fixe
[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
8 VG_STATIC void player__skate_bind( player_instance *player )
9 {
10 struct player_skate *s = &player->_skate;
11 struct player_avatar *av = player->playeravatar;
12 struct skeleton *sk = &av->sk;
13
14 rb_update_transform( &player->rb );
15 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
16 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
17 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
18 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
19 s->anim_air = skeleton_get_anim( sk, "pose_air" );
20 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
21 s->anim_push = skeleton_get_anim( sk, "push" );
22 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
23 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
24 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
25 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
26 }
27
28 VG_STATIC void player__skate_kill_audio( player_instance *player )
29 {
30 struct player_skate *s = &player->_skate;
31
32 audio_lock();
33 if( s->aud_main )
34 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
35 if( s->aud_air )
36 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
37 if( s->aud_slide )
38 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
39 audio_unlock();
40 }
41
42 /*
43 * Collision detection routines
44 *
45 *
46 */
47
48 /*
49 * Does collision detection on a sphere vs world, and applies some smoothing
50 * filters to the manifold afterwards
51 */
52 VG_STATIC int skate_collide_smooth( player_instance *player,
53 m4x3f mtx, rb_sphere *sphere,
54 rb_ct *man )
55 {
56 world_instance *world = get_active_world();
57
58 int len = 0;
59 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
60
61 for( int i=0; i<len; i++ )
62 {
63 man[i].rba = &player->rb;
64 man[i].rbb = NULL;
65 }
66
67 rb_manifold_filter_coplanar( man, len, 0.03f );
68
69 if( len > 1 )
70 {
71 rb_manifold_filter_backface( man, len );
72 rb_manifold_filter_joint_edges( man, len, 0.03f );
73 rb_manifold_filter_pairs( man, len, 0.03f );
74 }
75 int new_len = rb_manifold_apply_filtered( man, len );
76 if( len && !new_len )
77 len = 1;
78 else
79 len = new_len;
80
81 return len;
82 }
83
84 struct grind_info
85 {
86 v3f co, dir, n;
87 };
88
89 VG_STATIC int skate_grind_scansq( player_instance *player,
90 v3f pos, v3f dir, float r,
91 struct grind_info *inf )
92 {
93 world_instance *world = get_active_world();
94
95 v4f plane;
96 v3_copy( dir, plane );
97 v3_normalize( plane );
98 plane[3] = v3_dot( plane, pos );
99
100 boxf box;
101 v3_add( pos, (v3f){ r, r, r }, box[1] );
102 v3_sub( pos, (v3f){ r, r, r }, box[0] );
103
104 bh_iter it;
105 bh_iter_init( 0, &it );
106 int idx;
107
108 struct grind_sample
109 {
110 v2f co;
111 v2f normal;
112 v3f normal3,
113 centroid;
114 }
115 samples[48];
116 int sample_count = 0;
117
118 v2f support_min,
119 support_max;
120
121 v3f support_axis;
122 v3_cross( plane, player->basis[1], support_axis );
123 v3_normalize( support_axis );
124
125 while( bh_next( world->geo_bh, &it, box, &idx ) ){
126 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
127 v3f tri[3];
128
129 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
130 #if 0
131 if( !(surf->info.flags & k_material_flag_skate_surface) )
132 continue;
133 #endif
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = v3_dot( player->basis[1], normal );
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = v3_dot( player->basis[1], d );
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f
183 average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
216 v3_sub( sj->centroid, si->centroid, v0 );
217 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
218 v3_dot( v0, sj->normal3 ) <= 0.0f )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228 v3_normalize( dir );
229
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
232 v3_add( average_direction, dir, average_direction );
233
234 float yi = v3_dot( player->basis[1], si->normal3 ),
235 yj = v3_dot( player->basis[1], sj->normal3 );
236
237 if( yi > yj )
238 v3_add( si->normal3, average_normal, average_normal );
239 else
240 v3_add( sj->normal3, average_normal, average_normal );
241
242 passed_samples ++;
243 }
244 }
245
246 if( !passed_samples )
247 return 0;
248
249 if( (v3_length2( average_direction ) <= 0.001f) ||
250 (v3_length2( average_normal ) <= 0.001f ) )
251 return 0;
252
253 float div = 1.0f/(float)passed_samples;
254 v3_normalize( average_direction );
255 v3_normalize( average_normal );
256
257 v2f average_coord;
258 v2_add( min_co, max_co, average_coord );
259 v2_muls( average_coord, 0.5f, average_coord );
260
261 v3_muls( support_axis, average_coord[0], inf->co );
262 inf->co[1] += average_coord[1];
263 v3_add( pos, inf->co, inf->co );
264 v3_copy( average_normal, inf->n );
265 v3_copy( average_direction, inf->dir );
266
267 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
268 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
269 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
270
271 return passed_samples;
272 }
273
274 VG_STATIC void reset_jump_info( jump_info *inf )
275 {
276 inf->log_length = 0;
277 inf->land_dist = 0.0f;
278 inf->score = 0.0f;
279 inf->type = k_prediction_unset;
280 v3_zero( inf->apex );
281 }
282
283 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
284 jump_info *jumps,
285 v3f target, float max_angle_delta,
286 float gravity )
287 {
288 struct player_skate *s = &player->_skate;
289
290 /* calculate the exact 2 solutions to jump onto that grind spot */
291
292 v3f v0;
293 v3_sub( target, player->rb.co, v0 );
294 m3x3_mulv( player->invbasis, v0, v0 );
295
296 v3f ax;
297 v3_copy( v0, ax );
298 ax[1] = 0.0f;
299 v3_normalize( ax );
300
301 v3f v_local;
302 m3x3_mulv( player->invbasis, player->rb.v, v_local );
303
304 v2f d = { v3_dot( ax, v0 ), v0[1] },
305 v = { v3_dot( ax, player->rb.v ), v_local[1] };
306
307 float a = atan2f( v[1], v[0] ),
308 m = v2_length( v ),
309 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
310
311 int valid_count = 0;
312
313 if( root > 0.0f ){
314 root = sqrtf( root );
315 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
316 a1 = atanf( (m*m - root) / (gravity * d[0]) );
317
318 if( fabsf(a0-a) < max_angle_delta ){
319 jump_info *inf = &jumps[ valid_count ++ ];
320 reset_jump_info( inf );
321
322 v3_muls( ax, cosf( a0 ) * m, inf->v );
323 inf->v[1] += sinf( a0 ) * m;
324 m3x3_mulv( player->basis, inf->v, inf->v );
325 inf->land_dist = d[0] / (cosf(a0)*m);
326 inf->gravity = gravity;
327
328 v3_copy( target, inf->log[inf->log_length ++] );
329 }
330
331 if( fabsf(a1-a) < max_angle_delta ){
332 jump_info *inf = &jumps[ valid_count ++ ];
333 reset_jump_info( inf );
334
335 v3_muls( ax, cosf( a1 ) * m, inf->v );
336 inf->v[1] += sinf( a1 ) * m;
337 m3x3_mulv( player->basis, inf->v, inf->v );
338 inf->land_dist = d[0] / (cosf(a1)*m);
339 inf->gravity = gravity;
340
341 v3_copy( target, inf->log[inf->log_length ++] );
342 }
343 }
344
345 return valid_count;
346 }
347
348 VG_STATIC
349 void player__approximate_best_trajectory( player_instance *player )
350 {
351 world_instance *world = get_active_world();
352
353 struct player_skate *s = &player->_skate;
354 float k_trace_delta = k_rb_delta * 10.0f;
355
356 s->state.air_start = vg.time;
357 v3_copy( player->rb.v, s->state.air_init_v );
358 v3_copy( player->rb.co, s->state.air_init_co );
359
360 s->possible_jump_count = 0;
361
362 v3f axis;
363 v3_cross( player->rb.v, player->rb.to_world[1], axis );
364 v3_normalize( axis );
365
366 /* at high slopes, Y component is low */
367 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
368 angle_begin = -(1.0f-fabsf( upness )),
369 angle_end = 1.0f;
370
371 struct grind_info grind;
372 int grind_located = 0;
373 float grind_located_gravity = k_gravity;
374
375
376 v3f launch_v_bounds[2];
377
378 for( int i=0; i<2; i++ ){
379 v3_copy( player->rb.v, launch_v_bounds[i] );
380 float ang = (float[]){ angle_begin, angle_end }[ i ];
381 ang *= 0.15f;
382
383 v4f qbias;
384 q_axis_angle( qbias, axis, ang );
385 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
386 }
387
388 for( int m=0;m<=30; m++ ){
389 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
390 reset_jump_info( inf );
391
392 v3f launch_co, launch_v, co0, co1;
393 v3_copy( player->rb.co, launch_co );
394 v3_copy( player->rb.v, launch_v );
395 v3_copy( launch_co, co0 );
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;
434 if( search_for_grind ){
435 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
436
437 float min_dist = 0.75f;
438 min_dist *= min_dist;
439
440 if( v3_dist2( closest, launch_co ) < min_dist )
441 search_for_grind = 0;
442
443 v3f bound[2];
444
445 for( int j=0; j<2; j++ ){
446 v3_muls( launch_v_bounds[j], t, bound[j] );
447 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
448 v3_add( launch_co, bound[j], bound[j] );
449 }
450
451 float limh = vg_minf( 2.0f, t ),
452 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
453 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
454
455 if( (closest[1] < minh) || (closest[1] > maxh) ){
456 search_for_grind = 0;
457 }
458 }
459 else
460 search_for_grind = 0;
461 }
462
463 if( search_for_grind ){
464 v3f ve;
465 v3_copy( launch_v, ve );
466 v3_muladds( ve, basis[1], -gravity * t, ve );
467
468 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
469 /* check alignment */
470 v2f v0 = { v3_dot( ve, basis[0] ),
471 v3_dot( ve, basis[2] ) },
472 v1 = { v3_dot( grind.dir, basis[0] ),
473 v3_dot( grind.dir, basis[2] ) };
474
475 v2_normalize( v0 );
476 v2_normalize( v1 );
477
478 float a = v2_dot( v0, v1 );
479
480 float a_min = cosf( VG_PIf * 0.185f );
481 if( s->grind_cooldown )
482 a_min = cosf( VG_PIf * 0.05f );
483
484 /* check speed */
485 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
486 (a >= a_min) &&
487 (fabsf(grind.dir[1]) < 0.70710678118654752f))
488 {
489 grind_located = 1;
490 grind_located_gravity = inf->gravity;
491 }
492 }
493 }
494
495 if( world->rendering_gate ){
496 ent_gate *gate = world->rendering_gate;
497 if( gate_intersect( gate, co1, co0 ) ){
498 m4x3_mulv( gate->transport, co0, co0 );
499 m4x3_mulv( gate->transport, co1, co1 );
500 m3x3_mulv( gate->transport, launch_v, launch_v);
501 m4x3_mulv( gate->transport, launch_co, launch_co );
502 m3x3_mul( gate->transport, basis, basis );
503 }
504 }
505
506 float t1;
507 v3f n;
508
509 float scan_radius = k_board_radius;
510 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
511
512 int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
513 if( idx != -1 ){
514 v3f co;
515 v3_lerp( co0, co1, t1, co );
516 v3_copy( co, inf->log[ inf->log_length ++ ] );
517
518 v3_copy( n, inf->n );
519 u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
520 struct world_surface *surf = world_tri_index_surface(world, tri[0]);
521
522 inf->type = k_prediction_land;
523
524 v3f ve;
525 v3_copy( launch_v, ve );
526 v3_muladds( ve, player->basis[1], -gravity * t, ve );
527
528 inf->score = -v3_dot( ve, inf->n );
529 inf->land_dist = t + k_trace_delta * t1;
530
531
532 /* Bias prediction towords ramps */
