a good point with grinds
[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
7 VG_STATIC void player__skate_bind( player_instance *player )
8 {
9 struct player_skate *s = &player->_skate;
10 struct player_avatar *av = player->playeravatar;
11 struct skeleton *sk = &av->sk;
12
13 rb_update_transform( &player->rb );
14 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
15 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
16 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
17 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
18 s->anim_air = skeleton_get_anim( sk, "pose_air" );
19 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
20 s->anim_push = skeleton_get_anim( sk, "push" );
21 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
22 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
23 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
24 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
25 }
26
27 VG_STATIC void player__skate_kill_audio( player_instance *player )
28 {
29 struct player_skate *s = &player->_skate;
30
31 audio_lock();
32 if( s->aud_main )
33 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
34 if( s->aud_air )
35 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
36 if( s->aud_slide )
37 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
38 audio_unlock();
39 }
40
41 /*
42 * Collision detection routines
43 *
44 *
45 */
46
47 /*
48 * Does collision detection on a sphere vs world, and applies some smoothing
49 * filters to the manifold afterwards
50 */
51 VG_STATIC int skate_collide_smooth( player_instance *player,
52 m4x3f mtx, rb_sphere *sphere,
53 rb_ct *man )
54 {
55 world_instance *world = get_active_world();
56
57 int len = 0;
58 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
59
60 for( int i=0; i<len; i++ )
61 {
62 man[i].rba = &player->rb;
63 man[i].rbb = NULL;
64 }
65
66 rb_manifold_filter_coplanar( man, len, 0.03f );
67
68 if( len > 1 )
69 {
70 rb_manifold_filter_backface( man, len );
71 rb_manifold_filter_joint_edges( man, len, 0.03f );
72 rb_manifold_filter_pairs( man, len, 0.03f );
73 }
74 int new_len = rb_manifold_apply_filtered( man, len );
75 if( len && !new_len )
76 len = 1;
77 else
78 len = new_len;
79
80 return len;
81 }
82
83 struct grind_info
84 {
85 v3f co, dir, n;
86 };
87
88 VG_STATIC int skate_grind_scansq( player_instance *player,
89 v3f pos, v3f dir, float r,
90 struct grind_info *inf )
91 {
92 world_instance *world = get_active_world();
93
94 v4f plane;
95 v3_copy( dir, plane );
96 v3_normalize( plane );
97 plane[3] = v3_dot( plane, pos );
98
99 boxf box;
100 v3_add( pos, (v3f){ r, r, r }, box[1] );
101 v3_sub( pos, (v3f){ r, r, r }, box[0] );
102
103 bh_iter it;
104 bh_iter_init( 0, &it );
105 int idx;
106
107 struct grind_sample
108 {
109 v2f co;
110 v2f normal;
111 v3f normal3,
112 centroid;
113 }
114 samples[48];
115 int sample_count = 0;
116
117 v2f support_min,
118 support_max;
119
120 v3f support_axis;
121 v3_cross( plane, player->basis[1], support_axis );
122 v3_normalize( support_axis );
123
124 while( bh_next( world->geo_bh, &it, box, &idx ) ){
125 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
126 v3f tri[3];
127
128 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
129 #if 0
130 if( !(surf->info.flags & k_material_flag_skate_surface) )
131 continue;
132 #endif
133
134 for( int j=0; j<3; j++ )
135 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
136
137 for( int j=0; j<3; j++ ){
138 int i0 = j,
139 i1 = (j+1) % 3;
140
141 struct grind_sample *sample = &samples[ sample_count ];
142 v3f co;
143
144 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
145 v3f d;
146 v3_sub( co, pos, d );
147 if( v3_length2( d ) > r*r )
148 continue;
149
150 v3f va, vb, normal;
151 v3_sub( tri[1], tri[0], va );
152 v3_sub( tri[2], tri[0], vb );
153 v3_cross( va, vb, normal );
154
155 sample->normal[0] = v3_dot( support_axis, normal );
156 sample->normal[1] = v3_dot( player->basis[1], normal );
157 sample->co[0] = v3_dot( support_axis, d );
158 sample->co[1] = v3_dot( player->basis[1], d );
159
160 v3_copy( normal, sample->normal3 ); /* normalize later
161 if we want to us it */
162
163 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
164 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
166
167 v2_normalize( sample->normal );
168 sample_count ++;
169
170 if( sample_count == vg_list_size( samples ) )
171 goto too_many_samples;
172 }
173 }
174 }
175
176 too_many_samples:
177
178 if( sample_count < 2 )
179 return 0;
180
181 v3f
182 average_direction,
183 average_normal;
184
185 v2f min_co, max_co;
186 v2_fill( min_co, INFINITY );
187 v2_fill( max_co, -INFINITY );
188
189 v3_zero( average_direction );
190 v3_zero( average_normal );
191
192 int passed_samples = 0;
193
194 for( int i=0; i<sample_count-1; i++ ){
195 struct grind_sample *si, *sj;
196
197 si = &samples[i];
198
199 for( int j=i+1; j<sample_count; j++ ){
200 if( i == j )
201 continue;
202
203 sj = &samples[j];
204
205 /* non overlapping */
206 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
207 continue;
208
209 /* not sharp angle */
210 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
211 continue;
212
213 /* not convex */
214 v3f v0;
215 v3_sub( sj->centroid, si->centroid, v0 );
216 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
217 v3_dot( v0, sj->normal3 ) <= 0.0f )
218 continue;
219
220 v2_minv( sj->co, min_co, min_co );
221 v2_maxv( sj->co, max_co, max_co );
222
223 v3f n0, n1, dir;
224 v3_copy( si->normal3, n0 );
225 v3_copy( sj->normal3, n1 );
226 v3_cross( n0, n1, dir );
227 v3_normalize( dir );
228
229 /* make sure the directions all face a common hemisphere */
230 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
231 v3_add( average_direction, dir, average_direction );
232
233 float yi = v3_dot( player->basis[1], si->normal3 ),
234 yj = v3_dot( player->basis[1], sj->normal3 );
235
236 if( yi > yj )
237 v3_add( si->normal3, average_normal, average_normal );
238 else
239 v3_add( sj->normal3, average_normal, average_normal );
240
241 passed_samples ++;
242 }
243 }
244
245 if( !passed_samples )
246 return 0;
247
248 if( (v3_length2( average_direction ) <= 0.001f) ||
249 (v3_length2( average_normal ) <= 0.001f ) )
250 return 0;
251
252 float div = 1.0f/(float)passed_samples;
253 v3_normalize( average_direction );
254 v3_normalize( average_normal );
255
256 v2f average_coord;
257 v2_add( min_co, max_co, average_coord );
258 v2_muls( average_coord, 0.5f, average_coord );
259
260 v3_muls( support_axis, average_coord[0], inf->co );
261 inf->co[1] += average_coord[1];
262 v3_add( pos, inf->co, inf->co );
263 v3_copy( average_normal, inf->n );
264 v3_copy( average_direction, inf->dir );
265
266 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
267 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
268 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
269
270 return passed_samples;
271 }
272
273 VG_STATIC void reset_jump_info( jump_info *inf )
274 {
275 inf->log_length = 0;
276 inf->land_dist = 0.0f;
277 inf->score = 0.0f;
278 inf->type = k_prediction_unset;
279 v3_zero( inf->apex );
280 }
281
282 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
283 jump_info *jumps,
284 v3f target, float max_angle_delta,
285 float gravity )
286 {
287 struct player_skate *s = &player->_skate;
288
289 /* calculate the exact 2 solutions to jump onto that grind spot */
290
291 v3f v0;
292 v3_sub( target, player->rb.co, v0 );
293 m3x3_mulv( player->invbasis, v0, v0 );
294
295 v3f ax;
296 v3_copy( v0, ax );
297 ax[1] = 0.0f;
298 v3_normalize( ax );
299
300 v3f v_local;
301 m3x3_mulv( player->invbasis, player->rb.v, v_local );
302
303 v2f d = { v3_dot( ax, v0 ), v0[1] },
304 v = { v3_dot( ax, player->rb.v ), v_local[1] };
305
306 float a = atan2f( v[1], v[0] ),
307 m = v2_length( v ),
308 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
309
310 int valid_count = 0;
311
312 if( root > 0.0f ){
313 root = sqrtf( root );
314 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
315 a1 = atanf( (m*m - root) / (gravity * d[0]) );
316
317 if( fabsf(a0-a) < max_angle_delta ){
318 jump_info *inf = &jumps[ valid_count ++ ];
319 reset_jump_info( inf );
320
321 v3_muls( ax, cosf( a0 ) * m, inf->v );
322 inf->v[1] += sinf( a0 ) * m;
323 m3x3_mulv( player->basis, inf->v, inf->v );
324 inf->land_dist = d[0] / (cosf(a0)*m);
325 inf->gravity = gravity;
326
327 v3_copy( target, inf->log[inf->log_length ++] );
328 }
329
330 if( fabsf(a1-a) < max_angle_delta ){
331 jump_info *inf = &jumps[ valid_count ++ ];
332 reset_jump_info( inf );
333
334 v3_muls( ax, cosf( a1 ) * m, inf->v );
