code is no longer based :(
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 static void player__skate_bind(void){
12 struct skeleton *sk = &localplayer.skeleton;
13 rb_update_transform( &localplayer.rb );
14
15 struct { struct skeleton_anim **anim; const char *name; }
16 bindings[] = {
17 { &player_skate.anim_grind, "pose_grind" },
18 { &player_skate.anim_grind_jump, "pose_grind_jump" },
19 { &player_skate.anim_stand, "pose_stand" },
20 { &player_skate.anim_highg, "pose_highg" },
21 { &player_skate.anim_air, "pose_air" },
22 { &player_skate.anim_slide, "pose_slide" },
23 { &player_skate.anim_push, "push" },
24 { &player_skate.anim_push_reverse, "push_reverse" },
25 { &player_skate.anim_ollie, "ollie" },
26 { &player_skate.anim_ollie_reverse,"ollie_reverse" },
27 { &player_skate.anim_grabs, "grabs" }
28 };
29
30 for( u32 i=0; i<vg_list_size(bindings); i++ )
31 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
32 }
33
34 static void player__skate_kill_audio(void){
35 audio_lock();
36 if( player_skate.aud_main ){
37 player_skate.aud_main =
38 audio_channel_fadeout( player_skate.aud_main, 0.1f );
39 }
40 if( player_skate.aud_air ){
41 player_skate.aud_air =
42 audio_channel_fadeout( player_skate.aud_air, 0.1f );
43 }
44 if( player_skate.aud_slide ){
45 player_skate.aud_slide =
46 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
47 }
48 audio_unlock();
49 }
50
51 /*
52 * Collision detection routines
53 *
54 *
55 */
56
57 /*
58 * Does collision detection on a sphere vs world, and applies some smoothing
59 * filters to the manifold afterwards
60 */
61 static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
62 world_instance *world = world_current_instance();
63
64 int len = 0;
65 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
66 k_material_flag_walking );
67
68 for( int i=0; i<len; i++ ){
69 man[i].rba = &localplayer.rb;
70 man[i].rbb = NULL;
71 }
72
73 rb_manifold_filter_coplanar( man, len, 0.03f );
74
75 if( len > 1 ){
76 rb_manifold_filter_backface( man, len );
77 rb_manifold_filter_joint_edges( man, len, 0.03f );
78 rb_manifold_filter_pairs( man, len, 0.03f );
79 }
80 int new_len = rb_manifold_apply_filtered( man, len );
81 if( len && !new_len )
82 len = 1;
83 else
84 len = new_len;
85
86 return len;
87 }
88
89 struct grind_info
90 {
91 v3f co, dir, n;
92 };
93
94 static int skate_grind_scansq( v3f pos, v3f dir, float r,
95 struct grind_info *inf ){
96 world_instance *world = world_current_instance();
97
98 v4f plane;
99 v3_copy( dir, plane );
100 v3_normalize( plane );
101 plane[3] = v3_dot( plane, pos );
102
103 boxf box;
104 v3_add( pos, (v3f){ r, r, r }, box[1] );
105 v3_sub( pos, (v3f){ r, r, r }, box[0] );
106
107 struct grind_sample{
108 v2f co;
109 v2f normal;
110 v3f normal3,
111 centroid;
112 }
113 samples[48];
114 int sample_count = 0;
115
116 v2f support_min,
117 support_max;
118
119 v3f support_axis;
120 v3_cross( plane, (v3f){0,1,0}, support_axis );
121 v3_normalize( support_axis );
122
123 bh_iter it;
124 bh_iter_init_box( 0, &it, box );
125 i32 idx;
126
127 while( bh_next( world->geo_bh, &it, &idx ) ){
128 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
129 v3f tri[3];
130
131 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
132 if( !(surf->info.flags & k_material_flag_grindable) )
133 continue;
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = normal[1];
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = d[1];
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f average_direction,
183 average_normal;
184
185 v2f min_co, max_co;
186 v2_fill( min_co, INFINITY );
187 v2_fill( max_co, -INFINITY );
188
189 v3_zero( average_direction );
190 v3_zero( average_normal );
191
192 int passed_samples = 0;
193
194 for( int i=0; i<sample_count-1; i++ ){
195 struct grind_sample *si, *sj;
196
197 si = &samples[i];
198
199 for( int j=i+1; j<sample_count; j++ ){
200 if( i == j )
201 continue;
202
203 sj = &samples[j];
204
205 /* non overlapping */
206 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
207 continue;
208
209 /* not sharp angle */
210 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
211 continue;
212
213 /* not convex */
214 v3f v0;
215 v3_sub( sj->centroid, si->centroid, v0 );
216 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
217 v3_dot( v0, sj->normal3 ) <= 0.0f )
218 continue;
219
220 v2_minv( sj->co, min_co, min_co );
221 v2_maxv( sj->co, max_co, max_co );
222
223 v3f n0, n1, dir;
224 v3_copy( si->normal3, n0 );
225 v3_copy( sj->normal3, n1 );
226 v3_cross( n0, n1, dir );
227
228 if( v3_length2( dir ) <= 0.001f )
229 continue;
230
231 v3_normalize( dir );
232
233 /* make sure the directions all face a common hemisphere */
234 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
235 v3_add( average_direction, dir, average_direction );
236
237 float yi = si->normal3[1],
238 yj = sj->normal3[1];
239
240 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
241 else v3_add( sj->normal3, average_normal, average_normal );
242
243 passed_samples ++;
244 }
245 }
246
247 if( !passed_samples )
248 return 0;
249
250 if( (v3_length2( average_direction ) <= 0.001f) ||
251 (v3_length2( average_normal ) <= 0.001f ) )
252 return 0;
253
254 float div = 1.0f/(float)passed_samples;
255 v3_normalize( average_direction );
256 v3_normalize( average_normal );
257
258 v2f average_coord;
259 v2_add( min_co, max_co, average_coord );
260 v2_muls( average_coord, 0.5f, average_coord );
261
262 v3_muls( support_axis, average_coord[0], inf->co );
263 inf->co[1] += average_coord[1];
264 v3_add( pos, inf->co, inf->co );
265 v3_copy( average_normal, inf->n );
266 v3_copy( average_direction, inf->dir );
267
268 vg_line_point( inf->co, 0.02f, VG__GREEN );
269 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
270 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
271
272 return passed_samples;
273 }
274
275 static void reset_jump_info( jump_info *inf ){
276 inf->log_length = 0;
277 inf->land_dist = 0.0f;
278 inf->score = 0.0f;
279 inf->type = k_prediction_unset;
280 v3_zero( inf->apex );
281 }
282
283 static int create_jumps_to_hit_target( jump_info *jumps,
284 v3f target, float max_angle_delta,
285 float gravity ){
286 /* calculate the exact 2 solutions to jump onto that grind spot */
287
288 v3f v0;
289 v3_sub( target, localplayer.rb.co, v0 );
290
291 v3f ax;
292 v3_copy( v0, ax );
293 ax[1] = 0.0f;
294 v3_normalize( ax );
295
296 v2f d = { v3_dot( ax, v0 ), v0[1] },
297 v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
298
299 float a = atan2f( v[1], v[0] ),
300 m = v2_length( v ),
301 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
302
303 int valid_count = 0;
304
305 if( root > 0.0f ){
306 root = sqrtf( root );
307 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
308 a1 = atanf( (m*m - root) / (gravity * d[0]) );
309
310 if( fabsf(a0-a) < max_angle_delta ){
311 jump_info *inf = &jumps[ valid_count ++ ];
312 reset_jump_info( inf );
313
314 v3_muls( ax, cosf( a0 ) * m, inf->v );
315 inf->v[1] += sinf( a0 ) * m;
316 inf->land_dist = d[0] / (cosf(a0)*m);
317 inf->gravity = gravity;
318
319 v3_copy( target, inf->log[inf->log_length ++] );
320 }
321
322 if( fabsf(a1-a) < max_angle_delta ){
323 jump_info *inf = &jumps[ valid_count ++ ];
324 reset_jump_info( inf );
325
326 v3_muls( ax, cosf( a1 ) * m, inf->v );
327 inf->v[1] += sinf( a1 ) * m;
328 inf->land_dist = d[0] / (cosf(a1)*m);
329 inf->gravity = gravity;
330
331 v3_copy( target, inf->log[inf->log_length ++] );
332 }
333 }
334
335 return valid_count;
336 }
337
338 static void player__approximate_best_trajectory(void){
339 world_instance *world0 = world_current_instance();
340
341 float k_trace_delta = k_rb_delta * 10.0f;
342 struct player_skate_state *state = &player_skate.state;
343
344 state->air_start = vg.time;
345 v3_copy( localplayer.rb.v, state->air_init_v );
346 v3_copy( localplayer.rb.co, state->air_init_co );
347
348 player_skate.possible_jump_count = 0;
349
350 v3f axis;
351 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
352 v3_normalize( axis );
353
354 /* at high slopes, Y component is low */
355 float upness = localplayer.rb.to_world[1][1],
356 angle_begin = -(1.0f-fabsf( upness )),
357 angle_end = 1.0f;
358
359 struct grind_info grind;
360 int grind_located = 0;
361 float grind_located_gravity = k_gravity;
362
363
364 v3f launch_v_bounds[2];
365
366 for( int i=0; i<2; i++ ){
367 v3_copy( localplayer.rb.v, launch_v_bounds[i] );
368 float ang = (float[]){ angle_begin, angle_end }[ i ];
369 ang *= 0.15f;
370
371 v4f qbias;
372 q_axis_angle( qbias, axis, ang );
373 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
374 }
375
376 for( int m=0;m<=30; m++ ){
377 jump_info *inf =
378 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
379 reset_jump_info( inf );
380
381 v3f launch_co, launch_v, co0, co1;
382 v3_copy( localplayer.rb.co, launch_co );
383 v3_copy( localplayer.rb.v, launch_v );
384 v3_copy( launch_co, co0 );
385 world_instance *trace_world = world0;
386
387 float vt = (float)m * (1.0f/30.0f),
388 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
389
390 v4f qbias;
391 q_axis_angle( qbias, axis, ang );
392 q_mulv( qbias, launch_v, launch_v );
393
394 float yaw_sketch = 1.0f-fabsf(upness);
395
396 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
397 q_axis_angle( qbias, localplayer.rb.to_world[1], yaw_bias );
398 q_mulv( qbias, launch_v, launch_v );
399
400 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
401 gravity = k_gravity * gravity_bias;
402 inf->gravity = gravity;
403 v3_copy( launch_v, inf->v );
404
405 for( int i=1; i<=50; i++ ){
406 float t = (float)i * k_trace_delta;
407
408 v3_muls( launch_v, t, co1 );
409 co1[1] += -0.5f * gravity * t*t;
410 v3_add( launch_co, co1, co1 );
411
412 float launch_vy = launch_v[1];
413
414 int search_for_grind = 1;
415 if( grind_located ) search_for_grind = 0;
416 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
417
418 /* REFACTOR */
419
420 v3f closest={0.0f,0.0f,0.0f};
421 if( search_for_grind ){
422 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
423 float min_dist = 0.75f;
424 min_dist *= min_dist;
425
426 if( v3_dist2( closest, launch_co ) < min_dist )
427 search_for_grind = 0;
428
429 v3f bound[2];
430
431 for( int j=0; j<2; j++ ){
432 v3_muls( launch_v_bounds[j], t, bound[j] );
433 bound[j][1] += -0.5f*gravity*t*t;
434 v3_add( launch_co, bound[j], bound[j] );
435 }
436
437 float limh = vg_minf( 2.0f, t ),
438 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
439 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
440
441 if( (closest[1] < minh) || (closest[1] > maxh) ){
442 search_for_grind = 0;
443 }
444 }
445 else
446 search_for_grind = 0;
447 }
448
449 if( search_for_grind ){
450 v3f ve;
451 v3_copy( launch_v, ve );
452 ve[1] += -gravity * t;
453
454 if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
455 /* check alignment */
456 v2f v0 = { ve[0], ve[2] },
457 v1 = { grind.dir[0], grind.dir[2] };
458
459 v2_normalize( v0 );
460 v2_normalize( v1 );
461
462 float a = v2_dot( v0, v1 );
463
464 float a_min = cosf( VG_PIf * 0.185f );
465 if( state->grind_cooldown )
466 a_min = cosf( VG_PIf * 0.05f );
467
468 /* check speed */
469 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
470 (a >= a_min) &&
471 (fabsf(grind.dir[1]) < 0.70710678118654752f))
472 {
473 grind_located = 1;
474 grind_located_gravity = inf->gravity;
475 }
476 }
477 }
478
479 if( trace_world->rendering_gate ){
480 ent_gate *gate = trace_world->rendering_gate;
481 if( gate_intersect( gate, co1, co0 ) ){
482 m4x3_mulv( gate->transport, co0, co0 );
483 m4x3_mulv( gate->transport, co1, co1 );
484 m3x3_mulv( gate->transport, launch_v, launch_v);
