam_punch;
2669 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2670 amt *= 0.25f;
2671 }
2672
2673 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2674 localplayer.cam_land_punch_v );
2675 }
2676
2677 player_skate.surface = k_surface_prop_concrete;
2678
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 );
2682
2683 if( surf->info.surface_prop > player_skate.surface )
2684 player_skate.surface = surf->info.surface_prop;
2685 }
2686
2687 for( int i=0; i<k_wheel_count; i++ ){
2688 m4x3f mtx;
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 ]);
2694 }
2695
2696 skate_integrate();
2697 vg_line_point( state->cog, 0.02f, VG__WHITE );
2698
2699 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2700
2701 if( id ){
2702 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2703
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 );
2712
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 );
2722 }
2723
2724 /* FIXME: Rate limit */
2725 static int stick_frames = 0;
2726
2727 if( state->activity >= k_skate_activity_ground )
2728 stick_frames ++;
2729 else
2730 stick_frames = 0;
2731
2732 if( stick_frames > 5 ) stick_frames = 5;
2733
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 );
2740 }
2741 else{
2742 player__networked_sfx( k_player_subsystem_skate, 128,
2743 k_player_skate_soundeffect_land_good,
2744 localplayer.rb.co, 1.0f );
2745 }
2746 }
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 );
2751 }
2752 else{
2753 player__networked_sfx( k_player_subsystem_skate, 128,
2754 k_player_skate_soundeffect_grind_wood,
2755 localplayer.rb.co, 1.0f );
2756 }
2757 } else if( stick_frames == 0 ){
2758 /* TODO: EXIT SOUNDS */
2759 }
2760
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];
2765 }
2766
2767 if( state->activity >= k_skate_activity_grind_any ){
2768 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2769 if( dy < 0.0f ){
2770 state->velocity_limit += -dy*0.2f;
2771 }
2772 state->grind_y_start = localplayer.rb.co[1];
2773
2774
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,
2778 localplayer.rb.v );
2779 }
2780 }
2781 }
2782
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] );
2794
2795 const char *activity_txt[] = {
2796 "air",
2797 "air_to_grind",
2798 "ground",
2799 "handplant",
2800 "undefined (INVALID)",
2801 "grind_any (INVALID)",
2802 "grind_boardslide",
2803 "grind_metallic (INVALID)",
2804 "grind_back50",
2805 "grind_front50",
2806 "grind_5050"
2807 };
2808
2809 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2810 #if 0
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 );
2814 #endif
2815 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2816 state->flip_time );
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",
2822 state->trick_time,
2823 state->trick_euler[0],
2824 state->trick_euler[1],
2825 state->trick_euler[2] );
2826 }
2827
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;
2831
2832 /* Head */
2833 float kheight = 2.0f,
2834 kleg = 0.6f;
2835
2836 v3_zero( animator->offset );
2837
2838 v3f cog_local, cog_ideal;
2839 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2840
2841 v3_copy( state->up_dir, cog_ideal );
2842 v3_normalize( cog_ideal );
2843 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2844
2845 v3_sub( cog_ideal, cog_local, animator->offset );
2846
2847 v3_muls( animator->offset, 4.0f, animator->offset );
2848 animator->offset[1] *= -1.0f;
2849
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 );
2854
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);
2859
2860 animator->offset[0] *= 0.26f;
2861 animator->offset[0] += animator->wobble[1]*3.0f;
2862
2863 animator->offset[1] *= -0.3f;
2864 animator->offset[2] *= 0.01f;
2865
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);
2869
2870 v3f cam_offset;
2871 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2872
2873 /* localized vectors */
2874 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2875
2876 /*
2877 * Animation blending
2878 * ===========================================
2879 */
2880
2881 /* sliding */
2882 {
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 );
2887
2888 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2889
2890 f32 dirx = 0.0f;
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 );
2896 }
2897
2898 cam_offset[0] += animator->slide * -animator->x;
2899 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2900
2901 /* movement information */
2902 int iair = state->activity <= k_skate_activity_air_to_grind;
2903
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;
2907
2908 if( state->activity >= k_skate_activity_grind_any )
2909 wdist = 0.0f;
2910
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 );
2915
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;
