modular stuffs
[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
9 VG_STATIC void player__skate_bind( player_instance *player )
10 {
11 struct player_skate *s = &player->_skate;
12 struct player_avatar *av = player->playeravatar;
13 struct skeleton *sk = &av->sk;
14
15 rb_update_transform( &player->rb );
16 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
17 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
18 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
19 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
20 s->anim_air = skeleton_get_anim( sk, "pose_air" );
21 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
22 s->anim_push = skeleton_get_anim( sk, "push" );
23 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
24 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
25 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
26 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
27 }
28
29 VG_STATIC void player__skate_kill_audio( player_instance *player )
30 {
31 struct player_skate *s = &player->_skate;
32
33 audio_lock();
34 if( s->aud_main )
35 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
36 if( s->aud_air )
37 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
38 if( s->aud_slide )
39 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
40 audio_unlock();
41 }
42
43 /*
44 * Collision detection routines
45 *
46 *
47 */
48
49 /*
50 * Does collision detection on a sphere vs world, and applies some smoothing
51 * filters to the manifold afterwards
52 */
53 VG_STATIC int skate_collide_smooth( player_instance *player,
54 m4x3f mtx, rb_sphere *sphere,
55 rb_ct *man )
56 {
57 world_instance *world = get_active_world();
58
59 int len = 0;
60 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
61
62 for( int i=0; i<len; i++ )
63 {
64 man[i].rba = &player->rb;
65 man[i].rbb = NULL;
66 }
67
68 rb_manifold_filter_coplanar( man, len, 0.03f );
69
70 if( len > 1 )
71 {
72 rb_manifold_filter_backface( man, len );
73 rb_manifold_filter_joint_edges( man, len, 0.03f );
74 rb_manifold_filter_pairs( man, len, 0.03f );
75 }
76 int new_len = rb_manifold_apply_filtered( man, len );
77 if( len && !new_len )
78 len = 1;
79 else
80 len = new_len;
81
82 return len;
83 }
84
85 struct grind_info
86 {
87 v3f co, dir, n;
88 };
89
90 VG_STATIC int skate_grind_scansq( player_instance *player,
91 v3f pos, v3f dir, float r,
92 struct grind_info *inf )
93 {
94 world_instance *world = get_active_world();
95
96 v4f plane;
97 v3_copy( dir, plane );
98 v3_normalize( plane );
99 plane[3] = v3_dot( plane, pos );
100
101 boxf box;
102 v3_add( pos, (v3f){ r, r, r }, box[1] );
103 v3_sub( pos, (v3f){ r, r, r }, box[0] );
104
105 bh_iter it;
106 bh_iter_init( 0, &it );
107 int idx;
108
109 struct grind_sample
110 {
111 v2f co;
112 v2f normal;
113 v3f normal3,
114 centroid;
115 }
116 samples[48];
117 int sample_count = 0;
118
119 v2f support_min,
120 support_max;
121
122 v3f support_axis;
123 v3_cross( plane, player->basis[1], support_axis );
124 v3_normalize( support_axis );
125
126 while( bh_next( world->geo_bh, &it, box, &idx ) ){
127 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
128 v3f tri[3];
129
130 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
131 if( !(surf->info.flags & k_material_flag_grindable) )
132 continue;
133
134 for( int j=0; j<3; j++ )
135 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
136
137 for( int j=0; j<3; j++ ){
138 int i0 = j,
139 i1 = (j+1) % 3;
140
141 struct grind_sample *sample = &samples[ sample_count ];
142 v3f co;
143
144 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
145 v3f d;
146 v3_sub( co, pos, d );
147 if( v3_length2( d ) > r*r )
148 continue;
149
150 v3f va, vb, normal;
151 v3_sub( tri[1], tri[0], va );
152 v3_sub( tri[2], tri[0], vb );
153 v3_cross( va, vb, normal );
154
155 sample->normal[0] = v3_dot( support_axis, normal );
156 sample->normal[1] = v3_dot( player->basis[1], normal );
157 sample->co[0] = v3_dot( support_axis, d );
158 sample->co[1] = v3_dot( player->basis[1], d );
159
160 v3_copy( normal, sample->normal3 ); /* normalize later
161 if we want to us it */
162
163 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
164 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
166
167 v2_normalize( sample->normal );
168 sample_count ++;
169
170 if( sample_count == vg_list_size( samples ) )
171 goto too_many_samples;
172 }
173 }
174 }
175
176 too_many_samples:
177
178 if( sample_count < 2 )
179 return 0;
180
181 v3f
182 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 v3_normalize( dir );
228
229 /* make sure the directions all face a common hemisphere */
230 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
231 v3_add( average_direction, dir, average_direction );
232
233 float yi = v3_dot( player->basis[1], si->normal3 ),
234 yj = v3_dot( player->basis[1], sj->normal3 );
235
236 if( yi > yj )
237 v3_add( si->normal3, average_normal, average_normal );
238 else
239 v3_add( sj->normal3, average_normal, average_normal );
240
241 passed_samples ++;
242 }
243 }
244
245 if( !passed_samples )
246 return 0;
247
248 if( (v3_length2( average_direction ) <= 0.001f) ||
249 (v3_length2( average_normal ) <= 0.001f ) )
250 return 0;
251
252 float div = 1.0f/(float)passed_samples;
253 v3_normalize( average_direction );
254 v3_normalize( average_normal );
255
256 v2f average_coord;
257 v2_add( min_co, max_co, average_coord );
258 v2_muls( average_coord, 0.5f, average_coord );
259
260 v3_muls( support_axis, average_coord[0], inf->co );
261 inf->co[1] += average_coord[1];
262 v3_add( pos, inf->co, inf->co );
263 v3_copy( average_normal, inf->n );
264 v3_copy( average_direction, inf->dir );
265
266 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
267 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
268 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
269
270 return passed_samples;
271 }
272
273 VG_STATIC void reset_jump_info( jump_info *inf )
274 {
275 inf->log_length = 0;
276 inf->land_dist = 0.0f;
277 inf->score = 0.0f;
278 inf->type = k_prediction_unset;
279 v3_zero( inf->apex );
280 }
281
282 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
283 jump_info *jumps,
284 v3f target, float max_angle_delta,
285 float gravity )
286 {
287 struct player_skate *s = &player->_skate;
288
289 /* calculate the exact 2 solutions to jump onto that grind spot */
290
291 v3f v0;
292 v3_sub( target, player->rb.co, v0 );
293 m3x3_mulv( player->invbasis, v0, v0 );
294
295 v3f ax;
296 v3_copy( v0, ax );
297 ax[1] = 0.0f;
298 v3_normalize( ax );
299
300 v3f v_local;
301 m3x3_mulv( player->invbasis, player->rb.v, v_local );
302
303 v2f d = { v3_dot( ax, v0 ), v0[1] },
304 v = { v3_dot( ax, v_local ), v_local[1] };
305
306 float a = atan2f( v[1], v[0] ),
307 m = v2_length( v ),
308 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
309
310 int valid_count = 0;
311
312 if( root > 0.0f ){
313 root = sqrtf( root );
314 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
315 a1 = atanf( (m*m - root) / (gravity * d[0]) );
316
317 if( fabsf(a0-a) < max_angle_delta ){
318 jump_info *inf = &jumps[ valid_count ++ ];
319 reset_jump_info( inf );
320
321 v3_muls( ax, cosf( a0 ) * m, inf->v );
322 inf->v[1] += sinf( a0 ) * m;
323 m3x3_mulv( player->basis, inf->v, inf->v );
324 inf->land_dist = d[0] / (cosf(a0)*m);
325 inf->gravity = gravity;
326
327 v3_copy( target, inf->log[inf->log_length ++] );
328 }
329
330 if( fabsf(a1-a) < max_angle_delta ){
331 jump_info *inf = &jumps[ valid_count ++ ];
332 reset_jump_info( inf );
333
334 v3_muls( ax, cosf( a1 ) * m, inf->v );
335 inf->v[1] += sinf( a1 ) * m;
336 m3x3_mulv( player->basis, inf->v, inf->v );
337 inf->land_dist = d[0] / (cosf(a1)*m);
338 inf->gravity = gravity;
339
340 v3_copy( target, inf->log[inf->log_length ++] );
341 }
342 }
343
344 return valid_count;
345 }
346
347 VG_STATIC
348 void player__approximate_best_trajectory( player_instance *player )
349 {
350 world_instance *world0 = get_active_world();
351
352 struct player_skate *s = &player->_skate;
353 float k_trace_delta = k_rb_delta * 10.0f;
354
355 s->state.air_start = vg.time;
356 v3_copy( player->rb.v, s->state.air_init_v );
357 v3_copy( player->rb.co, s->state.air_init_co );
358
359 s->possible_jump_count = 0;
360
361 v3f axis;
362 v3_cross( player->rb.v, player->rb.to_world[1], axis );
363 v3_normalize( axis );
364
365 /* at high slopes, Y component is low */
366 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
367 angle_begin = -(1.0f-fabsf( upness )),
368 angle_end = 1.0f;
369
370 struct grind_info grind;
371 int grind_located = 0;
372 float grind_located_gravity = k_gravity;
373
374
375 v3f launch_v_bounds[2];
376
377 for( int i=0; i<2; i++ ){
378 v3_copy( player->rb.v, launch_v_bounds[i] );
379 float ang = (float[]){ angle_begin, angle_end }[ i ];
380 ang *= 0.15f;
381
382 v4f qbias;
383 q_axis_angle( qbias, axis, ang );
384 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
385 }
386
387 for( int m=0;m<=30; m++ ){
388 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
389 reset_jump_info( inf );
390
391 v3f launch_co, launch_v, co0, co1;
392 v3_copy( player->rb.co, launch_co );
393 v3_copy( player->rb.v, launch_v );
394 v3_copy( launch_co, co0 );
395 world_instance *trace_world = world0;
396
397 float vt = (float)m * (1.0f/30.0f),
398 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
399
400 v4f qbias;
401 q_axis_angle( qbias, axis, ang );
402 q_mulv( qbias, launch_v, launch_v );
403
404 float yaw_sketch = 1.0f-fabsf(upness);
405
406 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
407 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
408 q_mulv( qbias, launch_v, launch_v );
409
410 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
411 gravity = k_gravity * gravity_bias;
412 inf->gravity = gravity;
413 v3_copy( launch_v, inf->v );
414
415 m3x3f basis;
416 m3x3_copy( player->basis, basis );
417
418 for( int i=1; i<=50; i++ ){
419 float t = (float)i * k_trace_delta;
420
421 v3_muls( launch_v, t, co1 );
422 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
423 v3_add( launch_co, co1, co1 );
424
425 float launch_vy = v3_dot( launch_v,basis[1] );
426
427 int search_for_grind = 1;
428 if( grind_located ) search_for_grind = 0;
429 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
430
431 /* REFACTOR */
432
433 v3f closest={0.0f,0.0f,0.0f};
434 if( search_for_grind ){
435 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
436 float min_dist = 0.75f;
437 min_dist *= min_dist;
438
439 if( v3_dist2( closest, launch_co ) < min_dist )
440 search_for_grind = 0;
441
442 v3f bound[2];
443
444 for( int j=0; j<2; j++ ){
445 v3_muls( launch_v_bounds[j], t, bound[j] );
446 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
447 v3_add( launch_co, bound[j], bound[j] );
448 }
449
450 float limh = vg_minf( 2.0f, t ),
451 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
452 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
453
454 if( (closest[1] < minh) || (closest[1] > maxh) ){
455 search_for_grind = 0;
456 }
457 }
458 else
459 search_for_grind = 0;
460 }
461
462 if( search_for_grind ){
463 v3f ve;
464 v3_copy( launch_v, ve );
465 v3_muladds( ve, basis[1], -gravity * t, ve );
466
467 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
468 /* check alignment */
469 v2f v0 = { v3_dot( ve, basis[0] ),
470 v3_dot( ve, basis[2] ) },
471 v1 = { v3_dot( grind.dir, basis[0] ),
472 v3_dot( grind.dir, basis[2] ) };