335 inf->v[1] += sinf( a1 ) * m;
336 m3x3_mulv( player->basis, inf->v, inf->v );
337 inf->land_dist = d[0] / (cosf(a1)*m);
338 inf->gravity = gravity;
339
340 v3_copy( target, inf->log[inf->log_length ++] );
341 }
342 }
343
344 return valid_count;
345 }
346
347 #if 0
348 VG_STATIC
349 int create_jump_for_target( world_instance *world, player_instance *player,
350 v3f target, float max_angle, jump_info *jump )
351 {
352
353 if( fabsf(a0-a) > fabsf(a1-a) )
354 a0 = a1;
355
356 if( fabsf(a0-a) > max_angle )
357 return 0;
358
359 /* TODO: sweep the path before chosing the smallest dist */
360
361
362 #if 0
363 /* add a trace */
364 for( int i=0; i<=20; i++ )
365 {
366 float t = (float)i * (1.0f/20.0f) * p->land_dist;
367
368 v3f p0;
369 v3_muls( p->v, t, p0 );
370 v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
371
372 v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
373 }
374 #endif
375
376 return 1;
377 }
378 else
379 return 0;
380 }
381 #endif
382
383 VG_STATIC
384 void player__approximate_best_trajectory( player_instance *player )
385 {
386 world_instance *world = get_active_world();
387
388 struct player_skate *s = &player->_skate;
389 float k_trace_delta = k_rb_delta * 10.0f;
390
391 s->state.air_start = vg.time;
392 v3_copy( player->rb.v, s->state.air_init_v );
393 v3_copy( player->rb.co, s->state.air_init_co );
394
395 s->possible_jump_count = 0;
396
397 v3f axis;
398 v3_cross( player->rb.v, player->rb.to_world[1], axis );
399 v3_normalize( axis );
400
401 /* at high slopes, Y component is low */
402 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
403 angle_begin = -(1.0f-fabsf( upness )),
404 angle_end = 1.0f;
405
406 struct grind_info grind;
407 int grind_located = 0;
408 float grind_located_gravity = k_gravity;
409
410
411 v3f launch_v_bounds[2];
412
413 for( int i=0; i<2; i++ ){
414 v3_copy( player->rb.v, launch_v_bounds[i] );
415 float ang = (float[]){ angle_begin, angle_end }[ i ];
416 ang *= 0.15f;
417
418 v4f qbias;
419 q_axis_angle( qbias, axis, ang );
420 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
421 }
422
423 for( int m=0;m<=30; m++ ){
424 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
425 reset_jump_info( inf );
426
427 v3f launch_co, launch_v, co0, co1;
428 v3_copy( player->rb.co, launch_co );
429 v3_copy( player->rb.v, launch_v );
430 v3_copy( launch_co, co0 );
431
432 float vt = (float)m * (1.0f/30.0f),
433 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
434
435 v4f qbias;
436 q_axis_angle( qbias, axis, ang );
437 q_mulv( qbias, launch_v, launch_v );
438
439 float yaw_sketch = 1.0f-fabsf(upness);
440
441 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
442 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
443 q_mulv( qbias, launch_v, launch_v );
444
445 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
446 gravity = k_gravity * gravity_bias;
447 inf->gravity = gravity;
448 v3_copy( launch_v, inf->v );
449
450 m3x3f basis;
451 m3x3_copy( player->basis, basis );
452
453 for( int i=1; i<=50; i++ ){
454 float t = (float)i * k_trace_delta;
455
456 v3_muls( launch_v, t, co1 );
457 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
458 v3_add( launch_co, co1, co1 );
459
460 float launch_vy = v3_dot( launch_v,basis[1] );
461
462 int search_for_grind = 1;
463 if( grind_located ) search_for_grind = 0;
464 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
465
466 /* TODO Cleanup */
467
468 v3f closest;
469 if( search_for_grind ){
470 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
471
472 float min_dist = 0.75f;
473 min_dist *= min_dist;
474
475 if( v3_dist2( closest, launch_co ) < min_dist )
476 search_for_grind = 0;
477
478 v3f bound[2];
479
480 for( int j=0; j<2; j++ ){
481 v3_muls( launch_v_bounds[j], t, bound[j] );
482 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
483 v3_add( launch_co, bound[j], bound[j] );
484 }
485
486 float limh = vg_minf( 2.0f, t ),
487 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
488 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
489
490 if( (closest[1] < minh) || (closest[1] > maxh) ){
491 search_for_grind = 0;
492 }
493 }
494 else
495 search_for_grind = 0;
496 }
497
498 if( search_for_grind ){
499 v3f ve;
500 v3_copy( launch_v, ve );
501 v3_muladds( ve, basis[1], -gravity * t, ve );
502
503 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
504
505 /* check alignment */
506 v2f v0 = { v3_dot( ve, basis[0] ),
507 v3_dot( ve, basis[2] ) },
508 v1 = { v3_dot( grind.dir, basis[0] ),
509 v3_dot( grind.dir, basis[2] ) };
510
511 v2_normalize( v0 );
512 v2_normalize( v1 );
513
514 float a = v2_dot( v0, v1 );
515
516 float a_min = cosf( VG_PIf * 0.185f );
517 if( s->grind_cooldown )
518 a_min = cosf( VG_PIf * 0.05f );
519
520 /* check speed */
521 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
522 (a >= a_min) )
523 {
524 grind_located = 1;
525 grind_located_gravity = inf->gravity;
526
527 vg_success( "Grind located\n" );
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 vg_success( PRINTF_v3f( jumpdir ) );
1035
1036 v2f steer = { player->input_js1h->axis.value,
1037 player->input_js1v->axis.value };
1038 v2_normalize_clamp( steer );
1039
1040 audio_lock();
1041 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
1042 audio_unlock();
1043 }
1044 }
1045
1046 VG_STATIC void skate_apply_pump_model( player_instance *player )
1047 {
1048 struct player_skate *s = &player->_skate;
1049
1050 if( s->state.activity != k_skate_activity_ground ){
1051 v3_zero( s->state.throw_v );
1052 return;
1053 }
1054
1055 /* Throw / collect routine
1056 *
1057 * TODO: Max speed boost
1058 */
1059 if( player->input_grab->axis.value > 0.5f ){
1060 if( s->state.activity == k_skate_activity_ground ){
1061 /* Throw */
1062 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1063 }
1064 }
1065 else{
1066 /* Collect */
1067 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1068
1069 v3f Fl, Fv;
1070 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1071
1072 if( s->state.activity == k_skate_activity_ground ){
1073 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1074 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1075 }
1076
1077 v3_muls( player->rb.to_world[1], -doty, Fv );
1078 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1079 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1080 }
1081
1082 /* Decay */
1083 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1084 v3f dir;
1085 v3_copy( s->state.throw_v, dir );
1086 v3_normalize( dir );
1087
1088 float max = v3_dot( dir, s->state.throw_v ),
1089 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1090 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1091 }
1092 }
1093
1094 VG_STATIC void skate_apply_cog_model( player_instance *player )
1095 {
1096 struct player_skate *s = &player->_skate;
1097
1098 v3f ideal_cog, ideal_diff, ideal_dir;
1099 v3_copy( s->state.up_dir, ideal_dir );
1100 v3_normalize( ideal_dir );
1101
1102 v3_muladds( player->rb.co, ideal_dir,
1103 1.0f-player->input_grab->axis.value, ideal_cog );
1104 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1105
1106 /* Apply velocities */
1107 v3f rv;
1108 v3_sub( player->rb.v, s->state.cog_v, rv );
1109
1110 v3f F;
1111 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1112 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1113
1114 float ra = k_cog_mass_ratio,
1115 rb = 1.0f-k_cog_mass_ratio;
1116
1117 /* Apply forces & intergrate */
1118 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1119 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1120 s->state.cog_v );
1121
1122 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1123 }
1124
1125
1126 VG_STATIC void skate_integrate( player_instance *player )
1127 {
1128 struct player_skate *s = &player->_skate;
1129
1130 float decay_rate = 1.0f - (k_rb_delta * 3.0f),
1131 decay_rate_y = 1.0f;
1132
1133 if( s->state.activity >= k_skate_activity_grind_any ){
1134 #if 0
1135 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1136 decay_rate_y = decay_rate;
1137 #endif
1138 decay_rate = 1.0f-(40.0f*k_rb_delta);
1139 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1140 }
1141
1142 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
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;
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 float d = v3_dot( player->rb.to_world[2], s->grind_dir );
1298
1299 if( s->surface == k_surface_prop_metal ){
1300 sample_type = k_skate_sample_metal_scrape_generic;
1301 }
1302 else{
1303 if( d > 0.70710678118654752f )
1304 sample_type = k_skate_sample_concrete_scrape_wood;
1305 else