2919
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);
2923 }
2924
2925 /* grinding */
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 );
2928
2929 f32 grind_frame = 0.5f;
2930
2931 if( state->activity == k_skate_activity_grind_front50 )
2932 grind_frame = 0.0f;
2933 else if( state->activity == k_skate_activity_grind_back50 )
2934 grind_frame = 1.0f;
2935
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;
2940
2941 /* pushing */
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 );
2946
2947 /* jumping */
2948 animator->jump_charge = state->jump_charge;
2949 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2950 8.4f*vg.time_delta );
2951
2952 /* trick setup */
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;
2959
2960 /* trick */
2961 float jump_t = vg.time-state->jump_time;
2962 float k=17.0f;
2963 float h = k*jump_t;
2964 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2965 extra *= state->slap * 4.0f;
2966
2967 v3_add( state->trick_euler, state->trick_residuald,
2968 animator->board_euler );
2969 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2970
2971 animator->board_euler[0] *= 0.5f;
2972 animator->board_euler[1] += extra;
2973 animator->trick_type = state->trick_type;
2974
2975 /* board lean */
2976 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2977 lean;
2978
2979 lean1 = animator->slide * animator->delayed_slip_dir;
2980 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2981 else lean = lean2;
2982
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);
2987
2988 /* feet placement */
2989 struct player_board *board =
2990 addon_cache_item_if_loaded( k_addon_type_board,
2991 localplayer.board_view_slot );
2992 if( board ){
2993 if( animator->weight > 0.0f ){
2994 animator->foot_offset[0] =
2995 board->truck_positions[k_board_truck_back][2]+0.3f;
2996 }
2997 else{
2998 animator->foot_offset[1] =
2999 board->truck_positions[k_board_truck_front][2]-0.3f;
3000 }
3001 }
3002
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 );
3007
3008 #if 0
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 );
3013 #endif
3014
3015 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
3016
3017 /* grab */
3018 v2f grab_input;
3019 joystick_state( k_srjoystick_grab, grab_input );
3020 v2_add( state->grab_mouse_delta, grab_input, grab_input );
3021
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;
3026
3027 /* steer */
3028 v2f steer;
3029 joystick_state( k_srjoystick_steer, steer );
3030 animator->airdir = vg_lerpf( animator->airdir,
3031 -steer[0], 2.4f*vg.time_delta );
3032
3033 animator->steer[0] = steer[0];
3034 animator->steer[1] = vg_lerpf( animator->steer[1],
3035 steer[0], 4.0f*vg.time_delta );
3036
3037
3038 /* flip angle */
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 );
3044
3045 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3046 t = sign * (1.0f-t*t);
3047
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 );
3053 }
3054 else
3055 q_identity( animator->qflip );
3056
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 );
3063
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 );
3069
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;
3074
3075 v3f ndir;
3076 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
3077 v3_normalize( ndir );
3078
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 ) );
3082
3083 v3f axis;
3084 v4f qcounteryaw, qfixup;
3085
3086 v3_cross( up, ndir, axis );
3087 q_axis_angle( qfixup, axis, a*2.0f );
3088
3089 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
3090 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
3091
3092 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
3093 q_normalize( animator->qfixuptotal );
3094
3095 v3f p1, p2;
3096 m3x3_mulv( localplayer.rb.to_world, up, p1 );
3097 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
3098
3099 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
3100 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
3101 }
3102 else q_identity( animator->qfixuptotal );
3103
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 );
3108 }
3109 else {
3110 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
3111 v3_copy( localplayer.rb.v, animator->root_v );
3112 }
3113
3114 animator->handplant_t = state->handplant_t;
3115 }
3116
3117 static void player__skate_pose( void *_animator, player_pose *pose ){
3118 struct skeleton *sk = &localplayer.skeleton;
3119 struct player_skate_animator *animator = _animator;
3120
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 );
3124
3125 /* transform */
3126 v3f ext_up,ext_co;
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 );
3130
3131 /* apply flip rotation at midpoint */
3132 q_mul( animator->qflip, pose->root_q, pose->root_q );