485 m4x3_mulv( gate->transport, launch_co, launch_co );
486 }
487 }
488
489 float t1;
490 v3f n;
491
492 float scan_radius = k_board_radius;
493 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
494
495 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
496 k_material_flag_walking );
497 if( idx != -1 ){
498 v3f co;
499 v3_lerp( co0, co1, t1, co );
500 v3_copy( co, inf->log[ inf->log_length ++ ] );
501
502 v3_copy( n, inf->n );
503 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
504 struct world_surface *surf =
505 world_tri_index_surface( trace_world, tri[0] );
506
507 inf->type = k_prediction_land;
508
509 v3f ve;
510 v3_copy( launch_v, ve );
511 ve[1] += -gravity * t;
512
513 inf->score = -v3_dot( ve, inf->n );
514 inf->land_dist = t + k_trace_delta * t1;
515
516 /* Bias prediction towords ramps */
517 if( !(surf->info.flags & k_material_flag_skate_target) )
518 inf->score *= 10.0f;
519
520 if( surf->info.flags & k_material_flag_boundary )
521 player_skate.possible_jump_count --;
522
523 break;
524 }
525
526 if( i % 3 == 0 )
527 v3_copy( co1, inf->log[ inf->log_length ++ ] );
528 v3_copy( co1, co0 );
529 }
530
531 if( inf->type == k_prediction_unset )
532 player_skate.possible_jump_count --;
533 }
534
535 if( grind_located ){
536 jump_info grind_jumps[2];
537
538 int valid_count =
539 create_jumps_to_hit_target( grind_jumps, grind.co,
540 0.175f*VG_PIf, grind_located_gravity );
541
542 /* knock out original landing points in the 1m area */
543 for( u32 j=0; j<player_skate.possible_jump_count; j++ ){
544 jump_info *jump = &player_skate.possible_jumps[ j ];
545 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
546 float descale = 1.0f-vg_minf(1.0f,dist);
547 jump->score += descale*3.0f;
548 }
549
550 for( int i=0; i<valid_count; i++ ){
551 jump_info *jump = &grind_jumps[i];
552 jump->type = k_prediction_grind;
553
554 v3f launch_v, launch_co, co0, co1;
555
556 v3_copy( jump->v, launch_v );
557 v3_copy( localplayer.rb.co, launch_co );
558
559 float t = 0.05f * jump->land_dist;
560 v3_muls( launch_v, t, co0 );
561 co0[1] += -0.5f * jump->gravity * t*t;
562 v3_add( launch_co, co0, co0 );
563
564 /* rough scan to make sure we dont collide with anything */
565 for( int j=1; j<=16; j++ ){
566 t = (float)j*(1.0f/16.0f);
567 t *= 0.9f;
568 t += 0.05f;
569 t *= jump->land_dist;
570
571 v3_muls( launch_v, t, co1 );
572 co1[1] += -0.5f * jump->gravity * t*t;
573 v3_add( launch_co, co1, co1 );
574
575 float t1;
576 v3f n;
577
578 int idx = spherecast_world( world0, co0,co1,
579 k_board_radius*0.1f, &t1, n,
580 k_material_flag_walking );
581 if( idx != -1 ){
582 goto invalidated_grind;
583 }
584
585 v3_copy( co1, co0 );
586 }
587
588 v3_copy( grind.n, jump->n );
589
590 /* determine score */
591 v3f ve;
592 v3_copy( jump->v, ve );
593 ve[1] += -jump->gravity*jump->land_dist;
594 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
595
596 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
597 *jump;
598
599 continue;
600 invalidated_grind:;
601 }
602 }
603
604
605 float score_min = INFINITY,
606 score_max = -INFINITY;
607
608 jump_info *best = NULL;
609
610 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
611 jump_info *jump = &player_skate.possible_jumps[i];
612
613 if( jump->score < score_min )
614 best = jump;
615
616 score_min = vg_minf( score_min, jump->score );
617 score_max = vg_maxf( score_max, jump->score );
618 }
619
620 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
621 jump_info *jump = &player_skate.possible_jumps[i];
622 float s = jump->score;
623
624 s -= score_min;
625 s /= (score_max-score_min);
626 s = 1.0f - s;
627
628 jump->score = s;
629 jump->colour = s * 255.0f;
630
631 if( jump == best )
632 jump->colour <<= 16;
633 else if( jump->type == k_prediction_land )
634 jump->colour <<= 8;
635
636 jump->colour |= 0xff000000;
637 }
638
639 if( best ){
640 v3_copy( best->n, state->land_normal );
641 v3_copy( best->v, localplayer.rb.v );
642 state->land_dist = best->land_dist;
643 state->gravity_bias = best->gravity;
644
645 if( best->type == k_prediction_grind ){
646 state->activity = k_skate_activity_air_to_grind;
647 }
648
649 v2f steer;
650 joystick_state( k_srjoystick_steer, steer );
651 v2_normalize_clamp( steer );
652
653 if( (fabsf(steer[1]) > 0.5f) && (state->land_dist >= 1.5f) ){
654 state->flip_rate = (1.0f/state->land_dist) * vg_signf(steer[1]) *
655 state->reverse ;
656 state->flip_time = 0.0f;
657 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
658 }
659 else{
660 state->flip_rate = 0.0f;
661 v3_zero( state->flip_axis );
662 }
663 }
664 else
665 v3_copy( (v3f){0,1,0}, state->land_normal );
666 }
667
668 /*
669 *
670 * Varius physics models
671 * ------------------------------------------------
672 */
673
674 /*
675 * Air control, no real physics
676 */
677 static void skate_apply_air_model(void){
678 struct player_skate_state *state = &player_skate.state;
679
680 if( state->activity_prev > k_skate_activity_air_to_grind )
681 player__approximate_best_trajectory();
682
683 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
684 angle = vg_clampf( angle, -1.0f, 1.0f );
685 v3f axis;
686 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
687
688 v4f correction;
689 q_axis_angle( correction, axis,
690 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
691 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
692 }
693
694 static enum trick_type player_skate_trick_input(void);
695 static void skate_apply_trick_model(void){
696 struct player_skate_state *state = &player_skate.state;
697
698 v3f Fd, Fs, F;
699 v3f strength = { 3.7f, 3.6f, 8.0f };
700
701 v3_muls( state->trick_residualv, -4.0f , Fd );
702 v3_muls( state->trick_residuald, -10.0f, Fs );
703 v3_add( Fd, Fs, F );
704 v3_mul( strength, F, F );
705
706 v3_muladds( state->trick_residualv, F, k_rb_delta,
707 state->trick_residualv );
708 v3_muladds( state->trick_residuald, state->trick_residualv,
709 k_rb_delta, state->trick_residuald );
710
711 if( state->activity <= k_skate_activity_air_to_grind ){
712 if( v3_length2( state->trick_vel ) < 0.0001f )
713 return;
714
715 int carry_on = player_skate_trick_input();
716
717 /* we assume velocities share a common divisor, in which case the
718 * interval is the minimum value (if not zero) */
719
720 float min_rate = 99999.0f;
721
722 for( int i=0; i<3; i++ ){
723 float v = state->trick_vel[i];
724 if( (v > 0.0f) && (v < min_rate) )
725 min_rate = v;
726 }
727
728 float interval = 1.0f / min_rate,
729 current = floorf( state->trick_time / interval ),
730 next_end = (current+1.0f) * interval;
731
732
733 /* integrate trick velocities */
734 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
735 state->trick_euler );
736
737 if( !carry_on && (state->trick_time + k_rb_delta >= next_end) ){
738 state->trick_time = 0.0f;
739 state->trick_euler[0] = roundf( state->trick_euler[0] );
740 state->trick_euler[1] = roundf( state->trick_euler[1] );
741 state->trick_euler[2] = roundf( state->trick_euler[2] );
742 v3_copy( state->trick_vel, state->trick_residualv );
743 v3_zero( state->trick_vel );
744 }
745
746 state->trick_time += k_rb_delta;
747 }
748 else{
749 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
750 state->trick_time > 0.2f)
751 {
752 player__skate_kill_audio();
753 player__dead_transition();
754 }
755
756 state->trick_euler[0] = roundf( state->trick_euler[0] );
757 state->trick_euler[1] = roundf( state->trick_euler[1] );
758 state->trick_euler[2] = roundf( state->trick_euler[2] );
759 state->trick_time = 0.0f;
760 v3_zero( state->trick_vel );
761 }
762 }
763
764 static void skate_apply_grab_model(void){
765 struct player_skate_state *state = &player_skate.state;
766
767 float grabt = axis_state( k_sraxis_grab );
768
769 if( grabt > 0.5f ){
770 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
771 state->grab_mouse_delta );
772
773 v2_normalize_clamp( state->grab_mouse_delta );
774 }
775 else
776 v2_zero( state->grab_mouse_delta );
777
778 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
779 }
780
781 static void skate_apply_steering_model(void){
782 struct player_skate_state *state = &player_skate.state;
783
784 v2f jsteer;
785 joystick_state( k_srjoystick_steer, jsteer );
786
787 /* Steering */
788 float steer = jsteer[0],
789 grab = axis_state( k_sraxis_grab );
790
791 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
792
793 v3f steer_axis;
794 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
795
796 float rate = 26.0f,
797 top = 1.0f;
798
799 if( state->activity <= k_skate_activity_air_to_grind ){
800 rate = 6.0f * fabsf(steer);
801 top = 1.5f;
802 }
803 else{
804 /* rotate slower when grabbing on ground */
805 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
806
807 if( state->activity == k_skate_activity_grind_5050 ){
808 rate = 0.0f;
809 top = 0.0f;
810 }
811
812 else if( state->activity >= k_skate_activity_grind_any ){
813 rate *= fabsf(steer);
814
815 float a = 0.8f * -steer * k_rb_delta;
816
817 v4f q;
818 q_axis_angle( q, localplayer.rb.to_world[1], a );
819 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
820
821 v3_normalize( player_skate.grind_vec );
822 }
823
824 else if( state->manual_direction ){
825 rate = 35.0f;
826 top = 1.5f;
827 }
828
829 if( grab < 0.5f ){
830 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
831 }
832 }
833
834 float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
835 addspeed = (steer * -top) - current,
836 maxaccel = rate * k_rb_delta,
837 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
838
839 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
840 accel, localplayer.rb.w );
841 }
842
843 /*
844 * Computes friction and surface interface model
845 */
846 static void skate_apply_friction_model(void){
847 struct player_skate_state *state = &player_skate.state;
848
849 /*
850 * Computing localized friction forces for controlling the character
851 * Friction across X is significantly more than Z
852 */
853
854 v3f vel;
855 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
856 float slip = 0.0f;
857
858 if( fabsf(vel[2]) > 0.01f )
859 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
860
861 if( fabsf( slip ) > 1.2f )
862 slip = vg_signf( slip ) * 1.2f;
863
864 state->slip = slip;
865 state->reverse = -vg_signf(vel[2]);
866
867 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
868 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
869
870 /* Pushing additive force */
871
872 if( !button_press( k_srbind_jump ) ){
873 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) )
874 {
875 if( (vg.time - state->cur_push) > 0.25 )
876 state->start_push = vg.time;
877
878 state->cur_push = vg.time;
879
880 double push_time = vg.time - state->start_push;
881
882 float cycle_time = push_time*k_push_cycle_rate,
883 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
884 amt = accel * VG_TIMESTEP_FIXED,
885 current = v3_length( vel ),
886 new_vel = vg_minf( current + amt, k_max_push_speed ),
887 delta = new_vel - vg_minf( current, k_max_push_speed );
888
889 vel[2] += delta * -state->reverse;
890 }
891 }
892
893 /* Send back to velocity */
894 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
895 }
896
897 static void skate_apply_jump_model(void){
898 struct player_skate_state *state = &player_skate.state;
899 int charging_jump_prev = state->charging_jump;
900 state->charging_jump = button_press( k_srbind_jump );
901
902 /* Cannot charge this in air */
903 if( state->activity <= k_skate_activity_air_to_grind ){
904 state->charging_jump = 0;
905 return;
906 }
907
908 if( state->charging_jump ){
909 state->jump_charge += k_rb_delta * k_jump_charge_speed;
910
911 if( !charging_jump_prev )
912 state->jump_dir = state->reverse>0.0f? 1: 0;
913 }
