dd0157b0a2150507cd64d069089e23c1e2a15d98
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 static void player__skate_bind(void){
12 struct skeleton *sk = &localplayer.skeleton;
13 rb_update_transform( &localplayer.rb );
14
15 struct { struct skeleton_anim **anim; const char *name; }
16 bindings[] = {
17 { &player_skate.anim_grind, "pose_grind" },
18 { &player_skate.anim_grind_jump, "pose_grind_jump" },
19 { &player_skate.anim_stand, "pose_stand" },
20 { &player_skate.anim_highg, "pose_highg" },
21 { &player_skate.anim_air, "pose_air" },
22 { &player_skate.anim_slide, "pose_slide" },
23 { &player_skate.anim_push, "push" },
24 { &player_skate.anim_push_reverse, "push_reverse" },
25 { &player_skate.anim_ollie, "ollie" },
26 { &player_skate.anim_ollie_reverse,"ollie_reverse" },
27 { &player_skate.anim_grabs, "grabs" }
28 };
29
30 for( u32 i=0; i<vg_list_size(bindings); i++ )
31 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
32 }
33
34 static void player__skate_kill_audio(void){
35 audio_lock();
36 if( player_skate.aud_main ){
37 player_skate.aud_main =
38 audio_channel_fadeout( player_skate.aud_main, 0.1f );
39 }
40 if( player_skate.aud_air ){
41 player_skate.aud_air =
42 audio_channel_fadeout( player_skate.aud_air, 0.1f );
43 }
44 if( player_skate.aud_slide ){
45 player_skate.aud_slide =
46 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
47 }
48 audio_unlock();
49 }
50
51 /*
52 * Collision detection routines
53 *
54 *
55 */
56
57 /*
58 * Does collision detection on a sphere vs world, and applies some smoothing
59 * filters to the manifold afterwards
60 */
61 static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
62 world_instance *world = world_current_instance();
63
64 int len = 0;
65 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
66 k_material_flag_walking );
67
68 for( int i=0; i<len; i++ ){
69 man[i].rba = &localplayer.rb;
70 man[i].rbb = NULL;
71 }
72
73 rb_manifold_filter_coplanar( man, len, 0.03f );
74
75 if( len > 1 ){
76 rb_manifold_filter_backface( man, len );
77 rb_manifold_filter_joint_edges( man, len, 0.03f );
78 rb_manifold_filter_pairs( man, len, 0.03f );
79 }
80 int new_len = rb_manifold_apply_filtered( man, len );
81 if( len && !new_len )
82 len = 1;
83 else
84 len = new_len;
85
86 return len;
87 }
88
89 struct grind_info
90 {
91 v3f co, dir, n;
92 };
93
94 static int skate_grind_scansq( v3f pos, v3f dir, float r,
95 struct grind_info *inf ){
96 world_instance *world = world_current_instance();
97
98 v4f plane;
99 v3_copy( dir, plane );
100 v3_normalize( plane );
101 plane[3] = v3_dot( plane, pos );
102
103 boxf box;
104 v3_add( pos, (v3f){ r, r, r }, box[1] );
105 v3_sub( pos, (v3f){ r, r, r }, box[0] );
106
107 struct grind_sample{
108 v2f co;
109 v2f normal;
110 v3f normal3,
111 centroid;
112 }
113 samples[48];
114 int sample_count = 0;
115
116 v2f support_min,
117 support_max;
118
119 v3f support_axis;
120 v3_cross( plane, (v3f){0,1,0}, support_axis );
121 v3_normalize( support_axis );
122
123 bh_iter it;
124 bh_iter_init_box( 0, &it, box );
125 i32 idx;
126
127 while( bh_next( world->geo_bh, &it, &idx ) ){
128 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
129 v3f tri[3];
130
131 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
132 if( !(surf->info.flags & k_material_flag_grindable) )
133 continue;
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = normal[1];
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = d[1];
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f average_direction,
183 average_normal;
184
185 v2f min_co, max_co;
186 v2_fill( min_co, INFINITY );
187 v2_fill( max_co, -INFINITY );
188
189 v3_zero( average_direction );
190 v3_zero( average_normal );
191
192 int passed_samples = 0;
193
194 for( int i=0; i<sample_count-1; i++ ){
195 struct grind_sample *si, *sj;
196
197 si = &samples[i];
198
199 for( int j=i+1; j<sample_count; j++ ){
200 if( i == j )
201 continue;
202
203 sj = &samples[j];
204
205 /* non overlapping */
206 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
207 continue;
208
209 /* not sharp angle */
210 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
211 continue;
212
213 /* not convex */
214 v3f v0;
215 v3_sub( sj->centroid, si->centroid, v0 );
216 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
217 v3_dot( v0, sj->normal3 ) <= 0.0f )
218 continue;
219
220 v2_minv( sj->co, min_co, min_co );
221 v2_maxv( sj->co, max_co, max_co );
222
223 v3f n0, n1, dir;
224 v3_copy( si->normal3, n0 );
225 v3_copy( sj->normal3, n1 );
226 v3_cross( n0, n1, dir );
227
228 if( v3_length2( dir ) <= 0.000001f )
229 continue;
230
231 v3_normalize( dir );
232
233 /* make sure the directions all face a common hemisphere */
234 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
235 v3_add( average_direction, dir, average_direction );
236
237 float yi = si->normal3[1],
238 yj = sj->normal3[1];
239
240 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
241 else v3_add( sj->normal3, average_normal, average_normal );
242
243 passed_samples ++;
244 }
245 }
246
247 if( !passed_samples )
248 return 0;
249
250 if( (v3_length2( average_direction ) <= 0.001f) ||
251 (v3_length2( average_normal ) <= 0.001f ) )
252 return 0;
253
254 float div = 1.0f/(float)passed_samples;
255 v3_normalize( average_direction );
256 v3_normalize( average_normal );
257
258 v2f average_coord;
259 v2_add( min_co, max_co, average_coord );
260 v2_muls( average_coord, 0.5f, average_coord );
261
262 v3_muls( support_axis, average_coord[0], inf->co );
263 inf->co[1] += average_coord[1];
264 v3_add( pos, inf->co, inf->co );
265 v3_copy( average_normal, inf->n );
266 v3_copy( average_direction, inf->dir );
267
268 vg_line_point( inf->co, 0.02f, VG__GREEN );
269 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
270 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
271
272 return passed_samples;
273 }
274
275 static void reset_jump_info( jump_info *inf ){
276 inf->log_length = 0;
277 inf->land_dist = 0.0f;
278 inf->score = 0.0f;
279 inf->type = k_prediction_unset;
280 v3_zero( inf->apex );
281 }
282
283 static int create_jumps_to_hit_target( jump_info *jumps,
284 v3f target, float max_angle_delta,
285 float gravity ){
286 /* calculate the exact 2 solutions to jump onto that grind spot */
287
288 v3f v0;
289 v3_sub( target, localplayer.rb.co, v0 );
290
291 v3f ax;
292 v3_copy( v0, ax );
293 ax[1] = 0.0f;
294 v3_normalize( ax );
295
296 v2f d = { v3_dot( ax, v0 ), v0[1] },
297 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
298
299 float a = atan2f( v[1], v[0] ),
300 m = v2_length( v ),
301 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
302
303 int valid_count = 0;
304
305 if( root > 0.0f ){
306 root = sqrtf( root );
307 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
308 a1 = atanf( (m*m - root) / (gravity * d[0]) );
309
310 if( fabsf(a0-a) < max_angle_delta ){
311 jump_info *inf = &jumps[ valid_count ++ ];
312 reset_jump_info( inf );
313
314 v3_muls( ax, cosf( a0 ) * m, inf->v );
315 inf->v[1] += sinf( a0 ) * m;
316 inf->land_dist = d[0] / (cosf(a0)*m);
317 inf->gravity = gravity;
318
319 v3_copy( target, inf->log[inf->log_length ++] );
320 }
321
322 if( fabsf(a1-a) < max_angle_delta ){
323 jump_info *inf = &jumps[ valid_count ++ ];
324 reset_jump_info( inf );
325
326 v3_muls( ax, cosf( a1 ) * m, inf->v );
327 inf->v[1] += sinf( a1 ) * m;
328 inf->land_dist = d[0] / (cosf(a1)*m);
329 inf->gravity = gravity;
330
331 v3_copy( target, inf->log[inf->log_length ++] );
332 }
333 }
334
335 return valid_count;
336 }
337
338 static void player__approximate_best_trajectory(void){
339 world_instance *world0 = world_current_instance();
340
341 float k_trace_delta = k_rb_delta * 10.0f;
342 struct player_skate_state *state = &player_skate.state;
343
344 state->air_start = vg.time;
345 v3_copy( localplayer.rb.v, state->air_init_v );
346 v3_copy( localplayer.rb.co, state->air_init_co );
347
348 player_skate.possible_jump_count = 0;
349
350 v3f axis;
351 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
352 v3_normalize( axis );
353
354 /* at high slopes, Y component is low */
355 float upness = localplayer.rb.to_world[1][1],
356 angle_begin = -(1.0f-fabsf( upness )),
357 angle_end = 1.0f;
358
359 struct grind_info grind;
360 int grind_located = 0;
361 float grind_located_gravity = k_gravity;
362
363
364 v3f launch_v_bounds[2];
365
366 for( int i=0; i<2; i++ ){
367 v3_copy( localplayer.rb.v, launch_v_bounds[i] );
368 float ang = (float[]){ angle_begin, angle_end }[ i ];
369 ang *= 0.15f;
370
371 v4f qbias;
372 q_axis_angle( qbias, axis, ang );
373 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
374 }
375
376 for( int m=0;m<=30; m++ ){
377 jump_info *inf =
378 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
379 reset_jump_info( inf );
380
381 v3f launch_co, launch_v, co0, co1;
382 v3_copy( localplayer.rb.co, launch_co );
383 v3_copy( localplayer.rb.v, launch_v );
384 v3_copy( launch_co, co0 );
385 world_instance *trace_world = world0;
386
387 float vt = (float)m * (1.0f/30.0f),
388 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
389
390 v4f qbias;
391 q_axis_angle( qbias, axis, ang );
392 q_mulv( qbias, launch_v, launch_v );
393
394 float yaw_sketch = 1.0f-fabsf(upness);
395
396 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
397 q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
398 q_mulv( qbias, launch_v, launch_v );
399
400 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
401 gravity = k_gravity * gravity_bias;
402 inf->gravity = gravity;
403 v3_copy( launch_v, inf->v );
404
405 for( int i=1; i<=50; i++ ){
406 float t = (float)i * k_trace_delta;
407
408 v3_muls( launch_v, t, co1 );
409 co1[1] += -0.5f * gravity * t*t;
410 v3_add( launch_co, co1, co1 );
411
412 float launch_vy = launch_v[1];
413
414 int search_for_grind = 1;
415 if( grind_located ) search_for_grind = 0;
416 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
417
418 /* REFACTOR */
419
420 v3f closest={0.0f,0.0f,0.0f};
421 if( search_for_grind ){
422 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
423 float min_dist = 0.75f;
424 min_dist *= min_dist;
425
426 if( v3_dist2( closest, launch_co ) < min_dist )
427 search_for_grind = 0;
428
429 v3f bound[2];
430
431 for( int j=0; j<2; j++ ){
432 v3_muls( launch_v_bounds[j], t, bound[j] );
433 bound[j][1] += -0.5f*gravity*t*t;
434 v3_add( launch_co, bound[j], bound[j] );
435 }
436
437 float limh = vg_minf( 2.0f, t ),
438 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
439 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
440
441 if( (closest[1] < minh) || (closest[1] > maxh) ){
442 search_for_grind = 0;
443 }
444 }
445 else
446 search_for_grind = 0;
447 }
448
449 if( search_for_grind ){
450 v3f ve;
451 v3_copy( launch_v, ve );
452 ve[1] += -gravity * t;
453
454 if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
455 /* check alignment */
456 v2f v0 = { ve[0], ve[2] },
457 v1 = { grind.dir[0], grind.dir[2] };
458
459 v2_normalize( v0 );
460 v2_normalize( v1 );
461
462 float a = v2_dot( v0, v1 );
463
464 float a_min = cosf( VG_PIf * 0.185f );
465 if( state->grind_cooldown )
466 a_min = cosf( VG_PIf * 0.05f );
467
468 /* check speed */
469 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
470 (a >= a_min) &&
471 (fabsf(grind.dir[1]) < 0.70710678118654752f))
472 {
473 grind_located = 1;
474 grind_located_gravity = inf->gravity;
475 }
476 }
477 }
478
479 if( trace_world->rendering_gate ){
480 ent_gate *gate = trace_world->rendering_gate;
481 if( gate_intersect( gate, co1, co0 ) ){
482 m4x3_mulv( gate->transport, co0, co0 );
483 m4x3_mulv( gate->transport, co1, co1 );
484 m3x3_mulv( gate->transport, launch_v, launch_v);
485 m4x3_mulv( gate->transport, launch_co, launch_co );
486
487 if( gate->flags & k_ent_gate_nonlocal )
488 trace_world = &world_static.instances[ gate->target ];
489 }
490 }
491
492 float t1;
493 v3f n;
494
495 float scan_radius = k_board_radius;
496 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
497
498 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
499 k_material_flag_walking );
500 if( idx != -1 ){
501 v3f co;
502 v3_lerp( co0, co1, t1, co );
503 v3_copy( co, inf->log[ inf->log_length ++ ] );
504
505 v3_copy( n, inf->n );
506 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
507 struct world_surface *surf =
508 world_tri_index_surface( trace_world, tri[0] );
509
510 inf->type = k_prediction_land;
511
512 v3f ve;
513 v3_copy( launch_v, ve );
514 ve[1] += -gravity * t;
515
516 inf->score = -v3_dot( ve, inf->n );
517 inf->land_dist = t + k_trace_delta * t1;
518
519 /* Bias prediction towords ramps */
520 if( !(surf->info.flags & k_material_flag_skate_target) )
521 inf->score *= 10.0f;
522
523 if( surf->info.flags & k_material_flag_boundary )
524 player_skate.possible_jump_count --;
525
526 break;
527 }
528
529 if( i % 3 == 0 )
530 v3_copy( co1, inf->log[ inf->log_length ++ ] );