1306 sample_type = k_skate_sample_concrete_scrape_metal;
1307 }
1308 }
1309 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1310 if( s->surface == k_surface_prop_metal )
1311 sample_type = k_skate_sample_metal_scrape_generic;
1312 else
1313 sample_type = k_skate_sample_concrete_scrape_wood;
1314 }
1315
1316 audio_clip *relevant_samples[] = {
1317 &audio_board[0],
1318 &audio_board[0], /* TODO? */
1319 &audio_board[7],
1320 &audio_board[6],
1321 &audio_board[5]
1322 };
1323
1324 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1325 s->aud_main =
1326 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1327 0.06f, flags );
1328 s->sample_change_cooldown = 0.1f;
1329 s->main_sample_type = sample_type;
1330 }
1331 }
1332
1333 if( s->aud_main ){
1334 s->aud_main->colour = 0x00103efe;
1335 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1336 audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1337 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1338
1339 float rate = 1.0f + (attn-0.5f)*0.2f;
1340 audio_channel_set_sampling_rate( s->aud_main, rate );
1341 }
1342
1343 if( s->aud_slide ){
1344 s->aud_slide->colour = 0x00103efe;
1345 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1346 audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1347 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1348 }
1349
1350 if( s->aud_air ){
1351 s->aud_air->colour = 0x00103efe;
1352 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1353 audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1354 }
1355
1356 audio_unlock();
1357 }
1358
1359 /*
1360 * truck alignment model at ra(local)
1361 * returns 1 if valid surface:
1362 * surface_normal will be filled out with an averaged normal vector
1363 * axel_dir will be the direction from left to right wheels
1364 *
1365 * returns 0 if no good surface found
1366 */
1367 VG_STATIC
1368 int skate_compute_surface_alignment( player_instance *player,
1369 v3f ra, u32 colour,
1370 v3f surface_normal, v3f axel_dir )
1371 {
1372 struct player_skate *s = &player->_skate;
1373 world_instance *world = get_active_world();
1374
1375 v3f truck, left, right;
1376 m4x3_mulv( player->rb.to_world, ra, truck );
1377
1378 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1379 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1380 vg_line( left, right, colour );
1381
1382 float k_max_truck_flex = VG_PIf * 0.25f;
1383
1384 ray_hit ray_l, ray_r;
1385
1386 v3f dir;
1387 v3_muls( player->rb.to_world[1], -1.0f, dir );
1388
1389 int res_l = 0, res_r = 0;
1390
1391 for( int i=0; i<8; i++ )
1392 {
1393 float t = 1.0f - (float)i * (1.0f/8.0f);
1394 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1395 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1396 ray_l.dist = 2.1f * k_board_radius;
1397
1398 res_l = ray_world( world, left, dir, &ray_l );
1399
1400 if( res_l )
1401 break;
1402 }
1403
1404 for( int i=0; i<8; i++ )
1405 {
1406 float t = 1.0f - (float)i * (1.0f/8.0f);
1407 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1408 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1409 ray_r.dist = 2.1f * k_board_radius;
1410
1411 res_r = ray_world( world, right, dir, &ray_r );
1412
1413 if( res_r )
1414 break;
1415 }
1416
1417 v3f v0;
1418 v3f midpoint;
1419 v3f tangent_average;
1420 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1421 v3_zero( tangent_average );
1422
1423 if( res_l || res_r )
1424 {
1425 v3f p0, p1, t;
1426 v3_copy( midpoint, p0 );
1427 v3_copy( midpoint, p1 );
1428
1429 if( res_l )
1430 {
1431 v3_copy( ray_l.pos, p0 );
1432 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1433 v3_add( t, tangent_average, tangent_average );
1434 }
1435 if( res_r )
1436 {
1437 v3_copy( ray_r.pos, p1 );
1438 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1439 v3_add( t, tangent_average, tangent_average );
1440 }
1441
1442 v3_sub( p1, p0, v0 );
1443 v3_normalize( v0 );
1444 }
1445 else
1446 {
1447 /* fallback: use the closes point to the trucks */
1448 v3f closest;
1449 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1450
1451 if( idx != -1 )
1452 {
1453 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1454 v3f verts[3];
1455
1456 for( int j=0; j<3; j++ )
1457 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1458
1459 v3f vert0, vert1, n;
1460 v3_sub( verts[1], verts[0], vert0 );
1461 v3_sub( verts[2], verts[0], vert1 );
1462 v3_cross( vert0, vert1, n );
1463 v3_normalize( n );
1464
1465 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1466 return 0;
1467
1468 v3_cross( n, player->rb.to_world[2], v0 );
1469 v3_muladds( v0, player->rb.to_world[2],
1470 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1471 v3_normalize( v0 );
1472
1473 v3f t;
1474 v3_cross( n, player->rb.to_world[0], t );
1475 v3_add( t, tangent_average, tangent_average );
1476 }
1477 else
1478 return 0;
1479 }
1480
1481 v3_muladds( truck, v0, k_board_width, right );
1482 v3_muladds( truck, v0, -k_board_width, left );
1483
1484 vg_line( left, right, VG__WHITE );
1485
1486 v3_normalize( tangent_average );
1487 v3_cross( v0, tangent_average, surface_normal );
1488 v3_copy( v0, axel_dir );
1489
1490 return 1;
1491 }
1492
1493 VG_STATIC void skate_weight_distribute( player_instance *player )
1494 {
1495 struct player_skate *s = &player->_skate;
1496 v3_zero( s->weight_distribution );
1497
1498 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1499
1500 if( s->state.manual_direction == 0 ){
1501 if( (player->input_js1v->axis.value > 0.7f) &&
1502 (s->state.activity == k_skate_activity_ground) &&
1503 (s->state.jump_charge <= 0.01f) )
1504 s->state.manual_direction = reverse_dir;
1505 }
1506 else{
1507 if( player->input_js1v->axis.value < 0.1f ){
1508 s->state.manual_direction = 0;
1509 }
1510 else{
1511 if( reverse_dir != s->state.manual_direction ){
1512 return;
1513 }
1514 }
1515 }
1516
1517 if( s->state.manual_direction ){
1518 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1519 s->weight_distribution[2] = k_board_length * amt *
1520 (float)s->state.manual_direction;
1521 }
1522
1523 /* TODO: Fall back on land normal */
1524 /* TODO: Lerp weight distribution */
1525 if( s->state.manual_direction ){
1526 v3f plane_z;
1527
1528 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1529 v3_negate( plane_z, plane_z );
1530
1531 v3_muladds( plane_z, s->surface_picture,
1532 -v3_dot( plane_z, s->surface_picture ), plane_z );
1533 v3_normalize( plane_z );
1534
1535 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1536 v3_normalize( plane_z );
1537
1538 v3f p1;
1539 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1540 vg_line( player->rb.co, p1, VG__GREEN );
1541
1542 v3f refdir;
1543 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1544 refdir );
1545
1546 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1547 k_manul_spring, k_manul_dampener,
1548 s->substep_delta );
1549 }
1550 }
1551
1552 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1553 {
1554 struct player_skate *s = &player->_skate;
1555
1556 if( s->state.activity == k_skate_activity_ground ){
1557 v3f target;
1558 v3_copy( s->surface_picture, target );
1559
1560 target[1] += 2.0f * s->surface_picture[1];
1561 v3_normalize( target );
1562
1563 v3_lerp( s->state.up_dir, target,
1564 8.0f * s->substep_delta, s->state.up_dir );
1565 }
1566 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1567 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1568 8.0f * s->substep_delta, s->state.up_dir );
1569 }
1570 else{
1571 v3_lerp( s->state.up_dir, player->basis[1],
1572 12.0f * s->substep_delta, s->state.up_dir );
1573 }
1574 }
1575
1576 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1577 {
1578 v3f dir;
1579 v3_sub( target, origin, dir );
1580
1581 ray_hit ray;
1582 ray.dist = v3_length( dir );
1583 v3_muls( dir, 1.0f/ray.dist, dir );
1584 ray.dist -= 0.025f;
1585
1586 if( ray_world( get_active_world(), origin, dir, &ray ) )
1587 return 0;
1588
1589 return 1;
1590 }
1591
1592 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1593 {
1594 /* TODO: Is N and Dir really orthogonal? */
1595 v3_copy( inf->dir, mtx[0] );
1596 v3_copy( inf->n, mtx[1] );
1597 v3_cross( mtx[0], mtx[1], mtx[2] );
1598 }
1599
1600 VG_STATIC void skate_grind_friction( player_instance *player,
1601 struct grind_info *inf, float strength )
1602 {
1603 v3f v2;
1604 v3_muladds( player->rb.to_world[2], inf->n,
1605 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1606
1607 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1608 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1609 F = a * -dir * k_grind_max_friction;
1610
1611 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1612 }
