to the workers of the world
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7
8 VG_STATIC void player__skate_bind( player_instance *player )
9 {
10 struct player_skate *s = &player->_skate;
11 struct player_avatar *av = player->playeravatar;
12 struct skeleton *sk = &av->sk;
13
14 rb_update_transform( &player->rb );
15 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
16 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
17 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
18 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
19 s->anim_air = skeleton_get_anim( sk, "pose_air" );
20 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
21 s->anim_push = skeleton_get_anim( sk, "push" );
22 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
23 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
24 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
25 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
26 }
27
28 VG_STATIC void player__skate_kill_audio( player_instance *player )
29 {
30 struct player_skate *s = &player->_skate;
31
32 audio_lock();
33 if( s->aud_main )
34 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
35 if( s->aud_air )
36 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
37 if( s->aud_slide )
38 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
39 audio_unlock();
40 }
41
42 /*
43 * Collision detection routines
44 *
45 *
46 */
47
48 /*
49 * Does collision detection on a sphere vs world, and applies some smoothing
50 * filters to the manifold afterwards
51 */
52 VG_STATIC int skate_collide_smooth( player_instance *player,
53 m4x3f mtx, rb_sphere *sphere,
54 rb_ct *man )
55 {
56 world_instance *world = get_active_world();
57
58 int len = 0;
59 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
60
61 for( int i=0; i<len; i++ )
62 {
63 man[i].rba = &player->rb;
64 man[i].rbb = NULL;
65 }
66
67 rb_manifold_filter_coplanar( man, len, 0.03f );
68
69 if( len > 1 )
70 {
71 rb_manifold_filter_backface( man, len );
72 rb_manifold_filter_joint_edges( man, len, 0.03f );
73 rb_manifold_filter_pairs( man, len, 0.03f );
74 }
75 int new_len = rb_manifold_apply_filtered( man, len );
76 if( len && !new_len )
77 len = 1;
78 else
79 len = new_len;
80
81 return len;
82 }
83
84 struct grind_info
85 {
86 v3f co, dir, n;
87 };
88
89 VG_STATIC int skate_grind_scansq( player_instance *player,
90 v3f pos, v3f dir, float r,
91 struct grind_info *inf )
92 {
93 world_instance *world = get_active_world();
94
95 v4f plane;
96 v3_copy( dir, plane );
97 v3_normalize( plane );
98 plane[3] = v3_dot( plane, pos );
99
100 boxf box;
101 v3_add( pos, (v3f){ r, r, r }, box[1] );
102 v3_sub( pos, (v3f){ r, r, r }, box[0] );
103
104 bh_iter it;
105 bh_iter_init( 0, &it );
106 int idx;
107
108 struct grind_sample
109 {
110 v2f co;
111 v2f normal;
112 v3f normal3,
113 centroid;
114 }
115 samples[48];
116 int sample_count = 0;
117
118 v2f support_min,
119 support_max;
120
121 v3f support_axis;
122 v3_cross( plane, player->basis[1], support_axis );
123 v3_normalize( support_axis );
124
125 while( bh_next( world->geo_bh, &it, box, &idx ) ){
126 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
127 v3f tri[3];
128
129 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
130 #if 0
131 if( !(surf->info.flags & k_material_flag_skate_surface) )
132 continue;
133 #endif
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = v3_dot( player->basis[1], normal );
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = v3_dot( player->basis[1], d );
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f
183 average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
216 v3_sub( sj->centroid, si->centroid, v0 );
217 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
218 v3_dot( v0, sj->normal3 ) <= 0.0f )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228 v3_normalize( dir );
229
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
232 v3_add( average_direction, dir, average_direction );
233
234 float yi = v3_dot( player->basis[1], si->normal3 ),
235 yj = v3_dot( player->basis[1], sj->normal3 );
236
237 if( yi > yj )
238 v3_add( si->normal3, average_normal, average_normal );
239 else
240 v3_add( sj->normal3, average_normal, average_normal );
241
242 passed_samples ++;
243 }
244 }
245
246 if( !passed_samples )
247 return 0;
248
249 if( (v3_length2( average_direction ) <= 0.001f) ||
250 (v3_length2( average_normal ) <= 0.001f ) )
251 return 0;
252
253 float div = 1.0f/(float)passed_samples;
254 v3_normalize( average_direction );
255 v3_normalize( average_normal );
256
257 v2f average_coord;
258 v2_add( min_co, max_co, average_coord );
259 v2_muls( average_coord, 0.5f, average_coord );
260
261 v3_muls( support_axis, average_coord[0], inf->co );
262 inf->co[1] += average_coord[1];
263 v3_add( pos, inf->co, inf->co );
264 v3_copy( average_normal, inf->n );
265 v3_copy( average_direction, inf->dir );
266
267 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
268 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
269 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
270
271 return passed_samples;
272 }
273
274 VG_STATIC void reset_jump_info( jump_info *inf )
275 {
276 inf->log_length = 0;
277 inf->land_dist = 0.0f;
278 inf->score = 0.0f;
279 inf->type = k_prediction_unset;
280 v3_zero( inf->apex );
281 }
282
283 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
284 jump_info *jumps,
285 v3f target, float max_angle_delta,
286 float gravity )
287 {
288 struct player_skate *s = &player->_skate;
289
290 /* calculate the exact 2 solutions to jump onto that grind spot */
291
292 v3f v0;
293 v3_sub( target, player->rb.co, v0 );
294 m3x3_mulv( player->invbasis, v0, v0 );
295
296 v3f ax;
297 v3_copy( v0, ax );
298 ax[1] = 0.0f;
299 v3_normalize( ax );
300
301 v3f v_local;
302 m3x3_mulv( player->invbasis, player->rb.v, v_local );
303
304 v2f d = { v3_dot( ax, v0 ), v0[1] },
305 v = { v3_dot( ax, player->rb.v ), v_local[1] };
306
307 float a = atan2f( v[1], v[0] ),
308 m = v2_length( v ),
309 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
310
311 int valid_count = 0;
312
313 if( root > 0.0f ){
314 root = sqrtf( root );
315 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
316 a1 = atanf( (m*m - root) / (gravity * d[0]) );
317
318 if( fabsf(a0-a) < max_angle_delta ){
319 jump_info *inf = &jumps[ valid_count ++ ];
320 reset_jump_info( inf );
321
322 v3_muls( ax, cosf( a0 ) * m, inf->v );
323 inf->v[1] += sinf( a0 ) * m;
324 m3x3_mulv( player->basis, inf->v, inf->v );
325 inf->land_dist = d[0] / (cosf(a0)*m);
326 inf->gravity = gravity;
327
328 v3_copy( target, inf->log[inf->log_length ++] );
329 }
330
331 if( fabsf(a1-a) < max_angle_delta ){
332 jump_info *inf = &jumps[ valid_count ++ ];
333 reset_jump_info( inf );
334
335 v3_muls( ax, cosf( a1 ) * m, inf->v );
336 inf->v[1] += sinf( a1 ) * m;
337 m3x3_mulv( player->basis, inf->v, inf->v );
338 inf->land_dist = d[0] / (cosf(a1)*m);
339 inf->gravity = gravity;
340
341 v3_copy( target, inf->log[inf->log_length ++] );
342 }
343 }
344
345 return valid_count;
346 }
347
348 #if 0
349 VG_STATIC
350 int create_jump_for_target( world_instance *world, player_instance *player,
351 v3f target, float max_angle, jump_info *jump )
352 {
353
354 if( fabsf(a0-a) > fabsf(a1-a) )
355 a0 = a1;
356
357 if( fabsf(a0-a) > max_angle )
358 return 0;
359
360 /* TODO: sweep the path before chosing the smallest dist */
361
362
363 #if 0
364 /* add a trace */
365 for( int i=0; i<=20; i++ )
366 {
367 float t = (float)i * (1.0f/20.0f) * p->land_dist;
368
369 v3f p0;
370 v3_muls( p->v, t, p0 );
371 v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
372
373 v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
374 }
375 #endif
376
377 return 1;
378 }
379 else
380 return 0;
381 }
382 #endif
383
384 VG_STATIC
385 void player__approximate_best_trajectory( player_instance *player )
386 {
387 world_instance *world = get_active_world();
388
389 struct player_skate *s = &player->_skate;
390 float k_trace_delta = k_rb_delta * 10.0f;
391
392 s->state.air_start = vg.time;
393 v3_copy( player->rb.v, s->state.air_init_v );
394 v3_copy( player->rb.co, s->state.air_init_co );
395
396 s->possible_jump_count = 0;
397
398 v3f axis;
399 v3_cross( player->rb.v, player->rb.to_world[1], axis );
400 v3_normalize( axis );
401
402 /* at high slopes, Y component is low */
403 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
404 angle_begin = -(1.0f-fabsf( upness )),
405 angle_end = 1.0f;
406
407 struct grind_info grind;
408 int grind_located = 0;
409 float grind_located_gravity = k_gravity;
410
411
412 v3f launch_v_bounds[2];
413
414 for( int i=0; i<2; i++ ){
415 v3_copy( player->rb.v, launch_v_bounds[i] );
416 float ang = (float[]){ angle_begin, angle_end }[ i ];
417 ang *= 0.15f;
418
419 v4f qbias;
420 q_axis_angle( qbias, axis, ang );
421 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
422 }
423
424 for( int m=0;m<=30; m++ ){
425 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
426 reset_jump_info( inf );
427
428 v3f launch_co, launch_v, co0, co1;
429 v3_copy( player->rb.co, launch_co );
430 v3_copy( player->rb.v, launch_v );
431 v3_copy( launch_co, co0 );
432
433 float vt = (float)m * (1.0f/30.0f),
434 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
435
436 v4f qbias;
437 q_axis_angle( qbias, axis, ang );
438 q_mulv( qbias, launch_v, launch_v );
439
440 float yaw_sketch = 1.0f-fabsf(upness);
441
442 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
443 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
444 q_mulv( qbias, launch_v, launch_v );
445
446 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
447 gravity = k_gravity * gravity_bias;
448 inf->gravity = gravity;
449 v3_copy( launch_v, inf->v );
450
451 m3x3f basis;
452 m3x3_copy( player->basis, basis );
453
454 for( int i=1; i<=50; i++ ){
455 float t = (float)i * k_trace_delta;
456
457 v3_muls( launch_v, t, co1 );
458 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
459 v3_add( launch_co, co1, co1 );
460
461 float launch_vy = v3_dot( launch_v,basis[1] );
462
463 int search_for_grind = 1;
464 if( grind_located ) search_for_grind = 0;
465 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
466
467 /* TODO Cleanup */
468
469 v3f closest;
470 if( search_for_grind ){
471 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
472
473 float min_dist = 0.75f;
474 min_dist *= min_dist;
475
476 if( v3_dist2( closest, launch_co ) < min_dist )
477 search_for_grind = 0;
478
479 v3f bound[2];
480
481 for( int j=0; j<2; j++ ){
482 v3_muls( launch_v_bounds[j], t, bound[j] );
483 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
484 v3_add( launch_co, bound[j], bound[j] );
485 }
486
487 float limh = vg_minf( 2.0f, t ),
488 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
489 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
490
491 if( (closest[1] < minh) || (closest[1] > maxh) ){
492 search_for_grind = 0;
493 }
494 }
495 else
496 search_for_grind = 0;
497 }
498
499 if( search_for_grind ){
500 v3f ve;
501 v3_copy( launch_v, ve );
502 v3_muladds( ve, basis[1], -gravity * t, ve );
503
504 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
505
506 /* check alignment */
507 v2f v0 = { v3_dot( ve, basis[0] ),
508 v3_dot( ve, basis[2] ) },
509 v1 = { v3_dot( grind.dir, basis[0] ),
510 v3_dot( grind.dir, basis[2] ) };
511
512 v2_normalize( v0 );
513 v2_normalize( v1 );
514
515 float a = v2_dot( v0, v1 );
516
517 float a_min = cosf( VG_PIf * 0.185f );
518 if( s->grind_cooldown )
519 a_min = cosf( VG_PIf * 0.05f );
520
521 /* check speed */
522 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
523 (a >= a_min) )
524 {
525 vg_success( "ding\n" );
526 grind_located = 1;
527 grind_located_gravity = inf->gravity;
528 }
529 }
530 }
531
532 if( world->rendering_gate ){
533 ent_gate *gate = world->rendering_gate;
534 if( gate_intersect( gate, co1, co0 ) ){
535 m4x3_mulv( gate->transport, co0, co0 );
536 m4x3_mulv( gate->transport, co1, co1 );
537 m3x3_mulv( gate->transport, launch_v, launch_v);
538 m4x3_mulv( gate->transport, launch_co, launch_co );
539 m3x3_mul( gate->transport, basis, basis );
540 }
541 }
542
543 float t1;
544 v3f n;
545
546 float scan_radius = k_board_radius;
547 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
548
549 int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
550 if( idx != -1 ){
551 v3f co;
552 v3_lerp( co0, co1, t1, co );
553 v3_copy( co, inf->log[ inf->log_length ++ ] );
554
555 v3_copy( n, inf->n );
556 u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
557 struct world_surface *surf = world_tri_index_surface(world, tri[0]);
558
559 #if 0
560 v3f v0, v1;
561 v3f pa, pb, pc;
562
563 v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
564 v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
565 v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
566
567 v3_sub( pb, pa, v0 );
568 v3_sub( pc, pa, v1 );
569 v3_cross( v0, v1, inf->n );
570 v3_normalize( inf->n );
571 #endif
572 /* TODO:
573 * grind predictions, we want to FORCE it to land in the correct
574 * location, taking the cloest endpoint or midpoint to be the
575 * snapper.
