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[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6
7 VG_STATIC void player__skate_bind( player_instance *player )
8 {
9 struct player_skate *s = &player->_skate;
10 struct player_avatar *av = player->playeravatar;
11 struct skeleton *sk = &av->sk;
12
13 rb_update_transform( &player->rb );
14 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
15 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
16 s->anim_air = skeleton_get_anim( sk, "pose_air" );
17 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
18 s->anim_push = skeleton_get_anim( sk, "push" );
19 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
20 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
21 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
22 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
23 }
24
25 VG_STATIC void player__skate_kill_audio( player_instance *player )
26 {
27 struct player_skate *s = &player->_skate;
28
29 audio_lock();
30 if( s->aud_main )
31 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
32 if( s->aud_air )
33 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
34 if( s->aud_slide )
35 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
36 audio_unlock();
37 }
38
39 /*
40 * Collision detection routines
41 *
42 *
43 */
44
45 /*
46 * Does collision detection on a sphere vs world, and applies some smoothing
47 * filters to the manifold afterwards
48 */
49 VG_STATIC int skate_collide_smooth( player_instance *player,
50 m4x3f mtx, rb_sphere *sphere,
51 rb_ct *man )
52 {
53 world_instance *world = get_active_world();
54
55 int len = 0;
56 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
57
58 for( int i=0; i<len; i++ )
59 {
60 man[i].rba = &player->rb;
61 man[i].rbb = NULL;
62 }
63
64 rb_manifold_filter_coplanar( man, len, 0.03f );
65
66 if( len > 1 )
67 {
68 rb_manifold_filter_backface( man, len );
69 rb_manifold_filter_joint_edges( man, len, 0.03f );
70 rb_manifold_filter_pairs( man, len, 0.03f );
71 }
72 int new_len = rb_manifold_apply_filtered( man, len );
73 if( len && !new_len )
74 len = 1;
75 else
76 len = new_len;
77
78 return len;
79 }
80
81 struct grind_info
82 {
83 v3f co, dir, n;
84 };
85
86 VG_STATIC int skate_grind_scansq( player_instance *player,
87 v3f pos, v3f dir, float r,
88 struct grind_info *inf )
89 {
90 world_instance *world = get_active_world();
91
92 v4f plane;
93 v3_copy( dir, plane );
94 v3_normalize( plane );
95 plane[3] = v3_dot( plane, pos );
96
97 boxf box;
98 v3_add( pos, (v3f){ r, r, r }, box[1] );
99 v3_sub( pos, (v3f){ r, r, r }, box[0] );
100
101 bh_iter it;
102 bh_iter_init( 0, &it );
103 int idx;
104
105 struct grind_sample
106 {
107 v2f co;
108 v2f normal;
109 v3f normal3,
110 centroid;
111 }
112 samples[48];
113 int sample_count = 0;
114
115 v2f support_min,
116 support_max;
117
118 v3f support_axis;
119 v3_cross( plane, player->basis[1], support_axis );
120 v3_normalize( support_axis );
121
122 while( bh_next( world->geo_bh, &it, box, &idx ) ){
123 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
124 v3f tri[3];
125
126 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
127 #if 0
128 if( !(surf->info.flags & k_material_flag_skate_surface) )
129 continue;
130 #endif
131
132 for( int j=0; j<3; j++ )
133 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
134
135 for( int j=0; j<3; j++ ){
136 int i0 = j,
137 i1 = (j+1) % 3;
138
139 struct grind_sample *sample = &samples[ sample_count ];
140 v3f co;
141
142 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
143 v3f d;
144 v3_sub( co, pos, d );
145 if( v3_length2( d ) > r*r )
146 continue;
147
148 v3f va, vb, normal;
149 v3_sub( tri[1], tri[0], va );
150 v3_sub( tri[2], tri[0], vb );
151 v3_cross( va, vb, normal );
152
153 sample->normal[0] = v3_dot( support_axis, normal );
154 sample->normal[1] = v3_dot( player->basis[1], normal );
155 sample->co[0] = v3_dot( support_axis, d );
156 sample->co[1] = v3_dot( player->basis[1], d );
157
158 v3_copy( normal, sample->normal3 ); /* normalize later
159 if we want to us it */
160
161 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
162 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
163 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
164
165 v2_normalize( sample->normal );
166 sample_count ++;
167
168 if( sample_count == vg_list_size( samples ) )
169 goto too_many_samples;
170 }
171 }
172 }
173
174 too_many_samples:
175
176 if( sample_count < 2 )
177 return 0;
178
179 v3f
180 average_direction,
181 average_normal;
182
183 v2f min_co, max_co;
184 v2_fill( min_co, INFINITY );
185 v2_fill( max_co, -INFINITY );
186
187 v3_zero( average_direction );
188 v3_zero( average_normal );
189
190 int passed_samples = 0;
191
192 for( int i=0; i<sample_count-1; i++ ){
193 struct grind_sample *si, *sj;
194
195 si = &samples[i];
196
197 for( int j=i+1; j<sample_count; j++ ){
198 if( i == j )
199 continue;
200
201 sj = &samples[j];
202
203 /* non overlapping */
204 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
205 continue;
206
207 /* not sharp angle */
208 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
209 continue;
210
211 /* not convex */
212 v3f v0;
213 v3_sub( sj->centroid, si->centroid, v0 );
214 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
215 v3_dot( v0, sj->normal3 ) <= 0.0f )
216 continue;
217
218 v2_minv( sj->co, min_co, min_co );
219 v2_maxv( sj->co, max_co, max_co );
220
221 v3f n0, n1, dir;
222 v3_copy( si->normal3, n0 );
223 v3_copy( sj->normal3, n1 );
224 v3_cross( n0, n1, dir );
225 v3_normalize( dir );
226
227 /* make sure the directions all face a common hemisphere */
228 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
229 v3_add( average_direction, dir, average_direction );
230
231 float yi = v3_dot( player->basis[1], si->normal3 ),
232 yj = v3_dot( player->basis[1], sj->normal3 );
233
234 if( yi > yj )
235 v3_add( si->normal3, average_normal, average_normal );
236 else
237 v3_add( sj->normal3, average_normal, average_normal );
238
239 passed_samples ++;
240 }
241 }
242
243 if( !passed_samples )
244 return 0;
245
246 if( (v3_length2( average_direction ) <= 0.001f) ||
247 (v3_length2( average_normal ) <= 0.001f ) )
248 return 0;
249
250 float div = 1.0f/(float)passed_samples;
251 v3_normalize( average_direction );
252 v3_normalize( average_normal );
253
254 v2f average_coord;
255 v2_add( min_co, max_co, average_coord );
256 v2_muls( average_coord, 0.5f, average_coord );
257
258 v3_muls( support_axis, average_coord[0], inf->co );
259 inf->co[1] += average_coord[1];
260 v3_add( pos, inf->co, inf->co );
261 v3_copy( average_normal, inf->n );
262 v3_copy( average_direction, inf->dir );
263
264 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
265 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
266 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
267
268 return passed_samples;
269 }
270
271 VG_STATIC void reset_jump_info( jump_info *inf )
272 {
273 inf->log_length = 0;
274 inf->land_dist = 0.0f;
275 inf->score = 0.0f;
276 inf->type = k_prediction_unset;
277 v3_zero( inf->apex );
278 }
279
280 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
281 jump_info *jumps,
282 v3f target, float max_angle_delta,
283 float gravity )
284 {
285 struct player_skate *s = &player->_skate;
286
287 /* calculate the exact 2 solutions to jump onto that grind spot */
288
289 v3f v0;
290 v3_sub( target, player->rb.co, v0 );
291 m3x3_mulv( player->invbasis, v0, v0 );
292
293 v3f ax;
294 v3_copy( v0, ax );
295 ax[1] = 0.0f;
296 v3_normalize( ax );
297
298 v3f v_local;
299 m3x3_mulv( player->invbasis, player->rb.v, v_local );
300
301 v2f d = { v3_dot( ax, v0 ), v0[1] },
302 v = { v3_dot( ax, player->rb.v ), v_local[1] };
303
304 float a = atan2f( v[1], v[0] ),
305 m = v2_length( v ),
306 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
307
308 int valid_count = 0;
309
310 if( root > 0.0f ){
311 root = sqrtf( root );
312 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
313 a1 = atanf( (m*m - root) / (gravity * d[0]) );
314
315 if( fabsf(a0-a) < max_angle_delta ){
316 jump_info *inf = &jumps[ valid_count ++ ];
317 reset_jump_info( inf );
318
319 v3_muls( ax, cosf( a0 ) * m, inf->v );
320 inf->v[1] += sinf( a0 ) * m;
321 m3x3_mulv( player->basis, inf->v, inf->v );
322 inf->land_dist = d[0] / (cosf(a0)*m);
323 inf->gravity = gravity;
324
325 v3_copy( target, inf->log[inf->log_length ++] );
326 }
327
328 if( fabsf(a1-a) < max_angle_delta ){
329 jump_info *inf = &jumps[ valid_count ++ ];
330 reset_jump_info( inf );
331
332 v3_muls( ax, cosf( a1 ) * m, inf->v );
333 inf->v[1] += sinf( a1 ) * m;
334 m3x3_mulv( player->basis, inf->v, inf->v );
335 inf->land_dist = d[0] / (cosf(a1)*m);
336 inf->gravity = gravity;
337
338 v3_copy( target, inf->log[inf->log_length ++] );
339 }
340 }
341
342 return valid_count;
343 }
344
345 #if 0
346 VG_STATIC
347 int create_jump_for_target( world_instance *world, player_instance *player,
348 v3f target, float max_angle, jump_info *jump )
349 {
350
351 if( fabsf(a0-a) > fabsf(a1-a) )
352 a0 = a1;
353
354 if( fabsf(a0-a) > max_angle )
355 return 0;
356
357 /* TODO: sweep the path before chosing the smallest dist */
358
359
360 #if 0
361 /* add a trace */
362 for( int i=0; i<=20; i++ )
363 {
364 float t = (float)i * (1.0f/20.0f) * p->land_dist;
365
366 v3f p0;
367 v3_muls( p->v, t, p0 );
368 v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
369
370 v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
371 }
372 #endif
373
374 return 1;
375 }
376 else
377 return 0;
378 }
379 #endif
380
381 VG_STATIC
382 void player__approximate_best_trajectory( player_instance *player )
383 {
384 world_instance *world = get_active_world();
385
386 struct player_skate *s = &player->_skate;
387 float k_trace_delta = k_rb_delta * 10.0f;
388
389 s->state.air_start = vg.time;
390 v3_copy( player->rb.v, s->state.air_init_v );
391 v3_copy( player->rb.co, s->state.air_init_co );
392
393 s->possible_jump_count = 0;
394
395 v3f axis;
396 v3_cross( player->rb.v, player->rb.to_world[1], axis );
397 v3_normalize( axis );
398
399 /* at high slopes, Y component is low */
400 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
401 angle_begin = -(1.0f-fabsf( upness )),
402 angle_end = 1.0f;
403
404 struct grind_info grind;
405 int grind_located = 0;
406 float grind_located_gravity = k_gravity;
407
408 for( int m=0;m<=30; m++ ){
409 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
410 reset_jump_info( inf );
411
412 v3f launch_co, launch_v, co0, co1;
413 v3_copy( player->rb.co, launch_co );
414 v3_copy( player->rb.v, launch_v );
415 v3_copy( launch_co, co0 );
416
417 float vt = (float)m * (1.0f/30.0f),
418 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
419
420 v4f qbias;