531 v3_copy( co1, co0 );
532 }
533
534 if( inf->type == k_prediction_unset )
535 player_skate.possible_jump_count --;
536 }
537
538 if( grind_located ){
539 jump_info grind_jumps[2];
540
541 int valid_count =
542 create_jumps_to_hit_target( grind_jumps, grind.co,
543 0.175f*VG_PIf, grind_located_gravity );
544
545 /* knock out original landing points in the 1m area */
546 for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
547 jump_info *jump = &player_skate.possible_jumps[ j ];
548 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
549 float descale = 1.0f-vg_minf(1.0f,dist);
550 jump->score += descale*3.0f;
551 }
552
553 for( int i=0; i<valid_count; i++ ){
554 jump_info *jump = &grind_jumps[i];
555 jump->type = k_prediction_grind;
556
557 v3f launch_v, launch_co, co0, co1;
558
559 v3_copy( jump->v, launch_v );
560 v3_copy( localplayer.rb.co, launch_co );
561
562 float t = 0.05f * jump->land_dist;
563 v3_muls( launch_v, t, co0 );
564 co0[1] += -0.5f * jump->gravity * t*t;
565 v3_add( launch_co, co0, co0 );
566
567 /* rough scan to make sure we dont collide with anything */
568 for( int j=1; j<=16; j++ ){
569 t = (float)j*(1.0f/16.0f);
570 t *= 0.9f;
571 t += 0.05f;
572 t *= jump->land_dist;
573
574 v3_muls( launch_v, t, co1 );
575 co1[1] += -0.5f * jump->gravity * t*t;
576 v3_add( launch_co, co1, co1 );
577
578 float t1;
579 v3f n;
580
581 int idx = spherecast_world( world0, co0,co1,
582 k_board_radius*0.1f, &t1, n,
583 k_material_flag_walking );
584 if( idx != -1 ){
585 goto invalidated_grind;
586 }
587
588 v3_copy( co1, co0 );
589 }
590
591 v3_copy( grind.n, jump->n );
592
593 /* determine score */
594 v3f ve;
595 v3_copy( jump->v, ve );
596 ve[1] += -jump->gravity*jump->land_dist;
597 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
598
599 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
600 *jump;
601
602 continue;
603 invalidated_grind:;
604 }
605 }
606
607
608 float score_min = INFINITY,
609 score_max = -INFINITY;
610
611 jump_info *best = NULL;
612
613 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
614 jump_info *jump = &player_skate.possible_jumps[i];
615
616 if( jump->score < score_min )
617 best = jump;
618
619 score_min = vg_minf( score_min, jump->score );
620 score_max = vg_maxf( score_max, jump->score );
621 }
622
623 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
624 jump_info *jump = &player_skate.possible_jumps[i];
625 float s = jump->score;
626
627 s -= score_min;
628 s /= (score_max-score_min);
629 s = 1.0f - s;
630
631 jump->score = s;
632 jump->colour = s * 255.0f;
633
634 if( jump == best )
635 jump->colour <<= 16;
636 else if( jump->type == k_prediction_land )
637 jump->colour <<= 8;
638
639 jump->colour |= 0xff000000;
640 }
641
642 if( best ){
643 v3_copy( best->n, state->land_normal );
644 v3_copy( best->v, localplayer.rb.v );
645 state->land_dist = best->land_dist;
646 state->gravity_bias = best->gravity;
647
648 if( best->type == k_prediction_grind ){
649 state->activity = k_skate_activity_air_to_grind;
650 }
651
652 v2f steer;
653 joystick_state( k_srjoystick_steer, steer );
654 v2_normalize_clamp( steer );
655
656 if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
657 state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
658 state->reverse ;
659 state->flip_time = 0.0f;
660 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
661 }
662 else{
663 state->flip_rate = 0.0f;
664 v3_zero( state->flip_axis );
665 }
666 }
667 else
668 v3_copy( (v3f){0,1,0}, state->land_normal );
669 }
670
671 /*
672 *
673 * Varius physics models
674 * ------------------------------------------------
675 */
676
677 /*
678 * Air control, no real physics
679 */
680 static void skate_apply_air_model(void){
681 struct player_skate_state *state = &player_skate.state;
682
683 if( state->activity_prev > k_skate_activity_air_to_grind )
684 player__approximate_best_trajectory();
685
686 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
687 angle = vg_clampf( angle, -1.0f, 1.0f );
688 v3f axis;
689 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
690
691 v4f correction;
692 q_axis_angle( correction, axis,
693 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
694 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
695 }
696
697 static enum trick_type player_skate_trick_input(void);
698 static void skate_apply_trick_model(void){
699 struct player_skate_state *state = &player_skate.state;
700
701 v3f Fd, Fs, F;
702 v3f strength = { 3.7f, 3.6f, 8.0f };
703
704 v3_muls( state->trick_residualv, -4.0f , Fd );
705 v3_muls( state->trick_residuald, -10.0f, Fs );
706 v3_add( Fd, Fs, F );
707 v3_mul( strength, F, F );
708
709 v3_muladds( state->trick_residualv, F, k_rb_delta,
710 state->trick_residualv );
711 v3_muladds( state->trick_residuald, state->trick_residualv,
712 k_rb_delta, state->trick_residuald );
713
714 if( state->activity <= k_skate_activity_air_to_grind ){
715 if( v3_length2( state->trick_vel ) < 0.0001f )
716 return;
717
718 int carry_on = state->trick_type == player_skate_trick_input();
719
720 /* we assume velocities share a common divisor, in which case the
721 * interval is the minimum value (if not zero) */
722
723 float min_rate = 99999.0f;
724
725 for( int i=0; i<3; i++ ){
726 float v = state->trick_vel[i];
727 if( (v > 0.0f) && (v < min_rate) )
728 min_rate = v;
729 }
730
731 float interval = 1.0f / min_rate,
732 current = floorf( state->trick_time ),
733 next_end = current+1.0f;
734
735
736 /* integrate trick velocities */
737 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
738 state->trick_euler );
739
740 if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
741 state->trick_time = 0.0f;
742 state->trick_euler[0] = roundf( state->trick_euler[0] );
743 state->trick_euler[1] = roundf( state->trick_euler[1] );
744 state->trick_euler[2] = roundf( state->trick_euler[2] );
745 v3_copy( state->trick_vel, state->trick_residualv );
746 v3_zero( state->trick_vel );
747
748 audio_lock();
749 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
750 localplayer.rb.co, 40.0f, 1.0f );
751 audio_unlock();
752 }
753 else
754 state->trick_time += k_rb_delta / interval;
755 }
756 else{
757 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
758 state->trick_time > 0.2f)
759 {
760 player__skate_kill_audio();
761 player__dead_transition( k_player_die_type_feet );
762 }
763
764 state->trick_euler[0] = roundf( state->trick_euler[0] );
765 state->trick_euler[1] = roundf( state->trick_euler[1] );
766 state->trick_euler[2] = roundf( state->trick_euler[2] );
767 state->trick_time = 0.0f;
768 v3_zero( state->trick_vel );
769 }
770 }
771
772 static void skate_apply_grab_model(void){
773 struct player_skate_state *state = &player_skate.state;
774
775 float grabt = axis_state( k_sraxis_grab );
776
777 if( grabt > 0.5f ){
778 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
779 state->grab_mouse_delta );
780
781 v2_normalize_clamp( state->grab_mouse_delta );
782 }
783 else
784 v2_zero( state->grab_mouse_delta );
785
786 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
787 }
788
789 static void skate_apply_steering_model(void){
790 struct player_skate_state *state = &player_skate.state;
791
792 v2f jsteer;
793 joystick_state( k_srjoystick_steer, jsteer );
794
795 /* Steering */
796 float steer = jsteer[0],
797 grab = axis_state( k_sraxis_grab );
798
799 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
800
801 v3f steer_axis;
802 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
803
804 float rate = 26.0f,
805 top = 1.0f;
806
807 f32 skid_target = 0.0f;
808
809 if( state->activity <= k_skate_activity_air_to_grind ){
810 rate = 6.0f * fabsf(steer);
811 top = 1.5f;
812 }
813 else{
814 /* rotate slower when grabbing on ground */
815 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
816
817 if( state->activity == k_skate_activity_grind_5050 ){
818 rate = 0.0f;
819 top = 0.0f;
820 }
821
822 else if( state->activity >= k_skate_activity_grind_any ){
823 rate *= fabsf(steer);
824
825 float a = 0.8f * -steer * k_rb_delta;
826
827 v4f q;
828 q_axis_angle( q, localplayer.rb.to_world[1], a );
829 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
830
831 v3_normalize( player_skate.grind_vec );
832 }
833
834 else if( state->manual_direction ){
835 rate = 35.0f;
836 top = 1.5f;
837 }
838 else {
839 f32 skid = axis_state(k_sraxis_skid);
840
841 /* skids on keyboard lock to the first direction pressed */
842 if( vg_input.display_input_method == k_input_method_kbm ){
843 if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
844 (fabsf(steer) > 0.4f) ){
845 state->skid = vg_signf( steer ) * 0.02f;
846 }
847
848 if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
849 skid_target = vg_signf( state->skid );
850 }
851 }
852 else {
853 if( fabsf(skid) > 0.1f ){
854 skid_target = skid;
855 }
856 }
857 }
858
859 if( grab < 0.5f ){
860 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
861 }
862 }
863
864 vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
865 steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
866 fabsf(state->skid*0.8f) );
867
868 float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
869 addspeed = (steer * -top) - current,
870 maxaccel = rate * k_rb_delta,
871 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
872
873 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
874 accel, localplayer.rb.w );
875 }
876
877 /*
878 * Computes friction and surface interface model
879 */
880 static void skate_apply_friction_model(void){
881 struct player_skate_state *state = &player_skate.state;
882
883 /*
884 * Computing localized friction forces for controlling the character
885 * Friction across X is significantly more than Z
886 */
887
888 v3f vel;
889 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
890 float slip = 0.0f;
891
892 if( fabsf(vel[2]) > 0.01f )
893 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
894
895 if( fabsf( slip ) > 1.2f )
896 slip = vg_signf( slip ) * 1.2f;
897
898 state->slip = slip;
899 state->reverse = -vg_signf(vel[2]);
900
901 f32 lat = k_friction_lat;
902
903 if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
904 lat = k_friction_lat * 2.0f;
905 }
906
907 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
908 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
909
910 /* Pushing additive force */
911
912 if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
913 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
914 if( (vg.time - state->cur_push) > 0.25 )
915 state->start_push = vg.time;
916
917 state->cur_push = vg.time;
918
919 double push_time = vg.time - state->start_push;
920
921 float cycle_time = push_time*k_push_cycle_rate,
922 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
923 amt = accel * VG_TIMESTEP_FIXED,
924 current = v3_length( vel ),
925 new_vel = vg_minf( current + amt, k_max_push_speed ),
926 delta = new_vel - vg_minf( current, k_max_push_speed );
927
928 vel[2] += delta * -state->reverse;
929 }
930 }
931
932 /* Send back to velocity */
933 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
934 }
935
936 static void skate_apply_jump_model(void){
937 struct player_skate_state *state = &player_skate.state;
938 int charging_jump_prev = state->charging_jump;
939 state->charging_jump = button_press( k_srbind_jump );
940
941 /* Cannot charge this in air */
942 if( state->activity <= k_skate_activity_air_to_grind ){
943 state->charging_jump = 0;
944 return;
945 }
946
947 if( state->charging_jump ){
948 state->jump_charge += k_rb_delta * k_jump_charge_speed;
949
950 if( !charging_jump_prev )
951 state->jump_dir = state->reverse>0.0f? 1: 0;
952 }
953 else{
954 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
955 }
956
957 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
958
959 /* player let go after charging past 0.2: trigger jump */
960 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
961 v3f jumpdir;
962
963 /* Launch more up if alignment is up else improve velocity */
964 float aup = localplayer.rb.to_world[1][1],
965 mod = 0.5f,
966 dir = mod + fabsf(aup)*(1.0f-mod);
967
968 if( state->activity == k_skate_activity_ground ){
969 v3_copy( localplayer.rb.v, jumpdir );
970 v3_normalize( jumpdir );
971 v3_muls( jumpdir, 1.0f-dir, jumpdir );
972 v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
973 v3_normalize( jumpdir );
974 }else{
975 v3_copy( state->up_dir, jumpdir );
976 state->grind_cooldown = 30;
977 state->activity = k_skate_activity_ground;
978
979 v2f steer;
980 joystick_state( k_srjoystick_steer, steer );
981
982 float tilt = steer[0] * 0.3f;
983 tilt *= vg_signf(v3_dot( localplayer.rb.v,
984 player_skate.grind_dir ));
985
986 v4f qtilt;
987 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
988 q_mulv( qtilt, jumpdir, jumpdir );
989 }
990 state->surface_cooldown = 10;
991 state->trick_input_collect = 0.0f;