576 */
577
578 inf->type = k_prediction_land;
579
580 v3f ve;
581 v3_copy( launch_v, ve );
582 v3_muladds( ve, player->basis[1], -gravity * t, ve );
583
584 inf->score = -v3_dot( ve, inf->n );
585 inf->land_dist = t + k_trace_delta * t1;
586
587
588 /* Bias prediction towords ramps */
589 if( !(surf->info.flags & k_material_flag_skate_surface) )
590 inf->score *= 10.0f;
591
592 break;
593 }
594
595 if( i % 3 == 0 )
596 v3_copy( co1, inf->log[ inf->log_length ++ ] );
597
598 v3_copy( co1, co0 );
599 }
600
601 if( inf->type == k_prediction_unset )
602 s->possible_jump_count --;
603 }
604
605 if( grind_located ){
606 jump_info grind_jumps[2];
607
608 int valid_count =
609 create_jumps_to_hit_target( player, grind_jumps, grind.co,
610 0.175f*VG_PIf, grind_located_gravity );
611
612 /* knock out original landing points in the 1m area
613 * TODO: Make this a konstant */
614 for( u32 j=0; j<s->possible_jump_count; j++ ){
615 jump_info *jump = &s->possible_jumps[ j ];
616 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
617 float descale = 1.0f-vg_minf(1.0f,dist);
618 jump->score += descale*3.0f;
619 }
620
621 for( int i=0; i<valid_count; i++ ){
622 jump_info *jump = &grind_jumps[i];
623 jump->type = k_prediction_grind;
624
625 v3f launch_v, launch_co, co0, co1;
626
627 v3_copy( jump->v, launch_v );
628 v3_copy( player->rb.co, launch_co );
629
630 m3x3f basis;
631 m3x3_copy( player->basis, basis );
632
633 float t = 0.05f * jump->land_dist;
634 v3_muls( launch_v, t, co0 );
635 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
636 v3_add( launch_co, co0, co0 );
637
638 #if 0
639 /* rough scan to make sure we dont collide with anything */
640 for( int j=1; j<=16; j++ ){
641 t = (float)j*(1.0f/16.0f);
642 t *= 0.9f;
643 t += 0.05f;
644 t *= jump->land_dist;
645
646 v3_muls( launch_v, t, co1 );
647 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
648 v3_add( launch_co, co1, co1 );
649
650 float t1;
651 v3f n;
652
653 int idx = spherecast_world( world, co0,co1,
654 k_board_radius*0.5f, &t1, n);
655 if( idx != -1 ){
656 goto invalidated_grind;
657 }
658
659 v3_copy( co1, co0 );
660 }
661 #endif
662
663 v3_copy( grind.n, jump->n );
664
665 /* determine score */
666 v3f ve;
667 v3_copy( jump->v, ve );
668 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
669 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
670
671 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
672
673 #if 0
674 continue;
675 invalidated_grind:;
676 #endif
677 }
678 }
679
680
681 float score_min = INFINITY,
682 score_max = -INFINITY;
683
684 jump_info *best = NULL;
685
686 for( int i=0; i<s->possible_jump_count; i ++ ){
687 jump_info *jump = &s->possible_jumps[i];
688
689 if( jump->score < score_min )
690 best = jump;
691
692 score_min = vg_minf( score_min, jump->score );
693 score_max = vg_maxf( score_max, jump->score );
694 }
695
696 for( int i=0; i<s->possible_jump_count; i ++ ){
697 jump_info *jump = &s->possible_jumps[i];
698 float s = jump->score;
699
700 s -= score_min;
701 s /= (score_max-score_min);
702 s = 1.0f - s;
703
704 jump->score = s;
705 jump->colour = s * 255.0f;
706
707 if( jump == best )
708 jump->colour <<= 16;
709 else if( jump->type == k_prediction_land )
710 jump->colour <<= 8;
711
712 jump->colour |= 0xff000000;
713 }
714
715 if( best ){
716 v3_copy( best->n, s->land_normal );
717 v3_copy( best->v, player->rb.v );
718 s->land_dist = best->land_dist;
719
720 v2f steer = { player->input_js1h->axis.value,
721 player->input_js1v->axis.value };
722 v2_normalize_clamp( steer );
723 s->state.gravity_bias = best->gravity;
724
725 if( best->type == k_prediction_grind ){
726 s->state.activity = k_skate_activity_air_to_grind;
727 }
728
729 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
730 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
731 s->state.reverse ;
732 s->state.flip_time = 0.0f;
733 v3_copy( player->rb.to_world[0], s->state.flip_axis );
734 }
735 else{
736 s->state.flip_rate = 0.0f;
737 v3_zero( s->state.flip_axis );
738 }
739 }
740 else{
741 v3_copy( player->basis[1], s->land_normal );
742 }
743 }
744
745 /*
746 *
747 * Varius physics models
748 * ------------------------------------------------
749 */
750
751 /*
752 * Air control, no real physics
753 */
754 VG_STATIC void skate_apply_air_model( player_instance *player )
755 {
756 struct player_skate *s = &player->_skate;
757
758 if( s->state.activity_prev > k_skate_activity_air_to_grind )
759 player__approximate_best_trajectory( player );
760
761 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
762 angle = vg_clampf( angle, -1.0f, 1.0f );
763 v3f axis;
764 v3_cross( player->rb.to_world[1], s->land_normal, axis );
765
766 v4f correction;
767 q_axis_angle( correction, axis,
768 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
769 q_mul( correction, player->rb.q, player->rb.q );
770
771 v2f steer = { player->input_js1h->axis.value,
772 player->input_js1v->axis.value };
773 v2_normalize_clamp( steer );
774 }
775
776 VG_STATIC int player_skate_trick_input( player_instance *player );
777 VG_STATIC void skate_apply_trick_model( player_instance *player )
778 {
779 struct player_skate *s = &player->_skate;
780
781 v3f Fd, Fs, F;
782 v3f strength = { 3.7f, 3.6f, 8.0f };
783
784 v3_muls( s->board_trick_residualv, -4.0f , Fd );
785 v3_muls( s->board_trick_residuald, -10.0f, Fs );
786 v3_add( Fd, Fs, F );
787 v3_mul( strength, F, F );
788
789 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
790 s->board_trick_residualv );
791 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
792 k_rb_delta, s->board_trick_residuald );
793
794 if( s->state.activity <= k_skate_activity_air_to_grind ){
795 if( v3_length2( s->state.trick_vel ) < 0.0001f )
796 return;
797
798 int carry_on = player_skate_trick_input( player );
799
800 /* we assume velocities share a common divisor, in which case the
801 * interval is the minimum value (if not zero) */
802
803 float min_rate = 99999.0f;
804
805 for( int i=0; i<3; i++ ){
806 float v = s->state.trick_vel[i];
807 if( (v > 0.0f) && (v < min_rate) )
808 min_rate = v;
809 }
810
811 float interval = 1.0f / min_rate,
812 current = floorf( s->state.trick_time / interval ),
813 next_end = (current+1.0f) * interval;
814
815
816 /* integrate trick velocities */
817 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
818 s->state.trick_euler );
819
820 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
821 s->state.trick_time = 0.0f;
822 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
823 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
824 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
825 v3_copy( s->state.trick_vel, s->board_trick_residualv );
826 v3_zero( s->state.trick_vel );
827 }
828
829 s->state.trick_time += k_rb_delta;
830 }
831 else{
832 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
833 s->state.trick_time > 0.2f)
834 {
835 player__skate_kill_audio( player );
836 player__dead_transition( player );
837 }
838
839 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
840 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
841 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
842 s->state.trick_time = 0.0f;
843 v3_zero( s->state.trick_vel );
844 }
845 }
846
847 VG_STATIC void skate_apply_grab_model( player_instance *player )
848 {
849 struct player_skate *s = &player->_skate;
850
851 float grabt = player->input_grab->axis.value;
852
853 if( grabt > 0.5f ){
854 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
855 s->state.grab_mouse_delta );
856
857 v2_normalize_clamp( s->state.grab_mouse_delta );
858 }
859 else
860 v2_zero( s->state.grab_mouse_delta );
861
862 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
863 }
864
865 VG_STATIC void skate_apply_steering_model( player_instance *player )
866 {
867 struct player_skate *s = &player->_skate;
868
869 /* Steering */
870 float steer = player->input_js1h->axis.value,
871 grab = player->input_grab->axis.value;
872
873 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
874
875 v3f steer_axis;
876 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
877
878 float rate = 26.0f,
879 top = 1.0f;
880
881 if( s->state.activity <= k_skate_activity_air_to_grind ){
882 rate = 6.0f * fabsf(steer);
883 top = 1.5f;
884 }
885 else{
886 /* rotate slower when grabbing on ground */
887 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
888
889 if( s->state.activity == k_skate_activity_grind_5050 ){
890 rate = 0.0f;
891 top = 0.0f;
892 }
893
894 else if( s->state.activity >= k_skate_activity_grind_any ){
895 rate *= fabsf(steer);
896
897 float a = 0.8f * -steer * k_rb_delta;
898
899 v4f q;
900 q_axis_angle( q, player->rb.to_world[1], a );
901 q_mulv( q, s->grind_vec, s->grind_vec );
902
903 v3_normalize( s->grind_vec );
904 }
905
906 else if( s->state.manual_direction ){
907 rate = 35.0f;
908 top = 1.5f;
909 }
910 }
911
912 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
913 addspeed = (steer * -top) - current,
914 maxaccel = rate * k_rb_delta,
915 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
916
917 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
918 }
919
920 /*
921 * Computes friction and surface interface model
922 */
923 VG_STATIC void skate_apply_friction_model( player_instance *player )
924 {
925 struct player_skate *s = &player->_skate;
926
927 /*
928 * Computing localized friction forces for controlling the character
929 * Friction across X is significantly more than Z
930 */
931
932 v3f vel;
933 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
934 float slip = 0.0f;
935
936 if( fabsf(vel[2]) > 0.01f )
937 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
938
939 if( fabsf( slip ) > 1.2f )
940 slip = vg_signf( slip ) * 1.2f;
941
942 s->state.slip = slip;
943 s->state.reverse = -vg_signf(vel[2]);
944
945 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
946 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
947
948 /* Pushing additive force */
949
950 if( !player->input_jump->button.value ){
951 if( player->input_push->button.value ||
952 (vg.time-s->state.start_push<0.75) )
953 {
954 if( (vg.time - s->state.cur_push) > 0.25 )
955 s->state.start_push = vg.time;
956
957 s->state.cur_push = vg.time;
958
959 double push_time = vg.time - s->state.start_push;
960
961 float cycle_time = push_time*k_push_cycle_rate,
962 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
963 amt = accel * VG_TIMESTEP_FIXED,
964 current = v3_length( vel ),
965 new_vel = vg_minf( current + amt, k_max_push_speed ),
966 delta = new_vel - vg_minf( current, k_max_push_speed );
967
968 vel[2] += delta * -s->state.reverse;
969 }
970 }
971
972 /* Send back to velocity */
973 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
974 }
975
976 VG_STATIC void skate_apply_jump_model( player_instance *player )
977 {
978 struct player_skate *s = &player->_skate;
979 int charging_jump_prev = s->state.charging_jump;
980 s->state.charging_jump = player->input_jump->button.value;
981
982 /* Cannot charge this in air */
983 if( s->state.activity <= k_skate_activity_air_to_grind ){
984 s->state.charging_jump = 0;
985 return;
986 }
987
988 if( s->state.charging_jump ){
989 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
990