533 if( !(surf->info.flags & k_material_flag_skate_surface) )
534 inf->score *= 10.0f;
535
536 break;
537 }
538
539 if( i % 3 == 0 )
540 v3_copy( co1, inf->log[ inf->log_length ++ ] );
541
542 v3_copy( co1, co0 );
543 }
544
545 if( inf->type == k_prediction_unset )
546 s->possible_jump_count --;
547 }
548
549 if( grind_located ){
550 jump_info grind_jumps[2];
551
552 int valid_count =
553 create_jumps_to_hit_target( player, grind_jumps, grind.co,
554 0.175f*VG_PIf, grind_located_gravity );
555
556 /* knock out original landing points in the 1m area */
557 for( u32 j=0; j<s->possible_jump_count; j++ ){
558 jump_info *jump = &s->possible_jumps[ j ];
559 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
560 float descale = 1.0f-vg_minf(1.0f,dist);
561 jump->score += descale*3.0f;
562 }
563
564 for( int i=0; i<valid_count; i++ ){
565 jump_info *jump = &grind_jumps[i];
566 jump->type = k_prediction_grind;
567
568 v3f launch_v, launch_co, co0, co1;
569
570 v3_copy( jump->v, launch_v );
571 v3_copy( player->rb.co, launch_co );
572
573 m3x3f basis;
574 m3x3_copy( player->basis, basis );
575
576 float t = 0.05f * jump->land_dist;
577 v3_muls( launch_v, t, co0 );
578 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
579 v3_add( launch_co, co0, co0 );
580
581 /* rough scan to make sure we dont collide with anything */
582 /* NOTE this was rarely needed and ends up with false negatives. */
583 #if 0
584 for( int j=1; j<=16; j++ ){
585 t = (float)j*(1.0f/16.0f);
586 t *= 0.9f;
587 t += 0.05f;
588 t *= jump->land_dist;
589
590 v3_muls( launch_v, t, co1 );
591 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
592 v3_add( launch_co, co1, co1 );
593
594 float t1;
595 v3f n;
596
597 int idx = spherecast_world( world, co0,co1,
598 k_board_radius*0.5f, &t1, n);
599 if( idx != -1 ){
600 goto invalidated_grind;
601 }
602
603 v3_copy( co1, co0 );
604 }
605 #endif
606
607 v3_copy( grind.n, jump->n );
608
609 /* determine score */
610 v3f ve;
611 v3_copy( jump->v, ve );
612 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
613 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
614
615 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
616
617 #if 0
618 continue;
619 invalidated_grind:;
620 #endif
621 }
622 }
623
624
625 float score_min = INFINITY,
626 score_max = -INFINITY;
627
628 jump_info *best = NULL;
629
630 for( int i=0; i<s->possible_jump_count; i ++ ){
631 jump_info *jump = &s->possible_jumps[i];
632
633 if( jump->score < score_min )
634 best = jump;
635
636 score_min = vg_minf( score_min, jump->score );
637 score_max = vg_maxf( score_max, jump->score );
638 }
639
640 for( int i=0; i<s->possible_jump_count; i ++ ){
641 jump_info *jump = &s->possible_jumps[i];
642 float s = jump->score;
643
644 s -= score_min;
645 s /= (score_max-score_min);
646 s = 1.0f - s;
647
648 jump->score = s;
649 jump->colour = s * 255.0f;
650
651 if( jump == best )
652 jump->colour <<= 16;
653 else if( jump->type == k_prediction_land )
654 jump->colour <<= 8;
655
656 jump->colour |= 0xff000000;
657 }
658
659 if( best ){
660 v3_copy( best->n, s->land_normal );
661 v3_copy( best->v, player->rb.v );
662 s->land_dist = best->land_dist;
663
664 v2f steer = { player->input_js1h->axis.value,
665 player->input_js1v->axis.value };
666 v2_normalize_clamp( steer );
667 s->state.gravity_bias = best->gravity;
668
669 if( best->type == k_prediction_grind ){
670 s->state.activity = k_skate_activity_air_to_grind;
671 }
672
673 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
674 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
675 s->state.reverse ;
676 s->state.flip_time = 0.0f;
677 v3_copy( player->rb.to_world[0], s->state.flip_axis );
678 }
679 else{
680 s->state.flip_rate = 0.0f;
681 v3_zero( s->state.flip_axis );
682 }
683 }
684 else{
685 v3_copy( player->basis[1], s->land_normal );
686 }
687 }
688
689 /*
690 *
691 * Varius physics models
692 * ------------------------------------------------
693 */
694
695 /*
696 * Air control, no real physics
697 */
698 VG_STATIC void skate_apply_air_model( player_instance *player )
699 {
700 struct player_skate *s = &player->_skate;
701
702 if( s->state.activity_prev > k_skate_activity_air_to_grind )
703 player__approximate_best_trajectory( player );
704
705 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
706 angle = vg_clampf( angle, -1.0f, 1.0f );
707 v3f axis;
708 v3_cross( player->rb.to_world[1], s->land_normal, axis );
709
710 v4f correction;
711 q_axis_angle( correction, axis,
712 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
713 q_mul( correction, player->rb.q, player->rb.q );
714
715 v2f steer = { player->input_js1h->axis.value,
716 player->input_js1v->axis.value };
717 v2_normalize_clamp( steer );
718 }
719
720 VG_STATIC int player_skate_trick_input( player_instance *player );
721 VG_STATIC void skate_apply_trick_model( player_instance *player )
722 {
723 struct player_skate *s = &player->_skate;
724
725 v3f Fd, Fs, F;
726 v3f strength = { 3.7f, 3.6f, 8.0f };
727
728 v3_muls( s->board_trick_residualv, -4.0f , Fd );
729 v3_muls( s->board_trick_residuald, -10.0f, Fs );
730 v3_add( Fd, Fs, F );
731 v3_mul( strength, F, F );
732
733 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
734 s->board_trick_residualv );
735 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
736 k_rb_delta, s->board_trick_residuald );
737
738 if( s->state.activity <= k_skate_activity_air_to_grind ){
739 if( v3_length2( s->state.trick_vel ) < 0.0001f )
740 return;
741
742 int carry_on = player_skate_trick_input( player );
743
744 /* we assume velocities share a common divisor, in which case the
745 * interval is the minimum value (if not zero) */
746
747 float min_rate = 99999.0f;
748
749 for( int i=0; i<3; i++ ){
750 float v = s->state.trick_vel[i];
751 if( (v > 0.0f) && (v < min_rate) )
752 min_rate = v;
753 }
754
755 float interval = 1.0f / min_rate,
756 current = floorf( s->state.trick_time / interval ),
757 next_end = (current+1.0f) * interval;
758
759
760 /* integrate trick velocities */
761 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
762 s->state.trick_euler );
763
764 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
765 s->state.trick_time = 0.0f;
766 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
767 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
768 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
769 v3_copy( s->state.trick_vel, s->board_trick_residualv );
770 v3_zero( s->state.trick_vel );
771 }
772
773 s->state.trick_time += k_rb_delta;
774 }
775 else{
776 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
777 s->state.trick_time > 0.2f)
778 {
779 player__skate_kill_audio( player );
780 player__dead_transition( player );
781 }
782
783 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
784 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
785 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
786 s->state.trick_time = 0.0f;
787 v3_zero( s->state.trick_vel );
788 }
789 }
790
791 VG_STATIC void skate_apply_grab_model( player_instance *player )
792 {
793 struct player_skate *s = &player->_skate;
794
795 float grabt = player->input_grab->axis.value;
796
797 if( grabt > 0.5f ){
798 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
799 s->state.grab_mouse_delta );
800
801 v2_normalize_clamp( s->state.grab_mouse_delta );
802 }
803 else
804 v2_zero( s->state.grab_mouse_delta );
805
806 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
807 }
808
809 VG_STATIC void skate_apply_steering_model( player_instance *player )
810 {
811 struct player_skate *s = &player->_skate;
812
813 /* Steering */
814 float steer = player->input_js1h->axis.value,
815 grab = player->input_grab->axis.value;
816
817 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
818
819 v3f steer_axis;
820 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
821
822 float rate = 26.0f,
823 top = 1.0f;
824
825 if( s->state.activity <= k_skate_activity_air_to_grind ){
826 rate = 6.0f * fabsf(steer);
827 top = 1.5f;
828 }
829 else{
830 /* rotate slower when grabbing on ground */
831 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
832
833 if( s->state.activity == k_skate_activity_grind_5050 ){
834 rate = 0.0f;
835 top = 0.0f;
836 }
837
838 else if( s->state.activity >= k_skate_activity_grind_any ){
839 rate *= fabsf(steer);
840
841 float a = 0.8f * -steer * k_rb_delta;
842
843 v4f q;
844 q_axis_angle( q, player->rb.to_world[1], a );
845 q_mulv( q, s->grind_vec, s->grind_vec );
846
847 v3_normalize( s->grind_vec );
848 }
849
850 else if( s->state.manual_direction ){
851 rate = 35.0f;
852 top = 1.5f;
853 }
854 }
855
856 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
857 addspeed = (steer * -top) - current,
858 maxaccel = rate * k_rb_delta,
859 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
860
861 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
862 }
863
864 /*
865 * Computes friction and surface interface model
866 */
867 VG_STATIC void skate_apply_friction_model( player_instance *player )
868 {
869 struct player_skate *s = &player->_skate;
870
871 /*
872 * Computing localized friction forces for controlling the character
873 * Friction across X is significantly more than Z
874 */
875
876 v3f vel;
877 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
878 float slip = 0.0f;
879
880 if( fabsf(vel[2]) > 0.01f )
881 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
882
883 if( fabsf( slip ) > 1.2f )
884 slip = vg_signf( slip ) * 1.2f;
885
886 s->state.slip = slip;
887 s->state.reverse = -vg_signf(vel[2]);
888
889 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
890 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
891
892 /* Pushing additive force */
893
894 if( !player->input_jump->button.value ){
895 if( player->input_push->button.value ||
896 (vg.time-s->state.start_push<0.75) )
897 {
898 if( (vg.time - s->state.cur_push) > 0.25 )
899 s->state.start_push = vg.time;
900
901 s->state.cur_push = vg.time;
902
903 double push_time = vg.time - s->state.start_push;
904
905 float cycle_time = push_time*k_push_cycle_rate,
906 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
907 amt = accel * VG_TIMESTEP_FIXED,
908 current = v3_length( vel ),
909 new_vel = vg_minf( current + amt, k_max_push_speed ),
910 delta = new_vel - vg_minf( current, k_max_push_speed );
911
912 vel[2] += delta * -s->state.reverse;
913 }
914 }
915
916 /* Send back to velocity */
917 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
918 }
919
920 VG_STATIC void skate_apply_jump_model( player_instance *player )
921 {
922 struct player_skate *s = &player->_skate;
923 int charging_jump_prev = s->state.charging_jump;
924 s->state.charging_jump = player->input_jump->button.value;
925
926 /* Cannot charge this in air */
927 if( s->state.activity <= k_skate_activity_air_to_grind ){
928 s->state.charging_jump = 0;
929 return;
930 }
931
932 if( s->state.charging_jump ){
933 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
934
935 if( !charging_jump_prev )
936 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
937 }
938 else{
939 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