421 q_axis_angle( qbias, axis, ang );
422 q_mulv( qbias, launch_v, launch_v );
423
424 float yaw_sketch = 1.0f-fabsf(upness);
425
426 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
427 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
428 q_mulv( qbias, launch_v, launch_v );
429
430
431 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
432 gravity = k_gravity * gravity_bias;
433 inf->gravity = gravity;
434 v3_copy( launch_v, inf->v );
435
436 m3x3f basis;
437 m3x3_copy( player->basis, basis );
438
439 for( int i=1; i<=50; i++ ){
440 float t = (float)i * k_trace_delta;
441
442 v3_muls( launch_v, t, co1 );
443 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
444 v3_add( launch_co, co1, co1 );
445
446 float launch_vy = v3_dot( launch_v,basis[1] );
447 if( !grind_located && (launch_vy - gravity*t < 0.0f) ){
448 v3f closest;
449 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
450 v3f ve;
451 v3_copy( launch_v, ve );
452 v3_muladds( ve, basis[1], -gravity * t, ve );
453
454 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
455 /* check alignment */
456 v2f v0 = { v3_dot( ve, basis[0] ),
457 v3_dot( ve, basis[2] ) },
458 v1 = { v3_dot( grind.dir, basis[0] ),
459 v3_dot( grind.dir, basis[2] ) };
460
461 v2_normalize( v0 );
462 v2_normalize( v1 );
463
464 float a = v2_dot( v0, v1 );
465
466 #if 0
467 if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
468 #endif
469 grind_located = 1;
470 grind_located_gravity = inf->gravity;
471
472 vg_success( "Grind located\n" );
473 #if 0
474 }
475 #endif
476 }
477 }
478 }
479
480 if( world->rendering_gate ){
481 ent_gate *gate = world->rendering_gate;
482 if( gate_intersect( gate, co1, co0 ) ){
483 m4x3_mulv( gate->transport, co0, co0 );
484 m4x3_mulv( gate->transport, co1, co1 );
485 m3x3_mulv( gate->transport, launch_v, launch_v);
486 m4x3_mulv( gate->transport, launch_co, launch_co );
487 m3x3_mul( gate->transport, basis, basis );
488 }
489 }
490
491 float t1;
492 v3f n;
493
494 int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
495 if( idx != -1 ){
496 v3f co;
497 v3_lerp( co0, co1, t1, co );
498 v3_copy( co, inf->log[ inf->log_length ++ ] );
499
500 v3_copy( n, inf->n );
501 u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
502 struct world_surface *surf = world_tri_index_surface(world, tri[0]);
503
504 #if 0
505 v3f v0, v1;
506 v3f pa, pb, pc;
507
508 v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
509 v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
510 v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
511
512 v3_sub( pb, pa, v0 );
513 v3_sub( pc, pa, v1 );
514 v3_cross( v0, v1, inf->n );
515 v3_normalize( inf->n );
516 #endif
517 /* TODO:
518 * grind predictions, we want to FORCE it to land in the correct
519 * location, taking the cloest endpoint or midpoint to be the
520 * snapper.
521 */
522
523 inf->type = k_prediction_land;
524
525 v3f ve;
526 v3_copy( launch_v, ve );
527 v3_muladds( ve, player->basis[1], -gravity * t, ve );
528
529 inf->score = -v3_dot( ve, inf->n );
530 inf->land_dist = t + k_trace_delta * t1;
531
532
533 /* Bias prediction towords ramps */
534 if( !(surf->info.flags & k_material_flag_skate_surface) )
535 inf->score *= 10.0f;
536
537 break;
538 }
539
540 if( i % 3 == 0 )
541 v3_copy( co1, inf->log[ inf->log_length ++ ] );
542
543 v3_copy( co1, co0 );
544 }
545
546 if( inf->type == k_prediction_unset )
547 s->possible_jump_count --;
548 }
549
550 if( grind_located ){
551 jump_info grind_jumps[2];
552
553 int valid_count =
554 create_jumps_to_hit_target( player, grind_jumps, grind.co,
555 0.175f*VG_PIf, grind_located_gravity );
556
557 /* knock out original landing points in the 1m area
558 * TODO: Make this a konstant */
559 for( u32 j=0; j<s->possible_jump_count; j++ ){
560 jump_info *jump = &s->possible_jumps[ j ];
561 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
562 float descale = 1.0f-vg_minf(1.0f,dist);
563 jump->score += descale*3.0f;
564 }
565
566 for( int i=0; i<valid_count; i++ ){
567 jump_info *jump = &grind_jumps[i];
568 jump->type = k_prediction_grind;
569
570 v3f launch_v, launch_co, co0, co1;
571
572 v3_copy( jump->v, launch_v );
573 v3_copy( player->rb.co, launch_co );
574
575 m3x3f basis;
576 m3x3_copy( player->basis, basis );
577
578 float t = 0.05f * jump->land_dist;
579 v3_muls( launch_v, t, co0 );
580 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
581 v3_add( launch_co, co0, co0 );
582
583 #if 0
584 /* rough scan to make sure we dont collide with anything */
585 for( int j=1; j<=16; j++ ){
586 t = (float)j*(1.0f/16.0f);
587 t *= 0.9f;
588 t += 0.05f;
589 t *= jump->land_dist;
590
591 v3_muls( launch_v, t, co1 );
592 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
593 v3_add( launch_co, co1, co1 );
594
595 float t1;
596 v3f n;
597
598 int idx = spherecast_world( world, co0,co1,
599 k_board_radius*0.5f, &t1, n);
600 if( idx != -1 ){
601 goto invalidated_grind;
602 }
603
604 v3_copy( co1, co0 );
605 }
606 #endif
607
608 v3_copy( grind.n, jump->n );
609
610 /* determine score */
611 v3f ve;
612 v3_copy( jump->v, ve );
613 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
614 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
615
616 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
617
618 #if 0
619 continue;
620 invalidated_grind:;
621 #endif
622 }
623 }
624
625
626 float score_min = INFINITY,
627 score_max = -INFINITY;
628
629 jump_info *best = NULL;
630
631 for( int i=0; i<s->possible_jump_count; i ++ ){
632 jump_info *jump = &s->possible_jumps[i];
633
634 if( jump->score < score_min )
635 best = jump;
636
637 score_min = vg_minf( score_min, jump->score );
638 score_max = vg_maxf( score_max, jump->score );
639 }
640
641 for( int i=0; i<s->possible_jump_count; i ++ ){
642 jump_info *jump = &s->possible_jumps[i];
643 float s = jump->score;
644
645 s -= score_min;
646 s /= (score_max-score_min);
647 s = 1.0f - s;
648
649 jump->score = s;
650 jump->colour = s * 255.0f;
651
652 if( jump == best )
653 jump->colour <<= 16;
654 else if( jump->type == k_prediction_land )
655 jump->colour <<= 8;
656
657 jump->colour |= 0xff000000;
658 }
659
660 if( best ){
661 v3_copy( best->n, s->land_normal );
662 v3_copy( best->v, player->rb.v );
663 s->land_dist = best->land_dist;
664
665 v2f steer = { player->input_js1h->axis.value,
666 player->input_js1v->axis.value };
667 v2_normalize_clamp( steer );
668 s->state.gravity_bias = best->gravity;
669
670 if( best->type == k_prediction_grind ){
671 s->state.activity = k_skate_activity_air_to_grind;
672 }
673
674 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
675 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
676 s->state.reverse ;
677 s->state.flip_time = 0.0f;
678 v3_copy( player->rb.to_world[0], s->state.flip_axis );
679 }
680 else{
681 s->state.flip_rate = 0.0f;
682 v3_zero( s->state.flip_axis );
683 }
684 }
685 else{
686 v3_copy( player->basis[1], s->land_normal );
687 }
688 }
689
690 /*
691 *
692 * Varius physics models
693 * ------------------------------------------------
694 */
695
696 /*
697 * Air control, no real physics
698 */
699 VG_STATIC void skate_apply_air_model( player_instance *player )
700 {
701 struct player_skate *s = &player->_skate;
702
703 if( s->state.activity_prev > k_skate_activity_air_to_grind )
704 player__approximate_best_trajectory( player );
705
706 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
707 angle = vg_clampf( angle, -1.0f, 1.0f );
708 v3f axis;
709 v3_cross( player->rb.to_world[1], s->land_normal, axis );
710
711 v4f correction;
712 q_axis_angle( correction, axis,
713 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
714 q_mul( correction, player->rb.q, player->rb.q );
715
716 v2f steer = { player->input_js1h->axis.value,
717 player->input_js1v->axis.value };
718 v2_normalize_clamp( steer );
719 }
720
721 VG_STATIC int player_skate_trick_input( player_instance *player );
722 VG_STATIC void skate_apply_trick_model( player_instance *player )
723 {
724 struct player_skate *s = &player->_skate;
725
726 v3f Fd, Fs, F;
727 v3f strength = { 3.7f, 3.6f, 8.0f };
728
729 v3_muls( s->board_trick_residualv, -4.0f , Fd );
730 v3_muls( s->board_trick_residuald, -10.0f, Fs );
731 v3_add( Fd, Fs, F );
732 v3_mul( strength, F, F );
733
734 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
735 s->board_trick_residualv );
736 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
737 k_rb_delta, s->board_trick_residuald );
738
739 if( s->state.activity <= k_skate_activity_air_to_grind ){
740 if( v3_length2( s->state.trick_vel ) < 0.0001f )
741 return;
742
743 int carry_on = player_skate_trick_input( player );
744
745 /* we assume velocities share a common divisor, in which case the
746 * interval is the minimum value (if not zero) */
747
748 float min_rate = 99999.0f;
749
750 for( int i=0; i<3; i++ ){
751 float v = s->state.trick_vel[i];
752 if( (v > 0.0f) && (v < min_rate) )
753 min_rate = v;
754 }
755
756 float interval = 1.0f / min_rate,
757 current = floorf( s->state.trick_time / interval ),
758 next_end = (current+1.0f) * interval;
759
760
761 /* integrate trick velocities */
762 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
763 s->state.trick_euler );
764
765 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
766 s->state.trick_time = 0.0f;
767 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
768 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
769 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
770 v3_copy( s->state.trick_vel, s->board_trick_residualv );
771 v3_zero( s->state.trick_vel );
772 }
773
774 s->state.trick_time += k_rb_delta;
775 }
776 else{
777 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
778 s->state.trick_time > 0.2f)
779 {
780 player__skate_kill_audio( player );
781 player__dead_transition( player );
782 }
783
784 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
785 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
786 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
787 s->state.trick_time = 0.0f;
788 v3_zero( s->state.trick_vel );
789 }
790 }
791
792 VG_STATIC void skate_apply_grab_model( player_instance *player )
793 {
794 struct player_skate *s = &player->_skate;
795
796 float grabt = player->input_grab->axis.value;
797
798 if( grabt > 0.5f ){
799 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
800 s->state.grab_mouse_delta );
801
802 v2_normalize_clamp( s->state.grab_mouse_delta );
803 }
804 else
805 v2_zero( s->state.grab_mouse_delta );
806
807 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
808 }
809
810 VG_STATIC void skate_apply_steering_model( player_instance *player )
811 {
812 struct player_skate *s = &player->_skate;
813
814 /* Steering */
815 float steer = player->input_js1h->axis.value,
816 grab = player->input_grab->axis.value;