991 if( !charging_jump_prev )
992 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
993 }
994 else{
995 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
996 }
997
998 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
999
1000 /* player let go after charging past 0.2: trigger jump */
1001 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
1002 v3f jumpdir;
1003
1004 /* Launch more up if alignment is up else improve velocity */
1005 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
1006 mod = 0.5f,
1007 dir = mod + fabsf(aup)*(1.0f-mod);
1008
1009 if( s->state.activity == k_skate_activity_ground ){
1010 v3_copy( player->rb.v, jumpdir );
1011 v3_normalize( jumpdir );
1012 v3_muls( jumpdir, 1.0f-dir, jumpdir );
1013 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
1014 v3_normalize( jumpdir );
1015 }else{
1016 v3_copy( s->state.up_dir, jumpdir );
1017 s->grind_cooldown = 30;
1018 s->state.activity = k_skate_activity_ground;
1019
1020 float tilt = player->input_js1h->axis.value * 0.3f;
1021 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
1022
1023 v4f qtilt;
1024 q_axis_angle( qtilt, s->grind_dir, tilt );
1025 q_mulv( qtilt, jumpdir, jumpdir );
1026 }
1027 s->surface_cooldown = 10;
1028
1029 float force = k_jump_force*s->state.jump_charge;
1030 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
1031 s->state.jump_charge = 0.0f;
1032 s->state.jump_time = vg.time;
1033
1034 v2f steer = { player->input_js1h->axis.value,
1035 player->input_js1v->axis.value };
1036 v2_normalize_clamp( steer );
1037
1038 audio_lock();
1039 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
1040 audio_unlock();
1041 }
1042 }
1043
1044 VG_STATIC void skate_apply_pump_model( player_instance *player )
1045 {
1046 struct player_skate *s = &player->_skate;
1047
1048 if( s->state.activity != k_skate_activity_ground ){
1049 v3_zero( s->state.throw_v );
1050 return;
1051 }
1052
1053 /* Throw / collect routine
1054 *
1055 * TODO: Max speed boost
1056 */
1057 if( player->input_grab->axis.value > 0.5f ){
1058 if( s->state.activity == k_skate_activity_ground ){
1059 /* Throw */
1060 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1061 }
1062 }
1063 else{
1064 /* Collect */
1065 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1066
1067 v3f Fl, Fv;
1068 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1069
1070 if( s->state.activity == k_skate_activity_ground ){
1071 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1072 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1073 }
1074
1075 v3_muls( player->rb.to_world[1], -doty, Fv );
1076 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1077 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1078 }
1079
1080 /* Decay */
1081 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1082 v3f dir;
1083 v3_copy( s->state.throw_v, dir );
1084 v3_normalize( dir );
1085
1086 float max = v3_dot( dir, s->state.throw_v ),
1087 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1088 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1089 }
1090 }
1091
1092 VG_STATIC void skate_apply_cog_model( player_instance *player )
1093 {
1094 struct player_skate *s = &player->_skate;
1095
1096 v3f ideal_cog, ideal_diff, ideal_dir;
1097 v3_copy( s->state.up_dir, ideal_dir );
1098 v3_normalize( ideal_dir );
1099
1100 v3_muladds( player->rb.co, ideal_dir,
1101 1.0f-player->input_grab->axis.value, ideal_cog );
1102 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1103
1104 /* Apply velocities */
1105 v3f rv;
1106 v3_sub( player->rb.v, s->state.cog_v, rv );
1107
1108 v3f F;
1109 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1110 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1111
1112 float ra = k_cog_mass_ratio,
1113 rb = 1.0f-k_cog_mass_ratio;
1114
1115 /* Apply forces & intergrate */
1116 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1117 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1118 s->state.cog_v );
1119
1120 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1121 }
1122
1123
1124 VG_STATIC void skate_integrate( player_instance *player )
1125 {
1126 struct player_skate *s = &player->_skate;
1127
1128 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1129 decay_rate_z = decay_rate_x,
1130 decay_rate_y = 1.0f;
1131
1132 if( s->state.activity >= k_skate_activity_grind_any ){
1133 #if 0
1134 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1135 decay_rate_y = decay_rate;
1136 #endif
1137 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1138 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1139 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1140 }
1141
1142 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1143 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1144 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1145
1146 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1147 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1148 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1149
1150 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1151 rb_update_transform( &player->rb );
1152 }
1153
1154 /*
1155 * 1 2 or 3
1156 */
1157
1158 VG_STATIC int player_skate_trick_input( player_instance *player )
1159 {
1160 return (player->input_trick0->button.value) |
1161 (player->input_trick1->button.value << 1) |
1162 (player->input_trick2->button.value << 1) |
1163 (player->input_trick2->button.value);
1164 }
1165
1166 VG_STATIC void player__skate_pre_update( player_instance *player )
1167 {
1168 struct player_skate *s = &player->_skate;
1169
1170 if( vg_input_button_down( player->input_use ) ){
1171 player->subsystem = k_player_subsystem_walk;
1172
1173 v3f angles;
1174 v3_copy( player->cam.angles, angles );
1175 angles[2] = 0.0f;
1176
1177 player->holdout_time = 0.25f;
1178 player__skate_kill_audio( player );
1179 player__walk_transition( player, angles );
1180 return;
1181 }
1182
1183 if( vg_input_button_down( player->input_reset ) ){
1184 player->rb.co[1] += 2.0f;
1185 s->state.cog[1] += 2.0f;
1186 q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
1187 v3_zero( player->rb.w );
1188 v3_zero( player->rb.v );
1189
1190 rb_update_transform( &player->rb );
1191 }
1192
1193 int trick_id;
1194 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1195 (trick_id = player_skate_trick_input( player )) )
1196 {
1197 if( (vg.time - s->state.jump_time) < 0.1f ){
1198 v3_zero( s->state.trick_vel );
1199 s->state.trick_time = 0.0f;
1200
1201 if( trick_id == 1 ){
1202 s->state.trick_vel[0] = 3.0f;
1203 }
1204 else if( trick_id == 2 ){
1205 s->state.trick_vel[2] = 3.0f;
1206 }
1207 else if( trick_id == 3 ){
1208 s->state.trick_vel[0] = 2.0f;
1209 s->state.trick_vel[2] = 2.0f;
1210 }
1211 }
1212 }
1213 }
1214
1215 VG_STATIC void player__skate_post_update( player_instance *player )
1216 {
1217 struct player_skate *s = &player->_skate;
1218
1219 for( int i=0; i<s->possible_jump_count; i++ ){
1220 jump_info *jump = &s->possible_jumps[i];
1221
1222 if( jump->log_length == 0 ){
1223 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1224 }
1225
1226 for( int j=0; j<jump->log_length - 1; j ++ ){
1227 float brightness = jump->score*jump->score*jump->score;
1228 v3f p1;
1229 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1230 vg_line( jump->log[j], p1, jump->colour );
1231 }
1232
1233 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1234
1235 v3f p1;
1236 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1237 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1238
1239 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1240 }
1241
1242 audio_lock();
1243
1244 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1245 speed = v3_length( player->rb.v ),
1246 attn = vg_minf( 1.0f, speed*0.1f ),
1247 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1248
1249 if( s->state.activity >= k_skate_activity_grind_any ){
1250 slide = 0.0f;
1251 }
1252
1253 float
1254 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
1255 vol_air = sqrtf( air *attn * 0.5f ),
1256 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
1257
1258 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1259
1260 if( !s->aud_air )
1261 s->aud_air = audio_request_channel( &audio_board[1], flags );
1262
1263 if( !s->aud_slide )
1264 s->aud_slide = audio_request_channel( &audio_board[2], flags );
1265
1266
1267 /* brrrrrrrrrrrt sound for tiles and stuff
1268 * --------------------------------------------------------*/
1269 float sidechain_amt = 0.0f,
1270 hz = vg_maxf( speed * 2.0f, 2.0f );
1271
1272 if( (s->surface == k_surface_prop_tiles) &&
1273 (s->state.activity < k_skate_activity_grind_any) )
1274 sidechain_amt = 1.0f;
1275 else
1276 sidechain_amt = 0.0f;
1277
1278 audio_set_lfo_frequency( 0, hz );
1279 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1280 vg_lerpf( 250.0f, 80.0f, attn ) );
1281
1282 if( s->sample_change_cooldown > 0.0f ){
1283 s->sample_change_cooldown -= vg.frame_delta;
1284 }
1285 else{
1286 int sample_type = k_skate_sample_concrete;
1287
1288 if( s->state.activity == k_skate_activity_grind_5050 ){
1289 if( s->surface == k_surface_prop_metal )
1290 sample_type = k_skate_sample_metal_scrape_generic;
1291 else
1292 sample_type = k_skate_sample_concrete_scrape_metal;
1293 }
1294 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1295 (s->state.activity == k_skate_activity_grind_front50) )
1296 {
1297 if( s->surface == k_surface_prop_metal ){
1298 sample_type = k_skate_sample_metal_scrape_generic;
1299 }
1300 else{
1301 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1302 if( fabsf(a) > 0.70710678118654752f )
1303 sample_type = k_skate_sample_concrete_scrape_wood;
1304 else
1305 sample_type = k_skate_sample_concrete_scrape_metal;
1306 }
1307 }
1308 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1309 if( s->surface == k_surface_prop_metal )
1310 sample_type = k_skate_sample_metal_scrape_generic;
1311 else
1312 sample_type = k_skate_sample_concrete_scrape_wood;
1313 }
1314
1315 audio_clip *relevant_samples[] = {
1316 &audio_board[0],
1317 &audio_board[0], /* TODO? */
1318 &audio_board[7],
1319 &audio_board[6],
1320 &audio_board[5]
1321 };
1322
1323 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1324 s->aud_main =
1325 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1326 0.06f, flags );
1327 s->sample_change_cooldown = 0.1f;
1328 s->main_sample_type = sample_type;
1329 }
1330 }
1331
1332 if( s->aud_main ){
1333 s->aud_main->colour = 0x00103efe;
1334 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1335 audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1336 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1337
1338 float rate = 1.0f + (attn-0.5f)*0.2f;
1339 audio_channel_set_sampling_rate( s->aud_main, rate );
1340 }
1341
1342 if( s->aud_slide ){
1343 s->aud_slide->colour = 0x00103efe;
1344 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1345 audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1346 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1347 }
1348
1349 if( s->aud_air ){
1350 s->aud_air->colour = 0x00103efe;
1351 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1352 audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1353 }
1354
1355 audio_unlock();