3133 q_normalize( pose->root_q );
3134
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 );
3138
3139 q_mulv( animator->qflip, rco, rco );
3140 v3_add( rco, rotation_point, pose->root_co );
3141
3142 /* ANIMATIONS
3143 * ---------------------------------------------------------------------- */
3144
3145 mdl_keyframe apose[32], bpose[32];
3146 mdl_keyframe ground_pose[32];
3147 {
3148 /* stand/crouch */
3149 f32 dir_frame = animator->z * (15.0f/30.0f),
3150 stand_blend = animator->offset[1]*-2.0f;
3151
3152 pose->board.lean = animator->board_lean;
3153
3154 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3155
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 );
3159
3160 /* sliding */
3161 f32 slide_frame = animator->x * 0.25f + 0.25f;
3162 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3163
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 );
3168
3169 if( animator->reverse > 0.0f ){
3170 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3171 bpose );
3172 }
3173 else{
3174 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3175 animator->push_time, bpose );
3176 }
3177 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3178
3179 struct skeleton_anim *jump_anim = animator->jump_dir?
3180 player_skate.anim_ollie:
3181 player_skate.anim_ollie_reverse;
3182
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 );
3186 }
3187
3188 mdl_keyframe air_pose[32];
3189 {
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 );
3192
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);
3196
3197 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3198 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3199 }
3200
3201 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3202 pose->keyframes );
3203
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] };
3212
3213
3214 mdl_keyframe grind_pose[32];
3215 {
3216 f32 frame = animator->grind_balance * 0.5f;
3217
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 );
3221 }
3222 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3223 animator->grind, pose->keyframes );
3224 float add_grab_mod = 1.0f - animator->fly;
3225
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 };
3232
3233 float apply_rates[] = { 1.0f,
3234 0.75f,
3235 0.75f,
3236 0.75f,
3237 0.75f };
3238
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;
3242 }
3243
3244 #if 1
3245 /* angle 'correction' */
3246 v3f origin;
3247 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3248
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 );
3253 }
3254 #endif
3255
3256
3257 if( animator->activity == k_skate_activity_handplant ){
3258 struct skeleton_anim *anim = player_skate.anim_handplant;
3259
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 );
3264
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] );
3269
3270 q_m3x3( pose->root_q, mmdl );
3271 v3_copy( pose->root_co, mmdl[3] );
3272
3273 m4x3_mul( mmdl, world, world_view );
3274
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 );
3278
3279 m4x3f invworld;
3280 m4x3_invert_affine( world, invworld );
3281 m4x3_mul( mmdl, invworld, world_view );
3282
3283 m3x3_q( world_view, pose->root_q );
3284 v3_copy( world_view[3], pose->root_co );
3285
3286 f32 t = animator->handplant_t,
3287 frames = anim->length-1,
3288 length = animator->activity == k_skate_activity_handplant?
3289 frames / anim->rate:
3290 999999,
3291 end_dist = vg_minf( t, length - t )/k_anim_transition,
3292 blend = vg_smoothstepf( vg_minf(1,end_dist) );
3293
3294 skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
3295 }
3296
3297
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] );
3303
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 );
3308
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 );
3313
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;
3320
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;
3327 }
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;
3333 }
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;
3339 }
3340
3341 /*
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.
3346 */
3347
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] );
3352
3353 v4f q;
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 );
3357 }
3358
3359 #if 1
3360 {
3361 mdl_keyframe
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];
3368
3369 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3370 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3371
3372 v4f qrot;
3373 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3374
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 );
3386
3387 q_inv( qrot, qrot );
3388 q_mul( qrot, kf_head->q, kf_head->q );
3389 q_normalize( kf_head->q );
3390
3391
3392 /* hand placement */
3393
3394 u32 hand_id = animator->z < 0.5f?