817
818 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
819
820 v3f steer_axis;
821 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
822
823 float rate = 26.0f,
824 top = 1.0f;
825
826 if( s->state.activity <= k_skate_activity_air_to_grind ){
827 rate = 6.0f * fabsf(steer);
828 top = 1.5f;
829 }
830 else{
831 /* rotate slower when grabbing on ground */
832 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
833
834 if( s->state.activity == k_skate_activity_grind_5050 ){
835 rate = 0.0f;
836 top = 0.0f;
837 }
838
839 else if( s->state.activity >= k_skate_activity_grind_any ){
840 rate *= fabsf(steer);
841
842 float a = 0.8f * -steer * k_rb_delta;
843
844 v4f q;
845 q_axis_angle( q, player->rb.to_world[1], a );
846 q_mulv( q, s->grind_vec, s->grind_vec );
847
848 v3_normalize( s->grind_vec );
849 }
850
851 else if( s->state.manual_direction ){
852 rate = 35.0f;
853 top = 1.5f;
854 }
855 }
856
857 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
858 addspeed = (steer * -top) - current,
859 maxaccel = rate * k_rb_delta,
860 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
861
862 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
863 }
864
865 /*
866 * Computes friction and surface interface model
867 */
868 VG_STATIC void skate_apply_friction_model( player_instance *player )
869 {
870 struct player_skate *s = &player->_skate;
871
872 /*
873 * Computing localized friction forces for controlling the character
874 * Friction across X is significantly more than Z
875 */
876
877 v3f vel;
878 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
879 float slip = 0.0f;
880
881 if( fabsf(vel[2]) > 0.01f )
882 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
883
884 if( fabsf( slip ) > 1.2f )
885 slip = vg_signf( slip ) * 1.2f;
886
887 s->state.slip = slip;
888 s->state.reverse = -vg_signf(vel[2]);
889
890 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
891 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
892
893 /* Pushing additive force */
894
895 if( !player->input_jump->button.value ){
896 if( player->input_push->button.value ||
897 (vg.time-s->state.start_push<0.75) )
898 {
899 if( (vg.time - s->state.cur_push) > 0.25 )
900 s->state.start_push = vg.time;
901
902 s->state.cur_push = vg.time;
903
904 double push_time = vg.time - s->state.start_push;
905
906 float cycle_time = push_time*k_push_cycle_rate,
907 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
908 amt = accel * VG_TIMESTEP_FIXED,
909 current = v3_length( vel ),
910 new_vel = vg_minf( current + amt, k_max_push_speed ),
911 delta = new_vel - vg_minf( current, k_max_push_speed );
912
913 vel[2] += delta * -s->state.reverse;
914 }
915 }
916
917 /* Send back to velocity */
918 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
919 }
920
921 VG_STATIC void skate_apply_jump_model( player_instance *player )
922 {
923 struct player_skate *s = &player->_skate;
924 int charging_jump_prev = s->state.charging_jump;
925 s->state.charging_jump = player->input_jump->button.value;
926
927 /* Cannot charge this in air */
928 if( s->state.activity <= k_skate_activity_air_to_grind ){
929 s->state.charging_jump = 0;
930 return;
931 }
932
933 if( s->state.charging_jump ){
934 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
935
936 if( !charging_jump_prev )
937 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
938 }
939 else{
940 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
941 }
942
943 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
944
945 /* player let go after charging past 0.2: trigger jump */
946 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
947 v3f jumpdir;
948
949 /* Launch more up if alignment is up else improve velocity */
950 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
951 mod = 0.5f,
952 dir = mod + fabsf(aup)*(1.0f-mod);
953
954 if( s->state.activity == k_skate_activity_ground ){
955 v3_copy( player->rb.v, jumpdir );
956 v3_normalize( jumpdir );
957 v3_muls( jumpdir, 1.0f-dir, jumpdir );
958 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
959 v3_normalize( jumpdir );
960 }else{
961 v3_copy( s->state.up_dir, jumpdir );
962 s->state.activity = k_skate_activity_ground;
963 s->grind_cooldown = 0;
964
965 float tilt = player->input_js1h->axis.value * 0.3f;
966 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
967
968 v4f qtilt;
969 q_axis_angle( qtilt, s->grind_dir, tilt );
970 q_mulv( qtilt, jumpdir, jumpdir );
971 }
972
973 float force = k_jump_force*s->state.jump_charge;
974 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
975 s->state.jump_charge = 0.0f;
976 s->state.jump_time = vg.time;
977
978 v2f steer = { player->input_js1h->axis.value,
979 player->input_js1v->axis.value };
980 v2_normalize_clamp( steer );
981
982 audio_lock();
983 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
984 audio_unlock();
985 }
986 }
987
988 VG_STATIC void skate_apply_pump_model( player_instance *player )
989 {
990 struct player_skate *s = &player->_skate;
991
992 if( s->state.activity != k_skate_activity_ground ){
993 v3_zero( s->state.throw_v );
994 return;
995 }
996
997 /* Throw / collect routine
998 *
999 * TODO: Max speed boost
1000 */
1001 if( player->input_grab->axis.value > 0.5f ){
1002 if( s->state.activity == k_skate_activity_ground ){
1003 /* Throw */
1004 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1005 }
1006 }
1007 else{
1008 /* Collect */
1009 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1010
1011 v3f Fl, Fv;
1012 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1013
1014 if( s->state.activity == k_skate_activity_ground ){
1015 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1016 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1017 }
1018
1019 v3_muls( player->rb.to_world[1], -doty, Fv );
1020 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1021 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1022 }
1023
1024 /* Decay */
1025 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1026 v3f dir;
1027 v3_copy( s->state.throw_v, dir );
1028 v3_normalize( dir );
1029
1030 float max = v3_dot( dir, s->state.throw_v ),
1031 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1032 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1033 }
1034 }
1035
1036 VG_STATIC void skate_apply_cog_model( player_instance *player )
1037 {
1038 struct player_skate *s = &player->_skate;
1039
1040 v3f ideal_cog, ideal_diff, ideal_dir;
1041 v3_copy( s->state.up_dir, ideal_dir );
1042 v3_normalize( ideal_dir );
1043
1044 v3_muladds( player->rb.co, ideal_dir,
1045 1.0f-player->input_grab->axis.value, ideal_cog );
1046 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1047
1048 /* Apply velocities */
1049 v3f rv;
1050 v3_sub( player->rb.v, s->state.cog_v, rv );
1051
1052 v3f F;
1053 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1054 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1055
1056 float ra = k_cog_mass_ratio,
1057 rb = 1.0f-k_cog_mass_ratio;
1058
1059 /* Apply forces & intergrate */
1060 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1061 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1062 s->state.cog_v );
1063
1064 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1065 }
1066
1067
1068 VG_STATIC void skate_integrate( player_instance *player )
1069 {
1070 struct player_skate *s = &player->_skate;
1071
1072 float decay_rate = 1.0f - (k_rb_delta * 3.0f),
1073 decay_rate_y = 1.0f;
1074
1075 if( s->state.activity >= k_skate_activity_grind_any ){
1076 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1077 decay_rate_y = decay_rate;
1078 }
1079
1080 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
1081 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1082 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
1083
1084 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1085 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1086 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1087
1088 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1089 rb_update_transform( &player->rb );
1090 }
1091
1092 /*
1093 * 1 2 or 3
1094 */
1095
1096 VG_STATIC int player_skate_trick_input( player_instance *player )
1097 {
1098 return (player->input_trick0->button.value) |
1099 (player->input_trick1->button.value << 1) |
1100 (player->input_trick2->button.value << 1) |
1101 (player->input_trick2->button.value);
1102 }
1103
1104 VG_STATIC void player__skate_pre_update( player_instance *player )
1105 {
1106 struct player_skate *s = &player->_skate;
1107
1108 if( vg_input_button_down( player->input_use ) ){
1109 player->subsystem = k_player_subsystem_walk;
1110
1111 v3f angles;
1112 v3_copy( player->cam.angles, angles );
1113 angles[2] = 0.0f;
1114
1115 player->holdout_time = 0.25f;
1116 player__skate_kill_audio( player );
1117 player__walk_transition( player, angles );
1118 return;
1119 }
1120
1121 if( vg_input_button_down( player->input_reset ) ){
1122 player->rb.co[1] += 2.0f;
1123 s->state.cog[1] += 2.0f;
1124 q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
1125 v3_zero( player->rb.w );
1126 v3_zero( player->rb.v );
1127
1128 rb_update_transform( &player->rb );
1129 }
1130
1131 int trick_id;
1132 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1133 (trick_id = player_skate_trick_input( player )) )
1134 {
1135 if( (vg.time - s->state.jump_time) < 0.1f ){
1136 v3_zero( s->state.trick_vel );
1137 s->state.trick_time = 0.0f;
1138
1139 if( trick_id == 1 ){
1140 s->state.trick_vel[0] = 3.0f;
1141 }
1142 else if( trick_id == 2 ){
1143 s->state.trick_vel[2] = 3.0f;
1144 }
1145 else if( trick_id == 3 ){
1146 s->state.trick_vel[0] = 2.0f;
1147 s->state.trick_vel[2] = 2.0f;
1148 }
1149 }
1150 }
1151 }
1152
1153 VG_STATIC void player__skate_post_update( player_instance *player )
1154 {
1155 struct player_skate *s = &player->_skate;
1156
1157 for( int i=0; i<s->possible_jump_count; i++ ){
1158 jump_info *jump = &s->possible_jumps[i];
1159
1160 if( jump->log_length == 0 ){
1161 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1162 }
1163
1164 for( int j=0; j<jump->log_length - 1; j ++ ){
1165 float brightness = jump->score*jump->score*jump->score;
1166 v3f p1;
1167 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1168 vg_line( jump->log[j], p1, jump->colour );
1169 }
1170
1171 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1172
1173 v3f p1;
1174 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1175 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1176
1177 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1178 }
1179
1180 #if 0
1181 vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
1182 #endif
1183
1184 audio_lock();
1185
1186 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1187 speed = v3_length( player->rb.v ),