940 }
941
942 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
943
944 /* player let go after charging past 0.2: trigger jump */
945 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
946 v3f jumpdir;
947
948 /* Launch more up if alignment is up else improve velocity */
949 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
950 mod = 0.5f,
951 dir = mod + fabsf(aup)*(1.0f-mod);
952
953 if( s->state.activity == k_skate_activity_ground ){
954 v3_copy( player->rb.v, jumpdir );
955 v3_normalize( jumpdir );
956 v3_muls( jumpdir, 1.0f-dir, jumpdir );
957 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
958 v3_normalize( jumpdir );
959 }else{
960 v3_copy( s->state.up_dir, jumpdir );
961 s->grind_cooldown = 30;
962 s->state.activity = k_skate_activity_ground;
963
964 float tilt = player->input_js1h->axis.value * 0.3f;
965 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
966
967 v4f qtilt;
968 q_axis_angle( qtilt, s->grind_dir, tilt );
969 q_mulv( qtilt, jumpdir, jumpdir );
970 }
971 s->surface_cooldown = 10;
972
973 float force = k_jump_force*s->state.jump_charge;
974 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
975 s->state.jump_charge = 0.0f;
976 s->state.jump_time = vg.time;
977
978 v2f steer = { player->input_js1h->axis.value,
979 player->input_js1v->axis.value };
980 v2_normalize_clamp( steer );
981
982 audio_lock();
983 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
984 audio_unlock();
985 }
986 }
987
988 VG_STATIC void skate_apply_pump_model( player_instance *player )
989 {
990 struct player_skate *s = &player->_skate;
991
992 if( s->state.activity != k_skate_activity_ground ){
993 v3_zero( s->state.throw_v );
994 return;
995 }
996
997 /* Throw / collect routine
998 */
999 if( player->input_grab->axis.value > 0.5f ){
1000 if( s->state.activity == k_skate_activity_ground ){
1001 /* Throw */
1002 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1003 }
1004 }
1005 else{
1006 /* Collect */
1007 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1008
1009 v3f Fl, Fv;
1010 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1011
1012 if( s->state.activity == k_skate_activity_ground ){
1013 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1014 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1015 }
1016
1017 v3_muls( player->rb.to_world[1], -doty, Fv );
1018 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1019 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1020 }
1021
1022 /* Decay */
1023 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1024 v3f dir;
1025 v3_copy( s->state.throw_v, dir );
1026 v3_normalize( dir );
1027
1028 float max = v3_dot( dir, s->state.throw_v ),
1029 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1030 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1031 }
1032 }
1033
1034 VG_STATIC void skate_apply_cog_model( player_instance *player )
1035 {
1036 struct player_skate *s = &player->_skate;
1037
1038 v3f ideal_cog, ideal_diff, ideal_dir;
1039 v3_copy( s->state.up_dir, ideal_dir );
1040 v3_normalize( ideal_dir );
1041
1042 v3_muladds( player->rb.co, ideal_dir,
1043 1.0f-player->input_grab->axis.value, ideal_cog );
1044 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1045
1046 /* Apply velocities */
1047 v3f rv;
1048 v3_sub( player->rb.v, s->state.cog_v, rv );
1049
1050 v3f F;
1051 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1052 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1053
1054 float ra = k_cog_mass_ratio,
1055 rb = 1.0f-k_cog_mass_ratio;
1056
1057 /* Apply forces & intergrate */
1058 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1059 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1060 s->state.cog_v );
1061
1062 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1063 }
1064
1065
1066 VG_STATIC void skate_integrate( player_instance *player )
1067 {
1068 struct player_skate *s = &player->_skate;
1069
1070 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1071 decay_rate_z = decay_rate_x,
1072 decay_rate_y = 1.0f;
1073
1074 if( s->state.activity >= k_skate_activity_grind_any ){
1075 #if 0
1076 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1077 decay_rate_y = decay_rate;
1078 #endif
1079 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1080 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1081 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1082 }
1083
1084 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1085 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1086 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1087
1088 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1089 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1090 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1091
1092 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1093 rb_update_transform( &player->rb );
1094 }
1095
1096 /*
1097 * 1 2 or 3
1098 */
1099
1100 VG_STATIC void skate_copy_holdout( player_instance *player )
1101 {
1102 struct player_skate *s = &player->_skate;
1103 struct player_avatar *av = player->playeravatar;
1104 struct skeleton *sk = &av->sk;
1105 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1106 }
1107
1108 VG_STATIC int player_skate_trick_input( player_instance *player )
1109 {
1110 return (player->input_trick0->button.value) |
1111 (player->input_trick1->button.value << 1) |
1112 (player->input_trick2->button.value << 1) |
1113 (player->input_trick2->button.value);
1114 }
1115
1116 VG_STATIC void player__skate_pre_update( player_instance *player )
1117 {
1118 struct player_skate *s = &player->_skate;
1119
1120 if( vg_input_button_down( player->input_use ) ){
1121 player->subsystem = k_player_subsystem_walk;
1122
1123 v3f angles;
1124 v3_copy( player->cam.angles, angles );
1125 angles[2] = 0.0f;
1126
1127 skate_copy_holdout( player );
1128 player->holdout_time = 0.34f;
1129 player__skate_kill_audio( player );
1130 player__walk_transition( player, angles );
1131 return;
1132 }
1133
1134 int trick_id;
1135 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1136 (trick_id = player_skate_trick_input( player )) )
1137 {
1138 if( (vg.time - s->state.jump_time) < 0.1f ){
1139 v3_zero( s->state.trick_vel );
1140 s->state.trick_time = 0.0f;
1141
1142 if( trick_id == 1 ){
1143 s->state.trick_vel[0] = 3.0f;
1144 }
1145 else if( trick_id == 2 ){
1146 s->state.trick_vel[2] = 3.0f;
1147 }
1148 else if( trick_id == 3 ){
1149 s->state.trick_vel[0] = 2.0f;
1150 s->state.trick_vel[2] = 2.0f;
1151 }
1152 }
1153 }
1154 }
1155
1156 VG_STATIC void player__skate_post_update( player_instance *player )
1157 {
1158 struct player_skate *s = &player->_skate;
1159
1160 for( int i=0; i<s->possible_jump_count; i++ ){
1161 jump_info *jump = &s->possible_jumps[i];
1162
1163 if( jump->log_length == 0 ){
1164 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1165 }
1166
1167 for( int j=0; j<jump->log_length - 1; j ++ ){
1168 float brightness = jump->score*jump->score*jump->score;
1169 v3f p1;
1170 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1171 vg_line( jump->log[j], p1, jump->colour );
1172 }
1173
1174 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1175
1176 v3f p1;
1177 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1178 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1179
1180 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1181 }
1182
1183 audio_lock();
1184
1185 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1186 speed = v3_length( player->rb.v ),
1187 attn = vg_minf( 1.0f, speed*0.1f ),
1188 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1189
1190 if( s->state.activity >= k_skate_activity_grind_any ){
1191 slide = 0.0f;
1192 }
1193
1194 float
1195 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
1196 vol_air = sqrtf( air *attn * 0.5f ),
1197 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
1198
1199 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1200
1201 if( !s->aud_air )
1202 s->aud_air = audio_request_channel( &audio_board[1], flags );
1203
1204 if( !s->aud_slide )
1205 s->aud_slide = audio_request_channel( &audio_board[2], flags );
1206
1207
1208 /* brrrrrrrrrrrt sound for tiles and stuff
1209 * --------------------------------------------------------*/
1210 float sidechain_amt = 0.0f,
1211 hz = vg_maxf( speed * 2.0f, 2.0f );
1212
1213 if( (s->surface == k_surface_prop_tiles) &&
1214 (s->state.activity < k_skate_activity_grind_any) )
1215 sidechain_amt = 1.0f;
1216 else
1217 sidechain_amt = 0.0f;
1218
1219 audio_set_lfo_frequency( 0, hz );
1220 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1221 vg_lerpf( 250.0f, 80.0f, attn ) );
1222
1223 if( s->sample_change_cooldown > 0.0f ){
1224 s->sample_change_cooldown -= vg.frame_delta;
1225 }
1226 else{
1227 int sample_type = k_skate_sample_concrete;
1228
1229 if( s->state.activity == k_skate_activity_grind_5050 ){
1230 if( s->surface == k_surface_prop_metal )
1231 sample_type = k_skate_sample_metal_scrape_generic;
1232 else
1233 sample_type = k_skate_sample_concrete_scrape_metal;
1234 }
1235 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1236 (s->state.activity == k_skate_activity_grind_front50) )
1237 {
1238 if( s->surface == k_surface_prop_metal ){
1239 sample_type = k_skate_sample_metal_scrape_generic;
1240 }
1241 else{
1242 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1243 if( fabsf(a) > 0.70710678118654752f )
1244 sample_type = k_skate_sample_concrete_scrape_wood;
1245 else
1246 sample_type = k_skate_sample_concrete_scrape_metal;
1247 }
1248 }
1249 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1250 if( s->surface == k_surface_prop_metal )
1251 sample_type = k_skate_sample_metal_scrape_generic;
1252 else
1253 sample_type = k_skate_sample_concrete_scrape_wood;
1254 }
1255
1256 audio_clip *relevant_samples[] = {
1257 &audio_board[0],
1258 &audio_board[0],
1259 &audio_board[7],
1260 &audio_board[6],
1261 &audio_board[5]
1262 };
1263
1264 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1265 s->aud_main =
1266 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1267 0.06f, flags );
1268 s->sample_change_cooldown = 0.1f;
1269 s->main_sample_type = sample_type;
1270 }
1271 }
1272
1273 if( s->aud_main ){
1274 s->aud_main->colour = 0x00103efe;
1275 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1276 audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1277 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1278
1279 float rate = 1.0f + (attn-0.5f)*0.2f;
1280 audio_channel_set_sampling_rate( s->aud_main, rate );
1281 }
1282
1283 if( s->aud_slide ){
1284 s->aud_slide->colour = 0x00103efe;
1285 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1286 audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1287 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1288 }
1289
1290 if( s->aud_air ){
1291 s->aud_air->colour = 0x00103efe;
1292 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1293 audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1294 }
1295
1296 audio_unlock();
1297 }
1298
1299 /*
1300 * truck alignment model at ra(local)
1301 * returns 1 if valid surface:
1302 * surface_normal will be filled out with an averaged normal vector
