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