1188 attn = vg_minf( 1.0f, speed*0.1f ),
1189 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ),
1190
1191 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
1192 vol_air = sqrtf( air *attn * 0.5f ),
1193 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
1194
1195 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1196 if( !s->aud_main )
1197 s->aud_main = audio_request_channel( &audio_board[0], flags );
1198
1199 if( !s->aud_air )
1200 s->aud_air = audio_request_channel( &audio_board[1], flags );
1201
1202 if( !s->aud_slide )
1203 s->aud_slide = audio_request_channel( &audio_board[2], flags );
1204
1205
1206 /* brrrrrrrrrrrt sound for tiles and stuff
1207 * --------------------------------------------------------*/
1208 float sidechain_amt = 0.0f,
1209 hz = speed * 2.0f;
1210
1211 if( s->surface == k_surface_prop_tiles )
1212 sidechain_amt = 1.0f;
1213 else
1214 sidechain_amt = 0.0f;
1215
1216 audio_set_lfo_frequency( 0, hz );
1217 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1218 vg_lerpf( 250.0f, 80.0f, attn ) );
1219
1220 if( s->aud_main ){
1221 s->aud_main->colour = 0x00103efe;
1222 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1223 audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1224 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1225
1226 float rate = 1.0f + (attn-0.5f)*0.2f;
1227 audio_channel_set_sampling_rate( s->aud_main, rate );
1228 }
1229
1230 if( s->aud_slide ){
1231 s->aud_slide->colour = 0x00103efe;
1232 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1233 audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1234 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1235 }
1236
1237 if( s->aud_air ){
1238 s->aud_air->colour = 0x00103efe;
1239 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1240 audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1241 }
1242
1243 audio_unlock();
1244 }
1245
1246 /*
1247 * truck alignment model at ra(local)
1248 * returns 1 if valid surface:
1249 * surface_normal will be filled out with an averaged normal vector
1250 * axel_dir will be the direction from left to right wheels
1251 *
1252 * returns 0 if no good surface found
1253 */
1254 VG_STATIC
1255 int skate_compute_surface_alignment( player_instance *player,
1256 v3f ra, u32 colour,
1257 v3f surface_normal, v3f axel_dir )
1258 {
1259 struct player_skate *s = &player->_skate;
1260 world_instance *world = get_active_world();
1261
1262 v3f truck, left, right;
1263 m4x3_mulv( player->rb.to_world, ra, truck );
1264
1265 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1266 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1267 vg_line( left, right, colour );
1268
1269 float k_max_truck_flex = VG_PIf * 0.25f;
1270
1271 ray_hit ray_l, ray_r;
1272
1273 v3f dir;
1274 v3_muls( player->rb.to_world[1], -1.0f, dir );
1275
1276 int res_l = 0, res_r = 0;
1277
1278 for( int i=0; i<8; i++ )
1279 {
1280 float t = 1.0f - (float)i * (1.0f/8.0f);
1281 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1282 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1283 ray_l.dist = 2.1f * k_board_radius;
1284
1285 res_l = ray_world( world, left, dir, &ray_l );
1286
1287 if( res_l )
1288 break;
1289 }
1290
1291 for( int i=0; i<8; i++ )
1292 {
1293 float t = 1.0f - (float)i * (1.0f/8.0f);
1294 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1295 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1296 ray_r.dist = 2.1f * k_board_radius;
1297
1298 res_r = ray_world( world, right, dir, &ray_r );
1299
1300 if( res_r )
1301 break;
1302 }
1303
1304 v3f v0;
1305 v3f midpoint;
1306 v3f tangent_average;
1307 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1308 v3_zero( tangent_average );
1309
1310 if( res_l || res_r )
1311 {
1312 v3f p0, p1, t;
1313 v3_copy( midpoint, p0 );
1314 v3_copy( midpoint, p1 );
1315
1316 if( res_l )
1317 {
1318 v3_copy( ray_l.pos, p0 );
1319 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1320 v3_add( t, tangent_average, tangent_average );
1321 }
1322 if( res_r )
1323 {
1324 v3_copy( ray_r.pos, p1 );
1325 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1326 v3_add( t, tangent_average, tangent_average );
1327 }
1328
1329 v3_sub( p1, p0, v0 );
1330 v3_normalize( v0 );
1331 }
1332 else
1333 {
1334 /* fallback: use the closes point to the trucks */
1335 v3f closest;
1336 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1337
1338 if( idx != -1 )
1339 {
1340 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1341 v3f verts[3];
1342
1343 for( int j=0; j<3; j++ )
1344 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1345
1346 v3f vert0, vert1, n;
1347 v3_sub( verts[1], verts[0], vert0 );
1348 v3_sub( verts[2], verts[0], vert1 );
1349 v3_cross( vert0, vert1, n );
1350 v3_normalize( n );
1351
1352 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1353 return 0;
1354
1355 v3_cross( n, player->rb.to_world[2], v0 );
1356 v3_muladds( v0, player->rb.to_world[2],
1357 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1358 v3_normalize( v0 );
1359
1360 v3f t;
1361 v3_cross( n, player->rb.to_world[0], t );
1362 v3_add( t, tangent_average, tangent_average );
1363 }
1364 else
1365 return 0;
1366 }
1367
1368 v3_muladds( truck, v0, k_board_width, right );
1369 v3_muladds( truck, v0, -k_board_width, left );
1370
1371 vg_line( left, right, VG__WHITE );
1372
1373 v3_normalize( tangent_average );
1374 v3_cross( v0, tangent_average, surface_normal );
1375 v3_copy( v0, axel_dir );
1376
1377 return 1;
1378 }
1379
1380 VG_STATIC void skate_weight_distribute( player_instance *player )
1381 {
1382 struct player_skate *s = &player->_skate;
1383 v3_zero( s->weight_distribution );
1384
1385 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1386
1387 if( s->state.manual_direction == 0 ){
1388 if( (player->input_js1v->axis.value > 0.7f) &&
1389 (s->state.activity == k_skate_activity_ground) &&
1390 (s->state.jump_charge <= 0.01f) )
1391 s->state.manual_direction = reverse_dir;
1392 }
1393 else{
1394 if( player->input_js1v->axis.value < 0.1f ){
1395 s->state.manual_direction = 0;
1396 }
1397 else{
1398 if( reverse_dir != s->state.manual_direction ){
1399 return;
1400 }
1401 }
1402 }
1403
1404 if( s->state.manual_direction ){
1405 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1406 s->weight_distribution[2] = k_board_length * amt *
1407 (float)s->state.manual_direction;
1408 }
1409
1410 /* TODO: Fall back on land normal */
1411 /* TODO: Lerp weight distribution */
1412 if( s->state.manual_direction ){
1413 v3f plane_z;
1414
1415 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1416 v3_negate( plane_z, plane_z );
1417
1418 v3_muladds( plane_z, s->surface_picture,
1419 -v3_dot( plane_z, s->surface_picture ), plane_z );
1420 v3_normalize( plane_z );
1421
1422 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1423 v3_normalize( plane_z );
1424
1425 v3f p1;
1426 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1427 vg_line( player->rb.co, p1, VG__GREEN );
1428
1429 v3f refdir;
1430 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1431 refdir );
1432
1433 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1434 k_manul_spring, k_manul_dampener,
1435 s->substep_delta );
1436 }
1437 }
1438
1439 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1440 {
1441 struct player_skate *s = &player->_skate;
1442
1443 if( s->state.activity == k_skate_activity_ground ){
1444 v3f target;
1445 v3_copy( s->surface_picture, target );
1446
1447 target[1] += 2.0f * s->surface_picture[1];
1448 v3_normalize( target );
1449
1450 v3_lerp( s->state.up_dir, target,
1451 8.0f * s->substep_delta, s->state.up_dir );
1452 }
1453 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1454 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1455 8.0f * s->substep_delta, s->state.up_dir );
1456 }
1457 else{
1458 v3_lerp( s->state.up_dir, player->basis[1],
1459 12.0f * s->substep_delta, s->state.up_dir );
1460 }
1461 }
1462
1463 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1464 {
1465 v3f dir;
1466 v3_sub( target, origin, dir );
1467
1468 ray_hit ray;
1469 ray.dist = v3_length( dir );
1470 v3_muls( dir, 1.0f/ray.dist, dir );
1471 ray.dist -= 0.025f;
1472
1473 if( ray_world( get_active_world(), origin, dir, &ray ) )
1474 return 0;
1475
1476 return 1;
1477 }
1478
1479 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1480 {
1481 /* TODO: Is N and Dir really orthogonal? */
1482 v3_copy( inf->dir, mtx[0] );
1483 v3_copy( inf->n, mtx[1] );
1484 v3_cross( mtx[0], mtx[1], mtx[2] );
1485 }
1486
1487 VG_STATIC void skate_grind_friction( player_instance *player,
1488 struct grind_info *inf, float strength )
1489 {
1490 v3f v2;
1491 v3_muladds( player->rb.to_world[2], inf->n,
1492 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1493
1494 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1495 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1496 F = a * -dir * k_grind_max_friction;
1497
1498 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1499 }
1500
1501 VG_STATIC void skate_grind_decay( player_instance *player,
1502 struct grind_info *inf, float strength )
1503 {
1504 m3x3f mtx, mtx_inv;
1505 skate_grind_orient( inf, mtx );
1506 m3x3_transpose( mtx, mtx_inv );
1507
1508 v3f v_grind;
1509 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1510
1511 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1512 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1513 m3x3_mulv( mtx, v_grind, player->rb.v );
1514 }
1515
1516 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1517 float sign, struct grind_info *inf,
1518 float strength )
1519 {
1520 struct player_skate *s = &player->_skate;
1521
1522 /* TODO: Trash compactor this */
1523 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1524 v3f raw, wsp;
1525 m3x3_mulv( player->rb.to_world, ra, raw );
1526 v3_add( player->rb.co, raw, wsp );
1527
1528 v3_copy( ra, s->weight_distribution );
1529
1530 v3f delta;
1531 v3_sub( inf->co, wsp, delta );
1532
1533 /* spring force */
1534 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1535 player->rb.v );
1536
1537 skate_grind_decay( player, inf, strength );
1538 skate_grind_friction( player, inf, strength );
1539
1540 /* yeah yeah yeah yeah */
1541 v3f raw_nplane, axis;
1542 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1543 v3_cross( raw_nplane, inf->n, axis );
1544 v3_normalize( axis );
1545
1546 /* orientation */
1547 m3x3f mtx;
1548 skate_grind_orient( inf, mtx );
1549 v3f target_fwd, fwd, up, target_up;
1550 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1551 v3_copy( raw_nplane, fwd );
1552 v3_copy( player->rb.to_world[1], up );
1553 v3_copy( inf->n, target_up );
1554
1555 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1556 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1557