1303 * axel_dir will be the direction from left to right wheels
1304 *
1305 * returns 0 if no good surface found
1306 */
1307 VG_STATIC
1308 int skate_compute_surface_alignment( player_instance *player,
1309 v3f ra, u32 colour,
1310 v3f surface_normal, v3f axel_dir )
1311 {
1312 struct player_skate *s = &player->_skate;
1313 world_instance *world = get_active_world();
1314
1315 v3f truck, left, right;
1316 m4x3_mulv( player->rb.to_world, ra, truck );
1317
1318 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1319 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1320 vg_line( left, right, colour );
1321
1322 float k_max_truck_flex = VG_PIf * 0.25f;
1323
1324 ray_hit ray_l, ray_r;
1325
1326 v3f dir;
1327 v3_muls( player->rb.to_world[1], -1.0f, dir );
1328
1329 int res_l = 0, res_r = 0;
1330
1331 for( int i=0; i<8; i++ )
1332 {
1333 float t = 1.0f - (float)i * (1.0f/8.0f);
1334 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1335 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1336 ray_l.dist = 2.1f * k_board_radius;
1337
1338 res_l = ray_world( world, left, dir, &ray_l );
1339
1340 if( res_l )
1341 break;
1342 }
1343
1344 for( int i=0; i<8; i++ )
1345 {
1346 float t = 1.0f - (float)i * (1.0f/8.0f);
1347 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1348 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1349 ray_r.dist = 2.1f * k_board_radius;
1350
1351 res_r = ray_world( world, right, dir, &ray_r );
1352
1353 if( res_r )
1354 break;
1355 }
1356
1357 v3f v0;
1358 v3f midpoint;
1359 v3f tangent_average;
1360 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1361 v3_zero( tangent_average );
1362
1363 if( res_l || res_r )
1364 {
1365 v3f p0, p1, t;
1366 v3_copy( midpoint, p0 );
1367 v3_copy( midpoint, p1 );
1368
1369 if( res_l )
1370 {
1371 v3_copy( ray_l.pos, p0 );
1372 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1373 v3_add( t, tangent_average, tangent_average );
1374 }
1375 if( res_r )
1376 {
1377 v3_copy( ray_r.pos, p1 );
1378 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1379 v3_add( t, tangent_average, tangent_average );
1380 }
1381
1382 v3_sub( p1, p0, v0 );
1383 v3_normalize( v0 );
1384 }
1385 else
1386 {
1387 /* fallback: use the closes point to the trucks */
1388 v3f closest;
1389 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1390
1391 if( idx != -1 )
1392 {
1393 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1394 v3f verts[3];
1395
1396 for( int j=0; j<3; j++ )
1397 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1398
1399 v3f vert0, vert1, n;
1400 v3_sub( verts[1], verts[0], vert0 );
1401 v3_sub( verts[2], verts[0], vert1 );
1402 v3_cross( vert0, vert1, n );
1403 v3_normalize( n );
1404
1405 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1406 return 0;
1407
1408 v3_cross( n, player->rb.to_world[2], v0 );
1409 v3_muladds( v0, player->rb.to_world[2],
1410 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1411 v3_normalize( v0 );
1412
1413 v3f t;
1414 v3_cross( n, player->rb.to_world[0], t );
1415 v3_add( t, tangent_average, tangent_average );
1416 }
1417 else
1418 return 0;
1419 }
1420
1421 v3_muladds( truck, v0, k_board_width, right );
1422 v3_muladds( truck, v0, -k_board_width, left );
1423
1424 vg_line( left, right, VG__WHITE );
1425
1426 v3_normalize( tangent_average );
1427 v3_cross( v0, tangent_average, surface_normal );
1428 v3_copy( v0, axel_dir );
1429
1430 return 1;
1431 }
1432
1433 VG_STATIC void skate_weight_distribute( player_instance *player )
1434 {
1435 struct player_skate *s = &player->_skate;
1436 v3_zero( s->weight_distribution );
1437
1438 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1439
1440 if( s->state.manual_direction == 0 ){
1441 if( (player->input_js1v->axis.value > 0.7f) &&
1442 (s->state.activity == k_skate_activity_ground) &&
1443 (s->state.jump_charge <= 0.01f) )
1444 s->state.manual_direction = reverse_dir;
1445 }
1446 else{
1447 if( player->input_js1v->axis.value < 0.1f ){
1448 s->state.manual_direction = 0;
1449 }
1450 else{
1451 if( reverse_dir != s->state.manual_direction ){
1452 return;
1453 }
1454 }
1455 }
1456
1457 if( s->state.manual_direction ){
1458 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1459 s->weight_distribution[2] = k_board_length * amt *
1460 (float)s->state.manual_direction;
1461 }
1462
1463 if( s->state.manual_direction ){
1464 v3f plane_z;
1465
1466 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1467 v3_negate( plane_z, plane_z );
1468
1469 v3_muladds( plane_z, s->surface_picture,
1470 -v3_dot( plane_z, s->surface_picture ), plane_z );
1471 v3_normalize( plane_z );
1472
1473 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1474 v3_normalize( plane_z );
1475
1476 v3f p1;
1477 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1478 vg_line( player->rb.co, p1, VG__GREEN );
1479
1480 v3f refdir;
1481 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1482 refdir );
1483
1484 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1485 k_manul_spring, k_manul_dampener,
1486 s->substep_delta );
1487 }
1488 }
1489
1490 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1491 {
1492 struct player_skate *s = &player->_skate;
1493
1494 if( s->state.activity == k_skate_activity_ground ){
1495 v3f target;
1496 v3_copy( s->surface_picture, target );
1497
1498 target[1] += 2.0f * s->surface_picture[1];
1499 v3_normalize( target );
1500
1501 v3_lerp( s->state.up_dir, target,
1502 8.0f * s->substep_delta, s->state.up_dir );
1503 }
1504 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1505 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1506 8.0f * s->substep_delta, s->state.up_dir );
1507 }
1508 else{
1509 v3_lerp( s->state.up_dir, player->basis[1],
1510 12.0f * s->substep_delta, s->state.up_dir );
1511 }
1512 }
1513
1514 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1515 {
1516 v3f dir;
1517 v3_sub( target, origin, dir );
1518
1519 ray_hit ray;
1520 ray.dist = v3_length( dir );
1521 v3_muls( dir, 1.0f/ray.dist, dir );
1522 ray.dist -= 0.025f;
1523
1524 if( ray_world( get_active_world(), origin, dir, &ray ) )
1525 return 0;
1526
1527 return 1;
1528 }
1529
1530 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1531 {
1532 v3_copy( inf->dir, mtx[0] );
1533 v3_copy( inf->n, mtx[1] );
1534 v3_cross( mtx[0], mtx[1], mtx[2] );
1535 }
1536
1537 VG_STATIC void skate_grind_friction( player_instance *player,
1538 struct grind_info *inf, float strength )
1539 {
1540 v3f v2;
1541 v3_muladds( player->rb.to_world[2], inf->n,
1542 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1543
1544 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1545 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1546 F = a * -dir * k_grind_max_friction;
1547
1548 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1549 }
1550
1551 VG_STATIC void skate_grind_decay( player_instance *player,
1552 struct grind_info *inf, float strength )
1553 {
1554 m3x3f mtx, mtx_inv;
1555 skate_grind_orient( inf, mtx );
1556 m3x3_transpose( mtx, mtx_inv );
1557
1558 v3f v_grind;
1559 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1560
1561 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1562 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1563 m3x3_mulv( mtx, v_grind, player->rb.v );
1564 }
1565
1566 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1567 float sign, struct grind_info *inf,
1568 float strength )
1569 {
1570 struct player_skate *s = &player->_skate;
1571
1572 /* REFACTOR */
1573 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1574 v3f raw, wsp;
1575 m3x3_mulv( player->rb.to_world, ra, raw );
1576 v3_add( player->rb.co, raw, wsp );
1577
1578 v3_copy( ra, s->weight_distribution );
1579
1580 v3f delta;
1581 v3_sub( inf->co, wsp, delta );
1582
1583 /* spring force */
1584 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1585 player->rb.v );
1586
1587 skate_grind_decay( player, inf, strength );
1588 skate_grind_friction( player, inf, strength );
1589
1590 /* yeah yeah yeah yeah */
1591 v3f raw_nplane, axis;
1592 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1593 v3_cross( raw_nplane, inf->n, axis );
1594 v3_normalize( axis );
1595
1596 /* orientation */
1597 m3x3f mtx;
1598 skate_grind_orient( inf, mtx );
1599 v3f target_fwd, fwd, up, target_up;
1600 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1601 v3_copy( raw_nplane, fwd );
1602 v3_copy( player->rb.to_world[1], up );
1603 v3_copy( inf->n, target_up );
1604
1605 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1606 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1607
1608 v3_normalize( target_fwd );
1609 v3_normalize( fwd );
1610
1611
1612 float way = player->input_js1v->axis.value *
1613 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1614
1615 v4f q;
1616 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1617 q_mulv( q, target_up, target_up );
1618 q_mulv( q, target_fwd, target_fwd );
1619
1620 rb_effect_spring_target_vector( &player->rb, up, target_up,
1621 k_grind_spring,
1622 k_grind_dampener,
1623 k_rb_delta );
1624
1625 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1626 k_grind_spring*strength,
1627 k_grind_dampener*strength,
1628 k_rb_delta );
1629
1630 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1631 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1632 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1633
1634 s->grind_strength = strength;
1635
1636 /* Fake contact */
1637 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1638 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1639 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1640 limit->p = 0.0f;
1641
1642 v3_copy( inf->dir, s->grind_dir );
1643 }
1644
1645 VG_STATIC void skate_5050_apply( player_instance *player,
1646 struct grind_info *inf_front,
1647 struct grind_info *inf_back )
1648 {
1649 struct player_skate *s = &player->_skate;
1650 struct grind_info inf_avg;
1651
1652 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1653 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1654 v3_normalize( inf_avg.dir );
1655
1656 v3f axis_front, axis_back, axis;
1657 v3_cross( inf_front->dir, inf_front->n, axis_front );
1658 v3_cross( inf_back->dir, inf_back->n, axis_back );
1659 v3_add( axis_front, axis_back, axis );
1660 v3_normalize( axis );
1661
1662 v3_cross( axis, inf_avg.dir, inf_avg.n );
1663 skate_grind_decay( player, &inf_avg, 1.0f );
1664
1665
1666 float way = player->input_js1v->axis.value *
1667 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1668 v4f q;
1669 v3f up, target_up;
1670 v3_copy( player->rb.to_world[1], up );
1671 v3_copy( inf_avg.n, target_up );
1672 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1673 q_mulv( q, target_up, target_up );
1674
1675 v3_zero( s->weight_distribution );
1676 s->weight_distribution[2] = k_board_length * -way;
1677
1678 rb_effect_spring_target_vector( &player->rb, up, target_up,
1679 k_grind_spring,
1680 k_grind_dampener,
1681 k_rb_delta );
1682
1683 v3f fwd_nplane, dir_nplane;
1684 v3_muladds( player->rb.to_world[2], inf_avg.n,
1685 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1686