914 else{
915 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
916 }
917
918 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
919
920 /* player let go after charging past 0.2: trigger jump */
921 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
922 v3f jumpdir;
923
924 /* Launch more up if alignment is up else improve velocity */
925 float aup = localplayer.rb.to_world[1][1],
926 mod = 0.5f,
927 dir = mod + fabsf(aup)*(1.0f-mod);
928
929 if( state->activity == k_skate_activity_ground ){
930 v3_copy( localplayer.rb.v, jumpdir );
931 v3_normalize( jumpdir );
932 v3_muls( jumpdir, 1.0f-dir, jumpdir );
933 v3_muladds( jumpdir, localplayer.rb.to_world[1], dir, jumpdir );
934 v3_normalize( jumpdir );
935 }else{
936 v3_copy( state->up_dir, jumpdir );
937 state->grind_cooldown = 30;
938 state->activity = k_skate_activity_ground;
939
940 v2f steer;
941 joystick_state( k_srjoystick_steer, steer );
942
943 float tilt = steer[0] * 0.3f;
944 tilt *= vg_signf(v3_dot( localplayer.rb.v,
945 player_skate.grind_dir ));
946
947 v4f qtilt;
948 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
949 q_mulv( qtilt, jumpdir, jumpdir );
950 }
951 state->surface_cooldown = 10;
952
953 float force = k_jump_force*state->jump_charge;
954 v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
955 state->jump_charge = 0.0f;
956 state->jump_time = vg.time;
957 player__networked_sfx( k_player_subsystem_skate, 32,
958 k_player_skate_soundeffect_jump,
959 localplayer.rb.co, 1.0f );
960 }
961 }
962
963 static void skate_apply_pump_model(void){
964 struct player_skate_state *state = &player_skate.state;
965
966 if( state->activity != k_skate_activity_ground ){
967 v3_zero( state->throw_v );
968 return;
969 }
970
971 /* Throw / collect routine
972 */
973 if( axis_state( k_sraxis_grab ) > 0.5f ){
974 if( state->activity == k_skate_activity_ground ){
975 /* Throw */
976 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
977 }
978 }
979 else{
980 /* Collect */
981 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
982
983 v3f Fl, Fv;
984 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
985
986 if( state->activity == k_skate_activity_ground ){
987 if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
988 v3_muladds( localplayer.rb.v, Fl,
989 k_mmcollect_lat, localplayer.rb.v );
990 }
991 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
992 }
993
994 v3_muls( localplayer.rb.to_world[1], -doty, Fv );
995 v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
996 v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
997 }
998
999 /* Decay */
1000 if( v3_length2( state->throw_v ) > 0.0001f ){
1001 v3f dir;
1002 v3_copy( state->throw_v, dir );
1003 v3_normalize( dir );
1004
1005 float max = v3_dot( dir, state->throw_v ),
1006 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1007 v3_muladds( state->throw_v, dir, -amt, state->throw_v );
1008 }
1009 }
1010
1011 static void skate_apply_cog_model(void){
1012 struct player_skate_state *state = &player_skate.state;
1013
1014 v3f ideal_cog, ideal_diff, ideal_dir;
1015 v3_copy( state->up_dir, ideal_dir );
1016 v3_normalize( ideal_dir );
1017
1018 float grab = axis_state( k_sraxis_grab );
1019 v3_muladds( localplayer.rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1020 v3_sub( ideal_cog, state->cog, ideal_diff );
1021
1022 /* Apply velocities */
1023 v3f rv;
1024 v3_sub( localplayer.rb.v, state->cog_v, rv );
1025
1026 v3f F;
1027 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1028 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1029
1030 float ra = k_cog_mass_ratio,
1031 rb = 1.0f-k_cog_mass_ratio;
1032
1033 /* Apply forces & intergrate */
1034 v3_muladds( state->cog_v, F, -rb, state->cog_v );
1035 state->cog_v[1] += -9.8f * k_rb_delta;
1036 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1037 }
1038
1039 static void skate_integrate(void){
1040 struct player_skate_state *state = &player_skate.state;
1041
1042 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1043 rate_z = rate_x,
1044 rate_y = 1.0f;
1045
1046 if( state->activity >= k_skate_activity_grind_any ){
1047 rate_x = 1.0f-(16.0f*k_rb_delta);
1048 rate_y = 1.0f-(10.0f*k_rb_delta);
1049 rate_z = 1.0f-(40.0f*k_rb_delta);
1050 }
1051
1052 float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
1053 wy = v3_dot( localplayer.rb.w, localplayer.rb.to_world[1] ) * rate_y,
1054 wz = v3_dot( localplayer.rb.w, localplayer.rb.to_world[2] ) * rate_z;
1055
1056 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1057 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1058 localplayer.rb.w );
1059 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1060 localplayer.rb.w );
1061
1062 state->flip_time += state->flip_rate * k_rb_delta;
1063 rb_update_transform( &localplayer.rb );
1064 }
1065
1066 static enum trick_type player_skate_trick_input(void){
1067 return (button_press( k_srbind_trick0 ) ) |
1068 (button_press( k_srbind_trick1 ) << 1) |
1069 (button_press( k_srbind_trick2 ) << 1) |
1070 (button_press( k_srbind_trick2 ) );
1071 }
1072
1073 static void player__skate_pre_update(void){
1074 struct player_skate_state *state = &player_skate.state;
1075
1076 if( button_down( k_srbind_use ) ){
1077 localplayer.subsystem = k_player_subsystem_walk;
1078
1079 v3f angles;
1080 v3_copy( localplayer.cam.angles, localplayer.angles );
1081 localplayer.angles[2] = 0.0f;
1082
1083 v3f newpos, offset;
1084 m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
1085 v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
1086 v3_sub( localplayer.rb.co, newpos, offset );
1087 v3_copy( newpos, localplayer.rb.co );
1088
1089 player__begin_holdout( offset );
1090 player__skate_kill_audio();
1091 player__walk_transition();
1092 return;
1093 }
1094
1095 if( state->activity <= k_skate_activity_air_to_grind ){
1096 enum trick_type trick = k_trick_type_none;
1097 if( (trick = player_skate_trick_input()) ){
1098 if( (vg.time - state->jump_time) < 0.1f ){
1099 v3_zero( state->trick_vel );
1100 state->trick_time = 0.0f;
1101
1102 if( trick == k_trick_type_kickflip ){
1103 state->trick_vel[0] = 3.0f;
1104 }
1105 else if( trick == k_trick_type_shuvit ){
1106 state->trick_vel[2] = 3.0f;
1107 }
1108 else if( trick == k_trick_type_treflip ){
1109 state->trick_vel[0] = 2.0f;
1110 state->trick_vel[2] = 2.0f;
1111 }
1112 state->trick_type = trick;
1113 }
1114 }
1115 }
1116 else
1117 state->trick_type = k_trick_type_none;
1118 }
1119
1120 static void player__skate_post_update(void){
1121 struct player_skate_state *state = &player_skate.state;
1122
1123 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1124 jump_info *jump = &player_skate.possible_jumps[i];
1125
1126 if( jump->log_length == 0 ){
1127 vg_fatal_error( "assert: jump->log_length == 0\n" );
1128 }
1129
1130 for( int j=0; j<jump->log_length - 1; j ++ ){
1131 float brightness = jump->score*jump->score*jump->score;
1132 v3f p1;
1133 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1134 vg_line( jump->log[j], p1, jump->colour );
1135 }
1136
1137 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1138
1139 v3f p1;
1140 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1141 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1142
1143 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1144 }
1145
1146 audio_lock();
1147
1148 float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1149 speed = v3_length( localplayer.rb.v ),
1150 attn = vg_minf( 1.0f, speed*0.1f ),
1151 slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
1152
1153 if( state->activity >= k_skate_activity_grind_any ){
1154 slide = 0.0f;
1155 }
1156
1157 f32 gate = skaterift.time_rate,
1158 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1159 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1160 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1161
1162 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1163
1164 if( !player_skate.aud_air ){
1165 player_skate.aud_air = audio_get_first_idle_channel();
1166 if( player_skate.aud_air )
1167 audio_channel_init( player_skate.aud_air, &audio_board[1], flags );
1168 }
1169
1170 if( !player_skate.aud_slide ){
1171 player_skate.aud_slide = audio_get_first_idle_channel();
1172 if( player_skate.aud_slide )
1173 audio_channel_init( player_skate.aud_slide, &audio_board[2], flags );
1174 }
1175
1176
1177 /* brrrrrrrrrrrt sound for tiles and stuff
1178 * --------------------------------------------------------*/
1179 float sidechain_amt = 0.0f,
1180 hz = vg_maxf( speed * 2.0f, 2.0f );
1181
1182 if( (player_skate.surface == k_surface_prop_tiles) &&
1183 (state->activity < k_skate_activity_grind_any) )
1184 sidechain_amt = 1.0f;
1185 else
1186 sidechain_amt = 0.0f;
1187
1188 audio_set_lfo_frequency( 0, hz );
1189 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1190 vg_lerpf( 250.0f, 80.0f, attn ) );
1191
1192 if( player_skate.sample_change_cooldown > 0.0f ){
1193 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1194 }
1195 else{
1196 int sample_type = k_skate_sample_concrete;
1197
1198 if( state->activity == k_skate_activity_grind_5050 ){
1199 if( player_skate.surface == k_surface_prop_metal )
1200 sample_type = k_skate_sample_metal_scrape_generic;
1201 else
1202 sample_type = k_skate_sample_concrete_scrape_metal;
1203 }
1204 else if( (state->activity == k_skate_activity_grind_back50) ||
1205 (state->activity == k_skate_activity_grind_front50) )
1206 {
1207 if( player_skate.surface == k_surface_prop_metal ){
1208 sample_type = k_skate_sample_metal_scrape_generic;
1209 }
1210 else{
1211 float a = v3_dot( localplayer.rb.to_world[2],
1212 player_skate.grind_dir );
1213 if( fabsf(a) > 0.70710678118654752f )
1214 sample_type = k_skate_sample_concrete_scrape_wood;
1215 else
1216 sample_type = k_skate_sample_concrete_scrape_metal;
1217 }
1218 }
1219 else if( state->activity == k_skate_activity_grind_boardslide ){
1220 if( player_skate.surface == k_surface_prop_metal )
1221 sample_type = k_skate_sample_metal_scrape_generic;
1222 else
1223 sample_type = k_skate_sample_concrete_scrape_wood;
1224 }
1225
1226 audio_clip *relevant_samples[] = {
1227 &audio_board[0],
1228 &audio_board[0],
1229 &audio_board[7],
1230 &audio_board[6],
1231 &audio_board[5]
1232 };
1233
1234 if( (player_skate.main_sample_type != sample_type) ||
1235 (!player_skate.aud_main) ){
1236
1237 player_skate.aud_main =
1238 audio_channel_crossfade( player_skate.aud_main,
1239 relevant_samples[sample_type],
1240 0.06f, flags );
1241 player_skate.sample_change_cooldown = 0.1f;
1242 player_skate.main_sample_type = sample_type;
1243 }
1244 }
1245
1246 if( player_skate.aud_main ){
1247 player_skate.aud_main->colour = 0x00103efe;
1248 audio_channel_set_spacial( player_skate.aud_main,
1249 localplayer.rb.co, 40.0f );
1250 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1251 audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
1252 audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
1253
1254 float rate = 1.0f + (attn-0.5f)*0.2f;
1255 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1256 }
1257
1258 if( player_skate.aud_slide ){
1259 player_skate.aud_slide->colour = 0x00103efe;
1260 audio_channel_set_spacial( player_skate.aud_slide,
1261 localplayer.rb.co, 40.0f );
1262 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1263 audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
1264 audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
1265 }
1266
1267 if( player_skate.aud_air ){
1268 player_skate.aud_air->colour = 0x00103efe;
1269 audio_channel_set_spacial( player_skate.aud_air,
1270 localplayer.rb.co, 40.0f );
1271 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1272 audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