1356 }
1357
1358 /*
1359 * truck alignment model at ra(local)
1360 * returns 1 if valid surface:
1361 * surface_normal will be filled out with an averaged normal vector
1362 * axel_dir will be the direction from left to right wheels
1363 *
1364 * returns 0 if no good surface found
1365 */
1366 VG_STATIC
1367 int skate_compute_surface_alignment( player_instance *player,
1368 v3f ra, u32 colour,
1369 v3f surface_normal, v3f axel_dir )
1370 {
1371 struct player_skate *s = &player->_skate;
1372 world_instance *world = get_active_world();
1373
1374 v3f truck, left, right;
1375 m4x3_mulv( player->rb.to_world, ra, truck );
1376
1377 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1378 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1379 vg_line( left, right, colour );
1380
1381 float k_max_truck_flex = VG_PIf * 0.25f;
1382
1383 ray_hit ray_l, ray_r;
1384
1385 v3f dir;
1386 v3_muls( player->rb.to_world[1], -1.0f, dir );
1387
1388 int res_l = 0, res_r = 0;
1389
1390 for( int i=0; i<8; i++ )
1391 {
1392 float t = 1.0f - (float)i * (1.0f/8.0f);
1393 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1394 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1395 ray_l.dist = 2.1f * k_board_radius;
1396
1397 res_l = ray_world( world, left, dir, &ray_l );
1398
1399 if( res_l )
1400 break;
1401 }
1402
1403 for( int i=0; i<8; i++ )
1404 {
1405 float t = 1.0f - (float)i * (1.0f/8.0f);
1406 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1407 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1408 ray_r.dist = 2.1f * k_board_radius;
1409
1410 res_r = ray_world( world, right, dir, &ray_r );
1411
1412 if( res_r )
1413 break;
1414 }
1415
1416 v3f v0;
1417 v3f midpoint;
1418 v3f tangent_average;
1419 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1420 v3_zero( tangent_average );
1421
1422 if( res_l || res_r )
1423 {
1424 v3f p0, p1, t;
1425 v3_copy( midpoint, p0 );
1426 v3_copy( midpoint, p1 );
1427
1428 if( res_l )
1429 {
1430 v3_copy( ray_l.pos, p0 );
1431 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1432 v3_add( t, tangent_average, tangent_average );
1433 }
1434 if( res_r )
1435 {
1436 v3_copy( ray_r.pos, p1 );
1437 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1438 v3_add( t, tangent_average, tangent_average );
1439 }
1440
1441 v3_sub( p1, p0, v0 );
1442 v3_normalize( v0 );
1443 }
1444 else
1445 {
1446 /* fallback: use the closes point to the trucks */
1447 v3f closest;
1448 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1449
1450 if( idx != -1 )
1451 {
1452 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1453 v3f verts[3];
1454
1455 for( int j=0; j<3; j++ )
1456 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1457
1458 v3f vert0, vert1, n;
1459 v3_sub( verts[1], verts[0], vert0 );
1460 v3_sub( verts[2], verts[0], vert1 );
1461 v3_cross( vert0, vert1, n );
1462 v3_normalize( n );
1463
1464 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1465 return 0;
1466
1467 v3_cross( n, player->rb.to_world[2], v0 );
1468 v3_muladds( v0, player->rb.to_world[2],
1469 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1470 v3_normalize( v0 );
1471
1472 v3f t;
1473 v3_cross( n, player->rb.to_world[0], t );
1474 v3_add( t, tangent_average, tangent_average );
1475 }
1476 else
1477 return 0;
1478 }
1479
1480 v3_muladds( truck, v0, k_board_width, right );
1481 v3_muladds( truck, v0, -k_board_width, left );
1482
1483 vg_line( left, right, VG__WHITE );
1484
1485 v3_normalize( tangent_average );
1486 v3_cross( v0, tangent_average, surface_normal );
1487 v3_copy( v0, axel_dir );
1488
1489 return 1;
1490 }
1491
1492 VG_STATIC void skate_weight_distribute( player_instance *player )
1493 {
1494 struct player_skate *s = &player->_skate;
1495 v3_zero( s->weight_distribution );
1496
1497 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1498
1499 if( s->state.manual_direction == 0 ){
1500 if( (player->input_js1v->axis.value > 0.7f) &&
1501 (s->state.activity == k_skate_activity_ground) &&
1502 (s->state.jump_charge <= 0.01f) )
1503 s->state.manual_direction = reverse_dir;
1504 }
1505 else{
1506 if( player->input_js1v->axis.value < 0.1f ){
1507 s->state.manual_direction = 0;
1508 }
1509 else{
1510 if( reverse_dir != s->state.manual_direction ){
1511 return;
1512 }
1513 }
1514 }
1515
1516 if( s->state.manual_direction ){
1517 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1518 s->weight_distribution[2] = k_board_length * amt *
1519 (float)s->state.manual_direction;
1520 }
1521
1522 /* TODO: Fall back on land normal */
1523 /* TODO: Lerp weight distribution */
1524 if( s->state.manual_direction ){
1525 v3f plane_z;
1526
1527 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1528 v3_negate( plane_z, plane_z );
1529
1530 v3_muladds( plane_z, s->surface_picture,
1531 -v3_dot( plane_z, s->surface_picture ), plane_z );
1532 v3_normalize( plane_z );
1533
1534 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1535 v3_normalize( plane_z );
1536
1537 v3f p1;
1538 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1539 vg_line( player->rb.co, p1, VG__GREEN );
1540
1541 v3f refdir;
1542 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1543 refdir );
1544
1545 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1546 k_manul_spring, k_manul_dampener,
1547 s->substep_delta );
1548 }
1549 }
1550
1551 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1552 {
1553 struct player_skate *s = &player->_skate;
1554
1555 if( s->state.activity == k_skate_activity_ground ){
1556 v3f target;
1557 v3_copy( s->surface_picture, target );
1558
1559 target[1] += 2.0f * s->surface_picture[1];
1560 v3_normalize( target );
1561
1562 v3_lerp( s->state.up_dir, target,
1563 8.0f * s->substep_delta, s->state.up_dir );
1564 }
1565 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1566 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1567 8.0f * s->substep_delta, s->state.up_dir );
1568 }
1569 else{
1570 v3_lerp( s->state.up_dir, player->basis[1],
1571 12.0f * s->substep_delta, s->state.up_dir );
1572 }
1573 }
1574
1575 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1576 {
1577 v3f dir;
1578 v3_sub( target, origin, dir );
1579
1580 ray_hit ray;
1581 ray.dist = v3_length( dir );
1582 v3_muls( dir, 1.0f/ray.dist, dir );
1583 ray.dist -= 0.025f;
1584
1585 if( ray_world( get_active_world(), origin, dir, &ray ) )
1586 return 0;
1587
1588 return 1;
1589 }
1590
1591 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1592 {
1593 /* TODO: Is N and Dir really orthogonal? */
1594 v3_copy( inf->dir, mtx[0] );
1595 v3_copy( inf->n, mtx[1] );
1596 v3_cross( mtx[0], mtx[1], mtx[2] );
1597 }
1598
1599 VG_STATIC void skate_grind_friction( player_instance *player,
1600 struct grind_info *inf, float strength )
1601 {
1602 v3f v2;
1603 v3_muladds( player->rb.to_world[2], inf->n,
1604 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1605
1606 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1607 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1608 F = a * -dir * k_grind_max_friction;
1609
1610 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1611 }
1612
1613 VG_STATIC void skate_grind_decay( player_instance *player,
1614 struct grind_info *inf, float strength )
1615 {
1616 m3x3f mtx, mtx_inv;
1617 skate_grind_orient( inf, mtx );
1618 m3x3_transpose( mtx, mtx_inv );
1619
1620 v3f v_grind;
1621 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1622
1623 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1624 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1625 m3x3_mulv( mtx, v_grind, player->rb.v );
1626 }
1627
1628 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1629 float sign, struct grind_info *inf,
1630 float strength )
1631 {
1632 struct player_skate *s = &player->_skate;
1633
1634 /* TODO: Trash compactor this */
1635 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1636 v3f raw, wsp;
1637 m3x3_mulv( player->rb.to_world, ra, raw );
1638 v3_add( player->rb.co, raw, wsp );
1639
1640 v3_copy( ra, s->weight_distribution );
1641
1642 v3f delta;
1643 v3_sub( inf->co, wsp, delta );
1644
1645 /* spring force */
1646 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1647 player->rb.v );
1648
1649 skate_grind_decay( player, inf, strength );
1650 skate_grind_friction( player, inf, strength );
1651
1652 /* yeah yeah yeah yeah */
1653 v3f raw_nplane, axis;
1654 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1655 v3_cross( raw_nplane, inf->n, axis );
1656 v3_normalize( axis );
1657
1658 /* orientation */
1659 m3x3f mtx;
1660 skate_grind_orient( inf, mtx );
1661 v3f target_fwd, fwd, up, target_up;
1662 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1663 v3_copy( raw_nplane, fwd );
1664 v3_copy( player->rb.to_world[1], up );
1665 v3_copy( inf->n, target_up );
1666
1667 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1668 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1669
1670 v3_normalize( target_fwd );
1671 v3_normalize( fwd );
1672
1673
1674 float way = player->input_js1v->axis.value *
1675 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1676
1677 v4f q;
1678 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1679 q_mulv( q, target_up, target_up );
1680 q_mulv( q, target_fwd, target_fwd );
1681
1682 rb_effect_spring_target_vector( &player->rb, up, target_up,
1683 k_grind_spring,
1684 k_grind_dampener,
1685 k_rb_delta );
1686
1687 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1688 k_grind_spring*strength,
1689 k_grind_dampener*strength,
1690 k_rb_delta );
1691
1692 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1693 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1694 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1695
1696 s->grind_strength = strength;
1697
1698 /* Fake contact */
1699 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1700 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1701 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1702 limit->p = 0.0f;
1703
1704 v3_copy( inf->dir, s->grind_dir );
1705 }
1706
1707 VG_STATIC void skate_5050_apply( player_instance *player,
1708 struct grind_info *inf_front,
1709 struct grind_info *inf_back )
1710 {
1711 struct player_skate *s = &player->_skate;
1712 struct grind_info inf_avg;
1713
1714 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1715 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1716 v3_normalize( inf_avg.dir );
1717
1718 v3f axis_front, axis_back, axis;
1719 v3_cross( inf_front->dir, inf_front->n, axis_front );
1720 v3_cross( inf_back->dir, inf_back->n, axis_back );
1721 v3_add( axis_front, axis_back, axis );
1722 v3_normalize( axis );
1723
1724 v3_cross( axis, inf_avg.dir, inf_avg.n );
1725 skate_grind_decay( player, &inf_avg, 1.0f );
1726
1727
1728 float way = player->input_js1v->axis.value *
1729 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1730 v4f q;
1731 v3f up, target_up;
1732 v3_copy( player->rb.to_world[1], up );
1733 v3_copy( inf_avg.n, target_up );
1734 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1735 q_mulv( q, target_up, target_up );
1736
1737 v3_zero( s->weight_distribution );
1738 s->weight_distribution[2] = k_board_length * -way;
1739
1740 rb_effect_spring_target_vector( &player->rb, up, target_up,
1741 k_grind_spring,