1687 v3f dir;
1688 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1689 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1690
1691 v3_normalize( fwd_nplane );
1692 v3_normalize( dir_nplane );
1693
1694 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1695 1000.0f,
1696 k_grind_dampener,
1697 k_rb_delta );
1698
1699 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1700 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1701 delta_front, delta_back, delta_total;
1702
1703 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1704 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1705
1706 v3_sub( inf_front->co, pos_front, delta_front );
1707 v3_sub( inf_back->co, pos_back, delta_back );
1708 v3_add( delta_front, delta_back, delta_total );
1709
1710 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1711
1712 /* Fake contact */
1713 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1714 v3_zero( limit->ra );
1715 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1716 limit->p = 0.0f;
1717
1718 v3_copy( inf_avg.dir, s->grind_dir );
1719 }
1720
1721 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1722 struct grind_info *inf )
1723 {
1724 struct player_skate *s = &player->_skate;
1725
1726 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1727 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1728
1729 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1730 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1731
1732 /* Exit condition: lost grind tracking */
1733 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1734 return 0;
1735
1736 /* Exit condition: cant see grind target directly */
1737 if( !skate_point_visible( wheel_co, inf->co ) )
1738 return 0;
1739
1740 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1741 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1742 minv = k_grind_axel_min_vel*0.8f;
1743
1744 if( dv < minv )
1745 return 0;
1746
1747 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1748 return 0;
1749
1750 v3_copy( inf->dir, s->grind_dir );
1751 return 1;
1752 }
1753
1754 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1755 struct grind_info *inf )
1756 {
1757 struct player_skate *s = &player->_skate;
1758
1759 /* REFACTOR */
1760 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1761
1762 v3f raw, wsp;
1763 m3x3_mulv( player->rb.to_world, ra, raw );
1764 v3_add( player->rb.co, raw, wsp );
1765
1766 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1767 {
1768 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1769 return 0;
1770
1771 /* velocity should be at least 60% aligned */
1772 v3f pv, axis;
1773 v3_cross( inf->n, inf->dir, axis );
1774 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1775
1776 if( v3_length2( pv ) < 0.0001f )
1777 return 0;
1778 v3_normalize( pv );
1779
1780 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1781 return 0;
1782
1783 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1784 return 0;
1785
1786 #if 0
1787 /* check for vertical alignment */
1788 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1789 return 0;
1790 #endif
1791
1792 v3f local_co, local_dir, local_n;
1793 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1794 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1795 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1796
1797 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1798
1799 float truck_height = -(k_board_radius+0.03f);
1800
1801 v3f rv;
1802 v3_cross( player->rb.w, raw, rv );
1803 v3_add( player->rb.v, rv, rv );
1804
1805 if( (local_co[1] >= truck_height) &&
1806 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1807 {
1808 return 1;
1809 }
1810 }
1811
1812 return 0;
1813 }
1814
1815 VG_STATIC void skate_boardslide_apply( player_instance *player,
1816 struct grind_info *inf )
1817 {
1818 struct player_skate *s = &player->_skate;
1819
1820 v3f local_co, local_dir, local_n;
1821 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1822 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1823 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1824
1825 v3f intersection;
1826 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1827 intersection );
1828 v3_copy( intersection, s->weight_distribution );
1829
1830 skate_grind_decay( player, inf, 0.0125f );
1831 skate_grind_friction( player, inf, 0.25f );
1832
1833 /* direction alignment */
1834 v3f dir, perp;
1835 v3_cross( local_dir, local_n, perp );
1836 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1837 v3_muls( perp, vg_signf(perp[2]), perp );
1838
1839 m3x3_mulv( player->rb.to_world, dir, dir );
1840 m3x3_mulv( player->rb.to_world, perp, perp );
1841
1842 v4f qbalance;
1843 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1844 q_mulv( qbalance, perp, perp );
1845
1846 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1847 dir,
1848 k_grind_spring, k_grind_dampener,
1849 k_rb_delta );
1850
1851 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1852 perp,
1853 k_grind_spring, k_grind_dampener,
1854 k_rb_delta );
1855
1856 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1857 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1858
1859 v3_copy( inf->dir, s->grind_dir );
1860 }
1861
1862 VG_STATIC int skate_boardslide_entry( player_instance *player,
1863 struct grind_info *inf )
1864 {
1865 struct player_skate *s = &player->_skate;
1866
1867 if( skate_grind_scansq( player, player->rb.co,
1868 player->rb.to_world[0], k_board_length,
1869 inf ) )
1870 {
1871 v3f local_co, local_dir;
1872 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1873 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1874
1875 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1876 (local_co[1] >= 0.0f) && /* at deck level */
1877 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1878 {
1879 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1880 return 0;
1881
1882 return 1;
1883 }
1884 }
1885
1886 return 0;
1887 }
1888
1889 VG_STATIC int skate_boardslide_renew( player_instance *player,
1890 struct grind_info *inf )
1891 {
1892 struct player_skate *s = &player->_skate;
1893
1894 if( !skate_grind_scansq( player, player->rb.co,
1895 player->rb.to_world[0], k_board_length,
1896 inf ) )
1897 return 0;
1898
1899 /* Exit condition: cant see grind target directly */
1900 v3f vis;
1901 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1902 if( !skate_point_visible( vis, inf->co ) )
1903 return 0;
1904
1905 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1906 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1907 minv = k_grind_axel_min_vel*0.8f;
1908
1909 if( dv < minv )
1910 return 0;
1911
1912 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1913 return 0;
1914
1915 return 1;
1916 }
1917
1918 VG_STATIC void skate_store_grind_vec( player_instance *player,
1919 struct grind_info *inf )
1920 {
1921 struct player_skate *s = &player->_skate;
1922
1923 m3x3f mtx;
1924 skate_grind_orient( inf, mtx );
1925 m3x3_transpose( mtx, mtx );
1926
1927 v3f raw;
1928 v3_sub( inf->co, player->rb.co, raw );
1929
1930 m3x3_mulv( mtx, raw, s->grind_vec );
1931 v3_normalize( s->grind_vec );
1932 v3_copy( inf->dir, s->grind_dir );
1933 }
1934
1935 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1936 {
1937 struct player_skate *s = &player->_skate;
1938
1939 if( s->grind_cooldown > 100 ){
1940 vg_fatal_exit_loop( "wth!\n" );
1941 }
1942
1943 /* debounces this state manager a little bit */
1944 if( s->grind_cooldown ){
1945 s->grind_cooldown --;
1946 return k_skate_activity_undefined;
1947 }
1948
1949 struct grind_info inf_back50,
1950 inf_front50,
1951 inf_slide;
1952
1953 int res_back50 = 0,
1954 res_front50 = 0,
1955 res_slide = 0;
1956
1957 int allow_back = 1,
1958 allow_front = 1;
1959
1960 if( s->state.activity == k_skate_activity_grind_5050 ||
1961 s->state.activity == k_skate_activity_grind_back50 ||
1962 s->state.activity == k_skate_activity_grind_front50 )
1963 {
1964 float tilt = player->input_js1v->axis.value;
1965
1966 if( fabsf(tilt) >= 0.25f ){
1967 v3f raw = {0.0f,0.0f,tilt};
1968 m3x3_mulv( player->rb.to_world, raw, raw );
1969
1970 float way = player->input_js1v->axis.value *
1971 vg_signf( v3_dot( raw, player->rb.v ) );
1972
1973 if( way < 0.0f ) allow_front = 0;
1974 else allow_back = 0;
1975 }
1976 }
1977
1978 if( s->state.activity == k_skate_activity_grind_boardslide ){
1979 res_slide = skate_boardslide_renew( player, &inf_slide );
1980 }
1981 else if( s->state.activity == k_skate_activity_grind_back50 ){
1982 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
1983
1984 if( allow_front )
1985 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
1986 }
1987 else if( s->state.activity == k_skate_activity_grind_front50 ){
1988 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1989
1990 if( allow_back )
1991 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1992 }
1993 else if( s->state.activity == k_skate_activity_grind_5050 ){
1994 if( allow_front )
1995 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1996 if( allow_back )
1997 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
1998 }
1999 else{
2000 res_slide = skate_boardslide_entry( player, &inf_slide );
2001
2002 if( allow_back )
2003 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2004
2005 if( allow_front )
2006 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2007
2008 if( res_back50 != res_front50 ){
2009 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
2010
2011 res_back50 &= wants_to_do_that;
2012 res_front50 &= wants_to_do_that;
2013 }
2014 }
2015
2016 const enum skate_activity table[] =
2017 { /* slide | back | front */
2018 k_skate_activity_undefined, /* 0 0 0 */
2019 k_skate_activity_grind_front50, /* 0 0 1 */
2020 k_skate_activity_grind_back50, /* 0 1 0 */
2021 k_skate_activity_grind_5050, /* 0 1 1 */
2022
2023 /* slide has priority always */
2024 k_skate_activity_grind_boardslide, /* 1 0 0 */
2025 k_skate_activity_grind_boardslide, /* 1 0 1 */
2026 k_skate_activity_grind_boardslide, /* 1 1 0 */
2027 k_skate_activity_grind_boardslide, /* 1 1 1 */
2028 }
2029 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2030
2031 if( new_activity == k_skate_activity_undefined ){
2032 if( s->state.activity >= k_skate_activity_grind_any ){
2033 s->grind_cooldown = 15;
2034 s->surface_cooldown = 10;
2035 }
2036 }
2037 else if( new_activity == k_skate_activity_grind_boardslide ){
2038 skate_boardslide_apply( player, &inf_slide );
2039 }
2040 else if( new_activity == k_skate_activity_grind_back50 ){
2041 if( s->state.activity != k_skate_activity_grind_back50 )
2042 skate_store_grind_vec( player, &inf_back50 );
2043
2044 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2045 }
2046 else if( new_activity == k_skate_activity_grind_front50 ){
2047 if( s->state.activity != k_skate_activity_grind_front50 )
2048 skate_store_grind_vec( player, &inf_front50 );
2049
2050 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2051 }
2052 else if( new_activity == k_skate_activity_grind_5050 )
2053 skate_5050_apply( player, &inf_front50, &inf_back50 );
2054
2055 return new_activity;
2056 }
2057