473
474 v2_normalize( v0 );
475 v2_normalize( v1 );
476
477 float a = v2_dot( v0, v1 );
478
479 float a_min = cosf( VG_PIf * 0.185f );
480 if( s->grind_cooldown )
481 a_min = cosf( VG_PIf * 0.05f );
482
483 /* check speed */
484 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
485 (a >= a_min) &&
486 (fabsf(grind.dir[1]) < 0.70710678118654752f))
487 {
488 grind_located = 1;
489 grind_located_gravity = inf->gravity;
490 }
491 }
492 }
493
494 if( trace_world->rendering_gate ){
495 ent_gate *gate = trace_world->rendering_gate;
496 if( gate_intersect( gate, co1, co0 ) ){
497 m4x3_mulv( gate->transport, co0, co0 );
498 m4x3_mulv( gate->transport, co1, co1 );
499 m3x3_mulv( gate->transport, launch_v, launch_v);
500 m4x3_mulv( gate->transport, launch_co, launch_co );
501 m3x3_mul( gate->transport, basis, basis );
502
503 if( gate->type == k_gate_type_nonlocel ){
504 trace_world = &world_global.worlds[ gate->target ];
505 }
506 }
507 }
508
509 float t1;
510 v3f n;
511
512 float scan_radius = k_board_radius;
513 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
514
515 int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
516 if( idx != -1 ){
517 v3f co;
518 v3_lerp( co0, co1, t1, co );
519 v3_copy( co, inf->log[ inf->log_length ++ ] );
520
521 v3_copy( n, inf->n );
522 u32 *tri = &trace_world->scene_geo->arrindices[ idx*3 ];
523 struct world_surface *surf =
524 world_tri_index_surface( trace_world, tri[0] );
525
526 inf->type = k_prediction_land;
527
528 v3f ve;
529 v3_copy( launch_v, ve );
530 v3_muladds( ve, player->basis[1], -gravity * t, ve );
531
532 inf->score = -v3_dot( ve, inf->n );
533 inf->land_dist = t + k_trace_delta * t1;
534
535 /* Bias prediction towords ramps */
536 if( !(surf->info.flags & k_material_flag_skate_target) )
537 inf->score *= 10.0f;
538
539 if( surf->info.flags & k_material_flag_boundary )
540 s->possible_jump_count --;
541
542 break;
543 }
544
545 if( i % 3 == 0 )
546 v3_copy( co1, inf->log[ inf->log_length ++ ] );
547
548 v3_copy( co1, co0 );
549 }
550
551 if( inf->type == k_prediction_unset )
552 s->possible_jump_count --;
553 }
554
555 if( grind_located ){
556 jump_info grind_jumps[2];
557
558 int valid_count =
559 create_jumps_to_hit_target( player, grind_jumps, grind.co,
560 0.175f*VG_PIf, grind_located_gravity );
561
562 /* knock out original landing points in the 1m area */
563 for( u32 j=0; j<s->possible_jump_count; j++ ){
564 jump_info *jump = &s->possible_jumps[ j ];
565 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
566 float descale = 1.0f-vg_minf(1.0f,dist);
567 jump->score += descale*3.0f;
568 }
569
570 for( int i=0; i<valid_count; i++ ){
571 jump_info *jump = &grind_jumps[i];
572 jump->type = k_prediction_grind;
573
574 v3f launch_v, launch_co, co0, co1;
575
576 v3_copy( jump->v, launch_v );
577 v3_copy( player->rb.co, launch_co );
578
579 m3x3f basis;
580 m3x3_copy( player->basis, basis );
581
582 float t = 0.05f * jump->land_dist;
583 v3_muls( launch_v, t, co0 );
584 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
585 v3_add( launch_co, co0, co0 );
586
587 /* rough scan to make sure we dont collide with anything */
588 for( int j=1; j<=16; j++ ){
589 t = (float)j*(1.0f/16.0f);
590 t *= 0.9f;
591 t += 0.05f;
592 t *= jump->land_dist;
593
594 v3_muls( launch_v, t, co1 );
595 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
596 v3_add( launch_co, co1, co1 );
597
598 float t1;
599 v3f n;
600
601 int idx = spherecast_world( world0, co0,co1,
602 k_board_radius*0.1f, &t1, n);
603 if( idx != -1 ){
604 goto invalidated_grind;
605 }
606
607 v3_copy( co1, co0 );
608 }
609
610 v3_copy( grind.n, jump->n );
611
612 /* determine score */
613 v3f ve;
614 v3_copy( jump->v, ve );
615 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
616 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
617
618 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
619
620 continue;
621 invalidated_grind:;
622 }
623 }
624
625
626 float score_min = INFINITY,
627 score_max = -INFINITY;
628
629 jump_info *best = NULL;
630
631 for( int i=0; i<s->possible_jump_count; i ++ ){
632 jump_info *jump = &s->possible_jumps[i];
633
634 if( jump->score < score_min )
635 best = jump;
636
637 score_min = vg_minf( score_min, jump->score );
638 score_max = vg_maxf( score_max, jump->score );
639 }
640
641 for( int i=0; i<s->possible_jump_count; i ++ ){
642 jump_info *jump = &s->possible_jumps[i];
643 float s = jump->score;
644
645 s -= score_min;
646 s /= (score_max-score_min);
647 s = 1.0f - s;
648
649 jump->score = s;
650 jump->colour = s * 255.0f;
651
652 if( jump == best )
653 jump->colour <<= 16;
654 else if( jump->type == k_prediction_land )
655 jump->colour <<= 8;
656
657 jump->colour |= 0xff000000;
658 }
659
660 if( best ){
661 v3_copy( best->n, s->land_normal );
662 v3_copy( best->v, player->rb.v );
663 s->land_dist = best->land_dist;
664
665 v2f steer = { player->input_js1h->axis.value,
666 player->input_js1v->axis.value };
667 v2_normalize_clamp( steer );
668 s->state.gravity_bias = best->gravity;
669
670 if( best->type == k_prediction_grind ){
671 s->state.activity = k_skate_activity_air_to_grind;
672 }
673
674 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
675 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
676 s->state.reverse ;
677 s->state.flip_time = 0.0f;
678 v3_copy( player->rb.to_world[0], s->state.flip_axis );
679 }
680 else{
681 s->state.flip_rate = 0.0f;
682 v3_zero( s->state.flip_axis );
683 }
684 }
685 else{
686 v3_copy( player->basis[1], s->land_normal );
687 }
688 }
689
690 /*
691 *
692 * Varius physics models
693 * ------------------------------------------------
694 */
695
696 /*
697 * Air control, no real physics
698 */
699 VG_STATIC void skate_apply_air_model( player_instance *player )
700 {
701 struct player_skate *s = &player->_skate;
702
703 if( s->state.activity_prev > k_skate_activity_air_to_grind )
704 player__approximate_best_trajectory( player );
705
706 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
707 angle = vg_clampf( angle, -1.0f, 1.0f );
708 v3f axis;
709 v3_cross( player->rb.to_world[1], s->land_normal, axis );
710
711 v4f correction;
712 q_axis_angle( correction, axis,
713 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
714 q_mul( correction, player->rb.q, player->rb.q );
715
716 v2f steer = { player->input_js1h->axis.value,
717 player->input_js1v->axis.value };
718 v2_normalize_clamp( steer );
719 }
720
721 VG_STATIC int player_skate_trick_input( player_instance *player );
722 VG_STATIC void skate_apply_trick_model( player_instance *player )
723 {
724 struct player_skate *s = &player->_skate;
725
726 v3f Fd, Fs, F;
727 v3f strength = { 3.7f, 3.6f, 8.0f };
728
729 v3_muls( s->board_trick_residualv, -4.0f , Fd );
730 v3_muls( s->board_trick_residuald, -10.0f, Fs );
731 v3_add( Fd, Fs, F );
732 v3_mul( strength, F, F );
733
734 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
735 s->board_trick_residualv );
736 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
737 k_rb_delta, s->board_trick_residuald );
738
739 if( s->state.activity <= k_skate_activity_air_to_grind ){
740 if( v3_length2( s->state.trick_vel ) < 0.0001f )
741 return;
742
743 int carry_on = player_skate_trick_input( player );
744
745 /* we assume velocities share a common divisor, in which case the
746 * interval is the minimum value (if not zero) */
747
748 float min_rate = 99999.0f;
749
750 for( int i=0; i<3; i++ ){
751 float v = s->state.trick_vel[i];
752 if( (v > 0.0f) && (v < min_rate) )
753 min_rate = v;
754 }
755
756 float interval = 1.0f / min_rate,
757 current = floorf( s->state.trick_time / interval ),
758 next_end = (current+1.0f) * interval;
759
760
761 /* integrate trick velocities */
762 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
763 s->state.trick_euler );
764
765 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
766 s->state.trick_time = 0.0f;
767 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
768 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
769 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
770 v3_copy( s->state.trick_vel, s->board_trick_residualv );
771 v3_zero( s->state.trick_vel );
772 }
773
774 s->state.trick_time += k_rb_delta;
775 }
776 else{
777 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
778 s->state.trick_time > 0.2f)
779 {
780 player__skate_kill_audio( player );
781 player__dead_transition( player );
782 }
783
784 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
785 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
786 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
787 s->state.trick_time = 0.0f;
788 v3_zero( s->state.trick_vel );
789 }
790 }
791
792 VG_STATIC void skate_apply_grab_model( player_instance *player )
793 {
794 struct player_skate *s = &player->_skate;
795
796 float grabt = player->input_grab->axis.value;
797
798 if( grabt > 0.5f ){
799 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
800 s->state.grab_mouse_delta );
801
802 v2_normalize_clamp( s->state.grab_mouse_delta );
803 }
804 else
805 v2_zero( s->state.grab_mouse_delta );
806
807 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
808 }
809
810 VG_STATIC void skate_apply_steering_model( player_instance *player )
811 {
812 struct player_skate *s = &player->_skate;
813
814 /* Steering */
815 float steer = player->input_js1h->axis.value,
816 grab = player->input_grab->axis.value;
817
818 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
819
820 v3f steer_axis;
821 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
822
823 float rate = 26.0f,
824 top = 1.0f;
825
826 if( s->state.activity <= k_skate_activity_air_to_grind ){
827 rate = 6.0f * fabsf(steer);
828 top = 1.5f;
829 }
830 else{
831 /* rotate slower when grabbing on ground */
832 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
833
834 if( s->state.activity == k_skate_activity_grind_5050 ){
835 rate = 0.0f;
836 top = 0.0f;
837 }
838
839 else if( s->state.activity >= k_skate_activity_grind_any ){
840 rate *= fabsf(steer);
841
842 float a = 0.8f * -steer * k_rb_delta;
843
844 v4f q;
845 q_axis_angle( q, player->rb.to_world[1], a );
846 q_mulv( q, s->grind_vec, s->grind_vec );
847
848 v3_normalize( s->grind_vec );
849 }
850
851 else if( s->state.manual_direction ){
852 rate = 35.0f;
853 top = 1.5f;
854 }
855 }
856
857 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
858 addspeed = (steer * -top) - current,
859 maxaccel = rate * k_rb_delta,
860 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
861
862 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
863 }
864
865 /*
866 * Computes friction and surface interface model
867 */
868 VG_STATIC void skate_apply_friction_model( player_instance *player )
869 {
870 struct player_skate *s = &player->_skate;
871
872 /*
873 * Computing localized friction forces for controlling the character
874 * Friction across X is significantly more than Z
875 */
876
877 v3f vel;
878 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
879 float slip = 0.0f;
880
881 if( fabsf(vel[2]) > 0.01f )
882 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
883
884 if( fabsf( slip ) > 1.2f )
885 slip = vg_signf( slip ) * 1.2f;
886
887 s->state.slip = slip;
888 s->state.reverse = -vg_signf(vel[2]);
889
890 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
891 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
892
893 /* Pushing additive force */
894
895 if( !player->input_jump->button.value ){