992
993 float force = k_jump_force*state->jump_charge;
994 v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
995 state->jump_charge = 0.0f;
996 state->jump_time = vg.time;
997 player__networked_sfx( k_player_subsystem_skate, 32,
998 k_player_skate_soundeffect_jump,
999 localplayer.rb.co, 1.0f );
1000 }
1001 }
1002
1003 static void skate_apply_pump_model(void){
1004 struct player_skate_state *state = &player_skate.state;
1005
1006 if( state->activity != k_skate_activity_ground ){
1007 v3_zero( state->throw_v );
1008 return;
1009 }
1010
1011 /* Throw / collect routine
1012 */
1013 if( axis_state( k_sraxis_grab ) > 0.5f ){
1014 if( state->activity == k_skate_activity_ground ){
1015 /* Throw */
1016 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1017 }
1018 }
1019 else{
1020 /* Collect */
1021 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1022
1023 v3f Fl, Fv;
1024 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1025
1026 if( state->activity == k_skate_activity_ground ){
1027 if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
1028 v3_muladds( localplayer.rb.v, Fl,
1029 k_mmcollect_lat, localplayer.rb.v );
1030 }
1031 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1032 }
1033
1034 v3_muls( localplayer.rb.to_world[1], -doty, Fv );
1035 v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
1036 v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
1037 }
1038
1039 /* Decay */
1040 if( v3_length2( state->throw_v ) > 0.0001f ){
1041 v3f dir;
1042 v3_copy( state->throw_v, dir );
1043 v3_normalize( dir );
1044
1045 float max = v3_dot( dir, state->throw_v ),
1046 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1047 v3_muladds( state->throw_v, dir, -amt, state->throw_v );
1048 }
1049 }
1050
1051 static void skate_apply_cog_model(void){
1052 struct player_skate_state *state = &player_skate.state;
1053
1054 v3f ideal_cog, ideal_diff, ideal_dir;
1055 v3_copy( state->up_dir, ideal_dir );
1056 v3_normalize( ideal_dir );
1057
1058 float grab = axis_state( k_sraxis_grab );
1059 v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1060 v3_sub( ideal_cog, state->cog, ideal_diff );
1061
1062 /* Apply velocities */
1063 v3f rv;
1064 v3_sub( localplayer.rb.v, state->cog_v, rv );
1065
1066 v3f F;
1067 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1068 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1069
1070 float ra = k_cog_mass_ratio,
1071 rb = 1.0f-k_cog_mass_ratio;
1072
1073 /* Apply forces & intergrate */
1074 v3_muladds( state->cog_v, F, -rb, state->cog_v );
1075 state->cog_v[1] += -9.8f * k_rb_delta;
1076 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1077 }
1078
1079 static void skate_integrate(void){
1080 struct player_skate_state *state = &player_skate.state;
1081
1082 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1083 rate_z = rate_x,
1084 rate_y = 1.0f;
1085
1086 if( state->activity >= k_skate_activity_grind_any ){
1087 rate_x = 1.0f-(16.0f*k_rb_delta);
1088 rate_y = 1.0f-(10.0f*k_rb_delta);
1089 rate_z = 1.0f-(40.0f*k_rb_delta);
1090 }
1091
1092 float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
1093 wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
1094 wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
1095
1096 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1097 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1098 localplayer.rb.w );
1099 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1100 localplayer.rb.w );
1101
1102 state->flip_time += state->flip_rate * k_rb_delta;
1103 rb_update_transform( &localplayer.rb );
1104 }
1105
1106 static enum trick_type player_skate_trick_input(void){
1107 return (button_press( k_srbind_trick0 ) ) |
1108 (button_press( k_srbind_trick1 ) << 1) |
1109 (button_press( k_srbind_trick2 ) << 1) |
1110 (button_press( k_srbind_trick2 ) );
1111 }
1112
1113 static void player__skate_pre_update(void){
1114 struct player_skate_state *state = &player_skate.state;
1115
1116 if( button_down( k_srbind_use ) ){
1117 localplayer.subsystem = k_player_subsystem_walk;
1118
1119 v3f angles;
1120 v3_copy( localplayer.cam.angles, localplayer.angles );
1121 localplayer.angles[2] = 0.0f;
1122
1123 v3f newpos, offset;
1124 m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
1125 v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
1126 v3_sub( localplayer.rb.co, newpos, offset );
1127 v3_copy( newpos, localplayer.rb.co );
1128
1129 player__begin_holdout( offset );
1130 player__skate_kill_audio();
1131 player__walk_transition();
1132 return;
1133 }
1134
1135 enum trick_type trick = player_skate_trick_input();
1136 if( trick )
1137 state->trick_input_collect += vg.time_frame_delta;
1138 else
1139 state->trick_input_collect = 0.0f;
1140
1141 if( state->activity <= k_skate_activity_air_to_grind ){
1142 if( trick && (state->trick_input_collect < 0.1f) ){
1143 if( state->trick_time == 0.0f ){
1144 audio_lock();
1145 audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
1146 localplayer.rb.co, 40.0f, 1.0f );
1147 audio_unlock();
1148 }
1149
1150 if( state->trick_time < 0.1f ){
1151 v3_zero( state->trick_vel );
1152
1153 if( trick == k_trick_type_kickflip ){
1154 state->trick_vel[0] = 3.0f;
1155 }
1156 else if( trick == k_trick_type_shuvit ){
1157 state->trick_vel[2] = 3.0f;
1158 }
1159 else if( trick == k_trick_type_treflip ){
1160 state->trick_vel[0] = 2.0f;
1161 state->trick_vel[2] = 2.0f;
1162 }
1163 state->trick_type = trick;
1164 }
1165 }
1166 }
1167 else
1168 state->trick_type = k_trick_type_none;
1169 }
1170
1171 static void player__skate_post_update(void){
1172 struct player_skate_state *state = &player_skate.state;
1173
1174 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1175 jump_info *jump = &player_skate.possible_jumps[i];
1176
1177 if( jump->log_length == 0 ){
1178 vg_fatal_error( "assert: jump->log_length == 0\n" );
1179 }
1180
1181 for( int j=0; j<jump->log_length - 1; j ++ ){
1182 float brightness = jump->score*jump->score*jump->score;
1183 v3f p1;
1184 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1185 vg_line( jump->log[j], p1, jump->colour );
1186 }
1187
1188 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1189
1190 v3f p1;
1191 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1192 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1193
1194 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1195 }
1196
1197 audio_lock();
1198
1199 float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1200 speed = v3_length( localplayer.rb.v ),
1201 attn = vg_minf( 1.0f, speed*0.1f ),
1202 slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
1203
1204 if( state->activity >= k_skate_activity_grind_any ){
1205 slide = 0.0f;
1206 }
1207
1208 f32 gate = skaterift.time_rate,
1209 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1210 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1211 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1212
1213 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1214
1215 if( !player_skate.aud_air ){
1216 player_skate.aud_air = audio_get_first_idle_channel();
1217 if( player_skate.aud_air )
1218 audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
1219 }
1220
1221 if( !player_skate.aud_slide ){
1222 player_skate.aud_slide = audio_get_first_idle_channel();
1223 if( player_skate.aud_slide )
1224 audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
1225 }
1226
1227
1228 /* brrrrrrrrrrrt sound for tiles and stuff
1229 * --------------------------------------------------------*/
1230 float sidechain_amt = 0.0f,
1231 hz = vg_maxf( speed * 2.0f, 2.0f );
1232
1233 if( (player_skate.surface == k_surface_prop_tiles) &&
1234 (state->activity < k_skate_activity_grind_any) )
1235 sidechain_amt = 1.0f;
1236 else
1237 sidechain_amt = 0.0f;
1238
1239 audio_set_lfo_frequency( 0, hz );
1240 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1241 vg_lerpf( 250.0f, 80.0f, attn ) );
1242
1243 if( player_skate.sample_change_cooldown > 0.0f ){
1244 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1245 }
1246 else{
1247 int sample_type = k_skate_sample_concrete;
1248
1249 if( state->activity == k_skate_activity_grind_5050 ){
1250 if( player_skate.surface == k_surface_prop_metal )
1251 sample_type = k_skate_sample_metal_scrape_generic;
1252 else
1253 sample_type = k_skate_sample_concrete_scrape_metal;
1254 }
1255 else if( (state->activity == k_skate_activity_grind_back50) ||
1256 (state->activity == k_skate_activity_grind_front50) )
1257 {
1258 if( player_skate.surface == k_surface_prop_metal ){
1259 sample_type = k_skate_sample_metal_scrape_generic;
1260 }
1261 else{
1262 float a = v3_dot( localplayer.rb.to_world[2],
1263 player_skate.grind_dir );
1264 if( fabsf(a) > 0.70710678118654752f )
1265 sample_type = k_skate_sample_concrete_scrape_wood;
1266 else
1267 sample_type = k_skate_sample_concrete_scrape_metal;
1268 }
1269 }
1270 else if( state->activity == k_skate_activity_grind_boardslide ){
1271 if( player_skate.surface == k_surface_prop_metal )
1272 sample_type = k_skate_sample_metal_scrape_generic;
1273 else
1274 sample_type = k_skate_sample_concrete_scrape_wood;
1275 }
1276
1277 audio_clip *relevant_samples[] = {
1278 &audio_board[0],
1279 &audio_board[0],
1280 &audio_board[7],
1281 &audio_board[6],
1282 &audio_board[5]
1283 };
1284
1285 if( (player_skate.main_sample_type != sample_type) ||
1286 (!player_skate.aud_main) ){
1287
1288 player_skate.aud_main =
1289 audio_channel_crossfade( player_skate.aud_main,
1290 relevant_samples[sample_type],
1291 0.06f, flags );
1292 player_skate.sample_change_cooldown = 0.1f;
1293 player_skate.main_sample_type = sample_type;
1294 }
1295 }
1296
1297 if( player_skate.aud_main ){
1298 player_skate.aud_main->colour = 0x00103efe;
1299 audio_channel_set_spacial( player_skate.aud_main,
1300 localplayer.rb.co, 40.0f );
1301 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1302 audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
1303 audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
1304
1305 float rate = 1.0f + (attn-0.5f)*0.2f;
1306 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1307 }
1308
1309 if( player_skate.aud_slide ){
1310 player_skate.aud_slide->colour = 0x00103efe;
1311 audio_channel_set_spacial( player_skate.aud_slide,
1312 localplayer.rb.co, 40.0f );
1313 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1314 audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
1315 audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
1316 }
1317
1318 if( player_skate.aud_air ){
1319 player_skate.aud_air->colour = 0x00103efe;
1320 audio_channel_set_spacial( player_skate.aud_air,
1321 localplayer.rb.co, 40.0f );
1322 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1323 audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
1324 }
1325
1326 audio_unlock();
1327 }
1328
1329 /*
1330 * truck alignment model at ra(local)
1331 * returns 1 if valid surface:
1332 * surface_normal will be filled out with an averaged normal vector
1333 * axel_dir will be the direction from left to right wheels
1334 *
1335 * returns 0 if no good surface found
1336 */
1337 static
1338 int skate_compute_surface_alignment( v3f ra, u32 colour,
1339 v3f surface_normal, v3f axel_dir ){
1340 world_instance *world = world_current_instance();
1341
1342 v3f truck, left, right;
1343 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1344
1345 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
1346 v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
1347 vg_line( left, right, colour );
1348
1349 float k_max_truck_flex = VG_PIf * 0.25f;
1350
1351 ray_hit ray_l, ray_r;
1352
1353 v3f dir;
1354 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1355
1356 int res_l = 0, res_r = 0;
1357
1358 for( int i=0; i<8; i++ ){
1359 float t = 1.0f - (float)i * (1.0f/8.0f);
1360 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
1361 v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
1362 ray_l.dist = 2.1f * k_board_radius;
1363
1364 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1365
1366 if( res_l )
1367 break;
1368 }
1369
1370 for( int i=0; i<8; i++ ){
1371 float t = 1.0f - (float)i * (1.0f/8.0f);
1372 v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
1373 v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
1374 ray_r.dist = 2.1f * k_board_radius;
1375
1376 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1377
1378 if( res_r )
1379 break;
1380 }
1381
1382 v3f v0;
1383 v3f midpoint;
1384 v3f tangent_average;
1385 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1386 v3_zero( tangent_average );
1387
1388 if( res_l || res_r ){
1389 v3f p0, p1, t;
1390 v3_copy( midpoint, p0 );
1391 v3_copy( midpoint, p1 );
1392
1393 if( res_l ){
1394 v3_copy( ray_l.pos, p0 );
1395 v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
1396 v3_add( t, tangent_average, tangent_average );
1397 }
1398 if( res_r ){
1399 v3_copy( ray_r.pos, p1 );