1558 v3_normalize( target_fwd );
1559 v3_normalize( fwd );
1560
1561
1562 float way = player->input_js1v->axis.value *
1563 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1564
1565 v4f q;
1566 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1567 q_mulv( q, target_up, target_up );
1568 q_mulv( q, target_fwd, target_fwd );
1569
1570 rb_effect_spring_target_vector( &player->rb, up, target_up,
1571 k_grind_spring,
1572 k_grind_dampener,
1573 k_rb_delta );
1574
1575 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1576 k_grind_spring*strength,
1577 k_grind_dampener*strength,
1578 k_rb_delta );
1579
1580 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1581 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1582 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1583
1584 s->grind_strength = strength;
1585
1586 /* Fake contact */
1587 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1588 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1589 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1590 limit->p = 0.0f;
1591
1592 v3_copy( inf->dir, s->grind_dir );
1593 }
1594
1595 VG_STATIC void skate_5050_apply( player_instance *player,
1596 struct grind_info *inf_front,
1597 struct grind_info *inf_back )
1598 {
1599 struct player_skate *s = &player->_skate;
1600 struct grind_info inf_avg;
1601
1602 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1603 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1604 v3_normalize( inf_avg.dir );
1605
1606 v3f axis_front, axis_back, axis;
1607 v3_cross( inf_front->dir, inf_front->n, axis_front );
1608 v3_cross( inf_back->dir, inf_back->n, axis_back );
1609 v3_add( axis_front, axis_back, axis );
1610 v3_normalize( axis );
1611
1612 v3_cross( axis, inf_avg.dir, inf_avg.n );
1613
1614 skate_grind_decay( player, &inf_avg, 1.0f );
1615
1616
1617 float way = player->input_js1v->axis.value *
1618 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1619 v4f q;
1620 v3f up, target_up;
1621 v3_copy( player->rb.to_world[1], up );
1622 v3_copy( inf_avg.n, target_up );
1623 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1624 q_mulv( q, target_up, target_up );
1625
1626 v3_zero( s->weight_distribution );
1627 s->weight_distribution[2] = k_board_length * -way;
1628
1629 rb_effect_spring_target_vector( &player->rb, up, target_up,
1630 k_grind_spring,
1631 k_grind_dampener,
1632 k_rb_delta );
1633
1634 v3f fwd_nplane, dir_nplane;
1635 v3_muladds( player->rb.to_world[2], inf_avg.n,
1636 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1637
1638 v3f dir;
1639 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1640 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1641
1642 v3_normalize( fwd_nplane );
1643 v3_normalize( dir_nplane );
1644
1645 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1646 1000.0f,
1647 k_grind_dampener,
1648 k_rb_delta );
1649
1650 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1651 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1652 delta_front, delta_back, delta_total;
1653
1654 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1655 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1656
1657 v3_sub( inf_front->co, pos_front, delta_front );
1658 v3_sub( inf_back->co, pos_back, delta_back );
1659 v3_add( delta_front, delta_back, delta_total );
1660
1661 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1662
1663 /* Fake contact */
1664 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1665 v3_zero( limit->ra );
1666 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1667 limit->p = 0.0f;
1668
1669 v3_copy( inf_avg.dir, s->grind_dir );
1670 }
1671
1672 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1673 struct grind_info *inf )
1674 {
1675 struct player_skate *s = &player->_skate;
1676
1677 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1678 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1679
1680 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1681 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1682
1683 /* Exit condition: lost grind tracking */
1684 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1685 return 0;
1686
1687 /* Exit condition: cant see grind target directly */
1688 if( !skate_point_visible( wheel_co, inf->co ) )
1689 return 0;
1690
1691 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1692 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1693 minv = k_grind_axel_min_vel*0.8f;
1694
1695 if( dv < minv )
1696 return 0;
1697
1698 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1699 return 0;
1700
1701 v3_copy( inf->dir, s->grind_dir );
1702 return 1;
1703 }
1704
1705 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1706 struct grind_info *inf )
1707 {
1708 struct player_skate *s = &player->_skate;
1709
1710 /* TODO: Trash compactor this */
1711 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1712
1713 v3f raw, wsp;
1714 m3x3_mulv( player->rb.to_world, ra, raw );
1715 v3_add( player->rb.co, raw, wsp );
1716
1717 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1718 {
1719 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1720 return 0;
1721
1722 /* velocity should be at least 60% aligned */
1723 v3f pv, axis;
1724 v3_cross( inf->n, inf->dir, axis );
1725 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1726
1727 if( v3_length2( pv ) < 0.0001f )
1728 return 0;
1729 v3_normalize( pv );
1730
1731 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1732 return 0;
1733
1734 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1735 return 0;
1736
1737 #if 0
1738 /* check for vertical alignment */
1739 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1740 return 0;
1741 #endif
1742
1743 v3f local_co, local_dir, local_n;
1744 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1745 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1746 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1747
1748 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1749
1750 float truck_height = -(k_board_radius+0.03f);
1751
1752 v3f rv;
1753 v3_cross( player->rb.w, raw, rv );
1754 v3_add( player->rb.v, rv, rv );
1755
1756 if( (local_co[1] >= truck_height) &&
1757 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1758 {
1759 return 1;
1760 }
1761 }
1762
1763 return 0;
1764 }
1765
1766 VG_STATIC void skate_boardslide_apply( player_instance *player,
1767 struct grind_info *inf )
1768 {
1769 struct player_skate *s = &player->_skate;
1770
1771 v3f local_co, local_dir, local_n;
1772 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1773 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1774 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1775
1776 v3f intersection;
1777 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1778 intersection );
1779 v3_copy( intersection, s->weight_distribution );
1780
1781 skate_grind_decay( player, inf, 0.1f );
1782 skate_grind_friction( player, inf, 0.25f );
1783
1784 /* direction alignment */
1785 v3f dir, perp;
1786 v3_cross( local_dir, local_n, perp );
1787 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1788 v3_muls( perp, vg_signf(perp[2]), perp );
1789
1790 m3x3_mulv( player->rb.to_world, dir, dir );
1791 m3x3_mulv( player->rb.to_world, perp, perp );
1792
1793 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1794 dir,
1795 k_grind_spring, k_grind_dampener,
1796 k_rb_delta );
1797
1798 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1799 perp,
1800 k_grind_spring, k_grind_dampener,
1801 k_rb_delta );
1802
1803 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1804 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1805
1806 v3_copy( inf->dir, s->grind_dir );
1807 }
1808
1809 VG_STATIC int skate_boardslide_entry( player_instance *player,
1810 struct grind_info *inf )
1811 {
1812 struct player_skate *s = &player->_skate;
1813
1814 if( skate_grind_scansq( player, player->rb.co,
1815 player->rb.to_world[0], k_board_length,
1816 inf ) )
1817 {
1818 v3f local_co, local_dir;
1819 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1820 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1821
1822 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1823 (local_co[1] >= 0.0f) && /* at deck level */
1824 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1825 {
1826 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1827 return 0;
1828
1829 return 1;
1830 }
1831 }
1832
1833 return 0;
1834 }
1835
1836 VG_STATIC int skate_boardslide_renew( player_instance *player,
1837 struct grind_info *inf )
1838 {
1839 struct player_skate *s = &player->_skate;
1840
1841 if( !skate_grind_scansq( player, player->rb.co,
1842 player->rb.to_world[0], k_board_length,
1843 inf ) )
1844 return 0;
1845
1846 /* Exit condition: cant see grind target directly */
1847 v3f vis;
1848 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1849 if( !skate_point_visible( vis, inf->co ) )
1850 return 0;
1851
1852 /* Exit condition: minimum velocity not reached, but allow a bit of error
1853 * TODO: trash compactor */
1854 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1855 minv = k_grind_axel_min_vel*0.8f;
1856
1857 if( dv < minv )
1858 return 0;
1859
1860 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1861 return 0;
1862
1863 return 1;
1864 }
1865
1866 VG_STATIC void skate_store_grind_vec( player_instance *player,
1867 struct grind_info *inf )
1868 {
1869 struct player_skate *s = &player->_skate;
1870
1871 m3x3f mtx;
1872 skate_grind_orient( inf, mtx );
1873 m3x3_transpose( mtx, mtx );
1874
1875 v3f raw;
1876 v3_sub( inf->co, player->rb.co, raw );
1877
1878 m3x3_mulv( mtx, raw, s->grind_vec );
1879 v3_normalize( s->grind_vec );
1880 v3_copy( inf->dir, s->grind_dir );
1881 }
1882
1883 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1884 {
1885 struct player_skate *s = &player->_skate;
1886
1887 /* debounces this state manager a little bit */
1888 if( s->grind_cooldown < 20 ){
1889 s->grind_cooldown ++;
1890 return k_skate_activity_undefined;
1891 }
1892
1893 struct grind_info inf_back50,
1894 inf_front50,
1895 inf_slide;
1896
1897 int res_back50 = 0,
1898 res_front50 = 0,
1899 res_slide = 0;
1900
1901 if( s->state.activity == k_skate_activity_grind_boardslide ){
1902 res_slide = skate_boardslide_renew( player, &inf_slide );
1903 }
1904 else if( s->state.activity == k_skate_activity_grind_back50 ){
1905 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
1906 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
1907 }
1908 else if( s->state.activity == k_skate_activity_grind_front50 ){
1909 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1910 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1911 }
1912 else if( s->state.activity == k_skate_activity_grind_5050 ){