896 if( player->input_push->button.value ||
897 (vg.time-s->state.start_push<0.75) )
898 {
899 if( (vg.time - s->state.cur_push) > 0.25 )
900 s->state.start_push = vg.time;
901
902 s->state.cur_push = vg.time;
903
904 double push_time = vg.time - s->state.start_push;
905
906 float cycle_time = push_time*k_push_cycle_rate,
907 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
908 amt = accel * VG_TIMESTEP_FIXED,
909 current = v3_length( vel ),
910 new_vel = vg_minf( current + amt, k_max_push_speed ),
911 delta = new_vel - vg_minf( current, k_max_push_speed );
912
913 vel[2] += delta * -s->state.reverse;
914 }
915 }
916
917 /* Send back to velocity */
918 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
919 }
920
921 VG_STATIC void skate_apply_jump_model( player_instance *player )
922 {
923 struct player_skate *s = &player->_skate;
924 int charging_jump_prev = s->state.charging_jump;
925 s->state.charging_jump = player->input_jump->button.value;
926
927 /* Cannot charge this in air */
928 if( s->state.activity <= k_skate_activity_air_to_grind ){
929 s->state.charging_jump = 0;
930 return;
931 }
932
933 if( s->state.charging_jump ){
934 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
935
936 if( !charging_jump_prev )
937 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
938 }
939 else{
940 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
941 }
942
943 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
944
945 /* player let go after charging past 0.2: trigger jump */
946 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
947 v3f jumpdir;
948
949 /* Launch more up if alignment is up else improve velocity */
950 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
951 mod = 0.5f,
952 dir = mod + fabsf(aup)*(1.0f-mod);
953
954 if( s->state.activity == k_skate_activity_ground ){
955 v3_copy( player->rb.v, jumpdir );
956 v3_normalize( jumpdir );
957 v3_muls( jumpdir, 1.0f-dir, jumpdir );
958 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
959 v3_normalize( jumpdir );
960 }else{
961 v3_copy( s->state.up_dir, jumpdir );
962 s->grind_cooldown = 30;
963 s->state.activity = k_skate_activity_ground;
964
965 float tilt = player->input_js1h->axis.value * 0.3f;
966 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
967
968 v4f qtilt;
969 q_axis_angle( qtilt, s->grind_dir, tilt );
970 q_mulv( qtilt, jumpdir, jumpdir );
971 }
972 s->surface_cooldown = 10;
973
974 float force = k_jump_force*s->state.jump_charge;
975 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
976 s->state.jump_charge = 0.0f;
977 s->state.jump_time = vg.time;
978
979 v2f steer = { player->input_js1h->axis.value,
980 player->input_js1v->axis.value };
981 v2_normalize_clamp( steer );
982
983 audio_lock();
984 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
985 audio_unlock();
986 }
987 }
988
989 VG_STATIC void skate_apply_pump_model( player_instance *player )
990 {
991 struct player_skate *s = &player->_skate;
992
993 if( s->state.activity != k_skate_activity_ground ){
994 v3_zero( s->state.throw_v );
995 return;
996 }
997
998 /* Throw / collect routine
999 */
1000 if( player->input_grab->axis.value > 0.5f ){
1001 if( s->state.activity == k_skate_activity_ground ){
1002 /* Throw */
1003 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1004 }
1005 }
1006 else{
1007 /* Collect */
1008 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1009
1010 v3f Fl, Fv;
1011 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1012
1013 if( s->state.activity == k_skate_activity_ground ){
1014 if( v3_length2(player->rb.v)<(20.0f*20.0f) )
1015 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1016 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1017 }
1018
1019 v3_muls( player->rb.to_world[1], -doty, Fv );
1020 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1021 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1022 }
1023
1024 /* Decay */
1025 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1026 v3f dir;
1027 v3_copy( s->state.throw_v, dir );
1028 v3_normalize( dir );
1029
1030 float max = v3_dot( dir, s->state.throw_v ),
1031 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1032 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1033 }
1034 }
1035
1036 VG_STATIC void skate_apply_cog_model( player_instance *player )
1037 {
1038 struct player_skate *s = &player->_skate;
1039
1040 v3f ideal_cog, ideal_diff, ideal_dir;
1041 v3_copy( s->state.up_dir, ideal_dir );
1042 v3_normalize( ideal_dir );
1043
1044 v3_muladds( player->rb.co, ideal_dir,
1045 1.0f-player->input_grab->axis.value, ideal_cog );
1046 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1047
1048 /* Apply velocities */
1049 v3f rv;
1050 v3_sub( player->rb.v, s->state.cog_v, rv );
1051
1052 v3f F;
1053 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1054 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1055
1056 float ra = k_cog_mass_ratio,
1057 rb = 1.0f-k_cog_mass_ratio;
1058
1059 /* Apply forces & intergrate */
1060 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1061 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1062 s->state.cog_v );
1063
1064 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1065 }
1066
1067
1068 VG_STATIC void skate_integrate( player_instance *player )
1069 {
1070 struct player_skate *s = &player->_skate;
1071
1072 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1073 decay_rate_z = decay_rate_x,
1074 decay_rate_y = 1.0f;
1075
1076 if( s->state.activity >= k_skate_activity_grind_any ){
1077 #if 0
1078 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1079 decay_rate_y = decay_rate;
1080 #endif
1081 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1082 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1083 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1084 }
1085
1086 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1087 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1088 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1089
1090 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1091 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1092 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1093
1094 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1095 rb_update_transform( &player->rb );
1096 }
1097
1098 /*
1099 * 1 2 or 3
1100 */
1101
1102 VG_STATIC void skate_copy_holdout( player_instance *player )
1103 {
1104 struct player_skate *s = &player->_skate;
1105 struct player_avatar *av = player->playeravatar;
1106 struct skeleton *sk = &av->sk;
1107 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1108 }
1109
1110 VG_STATIC int player_skate_trick_input( player_instance *player )
1111 {
1112 return (player->input_trick0->button.value) |
1113 (player->input_trick1->button.value << 1) |
1114 (player->input_trick2->button.value << 1) |
1115 (player->input_trick2->button.value);
1116 }
1117
1118 VG_STATIC void player__skate_pre_update( player_instance *player )
1119 {
1120 struct player_skate *s = &player->_skate;
1121
1122 if( vg_input_button_down( player->input_use ) ){
1123 player->subsystem = k_player_subsystem_walk;
1124
1125 v3f angles;
1126 v3_copy( player->cam.angles, angles );
1127 angles[2] = 0.0f;
1128
1129 skate_copy_holdout( player );
1130 player->holdout_time = 0.34f;
1131 player__skate_kill_audio( player );
1132 player__walk_transition( player, angles );
1133 return;
1134 }
1135
1136 int trick_id;
1137 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1138 (trick_id = player_skate_trick_input( player )) )
1139 {
1140 if( (vg.time - s->state.jump_time) < 0.1f ){
1141 v3_zero( s->state.trick_vel );
1142 s->state.trick_time = 0.0f;
1143
1144 if( trick_id == 1 ){
1145 s->state.trick_vel[0] = 3.0f;
1146 }
1147 else if( trick_id == 2 ){
1148 s->state.trick_vel[2] = 3.0f;
1149 }
1150 else if( trick_id == 3 ){
1151 s->state.trick_vel[0] = 2.0f;
1152 s->state.trick_vel[2] = 2.0f;
1153 }
1154 }
1155 }
1156 }
1157
1158 VG_STATIC void player__skate_post_update( player_instance *player )
1159 {
1160 struct player_skate *s = &player->_skate;
1161
1162 for( int i=0; i<s->possible_jump_count; i++ ){
1163 jump_info *jump = &s->possible_jumps[i];
1164
1165 if( jump->log_length == 0 ){
1166 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1167 }
1168
1169 for( int j=0; j<jump->log_length - 1; j ++ ){
1170 float brightness = jump->score*jump->score*jump->score;
1171 v3f p1;
1172 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1173 vg_line( jump->log[j], p1, jump->colour );
1174 }
1175
1176 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1177
1178 v3f p1;
1179 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1180 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1181
1182 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1183 }
1184
1185 audio_lock();
1186
1187 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1188 speed = v3_length( player->rb.v ),
1189 attn = vg_minf( 1.0f, speed*0.1f ),
1190 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1191
1192 if( s->state.activity >= k_skate_activity_grind_any ){
1193 slide = 0.0f;
1194 }
1195
1196 static float menu_gate = 1.0f;
1197 menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
1198
1199 float
1200 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
1201 vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
1202 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
1203
1204 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1205
1206 if( !s->aud_air ){
1207 s->aud_air = audio_get_first_idle_channel();
1208 if( s->aud_air )
1209 audio_channel_init( s->aud_air, &audio_board[1], flags );
1210 }
1211
1212 if( !s->aud_slide ){
1213 s->aud_slide = audio_get_first_idle_channel();
1214 if( s->aud_slide )
1215 audio_channel_init( s->aud_slide, &audio_board[2], flags );
1216 }
1217
1218
1219 /* brrrrrrrrrrrt sound for tiles and stuff
1220 * --------------------------------------------------------*/
1221 float sidechain_amt = 0.0f,
1222 hz = vg_maxf( speed * 2.0f, 2.0f );
1223
1224 if( (s->surface == k_surface_prop_tiles) &&
1225 (s->state.activity < k_skate_activity_grind_any) )
1226 sidechain_amt = 1.0f;
1227 else
1228 sidechain_amt = 0.0f;
1229
1230 audio_set_lfo_frequency( 0, hz );
1231 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1232 vg_lerpf( 250.0f, 80.0f, attn ) );
1233
1234 if( s->sample_change_cooldown > 0.0f ){
1235 s->sample_change_cooldown -= vg.time_frame_delta;
1236 }
1237 else{
1238 int sample_type = k_skate_sample_concrete;
1239
1240 if( s->state.activity == k_skate_activity_grind_5050 ){
1241 if( s->surface == k_surface_prop_metal )
1242 sample_type = k_skate_sample_metal_scrape_generic;
1243 else
1244 sample_type = k_skate_sample_concrete_scrape_metal;
1245 }
1246 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1247 (s->state.activity == k_skate_activity_grind_front50) )
1248 {
1249 if( s->surface == k_surface_prop_metal ){
1250 sample_type = k_skate_sample_metal_scrape_generic;
1251 }
1252 else{
1253 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1254 if( fabsf(a) > 0.70710678118654752f )
1255 sample_type = k_skate_sample_concrete_scrape_wood;
1256 else
1257 sample_type = k_skate_sample_concrete_scrape_metal;
1258 }
1259 }
1260 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1261 if( s->surface == k_surface_prop_metal )
1262 sample_type = k_skate_sample_metal_scrape_generic;
1263 else
1264 sample_type = k_skate_sample_concrete_scrape_wood;