1273 }
1274
1275 audio_unlock();
1276 }
1277
1278 /*
1279 * truck alignment model at ra(local)
1280 * returns 1 if valid surface:
1281 * surface_normal will be filled out with an averaged normal vector
1282 * axel_dir will be the direction from left to right wheels
1283 *
1284 * returns 0 if no good surface found
1285 */
1286 static
1287 int skate_compute_surface_alignment( v3f ra, u32 colour,
1288 v3f surface_normal, v3f axel_dir ){
1289 world_instance *world = world_current_instance();
1290
1291 v3f truck, left, right;
1292 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1293
1294 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_width, left );
1295 v3_muladds( truck, localplayer.rb.to_world[0], k_board_width, right );
1296 vg_line( left, right, colour );
1297
1298 float k_max_truck_flex = VG_PIf * 0.25f;
1299
1300 ray_hit ray_l, ray_r;
1301
1302 v3f dir;
1303 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1304
1305 int res_l = 0, res_r = 0;
1306
1307 for( int i=0; i<8; i++ ){
1308 float t = 1.0f - (float)i * (1.0f/8.0f);
1309 v3_muladds( truck, localplayer.rb.to_world[0], -k_board_radius*t, left );
1310 v3_muladds( left, localplayer.rb.to_world[1], k_board_radius, left );
1311 ray_l.dist = 2.1f * k_board_radius;
1312
1313 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1314
1315 if( res_l )
1316 break;
1317 }
1318
1319 for( int i=0; i<8; i++ ){
1320 float t = 1.0f - (float)i * (1.0f/8.0f);
1321 v3_muladds( truck, localplayer.rb.to_world[0], k_board_radius*t, right );
1322 v3_muladds( right, localplayer.rb.to_world[1], k_board_radius, right );
1323 ray_r.dist = 2.1f * k_board_radius;
1324
1325 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1326
1327 if( res_r )
1328 break;
1329 }
1330
1331 v3f v0;
1332 v3f midpoint;
1333 v3f tangent_average;
1334 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1335 v3_zero( tangent_average );
1336
1337 if( res_l || res_r ){
1338 v3f p0, p1, t;
1339 v3_copy( midpoint, p0 );
1340 v3_copy( midpoint, p1 );
1341
1342 if( res_l ){
1343 v3_copy( ray_l.pos, p0 );
1344 v3_cross( ray_l.normal, localplayer.rb.to_world[0], t );
1345 v3_add( t, tangent_average, tangent_average );
1346 }
1347 if( res_r ){
1348 v3_copy( ray_r.pos, p1 );
1349 v3_cross( ray_r.normal, localplayer.rb.to_world[0], t );
1350 v3_add( t, tangent_average, tangent_average );
1351 }
1352
1353 v3_sub( p1, p0, v0 );
1354 v3_normalize( v0 );
1355 }
1356 else{
1357 /* fallback: use the closes point to the trucks */
1358 v3f closest;
1359 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1360
1361 if( idx != -1 ){
1362 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1363 v3f verts[3];
1364
1365 for( int j=0; j<3; j++ )
1366 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1367
1368 v3f vert0, vert1, n;
1369 v3_sub( verts[1], verts[0], vert0 );
1370 v3_sub( verts[2], verts[0], vert1 );
1371 v3_cross( vert0, vert1, n );
1372 v3_normalize( n );
1373
1374 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1375 return 0;
1376
1377 v3_cross( n, localplayer.rb.to_world[2], v0 );
1378 v3_muladds( v0, localplayer.rb.to_world[2],
1379 -v3_dot( localplayer.rb.to_world[2], v0 ), v0 );
1380 v3_normalize( v0 );
1381
1382 v3f t;
1383 v3_cross( n, localplayer.rb.to_world[0], t );
1384 v3_add( t, tangent_average, tangent_average );
1385 }
1386 else
1387 return 0;
1388 }
1389
1390 v3_muladds( truck, v0, k_board_width, right );
1391 v3_muladds( truck, v0, -k_board_width, left );
1392
1393 vg_line( left, right, VG__WHITE );
1394
1395 v3_normalize( tangent_average );
1396 v3_cross( v0, tangent_average, surface_normal );
1397 v3_copy( v0, axel_dir );
1398
1399 return 1;
1400 }
1401
1402 static void skate_weight_distribute(void){
1403 struct player_skate_state *state = &player_skate.state;
1404 v3_zero( player_skate.weight_distribution );
1405
1406 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1407 localplayer.rb.v ) < 0.0f?1:-1;
1408
1409 v2f steer;
1410 joystick_state( k_srjoystick_steer, steer );
1411
1412 if( state->manual_direction == 0 ){
1413 if( (steer[1] > 0.7f) && (state->activity == k_skate_activity_ground) &&
1414 (state->jump_charge <= 0.01f) )
1415 state->manual_direction = reverse_dir;
1416 }
1417 else{
1418 if( steer[1] < 0.1f ){
1419 state->manual_direction = 0;
1420 }
1421 else{
1422 if( reverse_dir != state->manual_direction ){
1423 return;
1424 }
1425 }
1426 }
1427
1428 if( state->manual_direction ){
1429 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1430 player_skate.weight_distribution[2] = k_board_length * amt *
1431 (float)state->manual_direction;
1432 }
1433
1434 if( state->manual_direction ){
1435 v3f plane_z;
1436
1437 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1438 plane_z );
1439 v3_negate( plane_z, plane_z );
1440
1441 v3_muladds( plane_z, player_skate.surface_picture,
1442 -v3_dot( plane_z, player_skate.surface_picture ), plane_z );
1443 v3_normalize( plane_z );
1444
1445 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1446 v3_normalize( plane_z );
1447
1448 v3f p1;
1449 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1450 vg_line( localplayer.rb.co, p1, VG__GREEN );
1451
1452 v3f refdir;
1453 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1454 refdir );
1455
1456 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1457 k_manul_spring, k_manul_dampener,
1458 player_skate.substep_delta );
1459 }
1460 }
1461
1462 static void skate_adjust_up_direction(void){
1463 struct player_skate_state *state = &player_skate.state;
1464
1465 if( state->activity == k_skate_activity_ground ){
1466 v3f target;
1467 v3_copy( player_skate.surface_picture, target );
1468
1469 target[1] += 2.0f * player_skate.surface_picture[1];
1470 v3_normalize( target );
1471
1472 v3_lerp( state->up_dir, target,
1473 8.0f * player_skate.substep_delta, state->up_dir );
1474 }
1475 else if( state->activity <= k_skate_activity_air_to_grind ){
1476 v3_lerp( state->up_dir, localplayer.rb.to_world[1],
1477 8.0f * player_skate.substep_delta, state->up_dir );
1478 }
1479 else{
1480 v3f avg;
1481 v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
1482 v3_normalize( avg );
1483
1484 v3_lerp( state->up_dir, avg,
1485 6.0f * player_skate.substep_delta, state->up_dir );
1486 }
1487 }
1488
1489 static int skate_point_visible( v3f origin, v3f target ){
1490 v3f dir;
1491 v3_sub( target, origin, dir );
1492
1493 ray_hit ray;
1494 ray.dist = v3_length( dir );
1495 v3_muls( dir, 1.0f/ray.dist, dir );
1496 ray.dist -= 0.025f;
1497
1498 if( ray_world( world_current_instance(), origin, dir, &ray,
1499 k_material_flag_walking ) )
1500 return 0;
1501
1502 return 1;
1503 }
1504
1505 static void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
1506 v3_copy( inf->dir, mtx[0] );
1507 v3_copy( inf->n, mtx[1] );
1508 v3_cross( mtx[0], mtx[1], mtx[2] );
1509 }
1510
1511 static void skate_grind_friction( struct grind_info *inf, float strength ){
1512 v3f v2;
1513 v3_muladds( localplayer.rb.to_world[2], inf->n,
1514 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1515
1516 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1517 dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
1518 F = a * -dir * k_grind_max_friction;
1519
1520 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1521 localplayer.rb.v );
1522 }
1523
1524 static void skate_grind_decay( struct grind_info *inf, float strength ){
1525 m3x3f mtx, mtx_inv;
1526 skate_grind_orient( inf, mtx );
1527 m3x3_transpose( mtx, mtx_inv );
1528
1529 v3f v_grind;
1530 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1531
1532 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1533 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1534 m3x3_mulv( mtx, v_grind, localplayer.rb.v );
1535 }
1536
1537 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1538 float strength ){
1539 struct player_skate_state *state = &player_skate.state;
1540
1541 /* REFACTOR */
1542 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1543 v3f raw, wsp;
1544 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1545 v3_add( localplayer.rb.co, raw, wsp );
1546
1547 v3_copy( ra, player_skate.weight_distribution );
1548
1549 v3f delta;
1550 v3_sub( inf->co, wsp, delta );
1551
1552 /* spring force */
1553 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1554 localplayer.rb.v );
1555
1556 skate_grind_decay( inf, strength );
1557 skate_grind_friction( inf, strength );
1558
1559 /* yeah yeah yeah yeah */
1560 v3f raw_nplane, axis;
1561 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1562 v3_cross( raw_nplane, inf->n, axis );
1563 v3_normalize( axis );
1564
1565 /* orientation */
1566 m3x3f mtx;
1567 skate_grind_orient( inf, mtx );
1568 v3f target_fwd, fwd, up, target_up;
1569 m3x3_mulv( mtx, player_skate.grind_vec, target_fwd );
1570 v3_copy( raw_nplane, fwd );
1571 v3_copy( localplayer.rb.to_world[1], up );
1572 v3_copy( inf->n, target_up );
1573
1574 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1575 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1576
1577 v3_normalize( target_fwd );
1578 v3_normalize( fwd );
1579
1580 v2f steer;
1581 joystick_state( k_srjoystick_steer, steer );
1582
1583 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1584
1585 v4f q;
1586 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1587 q_mulv( q, target_up, target_up );
1588 q_mulv( q, target_fwd, target_fwd );
1589
1590 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1591 k_grind_spring,
1592 k_grind_dampener,
1593 k_rb_delta );
1594
1595 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1596 k_grind_spring*strength,
1597 k_grind_dampener*strength,
1598 k_rb_delta );
1599
1600 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1601 vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
1602 vg_line_arrow( localplayer.rb.co, target_fwd, 1.0f, VG__YELOW );
1603
1604 player_skate.grind_strength = strength;
1605
1606 /* Fake contact */
1607 struct grind_limit *limit =
1608 &player_skate.limits[ player_skate.limit_count ++ ];
1609 m4x3_mulv( localplayer.rb.to_local, wsp, limit->ra );
1610 m3x3_mulv( localplayer.rb.to_local, inf->n, limit->n );
1611 limit->p = 0.0f;
1612
1613 v3_copy( inf->dir, player_skate.grind_dir );
1614 }
1615
1616 static void skate_5050_apply( struct grind_info *inf_front,
1617 struct grind_info *inf_back ){
1618 struct player_skate_state *state = &player_skate.state;
1619 struct grind_info inf_avg;
1620
1621 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1622 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1623 v3_normalize( inf_avg.dir );
1624
1625 /* dont ask */
1626 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1627 inf_avg.dir );
1628
1629 v3f axis_front, axis_back, axis;
1630 v3_cross( inf_front->dir, inf_front->n, axis_front );
1631 v3_cross( inf_back->dir, inf_back->n, axis_back );
1632 v3_add( axis_front, axis_back, axis );
1633 v3_normalize( axis );
1634
1635 v3_cross( axis, inf_avg.dir, inf_avg.n );
1636 skate_grind_decay( &inf_avg, 1.0f );
1637
1638 v2f steer;
1639 joystick_state( k_srjoystick_steer, steer );
1640
1641 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1642 localplayer.rb.v ) );
1643 v4f q;
1644 v3f up, target_up;
1645 v3_copy( localplayer.rb.to_world[1], up );
1646 v3_copy( inf_avg.n, target_up );
1647 q_axis_angle( q, localplayer.rb.to_world[0], VG_PIf*0.25f * -way );
1648 q_mulv( q, target_up, target_up );
1649
1650 v3_zero( player_skate.weight_distribution );
1651 player_skate.weight_distribution[2] = k_board_length * -way;
1652
1653 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1654 k_grind_spring,
1655 k_grind_dampener,
1656 k_rb_delta );
1657 vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