1913 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1914 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1915 }
1916 else{
1917 res_slide = skate_boardslide_entry( player, &inf_slide );
1918 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1919 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
1920
1921 if( res_back50 != res_front50 ){
1922 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
1923
1924 res_back50 &= wants_to_do_that;
1925 res_front50 &= wants_to_do_that;
1926 }
1927 }
1928
1929 const enum skate_activity table[] =
1930 { /* slide | back | front */
1931 k_skate_activity_undefined, /* 0 0 0 */
1932 k_skate_activity_grind_front50, /* 0 0 1 */
1933 k_skate_activity_grind_back50, /* 0 1 0 */
1934 k_skate_activity_grind_5050, /* 0 1 1 */
1935
1936 /* slide has priority always */
1937 k_skate_activity_grind_boardslide, /* 1 0 0 */
1938 k_skate_activity_grind_boardslide, /* 1 0 1 */
1939 k_skate_activity_grind_boardslide, /* 1 1 0 */
1940 k_skate_activity_grind_boardslide, /* 1 1 1 */
1941 }
1942 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
1943
1944 if( new_activity == k_skate_activity_undefined )
1945 {
1946 if( s->state.activity >= k_skate_activity_grind_any )
1947 s->grind_cooldown = 5;
1948 }
1949 else if( new_activity == k_skate_activity_grind_boardslide )
1950 {
1951 skate_boardslide_apply( player, &inf_slide );
1952 }
1953 else if( new_activity == k_skate_activity_grind_back50 )
1954 {
1955 if( s->state.activity != k_skate_activity_grind_back50 )
1956 skate_store_grind_vec( player, &inf_back50 );
1957
1958 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
1959 }
1960 else if( new_activity == k_skate_activity_grind_front50 )
1961 {
1962 if( s->state.activity != k_skate_activity_grind_front50 )
1963 skate_store_grind_vec( player, &inf_front50 );
1964
1965 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
1966 }
1967 else if( new_activity == k_skate_activity_grind_5050 )
1968 skate_5050_apply( player, &inf_front50, &inf_back50 );
1969
1970 return new_activity;
1971 }
1972
1973 VG_STATIC void player__skate_update( player_instance *player )
1974 {
1975 struct player_skate *s = &player->_skate;
1976 world_instance *world = get_active_world();
1977
1978 v3_copy( player->rb.co, s->state.prev_pos );
1979 s->state.activity_prev = s->state.activity;
1980
1981 struct board_collider
1982 {
1983 v3f pos;
1984 float radius;
1985
1986 u32 colour;
1987
1988 enum board_collider_state
1989 {
1990 k_collider_state_default,
1991 k_collider_state_disabled,
1992 k_collider_state_colliding
1993 }
1994 state;
1995 }
1996 wheels[] =
1997 {
1998 {
1999 { 0.0f, 0.0f, -k_board_length },
2000 .radius = k_board_radius,
2001 .colour = VG__RED
2002 },
2003 {
2004 { 0.0f, 0.0f, k_board_length },
2005 .radius = k_board_radius,
2006 .colour = VG__GREEN
2007 }
2008 };
2009
2010 float slap = 0.0f;
2011
2012 if( s->state.activity <= k_skate_activity_air_to_grind ){
2013
2014 float min_dist = 0.6f;
2015 for( int i=0; i<2; i++ ){
2016 v3f wpos, closest;
2017 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2018
2019 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2020 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2021 }
2022 }
2023 min_dist -= 0.2f;
2024 float vy = v3_dot( player->basis[1], player->rb.v );
2025 vy = vg_maxf( 0.0f, vy );
2026
2027 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2028 }
2029 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2030
2031 wheels[0].pos[1] = s->state.slap;
2032 wheels[1].pos[1] = s->state.slap;
2033
2034
2035
2036
2037
2038 const int k_wheel_count = 2;
2039
2040 s->substep = k_rb_delta;
2041 s->substep_delta = s->substep;
2042 s->limit_count = 0;
2043
2044 int substep_count = 0;
2045
2046 v3_zero( s->surface_picture );
2047
2048 for( int i=0; i<k_wheel_count; i++ )
2049 wheels[i].state = k_collider_state_default;
2050
2051 /* check if we can enter or continue grind */
2052 enum skate_activity grindable_activity = skate_availible_grind( player );
2053 if( grindable_activity != k_skate_activity_undefined ){
2054 s->state.activity = grindable_activity;
2055 goto grinding;
2056 }
2057
2058 int contact_count = 0;
2059 for( int i=0; i<2; i++ ){
2060 v3f normal, axel;
2061 v3_copy( player->rb.to_world[0], axel );
2062
2063 if( skate_compute_surface_alignment( player, wheels[i].pos,
2064 wheels[i].colour, normal, axel ) )
2065 {
2066 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2067 axel,
2068 k_surface_spring, k_surface_dampener,
2069 s->substep_delta );
2070
2071 v3_add( normal, s->surface_picture, s->surface_picture );
2072 contact_count ++;
2073 }
2074
2075 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2076 }
2077
2078 if( contact_count ){
2079 s->state.activity = k_skate_activity_ground;
2080 s->state.gravity_bias = k_gravity;
2081 v3_normalize( s->surface_picture );
2082
2083 skate_apply_friction_model( player );
2084 skate_weight_distribute( player );
2085 }
2086 else{
2087 if( s->state.activity > k_skate_activity_air_to_grind )
2088 s->state.activity = k_skate_activity_air;
2089
2090 v3_zero( s->weight_distribution );
2091 skate_apply_air_model( player );
2092 }
2093
2094 grinding:;
2095
2096 if( s->state.activity == k_skate_activity_grind_back50 )
2097 wheels[1].state = k_collider_state_disabled;
2098 if( s->state.activity == k_skate_activity_grind_front50 )
2099 wheels[0].state = k_collider_state_disabled;
2100 if( s->state.activity == k_skate_activity_grind_5050 ){
2101 wheels[0].state = k_collider_state_disabled;
2102 wheels[1].state = k_collider_state_disabled;
2103 }
2104
2105 /* all activities */
2106 skate_apply_steering_model( player );
2107 skate_adjust_up_direction( player );
2108 skate_apply_cog_model( player );
2109 skate_apply_jump_model( player );
2110 skate_apply_grab_model( player );
2111 skate_apply_trick_model( player );
2112 skate_apply_pump_model( player );
2113
2114 begin_collision:;
2115
2116 /*
2117 * Phase 0: Continous collision detection
2118 * --------------------------------------------------------------------------
2119 */
2120
2121 v3f head_wp0, head_wp1, start_co;
2122 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2123 v3_copy( player->rb.co, start_co );
2124
2125 /* calculate transform one step into future */
2126 v3f future_co;
2127 v4f future_q;
2128 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2129
2130 if( v3_length2( player->rb.w ) > 0.0f )
2131 {
2132 v4f rotation;
2133 v3f axis;
2134 v3_copy( player->rb.w, axis );
2135
2136 float mag = v3_length( axis );
2137 v3_divs( axis, mag, axis );
2138 q_axis_angle( rotation, axis, mag*s->substep );
2139 q_mul( rotation, player->rb.q, future_q );
2140 q_normalize( future_q );
2141 }
2142 else
2143 v4_copy( player->rb.q, future_q );
2144
2145 v3f future_cg, current_cg, cg_offset;
2146 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2147 q_mulv( future_q, s->weight_distribution, future_cg );
2148 v3_sub( future_cg, current_cg, cg_offset );
2149
2150 /* calculate the minimum time we can move */
2151 float max_time = s->substep;
2152
2153 for( int i=0; i<k_wheel_count; i++ ){
2154 if( wheels[i].state == k_collider_state_disabled )
2155 continue;
2156
2157 v3f current, future, r_cg;
2158
2159 q_mulv( future_q, wheels[i].pos, future );
2160 v3_add( future, future_co, future );
2161 v3_add( cg_offset, future, future );
2162
2163 q_mulv( player->rb.q, wheels[i].pos, current );
2164 v3_add( current, player->rb.co, current );
2165
2166 float t;
2167 v3f n;
2168
2169 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2170 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2171 max_time = vg_minf( max_time, t * s->substep );
2172 }
2173
2174 /* clamp to a fraction of delta, to prevent locking */
2175 float rate_lock = substep_count;
2176 rate_lock *= k_rb_delta * 0.1f;
2177 rate_lock *= rate_lock;
2178
2179 max_time = vg_maxf( max_time, rate_lock );
2180 s->substep_delta = max_time;
2181
2182 /* integrate */
2183 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2184 if( v3_length2( player->rb.w ) > 0.0f ){
2185 v4f rotation;
2186 v3f axis;
2187 v3_copy( player->rb.w, axis );
2188
2189 float mag = v3_length( axis );
2190 v3_divs( axis, mag, axis );
2191 q_axis_angle( rotation, axis, mag*s->substep_delta );
2192 q_mul( rotation, player->rb.q, player->rb.q );
2193 q_normalize( player->rb.q );
2194
2195 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2196 v3_sub( current_cg, future_cg, cg_offset );
2197 v3_add( player->rb.co, cg_offset, player->rb.co );
2198 }
2199
2200 rb_update_transform( &player->rb );
2201 v3_muladds( player->rb.v, player->basis[1],
2202 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2203
2204 s->substep -= s->substep_delta;
2205
2206 rb_ct manifold[128];
2207 int manifold_len = 0;
2208
2209 /*
2210 * Phase -1: head detection
2211 * --------------------------------------------------------------------------
2212 */
2213 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2214
2215 float t;
2216 v3f n;
2217 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2218 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2219 {
2220 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2221 rb_update_transform( &player->rb );
2222
2223 player__skate_kill_audio( player );
2224 player__dead_transition( player );
2225 return;
2226 }
2227
2228 /*
2229 * Phase 1: Regular collision detection
2230 * --------------------------------------------------------------------------
2231 */
2232
2233 for( int i=0; i<k_wheel_count; i++ ){
2234 if( wheels[i].state == k_collider_state_disabled )
2235 continue;
2236
2237 m4x3f mtx;
2238 m3x3_identity( mtx );
2239 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2240
2241 rb_sphere collider = { .radius = wheels[i].radius };
2242
2243 rb_ct *man = &manifold[ manifold_len ];
2244
2245 int l = skate_collide_smooth( player, mtx, &collider, man );
2246 if( l )
2247 wheels[i].state = k_collider_state_colliding;
2248
2249 manifold_len += l;
2250 }
2251
2252 float grind_radius = k_board_radius * 0.75f;
2253 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2254 .radius=grind_radius };
2255 m4x3f mtx;
2256 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2257 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2258 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2259 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2260 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2261
2262 rb_ct *cman = &manifold[manifold_len];
2263
2264 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2265 cman );
2266
2267 /* weld joints */
2268 for( int i=0; i<l; i ++ )
2269 cman[l].type = k_contact_type_edge;
2270 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2271 l = rb_manifold_apply_filtered( cman, l );
2272
2273 manifold_len += l;
2274