1265 }
1266
1267 audio_clip *relevant_samples[] = {
1268 &audio_board[0],
1269 &audio_board[0],
1270 &audio_board[7],
1271 &audio_board[6],
1272 &audio_board[5]
1273 };
1274
1275 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1276 s->aud_main =
1277 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1278 0.06f, flags );
1279 s->sample_change_cooldown = 0.1f;
1280 s->main_sample_type = sample_type;
1281 }
1282 }
1283
1284 if( s->aud_main ){
1285 s->aud_main->colour = 0x00103efe;
1286 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1287 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1288 audio_channel_edit_volume( s->aud_main, vol_main, 1 );
1289 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1290
1291 float rate = 1.0f + (attn-0.5f)*0.2f;
1292 audio_channel_set_sampling_rate( s->aud_main, rate );
1293 }
1294
1295 if( s->aud_slide ){
1296 s->aud_slide->colour = 0x00103efe;
1297 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1298 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1299 audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
1300 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1301 }
1302
1303 if( s->aud_air ){
1304 s->aud_air->colour = 0x00103efe;
1305 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1306 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1307 audio_channel_edit_volume( s->aud_air, vol_air, 1 );
1308 }
1309
1310 audio_unlock();
1311 }
1312
1313 /*
1314 * truck alignment model at ra(local)
1315 * returns 1 if valid surface:
1316 * surface_normal will be filled out with an averaged normal vector
1317 * axel_dir will be the direction from left to right wheels
1318 *
1319 * returns 0 if no good surface found
1320 */
1321 VG_STATIC
1322 int skate_compute_surface_alignment( player_instance *player,
1323 v3f ra, u32 colour,
1324 v3f surface_normal, v3f axel_dir )
1325 {
1326 struct player_skate *s = &player->_skate;
1327 world_instance *world = get_active_world();
1328
1329 v3f truck, left, right;
1330 m4x3_mulv( player->rb.to_world, ra, truck );
1331
1332 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1333 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1334 vg_line( left, right, colour );
1335
1336 float k_max_truck_flex = VG_PIf * 0.25f;
1337
1338 ray_hit ray_l, ray_r;
1339
1340 v3f dir;
1341 v3_muls( player->rb.to_world[1], -1.0f, dir );
1342
1343 int res_l = 0, res_r = 0;
1344
1345 for( int i=0; i<8; i++ )
1346 {
1347 float t = 1.0f - (float)i * (1.0f/8.0f);
1348 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1349 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1350 ray_l.dist = 2.1f * k_board_radius;
1351
1352 res_l = ray_world( world, left, dir, &ray_l );
1353
1354 if( res_l )
1355 break;
1356 }
1357
1358 for( int i=0; i<8; i++ )
1359 {
1360 float t = 1.0f - (float)i * (1.0f/8.0f);
1361 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1362 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1363 ray_r.dist = 2.1f * k_board_radius;
1364
1365 res_r = ray_world( world, right, dir, &ray_r );
1366
1367 if( res_r )
1368 break;
1369 }
1370
1371 v3f v0;
1372 v3f midpoint;
1373 v3f tangent_average;
1374 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1375 v3_zero( tangent_average );
1376
1377 if( res_l || res_r )
1378 {
1379 v3f p0, p1, t;
1380 v3_copy( midpoint, p0 );
1381 v3_copy( midpoint, p1 );
1382
1383 if( res_l )
1384 {
1385 v3_copy( ray_l.pos, p0 );
1386 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1387 v3_add( t, tangent_average, tangent_average );
1388 }
1389 if( res_r )
1390 {
1391 v3_copy( ray_r.pos, p1 );
1392 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1393 v3_add( t, tangent_average, tangent_average );
1394 }
1395
1396 v3_sub( p1, p0, v0 );
1397 v3_normalize( v0 );
1398 }
1399 else
1400 {
1401 /* fallback: use the closes point to the trucks */
1402 v3f closest;
1403 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1404
1405 if( idx != -1 )
1406 {
1407 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1408 v3f verts[3];
1409
1410 for( int j=0; j<3; j++ )
1411 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1412
1413 v3f vert0, vert1, n;
1414 v3_sub( verts[1], verts[0], vert0 );
1415 v3_sub( verts[2], verts[0], vert1 );
1416 v3_cross( vert0, vert1, n );
1417 v3_normalize( n );
1418
1419 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1420 return 0;
1421
1422 v3_cross( n, player->rb.to_world[2], v0 );
1423 v3_muladds( v0, player->rb.to_world[2],
1424 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1425 v3_normalize( v0 );
1426
1427 v3f t;
1428 v3_cross( n, player->rb.to_world[0], t );
1429 v3_add( t, tangent_average, tangent_average );
1430 }
1431 else
1432 return 0;
1433 }
1434
1435 v3_muladds( truck, v0, k_board_width, right );
1436 v3_muladds( truck, v0, -k_board_width, left );
1437
1438 vg_line( left, right, VG__WHITE );
1439
1440 v3_normalize( tangent_average );
1441 v3_cross( v0, tangent_average, surface_normal );
1442 v3_copy( v0, axel_dir );
1443
1444 return 1;
1445 }
1446
1447 VG_STATIC void skate_weight_distribute( player_instance *player )
1448 {
1449 struct player_skate *s = &player->_skate;
1450 v3_zero( s->weight_distribution );
1451
1452 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1453
1454 if( s->state.manual_direction == 0 ){
1455 if( (player->input_js1v->axis.value > 0.7f) &&
1456 (s->state.activity == k_skate_activity_ground) &&
1457 (s->state.jump_charge <= 0.01f) )
1458 s->state.manual_direction = reverse_dir;
1459 }
1460 else{
1461 if( player->input_js1v->axis.value < 0.1f ){
1462 s->state.manual_direction = 0;
1463 }
1464 else{
1465 if( reverse_dir != s->state.manual_direction ){
1466 return;
1467 }
1468 }
1469 }
1470
1471 if( s->state.manual_direction ){
1472 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1473 s->weight_distribution[2] = k_board_length * amt *
1474 (float)s->state.manual_direction;
1475 }
1476
1477 if( s->state.manual_direction ){
1478 v3f plane_z;
1479
1480 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1481 v3_negate( plane_z, plane_z );
1482
1483 v3_muladds( plane_z, s->surface_picture,
1484 -v3_dot( plane_z, s->surface_picture ), plane_z );
1485 v3_normalize( plane_z );
1486
1487 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1488 v3_normalize( plane_z );
1489
1490 v3f p1;
1491 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1492 vg_line( player->rb.co, p1, VG__GREEN );
1493
1494 v3f refdir;
1495 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1496 refdir );
1497
1498 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1499 k_manul_spring, k_manul_dampener,
1500 s->substep_delta );
1501 }
1502 }
1503
1504 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1505 {
1506 struct player_skate *s = &player->_skate;
1507
1508 if( s->state.activity == k_skate_activity_ground ){
1509 v3f target;
1510 v3_copy( s->surface_picture, target );
1511
1512 target[1] += 2.0f * s->surface_picture[1];
1513 v3_normalize( target );
1514
1515 v3_lerp( s->state.up_dir, target,
1516 8.0f * s->substep_delta, s->state.up_dir );
1517 }
1518 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1519 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1520 8.0f * s->substep_delta, s->state.up_dir );
1521 }
1522 else{
1523 v3_lerp( s->state.up_dir, player->basis[1],
1524 12.0f * s->substep_delta, s->state.up_dir );
1525 }
1526 }
1527
1528 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1529 {
1530 v3f dir;
1531 v3_sub( target, origin, dir );
1532
1533 ray_hit ray;
1534 ray.dist = v3_length( dir );
1535 v3_muls( dir, 1.0f/ray.dist, dir );
1536 ray.dist -= 0.025f;
1537
1538 if( ray_world( get_active_world(), origin, dir, &ray ) )
1539 return 0;
1540
1541 return 1;
1542 }
1543
1544 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1545 {
1546 v3_copy( inf->dir, mtx[0] );
1547 v3_copy( inf->n, mtx[1] );
1548 v3_cross( mtx[0], mtx[1], mtx[2] );
1549 }
1550
1551 VG_STATIC void skate_grind_friction( player_instance *player,
1552 struct grind_info *inf, float strength )
1553 {
1554 v3f v2;
1555 v3_muladds( player->rb.to_world[2], inf->n,
1556 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1557
1558 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1559 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1560 F = a * -dir * k_grind_max_friction;
1561
1562 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1563 }
1564
1565 VG_STATIC void skate_grind_decay( player_instance *player,
1566 struct grind_info *inf, float strength )
1567 {
1568 m3x3f mtx, mtx_inv;
1569 skate_grind_orient( inf, mtx );
1570 m3x3_transpose( mtx, mtx_inv );
1571
1572 v3f v_grind;
1573 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1574
1575 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1576 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1577 m3x3_mulv( mtx, v_grind, player->rb.v );
1578 }
1579
1580 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1581 float sign, struct grind_info *inf,
1582 float strength )
1583 {
1584 struct player_skate *s = &player->_skate;
1585
1586 /* REFACTOR */
1587 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1588 v3f raw, wsp;
1589 m3x3_mulv( player->rb.to_world, ra, raw );
1590 v3_add( player->rb.co, raw, wsp );
1591
1592 v3_copy( ra, s->weight_distribution );
1593
1594 v3f delta;
1595 v3_sub( inf->co, wsp, delta );
1596
1597 /* spring force */
1598 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1599 player->rb.v );
1600
1601 skate_grind_decay( player, inf, strength );
1602 skate_grind_friction( player, inf, strength );
1603
1604 /* yeah yeah yeah yeah */
1605 v3f raw_nplane, axis;
1606 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1607 v3_cross( raw_nplane, inf->n, axis );
1608 v3_normalize( axis );
1609
1610 /* orientation */
1611 m3x3f mtx;
1612 skate_grind_orient( inf, mtx );
1613 v3f target_fwd, fwd, up, target_up;
1614 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1615 v3_copy( raw_nplane, fwd );
1616 v3_copy( player->rb.to_world[1], up );
1617 v3_copy( inf->n, target_up );
1618
1619 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1620 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1621
1622 v3_normalize( target_fwd );
1623 v3_normalize( fwd );
1624
1625
1626 float way = player->input_js1v->axis.value *
1627 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1628
1629 v4f q;
1630 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1631 q_mulv( q, target_up, target_up );
1632 q_mulv( q, target_fwd, target_fwd );
1633
1634 rb_effect_spring_target_vector( &player->rb, up, target_up,
1635 k_grind_spring,
1636 k_grind_dampener,
1637 k_rb_delta );
1638
1639 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1640 k_grind_spring*strength,
1641 k_grind_dampener*strength,
1642 k_rb_delta );
1643
1644 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1645 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1646 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1647
1648 s->grind_strength = strength;
1649
1650 /* Fake contact */
1651 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1652 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1653 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1654 limit->p = 0.0f;
1655
1656 v3_copy( inf->dir, s->grind_dir );
1657 }
1658
1659 VG_STATIC void skate_5050_apply( player_instance *player,
1660 struct grind_info *inf_front,
1661 struct grind_info *inf_back )
1662 {