1742 k_grind_dampener,
1743 k_rb_delta );
1744
1745 v3f fwd_nplane, dir_nplane;
1746 v3_muladds( player->rb.to_world[2], inf_avg.n,
1747 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1748
1749 v3f dir;
1750 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1751 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1752
1753 v3_normalize( fwd_nplane );
1754 v3_normalize( dir_nplane );
1755
1756 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1757 1000.0f,
1758 k_grind_dampener,
1759 k_rb_delta );
1760
1761 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1762 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1763 delta_front, delta_back, delta_total;
1764
1765 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1766 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1767
1768 v3_sub( inf_front->co, pos_front, delta_front );
1769 v3_sub( inf_back->co, pos_back, delta_back );
1770 v3_add( delta_front, delta_back, delta_total );
1771
1772 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1773
1774 /* Fake contact */
1775 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1776 v3_zero( limit->ra );
1777 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1778 limit->p = 0.0f;
1779
1780 v3_copy( inf_avg.dir, s->grind_dir );
1781 }
1782
1783 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1784 struct grind_info *inf )
1785 {
1786 struct player_skate *s = &player->_skate;
1787
1788 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1789 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1790
1791 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1792 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1793
1794 /* Exit condition: lost grind tracking */
1795 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1796 return 0;
1797
1798 /* Exit condition: cant see grind target directly */
1799 if( !skate_point_visible( wheel_co, inf->co ) )
1800 return 0;
1801
1802 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1803 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1804 minv = k_grind_axel_min_vel*0.8f;
1805
1806 if( dv < minv )
1807 return 0;
1808
1809 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1810 return 0;
1811
1812 v3_copy( inf->dir, s->grind_dir );
1813 return 1;
1814 }
1815
1816 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1817 struct grind_info *inf )
1818 {
1819 struct player_skate *s = &player->_skate;
1820
1821 /* TODO: Trash compactor this */
1822 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1823
1824 v3f raw, wsp;
1825 m3x3_mulv( player->rb.to_world, ra, raw );
1826 v3_add( player->rb.co, raw, wsp );
1827
1828 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1829 {
1830 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1831 return 0;
1832
1833 /* velocity should be at least 60% aligned */
1834 v3f pv, axis;
1835 v3_cross( inf->n, inf->dir, axis );
1836 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1837
1838 if( v3_length2( pv ) < 0.0001f )
1839 return 0;
1840 v3_normalize( pv );
1841
1842 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1843 return 0;
1844
1845 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1846 return 0;
1847
1848 #if 0
1849 /* check for vertical alignment */
1850 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1851 return 0;
1852 #endif
1853
1854 v3f local_co, local_dir, local_n;
1855 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1856 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1857 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1858
1859 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1860
1861 float truck_height = -(k_board_radius+0.03f);
1862
1863 v3f rv;
1864 v3_cross( player->rb.w, raw, rv );
1865 v3_add( player->rb.v, rv, rv );
1866
1867 if( (local_co[1] >= truck_height) &&
1868 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1869 {
1870 return 1;
1871 }
1872 }
1873
1874 return 0;
1875 }
1876
1877 VG_STATIC void skate_boardslide_apply( player_instance *player,
1878 struct grind_info *inf )
1879 {
1880 struct player_skate *s = &player->_skate;
1881
1882 v3f local_co, local_dir, local_n;
1883 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1884 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1885 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1886
1887 v3f intersection;
1888 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1889 intersection );
1890 v3_copy( intersection, s->weight_distribution );
1891
1892 skate_grind_decay( player, inf, 0.0125f );
1893 skate_grind_friction( player, inf, 0.25f );
1894
1895 /* direction alignment */
1896 v3f dir, perp;
1897 v3_cross( local_dir, local_n, perp );
1898 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1899 v3_muls( perp, vg_signf(perp[2]), perp );
1900
1901 m3x3_mulv( player->rb.to_world, dir, dir );
1902 m3x3_mulv( player->rb.to_world, perp, perp );
1903
1904 v4f qbalance;
1905 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1906 q_mulv( qbalance, perp, perp );
1907
1908 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1909 dir,
1910 k_grind_spring, k_grind_dampener,
1911 k_rb_delta );
1912
1913 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1914 perp,
1915 k_grind_spring, k_grind_dampener,
1916 k_rb_delta );
1917
1918 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1919 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1920
1921 v3_copy( inf->dir, s->grind_dir );
1922 }
1923
1924 VG_STATIC int skate_boardslide_entry( player_instance *player,
1925 struct grind_info *inf )
1926 {
1927 struct player_skate *s = &player->_skate;
1928
1929 if( skate_grind_scansq( player, player->rb.co,
1930 player->rb.to_world[0], k_board_length,
1931 inf ) )
1932 {
1933 v3f local_co, local_dir;
1934 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1935 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1936
1937 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1938 (local_co[1] >= 0.0f) && /* at deck level */
1939 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1940 {
1941 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1942 return 0;
1943
1944 return 1;
1945 }
1946 }
1947
1948 return 0;
1949 }
1950
1951 VG_STATIC int skate_boardslide_renew( player_instance *player,
1952 struct grind_info *inf )
1953 {
1954 struct player_skate *s = &player->_skate;
1955
1956 if( !skate_grind_scansq( player, player->rb.co,
1957 player->rb.to_world[0], k_board_length,
1958 inf ) )
1959 return 0;
1960
1961 /* Exit condition: cant see grind target directly */
1962 v3f vis;
1963 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1964 if( !skate_point_visible( vis, inf->co ) )
1965 return 0;
1966
1967 /* Exit condition: minimum velocity not reached, but allow a bit of error
1968 * TODO: trash compactor */
1969 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1970 minv = k_grind_axel_min_vel*0.8f;
1971
1972 if( dv < minv )
1973 return 0;
1974
1975 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1976 return 0;
1977
1978 return 1;
1979 }
1980
1981 VG_STATIC void skate_store_grind_vec( player_instance *player,
1982 struct grind_info *inf )
1983 {
1984 struct player_skate *s = &player->_skate;
1985
1986 m3x3f mtx;
1987 skate_grind_orient( inf, mtx );
1988 m3x3_transpose( mtx, mtx );
1989
1990 v3f raw;
1991 v3_sub( inf->co, player->rb.co, raw );
1992
1993 m3x3_mulv( mtx, raw, s->grind_vec );
1994 v3_normalize( s->grind_vec );
1995 v3_copy( inf->dir, s->grind_dir );
1996 }
1997
1998 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1999 {
2000 struct player_skate *s = &player->_skate;
2001
2002 /* debounces this state manager a little bit */
2003 if( s->grind_cooldown ){
2004 s->grind_cooldown --;
2005 return k_skate_activity_undefined;
2006 }
2007
2008 struct grind_info inf_back50,
2009 inf_front50,
2010 inf_slide;
2011
2012 int res_back50 = 0,
2013 res_front50 = 0,
2014 res_slide = 0;
2015
2016 int allow_back = 1,
2017 allow_front = 1;
2018
2019 if( s->state.activity == k_skate_activity_grind_5050 ||
2020 s->state.activity == k_skate_activity_grind_back50 ||
2021 s->state.activity == k_skate_activity_grind_front50 )
2022 {
2023 float tilt = player->input_js1v->axis.value;
2024
2025 if( fabsf(tilt) >= 0.25f ){
2026 v3f raw = {0.0f,0.0f,tilt};
2027 m3x3_mulv( player->rb.to_world, raw, raw );
2028
2029 float way = player->input_js1v->axis.value *
2030 vg_signf( v3_dot( raw, player->rb.v ) );
2031
2032 if( way < 0.0f ) allow_front = 0;
2033 else allow_back = 0;
2034 }
2035 }
2036
2037 if( s->state.activity == k_skate_activity_grind_boardslide ){
2038 res_slide = skate_boardslide_renew( player, &inf_slide );
2039 }
2040 else if( s->state.activity == k_skate_activity_grind_back50 ){
2041 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2042
2043 if( allow_front )
2044 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2045 }
2046 else if( s->state.activity == k_skate_activity_grind_front50 ){
2047 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2048
2049 if( allow_back )
2050 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2051 }
2052 else if( s->state.activity == k_skate_activity_grind_5050 ){
2053 if( allow_front )
2054 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2055 if( allow_back )
2056 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2057 }
2058 else{
2059 res_slide = skate_boardslide_entry( player, &inf_slide );
2060
2061 if( allow_back )
2062 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2063
2064 if( allow_front )
2065 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2066
2067 if( res_back50 != res_front50 ){
2068 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
2069
2070 res_back50 &= wants_to_do_that;
2071 res_front50 &= wants_to_do_that;
2072 }
2073 }
2074
2075 const enum skate_activity table[] =
2076 { /* slide | back | front */
2077 k_skate_activity_undefined, /* 0 0 0 */
2078 k_skate_activity_grind_front50, /* 0 0 1 */
2079 k_skate_activity_grind_back50, /* 0 1 0 */
2080 k_skate_activity_grind_5050, /* 0 1 1 */
2081
2082 /* slide has priority always */
2083 k_skate_activity_grind_boardslide, /* 1 0 0 */
2084 k_skate_activity_grind_boardslide, /* 1 0 1 */
2085 k_skate_activity_grind_boardslide, /* 1 1 0 */
2086 k_skate_activity_grind_boardslide, /* 1 1 1 */
2087 }
2088 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2089
2090 if( new_activity == k_skate_activity_undefined ){
2091 if( s->state.activity >= k_skate_activity_grind_any ){
2092 s->grind_cooldown = 15;
2093 s->surface_cooldown = 10;
2094 }
2095 }
2096 else if( new_activity == k_skate_activity_grind_boardslide ){
2097 skate_boardslide_apply( player, &inf_slide );
2098 }
2099 else if( new_activity == k_skate_activity_grind_back50 ){
2100 if( s->state.activity != k_skate_activity_grind_back50 )
2101 skate_store_grind_vec( player, &inf_back50 );
2102
2103 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2104 }
2105 else if( new_activity == k_skate_activity_grind_front50 ){
2106 if( s->state.activity != k_skate_activity_grind_front50 )
2107 skate_store_grind_vec( player, &inf_front50 );
2108
2109 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2110 }
2111 else if( new_activity == k_skate_activity_grind_5050 )
2112 skate_5050_apply( player, &inf_front50, &inf_back50 );