2275 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2276
2277 /* add limits */
2278 for( int i=0; i<s->limit_count; i++ ){
2279 struct grind_limit *limit = &s->limits[i];
2280 rb_ct *ct = &manifold[ manifold_len ++ ];
2281 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2282 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2283 ct->p = limit->p;
2284 ct->type = k_contact_type_default;
2285 }
2286
2287 /*
2288 * Phase 3: Dynamics
2289 * --------------------------------------------------------------------------
2290 */
2291
2292
2293 v3f world_cog;
2294 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2295 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2296
2297 for( int i=0; i<manifold_len; i ++ ){
2298 rb_prepare_contact( &manifold[i], s->substep_delta );
2299 rb_debug_contact( &manifold[i] );
2300 }
2301
2302 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2303 v3f extent = { k_board_width, 0.1f, k_board_length };
2304 float ex2 = k_board_interia*extent[0]*extent[0],
2305 ey2 = k_board_interia*extent[1]*extent[1],
2306 ez2 = k_board_interia*extent[2]*extent[2];
2307
2308 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2309 float inv_mass = 1.0f/mass;
2310
2311 v3f I;
2312 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2313 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2314 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2315
2316 m3x3f iI;
2317 m3x3_identity( iI );
2318 iI[0][0] = I[0];
2319 iI[1][1] = I[1];
2320 iI[2][2] = I[2];
2321 m3x3_inv( iI, iI );
2322
2323 m3x3f iIw;
2324 m3x3_mul( iI, player->rb.to_local, iIw );
2325 m3x3_mul( player->rb.to_world, iIw, iIw );
2326
2327 for( int j=0; j<10; j++ ){
2328 for( int i=0; i<manifold_len; i++ ){
2329 /*
2330 * regular dance; calculate velocity & total mass, apply impulse.
2331 */
2332
2333 struct contact *ct = &manifold[i];
2334
2335 v3f rv, delta;
2336 v3_sub( ct->co, world_cog, delta );
2337 v3_cross( player->rb.w, delta, rv );
2338 v3_add( player->rb.v, rv, rv );
2339
2340 v3f raCn;
2341 v3_cross( delta, ct->n, raCn );
2342
2343 v3f raCnI, rbCnI;
2344 m3x3_mulv( iIw, raCn, raCnI );
2345
2346 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2347 vn = v3_dot( rv, ct->n ),
2348 lambda = normal_mass * ( -vn );
2349
2350 float temp = ct->norm_impulse;
2351 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2352 lambda = ct->norm_impulse - temp;
2353
2354 v3f impulse;
2355 v3_muls( ct->n, lambda, impulse );
2356
2357 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2358 v3_cross( delta, impulse, impulse );
2359 m3x3_mulv( iIw, impulse, impulse );
2360 v3_add( impulse, player->rb.w, player->rb.w );
2361
2362 v3_cross( player->rb.w, delta, rv );
2363 v3_add( player->rb.v, rv, rv );
2364 vn = v3_dot( rv, ct->n );
2365 }
2366 }
2367
2368 v3f dt;
2369 rb_depenetrate( manifold, manifold_len, dt );
2370 v3_add( dt, player->rb.co, player->rb.co );
2371 rb_update_transform( &player->rb );
2372
2373 substep_count ++;
2374
2375 if( s->substep >= 0.0001f )
2376 goto begin_collision; /* again! */
2377
2378 /*
2379 * End of collision and dynamics routine
2380 * --------------------------------------------------------------------------
2381 */
2382
2383 s->surface = k_surface_prop_concrete;
2384
2385 for( int i=0; i<manifold_len; i++ ){
2386 rb_ct *ct = &manifold[i];
2387 struct world_surface *surf = world_contact_surface( world, ct );
2388
2389 if( surf->info.surface_prop != k_surface_prop_concrete )
2390 s->surface = surf->info.surface_prop;
2391 }
2392
2393 for( int i=0; i<k_wheel_count; i++ ){
2394 m4x3f mtx;
2395 m3x3_copy( player->rb.to_world, mtx );
2396 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2397 debug_sphere( mtx, wheels[i].radius,
2398 (u32[]){ VG__WHITE, VG__BLACK,
2399 wheels[i].colour }[ wheels[i].state ]);
2400 }
2401
2402 skate_integrate( player );
2403 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2404
2405 ent_gate *gate =
2406 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2407
2408 if( gate ){
2409 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2410 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2411 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2412 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2413 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2414 m3x3_mulv( gate->transport, s->state.head_position,
2415 s->state.head_position );
2416 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2417
2418 v4f transport_rotation;
2419 m3x3_q( gate->transport, transport_rotation );
2420 q_mul( transport_rotation, player->rb.q, player->rb.q );
2421 q_mul( transport_rotation, s->state.smoothed_rotation,
2422 s->state.smoothed_rotation );
2423 rb_update_transform( &player->rb );
2424
2425 s->state_gate_storage = s->state;
2426 player__pass_gate( player, gate );
2427 }
2428
2429 /* FIXME: Rate limit */
2430 static int stick_frames = 0;
2431
2432 if( s->state.activity == k_skate_activity_ground )
2433 stick_frames ++;
2434 else
2435 stick_frames = 0;
2436
2437
2438 if( stick_frames == 4 ){
2439 audio_lock();
2440 if( (fabsf(s->state.slip) > 0.75f) ){
2441 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2442 40.0f, 1.0f );
2443 }
2444 else{
2445 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2446 40.0f, 1.0f );
2447 }
2448 audio_unlock();
2449 }
2450 }
2451
2452 VG_STATIC void player__skate_im_gui( player_instance *player )
2453 {
2454 struct player_skate *s = &player->_skate;
2455 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2456 player->rb.v[1],
2457 player->rb.v[2] );
2458 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2459 player->rb.co[1],
2460 player->rb.co[2] );
2461 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2462 player->rb.w[1],
2463 player->rb.w[2] );
2464
2465 const char *activity_txt[] =
2466 {
2467 "air",
2468 "air_to_grind",
2469 "ground",
2470 "undefined (INVALID)",
2471 "grind_any (INVALID)",
2472 "grind_boardslide",
2473 "grind_noseslide",
2474 "grind_tailslide",
2475 "grind_back50",
2476 "grind_front50",
2477 "grind_5050"
2478 };
2479
2480 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2481 #if 0
2482 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2483 s->state.steerx_s, s->state.steery_s,
2484 k_steer_ground, k_steer_air );
2485 #endif
2486 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2487 s->state.flip_time );
2488 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2489 s->state.trick_vel[0],
2490 s->state.trick_vel[1],
2491 s->state.trick_vel[2] );
2492 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2493 s->state.trick_euler[0],
2494 s->state.trick_euler[1],
2495 s->state.trick_euler[2] );
2496 }
2497
2498 VG_STATIC void player__skate_animate( player_instance *player,
2499 player_animation *dest )
2500 {
2501 struct player_skate *s = &player->_skate;
2502 struct player_avatar *av = player->playeravatar;
2503 struct skeleton *sk = &av->sk;
2504
2505 /* Head */
2506 float kheight = 2.0f,
2507 kleg = 0.6f;
2508
2509 v3f offset;
2510 v3_zero( offset );
2511
2512 v3f cog_local, cog_ideal;
2513 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2514
2515 v3_copy( s->state.up_dir, cog_ideal );
2516 v3_normalize( cog_ideal );
2517 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2518
2519 v3_sub( cog_ideal, cog_local, offset );
2520
2521
2522 v3_muls( offset, 4.0f, offset );
2523 offset[1] *= -1.0f;
2524
2525 float curspeed = v3_length( player->rb.v ),
2526 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2527 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2528 sign = vg_signf( kicks );
2529
2530 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2531 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2532
2533 offset[0] *= 0.26f;
2534 offset[0] += s->wobble[1]*3.0f;
2535
2536 offset[1] *= -0.3f;
2537 offset[2] *= 0.01f;
2538
2539 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2540 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2541
2542 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2543
2544 /*
2545 * Animation blending
2546 * ===========================================
2547 */
2548
2549 /* sliding */
2550 {
2551 float desired = 0.0f;
2552 if( s->state.activity == k_skate_activity_ground )
2553 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2554
2555 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2556 }
2557
2558 /* movement information */
2559 {
2560 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2561
2562 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2563 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2564 fly = iair? 1.0f: 0.0f,
2565 wdist= s->weight_distribution[2] / k_board_length;
2566
2567 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2568 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2569 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2570 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2571 }
2572
2573 mdl_keyframe apose[32], bpose[32];
2574 mdl_keyframe ground_pose[32];
2575 {
2576 /* when the player is moving fast he will crouch down a little bit */
2577 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2578 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2579
2580 /* stand/crouch */
2581 float dir_frame = s->blend_z * (15.0f/30.0f),
2582 stand_blend = offset[1]*-2.0f;
2583
2584 v3f local_cog;
2585 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2586
2587 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2588
2589 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2590 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2591 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2592
2593 /* sliding */
2594 float slide_frame = s->blend_x * (15.0f/30.0f);
2595 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2596 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2597
2598 /* pushing */
2599 double push_time = vg.time - s->state.start_push;
2600 s->blend_push = vg_lerpf( s->blend_push,
2601 (vg.time - s->state.cur_push) < 0.125,
2602 6.0f*vg.time_delta );
2603
2604 float pt = push_time + vg.accumulator;
2605 if( s->state.reverse > 0.0f )
2606 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2607 else
2608 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2609
2610 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2611
2612 /* trick setup */
2613 float jump_start_frame = 14.0f/30.0f;
2614
2615 float charge = s->state.jump_charge;
2616 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2617
2618 float setup_frame = charge * jump_start_frame,
2619 setup_blend = vg_minf( s->blend_jump, 1.0f );
2620
2621 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2622 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2623 setup_frame = jump_frame;
2624
2625 struct skeleton_anim *jump_anim = s->state.jump_dir?