1613
1614 VG_STATIC void skate_grind_decay( player_instance *player,
1615 struct grind_info *inf, float strength )
1616 {
1617 m3x3f mtx, mtx_inv;
1618 skate_grind_orient( inf, mtx );
1619 m3x3_transpose( mtx, mtx_inv );
1620
1621 v3f v_grind;
1622 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1623
1624 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1625 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1626 m3x3_mulv( mtx, v_grind, player->rb.v );
1627 }
1628
1629 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1630 float sign, struct grind_info *inf,
1631 float strength )
1632 {
1633 struct player_skate *s = &player->_skate;
1634
1635 /* TODO: Trash compactor this */
1636 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1637 v3f raw, wsp;
1638 m3x3_mulv( player->rb.to_world, ra, raw );
1639 v3_add( player->rb.co, raw, wsp );
1640
1641 v3_copy( ra, s->weight_distribution );
1642
1643 v3f delta;
1644 v3_sub( inf->co, wsp, delta );
1645
1646 /* spring force */
1647 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1648 player->rb.v );
1649
1650 skate_grind_decay( player, inf, strength );
1651 skate_grind_friction( player, inf, strength );
1652
1653 /* yeah yeah yeah yeah */
1654 v3f raw_nplane, axis;
1655 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1656 v3_cross( raw_nplane, inf->n, axis );
1657 v3_normalize( axis );
1658
1659 /* orientation */
1660 m3x3f mtx;
1661 skate_grind_orient( inf, mtx );
1662 v3f target_fwd, fwd, up, target_up;
1663 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1664 v3_copy( raw_nplane, fwd );
1665 v3_copy( player->rb.to_world[1], up );
1666 v3_copy( inf->n, target_up );
1667
1668 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1669 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1670
1671 v3_normalize( target_fwd );
1672 v3_normalize( fwd );
1673
1674
1675 float way = player->input_js1v->axis.value *
1676 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1677
1678 v4f q;
1679 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1680 q_mulv( q, target_up, target_up );
1681 q_mulv( q, target_fwd, target_fwd );
1682
1683 rb_effect_spring_target_vector( &player->rb, up, target_up,
1684 k_grind_spring,
1685 k_grind_dampener,
1686 k_rb_delta );
1687
1688 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1689 k_grind_spring*strength,
1690 k_grind_dampener*strength,
1691 k_rb_delta );
1692
1693 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1694 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1695 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1696
1697 s->grind_strength = strength;
1698
1699 /* Fake contact */
1700 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1701 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1702 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1703 limit->p = 0.0f;
1704
1705 v3_copy( inf->dir, s->grind_dir );
1706 }
1707
1708 VG_STATIC void skate_5050_apply( player_instance *player,
1709 struct grind_info *inf_front,
1710 struct grind_info *inf_back )
1711 {
1712 struct player_skate *s = &player->_skate;
1713 struct grind_info inf_avg;
1714
1715 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1716 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1717 v3_normalize( inf_avg.dir );
1718
1719 v3f axis_front, axis_back, axis;
1720 v3_cross( inf_front->dir, inf_front->n, axis_front );
1721 v3_cross( inf_back->dir, inf_back->n, axis_back );
1722 v3_add( axis_front, axis_back, axis );
1723 v3_normalize( axis );
1724
1725 v3_cross( axis, inf_avg.dir, inf_avg.n );
1726 skate_grind_decay( player, &inf_avg, 1.0f );
1727
1728
1729 float way = player->input_js1v->axis.value *
1730 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1731 v4f q;
1732 v3f up, target_up;
1733 v3_copy( player->rb.to_world[1], up );
1734 v3_copy( inf_avg.n, target_up );
1735 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1736 q_mulv( q, target_up, target_up );
1737
1738 v3_zero( s->weight_distribution );
1739 s->weight_distribution[2] = k_board_length * -way;
1740
1741 rb_effect_spring_target_vector( &player->rb, up, target_up,
1742 k_grind_spring,
1743 k_grind_dampener,
1744 k_rb_delta );
1745
1746 v3f fwd_nplane, dir_nplane;
1747 v3_muladds( player->rb.to_world[2], inf_avg.n,
1748 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1749
1750 v3f dir;
1751 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1752 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1753
1754 v3_normalize( fwd_nplane );
1755 v3_normalize( dir_nplane );
1756
1757 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1758 1000.0f,
1759 k_grind_dampener,
1760 k_rb_delta );
1761
1762 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1763 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1764 delta_front, delta_back, delta_total;
1765
1766 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1767 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1768
1769 v3_sub( inf_front->co, pos_front, delta_front );
1770 v3_sub( inf_back->co, pos_back, delta_back );
1771 v3_add( delta_front, delta_back, delta_total );
1772
1773 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1774
1775 /* Fake contact */
1776 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1777 v3_zero( limit->ra );
1778 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1779 limit->p = 0.0f;
1780
1781 v3_copy( inf_avg.dir, s->grind_dir );
1782 }
1783
1784 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1785 struct grind_info *inf )
1786 {
1787 struct player_skate *s = &player->_skate;
1788
1789 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1790 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1791
1792 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1793 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1794
1795 /* Exit condition: lost grind tracking */
1796 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1797 return 0;
1798
1799 /* Exit condition: cant see grind target directly */
1800 if( !skate_point_visible( wheel_co, inf->co ) )
1801 return 0;
1802
1803 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1804 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1805 minv = k_grind_axel_min_vel*0.8f;
1806
1807 if( dv < minv )
1808 return 0;
1809
1810 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1811 return 0;
1812
1813 v3_copy( inf->dir, s->grind_dir );
1814 return 1;
1815 }
1816
1817 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1818 struct grind_info *inf )
1819 {
1820 struct player_skate *s = &player->_skate;
1821
1822 /* TODO: Trash compactor this */
1823 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1824
1825 v3f raw, wsp;
1826 m3x3_mulv( player->rb.to_world, ra, raw );
1827 v3_add( player->rb.co, raw, wsp );
1828
1829 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1830 {
1831 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1832 return 0;
1833
1834 /* velocity should be at least 60% aligned */
1835 v3f pv, axis;
1836 v3_cross( inf->n, inf->dir, axis );
1837 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1838
1839 if( v3_length2( pv ) < 0.0001f )
1840 return 0;
1841 v3_normalize( pv );
1842
1843 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1844 return 0;
1845
1846 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1847 return 0;
1848
1849 #if 0
1850 /* check for vertical alignment */
1851 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1852 return 0;
1853 #endif
1854
1855 v3f local_co, local_dir, local_n;
1856 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1857 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1858 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1859
1860 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1861
1862 float truck_height = -(k_board_radius+0.03f);
1863
1864 v3f rv;
1865 v3_cross( player->rb.w, raw, rv );
1866 v3_add( player->rb.v, rv, rv );
1867
1868 if( (local_co[1] >= truck_height) &&
1869 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1870 {
1871 return 1;
1872 }
1873 }
1874
1875 return 0;
1876 }
1877
1878 VG_STATIC void skate_boardslide_apply( player_instance *player,
1879 struct grind_info *inf )
1880 {
1881 struct player_skate *s = &player->_skate;
1882
1883 v3f local_co, local_dir, local_n;
1884 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1885 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1886 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1887
1888 v3f intersection;
1889 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1890 intersection );
1891 v3_copy( intersection, s->weight_distribution );
1892