2058 VG_STATIC void player__skate_update( player_instance *player )
2059 {
2060 struct player_skate *s = &player->_skate;
2061 world_instance *world = get_active_world();
2062
2063 v3_copy( player->rb.co, s->state.prev_pos );
2064 s->state.activity_prev = s->state.activity;
2065
2066 struct board_collider
2067 {
2068 v3f pos;
2069 float radius;
2070
2071 u32 colour;
2072
2073 enum board_collider_state
2074 {
2075 k_collider_state_default,
2076 k_collider_state_disabled,
2077 k_collider_state_colliding
2078 }
2079 state;
2080 }
2081 wheels[] =
2082 {
2083 {
2084 { 0.0f, 0.0f, -k_board_length },
2085 .radius = k_board_radius,
2086 .colour = VG__RED
2087 },
2088 {
2089 { 0.0f, 0.0f, k_board_length },
2090 .radius = k_board_radius,
2091 .colour = VG__GREEN
2092 }
2093 };
2094
2095 float slap = 0.0f;
2096
2097 if( s->state.activity <= k_skate_activity_air_to_grind ){
2098
2099 float min_dist = 0.6f;
2100 for( int i=0; i<2; i++ ){
2101 v3f wpos, closest;
2102 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2103
2104 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2105 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2106 }
2107 }
2108 min_dist -= 0.2f;
2109 float vy = v3_dot( player->basis[1], player->rb.v );
2110 vy = vg_maxf( 0.0f, vy );
2111
2112 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2113 }
2114 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2115
2116 wheels[0].pos[1] = s->state.slap;
2117 wheels[1].pos[1] = s->state.slap;
2118
2119
2120
2121
2122
2123 const int k_wheel_count = 2;
2124
2125 s->substep = k_rb_delta;
2126 s->substep_delta = s->substep;
2127 s->limit_count = 0;
2128
2129 int substep_count = 0;
2130
2131 v3_zero( s->surface_picture );
2132
2133 int prev_contacts[2];
2134
2135 for( int i=0; i<k_wheel_count; i++ ){
2136 wheels[i].state = k_collider_state_default;
2137 prev_contacts[i] = s->wheel_contacts[i];
2138 }
2139
2140 /* check if we can enter or continue grind */
2141 enum skate_activity grindable_activity = skate_availible_grind( player );
2142 if( grindable_activity != k_skate_activity_undefined ){
2143 s->state.activity = grindable_activity;
2144 goto grinding;
2145 }
2146
2147 int contact_count = 0;
2148 for( int i=0; i<2; i++ ){
2149 v3f normal, axel;
2150 v3_copy( player->rb.to_world[0], axel );
2151
2152 if( skate_compute_surface_alignment( player, wheels[i].pos,
2153 wheels[i].colour, normal, axel ) )
2154 {
2155 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2156 axel,
2157 k_surface_spring, k_surface_dampener,
2158 s->substep_delta );
2159
2160 v3_add( normal, s->surface_picture, s->surface_picture );
2161 contact_count ++;
2162 s->wheel_contacts[i] = 1;
2163 }
2164 else{
2165 s->wheel_contacts[i] = 0;
2166 }
2167
2168 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2169 }
2170
2171 if( s->surface_cooldown ){
2172 s->surface_cooldown --;
2173 contact_count = 0;
2174 }
2175
2176 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2177 audio_lock();
2178 for( int i=0; i<2; i++ ){
2179 if( !prev_contacts[i] ){
2180 v3f co;
2181 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2182 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2183 }
2184 }
2185 audio_unlock();
2186 }
2187
2188 if( contact_count ){
2189 s->state.activity = k_skate_activity_ground;
2190 s->state.gravity_bias = k_gravity;
2191 v3_normalize( s->surface_picture );
2192
2193 skate_apply_friction_model( player );
2194 skate_weight_distribute( player );
2195 }
2196 else{
2197 if( s->state.activity > k_skate_activity_air_to_grind )
2198 s->state.activity = k_skate_activity_air;
2199
2200 v3_zero( s->weight_distribution );
2201 skate_apply_air_model( player );
2202 }
2203
2204 grinding:;
2205
2206 if( s->state.activity == k_skate_activity_grind_back50 )
2207 wheels[1].state = k_collider_state_disabled;
2208 if( s->state.activity == k_skate_activity_grind_front50 )
2209 wheels[0].state = k_collider_state_disabled;
2210 if( s->state.activity == k_skate_activity_grind_5050 ){
2211 wheels[0].state = k_collider_state_disabled;
2212 wheels[1].state = k_collider_state_disabled;
2213 }
2214
2215 /* all activities */
2216 skate_apply_steering_model( player );
2217 skate_adjust_up_direction( player );
2218 skate_apply_cog_model( player );
2219 skate_apply_jump_model( player );
2220 skate_apply_grab_model( player );
2221 skate_apply_trick_model( player );
2222 skate_apply_pump_model( player );
2223
2224 begin_collision:;
2225
2226 /*
2227 * Phase 0: Continous collision detection
2228 * --------------------------------------------------------------------------
2229 */
2230
2231 v3f head_wp0, head_wp1, start_co;
2232 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2233 v3_copy( player->rb.co, start_co );
2234
2235 /* calculate transform one step into future */
2236 v3f future_co;
2237 v4f future_q;
2238 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2239
2240 if( v3_length2( player->rb.w ) > 0.0f ){
2241 v4f rotation;
2242 v3f axis;
2243 v3_copy( player->rb.w, axis );
2244
2245 float mag = v3_length( axis );
2246 v3_divs( axis, mag, axis );
2247 q_axis_angle( rotation, axis, mag*s->substep );
2248 q_mul( rotation, player->rb.q, future_q );
2249 q_normalize( future_q );
2250 }
2251 else
2252 v4_copy( player->rb.q, future_q );
2253
2254 v3f future_cg, current_cg, cg_offset;
2255 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2256 q_mulv( future_q, s->weight_distribution, future_cg );
2257 v3_sub( future_cg, current_cg, cg_offset );
2258
2259 /* calculate the minimum time we can move */
2260 float max_time = s->substep;
2261
2262 for( int i=0; i<k_wheel_count; i++ ){
2263 if( wheels[i].state == k_collider_state_disabled )
2264 continue;
2265
2266 v3f current, future, r_cg;
2267
2268 q_mulv( future_q, wheels[i].pos, future );
2269 v3_add( future, future_co, future );
2270 v3_add( cg_offset, future, future );
2271
2272 q_mulv( player->rb.q, wheels[i].pos, current );
2273 v3_add( current, player->rb.co, current );
2274
2275 float t;
2276 v3f n;
2277
2278 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2279 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2280 max_time = vg_minf( max_time, t * s->substep );
2281 }
2282
2283 /* clamp to a fraction of delta, to prevent locking */
2284 float rate_lock = substep_count;
2285 rate_lock *= k_rb_delta * 0.1f;
2286 rate_lock *= rate_lock;
2287
2288 max_time = vg_maxf( max_time, rate_lock );
2289 s->substep_delta = max_time;
2290
2291 /* integrate */
2292 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2293 if( v3_length2( player->rb.w ) > 0.0f ){
2294 v4f rotation;
2295 v3f axis;
2296 v3_copy( player->rb.w, axis );
2297
2298 float mag = v3_length( axis );
2299 v3_divs( axis, mag, axis );
2300 q_axis_angle( rotation, axis, mag*s->substep_delta );
2301 q_mul( rotation, player->rb.q, player->rb.q );
2302 q_normalize( player->rb.q );
2303
2304 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2305 v3_sub( current_cg, future_cg, cg_offset );
2306 v3_add( player->rb.co, cg_offset, player->rb.co );
2307 }
2308
2309 rb_update_transform( &player->rb );
2310 v3_muladds( player->rb.v, player->basis[1],
2311 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2312
2313 s->substep -= s->substep_delta;
2314
2315 rb_ct manifold[128];
2316 int manifold_len = 0;
2317
2318 /*
2319 * Phase -1: head detection
2320 * --------------------------------------------------------------------------
2321 */
2322 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2323
2324 float t;
2325 v3f n;
2326 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2327 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2328 {
2329 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2330 rb_update_transform( &player->rb );
2331
2332 player__skate_kill_audio( player );
2333 player__dead_transition( player );
2334 return;
2335 }
2336
2337 /*
2338 * Phase 1: Regular collision detection
2339 * --------------------------------------------------------------------------
2340 */
2341
2342 for( int i=0; i<k_wheel_count; i++ ){
2343 if( wheels[i].state == k_collider_state_disabled )
2344 continue;
2345
2346 m4x3f mtx;
2347 m3x3_identity( mtx );
2348 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2349
2350 rb_sphere collider = { .radius = wheels[i].radius };
2351
2352 rb_ct *man = &manifold[ manifold_len ];
2353
2354 int l = skate_collide_smooth( player, mtx, &collider, man );
2355 if( l )
2356 wheels[i].state = k_collider_state_colliding;
2357
2358 manifold_len += l;
2359 }
2360
2361 float grind_radius = k_board_radius * 0.75f;
2362 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2363 .radius=grind_radius };
2364 m4x3f mtx;
2365 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2366 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2367 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2368 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2369 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2370
2371 rb_ct *cman = &manifold[manifold_len];
2372
2373 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2374 cman );
2375
2376 /* weld joints */
2377 for( int i=0; i<l; i ++ )
2378 cman[l].type = k_contact_type_edge;
2379 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2380 l = rb_manifold_apply_filtered( cman, l );
2381
2382 manifold_len += l;
2383
2384 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2385
2386 /* add limits */
2387 if( s->state.activity >= k_skate_activity_grind_any ){
2388 for( int i=0; i<s->limit_count; i++ ){
2389 struct grind_limit *limit = &s->limits[i];
2390 rb_ct *ct = &manifold[ manifold_len ++ ];
2391 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2392 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2393 ct->p = limit->p;
2394 ct->type = k_contact_type_default;
2395 }
2396 }
2397
2398 /*
2399 * Phase 3: Dynamics
2400 * --------------------------------------------------------------------------
2401 */
2402
2403
2404 v3f world_cog;
2405 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2406 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2407
2408 for( int i=0; i<manifold_len; i ++ ){
2409 rb_prepare_contact( &manifold[i], s->substep_delta );
2410 rb_debug_contact( &manifold[i] );
2411 }
2412
2413 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2414 v3f extent = { k_board_width, 0.1f, k_board_length };
2415 float ex2 = k_board_interia*extent[0]*extent[0],
2416 ey2 = k_board_interia*extent[1]*extent[1],
2417 ez2 = k_board_interia*extent[2]*extent[2];
2418
2419 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2420 float inv_mass = 1.0f/mass;
2421
2422 v3f I;
2423 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2424 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2425 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2426
2427 m3x3f iI;
2428 m3x3_identity( iI );
2429 iI[0][0] = I[0];
2430 iI[1][1] = I[1];
2431 iI[2][2] = I[2];
2432 m3x3_inv( iI, iI );
2433
2434 m3x3f iIw;
2435 m3x3_mul( iI, player->rb.to_local, iIw );
2436 m3x3_mul( player->rb.to_world, iIw, iIw );
2437
2438 for( int j=0; j<10; j++ ){
2439 for( int i=0; i<manifold_len; i++ ){
2440 /*
2441 * regular dance; calculate velocity & total mass, apply impulse.