1400 v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
1401 v3_add( t, tangent_average, tangent_average );
1402 }
1403
1404 v3_sub( p1, p0, v0 );
1405 v3_normalize( v0 );
1406 }
1407 else{
1408 /* fallback: use the closes point to the trucks */
1409 v3f closest;
1410 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1411
1412 if( idx != -1 ){
1413 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1414 v3f verts[3];
1415
1416 for( int j=0; j<3; j++ )
1417 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1418
1419 v3f vert0, vert1, n;
1420 v3_sub( verts[1], verts[0], vert0 );
1421 v3_sub( verts[2], verts[0], vert1 );
1422 v3_cross( vert0, vert1, n );
1423 v3_normalize( n );
1424
1425 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1426 return 0;
1427
1428 v3_cross( n, localplayer.rb.to_world[2], v0 );
1429 v3_muladds( v0, localplayer.rb.to_world[2],
1430 -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
1431 v3_normalize( v0 );
1432
1433 v3f t;
1434 v3_cross( n, localplayer.rb.to_world[0], t );
1435 v3_add( t, tangent_average, tangent_average );
1436 }
1437 else
1438 return 0;
1439 }
1440
1441 v3_muladds( truck, v0, k_board_width, right );
1442 v3_muladds( truck, v0, -k_board_width, left );
1443
1444 vg_line( left, right, VG__WHITE );
1445
1446 v3_normalize( tangent_average );
1447 v3_cross( v0, tangent_average, surface_normal );
1448 v3_copy( v0, axel_dir );
1449
1450 return 1;
1451 }
1452
1453 static void skate_weight_distribute(void){
1454 struct player_skate_state *state = &player_skate.state;
1455 v3_zero( player_skate.weight_distribution );
1456
1457 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1458 localplayer.rb.v ) < 0.0f?1:-1;
1459
1460 v2f steer;
1461 joystick_state( k_srjoystick_steer, steer );
1462
1463 if( state->manual_direction == 0 ){
1464 if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
1465 (state->jump_charge <= 0.01f) )
1466 state->manual_direction = reverse_dir;
1467 }
1468 else{
1469 if( steer[1] < 0.1f ){
1470 state->manual_direction = 0;
1471 }
1472 else{
1473 if( reverse_dir != state->manual_direction ){
1474 return;
1475 }
1476 }
1477 }
1478
1479 if( state->manual_direction ){
1480 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1481 player_skate.weight_distribution[2] = k_board_length * amt *
1482 (float)state->manual_direction;
1483 }
1484
1485 if( state->manual_direction ){
1486 v3f plane_z;
1487
1488 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1489 plane_z );
1490 v3_negate( plane_z, plane_z );
1491
1492 v3_muladds( plane_z, player_skate.surface_picture,
1493 -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
1494 v3_normalize( plane_z );
1495
1496 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1497 v3_normalize( plane_z );
1498
1499 v3f p1;
1500 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1501 vg_line( localplayer.rb.co, p1, VG__GREEN );
1502
1503 v3f refdir;
1504 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1505 refdir );
1506
1507 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1508 k_manul_spring, k_manul_dampener,
1509 player_skate.substep_delta );
1510 }
1511 }
1512
1513 static void skate_adjust_up_direction(void){
1514 struct player_skate_state *state = &player_skate.state;
1515
1516 if( state->activity == k_skate_activity_ground ){
1517 v3f target;
1518 v3_copy( player_skate.surface_picture, target );
1519
1520 target[1] += 2.0f * player_skate.surface_picture[1];
1521 v3_normalize( target );
1522
1523 v3_lerp( state->up_dir, target,
1524 8.0f * player_skate.substep_delta, state->up_dir );
1525 }
1526 else if( state->activity <= k_skate_activity_air_to_grind ){
1527 v3_lerp( state->up_dir, localplayer.rb.to_world[1],
1528 8.0f * player_skate.substep_delta, state->up_dir );
1529 }
1530 else{
1531 v3f avg;
1532 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1533 v3_normalize( avg );
1534
1535 v3_lerp( state->up_dir, avg,
1536 6.0f * player_skate.substep_delta, state->up_dir );
1537 }
1538 }
1539
1540 static int skate_point_visible( v3f origin, v3f target ){
1541 v3f dir;
1542 v3_sub( target, origin, dir );
1543
1544 ray_hit ray;
1545 ray.dist = v3_length( dir );
1546 v3_muls( dir, 1.0f/ray.dist, dir );
1547 ray.dist -= 0.025f;
1548
1549 if( ray_world( world_current_instance(), origin, dir, &ray,
1550 k_material_flag_walking ) )
1551 return 0;
1552
1553 return 1;
1554 }
1555
1556 static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
1557 v3_copy( inf->dir, mtx[0] );
1558 v3_copy( inf->n, mtx[1] );
1559 v3_cross( mtx[0], mtx[1], mtx[2] );
1560 }
1561
1562 static void skate_grind_friction( struct grind_info *inf, float strength ){
1563 v3f v2;
1564 v3_muladds( localplayer.rb.to_world[2], inf->n,
1565 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1566
1567 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1568 dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
1569 F = a * -dir * k_grind_max_friction;
1570
1571 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1572 localplayer.rb.v );
1573 }
1574
1575 static void skate_grind_decay( struct grind_info *inf, float strength ){
1576 m3x3f mtx, mtx_inv;
1577 skate_grind_orient( inf, mtx );
1578 m3x3_transpose( mtx, mtx_inv );
1579
1580 v3f v_grind;
1581 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1582
1583 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1584 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1585 m3x3_mulv( mtx, v_grind, localplayer.rb.v );
1586 }
1587
1588 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1589 float strength ){
1590 struct player_skate_state *state = &player_skate.state;
1591 /* REFACTOR */
1592 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1593 v3f raw, wsp;
1594 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1595 v3_add( localplayer.rb.co, raw, wsp );
1596
1597 v3_copy( ra, player_skate.weight_distribution );
1598
1599 v3f delta;
1600 v3_sub( inf->co, wsp, delta );
1601
1602 /* spring force */
1603 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1604 localplayer.rb.v );
1605
1606 skate_grind_decay( inf, strength );
1607 skate_grind_friction( inf, strength );
1608
1609 /* yeah yeah yeah yeah */
1610 v3f raw_nplane, axis;
1611 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1612 v3_cross( raw_nplane, inf->n, axis );
1613 v3_normalize( axis );
1614
1615 /* orientation */
1616 m3x3f mtx;
1617 skate_grind_orient( inf, mtx );
1618 v3f target_fwd, fwd, up, target_up;
1619 m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
1620 v3_copy( raw_nplane, fwd );
1621 v3_copy( localplayer.rb.to_world[1], up );
1622 v3_copy( inf->n, target_up );
1623
1624 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1625 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1626
1627 v3_normalize( target_fwd );
1628 v3_normalize( fwd );
1629
1630 v2f steer;
1631 joystick_state( k_srjoystick_steer, steer );
1632
1633 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1634
1635 v4f q;
1636 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1637 q_mulv( q, target_up, target_up );
1638 q_mulv( q, target_fwd, target_fwd );
1639
1640 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1641 k_grind_spring,
1642 k_grind_dampener,
1643 k_rb_delta );
1644
1645 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1646 k_grind_spring*strength,
1647 k_grind_dampener*strength,
1648 k_rb_delta );
1649
1650 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1651 vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
1652 vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
1653
1654 player_skate.grind_strength = strength;
1655
1656 /* Fake contact */
1657 struct grind_limit *limit =
1658 &player_skate.limits[ player_skate.limit_count ++ ];
1659 m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
1660 m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
1661 limit->p = 0.0f;
1662
1663 v3_copy( inf->dir, player_skate.grind_dir );
1664 }
1665
1666 static void skate_5050_apply( struct grind_info *inf_front,
1667 struct grind_info *inf_back ){
1668 struct player_skate_state *state = &player_skate.state;
1669 struct grind_info inf_avg;
1670
1671 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1672 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1673 v3_normalize( inf_avg.dir );
1674
1675 /* dont ask */
1676 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1677 inf_avg.dir );
1678
1679 v3f axis_front, axis_back, axis;
1680 v3_cross( inf_front->dir, inf_front->n, axis_front );
1681 v3_cross( inf_back->dir, inf_back->n, axis_back );
1682 v3_add( axis_front, axis_back, axis );
1683 v3_normalize( axis );
1684
1685 v3_cross( axis, inf_avg.dir, inf_avg.n );
1686 skate_grind_decay( &inf_avg, 1.0f );
1687
1688 v2f steer;
1689 joystick_state( k_srjoystick_steer, steer );
1690
1691 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1692 localplayer.rb.v ) );
1693 v4f q;
1694 v3f up, target_up;
1695 v3_copy( localplayer.rb.to_world[1], up );
1696 v3_copy( inf_avg.n, target_up );
1697 q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
1698 q_mulv( q, target_up, target_up );
1699
1700 v3_zero( player_skate.weight_distribution );
1701 player_skate.weight_distribution[2] = k_board_length * -way;
1702
1703 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1704 k_grind_spring,
1705 k_grind_dampener,
1706 k_rb_delta );
1707 vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
1708 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1709
1710 v3f fwd_nplane, dir_nplane;
1711 v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
1712 -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
1713
1714 v3f dir;
1715 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1716 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1717
1718 v3_normalize( fwd_nplane );
1719 v3_normalize( dir_nplane );
1720
1721 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1722 1000.0f,
1723 k_grind_dampener,
1724 k_rb_delta );
1725 vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
1726 vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
1727
1728 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1729 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1730 delta_front, delta_back, delta_total;
1731
1732 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1733 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1734
1735 v3_sub( inf_front->co, pos_front, delta_front );
1736 v3_sub( inf_back->co, pos_back, delta_back );
1737 v3_add( delta_front, delta_back, delta_total );
1738
1739 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1740 localplayer.rb.v );
1741
1742 /* Fake contact */
1743 struct grind_limit *limit =
1744 &player_skate.limits[ player_skate.limit_count ++ ];
1745 v3_zero( limit->ra );
1746 m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
1747 limit->p = 0.0f;
1748
1749 v3_copy( inf_avg.dir, player_skate.grind_dir );
1750 }
1751
1752 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1753 struct player_skate_state *state = &player_skate.state;
1754
1755 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1756 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1757
1758 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1759 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1760
1761 /* Exit condition: lost grind tracking */
1762 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1763 return 0;
1764
1765 /* Exit condition: cant see grind target directly */
1766 if( !skate_point_visible( wheel_co, inf->co ) )
1767 return 0;
1768
1769 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1770 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1771 minv = k_grind_axel_min_vel*0.8f;
1772
1773 if( dv < minv )
1774 return 0;
1775
1776 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1777 return 0;
1778
1779 v3_copy( inf->dir, player_skate.grind_dir );
1780 return 1;
1781 }
1782
1783 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1784 struct player_skate_state *state = &player_skate.state;
1785
1786 /* REFACTOR */
1787 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1788
1789 v3f raw, wsp;
1790 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1791 v3_add( localplayer.rb.co, raw, wsp );
1792
1793 if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
1794 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1795 return 0;
1796
1797 /* velocity should be at least 60% aligned */
1798 v3f pv, axis;
1799 v3_cross( inf->n, inf->dir, axis );
1800 v3_muladds( localplayer.rb.v, inf->n,
1801 -v3_dot( localplayer.rb.v, inf->n ), pv );
1802
1803 if( v3_length2( pv ) < 0.0001f )
1804 return 0;
1805 v3_normalize( pv );
1806
1807 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1808 return 0;
1809
1810 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1811 return 0;
1812
1813 v3f local_co, local_dir, local_n;