1663 struct player_skate *s = &player->_skate;
1664 struct grind_info inf_avg;
1665
1666 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1667 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1668 v3_normalize( inf_avg.dir );
1669
1670 v3f axis_front, axis_back, axis;
1671 v3_cross( inf_front->dir, inf_front->n, axis_front );
1672 v3_cross( inf_back->dir, inf_back->n, axis_back );
1673 v3_add( axis_front, axis_back, axis );
1674 v3_normalize( axis );
1675
1676 v3_cross( axis, inf_avg.dir, inf_avg.n );
1677 skate_grind_decay( player, &inf_avg, 1.0f );
1678
1679
1680 float way = player->input_js1v->axis.value *
1681 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1682 v4f q;
1683 v3f up, target_up;
1684 v3_copy( player->rb.to_world[1], up );
1685 v3_copy( inf_avg.n, target_up );
1686 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1687 q_mulv( q, target_up, target_up );
1688
1689 v3_zero( s->weight_distribution );
1690 s->weight_distribution[2] = k_board_length * -way;
1691
1692 rb_effect_spring_target_vector( &player->rb, up, target_up,
1693 k_grind_spring,
1694 k_grind_dampener,
1695 k_rb_delta );
1696
1697 v3f fwd_nplane, dir_nplane;
1698 v3_muladds( player->rb.to_world[2], inf_avg.n,
1699 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1700
1701 v3f dir;
1702 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1703 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1704
1705 v3_normalize( fwd_nplane );
1706 v3_normalize( dir_nplane );
1707
1708 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1709 1000.0f,
1710 k_grind_dampener,
1711 k_rb_delta );
1712
1713 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1714 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1715 delta_front, delta_back, delta_total;
1716
1717 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1718 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1719
1720 v3_sub( inf_front->co, pos_front, delta_front );
1721 v3_sub( inf_back->co, pos_back, delta_back );
1722 v3_add( delta_front, delta_back, delta_total );
1723
1724 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1725
1726 /* Fake contact */
1727 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1728 v3_zero( limit->ra );
1729 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1730 limit->p = 0.0f;
1731
1732 v3_copy( inf_avg.dir, s->grind_dir );
1733 }
1734
1735 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1736 struct grind_info *inf )
1737 {
1738 struct player_skate *s = &player->_skate;
1739
1740 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1741 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1742
1743 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1744 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1745
1746 /* Exit condition: lost grind tracking */
1747 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1748 return 0;
1749
1750 /* Exit condition: cant see grind target directly */
1751 if( !skate_point_visible( wheel_co, inf->co ) )
1752 return 0;
1753
1754 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1755 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1756 minv = k_grind_axel_min_vel*0.8f;
1757
1758 if( dv < minv )
1759 return 0;
1760
1761 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1762 return 0;
1763
1764 v3_copy( inf->dir, s->grind_dir );
1765 return 1;
1766 }
1767
1768 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1769 struct grind_info *inf )
1770 {
1771 struct player_skate *s = &player->_skate;
1772
1773 /* REFACTOR */
1774 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1775
1776 v3f raw, wsp;
1777 m3x3_mulv( player->rb.to_world, ra, raw );
1778 v3_add( player->rb.co, raw, wsp );
1779
1780 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1781 {
1782 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1783 return 0;
1784
1785 /* velocity should be at least 60% aligned */
1786 v3f pv, axis;
1787 v3_cross( inf->n, inf->dir, axis );
1788 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1789
1790 if( v3_length2( pv ) < 0.0001f )
1791 return 0;
1792 v3_normalize( pv );
1793
1794 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1795 return 0;
1796
1797 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1798 return 0;
1799
1800 #if 0
1801 /* check for vertical alignment */
1802 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1803 return 0;
1804 #endif
1805
1806 v3f local_co, local_dir, local_n;
1807 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1808 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1809 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1810
1811 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1812
1813 float truck_height = -(k_board_radius+0.03f);
1814
1815 v3f rv;
1816 v3_cross( player->rb.w, raw, rv );
1817 v3_add( player->rb.v, rv, rv );
1818
1819 if( (local_co[1] >= truck_height) &&
1820 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1821 {
1822 return 1;
1823 }
1824 }
1825
1826 return 0;
1827 }
1828
1829 VG_STATIC void skate_boardslide_apply( player_instance *player,
1830 struct grind_info *inf )
1831 {
1832 struct player_skate *s = &player->_skate;
1833
1834 v3f local_co, local_dir, local_n;
1835 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1836 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1837 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1838
1839 v3f intersection;
1840 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1841 intersection );
1842 v3_copy( intersection, s->weight_distribution );
1843
1844 skate_grind_decay( player, inf, 0.0125f );
1845 skate_grind_friction( player, inf, 0.25f );
1846
1847 /* direction alignment */
1848 v3f dir, perp;
1849 v3_cross( local_dir, local_n, perp );
1850 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1851 v3_muls( perp, vg_signf(perp[2]), perp );
1852
1853 m3x3_mulv( player->rb.to_world, dir, dir );
1854 m3x3_mulv( player->rb.to_world, perp, perp );
1855
1856 v4f qbalance;
1857 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1858 q_mulv( qbalance, perp, perp );
1859
1860 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1861 dir,
1862 k_grind_spring, k_grind_dampener,
1863 k_rb_delta );
1864
1865 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1866 perp,
1867 k_grind_spring, k_grind_dampener,
1868 k_rb_delta );
1869
1870 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1871 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1872
1873 v3_copy( inf->dir, s->grind_dir );
1874 }
1875
1876 VG_STATIC int skate_boardslide_entry( player_instance *player,
1877 struct grind_info *inf )
1878 {
1879 struct player_skate *s = &player->_skate;
1880
1881 if( skate_grind_scansq( player, player->rb.co,
1882 player->rb.to_world[0], k_board_length,
1883 inf ) )
1884 {
1885 v3f local_co, local_dir;
1886 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1887 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1888
1889 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1890 (local_co[1] >= 0.0f) && /* at deck level */
1891 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1892 {
1893 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1894 return 0;
1895
1896 return 1;
1897 }
1898 }
1899
1900 return 0;
1901 }
1902
1903 VG_STATIC int skate_boardslide_renew( player_instance *player,
1904 struct grind_info *inf )
1905 {
1906 struct player_skate *s = &player->_skate;
1907
1908 if( !skate_grind_scansq( player, player->rb.co,
1909 player->rb.to_world[0], k_board_length,
1910 inf ) )
1911 return 0;
1912
1913 /* Exit condition: cant see grind target directly */
1914 v3f vis;
1915 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1916 if( !skate_point_visible( vis, inf->co ) )
1917 return 0;
1918
1919 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1920 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1921 minv = k_grind_axel_min_vel*0.8f;
1922
1923 if( dv < minv )
1924 return 0;
1925
1926 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1927 return 0;
1928
1929 return 1;
1930 }
1931
1932 VG_STATIC void skate_store_grind_vec( player_instance *player,
1933 struct grind_info *inf )
1934 {
1935 struct player_skate *s = &player->_skate;
1936
1937 m3x3f mtx;
1938 skate_grind_orient( inf, mtx );
1939 m3x3_transpose( mtx, mtx );
1940
1941 v3f raw;
1942 v3_sub( inf->co, player->rb.co, raw );
1943
1944 m3x3_mulv( mtx, raw, s->grind_vec );
1945 v3_normalize( s->grind_vec );
1946 v3_copy( inf->dir, s->grind_dir );
1947 }
1948
1949 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1950 {
1951 struct player_skate *s = &player->_skate;
1952
1953 if( s->grind_cooldown > 100 ){
1954 vg_fatal_exit_loop( "wth!\n" );
1955 }
1956
1957 /* debounces this state manager a little bit */
1958 if( s->grind_cooldown ){
1959 s->grind_cooldown --;
1960 return k_skate_activity_undefined;
1961 }
1962
1963 struct grind_info inf_back50,
1964 inf_front50,
1965 inf_slide;
1966
1967 int res_back50 = 0,
1968 res_front50 = 0,
1969 res_slide = 0;
1970
1971 int allow_back = 1,
1972 allow_front = 1;
1973
1974 if( s->state.activity == k_skate_activity_grind_5050 ||
1975 s->state.activity == k_skate_activity_grind_back50 ||
1976 s->state.activity == k_skate_activity_grind_front50 )
1977 {
1978 float tilt = player->input_js1v->axis.value;
1979
1980 if( fabsf(tilt) >= 0.25f ){
1981 v3f raw = {0.0f,0.0f,tilt};
1982 m3x3_mulv( player->rb.to_world, raw, raw );
1983
1984 float way = player->input_js1v->axis.value *
1985 vg_signf( v3_dot( raw, player->rb.v ) );
1986
1987 if( way < 0.0f ) allow_front = 0;
1988 else allow_back = 0;
1989 }
1990 }
1991
1992 if( s->state.activity == k_skate_activity_grind_boardslide ){
1993 res_slide = skate_boardslide_renew( player, &inf_slide );
1994 }
1995 else if( s->state.activity == k_skate_activity_grind_back50 ){
1996 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
1997
1998 if( allow_front )
1999 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2000 }
2001 else if( s->state.activity == k_skate_activity_grind_front50 ){
2002 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2003
2004 if( allow_back )
2005 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2006 }
2007 else if( s->state.activity == k_skate_activity_grind_5050 ){
2008 if( allow_front )
2009 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2010 if( allow_back )
2011 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2012 }
2013 else{
2014 res_slide = skate_boardslide_entry( player, &inf_slide );
2015
2016 if( allow_back )
2017 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2018
2019 if( allow_front )
2020 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2021
2022 if( res_back50 != res_front50 ){
2023 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 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( s->state.activity >= k_skate_activity_grind_any ){
2047 s->grind_cooldown = 15;
2048 s->surface_cooldown = 10;
2049 }
2050 }
2051 else if( new_activity == k_skate_activity_grind_boardslide ){
2052 skate_boardslide_apply( player, &inf_slide );
2053 }
2054 else if( new_activity == k_skate_activity_grind_back50 ){
2055 if( s->state.activity != k_skate_activity_grind_back50 )
2056 skate_store_grind_vec( player, &inf_back50 );
2057
2058 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2059 }
2060 else if( new_activity == k_skate_activity_grind_front50 ){
2061 if( s->state.activity != k_skate_activity_grind_front50 )
2062 skate_store_grind_vec( player, &inf_front50 );