1658 vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
1659
1660 v3f fwd_nplane, dir_nplane;
1661 v3_muladds( localplayer.rb.to_world[2], inf_avg.n,
1662 -v3_dot( localplayer.rb.to_world[2], inf_avg.n ), fwd_nplane );
1663
1664 v3f dir;
1665 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1666 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1667
1668 v3_normalize( fwd_nplane );
1669 v3_normalize( dir_nplane );
1670
1671 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1672 1000.0f,
1673 k_grind_dampener,
1674 k_rb_delta );
1675 vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
1676 vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
1677
1678 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1679 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1680 delta_front, delta_back, delta_total;
1681
1682 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1683 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1684
1685 v3_sub( inf_front->co, pos_front, delta_front );
1686 v3_sub( inf_back->co, pos_back, delta_back );
1687 v3_add( delta_front, delta_back, delta_total );
1688
1689 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1690 localplayer.rb.v );
1691
1692 /* Fake contact */
1693 struct grind_limit *limit =
1694 &player_skate.limits[ player_skate.limit_count ++ ];
1695 v3_zero( limit->ra );
1696 m3x3_mulv( localplayer.rb.to_local, inf_avg.n, limit->n );
1697 limit->p = 0.0f;
1698
1699 v3_copy( inf_avg.dir, player_skate.grind_dir );
1700 }
1701
1702 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1703 struct player_skate_state *state = &player_skate.state;
1704
1705 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1706 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1707
1708 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1709 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1710
1711 /* Exit condition: lost grind tracking */
1712 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1713 return 0;
1714
1715 /* Exit condition: cant see grind target directly */
1716 if( !skate_point_visible( wheel_co, inf->co ) )
1717 return 0;
1718
1719 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1720 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1721 minv = k_grind_axel_min_vel*0.8f;
1722
1723 if( dv < minv )
1724 return 0;
1725
1726 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1727 return 0;
1728
1729 v3_copy( inf->dir, player_skate.grind_dir );
1730 return 1;
1731 }
1732
1733 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1734 struct player_skate_state *state = &player_skate.state;
1735
1736 /* REFACTOR */
1737 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1738
1739 v3f raw, wsp;
1740 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1741 v3_add( localplayer.rb.co, raw, wsp );
1742
1743 if( skate_grind_scansq( wsp, localplayer.rb.v, 0.3, inf ) ){
1744 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1745 return 0;
1746
1747 /* velocity should be at least 60% aligned */
1748 v3f pv, axis;
1749 v3_cross( inf->n, inf->dir, axis );
1750 v3_muladds( localplayer.rb.v, inf->n,
1751 -v3_dot( localplayer.rb.v, inf->n ), pv );
1752
1753 if( v3_length2( pv ) < 0.0001f )
1754 return 0;
1755 v3_normalize( pv );
1756
1757 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1758 return 0;
1759
1760 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1761 return 0;
1762
1763 v3f local_co, local_dir, local_n;
1764 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1765 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1766 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1767
1768 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1769
1770 float truck_height = -(k_board_radius+0.03f);
1771
1772 v3f rv;
1773 v3_cross( localplayer.rb.w, raw, rv );
1774 v3_add( localplayer.rb.v, rv, rv );
1775
1776 if( (local_co[1] >= truck_height) &&
1777 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1778 {
1779 return 1;
1780 }
1781 }
1782
1783 return 0;
1784 }
1785
1786 static void skate_boardslide_apply( struct grind_info *inf ){
1787 struct player_skate_state *state = &player_skate.state;
1788
1789 v3f local_co, local_dir, local_n;
1790 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1791 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1792 m3x3_mulv( localplayer.rb.to_local, inf->n, local_n );
1793
1794 v3f intersection;
1795 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1796 intersection );
1797 v3_copy( intersection, player_skate.weight_distribution );
1798
1799 skate_grind_decay( inf, 0.0125f );
1800 skate_grind_friction( inf, 0.25f );
1801
1802 /* direction alignment */
1803 v3f dir, perp;
1804 v3_cross( local_dir, local_n, perp );
1805 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1806 v3_muls( perp, vg_signf(perp[2]), perp );
1807
1808 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1809 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1810
1811 v4f qbalance;
1812 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1813 q_mulv( qbalance, perp, perp );
1814
1815 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1816 dir,
1817 k_grind_spring, k_grind_dampener,
1818 k_rb_delta );
1819
1820 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
1821 perp,
1822 k_grind_spring, k_grind_dampener,
1823 k_rb_delta );
1824
1825 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
1826 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
1827
1828 v3_copy( inf->dir, player_skate.grind_dir );
1829 }
1830
1831 static int skate_boardslide_entry( struct grind_info *inf ){
1832 struct player_skate_state *state = &player_skate.state;
1833
1834 if( skate_grind_scansq( localplayer.rb.co,
1835 localplayer.rb.to_world[0], k_board_length,
1836 inf ) )
1837 {
1838 v3f local_co, local_dir;
1839 m4x3_mulv( localplayer.rb.to_local, inf->co, local_co );
1840 m3x3_mulv( localplayer.rb.to_local, inf->dir, local_dir );
1841
1842 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1843 (local_co[1] >= 0.0f) && /* at deck level */
1844 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1845 {
1846 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1847 return 0;
1848
1849 return 1;
1850 }
1851 }
1852
1853 return 0;
1854 }
1855
1856 static int skate_boardslide_renew( struct grind_info *inf ){
1857 struct player_skate_state *state = &player_skate.state;
1858
1859 if( !skate_grind_scansq( localplayer.rb.co,
1860 localplayer.rb.to_world[0], k_board_length,
1861 inf ) )
1862 return 0;
1863
1864 /* Exit condition: cant see grind target directly */
1865 v3f vis;
1866 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
1867 if( !skate_point_visible( vis, inf->co ) )
1868 return 0;
1869
1870 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1871 float dv = fabsf(v3_dot( localplayer.rb.v, inf->dir )),
1872 minv = k_grind_axel_min_vel*0.8f;
1873
1874 if( dv < minv )
1875 return 0;
1876
1877 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1878 return 0;
1879
1880 return 1;
1881 }
1882
1883 static void skate_store_grind_vec( struct grind_info *inf ){
1884 struct player_skate_state *state = &player_skate.state;
1885
1886 m3x3f mtx;
1887 skate_grind_orient( inf, mtx );
1888 m3x3_transpose( mtx, mtx );
1889
1890 v3f raw;
1891 v3_sub( inf->co, localplayer.rb.co, raw );
1892
1893 m3x3_mulv( mtx, raw, player_skate.grind_vec );
1894 v3_normalize( player_skate.grind_vec );
1895 v3_copy( inf->dir, player_skate.grind_dir );
1896 }
1897
1898 static enum skate_activity skate_availible_grind(void){
1899 struct player_skate_state *state = &player_skate.state;
1900
1901 if( state->grind_cooldown > 100 ){
1902 vg_fatal_error( "wth!\n" );
1903 }
1904
1905 /* debounces this state manager a little bit */
1906 if( state->grind_cooldown ){
1907 state->grind_cooldown --;
1908 return k_skate_activity_undefined;
1909 }
1910
1911 struct grind_info inf_back50,
1912 inf_front50,
1913 inf_slide;
1914
1915 int res_back50 = 0,
1916 res_front50 = 0,
1917 res_slide = 0;
1918
1919 int allow_back = 1,
1920 allow_front = 1;
1921
1922 v2f steer;
1923 joystick_state( k_srjoystick_steer, steer );
1924
1925 if( state->activity == k_skate_activity_grind_5050 ||
1926 state->activity == k_skate_activity_grind_back50 ||
1927 state->activity == k_skate_activity_grind_front50 )
1928 {
1929 float tilt = steer[1];
1930
1931 if( fabsf(tilt) >= 0.25f ){
1932 v3f raw = {0.0f,0.0f,tilt};
1933 m3x3_mulv( localplayer.rb.to_world, raw, raw );
1934
1935 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
1936
1937 if( way < 0.0f ) allow_front = 0;
1938 else allow_back = 0;
1939 }
1940 }
1941
1942 if( state->activity == k_skate_activity_grind_boardslide ){
1943 res_slide = skate_boardslide_renew( &inf_slide );
1944 }
1945 else if( state->activity == k_skate_activity_grind_back50 ){
1946 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1947
1948 if( allow_front )
1949 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
1950 }
1951 else if( state->activity == k_skate_activity_grind_front50 ){
1952 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
1953
1954 if( allow_back )
1955 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
1956 }
1957 else if( state->activity == k_skate_activity_grind_5050 ){
1958 if( allow_front )
1959 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
1960 if( allow_back )
1961 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1962 }
1963 else{
1964 res_slide = skate_boardslide_entry( &inf_slide );
1965
1966 if( allow_back )
1967 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
1968
1969 if( allow_front )
1970 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
1971
1972 if( res_back50 != res_front50 ){
1973 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
1974
1975 res_back50 &= wants_to_do_that;
1976 res_front50 &= wants_to_do_that;
1977 }
1978 }
1979
1980 const enum skate_activity table[] =
1981 { /* slide | back | front */
1982 k_skate_activity_undefined, /* 0 0 0 */
1983 k_skate_activity_grind_front50, /* 0 0 1 */
1984 k_skate_activity_grind_back50, /* 0 1 0 */
1985 k_skate_activity_grind_5050, /* 0 1 1 */
1986
1987 /* slide has priority always */
1988 k_skate_activity_grind_boardslide, /* 1 0 0 */
1989 k_skate_activity_grind_boardslide, /* 1 0 1 */
1990 k_skate_activity_grind_boardslide, /* 1 1 0 */
1991 k_skate_activity_grind_boardslide, /* 1 1 1 */
1992 }
1993 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
1994
1995 if( new_activity == k_skate_activity_undefined ){
1996 if( state->activity >= k_skate_activity_grind_any ){
1997 state->grind_cooldown = 15;
1998 state->surface_cooldown = 10;
1999 }
2000 }
2001 else if( new_activity == k_skate_activity_grind_boardslide ){
2002 skate_boardslide_apply( &inf_slide );
2003 }
2004 else if( new_activity == k_skate_activity_grind_back50 ){
2005 if( state->activity != k_skate_activity_grind_back50 )
2006 skate_store_grind_vec( &inf_back50 );
2007
2008 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2009 }
2010 else if( new_activity == k_skate_activity_grind_front50 ){
2011 if( state->activity != k_skate_activity_grind_front50 )
2012 skate_store_grind_vec( &inf_front50 );
2013
2014 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2015 }
2016 else if( new_activity == k_skate_activity_grind_5050 )
2017 skate_5050_apply( &inf_front50, &inf_back50 );
2018
2019 return new_activity;
2020 }
2021
2022 static void player__skate_update(void){
2023 struct player_skate_state *state = &player_skate.state;
2024 world_instance *world = world_current_instance();
2025
2026 if( world->water.enabled ){
2027 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2028 #if 0
2029 player__networked_sfx( k_player_subsystem_walk, 32,
2030 k_player_walk_soundeffect_splash,