1814 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1815 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1816 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1817
1818 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1819
1820 float truck_height = -(k_board_radius+0.03f);
1821
1822 v3f rv;
1823 v3_cross( localplayer.rb.w, raw, rv );
1824 v3_add( localplayer.rb.v, rv, rv );
1825
1826 if( (local_co[1] >= truck_height) &&
1827 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1828 {
1829 return 1;
1830 }
1831 }
1832
1833 return 0;
1834 }
1835
1836 static void skate_boardslide_apply( struct grind_info *inf ){
1837 struct player_skate_state *state = &player_skate.state;
1838
1839 v3f local_co, local_dir, local_n;
1840 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1841 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1842 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1843
1844 v3f intersection;
1845 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1846 intersection );
1847 v3_copy( intersection, player_skate.weight_distribution );
1848
1849 skate_grind_decay( inf, 0.0125f );
1850 skate_grind_friction( inf, 0.25f );
1851
1852 /* direction alignment */
1853 v3f dir, perp;
1854 v3_cross( local_dir, local_n, perp );
1855 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1856 v3_muls( perp, vg_signf(perp[2]), perp );
1857
1858 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1859 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1860
1861 v4f qbalance;
1862 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1863 q_mulv( qbalance, perp, perp );
1864
1865 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1866 dir,
1867 k_grind_spring, k_grind_dampener,
1868 k_rb_delta );
1869
1870 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
1871 perp,
1872 k_grind_spring, k_grind_dampener,
1873 k_rb_delta );
1874
1875 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
1876 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
1877
1878 v3_copy( inf->dir, player_skate.grind_dir );
1879 }
1880
1881 static int skate_boardslide_entry( struct grind_info *inf ){
1882 struct player_skate_state *state = &player_skate.state;
1883
1884 if( skate_grind_scansq( localplayer.rb.co,
1885 localplayer.rb.to_world[0], k_board_length,
1886 inf ) )
1887 {
1888 v3f local_co, local_dir;
1889 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1890 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1891
1892 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1893 (local_co[1] >= 0.0f) && /* at deck level */
1894 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1895 {
1896 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1897 return 0;
1898
1899 return 1;
1900 }
1901 }
1902
1903 return 0;
1904 }
1905
1906 static int skate_boardslide_renew( struct grind_info *inf ){
1907 struct player_skate_state *state = &player_skate.state;
1908
1909 if( !skate_grind_scansq( localplayer.rb.co,
1910 localplayer.rb.to_world[0], k_board_length,
1911 inf ) )
1912 return 0;
1913
1914 /* Exit condition: cant see grind target directly */
1915 v3f vis;
1916 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
1917 if( !skate_point_visible( vis, inf->co ) )
1918 return 0;
1919
1920 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1921 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1922 minv = k_grind_axel_min_vel*0.8f;
1923
1924 if( dv < minv )
1925 return 0;
1926
1927 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1928 return 0;
1929
1930 return 1;
1931 }
1932
1933 static void skate_store_grind_vec( struct grind_info *inf ){
1934 struct player_skate_state *state = &player_skate.state;
1935
1936 m3x3f mtx;
1937 skate_grind_orient( inf, mtx );
1938 m3x3_transpose( mtx, mtx );
1939
1940 v3f raw;
1941 v3_sub( inf->co, localplayer.rb.co, raw );
1942
1943 m3x3_mulv( mtx, raw, player_skate.grind_vec );
1944 v3_normalize( player_skate.grind_vec );
1945 v3_copy( inf->dir, player_skate.grind_dir );
1946 }
1947
1948 static enum skate_activity skate_availible_grind(void){
1949 struct player_skate_state *state = &player_skate.state;
1950
1951 if( state->grind_cooldown > 100 ){
1952 vg_fatal_error( "wth!\n" );
1953 }
1954
1955 /* debounces this state manager a little bit */
1956 if( state->grind_cooldown ){
1957 state->grind_cooldown --;
1958 return k_skate_activity_undefined;
1959 }
1960
1961 struct grind_info inf_back50,
1962 inf_front50,
1963 inf_slide;
1964
1965 int res_back50 = 0,
1966 res_front50 = 0,
1967 res_slide = 0;
1968
1969 int allow_back = 1,
1970 allow_front = 1;
1971
1972 v2f steer;
1973 joystick_state( k_srjoystick_steer, steer );
1974
1975 if( state->activity == k_skate_activity_grind_5050 ||
1976 state->activity == k_skate_activity_grind_back50 ||
1977 state->activity == k_skate_activity_grind_front50 )
1978 {
1979 float tilt = steer[1];
1980
1981 if( fabsf(tilt) >= 0.25f ){
1982 v3f raw = {0.0f,0.0f,tilt};
1983 m3x3_mulv( localplayer.rb.to_world, raw, raw );
1984
1985 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
1986
1987 if( way < 0.0f ) allow_front = 0;
1988 else allow_back = 0;
1989 }
1990 }
1991
1992 if( state->activity == k_skate_activity_grind_boardslide ){
1993 res_slide = skate_boardslide_renew( &inf_slide );
1994 }
1995 else if( state->activity == k_skate_activity_grind_back50 ){
1996 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1997
1998 if( allow_front )
1999 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2000 }
2001 else if( state->activity == k_skate_activity_grind_front50 ){
2002 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2003
2004 if( allow_back )
2005 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2006 }
2007 else if( state->activity == k_skate_activity_grind_5050 ){
2008 if( allow_front )
2009 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
2010 if( allow_back )
2011 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
2012 }
2013 else{
2014 res_slide = skate_boardslide_entry( &inf_slide );
2015
2016 if( allow_back )
2017 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
2018
2019 if( allow_front )
2020 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
2021
2022 if( res_back50 != res_front50 ){
2023 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2024
2025 res_back50 &= wants_to_do_that;
2026 res_front50 &= wants_to_do_that;
2027 }
2028 }
2029
2030 const enum skate_activity table[] =
2031 { /* slide | back | front */
2032 k_skate_activity_undefined, /* 0 0 0 */
2033 k_skate_activity_grind_front50, /* 0 0 1 */
2034 k_skate_activity_grind_back50, /* 0 1 0 */
2035 k_skate_activity_grind_5050, /* 0 1 1 */
2036
2037 /* slide has priority always */
2038 k_skate_activity_grind_boardslide, /* 1 0 0 */
2039 k_skate_activity_grind_boardslide, /* 1 0 1 */
2040 k_skate_activity_grind_boardslide, /* 1 1 0 */
2041 k_skate_activity_grind_boardslide, /* 1 1 1 */
2042 }
2043 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2044
2045 if( new_activity == k_skate_activity_undefined ){
2046 if( state->activity >= k_skate_activity_grind_any ){
2047 state->grind_cooldown = 15;
2048 state->surface_cooldown = 10;
2049 }
2050 }
2051 else if( new_activity == k_skate_activity_grind_boardslide ){
2052 skate_boardslide_apply( &inf_slide );
2053 }
2054 else if( new_activity == k_skate_activity_grind_back50 ){
2055 if( state->activity != k_skate_activity_grind_back50 )
2056 skate_store_grind_vec( &inf_back50 );
2057
2058 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2059 }
2060 else if( new_activity == k_skate_activity_grind_front50 ){
2061 if( state->activity != k_skate_activity_grind_front50 )
2062 skate_store_grind_vec( &inf_front50 );
2063
2064 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2065 }
2066 else if( new_activity == k_skate_activity_grind_5050 )
2067 skate_5050_apply( &inf_front50, &inf_back50 );
2068
2069 return new_activity;
2070 }
2071
2072 static void player__skate_update(void){
2073 struct player_skate_state *state = &player_skate.state;
2074 world_instance *world = world_current_instance();
2075
2076 if( world->water.enabled ){
2077 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2078 player__networked_sfx( k_player_subsystem_walk, 32,
2079 k_player_walk_soundeffect_splash,
2080 localplayer.rb.co, 1.0f );
2081 player__skate_kill_audio();
2082 player__dead_transition( k_player_die_type_generic );
2083 return;
2084 }
2085 }
2086
2087 v3_copy( localplayer.rb.co, state->prev_pos );
2088 state->activity_prev = state->activity;
2089 v3f normal_total;
2090 v3_zero( normal_total );
2091
2092 struct board_collider
2093 {
2094 v3f pos;
2095 float radius;
2096
2097 u32 colour;
2098
2099 enum board_collider_state
2100 {
2101 k_collider_state_default,
2102 k_collider_state_disabled,
2103 k_collider_state_colliding
2104 }
2105 state;
2106 }
2107 wheels[] =
2108 {
2109 {
2110 { 0.0f, 0.0f, -k_board_length },
2111 .radius = k_board_radius,
2112 .colour = VG__RED
2113 },
2114 {
2115 { 0.0f, 0.0f, k_board_length },
2116 .radius = k_board_radius,
2117 .colour = VG__GREEN
2118 }
2119 };
2120
2121 float slap = 0.0f;
2122
2123 if( state->activity <= k_skate_activity_air_to_grind ){
2124 float min_dist = 0.6f;
2125 for( int i=0; i<2; i++ ){
2126 v3f wpos, closest;
2127 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2128
2129 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2130 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2131 }
2132 }
2133 min_dist -= 0.2f;
2134 float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
2135 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2136 }
2137 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2138
2139 wheels[0].pos[1] = state->slap;
2140 wheels[1].pos[1] = state->slap;
2141
2142
2143 const int k_wheel_count = 2;
2144
2145 player_skate.substep = k_rb_delta;
2146 player_skate.substep_delta = player_skate.substep;
2147 player_skate.limit_count = 0;
2148
2149 int substep_count = 0;
2150
2151 v3_zero( player_skate.surface_picture );
2152
2153 int prev_contacts[2];
2154
2155 for( int i=0; i<k_wheel_count; i++ ){
2156 wheels[i].state = k_collider_state_default;
2157 prev_contacts[i] = player_skate.wheel_contacts[i];
2158 }
2159
2160 /* check if we can enter or continue grind */
2161 enum skate_activity grindable_activity = skate_availible_grind();
2162 if( grindable_activity != k_skate_activity_undefined ){
2163 state->activity = grindable_activity;
2164 goto grinding;
2165 }
2166
2167 int contact_count = 0;
2168 for( int i=0; i<2; i++ ){
2169 v3f normal, axel;
2170 v3_copy( localplayer.rb.to_world[0], axel );
2171
2172 if( skate_compute_surface_alignment( wheels[i].pos,
2173 wheels[i].colour, normal, axel ) )
2174 {
2175 rb_effect_spring_target_vector( &localplayer.rb,
2176 localplayer.rb.to_world[0],
2177 axel,
2178 k_surface_spring, k_surface_dampener,
2179 player_skate.substep_delta );
2180
2181 v3_add( normal, player_skate.surface_picture,
2182 player_skate.surface_picture );
2183 contact_count ++;
2184 player_skate.wheel_contacts[i] = 1;
2185 }
2186 else{
2187 player_skate.wheel_contacts[i] = 0;
2188 }
2189
2190 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2191 }
2192
2193 if( state->surface_cooldown ){
2194 state->surface_cooldown --;
2195 contact_count = 0;
2196 }
2197
2198 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2199 for( int i=0; i<2; i++ ){
2200 if( !prev_contacts[i] ){
2201 v3f co;
2202 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
2203 player__networked_sfx( k_player_subsystem_skate, 32,
2204 k_player_skate_soundeffect_tap,
2205 localplayer.rb.co, 0.75f );
2206 }
2207 }
2208 }
2209
2210 if( contact_count ){
2211 state->activity = k_skate_activity_ground;
2212 state->gravity_bias = k_gravity;
2213 v3_normalize( player_skate.surface_picture );
2214
2215 skate_apply_friction_model();
2216 skate_weight_distribute();
2217 }
2218 else{
2219 if( state->activity > k_skate_activity_air_to_grind )
2220 state->activity = k_skate_activity_air;
2221
2222 v3_zero( player_skate.weight_distribution );
2223 skate_apply_air_model();
2224 }
2225
2226 grinding:;
2227
2228 if( state->activity == k_skate_activity_grind_back50 )
2229 wheels[1].state = k_collider_state_disabled;
2230 if( state->activity == k_skate_activity_grind_front50 )
2231 wheels[0].state = k_collider_state_disabled;
2232 if( state->activity == k_skate_activity_grind_5050 ){
2233 wheels[0].state = k_collider_state_disabled;
2234 wheels[1].state = k_collider_state_disabled;
2235 }
2236
2237 /* all activities */
2238 skate_apply_steering_model();
2239 skate_adjust_up_direction();
2240 skate_apply_cog_model();
2241 skate_apply_jump_model();
2242 skate_apply_grab_model();
2243 skate_apply_trick_model();
2244 skate_apply_pump_model();
2245
2246 begin_collision:;
2247
2248 /*
2249 * Phase 0: Continous collision detection
2250 * --------------------------------------------------------------------------
2251 */