2063
2064 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2065 }
2066 else if( new_activity == k_skate_activity_grind_5050 )
2067 skate_5050_apply( player, &inf_front50, &inf_back50 );
2068
2069 return new_activity;
2070 }
2071
2072 VG_STATIC void player__skate_update( player_instance *player )
2073 {
2074 struct player_skate *s = &player->_skate;
2075 world_instance *world = get_active_world();
2076
2077 v3_copy( player->rb.co, s->state.prev_pos );
2078 s->state.activity_prev = s->state.activity;
2079
2080 struct board_collider
2081 {
2082 v3f pos;
2083 float radius;
2084
2085 u32 colour;
2086
2087 enum board_collider_state
2088 {
2089 k_collider_state_default,
2090 k_collider_state_disabled,
2091 k_collider_state_colliding
2092 }
2093 state;
2094 }
2095 wheels[] =
2096 {
2097 {
2098 { 0.0f, 0.0f, -k_board_length },
2099 .radius = k_board_radius,
2100 .colour = VG__RED
2101 },
2102 {
2103 { 0.0f, 0.0f, k_board_length },
2104 .radius = k_board_radius,
2105 .colour = VG__GREEN
2106 }
2107 };
2108
2109 float slap = 0.0f;
2110
2111 if( s->state.activity <= k_skate_activity_air_to_grind ){
2112
2113 float min_dist = 0.6f;
2114 for( int i=0; i<2; i++ ){
2115 v3f wpos, closest;
2116 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2117
2118 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2119 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2120 }
2121 }
2122 min_dist -= 0.2f;
2123 float vy = v3_dot( player->basis[1], player->rb.v );
2124 vy = vg_maxf( 0.0f, vy );
2125
2126 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2127 }
2128 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2129
2130 wheels[0].pos[1] = s->state.slap;
2131 wheels[1].pos[1] = s->state.slap;
2132
2133
2134
2135
2136
2137 const int k_wheel_count = 2;
2138
2139 s->substep = k_rb_delta;
2140 s->substep_delta = s->substep;
2141 s->limit_count = 0;
2142
2143 int substep_count = 0;
2144
2145 v3_zero( s->surface_picture );
2146
2147 int prev_contacts[2];
2148
2149 for( int i=0; i<k_wheel_count; i++ ){
2150 wheels[i].state = k_collider_state_default;
2151 prev_contacts[i] = s->wheel_contacts[i];
2152 }
2153
2154 /* check if we can enter or continue grind */
2155 enum skate_activity grindable_activity = skate_availible_grind( player );
2156 if( grindable_activity != k_skate_activity_undefined ){
2157 s->state.activity = grindable_activity;
2158 goto grinding;
2159 }
2160
2161 int contact_count = 0;
2162 for( int i=0; i<2; i++ ){
2163 v3f normal, axel;
2164 v3_copy( player->rb.to_world[0], axel );
2165
2166 if( skate_compute_surface_alignment( player, wheels[i].pos,
2167 wheels[i].colour, normal, axel ) )
2168 {
2169 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2170 axel,
2171 k_surface_spring, k_surface_dampener,
2172 s->substep_delta );
2173
2174 v3_add( normal, s->surface_picture, s->surface_picture );
2175 contact_count ++;
2176 s->wheel_contacts[i] = 1;
2177 }
2178 else{
2179 s->wheel_contacts[i] = 0;
2180 }
2181
2182 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2183 }
2184
2185 if( s->surface_cooldown ){
2186 s->surface_cooldown --;
2187 contact_count = 0;
2188 }
2189
2190 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2191 audio_lock();
2192 for( int i=0; i<2; i++ ){
2193 if( !prev_contacts[i] ){
2194 v3f co;
2195 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2196 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2197 }
2198 }
2199 audio_unlock();
2200 }
2201
2202 if( contact_count ){
2203 s->state.activity = k_skate_activity_ground;
2204 s->state.gravity_bias = k_gravity;
2205 v3_normalize( s->surface_picture );
2206
2207 skate_apply_friction_model( player );
2208 skate_weight_distribute( player );
2209 }
2210 else{
2211 if( s->state.activity > k_skate_activity_air_to_grind )
2212 s->state.activity = k_skate_activity_air;
2213
2214 v3_zero( s->weight_distribution );
2215 skate_apply_air_model( player );
2216 }
2217
2218 grinding:;
2219
2220 if( s->state.activity == k_skate_activity_grind_back50 )
2221 wheels[1].state = k_collider_state_disabled;
2222 if( s->state.activity == k_skate_activity_grind_front50 )
2223 wheels[0].state = k_collider_state_disabled;
2224 if( s->state.activity == k_skate_activity_grind_5050 ){
2225 wheels[0].state = k_collider_state_disabled;
2226 wheels[1].state = k_collider_state_disabled;
2227 }
2228
2229 /* all activities */
2230 skate_apply_steering_model( player );
2231 skate_adjust_up_direction( player );
2232 skate_apply_cog_model( player );
2233 skate_apply_jump_model( player );
2234 skate_apply_grab_model( player );
2235 skate_apply_trick_model( player );
2236 skate_apply_pump_model( player );
2237
2238 begin_collision:;
2239
2240 /*
2241 * Phase 0: Continous collision detection
2242 * --------------------------------------------------------------------------
2243 */
2244
2245 v3f head_wp0, head_wp1, start_co;
2246 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2247 v3_copy( player->rb.co, start_co );
2248
2249 /* calculate transform one step into future */
2250 v3f future_co;
2251 v4f future_q;
2252 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2253
2254 if( v3_length2( player->rb.w ) > 0.0f ){
2255 v4f rotation;
2256 v3f axis;
2257 v3_copy( player->rb.w, axis );
2258
2259 float mag = v3_length( axis );
2260 v3_divs( axis, mag, axis );
2261 q_axis_angle( rotation, axis, mag*s->substep );
2262 q_mul( rotation, player->rb.q, future_q );
2263 q_normalize( future_q );
2264 }
2265 else
2266 v4_copy( player->rb.q, future_q );
2267
2268 v3f future_cg, current_cg, cg_offset;
2269 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2270 q_mulv( future_q, s->weight_distribution, future_cg );
2271 v3_sub( future_cg, current_cg, cg_offset );
2272
2273 /* calculate the minimum time we can move */
2274 float max_time = s->substep;
2275
2276 for( int i=0; i<k_wheel_count; i++ ){
2277 if( wheels[i].state == k_collider_state_disabled )
2278 continue;
2279
2280 v3f current, future, r_cg;
2281
2282 q_mulv( future_q, wheels[i].pos, future );
2283 v3_add( future, future_co, future );
2284 v3_add( cg_offset, future, future );
2285
2286 q_mulv( player->rb.q, wheels[i].pos, current );
2287 v3_add( current, player->rb.co, current );
2288
2289 float t;
2290 v3f n;
2291
2292 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2293 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2294 max_time = vg_minf( max_time, t * s->substep );
2295 }
2296
2297 /* clamp to a fraction of delta, to prevent locking */
2298 float rate_lock = substep_count;
2299 rate_lock *= k_rb_delta * 0.1f;
2300 rate_lock *= rate_lock;
2301
2302 max_time = vg_maxf( max_time, rate_lock );
2303 s->substep_delta = max_time;
2304
2305 /* integrate */
2306 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2307 if( v3_length2( player->rb.w ) > 0.0f ){
2308 v4f rotation;
2309 v3f axis;
2310 v3_copy( player->rb.w, axis );
2311
2312 float mag = v3_length( axis );
2313 v3_divs( axis, mag, axis );
2314 q_axis_angle( rotation, axis, mag*s->substep_delta );
2315 q_mul( rotation, player->rb.q, player->rb.q );
2316 q_normalize( player->rb.q );
2317
2318 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2319 v3_sub( current_cg, future_cg, cg_offset );
2320 v3_add( player->rb.co, cg_offset, player->rb.co );
2321 }
2322
2323 rb_update_transform( &player->rb );
2324 v3_muladds( player->rb.v, player->basis[1],
2325 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2326
2327 s->substep -= s->substep_delta;
2328
2329 rb_ct manifold[128];
2330 int manifold_len = 0;
2331
2332 /*
2333 * Phase -1: head detection
2334 * --------------------------------------------------------------------------
2335 */
2336 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2337
2338 float t;
2339 v3f n;
2340 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2341 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2342 {
2343 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2344 rb_update_transform( &player->rb );
2345
2346 player__skate_kill_audio( player );
2347 player__dead_transition( player );
2348 return;
2349 }
2350
2351 /*
2352 * Phase 1: Regular collision detection
2353 * --------------------------------------------------------------------------
2354 */
2355
2356 for( int i=0; i<k_wheel_count; i++ ){
2357 if( wheels[i].state == k_collider_state_disabled )
2358 continue;
2359
2360 m4x3f mtx;
2361 m3x3_identity( mtx );
2362 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2363
2364 rb_sphere collider = { .radius = wheels[i].radius };
2365
2366 rb_ct *man = &manifold[ manifold_len ];
2367
2368 int l = skate_collide_smooth( player, mtx, &collider, man );
2369 if( l )
2370 wheels[i].state = k_collider_state_colliding;
2371
2372 manifold_len += l;
2373 }
2374
2375 float grind_radius = k_board_radius * 0.75f;
2376 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2377 .radius=grind_radius };
2378 m4x3f mtx;
2379 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2380 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2381 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2382 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2383 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2384
2385 rb_ct *cman = &manifold[manifold_len];
2386
2387 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2388 cman );
2389
2390 /* weld joints */
2391 for( int i=0; i<l; i ++ )
2392 cman[l].type = k_contact_type_edge;
2393 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2394 l = rb_manifold_apply_filtered( cman, l );
2395
2396 manifold_len += l;
2397
2398 if( vg_lines.draw )
2399 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2400
2401 /* add limits */
2402 if( s->state.activity >= k_skate_activity_grind_any ){
2403 for( int i=0; i<s->limit_count; i++ ){
2404 struct grind_limit *limit = &s->limits[i];
2405 rb_ct *ct = &manifold[ manifold_len ++ ];
2406 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2407 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2408 ct->p = limit->p;
2409 ct->type = k_contact_type_default;
2410 }
2411 }
2412
2413 /*
2414 * Phase 3: Dynamics
2415 * --------------------------------------------------------------------------
2416 */
2417
2418
2419 v3f world_cog;
2420 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2421 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2422
2423 for( int i=0; i<manifold_len; i ++ ){
2424 rb_prepare_contact( &manifold[i], s->substep_delta );
2425 rb_debug_contact( &manifold[i] );
2426 }
2427
2428 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2429 v3f extent = { k_board_width, 0.1f, k_board_length };
2430 float ex2 = k_board_interia*extent[0]*extent[0],
2431 ey2 = k_board_interia*extent[1]*extent[1],
2432 ez2 = k_board_interia*extent[2]*extent[2];
2433
2434 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2435 float inv_mass = 1.0f/mass;
2436
2437 v3f I;
2438 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2439 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2440 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2441
2442 m3x3f iI;
2443 m3x3_identity( iI );
2444 iI[0][0] = I[0];
2445 iI[1][1] = I[1];
2446 iI[2][2] = I[2];
2447 m3x3_inv( iI, iI );
2448
2449 m3x3f iIw;
2450 m3x3_mul( iI, player->rb.to_local, iIw );
2451 m3x3_mul( player->rb.to_world, iIw, iIw );
2452
2453 for( int j=0; j<10; j++ ){
2454 for( int i=0; i<manifold_len; i++ ){
2455 /*
2456 * regular dance; calculate velocity & total mass, apply impulse.