2031 localplayer.rb.co, 1.0f );
2032 #endif
2033 player__skate_kill_audio();
2034 player__dead_transition();
2035 return;
2036 }
2037 }
2038
2039 v3_copy( localplayer.rb.co, state->prev_pos );
2040 state->activity_prev = state->activity;
2041 v3f normal_total;
2042 v3_zero( normal_total );
2043
2044 struct board_collider
2045 {
2046 v3f pos;
2047 float radius;
2048
2049 u32 colour;
2050
2051 enum board_collider_state
2052 {
2053 k_collider_state_default,
2054 k_collider_state_disabled,
2055 k_collider_state_colliding
2056 }
2057 state;
2058 }
2059 wheels[] =
2060 {
2061 {
2062 { 0.0f, 0.0f, -k_board_length },
2063 .radius = k_board_radius,
2064 .colour = VG__RED
2065 },
2066 {
2067 { 0.0f, 0.0f, k_board_length },
2068 .radius = k_board_radius,
2069 .colour = VG__GREEN
2070 }
2071 };
2072
2073 float slap = 0.0f;
2074
2075 if( state->activity <= k_skate_activity_air_to_grind ){
2076 float min_dist = 0.6f;
2077 for( int i=0; i<2; i++ ){
2078 v3f wpos, closest;
2079 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2080
2081 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2082 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2083 }
2084 }
2085 min_dist -= 0.2f;
2086 float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
2087 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2088 }
2089 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2090
2091 wheels[0].pos[1] = state->slap;
2092 wheels[1].pos[1] = state->slap;
2093
2094
2095 const int k_wheel_count = 2;
2096
2097 player_skate.substep = k_rb_delta;
2098 player_skate.substep_delta = player_skate.substep;
2099 player_skate.limit_count = 0;
2100
2101 int substep_count = 0;
2102
2103 v3_zero( player_skate.surface_picture );
2104
2105 int prev_contacts[2];
2106
2107 for( int i=0; i<k_wheel_count; i++ ){
2108 wheels[i].state = k_collider_state_default;
2109 prev_contacts[i] = player_skate.wheel_contacts[i];
2110 }
2111
2112 /* check if we can enter or continue grind */
2113 enum skate_activity grindable_activity = skate_availible_grind();
2114 if( grindable_activity != k_skate_activity_undefined ){
2115 state->activity = grindable_activity;
2116 goto grinding;
2117 }
2118
2119 int contact_count = 0;
2120 for( int i=0; i<2; i++ ){
2121 v3f normal, axel;
2122 v3_copy( localplayer.rb.to_world[0], axel );
2123
2124 if( skate_compute_surface_alignment( wheels[i].pos,
2125 wheels[i].colour, normal, axel ) )
2126 {
2127 rb_effect_spring_target_vector( &localplayer.rb,
2128 localplayer.rb.to_world[0],
2129 axel,
2130 k_surface_spring, k_surface_dampener,
2131 player_skate.substep_delta );
2132
2133 v3_add( normal, player_skate.surface_picture,
2134 player_skate.surface_picture );
2135 contact_count ++;
2136 player_skate.wheel_contacts[i] = 1;
2137 }
2138 else{
2139 player_skate.wheel_contacts[i] = 0;
2140 }
2141
2142 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2143 }
2144
2145 if( state->surface_cooldown ){
2146 state->surface_cooldown --;
2147 contact_count = 0;
2148 }
2149
2150 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2151 for( int i=0; i<2; i++ ){
2152 if( !prev_contacts[i] ){
2153 v3f co;
2154 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
2155 player__networked_sfx( k_player_subsystem_skate, 32,
2156 k_player_skate_soundeffect_tap,
2157 localplayer.rb.co, 0.75f );
2158 }
2159 }
2160 }
2161
2162 if( contact_count ){
2163 state->activity = k_skate_activity_ground;
2164 state->gravity_bias = k_gravity;
2165 v3_normalize( player_skate.surface_picture );
2166
2167 skate_apply_friction_model();
2168 skate_weight_distribute();
2169 }
2170 else{
2171 if( state->activity > k_skate_activity_air_to_grind )
2172 state->activity = k_skate_activity_air;
2173
2174 v3_zero( player_skate.weight_distribution );
2175 skate_apply_air_model();
2176 }
2177
2178 grinding:;
2179
2180 if( state->activity == k_skate_activity_grind_back50 )
2181 wheels[1].state = k_collider_state_disabled;
2182 if( state->activity == k_skate_activity_grind_front50 )
2183 wheels[0].state = k_collider_state_disabled;
2184 if( state->activity == k_skate_activity_grind_5050 ){
2185 wheels[0].state = k_collider_state_disabled;
2186 wheels[1].state = k_collider_state_disabled;
2187 }
2188
2189 /* all activities */
2190 skate_apply_steering_model();
2191 skate_adjust_up_direction();
2192 skate_apply_cog_model();
2193 skate_apply_jump_model();
2194 skate_apply_grab_model();
2195 skate_apply_trick_model();
2196 skate_apply_pump_model();
2197
2198 begin_collision:;
2199
2200 /*
2201 * Phase 0: Continous collision detection
2202 * --------------------------------------------------------------------------
2203 */
2204
2205 v3f head_wp0, head_wp1, start_co;
2206 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp0 );
2207 v3_copy( localplayer.rb.co, start_co );
2208
2209 /* calculate transform one step into future */
2210 v3f future_co;
2211 v4f future_q;
2212 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2213 future_co );
2214
2215 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2216 v4f rotation;
2217 v3f axis;
2218 v3_copy( localplayer.rb.w, axis );
2219
2220 float mag = v3_length( axis );
2221 v3_divs( axis, mag, axis );
2222 q_axis_angle( rotation, axis, mag*player_skate.substep );
2223 q_mul( rotation, localplayer.rb.q, future_q );
2224 q_normalize( future_q );
2225 }
2226 else
2227 v4_copy( localplayer.rb.q, future_q );
2228
2229 v3f future_cg, current_cg, cg_offset;
2230 q_mulv( localplayer.rb.q, player_skate.weight_distribution, current_cg );
2231 q_mulv( future_q, player_skate.weight_distribution, future_cg );
2232 v3_sub( future_cg, current_cg, cg_offset );
2233
2234 /* calculate the minimum time we can move */
2235 float max_time = player_skate.substep;
2236
2237 for( int i=0; i<k_wheel_count; i++ ){
2238 if( wheels[i].state == k_collider_state_disabled )
2239 continue;
2240
2241 v3f current, future, r_cg;
2242
2243 q_mulv( future_q, wheels[i].pos, future );
2244 v3_add( future, future_co, future );
2245 v3_add( cg_offset, future, future );
2246
2247 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2248 v3_add( current, localplayer.rb.co, current );
2249
2250 float t;
2251 v3f n;
2252
2253 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2254 if( spherecast_world( world, current, future, cast_radius, &t, n,
2255 k_material_flag_walking ) != -1)
2256 max_time = vg_minf( max_time, t * player_skate.substep );
2257 }
2258
2259 /* clamp to a fraction of delta, to prevent locking */
2260 float rate_lock = substep_count;
2261 rate_lock *= k_rb_delta * 0.1f;
2262 rate_lock *= rate_lock;
2263
2264 max_time = vg_maxf( max_time, rate_lock );
2265 player_skate.substep_delta = max_time;
2266
2267 /* integrate */
2268 v3_muladds( localplayer.rb.co, localplayer.rb.v,
2269 player_skate.substep_delta, localplayer.rb.co );
2270 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2271 v4f rotation;
2272 v3f axis;
2273 v3_copy( localplayer.rb.w, axis );
2274
2275 float mag = v3_length( axis );
2276 v3_divs( axis, mag, axis );
2277 q_axis_angle( rotation, axis, mag*player_skate.substep_delta );
2278 q_mul( rotation, localplayer.rb.q, localplayer.rb.q );
2279 q_normalize( localplayer.rb.q );
2280
2281 q_mulv( localplayer.rb.q, player_skate.weight_distribution, future_cg );
2282 v3_sub( current_cg, future_cg, cg_offset );
2283 v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
2284 }
2285
2286 rb_update_transform( &localplayer.rb );
2287 localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
2288
2289 player_skate.substep -= player_skate.substep_delta;
2290
2291 rb_ct manifold[128];
2292 int manifold_len = 0;
2293 /*
2294 * Phase -1: head detection
2295 * --------------------------------------------------------------------------
2296 */
2297 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2298
2299 float t;
2300 v3f n;
2301 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2302 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
2303 k_material_flag_walking ) != -1) )
2304 {
2305 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2306 rb_update_transform( &localplayer.rb );
2307
2308 player__skate_kill_audio();
2309 player__dead_transition();
2310 return;
2311 }
2312
2313 /*
2314 * Phase 1: Regular collision detection
2315 * --------------------------------------------------------------------------
2316 */
2317
2318 for( int i=0; i<k_wheel_count; i++ ){
2319 if( wheels[i].state == k_collider_state_disabled )
2320 continue;
2321
2322 m4x3f mtx;
2323 m3x3_identity( mtx );
2324 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2325
2326 rb_sphere collider = { .radius = wheels[i].radius };
2327
2328 rb_ct *man = &manifold[ manifold_len ];
2329
2330 int l = skate_collide_smooth( mtx, &collider, man );
2331 if( l )
2332 wheels[i].state = k_collider_state_colliding;
2333
2334 manifold_len += l;
2335 }
2336
2337 float grind_radius = k_board_radius * 0.75f;
2338 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2339 .radius=grind_radius };
2340 m4x3f mtx;
2341 v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
2342 v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
2343 v3_muls( localplayer.rb.to_world[1], 1.0f, mtx[2] );
2344 v3_muladds( localplayer.rb.to_world[3], localplayer.rb.to_world[1],
2345 grind_radius + k_board_radius*0.25f+state->slap, mtx[3] );
2346
2347 rb_ct *cman = &manifold[manifold_len];
2348
2349 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2350 cman, k_material_flag_walking );
2351
2352 /* weld joints */
2353 for( int i=0; i<l; i ++ )
2354 cman[l].type = k_contact_type_edge;
2355 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2356 l = rb_manifold_apply_filtered( cman, l );
2357
2358 manifold_len += l;
2359
2360 if( vg_lines.draw )
2361 vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2362
2363 /* add limits */
2364 if( state->activity >= k_skate_activity_grind_any ){
2365 for( int i=0; i<player_skate.limit_count; i++ ){
2366 struct grind_limit *limit = &player_skate.limits[i];
2367 rb_ct *ct = &manifold[ manifold_len ++ ];
2368 m4x3_mulv( localplayer.rb.to_world, limit->ra, ct->co );
2369 m3x3_mulv( localplayer.rb.to_world, limit->n, ct->n );
2370 ct->p = limit->p;
2371 ct->type = k_contact_type_default;
2372 }
2373 }
2374
2375 /*
2376 * Phase 3: Dynamics
2377 * --------------------------------------------------------------------------
2378 */
2379
2380
2381 v3f world_cog;
2382 m4x3_mulv( localplayer.rb.to_world,
2383 player_skate.weight_distribution, world_cog );
2384 vg_line_point( world_cog, 0.02f, VG__BLACK );
2385
2386 for( int i=0; i<manifold_len; i ++ ){
2387 rb_prepare_contact( &manifold[i], player_skate.substep_delta );
2388 rb_debug_contact( &manifold[i] );
2389 }
2390
2391 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2392 v3f extent = { k_board_width, 0.1f, k_board_length };
2393 float ex2 = k_board_interia*extent[0]*extent[0],
2394 ey2 = k_board_interia*extent[1]*extent[1],
2395 ez2 = k_board_interia*extent[2]*extent[2];
2396
2397 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2398 float inv_mass = 1.0f/mass;
2399
2400 v3f I;
2401 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2402 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2403 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2404
2405 m3x3f iI;
2406 m3x3_identity( iI );
2407 iI[0][0] = I[0];
2408 iI[1][1] = I[1];
2409 iI[2][2] = I[2];
2410 m3x3_inv( iI, iI );
2411
2412 m3x3f iIw;
2413 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2414 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2415
2416 for( int j=0; j<10; j++ ){
2417 for( int i=0; i<manifold_len; i++ ){
2418 /*
2419 * regular dance; calculate velocity & total mass, apply impulse.