1893 skate_grind_decay( player, inf, 0.0125f );
1894 skate_grind_friction( player, inf, 0.25f );
1895
1896 /* direction alignment */
1897 v3f dir, perp;
1898 v3_cross( local_dir, local_n, perp );
1899 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1900 v3_muls( perp, vg_signf(perp[2]), perp );
1901
1902 m3x3_mulv( player->rb.to_world, dir, dir );
1903 m3x3_mulv( player->rb.to_world, perp, perp );
1904
1905 v4f qbalance;
1906 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1907 q_mulv( qbalance, perp, perp );
1908
1909 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1910 dir,
1911 k_grind_spring, k_grind_dampener,
1912 k_rb_delta );
1913
1914 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1915 perp,
1916 k_grind_spring, k_grind_dampener,
1917 k_rb_delta );
1918
1919 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1920 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1921
1922 v3_copy( inf->dir, s->grind_dir );
1923 }
1924
1925 VG_STATIC int skate_boardslide_entry( player_instance *player,
1926 struct grind_info *inf )
1927 {
1928 struct player_skate *s = &player->_skate;
1929
1930 if( skate_grind_scansq( player, player->rb.co,
1931 player->rb.to_world[0], k_board_length,
1932 inf ) )
1933 {
1934 v3f local_co, local_dir;
1935 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1936 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1937
1938 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1939 (local_co[1] >= 0.0f) && /* at deck level */
1940 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1941 {
1942 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1943 return 0;
1944
1945 return 1;
1946 }
1947 }
1948
1949 return 0;
1950 }
1951
1952 VG_STATIC int skate_boardslide_renew( player_instance *player,
1953 struct grind_info *inf )
1954 {
1955 struct player_skate *s = &player->_skate;
1956
1957 if( !skate_grind_scansq( player, player->rb.co,
1958 player->rb.to_world[0], k_board_length,
1959 inf ) )
1960 return 0;
1961
1962 /* Exit condition: cant see grind target directly */
1963 v3f vis;
1964 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1965 if( !skate_point_visible( vis, inf->co ) )
1966 return 0;
1967
1968 /* Exit condition: minimum velocity not reached, but allow a bit of error
1969 * TODO: trash compactor */
1970 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1971 minv = k_grind_axel_min_vel*0.8f;
1972
1973 if( dv < minv )
1974 return 0;
1975
1976 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1977 return 0;
1978
1979 return 1;
1980 }
1981
1982 VG_STATIC void skate_store_grind_vec( player_instance *player,
1983 struct grind_info *inf )
1984 {
1985 struct player_skate *s = &player->_skate;
1986
1987 m3x3f mtx;
1988 skate_grind_orient( inf, mtx );
1989 m3x3_transpose( mtx, mtx );
1990
1991 v3f raw;
1992 v3_sub( inf->co, player->rb.co, raw );
1993
1994 m3x3_mulv( mtx, raw, s->grind_vec );
1995 v3_normalize( s->grind_vec );
1996 v3_copy( inf->dir, s->grind_dir );
1997 }
1998
1999 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
2000 {
2001 struct player_skate *s = &player->_skate;
2002
2003 /* debounces this state manager a little bit */
2004 if( s->grind_cooldown ){
2005 s->grind_cooldown --;
2006 return k_skate_activity_undefined;
2007 }
2008
2009 struct grind_info inf_back50,
2010 inf_front50,
2011 inf_slide;
2012
2013 int res_back50 = 0,
2014 res_front50 = 0,
2015 res_slide = 0;
2016
2017 if( s->state.activity == k_skate_activity_grind_boardslide ){
2018 res_slide = skate_boardslide_renew( player, &inf_slide );
2019 }
2020 else if( s->state.activity == k_skate_activity_grind_back50 ){
2021 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2022 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2023 }
2024 else if( s->state.activity == k_skate_activity_grind_front50 ){
2025 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2026 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2027 }
2028 else if( s->state.activity == k_skate_activity_grind_5050 ){
2029 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2030 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2031 }
2032 else{
2033 res_slide = skate_boardslide_entry( player, &inf_slide );
2034 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2035 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2036
2037 if( res_back50 != res_front50 ){
2038 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
2039
2040 res_back50 &= wants_to_do_that;
2041 res_front50 &= wants_to_do_that;
2042 }
2043 }
2044
2045 const enum skate_activity table[] =
2046 { /* slide | back | front */
2047 k_skate_activity_undefined, /* 0 0 0 */
2048 k_skate_activity_grind_front50, /* 0 0 1 */
2049 k_skate_activity_grind_back50, /* 0 1 0 */
2050 k_skate_activity_grind_5050, /* 0 1 1 */
2051
2052 /* slide has priority always */
2053 k_skate_activity_grind_boardslide, /* 1 0 0 */
2054 k_skate_activity_grind_boardslide, /* 1 0 1 */
2055 k_skate_activity_grind_boardslide, /* 1 1 0 */
2056 k_skate_activity_grind_boardslide, /* 1 1 1 */
2057 }
2058 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2059
2060 if( new_activity == k_skate_activity_undefined ){
2061 if( s->state.activity >= k_skate_activity_grind_any ){
2062 s->grind_cooldown = 15;
2063 s->surface_cooldown = 10;
2064 }
2065 }
2066 else if( new_activity == k_skate_activity_grind_boardslide ){
2067 skate_boardslide_apply( player, &inf_slide );
2068 }
2069 else if( new_activity == k_skate_activity_grind_back50 ){
2070 if( s->state.activity != k_skate_activity_grind_back50 )
2071 skate_store_grind_vec( player, &inf_back50 );
2072
2073 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2074 }
2075 else if( new_activity == k_skate_activity_grind_front50 ){
2076 if( s->state.activity != k_skate_activity_grind_front50 )
2077 skate_store_grind_vec( player, &inf_front50 );
2078
2079 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2080 }
2081 else if( new_activity == k_skate_activity_grind_5050 )
2082 skate_5050_apply( player, &inf_front50, &inf_back50 );
2083
2084 return new_activity;
2085 }
2086
2087 VG_STATIC void player__skate_update( player_instance *player )
2088 {
2089 struct player_skate *s = &player->_skate;
2090 world_instance *world = get_active_world();
2091
2092 v3_copy( player->rb.co, s->state.prev_pos );
2093 s->state.activity_prev = s->state.activity;
2094
2095 struct board_collider
2096 {
2097 v3f pos;
2098 float radius;
2099
2100 u32 colour;
2101
2102 enum board_collider_state
2103 {
2104 k_collider_state_default,
2105 k_collider_state_disabled,
2106 k_collider_state_colliding
2107 }
2108 state;
2109 }
2110 wheels[] =
2111 {
2112 {
2113 { 0.0f, 0.0f, -k_board_length },
2114 .radius = k_board_radius,
2115 .colour = VG__RED
2116 },
2117 {
2118 { 0.0f, 0.0f, k_board_length },
2119 .radius = k_board_radius,
2120 .colour = VG__GREEN
2121 }
2122 };
2123
2124 float slap = 0.0f;
2125
2126 if( s->state.activity <= k_skate_activity_air_to_grind ){
2127
2128 float min_dist = 0.6f;
2129 for( int i=0; i<2; i++ ){
2130 v3f wpos, closest;
2131 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2132
2133 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2134 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2135 }
2136 }
2137 min_dist -= 0.2f;
2138 float vy = v3_dot( player->basis[1], player->rb.v );
2139 vy = vg_maxf( 0.0f, vy );
2140
2141 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2142 }
2143 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2144
2145 wheels[0].pos[1] = s->state.slap;
2146 wheels[1].pos[1] = s->state.slap;
2147
2148
2149
2150
2151
2152 const int k_wheel_count = 2;
2153
2154 s->substep = k_rb_delta;
2155 s->substep_delta = s->substep;
2156 s->limit_count = 0;
2157
2158 int substep_count = 0;
2159
2160 v3_zero( s->surface_picture );
2161
2162 int prev_contacts[2];
2163
2164 for( int i=0; i<k_wheel_count; i++ ){
2165 wheels[i].state = k_collider_state_default;
2166 prev_contacts[i] = s->wheel_contacts[i];
2167 }
2168
2169 /* check if we can enter or continue grind */
2170 enum skate_activity grindable_activity = skate_availible_grind( player );
2171 if( grindable_activity != k_skate_activity_undefined ){
2172 s->state.activity = grindable_activity;
2173 goto grinding;
2174 }
2175
2176 int contact_count = 0;
2177 for( int i=0; i<2; i++ ){
2178 v3f normal, axel;
2179 v3_copy( player->rb.to_world[0], axel );
2180
2181 if( skate_compute_surface_alignment( player, wheels[i].pos,
2182 wheels[i].colour, normal, axel ) )
2183 {
2184 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2185 axel,
2186 k_surface_spring, k_surface_dampener,
2187 s->substep_delta );
2188