2113
2114 return new_activity;
2115 }
2116
2117 VG_STATIC void player__skate_update( player_instance *player )
2118 {
2119 struct player_skate *s = &player->_skate;
2120 world_instance *world = get_active_world();
2121
2122 v3_copy( player->rb.co, s->state.prev_pos );
2123 s->state.activity_prev = s->state.activity;
2124
2125 struct board_collider
2126 {
2127 v3f pos;
2128 float radius;
2129
2130 u32 colour;
2131
2132 enum board_collider_state
2133 {
2134 k_collider_state_default,
2135 k_collider_state_disabled,
2136 k_collider_state_colliding
2137 }
2138 state;
2139 }
2140 wheels[] =
2141 {
2142 {
2143 { 0.0f, 0.0f, -k_board_length },
2144 .radius = k_board_radius,
2145 .colour = VG__RED
2146 },
2147 {
2148 { 0.0f, 0.0f, k_board_length },
2149 .radius = k_board_radius,
2150 .colour = VG__GREEN
2151 }
2152 };
2153
2154 float slap = 0.0f;
2155
2156 if( s->state.activity <= k_skate_activity_air_to_grind ){
2157
2158 float min_dist = 0.6f;
2159 for( int i=0; i<2; i++ ){
2160 v3f wpos, closest;
2161 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2162
2163 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2164 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2165 }
2166 }
2167 min_dist -= 0.2f;
2168 float vy = v3_dot( player->basis[1], player->rb.v );
2169 vy = vg_maxf( 0.0f, vy );
2170
2171 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2172 }
2173 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2174
2175 wheels[0].pos[1] = s->state.slap;
2176 wheels[1].pos[1] = s->state.slap;
2177
2178
2179
2180
2181
2182 const int k_wheel_count = 2;
2183
2184 s->substep = k_rb_delta;
2185 s->substep_delta = s->substep;
2186 s->limit_count = 0;
2187
2188 int substep_count = 0;
2189
2190 v3_zero( s->surface_picture );
2191
2192 int prev_contacts[2];
2193
2194 for( int i=0; i<k_wheel_count; i++ ){
2195 wheels[i].state = k_collider_state_default;
2196 prev_contacts[i] = s->wheel_contacts[i];
2197 }
2198
2199 /* check if we can enter or continue grind */
2200 enum skate_activity grindable_activity = skate_availible_grind( player );
2201 if( grindable_activity != k_skate_activity_undefined ){
2202 s->state.activity = grindable_activity;
2203 goto grinding;
2204 }
2205
2206 int contact_count = 0;
2207 for( int i=0; i<2; i++ ){
2208 v3f normal, axel;
2209 v3_copy( player->rb.to_world[0], axel );
2210
2211 if( skate_compute_surface_alignment( player, wheels[i].pos,
2212 wheels[i].colour, normal, axel ) )
2213 {
2214 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2215 axel,
2216 k_surface_spring, k_surface_dampener,
2217 s->substep_delta );
2218
2219 v3_add( normal, s->surface_picture, s->surface_picture );
2220 contact_count ++;
2221 s->wheel_contacts[i] = 1;
2222 }
2223 else{
2224 s->wheel_contacts[i] = 0;
2225 }
2226
2227 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2228 }
2229
2230 if( s->surface_cooldown ){
2231 s->surface_cooldown --;
2232 contact_count = 0;
2233 }
2234
2235 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2236 audio_lock();
2237 for( int i=0; i<2; i++ ){
2238 if( !prev_contacts[i] ){
2239 v3f co;
2240 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2241 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2242 }
2243 }
2244 audio_unlock();
2245 }
2246
2247 if( contact_count ){
2248 s->state.activity = k_skate_activity_ground;
2249 s->state.gravity_bias = k_gravity;
2250 v3_normalize( s->surface_picture );
2251
2252 skate_apply_friction_model( player );
2253 skate_weight_distribute( player );
2254 }
2255 else{
2256 if( s->state.activity > k_skate_activity_air_to_grind )
2257 s->state.activity = k_skate_activity_air;
2258
2259 v3_zero( s->weight_distribution );
2260 skate_apply_air_model( player );
2261 }
2262
2263 grinding:;
2264
2265 if( s->state.activity == k_skate_activity_grind_back50 )
2266 wheels[1].state = k_collider_state_disabled;
2267 if( s->state.activity == k_skate_activity_grind_front50 )
2268 wheels[0].state = k_collider_state_disabled;
2269 if( s->state.activity == k_skate_activity_grind_5050 ){
2270 wheels[0].state = k_collider_state_disabled;
2271 wheels[1].state = k_collider_state_disabled;
2272 }
2273
2274 /* all activities */
2275 skate_apply_steering_model( player );
2276 skate_adjust_up_direction( player );
2277 skate_apply_cog_model( player );
2278 skate_apply_jump_model( player );
2279 skate_apply_grab_model( player );
2280 skate_apply_trick_model( player );
2281 skate_apply_pump_model( player );
2282
2283 begin_collision:;
2284
2285 /*
2286 * Phase 0: Continous collision detection
2287 * --------------------------------------------------------------------------
2288 */
2289
2290 v3f head_wp0, head_wp1, start_co;
2291 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2292 v3_copy( player->rb.co, start_co );
2293
2294 /* calculate transform one step into future */
2295 v3f future_co;
2296 v4f future_q;
2297 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2298
2299 if( v3_length2( player->rb.w ) > 0.0f ){
2300 v4f rotation;
2301 v3f axis;
2302 v3_copy( player->rb.w, axis );
2303
2304 float mag = v3_length( axis );
2305 v3_divs( axis, mag, axis );
2306 q_axis_angle( rotation, axis, mag*s->substep );
2307 q_mul( rotation, player->rb.q, future_q );
2308 q_normalize( future_q );
2309 }
2310 else
2311 v4_copy( player->rb.q, future_q );
2312
2313 v3f future_cg, current_cg, cg_offset;
2314 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2315 q_mulv( future_q, s->weight_distribution, future_cg );
2316 v3_sub( future_cg, current_cg, cg_offset );
2317
2318 /* calculate the minimum time we can move */
2319 float max_time = s->substep;
2320
2321 for( int i=0; i<k_wheel_count; i++ ){
2322 if( wheels[i].state == k_collider_state_disabled )
2323 continue;
2324
2325 v3f current, future, r_cg;
2326
2327 q_mulv( future_q, wheels[i].pos, future );
2328 v3_add( future, future_co, future );
2329 v3_add( cg_offset, future, future );
2330
2331 q_mulv( player->rb.q, wheels[i].pos, current );
2332 v3_add( current, player->rb.co, current );
2333
2334 float t;
2335 v3f n;
2336
2337 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2338 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2339 max_time = vg_minf( max_time, t * s->substep );
2340 }
2341
2342 /* clamp to a fraction of delta, to prevent locking */
2343 float rate_lock = substep_count;
2344 rate_lock *= k_rb_delta * 0.1f;
2345 rate_lock *= rate_lock;
2346
2347 max_time = vg_maxf( max_time, rate_lock );
2348 s->substep_delta = max_time;
2349
2350 /* integrate */
2351 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2352 if( v3_length2( player->rb.w ) > 0.0f ){
2353 v4f rotation;
2354 v3f axis;
2355 v3_copy( player->rb.w, axis );
2356
2357 float mag = v3_length( axis );
2358 v3_divs( axis, mag, axis );
2359 q_axis_angle( rotation, axis, mag*s->substep_delta );
2360 q_mul( rotation, player->rb.q, player->rb.q );
2361 q_normalize( player->rb.q );
2362
2363 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2364 v3_sub( current_cg, future_cg, cg_offset );
2365 v3_add( player->rb.co, cg_offset, player->rb.co );
2366 }
2367
2368 rb_update_transform( &player->rb );
2369 v3_muladds( player->rb.v, player->basis[1],
2370 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2371
2372 s->substep -= s->substep_delta;
2373
2374 rb_ct manifold[128];
2375 int manifold_len = 0;
2376
2377 /*
2378 * Phase -1: head detection
2379 * --------------------------------------------------------------------------
2380 */
2381 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2382
2383 float t;
2384 v3f n;
2385 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2386 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2387 {
2388 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2389 rb_update_transform( &player->rb );
2390
2391 player__skate_kill_audio( player );
2392 player__dead_transition( player );
2393 return;
2394 }
2395
2396 /*
2397 * Phase 1: Regular collision detection
2398 * --------------------------------------------------------------------------
2399 */
2400
2401 for( int i=0; i<k_wheel_count; i++ ){
2402 if( wheels[i].state == k_collider_state_disabled )
2403 continue;
2404
2405 m4x3f mtx;
2406 m3x3_identity( mtx );
2407 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2408
2409 rb_sphere collider = { .radius = wheels[i].radius };
2410
2411 rb_ct *man = &manifold[ manifold_len ];
2412
2413 int l = skate_collide_smooth( player, mtx, &collider, man );
2414 if( l )
2415 wheels[i].state = k_collider_state_colliding;
2416
2417 manifold_len += l;
2418 }
2419
2420 float grind_radius = k_board_radius * 0.75f;
2421 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2422 .radius=grind_radius };
2423 m4x3f mtx;
2424 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2425 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2426 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2427 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2428 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2429
2430 rb_ct *cman = &manifold[manifold_len];
2431
2432 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2433 cman );
2434
2435 /* weld joints */
2436 for( int i=0; i<l; i ++ )
2437 cman[l].type = k_contact_type_edge;
2438 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2439 l = rb_manifold_apply_filtered( cman, l );
2440
2441 manifold_len += l;
2442
2443 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2444
2445 /* add limits */
2446 if( s->state.activity >= k_skate_activity_grind_any ){
2447 for( int i=0; i<s->limit_count; i++ ){
2448 struct grind_limit *limit = &s->limits[i];
2449 rb_ct *ct = &manifold[ manifold_len ++ ];
2450 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2451 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2452 ct->p = limit->p;
2453 ct->type = k_contact_type_default;
2454 }
2455 }
2456
2457 /*
2458 * Phase 3: Dynamics
2459 * --------------------------------------------------------------------------
2460 */
2461
2462
2463 v3f world_cog;
2464 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2465 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2466
2467 for( int i=0; i<manifold_len; i ++ ){
2468 rb_prepare_contact( &manifold[i], s->substep_delta );
2469 rb_debug_contact( &manifold[i] );
2470 }
2471
2472 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2473 v3f extent = { k_board_width, 0.1f, k_board_length };
2474 float ex2 = k_board_interia*extent[0]*extent[0],
2475 ey2 = k_board_interia*extent[1]*extent[1],
2476 ez2 = k_board_interia*extent[2]*extent[2];
2477
2478 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2479 float inv_mass = 1.0f/mass;
2480
2481 v3f I;
2482 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2483 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2484 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2485
2486 m3x3f iI;
2487 m3x3_identity( iI );
2488 iI[0][0] = I[0];
2489 iI[1][1] = I[1];
2490 iI[2][2] = I[2];
2491 m3x3_inv( iI, iI );
2492
2493 m3x3f iIw;
2494 m3x3_mul( iI, player->rb.to_local, iIw );
2495 m3x3_mul( player->rb.to_world, iIw, iIw );
2496
2497 for( int j=0; j<10; j++ ){
2498 for( int i=0; i<manifold_len; i++ ){
2499 /*
2500 * regular dance; calculate velocity & total mass, apply impulse.