2420 */
2421
2422 struct contact *ct = &manifold[i];
2423
2424 v3f rv, delta;
2425 v3_sub( ct->co, world_cog, delta );
2426 v3_cross( localplayer.rb.w, delta, rv );
2427 v3_add( localplayer.rb.v, rv, rv );
2428
2429 v3f raCn;
2430 v3_cross( delta, ct->n, raCn );
2431
2432 v3f raCnI, rbCnI;
2433 m3x3_mulv( iIw, raCn, raCnI );
2434
2435 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2436 vn = v3_dot( rv, ct->n ),
2437 lambda = normal_mass * ( -vn );
2438
2439 float temp = ct->norm_impulse;
2440 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2441 lambda = ct->norm_impulse - temp;
2442
2443 v3f impulse;
2444 v3_muls( ct->n, lambda, impulse );
2445
2446 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2447 v3_muladds( localplayer.rb.v, impulse, inv_mass, localplayer.rb.v );
2448 v3_cross( delta, impulse, impulse );
2449 m3x3_mulv( iIw, impulse, impulse );
2450 v3_add( impulse, localplayer.rb.w, localplayer.rb.w );
2451
2452 v3_cross( localplayer.rb.w, delta, rv );
2453 v3_add( localplayer.rb.v, rv, rv );
2454 vn = v3_dot( rv, ct->n );
2455 }
2456 }
2457
2458 v3f dt;
2459 rb_depenetrate( manifold, manifold_len, dt );
2460 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2461 rb_update_transform( &localplayer.rb );
2462
2463 substep_count ++;
2464
2465 if( player_skate.substep >= 0.0001f )
2466 goto begin_collision; /* again! */
2467
2468 /*
2469 * End of collision and dynamics routine
2470 * --------------------------------------------------------------------------
2471 */
2472
2473 f32 nforce = v3_length(normal_total);
2474 if( nforce > 4.0f ){
2475 if( nforce > 17.6f ){
2476 v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
2477 player__dead_transition();
2478 player__skate_kill_audio();
2479 return;
2480 }
2481
2482 f32 amt = k_cam_punch;
2483 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2484 amt *= 0.25f;
2485 }
2486
2487 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2488 localplayer.cam_land_punch_v );
2489 }
2490
2491 player_skate.surface = k_surface_prop_concrete;
2492
2493 for( int i=0; i<manifold_len; i++ ){
2494 rb_ct *ct = &manifold[i];
2495 struct world_surface *surf = world_contact_surface( world, ct );
2496
2497 if( surf->info.surface_prop > player_skate.surface )
2498 player_skate.surface = surf->info.surface_prop;
2499 }
2500
2501 for( int i=0; i<k_wheel_count; i++ ){
2502 m4x3f mtx;
2503 m3x3_copy( localplayer.rb.to_world, mtx );
2504 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2505 vg_line_sphere( mtx, wheels[i].radius,
2506 (u32[]){ VG__WHITE, VG__BLACK,
2507 wheels[i].colour }[ wheels[i].state ]);
2508 }
2509
2510 skate_integrate();
2511 vg_line_point( state->cog, 0.02f, VG__WHITE );
2512
2513 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2514
2515 if( id ){
2516 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2517
2518 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
2519 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
2520 m4x3_mulv( gate->transport, state->cog, state->cog );
2521 m3x3_mulv( gate->transport, state->cog_v, state->cog_v );
2522 m3x3_mulv( gate->transport, state->throw_v, state->throw_v );
2523 m3x3_mulv( gate->transport, state->head_position,
2524 state->head_position );
2525 m3x3_mulv( gate->transport, state->up_dir, state->up_dir );
2526
2527 v4f transport_rotation;
2528 m3x3_q( gate->transport, transport_rotation );
2529 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
2530 q_mul( transport_rotation, state->smoothed_rotation,
2531 state->smoothed_rotation );
2532 rb_update_transform( &localplayer.rb );
2533 player__pass_gate( id );
2534 }
2535
2536 /* FIXME: Rate limit */
2537 static int stick_frames = 0;
2538
2539 if( state->activity >= k_skate_activity_ground )
2540 stick_frames ++;
2541 else
2542 stick_frames = 0;
2543
2544 if( stick_frames > 5 ) stick_frames = 5;
2545
2546 if( stick_frames == 4 ){
2547 if( state->activity == k_skate_activity_ground ){
2548 if( (fabsf(state->slip) > 0.75f) ){
2549 player__networked_sfx( k_player_subsystem_skate, 128,
2550 k_player_skate_soundeffect_land_bad,
2551 localplayer.rb.co, 0.6f );
2552 }
2553 else{
2554 player__networked_sfx( k_player_subsystem_skate, 128,
2555 k_player_skate_soundeffect_land_good,
2556 localplayer.rb.co, 1.0f );
2557 }
2558 }
2559 else if( player_skate.surface == k_surface_prop_metal ){
2560 player__networked_sfx( k_player_subsystem_skate, 128,
2561 k_player_skate_soundeffect_grind_metal,
2562 localplayer.rb.co, 1.0f );
2563 }
2564 else{
2565 player__networked_sfx( k_player_subsystem_skate, 128,
2566 k_player_skate_soundeffect_grind_wood,
2567 localplayer.rb.co, 1.0f );
2568 }
2569 } else if( stick_frames == 0 ){
2570 /* TODO: EXIT SOUNDS */
2571 }
2572 }
2573
2574 static void player__skate_im_gui(void){
2575 struct player_skate_state *state = &player_skate.state;
2576 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
2577 localplayer.rb.v[1],
2578 localplayer.rb.v[2] );
2579 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
2580 localplayer.rb.co[1],
2581 localplayer.rb.co[2] );
2582 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer.rb.w[0],
2583 localplayer.rb.w[1],
2584 localplayer.rb.w[2] );
2585
2586 const char *activity_txt[] = {
2587 "air",
2588 "air_to_grind",
2589 "ground",
2590 "undefined (INVALID)",
2591 "grind_any (INVALID)",
2592 "grind_boardslide",
2593 "grind_metallic (INVALID)",
2594 "grind_back50",
2595 "grind_front50",
2596 "grind_5050"
2597 };
2598
2599 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2600 #if 0
2601 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2602 state->steerx_s, state->steery_s,
2603 k_steer_ground, k_steer_air );
2604 #endif
2605 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2606 state->flip_time );
2607 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2608 state->trick_vel[0],
2609 state->trick_vel[1],
2610 state->trick_vel[2] );
2611 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2612 state->trick_euler[0],
2613 state->trick_euler[1],
2614 state->trick_euler[2] );
2615 }
2616
2617 static void player__skate_animate(void){
2618 struct player_skate_state *state = &player_skate.state;
2619 struct player_skate_animator *animator = &player_skate.animator;
2620
2621 /* Head */
2622 float kheight = 2.0f,
2623 kleg = 0.6f;
2624
2625 v3_zero( animator->offset );
2626
2627 v3f cog_local, cog_ideal;
2628 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2629
2630 v3_copy( state->up_dir, cog_ideal );
2631 v3_normalize( cog_ideal );
2632 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2633
2634 v3_sub( cog_ideal, cog_local, animator->offset );
2635
2636 v3_muls( animator->offset, 4.0f, animator->offset );
2637 animator->offset[1] *= -1.0f;
2638
2639 float curspeed = v3_length( localplayer.rb.v ),
2640 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2641 kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
2642 sign = vg_signf( kicks );
2643
2644 animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
2645 6.0f*vg.time_delta);
2646 animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
2647 2.4f*vg.time_delta);
2648
2649 animator->offset[0] *= 0.26f;
2650 animator->offset[0] += animator->wobble[1]*3.0f;
2651
2652 animator->offset[1] *= -0.3f;
2653 animator->offset[2] *= 0.01f;
2654
2655 animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
2656 (1.0f-fabsf(animator->slide)*0.9f);
2657 animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
2658
2659 v3f cam_offset;
2660 v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
2661 v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
2662
2663 /* localized vectors */
2664 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2665
2666 /*
2667 * Animation blending
2668 * ===========================================
2669 */
2670
2671 /* sliding */
2672 {
2673 float desired = 0.0f;
2674 if( state->activity == k_skate_activity_ground )
2675 desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f );
2676
2677 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2678 }
2679
2680 /* movement information */
2681 int iair = state->activity <= k_skate_activity_air_to_grind;
2682
2683 float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
2684 dirx = state->slip < 0.0f? 0.0f: 1.0f,
2685 fly = iair? 1.0f: 0.0f,
2686 wdist= player_skate.weight_distribution[2] / k_board_length;
2687
2688 if( state->activity >= k_skate_activity_grind_any )
2689 wdist = 0.0f;
2690
2691 animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
2692 animator->x = vg_lerpf( animator->x, dirx, 0.6f*vg.time_delta );
2693 animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
2694 animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
2695
2696 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2697 animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
2698 animator->reverse = state->reverse;
2699
2700 if( fabsf(state->slip) > 0.3f ){
2701 f32 slide_x = v3_dot(localplayer.rb.v, localplayer.rb.to_world[0]);
2702 state->delayed_slip_dir = vg_signf(slide_x);
2703 }
2704
2705 /* grinding */
2706 f32 grind=state->activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2707 animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
2708
2709 f32 grind_frame = 0.5f;
2710
2711 if( state->activity == k_skate_activity_grind_front50 )
2712 grind_frame = 0.0f;
2713 else if( state->activity == k_skate_activity_grind_back50 )
2714 grind_frame = 1.0f;
2715
2716 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2717 5.0f*vg.time_delta );
2718
2719 /* pushing */
2720 animator->push_time = vg.time - state->start_push;
2721 animator->push = vg_lerpf( animator->push,
2722 (vg.time - state->cur_push) < 0.125,
2723 6.0f*vg.time_delta );
2724
2725 /* jumping */
2726 animator->jump_charge = state->jump_charge;
2727 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2728 8.4f*vg.time_delta );
2729
2730 /* trick setup */
2731 animator->jump_dir = state->jump_dir;
2732 f32 jump_start_frame = 14.0f/30.0f;
2733 animator->jump_time = animator->jump_charge * jump_start_frame;
2734 f32 jump_frame = (vg.time - state->jump_time) + jump_start_frame;
2735 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2736 animator->jump_time = jump_frame;
2737
2738 /* trick */
2739 float jump_t = vg.time-state->jump_time;
2740 float k=17.0f;
2741 float h = k*jump_t;
2742 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2743 extra *= state->slap * 4.0f;
2744
2745 v3_add( state->trick_euler, state->trick_residuald,
2746 animator->board_euler );
2747 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2748
2749 animator->board_euler[0] *= 0.5f;
2750 animator->board_euler[1] += extra;
2751 animator->trick_type = state->trick_type;
2752
2753 /* board lean */
2754 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2755 lean;
2756
2757 lean1 = animator->slide * animator->delayed_slip_dir;
2758 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2759 else lean = lean2;
2760
2761 if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
2762 lean = vg_clampf( lean, -1.0f, 1.0f );
2763 animator->board_lean =
2764 vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
2765
2766 /* feet placement */
2767 struct player_board *board =
2768 addon_cache_item_if_loaded( k_addon_type_board,
2769 localplayer.board_view_slot );
2770 if( board ){
2771 if( animator->weight > 0.0f ){
2772 animator->foot_offset[0] =
2773 board->truck_positions[k_board_truck_back][2]+0.3f;
2774 }
2775 else{
2776 animator->foot_offset[1] =
2777 board->truck_positions[k_board_truck_front][2]-0.3f;
2778 }
2779 }
2780
2781 f32 slapm = vg_maxf( 1.0f-v3_length2( state->trick_vel ), 0.0f );
2782 animator->slap = state->slap;
2783 animator->subslap = vg_lerpf( animator->subslap, slapm,
2784 vg.time_delta*10.0f );
2785
2786 f32 l = ((state->activity < k_skate_activity_ground) &&
2787 v3_length2(state->trick_vel) > 0.1f )? 1: 0;
2788 animator->trick_foot = vg_lerpf( animator->trick_foot, l,
2789 8.4f*vg.time_delta );
2790
2791 /* grab */
2792 v2f grab_input;
2793 joystick_state( k_srjoystick_grab, grab_input );
2794 v2_add( state->grab_mouse_delta, grab_input, grab_input );
2795
2796 if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
2797 else v2_normalize_clamp( grab_input );
2798 v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
2799 animator->grabbing = state->grabbing;
2800
2801 /* steer */
2802 joystick_state( k_srjoystick_steer, animator->steer );
2803
2804 animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
2805 2.4f*vg.time_delta );
2806
2807
2808 /* flip angle */
2809 if( (state->activity <= k_skate_activity_air_to_grind) &&
2810 (fabsf(state->flip_rate) > 0.01f) ){
2811 float substep = vg.time_fixed_extrapolate;
2812 float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
2813 sign = vg_signf( t );
2814
2815 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2816 t = sign * (1.0f-t*t);
2817
2818 f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
2819 distm = state->land_dist * fabsf(state->flip_rate) * 3.0f,
2820 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
2821 angle = vg_lerpf( angle, vg_signf(state->flip_rate)*VG_TAUf, blend );
2822 q_axis_angle( animator->qflip, state->flip_axis, angle );
2823 }
2824 else
2825 q_identity( animator->qflip );
2826
2827 /* counter-rotation */
2828 if( v3_length2( state->up_dir ) > 0.001f ){
2829 v4_lerp( state->smoothed_rotation, localplayer.rb.q,
2830 2.0f*vg.time_frame_delta,
2831 state->smoothed_rotation );
2832 q_normalize( state->smoothed_rotation );
2833
2834 v3f yaw_smooth = {1.0f,0.0f,0.0f};
2835 q_mulv( state->smoothed_rotation, yaw_smooth, yaw_smooth );
2836 m3x3_mulv( localplayer.rb.to_local, yaw_smooth, yaw_smooth );
2837 yaw_smooth[1] = 0.0f;
2838 v3_normalize( yaw_smooth );
2839
2840 f32 yaw_counter_rotate = yaw_smooth[0];
2841 yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate );
2842 yaw_counter_rotate = acosf( yaw_counter_rotate );
2843 yaw_counter_rotate *= 1.0f-animator->fly;
2844
2845 v3f ndir;
2846 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
2847 v3_normalize( ndir );
2848
2849 v3f up = { 0.0f, 1.0f, 0.0f };
2850 float a = v3_dot( ndir, up );
2851 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2852
2853 v3f axis;
2854 v4f qcounteryaw, qfixup;
2855
2856 v3_cross( up, ndir, axis );
2857 q_axis_angle( qfixup, axis, a*2.0f );
2858
2859 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
2860 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
2861
2862 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
2863 q_normalize( animator->qfixuptotal );
2864
2865 v3f p1, p2;
2866 m3x3_mulv( localplayer.rb.to_world, up, p1 );
2867 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
2868
2869 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
2870 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
2871 }
2872 else q_identity( animator->qfixuptotal );
2873 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
2874 }
2875
2876 static void player__skate_pose( void *_animator, player_pose *pose ){
2877 struct skeleton *sk = &localplayer.skeleton;
2878 struct player_skate_animator *animator = _animator;
2879
2880 pose->type = k_player_pose_type_ik;
2881 v3_copy( animator->root_co, pose->root_co );
2882 v4_copy( animator->root_q, pose->root_q );
2883
2884 /* transform */
2885 v3f ext_up,ext_co;
2886 q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
2887 v3_copy( pose->root_co, ext_co );
2888 v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
2889
2890 /* apply flip rotation at midpoint */
2891 q_mul( animator->qflip, pose->root_q, pose->root_q );
2892 q_normalize( pose->root_q );
2893
2894 v3f rotation_point, rco;
2895 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
2896 v3_sub( pose->root_co, rotation_point, rco );
2897
2898 q_mulv( animator->qflip, rco, rco );
2899 v3_add( rco, rotation_point, pose->root_co );
2900
2901 /* ANIMATIONS
2902 * ---------------------------------------------------------------------- */
2903
2904 mdl_keyframe apose[32], bpose[32];
2905 mdl_keyframe ground_pose[32];
2906 {
2907 /* stand/crouch */
2908 f32 dir_frame = animator->z * (15.0f/30.0f),
2909 stand_blend = animator->offset[1]*-2.0f;
2910
2911 pose->board.lean = animator->board_lean;
2912
2913 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
2914
2915 skeleton_sample_anim( sk, player_skate.anim_stand, dir_frame, apose );
2916 skeleton_sample_anim( sk, player_skate.anim_highg, dir_frame, bpose );
2917 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2918
2919 /* sliding */
2920 skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f,
2921 bpose );
2922 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
2923
2924 if( animator->reverse > 0.0f ){
2925 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
2926 bpose );
2927 }
2928 else{
2929 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
2930 animator->push_time, bpose );
2931 }
2932 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
2933
2934 struct skeleton_anim *jump_anim = animator->jump_dir?