2442 */
2443
2444 struct contact *ct = &manifold[i];
2445
2446 v3f rv, delta;
2447 v3_sub( ct->co, world_cog, delta );
2448 v3_cross( player->rb.w, delta, rv );
2449 v3_add( player->rb.v, rv, rv );
2450
2451 v3f raCn;
2452 v3_cross( delta, ct->n, raCn );
2453
2454 v3f raCnI, rbCnI;
2455 m3x3_mulv( iIw, raCn, raCnI );
2456
2457 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2458 vn = v3_dot( rv, ct->n ),
2459 lambda = normal_mass * ( -vn );
2460
2461 float temp = ct->norm_impulse;
2462 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2463 lambda = ct->norm_impulse - temp;
2464
2465 v3f impulse;
2466 v3_muls( ct->n, lambda, impulse );
2467
2468 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2469 v3_cross( delta, impulse, impulse );
2470 m3x3_mulv( iIw, impulse, impulse );
2471 v3_add( impulse, player->rb.w, player->rb.w );
2472
2473 v3_cross( player->rb.w, delta, rv );
2474 v3_add( player->rb.v, rv, rv );
2475 vn = v3_dot( rv, ct->n );
2476 }
2477 }
2478
2479 v3f dt;
2480 rb_depenetrate( manifold, manifold_len, dt );
2481 v3_add( dt, player->rb.co, player->rb.co );
2482 rb_update_transform( &player->rb );
2483
2484 substep_count ++;
2485
2486 if( s->substep >= 0.0001f )
2487 goto begin_collision; /* again! */
2488
2489 /*
2490 * End of collision and dynamics routine
2491 * --------------------------------------------------------------------------
2492 */
2493
2494 s->surface = k_surface_prop_concrete;
2495
2496 for( int i=0; i<manifold_len; i++ ){
2497 rb_ct *ct = &manifold[i];
2498 struct world_surface *surf = world_contact_surface( world, ct );
2499
2500 if( surf->info.surface_prop > s->surface )
2501 s->surface = surf->info.surface_prop;
2502 }
2503
2504 for( int i=0; i<k_wheel_count; i++ ){
2505 m4x3f mtx;
2506 m3x3_copy( player->rb.to_world, mtx );
2507 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2508 debug_sphere( mtx, wheels[i].radius,
2509 (u32[]){ VG__WHITE, VG__BLACK,
2510 wheels[i].colour }[ wheels[i].state ]);
2511 }
2512
2513 skate_integrate( player );
2514 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2515
2516 ent_gate *gate =
2517 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2518
2519 if( gate ){
2520 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2521 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2522 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2523 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2524 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2525 m3x3_mulv( gate->transport, s->state.head_position,
2526 s->state.head_position );
2527 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2528
2529 v4f transport_rotation;
2530 m3x3_q( gate->transport, transport_rotation );
2531 q_mul( transport_rotation, player->rb.q, player->rb.q );
2532 q_mul( transport_rotation, s->state.smoothed_rotation,
2533 s->state.smoothed_rotation );
2534 rb_update_transform( &player->rb );
2535
2536 s->state_gate_storage = s->state;
2537 player__pass_gate( player, gate );
2538 }
2539
2540 /* FIXME: Rate limit */
2541 static int stick_frames = 0;
2542
2543 if( s->state.activity >= k_skate_activity_ground )
2544 stick_frames ++;
2545 else
2546 stick_frames = 0;
2547
2548 if( stick_frames > 5 ) stick_frames = 5;
2549
2550 if( stick_frames == 4 ){
2551 audio_lock();
2552
2553 if( s->state.activity == k_skate_activity_ground ){
2554 if( (fabsf(s->state.slip) > 0.75f) ){
2555 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2556 40.0f, 1.0f );
2557 }
2558 else{
2559 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2560 40.0f, 1.0f );
2561 }
2562 }
2563 else if( s->surface == k_surface_prop_metal ){
2564 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2565 }
2566 else{
2567 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2568 }
2569
2570 audio_unlock();
2571 } else if( stick_frames == 0 ){
2572
2573 }
2574 }
2575
2576 VG_STATIC void player__skate_im_gui( player_instance *player )
2577 {
2578 struct player_skate *s = &player->_skate;
2579 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2580 player->rb.v[1],
2581 player->rb.v[2] );
2582 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2583 player->rb.co[1],
2584 player->rb.co[2] );
2585 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2586 player->rb.w[1],
2587 player->rb.w[2] );
2588
2589 const char *activity_txt[] =
2590 {
2591 "air",
2592 "air_to_grind",
2593 "ground",
2594 "undefined (INVALID)",
2595 "grind_any (INVALID)",
2596 "grind_boardslide",
2597 "grind_metallic (INVALID)",
2598 "grind_back50",
2599 "grind_front50",
2600 "grind_5050"
2601 };
2602
2603 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2604 #if 0
2605 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2606 s->state.steerx_s, s->state.steery_s,
2607 k_steer_ground, k_steer_air );
2608 #endif
2609 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2610 s->state.flip_time );
2611 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2612 s->state.trick_vel[0],
2613 s->state.trick_vel[1],
2614 s->state.trick_vel[2] );
2615 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2616 s->state.trick_euler[0],
2617 s->state.trick_euler[1],
2618 s->state.trick_euler[2] );
2619 }
2620
2621 VG_STATIC void player__skate_animate( player_instance *player,
2622 player_animation *dest )
2623 {
2624 struct player_skate *s = &player->_skate;
2625 struct player_avatar *av = player->playeravatar;
2626 struct skeleton *sk = &av->sk;
2627
2628 /* Head */
2629 float kheight = 2.0f,
2630 kleg = 0.6f;
2631
2632 v3f offset;
2633 v3_zero( offset );
2634
2635 v3f cog_local, cog_ideal;
2636 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2637
2638 v3_copy( s->state.up_dir, cog_ideal );
2639 v3_normalize( cog_ideal );
2640 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2641
2642 v3_sub( cog_ideal, cog_local, offset );
2643
2644
2645 v3_muls( offset, 4.0f, offset );
2646 offset[1] *= -1.0f;
2647
2648 float curspeed = v3_length( player->rb.v ),
2649 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2650 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2651 sign = vg_signf( kicks );
2652
2653 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2654 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2655
2656 offset[0] *= 0.26f;
2657 offset[0] += s->wobble[1]*3.0f;
2658
2659 offset[1] *= -0.3f;
2660 offset[2] *= 0.01f;
2661
2662 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2663 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2664
2665 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2666
2667 /*
2668 * Animation blending
2669 * ===========================================
2670 */
2671
2672 /* sliding */
2673 {
2674 float desired = 0.0f;
2675 if( s->state.activity == k_skate_activity_ground )
2676 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2677
2678 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2679 }
2680
2681 /* movement information */
2682 {
2683 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2684
2685 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2686 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2687 fly = iair? 1.0f: 0.0f,
2688 wdist= s->weight_distribution[2] / k_board_length;
2689
2690 if( s->state.activity >= k_skate_activity_grind_any )
2691 wdist = 0.0f;
2692
2693 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2694 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2695 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2696 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2697 }
2698
2699 mdl_keyframe apose[32], bpose[32];
2700 mdl_keyframe ground_pose[32];
2701 {
2702 /* when the player is moving fast he will crouch down a little bit */
2703 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2704 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2705
2706 /* stand/crouch */
2707 float dir_frame = s->blend_z * (15.0f/30.0f),
2708 stand_blend = offset[1]*-2.0f;
2709
2710 v3f local_cog;
2711 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2712
2713 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2714
2715 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2716 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2717 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2718
2719 /* sliding */
2720 float slide_frame = s->blend_x * (15.0f/30.0f);
2721 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2722 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2723
2724 /* pushing */
2725 double push_time = vg.time - s->state.start_push;
2726 s->blend_push = vg_lerpf( s->blend_push,
2727 (vg.time - s->state.cur_push) < 0.125,
2728 6.0f*vg.time_delta );
2729
2730 float pt = push_time + vg.accumulator;
2731 if( s->state.reverse > 0.0f )
2732 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2733 else
2734 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2735
2736 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2737
2738 /* trick setup */
2739 float jump_start_frame = 14.0f/30.0f;
2740
2741 float charge = s->state.jump_charge;
2742 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2743
2744 float setup_frame = charge * jump_start_frame,
2745 setup_blend = vg_minf( s->blend_jump, 1.0f );
2746
2747 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2748 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2749 setup_frame = jump_frame;
2750
2751 struct skeleton_anim *jump_anim = s->state.jump_dir?