2189 v3_add( normal, s->surface_picture, s->surface_picture );
2190 contact_count ++;
2191 s->wheel_contacts[i] = 1;
2192 }
2193 else{
2194 s->wheel_contacts[i] = 0;
2195 }
2196
2197 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2198 }
2199
2200 if( s->surface_cooldown ){
2201 s->surface_cooldown --;
2202 contact_count = 0;
2203 }
2204
2205 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2206 audio_lock();
2207 for( int i=0; i<2; i++ ){
2208 if( !prev_contacts[i] ){
2209 v3f co;
2210 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2211 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2212 }
2213 }
2214 audio_unlock();
2215 }
2216
2217 if( contact_count ){
2218 s->state.activity = k_skate_activity_ground;
2219 s->state.gravity_bias = k_gravity;
2220 v3_normalize( s->surface_picture );
2221
2222 skate_apply_friction_model( player );
2223 skate_weight_distribute( player );
2224 }
2225 else{
2226 if( s->state.activity > k_skate_activity_air_to_grind )
2227 s->state.activity = k_skate_activity_air;
2228
2229 v3_zero( s->weight_distribution );
2230 skate_apply_air_model( player );
2231 }
2232
2233 grinding:;
2234
2235 if( s->state.activity == k_skate_activity_grind_back50 )
2236 wheels[1].state = k_collider_state_disabled;
2237 if( s->state.activity == k_skate_activity_grind_front50 )
2238 wheels[0].state = k_collider_state_disabled;
2239 if( s->state.activity == k_skate_activity_grind_5050 ){
2240 wheels[0].state = k_collider_state_disabled;
2241 wheels[1].state = k_collider_state_disabled;
2242 }
2243
2244 /* all activities */
2245 skate_apply_steering_model( player );
2246 skate_adjust_up_direction( player );
2247 skate_apply_cog_model( player );
2248 skate_apply_jump_model( player );
2249 skate_apply_grab_model( player );
2250 skate_apply_trick_model( player );
2251 skate_apply_pump_model( player );
2252
2253 begin_collision:;
2254
2255 /*
2256 * Phase 0: Continous collision detection
2257 * --------------------------------------------------------------------------
2258 */
2259
2260 v3f head_wp0, head_wp1, start_co;
2261 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2262 v3_copy( player->rb.co, start_co );
2263
2264 /* calculate transform one step into future */
2265 v3f future_co;
2266 v4f future_q;
2267 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2268
2269 if( v3_length2( player->rb.w ) > 0.0f ){
2270 v4f rotation;
2271 v3f axis;
2272 v3_copy( player->rb.w, axis );
2273
2274 float mag = v3_length( axis );
2275 v3_divs( axis, mag, axis );
2276 q_axis_angle( rotation, axis, mag*s->substep );
2277 q_mul( rotation, player->rb.q, future_q );
2278 q_normalize( future_q );
2279 }
2280 else
2281 v4_copy( player->rb.q, future_q );
2282
2283 v3f future_cg, current_cg, cg_offset;
2284 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2285 q_mulv( future_q, s->weight_distribution, future_cg );
2286 v3_sub( future_cg, current_cg, cg_offset );
2287
2288 /* calculate the minimum time we can move */
2289 float max_time = s->substep;
2290
2291 for( int i=0; i<k_wheel_count; i++ ){
2292 if( wheels[i].state == k_collider_state_disabled )
2293 continue;
2294
2295 v3f current, future, r_cg;
2296
2297 q_mulv( future_q, wheels[i].pos, future );
2298 v3_add( future, future_co, future );
2299 v3_add( cg_offset, future, future );
2300
2301 q_mulv( player->rb.q, wheels[i].pos, current );
2302 v3_add( current, player->rb.co, current );
2303
2304 float t;
2305 v3f n;
2306
2307 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2308 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2309 max_time = vg_minf( max_time, t * s->substep );
2310 }
2311
2312 /* clamp to a fraction of delta, to prevent locking */
2313 float rate_lock = substep_count;
2314 rate_lock *= k_rb_delta * 0.1f;
2315 rate_lock *= rate_lock;
2316
2317 max_time = vg_maxf( max_time, rate_lock );
2318 s->substep_delta = max_time;
2319
2320 /* integrate */
2321 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2322 if( v3_length2( player->rb.w ) > 0.0f ){
2323 v4f rotation;
2324 v3f axis;
2325 v3_copy( player->rb.w, axis );
2326
2327 float mag = v3_length( axis );
2328 v3_divs( axis, mag, axis );
2329 q_axis_angle( rotation, axis, mag*s->substep_delta );
2330 q_mul( rotation, player->rb.q, player->rb.q );
2331 q_normalize( player->rb.q );
2332
2333 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2334 v3_sub( current_cg, future_cg, cg_offset );
2335 v3_add( player->rb.co, cg_offset, player->rb.co );
2336 }
2337
2338 rb_update_transform( &player->rb );
2339 v3_muladds( player->rb.v, player->basis[1],
2340 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2341
2342 s->substep -= s->substep_delta;
2343
2344 rb_ct manifold[128];
2345 int manifold_len = 0;
2346
2347 /*
2348 * Phase -1: head detection
2349 * --------------------------------------------------------------------------
2350 */
2351 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2352
2353 float t;
2354 v3f n;
2355 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2356 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2357 {
2358 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2359 rb_update_transform( &player->rb );
2360
2361 player__skate_kill_audio( player );
2362 player__dead_transition( player );
2363 return;
2364 }
2365
2366 /*
2367 * Phase 1: Regular collision detection
2368 * --------------------------------------------------------------------------
2369 */
2370
2371 for( int i=0; i<k_wheel_count; i++ ){
2372 if( wheels[i].state == k_collider_state_disabled )
2373 continue;
2374
2375 m4x3f mtx;
2376 m3x3_identity( mtx );
2377 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2378
2379 rb_sphere collider = { .radius = wheels[i].radius };
2380
2381 rb_ct *man = &manifold[ manifold_len ];
2382
2383 int l = skate_collide_smooth( player, mtx, &collider, man );
2384 if( l )
2385 wheels[i].state = k_collider_state_colliding;
2386
2387 manifold_len += l;
2388 }
2389
2390 float grind_radius = k_board_radius * 0.75f;
2391 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2392 .radius=grind_radius };
2393 m4x3f mtx;
2394 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2395 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2396 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2397 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2398 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2399
2400 rb_ct *cman = &manifold[manifold_len];
2401
2402 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2403 cman );
2404
2405 /* weld joints */
2406 for( int i=0; i<l; i ++ )
2407 cman[l].type = k_contact_type_edge;
2408 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2409 l = rb_manifold_apply_filtered( cman, l );
2410
2411 manifold_len += l;
2412
2413 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2414
2415 /* add limits */
2416 if( s->state.activity >= k_skate_activity_grind_any ){
2417 for( int i=0; i<s->limit_count; i++ ){
2418 struct grind_limit *limit = &s->limits[i];
2419 rb_ct *ct = &manifold[ manifold_len ++ ];
2420 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2421 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2422 ct->p = limit->p;
2423 ct->type = k_contact_type_default;
2424 }
2425 }
2426
2427 /*
2428 * Phase 3: Dynamics
2429 * --------------------------------------------------------------------------
2430 */
2431
2432
2433 v3f world_cog;
2434 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2435 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2436
2437 for( int i=0; i<manifold_len; i ++ ){
2438 rb_prepare_contact( &manifold[i], s->substep_delta );
2439 rb_debug_contact( &manifold[i] );
2440 }
2441
2442 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2443 v3f extent = { k_board_width, 0.1f, k_board_length };
2444 float ex2 = k_board_interia*extent[0]*extent[0],
2445 ey2 = k_board_interia*extent[1]*extent[1],
2446 ez2 = k_board_interia*extent[2]*extent[2];
2447
2448 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2449 float inv_mass = 1.0f/mass;
2450
2451 v3f I;
2452 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2453 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2454 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2455
2456 m3x3f iI;
2457 m3x3_identity( iI );
2458 iI[0][0] = I[0];
2459 iI[1][1] = I[1];
2460 iI[2][2] = I[2];
2461 m3x3_inv( iI, iI );
2462
2463 m3x3f iIw;
2464 m3x3_mul( iI, player->rb.to_local, iIw );
2465 m3x3_mul( player->rb.to_world, iIw, iIw );
2466
2467 for( int j=0; j<10; j++ ){
2468 for( int i=0; i<manifold_len; i++ ){
2469 /*
2470 * regular dance; calculate velocity & total mass, apply impulse.