2501 */
2502
2503 struct contact *ct = &manifold[i];
2504
2505 v3f rv, delta;
2506 v3_sub( ct->co, world_cog, delta );
2507 v3_cross( player->rb.w, delta, rv );
2508 v3_add( player->rb.v, rv, rv );
2509
2510 v3f raCn;
2511 v3_cross( delta, ct->n, raCn );
2512
2513 v3f raCnI, rbCnI;
2514 m3x3_mulv( iIw, raCn, raCnI );
2515
2516 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2517 vn = v3_dot( rv, ct->n ),
2518 lambda = normal_mass * ( -vn );
2519
2520 float temp = ct->norm_impulse;
2521 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2522 lambda = ct->norm_impulse - temp;
2523
2524 v3f impulse;
2525 v3_muls( ct->n, lambda, impulse );
2526
2527 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2528 v3_cross( delta, impulse, impulse );
2529 m3x3_mulv( iIw, impulse, impulse );
2530 v3_add( impulse, player->rb.w, player->rb.w );
2531
2532 v3_cross( player->rb.w, delta, rv );
2533 v3_add( player->rb.v, rv, rv );
2534 vn = v3_dot( rv, ct->n );
2535 }
2536 }
2537
2538 v3f dt;
2539 rb_depenetrate( manifold, manifold_len, dt );
2540 v3_add( dt, player->rb.co, player->rb.co );
2541 rb_update_transform( &player->rb );
2542
2543 substep_count ++;
2544
2545 if( s->substep >= 0.0001f )
2546 goto begin_collision; /* again! */
2547
2548 /*
2549 * End of collision and dynamics routine
2550 * --------------------------------------------------------------------------
2551 */
2552
2553 s->surface = k_surface_prop_concrete;
2554
2555 for( int i=0; i<manifold_len; i++ ){
2556 rb_ct *ct = &manifold[i];
2557 struct world_surface *surf = world_contact_surface( world, ct );
2558
2559 if( surf->info.surface_prop > s->surface )
2560 s->surface = surf->info.surface_prop;
2561 }
2562
2563 for( int i=0; i<k_wheel_count; i++ ){
2564 m4x3f mtx;
2565 m3x3_copy( player->rb.to_world, mtx );
2566 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2567 debug_sphere( mtx, wheels[i].radius,
2568 (u32[]){ VG__WHITE, VG__BLACK,
2569 wheels[i].colour }[ wheels[i].state ]);
2570 }
2571
2572 skate_integrate( player );
2573 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2574
2575 ent_gate *gate =
2576 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2577
2578 if( gate ){
2579 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2580 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2581 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2582 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2583 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2584 m3x3_mulv( gate->transport, s->state.head_position,
2585 s->state.head_position );
2586 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2587
2588 v4f transport_rotation;
2589 m3x3_q( gate->transport, transport_rotation );
2590 q_mul( transport_rotation, player->rb.q, player->rb.q );
2591 q_mul( transport_rotation, s->state.smoothed_rotation,
2592 s->state.smoothed_rotation );
2593 rb_update_transform( &player->rb );
2594
2595 s->state_gate_storage = s->state;
2596 player__pass_gate( player, gate );
2597 }
2598
2599 /* FIXME: Rate limit */
2600 static int stick_frames = 0;
2601
2602 if( s->state.activity >= k_skate_activity_ground )
2603 stick_frames ++;
2604 else
2605 stick_frames = 0;
2606
2607 if( stick_frames > 5 ) stick_frames = 5;
2608
2609 if( stick_frames == 4 ){
2610 audio_lock();
2611
2612 if( s->state.activity == k_skate_activity_ground ){
2613 if( (fabsf(s->state.slip) > 0.75f) ){
2614 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2615 40.0f, 1.0f );
2616 }
2617 else{
2618 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2619 40.0f, 1.0f );
2620 }
2621 }
2622 else if( s->surface == k_surface_prop_metal ){
2623 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2624 }
2625 else{
2626 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2627 }
2628
2629 audio_unlock();
2630 } else if( stick_frames == 0 ){
2631
2632 }
2633 }
2634
2635 VG_STATIC void player__skate_im_gui( player_instance *player )
2636 {
2637 struct player_skate *s = &player->_skate;
2638 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2639 player->rb.v[1],
2640 player->rb.v[2] );
2641 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2642 player->rb.co[1],
2643 player->rb.co[2] );
2644 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2645 player->rb.w[1],
2646 player->rb.w[2] );
2647
2648 const char *activity_txt[] =
2649 {
2650 "air",
2651 "air_to_grind",
2652 "ground",
2653 "undefined (INVALID)",
2654 "grind_any (INVALID)",
2655 "grind_boardslide",
2656 "grind_metallic (INVALID)",
2657 "grind_back50",
2658 "grind_front50",
2659 "grind_5050"
2660 };
2661
2662 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2663 #if 0
2664 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2665 s->state.steerx_s, s->state.steery_s,
2666 k_steer_ground, k_steer_air );
2667 #endif
2668 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2669 s->state.flip_time );
2670 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2671 s->state.trick_vel[0],
2672 s->state.trick_vel[1],
2673 s->state.trick_vel[2] );
2674 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2675 s->state.trick_euler[0],
2676 s->state.trick_euler[1],
2677 s->state.trick_euler[2] );
2678 }
2679
2680 VG_STATIC void player__skate_animate( player_instance *player,
2681 player_animation *dest )
2682 {
2683 struct player_skate *s = &player->_skate;
2684 struct player_avatar *av = player->playeravatar;
2685 struct skeleton *sk = &av->sk;
2686
2687 /* Head */
2688 float kheight = 2.0f,
2689 kleg = 0.6f;
2690
2691 v3f offset;
2692 v3_zero( offset );
2693
2694 v3f cog_local, cog_ideal;
2695 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2696
2697 v3_copy( s->state.up_dir, cog_ideal );
2698 v3_normalize( cog_ideal );
2699 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2700
2701 v3_sub( cog_ideal, cog_local, offset );
2702
2703
2704 v3_muls( offset, 4.0f, offset );
2705 offset[1] *= -1.0f;
2706
2707 float curspeed = v3_length( player->rb.v ),
2708 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2709 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2710 sign = vg_signf( kicks );
2711
2712 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2713 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2714
2715 offset[0] *= 0.26f;
2716 offset[0] += s->wobble[1]*3.0f;
2717
2718 offset[1] *= -0.3f;
2719 offset[2] *= 0.01f;
2720
2721 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2722 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2723
2724 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2725
2726 /*
2727 * Animation blending
2728 * ===========================================
2729 */
2730
2731 /* sliding */
2732 {
2733 float desired = 0.0f;
2734 if( s->state.activity == k_skate_activity_ground )
2735 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2736
2737 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2738 }
2739
2740 /* movement information */
2741 {
2742 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2743
2744 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2745 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2746 fly = iair? 1.0f: 0.0f,
2747 wdist= s->weight_distribution[2] / k_board_length;
2748
2749 if( s->state.activity >= k_skate_activity_grind_any )
2750 wdist = 0.0f;
2751
2752 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2753 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2754 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2755 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2756 }
2757
2758 mdl_keyframe apose[32], bpose[32];
2759 mdl_keyframe ground_pose[32];
2760 {
2761 /* when the player is moving fast he will crouch down a little bit */
2762 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2763 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2764
2765 /* stand/crouch */
2766 float dir_frame = s->blend_z * (15.0f/30.0f),
2767 stand_blend = offset[1]*-2.0f;
2768
2769 v3f local_cog;
2770 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2771
2772 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2773
2774 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2775 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2776 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2777
2778 /* sliding */
2779 float slide_frame = s->blend_x * (15.0f/30.0f);
2780 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2781 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2782
2783 /* pushing */
2784 double push_time = vg.time - s->state.start_push;
2785 s->blend_push = vg_lerpf( s->blend_push,
2786 (vg.time - s->state.cur_push) < 0.125,
2787 6.0f*vg.time_delta );
2788
2789 float pt = push_time + vg.accumulator;
2790 if( s->state.reverse > 0.0f )
2791 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2792 else
2793 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2794
2795 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2796
2797 /* trick setup */
2798 float jump_start_frame = 14.0f/30.0f;
2799
2800 float charge = s->state.jump_charge;
2801 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2802
2803 float setup_frame = charge * jump_start_frame,
2804 setup_blend = vg_minf( s->blend_jump, 1.0f );
2805
2806 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2807 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2808 setup_frame = jump_frame;
2809
2810 struct skeleton_anim *jump_anim = s->state.jump_dir?