2935 player_skate.anim_ollie:
2936 player_skate.anim_ollie_reverse;
2937
2938 f32 setup_blend = vg_minf( animator->jump, 1.0f );
2939 skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
2940 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2941 }
2942
2943 mdl_keyframe air_pose[32];
2944 {
2945 float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
2946 skeleton_sample_anim( sk, player_skate.anim_air, air_frame, apose );
2947
2948 float ang = atan2f( animator->grab[0], animator->grab[1] ),
2949 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2950 grab_frame = ang_unit * (15.0f/30.0f);
2951
2952 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
2953 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
2954 }
2955
2956 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
2957 pose->keyframes );
2958
2959 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
2960 *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
2961 *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
2962 *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
2963 *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
2964 *kf_hip = &pose->keyframes[localplayer.id_hip-1],
2965 *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
2966 &pose->keyframes[localplayer.id_wheel_l-1] };
2967
2968
2969 mdl_keyframe grind_pose[32];
2970 {
2971 f32 frame = animator->grind_balance * 0.5f;
2972
2973 skeleton_sample_anim( sk, player_skate.anim_grind, frame, apose );
2974 skeleton_sample_anim( sk, player_skate.anim_grind_jump, frame, bpose );
2975 skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
2976 }
2977 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
2978 animator->grind, pose->keyframes );
2979 float add_grab_mod = 1.0f - animator->fly;
2980
2981 /* additive effects */
2982 u32 apply_to[] = { localplayer.id_hip,
2983 localplayer.id_ik_hand_l,
2984 localplayer.id_ik_hand_r,
2985 localplayer.id_ik_elbow_l,
2986 localplayer.id_ik_elbow_r };
2987
2988 float apply_rates[] = { 1.0f,
2989 0.75f,
2990 0.75f,
2991 0.75f,
2992 0.75f };
2993
2994 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2995 pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
2996 pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
2997 }
2998
2999 /* angle 'correction' */
3000 v3f origin;
3001 v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
3002
3003 for( int i=0; i<vg_list_size(apply_to); i ++ ){
3004 mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
3005 keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
3006 animator->qfixuptotal );
3007 }
3008
3009 /* trick rotation */
3010 v4f qtrick, qyaw, qpitch, qroll;
3011 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
3012 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
3013 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
3014
3015 q_mul( qyaw, qroll, qtrick );
3016 q_mul( qpitch, qtrick, qtrick );
3017 q_mul( kf_board->q, qtrick, kf_board->q );
3018 q_normalize( kf_board->q );
3019
3020 kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
3021 0.5f * animator->weight );
3022 kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
3023 -0.5f * animator->weight );
3024
3025 kf_foot_l->co[1] += animator->slap;
3026 kf_foot_r->co[1] += animator->slap;
3027 kf_knee_l->co[1] += animator->slap;
3028 kf_knee_r->co[1] += animator->slap;
3029 kf_board->co[1] += animator->slap * animator->subslap;
3030 kf_hip->co[1] += animator->slap * 0.25f;
3031
3032 if( animator->trick_type == k_trick_type_kickflip ){
3033 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3034 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3035 }
3036 else if( animator->trick_type == k_trick_type_shuvit ){
3037 kf_foot_l->co[0] += animator->trick_foot * 0.1f;
3038 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3039 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3040 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3041 }
3042 else if( animator->trick_type == k_trick_type_treflip ){
3043 kf_foot_l->co[0] += animator->trick_foot * 0.2f;
3044 kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
3045 kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
3046 kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
3047 }
3048
3049 /*
3050 * animation wishlist:
3051 * boardslide/grind jump animations
3052 * when tricking the slap should not appply or less apply
3053 * not animations however DONT target grinds that are vertically down.
3054 */
3055
3056 /* truck rotation */
3057 for( int i=0; i<2; i++ ){
3058 float a = vg_minf( player_skate.truckv0[i][0], 1.0f );
3059 a = -acosf( a ) * vg_signf( player_skate.truckv0[i][1] );
3060
3061 v4f q;
3062 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3063 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3064 q_normalize( kf_wheels[i]->q );
3065 }
3066
3067 {
3068 mdl_keyframe
3069 *kf_head = &pose->keyframes[localplayer.id_head-1],
3070 *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
3071 *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
3072 *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
3073 *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1];
3074
3075 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3076 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3077
3078 v4f qrot;
3079 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3080
3081 v3f origin = {0.0f,0.2f,0.0f};
3082 keyframe_rotate_around( kf_hand_l, origin,
3083 sk->bones[localplayer.id_ik_hand_l].co, qrot );
3084 keyframe_rotate_around( kf_hand_r, origin,
3085 sk->bones[localplayer.id_ik_hand_r].co, qrot );
3086 keyframe_rotate_around( kf_hip, origin,
3087 sk->bones[localplayer.id_hip].co, qrot );
3088 keyframe_rotate_around( kf_elbow_r, origin,
3089 sk->bones[localplayer.id_ik_elbow_r].co, qrot );
3090 keyframe_rotate_around( kf_elbow_l, origin,
3091 sk->bones[localplayer.id_ik_elbow_l].co, qrot );
3092
3093 q_inv( qrot, qrot );
3094 q_mul( qrot, kf_head->q, kf_head->q );
3095 q_normalize( kf_head->q );
3096 }
3097 }
3098
3099 static void player__skate_post_animate(void){
3100 struct player_skate_state *state = &player_skate.state;
3101 localplayer.cam_velocity_influence = 1.0f;
3102
3103 v3f head = { 0.0f, 1.8f, 0.0f };
3104 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
3105 head, state->head_position );
3106 m4x3_mulv( localplayer.rb.to_local,
3107 state->head_position, state->head_position );
3108 }
3109
3110 static void player__skate_reset_animator(void){
3111 struct player_skate_state *state = &player_skate.state;
3112
3113 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3114
3115 if( state->activity <= k_skate_activity_air_to_grind )
3116 player_skate.animator.fly = 1.0f;
3117 else
3118 player_skate.animator.fly = 0.0f;
3119 }
3120
3121 static void player__skate_clear_mechanics(void){
3122 struct player_skate_state *state = &player_skate.state;
3123 state->jump_charge = 0.0f;
3124 state->charging_jump = 0;
3125 state->jump_dir = 0;
3126 v3_zero( state->flip_axis );
3127 state->flip_time = 0.0f;
3128 state->flip_rate = 0.0f;
3129 state->reverse = 0.0f;
3130 state->slip = 0.0f;
3131 state->grabbing = 0.0f;
3132 v2_zero( state->grab_mouse_delta );
3133 state->slap = 0.0f;
3134 state->jump_time = 0.0;
3135 state->start_push = 0.0;
3136 state->cur_push = 0.0;
3137 state->air_start = 0.0;
3138
3139 v3_zero( state->air_init_v );
3140 v3_zero( state->air_init_co );
3141
3142 state->gravity_bias = k_gravity;
3143 v3_copy( localplayer.rb.co, state->prev_pos );
3144 v4_copy( localplayer.rb.q, state->smoothed_rotation );
3145 v3_zero( state->throw_v );
3146 v3_zero( state->trick_vel );
3147 v3_zero( state->trick_euler );
3148 v3_zero( state->cog_v );
3149 state->grind_cooldown = 0;
3150 state->surface_cooldown = 0;
3151 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
3152 v3_copy( localplayer.rb.to_world[1], state->up_dir );
3153 v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
3154 v3_copy( localplayer.rb.co, state->prev_pos );
3155 v3_zero( player_skate.weight_distribution );
3156 }
3157
3158 #include "network_compression.h"
3159
3160 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3161 struct player_skate_animator *animator = data;
3162
3163 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3164 bitpack_qquat( ctx, animator->root_q );
3165
3166 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
3167 bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
3168 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
3169 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z );
3170 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
3171
3172 /* these could likely be pressed down into single bits if needed */
3173 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
3174 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
3175 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
3176 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
3177 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
3178 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
3179
3180 /* just the sign bit? */
3181 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
3182 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
3183 bitpack_bytes( ctx, 1, &animator->jump_dir );
3184 bitpack_bytes( ctx, 1, &animator->trick_type );
3185
3186 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
3187 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
3188 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
3189 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
3190 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
3191 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
3192 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
3193
3194 /* animator->wobble is ommited */
3195
3196 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3197 bitpack_qquat( ctx, animator->qfixuptotal );
3198 bitpack_qquat( ctx, animator->qflip );
3199
3200 bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
3201 bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
3202 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
3203 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
3204
3205 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3206 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3207 }
3208
3209 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3210 audio_lock();
3211
3212 if( id == k_player_skate_soundeffect_jump ){
3213 audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume );
3214 }
3215 else if( id == k_player_skate_soundeffect_tap ){
3216 audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume );
3217 }
3218 else if( id == k_player_skate_soundeffect_land_good ){
3219 audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume );
3220 }
3221 else if( id == k_player_skate_soundeffect_land_bad ){
3222 audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume );
3223 }
3224 else if( id == k_player_skate_soundeffect_grind_metal ){
3225 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3226 }
3227 else if( id == k_player_skate_soundeffect_grind_wood ){
3228 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3229 }
3230
3231 audio_unlock();
3232 }
3233
3234 #endif /* PLAYER_SKATE_C */