2252
2253 v3f head_wp0, head_wp1, start_co;
2254 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
2255 v3_copy( localplayer.rb.co, start_co );
2256
2257 /* calculate transform one step into future */
2258 v3f future_co;
2259 v4f future_q;
2260 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2261 future_co );
2262
2263 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2264 v4f rotation;
2265 v3f axis;
2266 v3_copy( localplayer.rb.w, axis );
2267
2268 float mag = v3_length( axis );
2269 v3_divs( axis, mag, axis );
2270 q_axis_angle( rotation, axis, mag*player_skate.substep );
2271 q_mul( rotation, localplayer.rb.q, future_q );
2272 q_normalize( future_q );
2273 }
2274 else
2275 v4_copy( localplayer.rb.q, future_q );
2276
2277 v3f future_cg, current_cg, cg_offset;
2278 q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
2279 q_mulv( future_q, player_skate.weight_distribution, future_cg );
2280 v3_sub( future_cg, current_cg, cg_offset );
2281
2282 /* calculate the minimum time we can move */
2283 float max_time = player_skate.substep;
2284
2285 for( int i=0; i<k_wheel_count; i++ ){
2286 if( wheels[i].state == k_collider_state_disabled )
2287 continue;
2288
2289 v3f current, future, r_cg;
2290
2291 q_mulv( future_q, wheels[i].pos, future );
2292 v3_add( future, future_co, future );
2293 v3_add( cg_offset, future, future );
2294
2295 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2296 v3_add( current, localplayer.rb.co, current );
2297
2298 float t;
2299 v3f n;
2300
2301 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2302 if( spherecast_world( world, current, future, cast_radius, &t, n,
2303 k_material_flag_walking ) != -1)
2304 max_time = vg_minf( max_time, t * player_skate.substep );
2305 }
2306
2307 /* clamp to a fraction of delta, to prevent locking */
2308 float rate_lock = substep_count;
2309 rate_lock *= k_rb_delta * 0.1f;
2310 rate_lock *= rate_lock;
2311
2312 max_time = vg_maxf( max_time, rate_lock );
2313 player_skate.substep_delta = max_time;
2314
2315 /* integrate */
2316 v3_muladds( localplayer.rb.co, localplayer.rb.v,
2317 player_skate.substep_delta, localplayer.rb.co );
2318 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2319 v4f rotation;
2320 v3f axis;
2321 v3_copy( localplayer.rb.w, axis );
2322
2323 float mag = v3_length( axis );
2324 v3_divs( axis, mag, axis );
2325 q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
2326 q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
2327 q_normalize( localplayer.rb.q );
2328
2329 q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
2330 v3_sub( current_cg, future_cg, cg_offset );
2331 v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
2332 }
2333
2334 rb_update_transform( &localplayer.rb );
2335 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2336
2337 player_skate.substep -= player_skate.substep_delta;
2338
2339 rb_ct manifold[128];
2340 int manifold_len = 0;
2341 /*
2342 * Phase -1: head detection
2343 * --------------------------------------------------------------------------
2344 */
2345 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2346
2347 float t;
2348 v3f n;
2349 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2350 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
2351 k_material_flag_walking ) != -1) )
2352 {
2353 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2354 rb_update_transform( &localplayer.rb );
2355
2356 player__skate_kill_audio();
2357 player__dead_transition( k_player_die_type_head );
2358 return;
2359 }
2360
2361 /*
2362 * Phase 1: Regular collision detection
2363 * --------------------------------------------------------------------------
2364 */
2365
2366 for( int i=0; i<k_wheel_count; i++ ){
2367 if( wheels[i].state == k_collider_state_disabled )
2368 continue;
2369
2370 m4x3f mtx;
2371 m3x3_identity( mtx );
2372 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2373
2374 rb_sphere collider = { .radius = wheels[i].radius };
2375
2376 rb_ct *man = &manifold[ manifold_len ];
2377
2378 int l = skate_collide_smooth( mtx, &collider, man );
2379 if( l )
2380 wheels[i].state = k_collider_state_colliding;
2381
2382 manifold_len += l;
2383 }
2384
2385 float grind_radius = k_board_radius * 0.75f;
2386 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2387 .radius=grind_radius };
2388 m4x3f mtx;
2389 v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
2390 v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
2391 v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
2392 v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
2393 grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
2394
2395 rb_ct *cman = &manifold[manifold_len];
2396
2397 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2398 cman, k_material_flag_walking );
2399
2400 /* weld joints */
2401 for( int i=0; i<l; i ++ )
2402 cman[l].type = k_contact_type_edge;
2403 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2404 l = rb_manifold_apply_filtered( cman, l );
2405
2406 manifold_len += l;
2407
2408 if( vg_lines.draw )
2409 vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2410
2411 /* add limits */
2412 if( state->activity >= k_skate_activity_grind_any ){
2413 for( int i=0; i<player_skate.limit_count; i++ ){
2414 struct grind_limit *limit = &player_skate.limits[i];
2415 rb_ct *ct = &manifold[ manifold_len ++ ];
2416 m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
2417 m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
2418 ct->p = limit->p;
2419 ct->type = k_contact_type_default;
2420 }
2421 }
2422
2423 /*
2424 * Phase 3: Dynamics
2425 * --------------------------------------------------------------------------
2426 */
2427
2428
2429 v3f world_cog;
2430 m4x3_mulv( localplayer.rb.to_world,
2431 player_skate.weight_distribution, world_cog );
2432 vg_line_point( world_cog, 0.02f, VG__BLACK );
2433
2434 for( int i=0; i<manifold_len; i ++ ){
2435 rb_prepare_contact( &manifold[i], player_skate.substep_delta );
2436 rb_debug_contact( &manifold[i] );
2437 }
2438
2439 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2440 v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
2441 float ex2 = k_board_interia*extent[0]*extent[0],
2442 ey2 = k_board_interia*extent[1]*extent[1],
2443 ez2 = k_board_interia*extent[2]*extent[2];
2444
2445 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2446 float inv_mass = 1.0f/mass;
2447
2448 v3f I;
2449 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2450 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2451 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2452
2453 m3x3f iI;
2454 m3x3_identity( iI );
2455 iI[0][0] = I[0];
2456 iI[1][1] = I[1];
2457 iI[2][2] = I[2];
2458 m3x3_inv( iI, iI );
2459
2460 m3x3f iIw;
2461 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2462 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2463
2464 for( int j=0; j<10; j++ ){
2465 for( int i=0; i<manifold_len; i++ ){
2466 /*
2467 * regular dance; calculate velocity & total mass, apply impulse.
2468 */
2469
2470 struct contact *ct = &manifold[i];
2471
2472 v3f rv, delta;
2473 v3_sub( ct->co, world_cog, delta );
2474 v3_cross( localplayer.rb.w, delta, rv );
2475 v3_add( localplayer.rb.v, rv, rv );
2476
2477 v3f raCn;
2478 v3_cross( delta, ct->n, raCn );
2479
2480 v3f raCnI, rbCnI;
2481 m3x3_mulv( iIw, raCn, raCnI );
2482
2483 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2484 vn = v3_dot( rv, ct->n ),
2485 lambda = normal_mass * ( -vn );
2486
2487 float temp = ct->norm_impulse;
2488 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2489 lambda = ct->norm_impulse - temp;
2490
2491 v3f impulse;
2492 v3_muls( ct->n, lambda, impulse );
2493
2494 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2495 v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
2496 v3_cross( delta, impulse, impulse );
2497 m3x3_mulv( iIw, impulse, impulse );
2498 v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
2499
2500 v3_cross( localplayer.rb.w, delta, rv );
2501 v3_add( localplayer.rb.v, rv, rv );
2502 vn = v3_dot( rv, ct->n );
2503 }
2504 }
2505
2506 v3f dt;
2507 rb_depenetrate( manifold, manifold_len, dt );
2508 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2509 rb_update_transform( &localplayer.rb );
2510
2511 substep_count ++;
2512
2513 if( player_skate.substep >= 0.0001f )
2514 goto begin_collision; /* again! */
2515
2516 /*
2517 * End of collision and dynamics routine
2518 * --------------------------------------------------------------------------
2519 */
2520
2521 f32 nforce = v3_length(normal_total);
2522 if( nforce > 4.0f ){
2523 if( nforce > 17.6f ){
2524 v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
2525 player__dead_transition( k_player_die_type_feet );
2526 player__skate_kill_audio();
2527 return;
2528 }
2529
2530 f32 amt = k_cam_punch;
2531 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2532 amt *= 0.25f;
2533 }
2534
2535 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2536 localplayer.cam_land_punch_v );
2537 }
2538
2539 player_skate.surface = k_surface_prop_concrete;
2540
2541 for( int i=0; i<manifold_len; i++ ){
2542 rb_ct *ct = &manifold[i];
2543 struct world_surface *surf = world_contact_surface( world, ct );
2544
2545 if( surf->info.surface_prop > player_skate.surface )
2546 player_skate.surface = surf->info.surface_prop;
2547 }
2548
2549 for( int i=0; i<k_wheel_count; i++ ){
2550 m4x3f mtx;
2551 m3x3_copy( localplayer.rb.to_world, mtx );
2552 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2553 vg_line_sphere( mtx, wheels[i].radius,
2554 (u32[]){ VG__WHITE, VG__BLACK,
2555 wheels[i].colour }[ wheels[i].state ]);
2556 }
2557
2558 skate_integrate();
2559 vg_line_point( state->cog, 0.02f, VG__WHITE );
2560
2561 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2562
2563 if( id ){
2564 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2565
2566 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
2567 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
2568 m4x3_mulv( gate->transport, state->cog, state->cog );
2569 m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
2570 m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
2571 m3x3_mulv( gate->transport, state->head_position,
2572 state->head_position );
2573 m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
2574
2575 v4f transport_rotation;
2576 m3x3_q( gate->transport, transport_rotation );
2577 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
2578 q_mul( transport_rotation, state->smoothed_rotation,
2579 state->smoothed_rotation );
2580 rb_update_transform( &localplayer.rb );
2581 player__pass_gate( id );
2582 }
2583
2584 /* FIXME: Rate limit */
2585 static int stick_frames = 0;
2586
2587 if( state->activity >= k_skate_activity_ground )
2588 stick_frames ++;
2589 else
2590 stick_frames = 0;
2591
2592 if( stick_frames > 5 ) stick_frames = 5;
2593
2594 if( stick_frames == 4 ){
2595 if( state->activity == k_skate_activity_ground ){
2596 if( (fabsf(state->slip) > 0.75f) ){
2597 player__networked_sfx( k_player_subsystem_skate, 128,
2598 k_player_skate_soundeffect_land_bad,
2599 localplayer.rb.co, 0.6f );
2600 }
2601 else{
2602 player__networked_sfx( k_player_subsystem_skate, 128,
2603 k_player_skate_soundeffect_land_good,
2604 localplayer.rb.co, 1.0f );
2605 }
2606 }
2607 else if( player_skate.surface == k_surface_prop_metal ){
2608 player__networked_sfx( k_player_subsystem_skate, 128,
2609 k_player_skate_soundeffect_grind_metal,
2610 localplayer.rb.co, 1.0f );
2611 }
2612 else{
2613 player__networked_sfx( k_player_subsystem_skate, 128,
2614 k_player_skate_soundeffect_grind_wood,
2615 localplayer.rb.co, 1.0f );
2616 }
2617 } else if( stick_frames == 0 ){
2618 /* TODO: EXIT SOUNDS */
2619 }
2620
2621 if( (state->activity_prev < k_skate_activity_grind_any) &&
2622 (state->activity >= k_skate_activity_grind_any) ){
2623 state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
2624 state->grind_y_start = localplayer.rb.co[1];
2625 }
2626
2627 if( state->activity >= k_skate_activity_grind_any ){
2628 f32 dy = localplayer.rb.co[1] - state->grind_y_start;
2629 if( dy < 0.0f ){
2630 state->velocity_limit += -dy*0.2f;
2631 }
2632 state->grind_y_start = localplayer.rb.co[1];
2633
2634
2635 f32 speed_end = v3_length( localplayer.rb.v );
2636 if( speed_end > state->velocity_limit ){
2637 v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
2638 localplayer.rb.v );
2639 }
2640 }
2641 }
2642
2643 static void player__skate_im_gui(void){
2644 struct player_skate_state *state = &player_skate.state;
2645 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
2646 localplayer.rb.v[1],
2647 localplayer.rb.v[2] );
2648 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
2649 localplayer.rb.co[1],
2650 localplayer.rb.co[2] );
2651 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
2652 localplayer.rb.w[1],
2653 localplayer.rb.w[2] );
2654