2471 */
2472
2473 struct contact *ct = &manifold[i];
2474
2475 v3f rv, delta;
2476 v3_sub( ct->co, world_cog, delta );
2477 v3_cross( player->rb.w, delta, rv );
2478 v3_add( player->rb.v, rv, rv );
2479
2480 v3f raCn;
2481 v3_cross( delta, ct->n, raCn );
2482
2483 v3f raCnI, rbCnI;
2484 m3x3_mulv( iIw, raCn, raCnI );
2485
2486 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2487 vn = v3_dot( rv, ct->n ),
2488 lambda = normal_mass * ( -vn );
2489
2490 float temp = ct->norm_impulse;
2491 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2492 lambda = ct->norm_impulse - temp;
2493
2494 v3f impulse;
2495 v3_muls( ct->n, lambda, impulse );
2496
2497 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2498 v3_cross( delta, impulse, impulse );
2499 m3x3_mulv( iIw, impulse, impulse );
2500 v3_add( impulse, player->rb.w, player->rb.w );
2501
2502 v3_cross( player->rb.w, delta, rv );
2503 v3_add( player->rb.v, rv, rv );
2504 vn = v3_dot( rv, ct->n );
2505 }
2506 }
2507
2508 v3f dt;
2509 rb_depenetrate( manifold, manifold_len, dt );
2510 v3_add( dt, player->rb.co, player->rb.co );
2511 rb_update_transform( &player->rb );
2512
2513 substep_count ++;
2514
2515 if( s->substep >= 0.0001f )
2516 goto begin_collision; /* again! */
2517
2518 /*
2519 * End of collision and dynamics routine
2520 * --------------------------------------------------------------------------
2521 */
2522
2523 s->surface = k_surface_prop_concrete;
2524
2525 for( int i=0; i<manifold_len; i++ ){
2526 rb_ct *ct = &manifold[i];
2527 struct world_surface *surf = world_contact_surface( world, ct );
2528
2529 if( surf->info.surface_prop != k_surface_prop_concrete )
2530 s->surface = surf->info.surface_prop;
2531 }
2532
2533 for( int i=0; i<k_wheel_count; i++ ){
2534 m4x3f mtx;
2535 m3x3_copy( player->rb.to_world, mtx );
2536 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2537 debug_sphere( mtx, wheels[i].radius,
2538 (u32[]){ VG__WHITE, VG__BLACK,
2539 wheels[i].colour }[ wheels[i].state ]);
2540 }
2541
2542 skate_integrate( player );
2543 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2544
2545 ent_gate *gate =
2546 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2547
2548 if( gate ){
2549 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2550 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2551 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2552 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2553 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2554 m3x3_mulv( gate->transport, s->state.head_position,
2555 s->state.head_position );
2556 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2557
2558 v4f transport_rotation;
2559 m3x3_q( gate->transport, transport_rotation );
2560 q_mul( transport_rotation, player->rb.q, player->rb.q );
2561 q_mul( transport_rotation, s->state.smoothed_rotation,
2562 s->state.smoothed_rotation );
2563 rb_update_transform( &player->rb );
2564
2565 s->state_gate_storage = s->state;
2566 player__pass_gate( player, gate );
2567 }
2568
2569 /* FIXME: Rate limit */
2570 static int stick_frames = 0;
2571
2572 if( s->state.activity == k_skate_activity_ground )
2573 stick_frames ++;
2574 else
2575 stick_frames = 0;
2576
2577
2578 if( stick_frames == 4 ){
2579 audio_lock();
2580 if( (fabsf(s->state.slip) > 0.75f) ){
2581 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2582 40.0f, 1.0f );
2583 }
2584 else{
2585 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2586 40.0f, 1.0f );
2587 }
2588 audio_unlock();
2589 }
2590 }
2591
2592 VG_STATIC void player__skate_im_gui( player_instance *player )
2593 {
2594 struct player_skate *s = &player->_skate;
2595 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2596 player->rb.v[1],
2597 player->rb.v[2] );
2598 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2599 player->rb.co[1],
2600 player->rb.co[2] );
2601 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2602 player->rb.w[1],
2603 player->rb.w[2] );
2604
2605 const char *activity_txt[] =
2606 {
2607 "air",
2608 "air_to_grind",
2609 "ground",
2610 "undefined (INVALID)",
2611 "grind_any (INVALID)",
2612 "grind_boardslide",
2613 "grind_back50",
2614 "grind_front50",
2615 "grind_5050"
2616 };
2617
2618 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2619 #if 0
2620 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2621 s->state.steerx_s, s->state.steery_s,
2622 k_steer_ground, k_steer_air );
2623 #endif
2624 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2625 s->state.flip_time );
2626 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2627 s->state.trick_vel[0],
2628 s->state.trick_vel[1],
2629 s->state.trick_vel[2] );
2630 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2631 s->state.trick_euler[0],
2632 s->state.trick_euler[1],
2633 s->state.trick_euler[2] );
2634 }
2635
2636 VG_STATIC void player__skate_animate( player_instance *player,
2637 player_animation *dest )
2638 {
2639 struct player_skate *s = &player->_skate;
2640 struct player_avatar *av = player->playeravatar;
2641 struct skeleton *sk = &av->sk;
2642
2643 /* Head */
2644 float kheight = 2.0f,
2645 kleg = 0.6f;
2646
2647 v3f offset;
2648 v3_zero( offset );
2649
2650 v3f cog_local, cog_ideal;
2651 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2652
2653 v3_copy( s->state.up_dir, cog_ideal );
2654 v3_normalize( cog_ideal );
2655 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2656
2657 v3_sub( cog_ideal, cog_local, offset );
2658
2659
2660 v3_muls( offset, 4.0f, offset );
2661 offset[1] *= -1.0f;
2662
2663 float curspeed = v3_length( player->rb.v ),
2664 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2665 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2666 sign = vg_signf( kicks );
2667
2668 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2669 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2670
2671 offset[0] *= 0.26f;
2672 offset[0] += s->wobble[1]*3.0f;
2673
2674 offset[1] *= -0.3f;
2675 offset[2] *= 0.01f;
2676
2677 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2678 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2679
2680 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2681
2682 /*
2683 * Animation blending
2684 * ===========================================
2685 */
2686
2687 /* sliding */
2688 {
2689 float desired = 0.0f;
2690 if( s->state.activity == k_skate_activity_ground )
2691 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2692
2693 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2694 }
2695
2696 /* movement information */
2697 {
2698 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2699
2700 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2701 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2702 fly = iair? 1.0f: 0.0f,
2703 wdist= s->weight_distribution[2] / k_board_length;
2704
2705 if( s->state.activity >= k_skate_activity_grind_any )
2706 wdist = 0.0f;
2707
2708 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2709 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2710 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2711 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2712 }
2713
2714 mdl_keyframe apose[32], bpose[32];
2715 mdl_keyframe ground_pose[32];
2716 {
2717 /* when the player is moving fast he will crouch down a little bit */
2718 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2719 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2720
2721 /* stand/crouch */
2722 float dir_frame = s->blend_z * (15.0f/30.0f),
2723 stand_blend = offset[1]*-2.0f;
2724
2725 v3f local_cog;
2726 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2727
2728 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2729
2730 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2731 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2732 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2733
2734 /* sliding */
2735 float slide_frame = s->blend_x * (15.0f/30.0f);
2736 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2737 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2738
2739 /* pushing */
2740 double push_time = vg.time - s->state.start_push;
2741 s->blend_push = vg_lerpf( s->blend_push,
2742 (vg.time - s->state.cur_push) < 0.125,
2743 6.0f*vg.time_delta );
2744
2745 float pt = push_time + vg.accumulator;
2746 if( s->state.reverse > 0.0f )
2747 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2748 else
2749 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2750
2751 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2752
2753 /* trick setup */
2754 float jump_start_frame = 14.0f/30.0f;
2755
2756 float charge = s->state.jump_charge;
2757 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2758
2759 float setup_frame = charge * jump_start_frame,
2760 setup_blend = vg_minf( s->blend_jump, 1.0f );
2761
2762 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2763 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2764 setup_frame = jump_frame;
2765
2766 struct skeleton_anim *jump_anim = s->state.jump_dir?