2457 */
2458
2459 struct contact *ct = &manifold[i];
2460
2461 v3f rv, delta;
2462 v3_sub( ct->co, world_cog, delta );
2463 v3_cross( player->rb.w, delta, rv );
2464 v3_add( player->rb.v, rv, rv );
2465
2466 v3f raCn;
2467 v3_cross( delta, ct->n, raCn );
2468
2469 v3f raCnI, rbCnI;
2470 m3x3_mulv( iIw, raCn, raCnI );
2471
2472 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2473 vn = v3_dot( rv, ct->n ),
2474 lambda = normal_mass * ( -vn );
2475
2476 float temp = ct->norm_impulse;
2477 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2478 lambda = ct->norm_impulse - temp;
2479
2480 v3f impulse;
2481 v3_muls( ct->n, lambda, impulse );
2482
2483 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2484 v3_cross( delta, impulse, impulse );
2485 m3x3_mulv( iIw, impulse, impulse );
2486 v3_add( impulse, player->rb.w, player->rb.w );
2487
2488 v3_cross( player->rb.w, delta, rv );
2489 v3_add( player->rb.v, rv, rv );
2490 vn = v3_dot( rv, ct->n );
2491 }
2492 }
2493
2494 v3f dt;
2495 rb_depenetrate( manifold, manifold_len, dt );
2496 v3_add( dt, player->rb.co, player->rb.co );
2497 rb_update_transform( &player->rb );
2498
2499 substep_count ++;
2500
2501 if( s->substep >= 0.0001f )
2502 goto begin_collision; /* again! */
2503
2504 /*
2505 * End of collision and dynamics routine
2506 * --------------------------------------------------------------------------
2507 */
2508
2509 s->surface = k_surface_prop_concrete;
2510
2511 for( int i=0; i<manifold_len; i++ ){
2512 rb_ct *ct = &manifold[i];
2513 struct world_surface *surf = world_contact_surface( world, ct );
2514
2515 if( surf->info.surface_prop > s->surface )
2516 s->surface = surf->info.surface_prop;
2517 }
2518
2519 for( int i=0; i<k_wheel_count; i++ ){
2520 m4x3f mtx;
2521 m3x3_copy( player->rb.to_world, mtx );
2522 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2523 debug_sphere( mtx, wheels[i].radius,
2524 (u32[]){ VG__WHITE, VG__BLACK,
2525 wheels[i].colour }[ wheels[i].state ]);
2526 }
2527
2528 skate_integrate( player );
2529 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2530
2531 ent_gate *gate =
2532 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2533
2534 if( gate ){
2535 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2536 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2537 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2538 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2539 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2540 m3x3_mulv( gate->transport, s->state.head_position,
2541 s->state.head_position );
2542 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2543
2544 v4f transport_rotation;
2545 m3x3_q( gate->transport, transport_rotation );
2546 q_mul( transport_rotation, player->rb.q, player->rb.q );
2547 q_mul( transport_rotation, s->state.smoothed_rotation,
2548 s->state.smoothed_rotation );
2549 rb_update_transform( &player->rb );
2550
2551 s->state_gate_storage = s->state;
2552 player__pass_gate( player, gate );
2553 }
2554
2555 /* FIXME: Rate limit */
2556 static int stick_frames = 0;
2557
2558 if( s->state.activity >= k_skate_activity_ground )
2559 stick_frames ++;
2560 else
2561 stick_frames = 0;
2562
2563 if( stick_frames > 5 ) stick_frames = 5;
2564
2565 if( stick_frames == 4 ){
2566 audio_lock();
2567
2568 if( s->state.activity == k_skate_activity_ground ){
2569 if( (fabsf(s->state.slip) > 0.75f) ){
2570 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2571 40.0f, 1.0f );
2572 }
2573 else{
2574 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2575 40.0f, 1.0f );
2576 }
2577 }
2578 else if( s->surface == k_surface_prop_metal ){
2579 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2580 }
2581 else{
2582 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2583 }
2584
2585 audio_unlock();
2586 } else if( stick_frames == 0 ){
2587
2588 }
2589 }
2590
2591 VG_STATIC void player__skate_im_gui( player_instance *player )
2592 {
2593 struct player_skate *s = &player->_skate;
2594 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2595 player->rb.v[1],
2596 player->rb.v[2] );
2597 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2598 player->rb.co[1],
2599 player->rb.co[2] );
2600 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2601 player->rb.w[1],
2602 player->rb.w[2] );
2603
2604 const char *activity_txt[] =
2605 {
2606 "air",
2607 "air_to_grind",
2608 "ground",
2609 "undefined (INVALID)",
2610 "grind_any (INVALID)",
2611 "grind_boardslide",
2612 "grind_metallic (INVALID)",
2613 "grind_back50",
2614 "grind_front50",
2615 "grind_5050"
2616 };
2617
2618 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2619 #if 0
2620 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2621 s->state.steerx_s, s->state.steery_s,
2622 k_steer_ground, k_steer_air );
2623 #endif
2624 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2625 s->state.flip_time );
2626 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2627 s->state.trick_vel[0],
2628 s->state.trick_vel[1],
2629 s->state.trick_vel[2] );
2630 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2631 s->state.trick_euler[0],
2632 s->state.trick_euler[1],
2633 s->state.trick_euler[2] );
2634 }
2635
2636 VG_STATIC void player__skate_animate( player_instance *player,
2637 player_animation *dest )
2638 {
2639 struct player_skate *s = &player->_skate;
2640 struct player_avatar *av = player->playeravatar;
2641 struct skeleton *sk = &av->sk;
2642
2643 /* Head */
2644 float kheight = 2.0f,
2645 kleg = 0.6f;
2646
2647 v3f offset;
2648 v3_zero( offset );
2649
2650 v3f cog_local, cog_ideal;
2651 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2652
2653 v3_copy( s->state.up_dir, cog_ideal );
2654 v3_normalize( cog_ideal );
2655 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2656
2657 v3_sub( cog_ideal, cog_local, offset );
2658
2659
2660 v3_muls( offset, 4.0f, offset );
2661 offset[1] *= -1.0f;
2662
2663 float curspeed = v3_length( player->rb.v ),
2664 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2665 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2666 sign = vg_signf( kicks );
2667
2668 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2669 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2670
2671 offset[0] *= 0.26f;
2672 offset[0] += s->wobble[1]*3.0f;
2673
2674 offset[1] *= -0.3f;
2675 offset[2] *= 0.01f;
2676
2677 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2678 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2679
2680 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2681
2682 /*
2683 * Animation blending
2684 * ===========================================
2685 */
2686
2687 /* sliding */
2688 {
2689 float desired = 0.0f;
2690 if( s->state.activity == k_skate_activity_ground )
2691 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2692
2693 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2694 }
2695
2696 /* movement information */
2697 {
2698 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2699
2700 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2701 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2702 fly = iair? 1.0f: 0.0f,
2703 wdist= s->weight_distribution[2] / k_board_length;
2704
2705 if( s->state.activity >= k_skate_activity_grind_any )
2706 wdist = 0.0f;
2707
2708 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2709 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2710 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2711 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2712 }
2713
2714 mdl_keyframe apose[32], bpose[32];
2715 mdl_keyframe ground_pose[32];
2716 {
2717 /* when the player is moving fast he will crouch down a little bit */
2718 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2719 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2720
2721 /* stand/crouch */
2722 float dir_frame = s->blend_z * (15.0f/30.0f),
2723 stand_blend = offset[1]*-2.0f;
2724
2725 v3f local_cog;
2726 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2727
2728 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2729
2730 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2731 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2732 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2733
2734 /* sliding */
2735 float slide_frame = s->blend_x * (15.0f/30.0f);
2736 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2737 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2738
2739 /* pushing */
2740 double push_time = vg.time - s->state.start_push;
2741 s->blend_push = vg_lerpf( s->blend_push,
2742 (vg.time - s->state.cur_push) < 0.125,
2743 6.0f*vg.time_delta );
2744
2745 if( s->state.reverse > 0.0f )
2746 skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
2747 else
2748 skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
2749
2750 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2751
2752 /* trick setup */
2753 float jump_start_frame = 14.0f/30.0f;
2754
2755 float charge = s->state.jump_charge;
2756 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2757
2758 float setup_frame = charge * jump_start_frame,
2759 setup_blend = vg_minf( s->blend_jump, 1.0f );
2760
2761 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2762 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2763 setup_frame = jump_frame;
2764
2765 struct skeleton_anim *jump_anim = s->state.jump_dir?