2626 s->anim_ollie:
2627 s->anim_ollie_reverse;
2628
2629 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2630 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2631 }
2632
2633 mdl_keyframe air_pose[32];
2634 {
2635 float target = -player->input_js1h->axis.value;
2636
2637 #if 1
2638 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2639 #else
2640 s->blend_airdir = 0.0f;
2641 #endif
2642
2643 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2644 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2645
2646 static v2f grab_choice;
2647
2648 v2f grab_input = { player->input_js2h->axis.value,
2649 player->input_js2v->axis.value };
2650 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2651 if( v2_length2( grab_input ) <= 0.001f )
2652 grab_input[0] = -1.0f;
2653 else
2654 v2_normalize_clamp( grab_input );
2655 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2656
2657 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2658 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2659 grab_frame = ang_unit * (15.0f/30.0f);
2660
2661 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2662 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2663 }
2664
2665 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2666
2667 float add_grab_mod = 1.0f - s->blend_fly;
2668
2669 /* additive effects */
2670 {
2671 u32 apply_to[] = { av->id_hip,
2672 av->id_ik_hand_l,
2673 av->id_ik_hand_r,
2674 av->id_ik_elbow_l,
2675 av->id_ik_elbow_r };
2676
2677 float apply_rates[] = { 1.0f,
2678 0.75f,
2679 0.75f,
2680 0.75f,
2681 0.75f };
2682
2683 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2684 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2685 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2686 }
2687
2688 /* angle correction */
2689 if( v3_length2( s->state.up_dir ) > 0.001f ){
2690
2691 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2692 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2693 vg_warn( "FIX THIS! CARROT\n" );
2694 v4_copy( player->rb.q, s->state.smoothed_rotation );
2695 }
2696 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2697 s->state.smoothed_rotation );
2698 q_normalize( s->state.smoothed_rotation );
2699
2700 v3f yaw_ref = {1.0f,0.0f,0.0f},
2701 yaw_smooth = {1.0f,0.0f,0.0f};
2702 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2703 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2704 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2705 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2706
2707 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2708 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2709 yaw_counter_rotate = acosf( yaw_counter_rotate );
2710 yaw_counter_rotate *= 1.0f-s->blend_fly;
2711
2712 v3f ndir;
2713 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2714 v3_normalize( ndir );
2715
2716 v3f up = { 0.0f, 1.0f, 0.0f };
2717
2718 float a = v3_dot( ndir, up );
2719 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2720
2721 v3f axis;
2722 v4f qfixup, qcounteryaw, qtotal;
2723
2724 v3_cross( up, ndir, axis );
2725 q_axis_angle( qfixup, axis, a );
2726
2727 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2728 q_mul( qcounteryaw, qfixup, qtotal );
2729 q_normalize( qtotal );
2730
2731 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2732 v3f origin;
2733 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2734
2735 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2736 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2737
2738 v3f v0, co;
2739 v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
2740 v3_sub( co, origin, v0 );
2741 q_mulv( qtotal, v0, v0 );
2742 v3_add( v0, origin, co );
2743 v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
2744
2745 q_mul( qtotal, kf->q, kf->q );
2746 q_normalize( kf->q );
2747 }
2748
2749 v3f p1, p2;
2750 m3x3_mulv( player->rb.to_world, up, p1 );
2751 m3x3_mulv( player->rb.to_world, ndir, p2 );
2752
2753 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2754 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2755 }
2756
2757
2758
2759 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2760 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2761 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2762 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2763 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2764 *kf_hip = &dest->pose[av->id_hip-1],
2765 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2766 &dest->pose[av->id_wheel_l-1] };
2767
2768 v4f qtotal;
2769 v4f qtrickr, qyawr, qpitchr, qrollr;
2770 v3f eulerr;
2771
2772 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2773
2774 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2775 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2776 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2777
2778 q_mul( qpitchr, qrollr, qtrickr );
2779 q_mul( qyawr, qtrickr, qtotal );
2780 q_normalize( qtotal );
2781
2782 q_mul( qtotal, kf_board->q, kf_board->q );
2783
2784
2785 /* trick rotation */
2786 v4f qtrick, qyaw, qpitch, qroll;
2787 v3f euler;
2788 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2789
2790 float jump_t = vg.time-s->state.jump_time;
2791
2792 float k=10.0f;
2793 float h = k*jump_t;
2794 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2795
2796 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2797 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2798 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2799
2800 q_mul( qyaw, qroll, qtrick );
2801 q_mul( qpitch, qtrick, qtrick );
2802 q_mul( kf_board->q, qtrick, kf_board->q );
2803 q_normalize( kf_board->q );
2804
2805
2806 /* foot weight distribution */
2807 if( s->blend_weight > 0.0f ){
2808 kf_foot_l->co[2] += s->blend_weight * 0.2f;
2809 kf_foot_r->co[2] += s->blend_weight * 0.1f;
2810 }
2811 else{
2812 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2813 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2814 }
2815
2816 kf_foot_l->co[1] += s->state.slap;
2817 kf_foot_r->co[1] += s->state.slap;
2818 kf_knee_l->co[1] += s->state.slap;
2819 kf_knee_r->co[1] += s->state.slap;
2820 kf_board->co[1] += s->state.slap;
2821 kf_hip->co[1] += s->state.slap * 0.25f;
2822
2823 /*
2824 * animation wishlist:
2825 * boardslide/grind jump animations
2826 * when tricking the slap should not appply or less apply
2827 * not animations however DONT target grinds that are vertically down.
2828 */
2829
2830 /* truck rotation */
2831 for( int i=0; i<2; i++ )
2832 {
2833 float a = vg_minf( s->truckv0[i][0], 1.0f );
2834 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
2835
2836 v4f q;
2837 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
2838 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
2839 q_normalize( kf_wheels[i]->q );
2840 }
2841 }
2842
2843 /* transform */
2844 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
2845 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
2846
2847 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
2848
2849 v4f qflip;
2850 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
2851 (fabsf(s->state.flip_rate) > 0.01f) )
2852 {
2853 float t = s->state.flip_time;
2854 sign = vg_signf( t );
2855
2856 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2857 t = sign * (1.0f-t*t);
2858
2859 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
2860 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
2861 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
2862
2863 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
2864
2865 q_axis_angle( qflip, s->state.flip_axis, angle );
2866 q_mul( qflip, dest->root_q, dest->root_q );
2867 q_normalize( dest->root_q );
2868
2869 v3f rotation_point, rco;
2870 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
2871 v3_sub( dest->root_co, rotation_point, rco );
2872
2873 q_mulv( qflip, rco, rco );
2874 v3_add( rco, rotation_point, dest->root_co );
2875 }
2876
2877 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
2878 }
2879
2880 VG_STATIC void player__skate_post_animate( player_instance *player )
2881 {
2882 struct player_skate *s = &player->_skate;
2883 struct player_avatar *av = player->playeravatar;
2884
2885 player->cam_velocity_influence = 1.0f;
2886
2887 v3f head = { 0.0f, 1.8f, 0.0f };
2888 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
2889 m4x3_mulv( player->rb.to_local, s->state.head_position,
2890 s->state.head_position );
2891 }
2892
2893 VG_STATIC void player__skate_reset_animator( player_instance *player )
2894 {
2895 struct player_skate *s = &player->_skate;
2896
2897 if( s->state.activity <= k_skate_activity_air_to_grind )
2898 s->blend_fly = 1.0f;
2899 else
2900 s->blend_fly = 0.0f;
2901
2902 s->blend_slide = 0.0f;
2903 s->blend_z = 0.0f;
2904 s->blend_x = 0.0f;
2905 s->blend_stand = 0.0f;
2906 s->blend_push = 0.0f;
2907 s->blend_jump = 0.0f;
2908 s->blend_airdir = 0.0f;
2909 }
2910
2911 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
2912 {
2913 struct player_skate *s = &player->_skate;
2914 s->state.jump_charge = 0.0f;
2915 s->state.lift_frames = 0;
2916 s->state.flip_rate = 0.0f;
2917 #if 0
2918 s->state.steery = 0.0f;
2919 s->state.steerx = 0.0f;
2920 s->state.steery_s = 0.0f;
2921 s->state.steerx_s = 0.0f;
2922 #endif
2923 s->state.reverse = 0.0f;
2924 s->state.slip = 0.0f;
2925 v3_copy( player->rb.co, s->state.prev_pos );
2926
2927 #if 0
2928 m3x3_identity( s->state.velocity_bias );
2929 m3x3_identity( s->state.velocity_bias_pstep );
2930 #endif
2931
2932 v3_zero( s->state.throw_v );
2933 v3_zero( s->state.trick_vel );
2934 v3_zero( s->state.trick_euler );
2935 }
2936
2937 VG_STATIC void player__skate_reset( player_instance *player,
2938 ent_spawn *rp )
2939 {
2940 struct player_skate *s = &player->_skate;
2941 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
2942 v3_zero( player->rb.v );
2943 v3_zero( s->state.cog_v );
2944 v4_copy( rp->transform.q, player->rb.q );
2945
2946 s->state.activity = k_skate_activity_air;
2947 s->state.activity_prev = k_skate_activity_air;
2948
2949 player__skate_clear_mechanics( player );
2950 player__skate_reset_animator( player );
2951
2952 v3_zero( s->state.head_position );
2953 s->state.head_position[1] = 1.8f;
2954 }
2955
2956 #endif /* PLAYER_SKATE_C */