2811 s->anim_ollie:
2812 s->anim_ollie_reverse;
2813
2814 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2815 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2816 }
2817
2818 mdl_keyframe air_pose[32];
2819 {
2820 float target = -player->input_js1h->axis.value;
2821
2822 #if 1
2823 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2824 #else
2825 s->blend_airdir = 0.0f;
2826 #endif
2827
2828 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2829 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2830
2831 static v2f grab_choice;
2832
2833 v2f grab_input = { player->input_js2h->axis.value,
2834 player->input_js2v->axis.value };
2835 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2836 if( v2_length2( grab_input ) <= 0.001f )
2837 grab_input[0] = -1.0f;
2838 else
2839 v2_normalize_clamp( grab_input );
2840 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2841
2842 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2843 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2844 grab_frame = ang_unit * (15.0f/30.0f);
2845
2846 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2847 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2848 }
2849
2850 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2851
2852
2853 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2854 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2855 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2856 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2857 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2858 *kf_hip = &dest->pose[av->id_hip-1],
2859 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2860 &dest->pose[av->id_wheel_l-1] };
2861
2862
2863 mdl_keyframe grind_pose[32];
2864 {
2865 /* TODO: factor balance into this sampler */
2866 float grind_frame = 0.5f;
2867
2868 if( s->state.activity == k_skate_activity_grind_front50 ){
2869 grind_frame = 0.0f;
2870 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2871 grind_frame = 1.0f;
2872 }
2873
2874 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2875 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2876 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2877 grind_frame, 5.0f*vg.time_delta );
2878
2879 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2880
2881 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2882 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2883 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2884 }
2885 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2886
2887 float add_grab_mod = 1.0f - s->blend_fly;
2888
2889 /* additive effects */
2890 {
2891 u32 apply_to[] = { av->id_hip,
2892 av->id_ik_hand_l,
2893 av->id_ik_hand_r,
2894 av->id_ik_elbow_l,
2895 av->id_ik_elbow_r };
2896
2897 float apply_rates[] = { 1.0f,
2898 0.75f,
2899 0.75f,
2900 0.75f,
2901 0.75f };
2902
2903 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2904 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2905 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2906 }
2907
2908 /* angle correction */
2909 if( v3_length2( s->state.up_dir ) > 0.001f ){
2910
2911 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2912 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2913 vg_warn( "FIX THIS! CARROT\n" );
2914 v4_copy( player->rb.q, s->state.smoothed_rotation );
2915 }
2916 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2917 s->state.smoothed_rotation );
2918 q_normalize( s->state.smoothed_rotation );
2919
2920 v3f yaw_ref = {1.0f,0.0f,0.0f},
2921 yaw_smooth = {1.0f,0.0f,0.0f};
2922 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2923 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2924 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2925 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2926
2927 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2928 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2929 yaw_counter_rotate = acosf( yaw_counter_rotate );
2930 yaw_counter_rotate *= 1.0f-s->blend_fly;
2931
2932 v3f ndir;
2933 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2934 v3_normalize( ndir );
2935
2936 v3f up = { 0.0f, 1.0f, 0.0f };
2937
2938 float a = v3_dot( ndir, up );
2939 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2940
2941 v3f axis;
2942 v4f qfixup, qcounteryaw, qtotal;
2943
2944 v3_cross( up, ndir, axis );
2945 q_axis_angle( qfixup, axis, a );
2946
2947 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2948 q_mul( qcounteryaw, qfixup, qtotal );
2949 q_normalize( qtotal );
2950
2951 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2952 v3f origin;
2953 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2954
2955 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2956 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2957
2958 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2959 qtotal );
2960 }
2961
2962 v3f p1, p2;
2963 m3x3_mulv( player->rb.to_world, up, p1 );
2964 m3x3_mulv( player->rb.to_world, ndir, p2 );
2965
2966 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2967 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2968
2969 }
2970
2971 v4f qtotal;
2972 v4f qtrickr, qyawr, qpitchr, qrollr;
2973 v3f eulerr;
2974
2975 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2976
2977 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2978 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2979 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2980
2981 q_mul( qpitchr, qrollr, qtrickr );
2982 q_mul( qyawr, qtrickr, qtotal );
2983 q_normalize( qtotal );
2984
2985 q_mul( qtotal, kf_board->q, kf_board->q );
2986
2987
2988 /* trick rotation */
2989 v4f qtrick, qyaw, qpitch, qroll;
2990 v3f euler;
2991 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2992
2993 float jump_t = vg.time-s->state.jump_time;
2994
2995 float k=17.0f;
2996 float h = k*jump_t;
2997 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2998 extra *= s->state.slap * 4.0f;
2999
3000 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
3001 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
3002 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
3003
3004 q_mul( qyaw, qroll, qtrick );
3005 q_mul( qpitch, qtrick, qtrick );
3006 q_mul( kf_board->q, qtrick, kf_board->q );
3007 q_normalize( kf_board->q );
3008
3009
3010 /* foot weight distribution */
3011 if( s->blend_weight > 0.0f ){
3012 kf_foot_l->co[2] += s->blend_weight * 0.2f;
3013 kf_foot_r->co[2] += s->blend_weight * 0.1f;
3014 }
3015 else{
3016 kf_foot_r->co[2] += s->blend_weight * 0.3f;
3017 kf_foot_l->co[2] += s->blend_weight * 0.1f;
3018 }
3019
3020 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
3021 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
3022
3023 kf_foot_l->co[1] += s->state.slap;
3024 kf_foot_r->co[1] += s->state.slap;
3025 kf_knee_l->co[1] += s->state.slap;
3026 kf_knee_r->co[1] += s->state.slap;
3027 kf_board->co[1] += s->state.slap * s->subslap;
3028 kf_hip->co[1] += s->state.slap * 0.25f;
3029
3030 /*
3031 * animation wishlist:
3032 * boardslide/grind jump animations
3033 * when tricking the slap should not appply or less apply
3034 * not animations however DONT target grinds that are vertically down.
3035 */
3036
3037 /* truck rotation */
3038 for( int i=0; i<2; i++ )
3039 {
3040 float a = vg_minf( s->truckv0[i][0], 1.0f );
3041 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3042
3043 v4f q;
3044 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3045 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3046 q_normalize( kf_wheels[i]->q );
3047 }
3048 }
3049
3050 {
3051 mdl_keyframe
3052 *kf_head = &dest->pose[av->id_head-1],
3053 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3054 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3055 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3056 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3057
3058 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3059 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3060
3061 v4f qrot;
3062 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3063
3064 v3f origin = {0.0f,0.2f,0.0f};
3065 keyframe_rotate_around( kf_hand_l, origin,
3066 av->sk.bones[av->id_ik_hand_l].co, qrot );
3067 keyframe_rotate_around( kf_hand_r, origin,
3068 av->sk.bones[av->id_ik_hand_r].co, qrot );
3069 keyframe_rotate_around( kf_hip, origin,
3070 av->sk.bones[av->id_hip].co, qrot );
3071 keyframe_rotate_around( kf_elbow_r, origin,
3072 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3073 keyframe_rotate_around( kf_elbow_l, origin,
3074 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3075
3076 q_inv( qrot, qrot );
3077 q_mul( qrot, kf_head->q, kf_head->q );
3078 q_normalize( kf_head->q );
3079 }
3080
3081 /* transform */
3082 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3083 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
3084
3085 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
3086
3087 v4f qflip;
3088 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3089 (fabsf(s->state.flip_rate) > 0.01f) )
3090 {
3091 float t = s->state.flip_time;
3092 sign = vg_signf( t );
3093
3094 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3095 t = sign * (1.0f-t*t);
3096
3097 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3098 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3099 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3100
3101 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3102
3103 q_axis_angle( qflip, s->state.flip_axis, angle );
3104 q_mul( qflip, dest->root_q, dest->root_q );
3105 q_normalize( dest->root_q );
3106
3107 v3f rotation_point, rco;
3108 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
3109 v3_sub( dest->root_co, rotation_point, rco );
3110
3111 q_mulv( qflip, rco, rco );
3112 v3_add( rco, rotation_point, dest->root_co );
3113 }
3114
3115 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
3116 }
3117
3118 VG_STATIC void player__skate_post_animate( player_instance *player )
3119 {
3120 struct player_skate *s = &player->_skate;
3121 struct player_avatar *av = player->playeravatar;
3122
3123 player->cam_velocity_influence = 1.0f;
3124
3125 v3f head = { 0.0f, 1.8f, 0.0f };
3126 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3127 m4x3_mulv( player->rb.to_local, s->state.head_position,
3128 s->state.head_position );
3129 }
3130
3131 VG_STATIC void player__skate_reset_animator( player_instance *player )
3132 {
3133 struct player_skate *s = &player->_skate;
3134
3135 if( s->state.activity <= k_skate_activity_air_to_grind )
3136 s->blend_fly = 1.0f;
3137 else
3138 s->blend_fly = 0.0f;
3139
3140 s->blend_slide = 0.0f;
3141 s->blend_z = 0.0f;
3142 s->blend_x = 0.0f;
3143 s->blend_stand = 0.0f;
3144 s->blend_push = 0.0f;
3145 s->blend_jump = 0.0f;
3146 s->blend_airdir = 0.0f;
3147 }
3148
3149 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3150 {
3151 struct player_skate *s = &player->_skate;
3152 s->state.jump_charge = 0.0f;
3153 s->state.flip_rate = 0.0f;
3154 s->state.reverse = 0.0f;
3155 s->state.slip = 0.0f;
3156 v3_copy( player->rb.co, s->state.prev_pos );
3157 v4_copy( player->rb.q, s->state.smoothed_rotation );
3158 v3_zero( s->state.throw_v );
3159 v3_zero( s->state.trick_vel );
3160 v3_zero( s->state.trick_euler );
3161 v3_zero( s->state.cog_v );
3162 s->grind_cooldown = 0;
3163 s->surface_cooldown = 0;
3164 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3165 }
3166
3167 VG_STATIC void player__skate_reset( player_instance *player,
3168 ent_spawn *rp )
3169 {
3170 struct player_skate *s = &player->_skate;
3171 v3_zero( player->rb.v );
3172 v4_copy( rp->transform.q, player->rb.q );
3173
3174 s->state.activity = k_skate_activity_air;
3175 s->state.activity_prev = k_skate_activity_air;
3176
3177 player__skate_clear_mechanics( player );
3178 player__skate_reset_animator( player );
3179
3180 v3_zero( s->state.head_position );
3181 s->state.head_position[1] = 1.8f;
3182 }
3183
3184 #endif /* PLAYER_SKATE_C */