2766 s->anim_ollie:
2767 s->anim_ollie_reverse;
2768
2769 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2770 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2771 }
2772
2773 mdl_keyframe air_pose[32];
2774 {
2775 float target = -player->input_js1h->axis.value;
2776
2777 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2778
2779 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2780 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2781
2782 static v2f grab_choice;
2783
2784 v2f grab_input = { player->input_js2h->axis.value,
2785 player->input_js2v->axis.value };
2786 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2787 if( v2_length2( grab_input ) <= 0.001f )
2788 grab_input[0] = -1.0f;
2789 else
2790 v2_normalize_clamp( grab_input );
2791 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2792
2793 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2794 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2795 grab_frame = ang_unit * (15.0f/30.0f);
2796
2797 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2798 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2799 }
2800
2801 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2802
2803
2804 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2805 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2806 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2807 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2808 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2809 *kf_hip = &dest->pose[av->id_hip-1],
2810 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2811 &dest->pose[av->id_wheel_l-1] };
2812
2813
2814 mdl_keyframe grind_pose[32];
2815 {
2816 float grind_frame = 0.5f;
2817
2818 if( s->state.activity == k_skate_activity_grind_front50 ){
2819 grind_frame = 0.0f;
2820 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2821 grind_frame = 1.0f;
2822 }
2823
2824 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2825 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2826 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2827 grind_frame, 5.0f*vg.time_delta );
2828
2829 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2830
2831 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2832 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2833 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2834 }
2835 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2836
2837 float add_grab_mod = 1.0f - s->blend_fly;
2838
2839 /* additive effects */
2840 {
2841 u32 apply_to[] = { av->id_hip,
2842 av->id_ik_hand_l,
2843 av->id_ik_hand_r,
2844 av->id_ik_elbow_l,
2845 av->id_ik_elbow_r };
2846
2847 float apply_rates[] = { 1.0f,
2848 0.75f,
2849 0.75f,
2850 0.75f,
2851 0.75f };
2852
2853 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2854 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2855 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2856 }
2857
2858 /* angle correction */
2859 if( v3_length2( s->state.up_dir ) > 0.001f ){
2860
2861 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2862 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2863 vg_warn( "FIX THIS! CARROT\n" );
2864 v4_copy( player->rb.q, s->state.smoothed_rotation );
2865 }
2866 v4_lerp( s->state.smoothed_rotation, player->rb.q,
2867 2.0f*vg.time_frame_delta,
2868 s->state.smoothed_rotation );
2869 q_normalize( s->state.smoothed_rotation );
2870
2871 v3f yaw_ref = {1.0f,0.0f,0.0f},
2872 yaw_smooth = {1.0f,0.0f,0.0f};
2873 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2874 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2875 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2876 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2877
2878 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2879 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2880 yaw_counter_rotate = acosf( yaw_counter_rotate );
2881 yaw_counter_rotate *= 1.0f-s->blend_fly;
2882
2883 v3f ndir;
2884 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2885 v3_normalize( ndir );
2886
2887 v3f up = { 0.0f, 1.0f, 0.0f };
2888
2889 float a = v3_dot( ndir, up );
2890 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2891
2892 v3f axis;
2893 v4f qfixup, qcounteryaw, qtotal;
2894
2895 v3_cross( up, ndir, axis );
2896 q_axis_angle( qfixup, axis, a );
2897
2898 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2899 q_mul( qcounteryaw, qfixup, qtotal );
2900 q_normalize( qtotal );
2901
2902 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2903 v3f origin;
2904 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2905
2906 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2907 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2908
2909 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2910 qtotal );
2911 }
2912
2913 v3f p1, p2;
2914 m3x3_mulv( player->rb.to_world, up, p1 );
2915 m3x3_mulv( player->rb.to_world, ndir, p2 );
2916
2917 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2918 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2919
2920 }
2921
2922 v4f qtotal;
2923 v4f qtrickr, qyawr, qpitchr, qrollr;
2924 v3f eulerr;
2925
2926 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2927
2928 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2929 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2930 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2931
2932 q_mul( qpitchr, qrollr, qtrickr );
2933 q_mul( qyawr, qtrickr, qtotal );
2934 q_normalize( qtotal );
2935
2936 q_mul( qtotal, kf_board->q, kf_board->q );
2937
2938
2939 /* trick rotation */
2940 v4f qtrick, qyaw, qpitch, qroll;
2941 v3f euler;
2942 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2943
2944 float jump_t = vg.time-s->state.jump_time;
2945
2946 float k=17.0f;
2947 float h = k*jump_t;
2948 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2949 extra *= s->state.slap * 4.0f;
2950
2951 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2952 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2953 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2954
2955 q_mul( qyaw, qroll, qtrick );
2956 q_mul( qpitch, qtrick, qtrick );
2957 q_mul( kf_board->q, qtrick, kf_board->q );
2958 q_normalize( kf_board->q );
2959
2960 struct player_board *board = player->playerboard;
2961
2962 /* foot weight distribution */
2963 if( s->blend_weight > 0.0f ){
2964 kf_foot_l->co[2] =
2965 vg_lerpf( kf_foot_l->co[2],
2966 board->truck_positions[k_board_truck_back][2]+0.3f,
2967 0.5f*s->blend_weight );
2968 }
2969 else{
2970 kf_foot_r->co[2] =
2971 vg_lerpf( kf_foot_r->co[2],
2972 board->truck_positions[k_board_truck_front][2]-0.3f,
2973 -0.5f*s->blend_weight );
2974 }
2975
2976 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
2977 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
2978
2979 kf_foot_l->co[1] += s->state.slap;
2980 kf_foot_r->co[1] += s->state.slap;
2981 kf_knee_l->co[1] += s->state.slap;
2982 kf_knee_r->co[1] += s->state.slap;
2983 kf_board->co[1] += s->state.slap * s->subslap;
2984 kf_hip->co[1] += s->state.slap * 0.25f;
2985
2986 /*
2987 * animation wishlist:
2988 * boardslide/grind jump animations
2989 * when tricking the slap should not appply or less apply
2990 * not animations however DONT target grinds that are vertically down.
2991 */
2992
2993 /* truck rotation */
2994 for( int i=0; i<2; i++ )
2995 {
2996 float a = vg_minf( s->truckv0[i][0], 1.0f );
2997 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
2998
2999 v4f q;
3000 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3001 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3002 q_normalize( kf_wheels[i]->q );
3003 }
3004 }
3005
3006 {
3007 mdl_keyframe
3008 *kf_head = &dest->pose[av->id_head-1],
3009 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3010 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3011 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3012 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3013
3014 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3015 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3016
3017 v4f qrot;
3018 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3019
3020 v3f origin = {0.0f,0.2f,0.0f};
3021 keyframe_rotate_around( kf_hand_l, origin,
3022 av->sk.bones[av->id_ik_hand_l].co, qrot );
3023 keyframe_rotate_around( kf_hand_r, origin,
3024 av->sk.bones[av->id_ik_hand_r].co, qrot );
3025 keyframe_rotate_around( kf_hip, origin,
3026 av->sk.bones[av->id_hip].co, qrot );
3027 keyframe_rotate_around( kf_elbow_r, origin,
3028 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3029 keyframe_rotate_around( kf_elbow_l, origin,
3030 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3031
3032 q_inv( qrot, qrot );
3033 q_mul( qrot, kf_head->q, kf_head->q );
3034 q_normalize( kf_head->q );
3035 }
3036
3037 /* transform */
3038 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3039
3040 v3f ext_up,ext_co;
3041 q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3042 v3_copy( dest->root_co, ext_co );
3043 v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
3044
3045 v4f qflip;
3046 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3047 (fabsf(s->state.flip_rate) > 0.01f) )
3048 {
3049 float substep = vg.time_fixed_extrapolate;
3050 float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
3051 sign = vg_signf( t );
3052
3053 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3054 t = sign * (1.0f-t*t);
3055
3056 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3057 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3058 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3059
3060 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3061
3062 q_axis_angle( qflip, s->state.flip_axis, angle );
3063 q_mul( qflip, dest->root_q, dest->root_q );
3064 q_normalize( dest->root_q );
3065
3066 v3f rotation_point, rco;
3067 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3068 v3_sub( dest->root_co, rotation_point, rco );
3069
3070 q_mulv( qflip, rco, rco );
3071 v3_add( rco, rotation_point, dest->root_co );
3072 }
3073
3074 skeleton_copy_pose( sk, dest->pose, s->holdout );
3075 }
3076
3077 VG_STATIC void player__skate_post_animate( player_instance *player )
3078 {
3079 struct player_skate *s = &player->_skate;
3080 struct player_avatar *av = player->playeravatar;
3081
3082 player->cam_velocity_influence = 1.0f;
3083
3084 v3f head = { 0.0f, 1.8f, 0.0f };
3085 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3086 m4x3_mulv( player->rb.to_local, s->state.head_position,
3087 s->state.head_position );
3088
3089 /* TODO: Extrapolate to_local matrix? */
3090 }
3091
3092 VG_STATIC void player__skate_reset_animator( player_instance *player )
3093 {
3094 struct player_skate *s = &player->_skate;
3095
3096 if( s->state.activity <= k_skate_activity_air_to_grind )
3097 s->blend_fly = 1.0f;
3098 else
3099 s->blend_fly = 0.0f;
3100
3101 s->blend_slide = 0.0f;
3102 s->blend_z = 0.0f;
3103 s->blend_x = 0.0f;
3104 s->blend_grind = 0.0f;
3105 s->blend_grind_balance = 0.0f;
3106 s->blend_stand = 0.0f;
3107 s->blend_push = 0.0f;
3108 s->blend_jump = 0.0f;
3109 s->blend_airdir = 0.0f;
3110 s->blend_weight = 0.0f;
3111 s->subslap = 0.0f;
3112 v2_zero( s->wobble );
3113
3114 v3_zero( s->board_trick_residuald );
3115 v3_zero( s->board_trick_residualv );
3116 v3_zero( s->truckv0[0] );
3117 v3_zero( s->truckv0[1] );
3118 }
3119
3120 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3121 {
3122 struct player_skate *s = &player->_skate;
3123 s->state.jump_charge = 0.0f;
3124 s->state.charging_jump = 0;
3125 s->state.jump_dir = 0;
3126 v3_zero( s->state.flip_axis );
3127 s->state.flip_time = 0.0f;
3128 s->state.flip_rate = 0.0f;
3129 s->state.reverse = 0.0f;
3130 s->state.slip = 0.0f;
3131 s->state.grabbing = 0.0f;
3132 v2_zero( s->state.grab_mouse_delta );
3133 s->state.slap = 0.0f;
3134 s->state.jump_time = 0.0;
3135 s->state.start_push = 0.0;
3136 s->state.cur_push = 0.0;
3137 s->state.air_start = 0.0;
3138
3139 v3_zero( s->state.air_init_v );
3140 v3_zero( s->state.air_init_co );
3141
3142 s->state.gravity_bias = k_gravity;
3143 v3_copy( player->rb.co, s->state.prev_pos );
3144 v4_copy( player->rb.q, s->state.smoothed_rotation );
3145 v3_zero( s->state.throw_v );
3146 v3_zero( s->state.trick_vel );
3147 v3_zero( s->state.trick_euler );
3148 v3_zero( s->state.cog_v );
3149 s->grind_cooldown = 0;
3150 s->surface_cooldown = 0;
3151 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3152 v3_copy( player->rb.to_world[1], s->state.up_dir );
3153 v3_copy( player->rb.to_world[1], s->surface_picture );
3154 v3_zero( s->weight_distribution );
3155 v3_copy( player->rb.co, s->state.prev_pos );
3156 }
3157
3158 VG_STATIC void player__skate_reset( player_instance *player,
3159 ent_spawn *rp )
3160 {
3161 struct player_skate *s = &player->_skate;
3162 v3_zero( player->rb.v );
3163 v4_copy( rp->transform.q, player->rb.q );
3164
3165 s->state.activity = k_skate_activity_air;
3166 s->state.activity_prev = k_skate_activity_air;
3167
3168 player__skate_clear_mechanics( player );
3169 player__skate_reset_animator( player );
3170
3171 v3_zero( s->state.head_position );
3172 s->state.head_position[1] = 1.8f;
3173 }
3174
3175 VG_STATIC void player__skate_restore( player_instance *player )
3176 {
3177 struct player_skate *s = &player->_skate;
3178 s->state = s->state_gate_storage;
3179 }
3180
3181 #endif /* PLAYER_SKATE_C */