3395 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3396
3397 v3f sample_co;
3398 m4x3f mmdl;
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 );
3403
3404 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3405 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3406
3407 v3f dir;
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 );
3413
3414 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3415 2.0f * fabsf(animator->z*2.0f-1.0f);
3416
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;
3420 }
3421
3422 /* skid */
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 };
3427 v4f qskid;
3428 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3429
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 );
3435 }
3436 }
3437 #endif
3438 }
3439
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;
3445
3446 v3f vp0, vp1, vpc;
3447 if( board ){
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 );
3450 }
3451 else{
3452 v3_zero( vp0 );
3453 v3_zero( vp1 );
3454 }
3455
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 );
3461
3462 if( animator->surface == k_surface_prop_sand ){
3463 if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
3464 v3f v, co;
3465 v3_muls( animator->root_v, 0.5f, v );
3466 v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
3467
3468 effect_data->sand.colour = 0xff8ec4e6;
3469 effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
3470 }
3471 }
3472
3473 if( animator->grind > 0.5f ){
3474 int back = 0, front = 0, mid = 0;
3475
3476 if( animator->activity == k_skate_activity_grind_5050 ){
3477 back = 1;
3478 front = 1;
3479 }
3480 else if( animator->activity == k_skate_activity_grind_back50 ){
3481 back = 1;
3482 }
3483 else if( animator->activity == k_skate_activity_grind_front50 ){
3484 front = 1;
3485 }
3486 else if( animator->activity == k_skate_activity_grind_boardslide ){
3487 mid = 1;
3488 }
3489
3490 if( back ){
3491 effect_spark_apply( &effect_data->spark, vp0,
3492 animator->root_v, vg.time_delta );
3493 }
3494
3495 if( front ){
3496 effect_spark_apply( &effect_data->spark, vp1,
3497 animator->root_v, vg.time_delta );
3498 }
3499
3500 if( mid ){
3501 effect_spark_apply( &effect_data->spark, vpc,
3502 animator->root_v, vg.time_delta );
3503 }
3504 }
3505 }
3506
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;
3511
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 );
3517 }
3518
3519 static void player__skate_reset_animator(void){
3520 struct player_skate_state *state = &player_skate.state;
3521
3522 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3523
3524 if( state->activity <= k_skate_activity_air_to_grind )
3525 player_skate.animator.fly = 1.0f;
3526 else
3527 player_skate.animator.fly = 0.0f;
3528 }
3529
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;
3539 state->slip = 0.0f;
3540 state->grabbing = 0.0f;
3541 v2_zero( state->grab_mouse_delta );
3542 state->slap = 0.0f;
3543 state->jump_time = 0.0;
3544 state->start_push = 0.0;
3545 state->cur_push = 0.0;
3546 state->air_start = 0.0;
3547
3548 v3_zero( state->air_init_v );
3549 v3_zero( state->air_init_co );
3550
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 );
3565 }
3566
3567 #include "network_compression.h"
3568
3569 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3570 struct player_skate_animator *animator = data;
3571
3572 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3573 bitpack_qquat( ctx, animator->root_q );
3574
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 );
3580
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 ); /*??*/
3588
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 );
3594
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 );
3602
3603 /* animator->wobble is ommited */
3604
3605 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3606 bitpack_qquat( ctx, animator->qfixuptotal );
3607 bitpack_qquat( ctx, animator->qflip );
3608
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 );
3613
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 );
3619 }
3620
3621 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3622 audio_lock();
3623
3624 if( id == k_player_skate_soundeffect_jump ){
3625 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3626 pos, 40.0f, volume );
3627 }
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 );
3631 }
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 );
3635 }
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 );
3639 }
3640 else if( id == k_player_skate_soundeffect_grind_metal ){
3641 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3642 }
3643 else if( id == k_player_skate_soundeffect_grind_wood ){
3644 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3645 }
3646
3647 audio_unlock();
3648 }
3649
3650 #endif /* PLAYER_SKATE_C */