2752 s->anim_ollie:
2753 s->anim_ollie_reverse;
2754
2755 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2756 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2757 }
2758
2759 mdl_keyframe air_pose[32];
2760 {
2761 float target = -player->input_js1h->axis.value;
2762
2763 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2764
2765 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2766 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2767
2768 static v2f grab_choice;
2769
2770 v2f grab_input = { player->input_js2h->axis.value,
2771 player->input_js2v->axis.value };
2772 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2773 if( v2_length2( grab_input ) <= 0.001f )
2774 grab_input[0] = -1.0f;
2775 else
2776 v2_normalize_clamp( grab_input );
2777 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2778
2779 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2780 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2781 grab_frame = ang_unit * (15.0f/30.0f);
2782
2783 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2784 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2785 }
2786
2787 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2788
2789
2790 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2791 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2792 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2793 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2794 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2795 *kf_hip = &dest->pose[av->id_hip-1],
2796 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2797 &dest->pose[av->id_wheel_l-1] };
2798
2799
2800 mdl_keyframe grind_pose[32];
2801 {
2802 float grind_frame = 0.5f;
2803
2804 if( s->state.activity == k_skate_activity_grind_front50 ){
2805 grind_frame = 0.0f;
2806 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2807 grind_frame = 1.0f;
2808 }
2809
2810 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2811 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2812 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2813 grind_frame, 5.0f*vg.time_delta );
2814
2815 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2816
2817 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2818 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2819 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2820 }
2821 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2822
2823 float add_grab_mod = 1.0f - s->blend_fly;
2824
2825 /* additive effects */
2826 {
2827 u32 apply_to[] = { av->id_hip,
2828 av->id_ik_hand_l,
2829 av->id_ik_hand_r,
2830 av->id_ik_elbow_l,
2831 av->id_ik_elbow_r };
2832
2833 float apply_rates[] = { 1.0f,
2834 0.75f,
2835 0.75f,
2836 0.75f,
2837 0.75f };
2838
2839 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2840 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2841 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2842 }
2843
2844 /* angle correction */
2845 if( v3_length2( s->state.up_dir ) > 0.001f ){
2846
2847 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2848 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2849 vg_warn( "FIX THIS! CARROT\n" );
2850 v4_copy( player->rb.q, s->state.smoothed_rotation );
2851 }
2852 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2853 s->state.smoothed_rotation );
2854 q_normalize( s->state.smoothed_rotation );
2855
2856 v3f yaw_ref = {1.0f,0.0f,0.0f},
2857 yaw_smooth = {1.0f,0.0f,0.0f};
2858 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2859 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2860 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2861 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2862
2863 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2864 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2865 yaw_counter_rotate = acosf( yaw_counter_rotate );
2866 yaw_counter_rotate *= 1.0f-s->blend_fly;
2867
2868 v3f ndir;
2869 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2870 v3_normalize( ndir );
2871
2872 v3f up = { 0.0f, 1.0f, 0.0f };
2873
2874 float a = v3_dot( ndir, up );
2875 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2876
2877 v3f axis;
2878 v4f qfixup, qcounteryaw, qtotal;
2879
2880 v3_cross( up, ndir, axis );
2881 q_axis_angle( qfixup, axis, a );
2882
2883 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2884 q_mul( qcounteryaw, qfixup, qtotal );
2885 q_normalize( qtotal );
2886
2887 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2888 v3f origin;
2889 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2890
2891 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2892 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2893
2894 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2895 qtotal );
2896 }
2897
2898 v3f p1, p2;
2899 m3x3_mulv( player->rb.to_world, up, p1 );
2900 m3x3_mulv( player->rb.to_world, ndir, p2 );
2901
2902 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2903 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2904
2905 }
2906
2907 v4f qtotal;
2908 v4f qtrickr, qyawr, qpitchr, qrollr;
2909 v3f eulerr;
2910
2911 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2912
2913 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2914 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2915 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2916
2917 q_mul( qpitchr, qrollr, qtrickr );
2918 q_mul( qyawr, qtrickr, qtotal );
2919 q_normalize( qtotal );
2920
2921 q_mul( qtotal, kf_board->q, kf_board->q );
2922
2923
2924 /* trick rotation */
2925 v4f qtrick, qyaw, qpitch, qroll;
2926 v3f euler;
2927 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2928
2929 float jump_t = vg.time-s->state.jump_time;
2930
2931 float k=17.0f;
2932 float h = k*jump_t;
2933 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2934 extra *= s->state.slap * 4.0f;
2935
2936 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2937 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2938 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2939
2940 q_mul( qyaw, qroll, qtrick );
2941 q_mul( qpitch, qtrick, qtrick );
2942 q_mul( kf_board->q, qtrick, kf_board->q );
2943 q_normalize( kf_board->q );
2944
2945
2946 /* foot weight distribution */
2947 if( s->blend_weight > 0.0f ){
2948 kf_foot_l->co[2] += s->blend_weight * 0.2f;
2949 kf_foot_r->co[2] += s->blend_weight * 0.1f;
2950 }
2951 else{
2952 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2953 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2954 }
2955
2956 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
2957 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
2958
2959 kf_foot_l->co[1] += s->state.slap;
2960 kf_foot_r->co[1] += s->state.slap;
2961 kf_knee_l->co[1] += s->state.slap;
2962 kf_knee_r->co[1] += s->state.slap;
2963 kf_board->co[1] += s->state.slap * s->subslap;
2964 kf_hip->co[1] += s->state.slap * 0.25f;
2965
2966 /*
2967 * animation wishlist:
2968 * boardslide/grind jump animations
2969 * when tricking the slap should not appply or less apply
2970 * not animations however DONT target grinds that are vertically down.
2971 */
2972
2973 /* truck rotation */
2974 for( int i=0; i<2; i++ )
2975 {
2976 float a = vg_minf( s->truckv0[i][0], 1.0f );
2977 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
2978
2979 v4f q;
2980 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
2981 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
2982 q_normalize( kf_wheels[i]->q );
2983 }
2984 }
2985
2986 {
2987 mdl_keyframe
2988 *kf_head = &dest->pose[av->id_head-1],
2989 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
2990 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
2991 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
2992 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
2993
2994 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
2995 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
2996
2997 v4f qrot;
2998 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
2999
3000 v3f origin = {0.0f,0.2f,0.0f};
3001 keyframe_rotate_around( kf_hand_l, origin,
3002 av->sk.bones[av->id_ik_hand_l].co, qrot );
3003 keyframe_rotate_around( kf_hand_r, origin,
3004 av->sk.bones[av->id_ik_hand_r].co, qrot );
3005 keyframe_rotate_around( kf_hip, origin,
3006 av->sk.bones[av->id_hip].co, qrot );
3007 keyframe_rotate_around( kf_elbow_r, origin,
3008 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3009 keyframe_rotate_around( kf_elbow_l, origin,
3010 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3011
3012 q_inv( qrot, qrot );
3013 q_mul( qrot, kf_head->q, kf_head->q );
3014 q_normalize( kf_head->q );
3015 }
3016
3017 /* transform */
3018 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3019 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
3020
3021 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
3022
3023 v4f qflip;
3024 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3025 (fabsf(s->state.flip_rate) > 0.01f) )
3026 {
3027 float t = s->state.flip_time;
3028 sign = vg_signf( t );
3029
3030 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3031 t = sign * (1.0f-t*t);
3032
3033 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3034 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3035 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3036
3037 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3038
3039 q_axis_angle( qflip, s->state.flip_axis, angle );
3040 q_mul( qflip, dest->root_q, dest->root_q );
3041 q_normalize( dest->root_q );
3042
3043 v3f rotation_point, rco;
3044 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
3045 v3_sub( dest->root_co, rotation_point, rco );
3046
3047 q_mulv( qflip, rco, rco );
3048 v3_add( rco, rotation_point, dest->root_co );
3049 }
3050
3051 skeleton_copy_pose( sk, dest->pose, s->holdout );
3052 }
3053
3054 VG_STATIC void player__skate_post_animate( player_instance *player )
3055 {
3056 struct player_skate *s = &player->_skate;
3057 struct player_avatar *av = player->playeravatar;
3058
3059 player->cam_velocity_influence = 1.0f;
3060
3061 v3f head = { 0.0f, 1.8f, 0.0f };
3062 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3063 m4x3_mulv( player->rb.to_local, s->state.head_position,
3064 s->state.head_position );
3065 }
3066
3067 VG_STATIC void player__skate_reset_animator( player_instance *player )
3068 {
3069 struct player_skate *s = &player->_skate;
3070
3071 if( s->state.activity <= k_skate_activity_air_to_grind )
3072 s->blend_fly = 1.0f;
3073 else
3074 s->blend_fly = 0.0f;
3075
3076 s->blend_slide = 0.0f;
3077 s->blend_z = 0.0f;
3078 s->blend_x = 0.0f;
3079 s->blend_grind = 0.0f;
3080 s->blend_grind_balance = 0.0f;
3081 s->blend_stand = 0.0f;
3082 s->blend_push = 0.0f;
3083 s->blend_jump = 0.0f;
3084 s->blend_airdir = 0.0f;
3085 s->blend_weight = 0.0f;
3086 s->subslap = 0.0f;
3087 v2_zero( s->wobble );
3088
3089 v3_zero( s->board_trick_residuald );
3090 v3_zero( s->board_trick_residualv );
3091 v3_zero( s->truckv0[0] );
3092 v3_zero( s->truckv0[1] );
3093 }
3094
3095 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3096 {
3097 struct player_skate *s = &player->_skate;
3098 s->state.jump_charge = 0.0f;
3099 s->state.charging_jump = 0;
3100 s->state.jump_dir = 0;
3101 v3_zero( s->state.flip_axis );
3102 s->state.flip_time = 0.0f;
3103 s->state.flip_rate = 0.0f;
3104 s->state.reverse = 0.0f;
3105 s->state.slip = 0.0f;
3106 s->state.grabbing = 0.0f;
3107 v2_zero( s->state.grab_mouse_delta );
3108 s->state.slap = 0.0f;
3109 s->state.jump_time = 0.0;
3110 s->state.start_push = 0.0;
3111 s->state.cur_push = 0.0;
3112 s->state.air_start = 0.0;
3113
3114 v3_zero( s->state.air_init_v );
3115 v3_zero( s->state.air_init_co );
3116
3117 s->state.gravity_bias = k_gravity;
3118 v3_copy( player->rb.co, s->state.prev_pos );
3119 v4_copy( player->rb.q, s->state.smoothed_rotation );
3120 v3_zero( s->state.throw_v );
3121 v3_zero( s->state.trick_vel );
3122 v3_zero( s->state.trick_euler );
3123 v3_zero( s->state.cog_v );
3124 s->grind_cooldown = 0;
3125 s->surface_cooldown = 0;
3126 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3127 v3_copy( player->rb.to_world[1], s->state.up_dir );
3128 v3_copy( player->rb.to_world[1], s->surface_picture );
3129 v3_zero( s->weight_distribution );
3130 v3_copy( player->rb.co, s->state.prev_pos );
3131 }
3132
3133 VG_STATIC void player__skate_reset( player_instance *player,
3134 ent_spawn *rp )
3135 {
3136 struct player_skate *s = &player->_skate;
3137 v3_zero( player->rb.v );
3138 v4_copy( rp->transform.q, player->rb.q );
3139
3140 s->state.activity = k_skate_activity_air;
3141 s->state.activity_prev = k_skate_activity_air;
3142
3143 player__skate_clear_mechanics( player );
3144 player__skate_reset_animator( player );
3145
3146 v3_zero( s->state.head_position );
3147 s->state.head_position[1] = 1.8f;
3148 }
3149
3150 #endif /* PLAYER_SKATE_C */