2655 const char *activity_txt[] = {
2656 "air",
2657 "air_to_grind",
2658 "ground",
2659 "undefined (INVALID)",
2660 "grind_any (INVALID)",
2661 "grind_boardslide",
2662 "grind_metallic (INVALID)",
2663 "grind_back50",
2664 "grind_front50",
2665 "grind_5050"
2666 };
2667
2668 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2669 #if 0
2670 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2671 state->steerx_s, state->steery_s,
2672 k_steer_ground, k_steer_air );
2673 #endif
2674 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2675 state->flip_time );
2676 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2677 state->trick_vel[0],
2678 state->trick_vel[1],
2679 state->trick_vel[2] );
2680 player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
2681 state->trick_time,
2682 state->trick_euler[0],
2683 state->trick_euler[1],
2684 state->trick_euler[2] );
2685 }
2686
2687 static void player__skate_animate(void){
2688 struct player_skate_state *state = &player_skate.state;
2689 struct player_skate_animator *animator = &player_skate.animator;
2690
2691 /* Head */
2692 float kheight = 2.0f,
2693 kleg = 0.6f;
2694
2695 v3_zero( animator->offset );
2696
2697 v3f cog_local, cog_ideal;
2698 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2699
2700 v3_copy( state->up_dir, cog_ideal );
2701 v3_normalize( cog_ideal );
2702 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2703
2704 v3_sub( cog_ideal, cog_local, animator->offset );
2705
2706 v3_muls( animator->offset, 4.0f, animator->offset );
2707 animator->offset[1] *= -1.0f;
2708
2709 float curspeed = v3_length( localplayer.rb.v ),
2710 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2711 kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
2712 sign = vg_signf( kicks );
2713
2714 animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
2715 6.0f*vg.time_delta);
2716 animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
2717 2.4f*vg.time_delta);
2718
2719 animator->offset[0] *= 0.26f;
2720 animator->offset[0] += animator->wobble[1]*3.0f;
2721
2722 animator->offset[1] *= -0.3f;
2723 animator->offset[2] *= 0.01f;
2724
2725 animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
2726 (1.0f-fabsf(animator->slide)*0.9f);
2727 animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
2728
2729 v3f cam_offset;
2730 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2731
2732 /* localized vectors */
2733 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2734
2735 /*
2736 * Animation blending
2737 * ===========================================
2738 */
2739
2740 /* sliding */
2741 {
2742 float desired = 0.0f;
2743 if( state->activity == k_skate_activity_ground )
2744 desired = vg_clampf( vg_maxf(fabsf( state->slip ),
2745 fabsf( state->skid ) ), 0.0f, 1.0f );
2746
2747 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2748
2749 f32 dirx = 0.0f;
2750 if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
2751 if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
2752 if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
2753 dirx = vg_signf( state->slip );
2754 vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
2755 }
2756
2757 cam_offset[0] += animator->slide * -animator->x;
2758 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2759
2760 /* movement information */
2761 int iair = state->activity <= k_skate_activity_air_to_grind;
2762
2763 float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
2764 fly = iair? 1.0f: 0.0f,
2765 wdist= player_skate.weight_distribution[2] / k_board_length;
2766
2767 if( state->activity >= k_skate_activity_grind_any )
2768 wdist = 0.0f;
2769
2770 animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
2771 animator->skid = state->skid;
2772 animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
2773 animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
2774
2775 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2776 animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
2777 animator->reverse = state->reverse;
2778
2779 if( fabsf(state->slip) > 0.3f ){
2780 f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
2781 state->delayed_slip_dir = vg_signf(slide_x);
2782 }
2783
2784 /* grinding */
2785 f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2786 animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
2787
2788 f32 grind_frame = 0.5f;
2789
2790 if( state->activity == k_skate_activity_grind_front50 )
2791 grind_frame = 0.0f;
2792 else if( state->activity == k_skate_activity_grind_back50 )
2793 grind_frame = 1.0f;
2794
2795 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2796 5.0f*vg.time_delta );
2797 animator->activity = state->activity;
2798
2799 /* pushing */
2800 animator->push_time = vg.time - state->start_push;
2801 animator->push = vg_lerpf( animator->push,
2802 (vg.time - state->cur_push) < 0.125,
2803 6.0f*vg.time_delta );
2804
2805 /* jumping */
2806 animator->jump_charge = state->jump_charge;
2807 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2808 8.4f*vg.time_delta );
2809
2810 /* trick setup */
2811 animator->jump_dir = state->jump_dir;
2812 f32 jump_start_frame = 14.0f/30.0f;
2813 animator->jump_time = animator->jump_charge * jump_start_frame;
2814 f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
2815 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2816 animator->jump_time = jump_frame;
2817
2818 /* trick */
2819 float jump_t = vg.time-state->jump_time;
2820 float k=17.0f;
2821 float h = k*jump_t;
2822 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2823 extra *= state->slap * 4.0f;
2824
2825 v3_add( state->trick_euler, state->trick_residuald,
2826 animator->board_euler );
2827 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2828
2829 animator->board_euler[0] *= 0.5f;
2830 animator->board_euler[1] += extra;
2831 animator->trick_type = state->trick_type;
2832
2833 /* board lean */
2834 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2835 lean;
2836
2837 lean1 = animator->slide * animator->delayed_slip_dir;
2838 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2839 else lean = lean2;
2840
2841 if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
2842 lean = vg_clampf( lean, -1.0f, 1.0f );
2843 animator->board_lean =
2844 vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
2845
2846 /* feet placement */
2847 struct player_board *board =
2848 addon_cache_item_if_loaded( k_addon_type_board,
2849 localplayer.board_view_slot );
2850 if( board ){
2851 if( animator->weight > 0.0f ){
2852 animator->foot_offset[0] =
2853 board->truck_positions[k_board_truck_back][2]+0.3f;
2854 }
2855 else{
2856 animator->foot_offset[1] =
2857 board->truck_positions[k_board_truck_front][2]-0.3f;
2858 }
2859 }
2860
2861 f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
2862 animator->slap = state->slap;
2863 animator->subslap = vg_lerpf( animator->subslap, slapm,
2864 vg.time_delta*10.0f );
2865
2866 #if 0
2867 f32 l = ((state->activity < k_skate_activity_ground) &&
2868 v3_length2(state->trick_vel) > 0.1f )? 1: 0;
2869 animator->trick_foot = vg_lerpf( animator->trick_foot, l,
2870 8.4f*vg.time_delta );
2871 #endif
2872
2873 animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
2874
2875 /* grab */
2876 v2f grab_input;
2877 joystick_state( k_srjoystick_grab, grab_input );
2878 v2_add( state->grab_mouse_delta, grab_input, grab_input );
2879
2880 if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
2881 else v2_normalize_clamp( grab_input );
2882 v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
2883 animator->grabbing = state->grabbing;
2884
2885 /* steer */
2886 v2f steer;
2887 joystick_state( k_srjoystick_steer, steer );
2888 animator->airdir = vg_lerpf( animator->airdir,
2889 -steer[0], 2.4f*vg.time_delta );
2890
2891 animator->steer[0] = steer[0];
2892 animator->steer[1] = vg_lerpf( animator->steer[1],
2893 steer[0], 4.0f*vg.time_delta );
2894
2895
2896 /* flip angle */
2897 if( (state->activity <= k_skate_activity_air_to_grind) &&
2898 (fabsf(state->flip_rate) > 0.01f) ){
2899 float substep = vg.time_fixed_extrapolate;
2900 float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
2901 sign = vg_signf( t );
2902
2903 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2904 t = sign * (1.0f-t*t);
2905
2906 f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
2907 distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
2908 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
2909 angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
2910 q_axis_angle( animator->qflip, state->flip_axis, angle );
2911 }
2912 else
2913 q_identity( animator->qflip );
2914
2915 /* counter-rotation */
2916 if( v3_length2( state->up_dir ) > 0.001f ){
2917 v4_lerp( state->smoothed_rotation, localplayer.rb.q,
2918 2.0f*vg.time_frame_delta,
2919 state->smoothed_rotation );
2920 q_normalize( state->smoothed_rotation );
2921
2922 v3f yaw_smooth = {1.0f,0.0f,0.0f};
2923 q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
2924 m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
2925 yaw_smooth[1] = 0.0f;
2926 v3_normalize( yaw_smooth );
2927
2928 f32 yaw_counter_rotate = yaw_smooth[0];
2929 yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
2930 yaw_counter_rotate = acosf( yaw_counter_rotate );
2931 yaw_counter_rotate *= 1.0f-animator->fly;
2932
2933 v3f ndir;
2934 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
2935 v3_normalize( ndir );
2936
2937 v3f up = { 0.0f, 1.0f, 0.0f };
2938 float a = v3_dot( ndir, up );
2939 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2940
2941 v3f axis;
2942 v4f qcounteryaw, qfixup;
2943
2944 v3_cross( up, ndir, axis );
2945 q_axis_angle( qfixup, axis, a*2.0f );
2946
2947 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
2948 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
2949
2950 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
2951 q_normalize( animator->qfixuptotal );
2952
2953 v3f p1, p2;
2954 m3x3_mulv( localplayer.rb.to_world, up, p1 );
2955 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
2956
2957 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
2958 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
2959 }
2960 else q_identity( animator->qfixuptotal );
2961 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
2962 v3_copy( localplayer.rb.v, animator->root_v );
2963 }
2964
2965 static void player__skate_pose( void *_animator, player_pose *pose ){
2966 struct skeleton *sk = &localplayer.skeleton;
2967 struct player_skate_animator *animator = _animator;
2968
2969 pose->type = k_player_pose_type_ik;
2970 v3_copy( animator->root_co, pose->root_co );
2971 v4_copy( animator->root_q, pose->root_q );
2972
2973 /* transform */
2974 v3f ext_up,ext_co;
2975 q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
2976 v3_copy( pose->root_co, ext_co );
2977 v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
2978
2979 /* apply flip rotation at midpoint */
2980 q_mul( animator->qflip, pose->root_q, pose->root_q );
2981 q_normalize( pose->root_q );
2982
2983 v3f rotation_point, rco;
2984 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
2985 v3_sub( pose->root_co, rotation_point, rco );
2986
2987 q_mulv( animator->qflip, rco, rco );
2988 v3_add( rco, rotation_point, pose->root_co );
2989
2990 /* ANIMATIONS
2991 * ---------------------------------------------------------------------- */
2992
2993 mdl_keyframe apose[32], bpose[32];
2994 mdl_keyframe ground_pose[32];
2995 {
2996 /* stand/crouch */
2997 f32 dir_frame = animator->z * (15.0f/30.0f),
2998 stand_blend = animator->offset[1]*-2.0f;
2999
3000 pose->board.lean = animator->board_lean;
3001
3002 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
3003
3004 skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
3005 skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
3006 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
3007
3008 /* sliding */
3009 f32 slide_frame = animator->x * 0.25f + 0.25f;
3010 skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
3011
3012 mdl_keyframe mirrored[32];
3013 for( u32 i=1; i<sk->bone_count; i ++ ){
3014
3015 mdl_keyframe *dest = &mirrored[i-1];
3016 u8 mapping = localplayer.skeleton_mirror[i];
3017
3018 if( mapping ) *dest = bpose[mapping-1]; /* R */
3019 else *dest = bpose[i-1]; /* L */
3020
3021 dest->co[2] *= -1.0f;
3022 dest->q[0] *= -1.0f;
3023 dest->q[1] *= -1.0f;
3024 }
3025 skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
3026
3027
3028
3029
3030
3031 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
3032
3033 if( animator->reverse > 0.0f ){
3034 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
3035 bpose );
3036 }
3037 else{
3038 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
3039 animator->push_time, bpose );
3040 }
3041 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
3042
3043 struct skeleton_anim *jump_anim = animator->jump_dir?