2767 s->anim_ollie:
2768 s->anim_ollie_reverse;
2769
2770 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2771 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2772 }
2773
2774 mdl_keyframe air_pose[32];
2775 {
2776 float target = -player->input_js1h->axis.value;
2777
2778 #if 1
2779 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2780 #else
2781 s->blend_airdir = 0.0f;
2782 #endif
2783
2784 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2785 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2786
2787 static v2f grab_choice;
2788
2789 v2f grab_input = { player->input_js2h->axis.value,
2790 player->input_js2v->axis.value };
2791 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2792 if( v2_length2( grab_input ) <= 0.001f )
2793 grab_input[0] = -1.0f;
2794 else
2795 v2_normalize_clamp( grab_input );
2796 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2797
2798 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2799 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2800 grab_frame = ang_unit * (15.0f/30.0f);
2801
2802 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2803 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2804 }
2805
2806 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2807
2808
2809 mdl_keyframe grind_pose[32];
2810 {
2811 /* TODO: factor balance into this sampler */
2812 float grind_frame = 0.5f;
2813
2814 if( s->state.activity == k_skate_activity_grind_front50 ){
2815 grind_frame = 0.0f;
2816 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2817 grind_frame = 1.0f;
2818 }
2819
2820 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2821 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2822 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2823 grind_frame, 5.0f*vg.time_delta );
2824
2825 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2826
2827 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2828 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2829 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2830 }
2831 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2832
2833 float add_grab_mod = 1.0f - s->blend_fly;
2834
2835 /* additive effects */
2836 {
2837 u32 apply_to[] = { av->id_hip,
2838 av->id_ik_hand_l,
2839 av->id_ik_hand_r,
2840 av->id_ik_elbow_l,
2841 av->id_ik_elbow_r };
2842
2843 float apply_rates[] = { 1.0f,
2844 0.75f,
2845 0.75f,
2846 0.75f,
2847 0.75f };
2848
2849 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2850 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2851 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2852 }
2853
2854 /* angle correction */
2855 if( v3_length2( s->state.up_dir ) > 0.001f ){
2856
2857 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2858 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2859 vg_warn( "FIX THIS! CARROT\n" );
2860 v4_copy( player->rb.q, s->state.smoothed_rotation );
2861 }
2862 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2863 s->state.smoothed_rotation );
2864 q_normalize( s->state.smoothed_rotation );
2865
2866 v3f yaw_ref = {1.0f,0.0f,0.0f},
2867 yaw_smooth = {1.0f,0.0f,0.0f};
2868 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2869 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2870 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2871 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2872
2873 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2874 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2875 yaw_counter_rotate = acosf( yaw_counter_rotate );
2876 yaw_counter_rotate *= 1.0f-s->blend_fly;
2877
2878 v3f ndir;
2879 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2880 v3_normalize( ndir );
2881
2882 v3f up = { 0.0f, 1.0f, 0.0f };
2883
2884 float a = v3_dot( ndir, up );
2885 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2886
2887 v3f axis;
2888 v4f qfixup, qcounteryaw, qtotal;
2889
2890 v3_cross( up, ndir, axis );
2891 q_axis_angle( qfixup, axis, a );
2892
2893 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2894 q_mul( qcounteryaw, qfixup, qtotal );
2895 q_normalize( qtotal );
2896
2897 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2898 v3f origin;
2899 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2900
2901 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2902 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2903
2904 v3f v0, co;
2905 v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
2906 v3_sub( co, origin, v0 );
2907 q_mulv( qtotal, v0, v0 );
2908 v3_add( v0, origin, co );
2909 v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
2910
2911 q_mul( qtotal, kf->q, kf->q );
2912 q_normalize( kf->q );
2913 }
2914
2915 v3f p1, p2;
2916 m3x3_mulv( player->rb.to_world, up, p1 );
2917 m3x3_mulv( player->rb.to_world, ndir, p2 );
2918
2919 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2920 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2921 }
2922
2923
2924
2925 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2926 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2927 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2928 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2929 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2930 *kf_hip = &dest->pose[av->id_hip-1],
2931 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2932 &dest->pose[av->id_wheel_l-1] };
2933
2934 v4f qtotal;
2935 v4f qtrickr, qyawr, qpitchr, qrollr;
2936 v3f eulerr;
2937
2938 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2939
2940 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2941 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2942 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2943
2944 q_mul( qpitchr, qrollr, qtrickr );
2945 q_mul( qyawr, qtrickr, qtotal );
2946 q_normalize( qtotal );
2947
2948 q_mul( qtotal, kf_board->q, kf_board->q );
2949
2950
2951 /* trick rotation */
2952 v4f qtrick, qyaw, qpitch, qroll;
2953 v3f euler;
2954 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2955
2956 float jump_t = vg.time-s->state.jump_time;
2957
2958 float k=17.0f;
2959 float h = k*jump_t;
2960 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2961 extra *= s->state.slap * 4.0f;
2962
2963 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2964 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2965 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2966
2967 q_mul( qyaw, qroll, qtrick );
2968 q_mul( qpitch, qtrick, qtrick );
2969 q_mul( kf_board->q, qtrick, kf_board->q );
2970 q_normalize( kf_board->q );
2971
2972
2973 /* foot weight distribution */
2974 if( s->blend_weight > 0.0f ){
2975 kf_foot_l->co[2] += s->blend_weight * 0.2f;
2976 kf_foot_r->co[2] += s->blend_weight * 0.1f;
2977 }
2978 else{
2979 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2980 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2981 }
2982
2983 kf_foot_l->co[1] += s->state.slap;
2984 kf_foot_r->co[1] += s->state.slap;
2985 kf_knee_l->co[1] += s->state.slap;
2986 kf_knee_r->co[1] += s->state.slap;
2987 kf_board->co[1] += s->state.slap;
2988 kf_hip->co[1] += s->state.slap * 0.25f;
2989
2990 /*
2991 * animation wishlist:
2992 * boardslide/grind jump animations
2993 * when tricking the slap should not appply or less apply
2994 * not animations however DONT target grinds that are vertically down.
2995 */
2996
2997 /* truck rotation */
2998 for( int i=0; i<2; i++ )
2999 {
3000 float a = vg_minf( s->truckv0[i][0], 1.0f );
3001 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3002
3003 v4f q;
3004 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3005 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3006 q_normalize( kf_wheels[i]->q );
3007 }
3008 }
3009
3010 /* transform */
3011 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3012 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
3013
3014 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
3015
3016 v4f qflip;
3017 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3018 (fabsf(s->state.flip_rate) > 0.01f) )
3019 {
3020 float t = s->state.flip_time;
3021 sign = vg_signf( t );
3022
3023 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3024 t = sign * (1.0f-t*t);
3025
3026 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3027 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3028 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3029
3030 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3031
3032 q_axis_angle( qflip, s->state.flip_axis, angle );
3033 q_mul( qflip, dest->root_q, dest->root_q );
3034 q_normalize( dest->root_q );
3035
3036 v3f rotation_point, rco;
3037 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
3038 v3_sub( dest->root_co, rotation_point, rco );
3039
3040 q_mulv( qflip, rco, rco );
3041 v3_add( rco, rotation_point, dest->root_co );
3042 }
3043
3044 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
3045 }
3046
3047 VG_STATIC void player__skate_post_animate( player_instance *player )
3048 {
3049 struct player_skate *s = &player->_skate;
3050 struct player_avatar *av = player->playeravatar;
3051
3052 player->cam_velocity_influence = 1.0f;
3053
3054 v3f head = { 0.0f, 1.8f, 0.0f };
3055 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3056 m4x3_mulv( player->rb.to_local, s->state.head_position,
3057 s->state.head_position );
3058 }
3059
3060 VG_STATIC void player__skate_reset_animator( player_instance *player )
3061 {
3062 struct player_skate *s = &player->_skate;
3063
3064 if( s->state.activity <= k_skate_activity_air_to_grind )
3065 s->blend_fly = 1.0f;
3066 else
3067 s->blend_fly = 0.0f;
3068
3069 s->blend_slide = 0.0f;
3070 s->blend_z = 0.0f;
3071 s->blend_x = 0.0f;
3072 s->blend_stand = 0.0f;
3073 s->blend_push = 0.0f;
3074 s->blend_jump = 0.0f;
3075 s->blend_airdir = 0.0f;
3076 }
3077
3078 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3079 {
3080 struct player_skate *s = &player->_skate;
3081 s->state.jump_charge = 0.0f;
3082 s->state.flip_rate = 0.0f;
3083 #if 0
3084 s->state.steery = 0.0f;
3085 s->state.steerx = 0.0f;
3086 s->state.steery_s = 0.0f;
3087 s->state.steerx_s = 0.0f;
3088 #endif
3089 s->state.reverse = 0.0f;
3090 s->state.slip = 0.0f;
3091 v3_copy( player->rb.co, s->state.prev_pos );
3092
3093 #if 0
3094 m3x3_identity( s->state.velocity_bias );
3095 m3x3_identity( s->state.velocity_bias_pstep );
3096 #endif
3097
3098 v3_zero( s->state.throw_v );
3099 v3_zero( s->state.trick_vel );
3100 v3_zero( s->state.trick_euler );
3101 }
3102
3103 VG_STATIC void player__skate_reset( player_instance *player,
3104 ent_spawn *rp )
3105 {
3106 struct player_skate *s = &player->_skate;
3107 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3108 v3_zero( player->rb.v );
3109 v3_zero( s->state.cog_v );
3110 v4_copy( rp->transform.q, player->rb.q );
3111
3112 s->state.activity = k_skate_activity_air;
3113 s->state.activity_prev = k_skate_activity_air;
3114
3115 player__skate_clear_mechanics( player );
3116 player__skate_reset_animator( player );
3117
3118 v3_zero( s->state.head_position );
3119 s->state.head_position[1] = 1.8f;
3120 }
3121
3122 #endif /* PLAYER_SKATE_C */