3044 player_skate.anim_ollie:
3045 player_skate.anim_ollie_reverse;
3046
3047 f32 setup_blend = vg_minf( animator->jump, 1.0f );
3048 skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
3049 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
3050 }
3051
3052 mdl_keyframe air_pose[32];
3053 {
3054 float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
3055 skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
3056
3057 float ang = atan2f( animator->grab[0], animator->grab[1] ),
3058 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
3059 grab_frame = ang_unit * (15.0f/30.0f);
3060
3061 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
3062 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
3063 }
3064
3065 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
3066 pose->keyframes );
3067
3068 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
3069 *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
3070 *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
3071 *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
3072 *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
3073 *kf_hip = &pose->keyframes[localplayer.id_hip-1],
3074 *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
3075 &pose->keyframes[localplayer.id_wheel_l-1] };
3076
3077
3078 mdl_keyframe grind_pose[32];
3079 {
3080 f32 frame = animator->grind_balance * 0.5f;
3081
3082 skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
3083 skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
3084 skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
3085 }
3086 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3087 animator->grind, pose->keyframes );
3088 float add_grab_mod = 1.0f - animator->fly;
3089
3090 /* additive effects */
3091 u32 apply_to[] = { localplayer.id_hip,
3092 localplayer.id_ik_hand_l,
3093 localplayer.id_ik_hand_r,
3094 localplayer.id_ik_elbow_l,
3095 localplayer.id_ik_elbow_r };
3096
3097 float apply_rates[] = { 1.0f,
3098 0.75f,
3099 0.75f,
3100 0.75f,
3101 0.75f };
3102
3103 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3104 pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
3105 pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
3106 }
3107
3108 /* angle 'correction' */
3109 v3f origin;
3110 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3111
3112 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3113 mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
3114 keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
3115 animator->qfixuptotal );
3116 }
3117
3118 /* trick rotation */
3119 v4f qtrick, qyaw, qpitch, qroll;
3120 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
3121 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
3122 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
3123
3124 q_mul( qyaw, qroll, qtrick );
3125 q_mul( qpitch, qtrick, qtrick );
3126 q_mul( kf_board->q, qtrick, kf_board->q );
3127 q_normalize( kf_board->q );
3128
3129 kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
3130 0.5f * animator->weight );
3131 kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
3132 -0.5f * animator->weight );
3133
3134 kf_foot_l->co[1] += animator->slap;
3135 kf_foot_r->co[1] += animator->slap;
3136 kf_knee_l->co[1] += animator->slap;
3137 kf_knee_r->co[1] += animator->slap;
3138 kf_board->co[1] += animator->slap * animator->subslap;
3139 kf_hip->co[1] += animator->slap * 0.25f;
3140
3141 /* kickflip and shuvit are in the wrong order for some reason */
3142 if( animator->trick_type == k_trick_type_kickflip ){
3143 kf_foot_l->co[0] += animator->trick_foot * 0.15f;
3144 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3145 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3146 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3147 }
3148 else if( animator->trick_type == k_trick_type_shuvit ){
3149 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3150 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3151 kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
3152 kf_foot_r->co[1] += animator->trick_foot * 0.09f;
3153 }
3154 else if( animator->trick_type == k_trick_type_treflip ){
3155 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3156 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3157 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3158 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3159 }
3160
3161 /*
3162 * animation wishlist:
3163 * boardslide/grind jump animations
3164 * when tricking the slap should not appply or less apply
3165 * not animations however DONT target grinds that are vertically down.
3166 */
3167
3168 /* truck rotation */
3169 for( int i=0; i<2; i++ ){
3170 float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
3171 a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
3172
3173 v4f q;
3174 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3175 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3176 q_normalize( kf_wheels[i]->q );
3177 }
3178
3179 {
3180 mdl_keyframe
3181 *kf_head = &pose->keyframes[localplayer.id_head-1],
3182 *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
3183 *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
3184 *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
3185 *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
3186 *kf_hip = &pose->keyframes[localplayer.id_hip-1];
3187
3188 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3189 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3190
3191 v4f qrot;
3192 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3193
3194 v3f origin = {0.0f,0.2f,0.0f};
3195 keyframe_rotate_around( kf_hand_l, origin,
3196 sk->bones[localplayer.id_ik_hand_l].co, qrot );
3197 keyframe_rotate_around( kf_hand_r, origin,
3198 sk->bones[localplayer.id_ik_hand_r].co, qrot );
3199 keyframe_rotate_around( kf_hip, origin,
3200 sk->bones[localplayer.id_hip].co, qrot );
3201 keyframe_rotate_around( kf_elbow_r, origin,
3202 sk->bones[localplayer.id_ik_elbow_r].co, qrot );
3203 keyframe_rotate_around( kf_elbow_l, origin,
3204 sk->bones[localplayer.id_ik_elbow_l].co, qrot );
3205
3206 q_inv( qrot, qrot );
3207 q_mul( qrot, kf_head->q, kf_head->q );
3208 q_normalize( kf_head->q );
3209
3210
3211 /* hand placement */
3212
3213 u32 hand_id = animator->z < 0.5f?
3214 localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
3215
3216 v3f sample_co;
3217 m4x3f mmdl;
3218 q_m3x3( pose->root_q, mmdl );
3219 q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
3220 v3_add( mmdl[3], pose->root_co, mmdl[3] );
3221 m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
3222
3223 v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
3224 vg_line_point( sample_co, 0.04f, 0xff0000ff );
3225
3226 v3f dir;
3227 v3_muls( mmdl[1], -1.0f, dir );
3228 ray_hit hit = { .dist = 1.5f };
3229 if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
3230 vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
3231 vg_line( sample_co, hit.pos, 0xffffffff );
3232
3233 f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
3234 2.0f * fabsf(animator->z*2.0f-1.0f);
3235
3236 f32 d = (hit.dist - 0.3f) * amt;
3237 pose->keyframes[hand_id-1].co[1] -= d;
3238 kf_hip->co[1] -= d*0.4f;
3239 }
3240
3241 /* skid */
3242 f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
3243 u8 skidders[] = { localplayer.id_ik_foot_l,
3244 localplayer.id_ik_foot_r,
3245 localplayer.id_board };
3246 v4f qskid;
3247 q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
3248
3249 for( u32 i=0; i<vg_list_size(skidders); i ++ ){
3250 mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
3251 keyframe_rotate_around( kf,
3252 (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
3253 sk->bones[skidders[i]].co, qskid );
3254 }
3255 }
3256 }
3257
3258 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
3259 struct player_board *board,
3260 struct player_effects_data *effect_data ){
3261
3262 struct skeleton *sk = &localplayer.skeleton;
3263 struct player_skate_animator *animator = _animator;
3264
3265 if( animator->grind > 0.5f ){
3266 v3f vp0, vp1, vpc;
3267 if( board ){
3268 v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
3269 v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
3270 }
3271 else{
3272 v3_zero( vp0 );
3273 v3_zero( vp1 );
3274 }
3275
3276 v3f *board_mtx = final_mtx[ localplayer.id_board ];
3277 m4x3_mulv( board_mtx, vp0, vp0 );
3278 m4x3_mulv( board_mtx, vp1, vp1 );
3279 v3_add( vp0, vp1, vpc );
3280 v3_muls( vpc, 0.5f, vpc );
3281
3282 int back = 0, front = 0, mid = 0;
3283
3284 if( animator->activity == k_skate_activity_grind_5050 ){
3285 back = 1;
3286 front = 1;
3287 }
3288 else if( animator->activity == k_skate_activity_grind_back50 ){
3289 back = 1;
3290 }
3291 else if( animator->activity == k_skate_activity_grind_front50 ){
3292 front = 1;
3293 }
3294 else if( animator->activity == k_skate_activity_grind_boardslide ){
3295 mid = 1;
3296 }
3297
3298 if( back ){
3299 effect_spark_apply( &effect_data->spark, vp0,
3300 animator->root_v, vg.time_delta );
3301 }
3302
3303 if( front ){
3304 effect_spark_apply( &effect_data->spark, vp1,
3305 animator->root_v, vg.time_delta );
3306 }
3307
3308 if( mid ){
3309 effect_spark_apply( &effect_data->spark, vpc,
3310 animator->root_v, vg.time_delta );
3311 }
3312 }
3313 }
3314
3315 static void player__skate_post_animate(void){
3316 struct player_skate_state *state = &player_skate.state;
3317 localplayer.cam_velocity_influence = 1.0f;
3318
3319 v3f head = { 0.0f, 1.8f, 0.0f };
3320 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
3321 head, state->head_position );
3322 m4x3_mulv( localplayer.rb.to_local,
3323 state->head_position, state->head_position );
3324 }
3325
3326 static void player__skate_reset_animator(void){
3327 struct player_skate_state *state = &player_skate.state;
3328
3329 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3330
3331 if( state->activity <= k_skate_activity_air_to_grind )
3332 player_skate.animator.fly = 1.0f;
3333 else
3334 player_skate.animator.fly = 0.0f;
3335 }
3336
3337 static void player__skate_clear_mechanics(void){
3338 struct player_skate_state *state = &player_skate.state;
3339 state->jump_charge = 0.0f;
3340 state->charging_jump = 0;
3341 state->jump_dir = 0;
3342 v3_zero( state->flip_axis );
3343 state->flip_time = 0.0f;
3344 state->flip_rate = 0.0f;
3345 state->reverse = 0.0f;
3346 state->slip = 0.0f;
3347 state->grabbing = 0.0f;
3348 v2_zero( state->grab_mouse_delta );
3349 state->slap = 0.0f;
3350 state->jump_time = 0.0;
3351 state->start_push = 0.0;
3352 state->cur_push = 0.0;
3353 state->air_start = 0.0;
3354
3355 v3_zero( state->air_init_v );
3356 v3_zero( state->air_init_co );
3357
3358 state->gravity_bias = k_gravity;
3359 v3_copy( localplayer.rb.co, state->prev_pos );
3360 v4_copy( localplayer.rb.q, state->smoothed_rotation );
3361 v3_zero( state->throw_v );
3362 v3_zero( state->trick_vel );
3363 v3_zero( state->trick_euler );
3364 v3_zero( state->cog_v );
3365 state->grind_cooldown = 0;
3366 state->surface_cooldown = 0;
3367 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
3368 v3_copy( localplayer.rb.to_world[1], state->up_dir );
3369 v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
3370 v3_copy( localplayer.rb.co, state->prev_pos );
3371 v3_zero( player_skate.weight_distribution );
3372 }
3373
3374 #include "network_compression.h"
3375
3376 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3377 struct player_skate_animator *animator = data;
3378
3379 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3380 bitpack_qquat( ctx, animator->root_q );
3381
3382 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
3383 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
3384 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
3385 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
3386 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
3387
3388 /* these could likely be pressed down into single bits if needed */
3389 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
3390 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
3391 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
3392 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
3393 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
3394 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
3395
3396 /* just the sign bit? */
3397 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
3398 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
3399 bitpack_bytes( ctx, 1, &animator->jump_dir );
3400 bitpack_bytes( ctx, 1, &animator->trick_type );
3401
3402 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
3403 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
3404 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
3405 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
3406 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
3407 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
3408 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
3409
3410 /* animator->wobble is ommited */
3411
3412 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3413 bitpack_qquat( ctx, animator->qfixuptotal );
3414 bitpack_qquat( ctx, animator->qflip );
3415
3416 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
3417 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
3418 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
3419 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
3420
3421 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3422 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3423 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
3424 bitpack_bytes( ctx, 1, &animator->activity );
3425 }
3426
3427 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3428 audio_lock();
3429
3430 if( id == k_player_skate_soundeffect_jump ){
3431 audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
3432 pos, 40.0f, volume );
3433 }
3434 else if( id == k_player_skate_soundeffect_tap ){
3435 audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
3436 pos, 40.0f, volume );
3437 }
3438 else if( id == k_player_skate_soundeffect_land_good ){
3439 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
3440 pos, 40.0f, volume );
3441 }
3442 else if( id == k_player_skate_soundeffect_land_bad ){
3443 audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
3444 pos, 40.0f, volume );
3445 }
3446 else if( id == k_player_skate_soundeffect_grind_metal ){
3447 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3448 }
3449 else if( id == k_player_skate_soundeffect_grind_wood ){
3450 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3451 }
3452
3453 audio_unlock();
3454 }
3455
3456 #endif /* PLAYER_SKATE_C */