refactor(1)
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 VG_STATIC void player__skate_bind( player_instance *player )
12 {
13 struct player_skate *s = &player->_skate;
14 struct player_avatar *av = player->playeravatar;
15 struct skeleton *sk = &av->sk;
16
17 rb_update_transform( &player->rb );
18 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
19 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
20 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
21 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
22 s->anim_air = skeleton_get_anim( sk, "pose_air" );
23 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
24 s->anim_push = skeleton_get_anim( sk, "push" );
25 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
26 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
27 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
28 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
29 }
30
31 VG_STATIC void player__skate_kill_audio( player_instance *player )
32 {
33 struct player_skate *s = &player->_skate;
34
35 audio_lock();
36 if( s->aud_main )
37 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
38 if( s->aud_air )
39 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
40 if( s->aud_slide )
41 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
42 audio_unlock();
43 }
44
45 /*
46 * Collision detection routines
47 *
48 *
49 */
50
51 /*
52 * Does collision detection on a sphere vs world, and applies some smoothing
53 * filters to the manifold afterwards
54 */
55 VG_STATIC int skate_collide_smooth( player_instance *player,
56 m4x3f mtx, rb_sphere *sphere,
57 rb_ct *man )
58 {
59 world_instance *world = world_current_instance();
60
61 int len = 0;
62 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
63
64 for( int i=0; i<len; i++ )
65 {
66 man[i].rba = &player->rb;
67 man[i].rbb = NULL;
68 }
69
70 rb_manifold_filter_coplanar( man, len, 0.03f );
71
72 if( len > 1 )
73 {
74 rb_manifold_filter_backface( man, len );
75 rb_manifold_filter_joint_edges( man, len, 0.03f );
76 rb_manifold_filter_pairs( man, len, 0.03f );
77 }
78 int new_len = rb_manifold_apply_filtered( man, len );
79 if( len && !new_len )
80 len = 1;
81 else
82 len = new_len;
83
84 return len;
85 }
86
87 struct grind_info
88 {
89 v3f co, dir, n;
90 };
91
92 VG_STATIC int skate_grind_scansq( player_instance *player,
93 v3f pos, v3f dir, float r,
94 struct grind_info *inf )
95 {
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, player->basis[1], support_axis );
121 v3_normalize( support_axis );
122
123 bh_iter it;
124 bh_iter_init_box( 0, &it, box );
125 i32 idx;
126
127 while( bh_next( world->geo_bh, &it, &idx ) ){
128 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
129 v3f tri[3];
130
131 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
132 if( !(surf->info.flags & k_material_flag_grindable) )
133 continue;
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = v3_dot( player->basis[1], normal );
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = v3_dot( player->basis[1], d );
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f
183 average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
216 v3_sub( sj->centroid, si->centroid, v0 );
217 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
218 v3_dot( v0, sj->normal3 ) <= 0.0f )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228 v3_normalize( dir );
229
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
232 v3_add( average_direction, dir, average_direction );
233
234 float yi = v3_dot( player->basis[1], si->normal3 ),
235 yj = v3_dot( player->basis[1], sj->normal3 );
236
237 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
238 else v3_add( sj->normal3, average_normal, average_normal );
239
240 passed_samples ++;
241 }
242 }
243
244 if( !passed_samples )
245 return 0;
246
247 if( (v3_length2( average_direction ) <= 0.001f) ||
248 (v3_length2( average_normal ) <= 0.001f ) )
249 return 0;
250
251 float div = 1.0f/(float)passed_samples;
252 v3_normalize( average_direction );
253 v3_normalize( average_normal );
254
255 v2f average_coord;
256 v2_add( min_co, max_co, average_coord );
257 v2_muls( average_coord, 0.5f, average_coord );
258
259 v3_muls( support_axis, average_coord[0], inf->co );
260 inf->co[1] += average_coord[1];
261 v3_add( pos, inf->co, inf->co );
262 v3_copy( average_normal, inf->n );
263 v3_copy( average_direction, inf->dir );
264
265 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
266 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
267 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
268
269 return passed_samples;
270 }
271
272 VG_STATIC void reset_jump_info( jump_info *inf )
273 {
274 inf->log_length = 0;
275 inf->land_dist = 0.0f;
276 inf->score = 0.0f;
277 inf->type = k_prediction_unset;
278 v3_zero( inf->apex );
279 }
280
281 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
282 jump_info *jumps,
283 v3f target, float max_angle_delta,
284 float gravity )
285 {
286 struct player_skate *s = &player->_skate;
287
288 /* calculate the exact 2 solutions to jump onto that grind spot */
289
290 v3f v0;
291 v3_sub( target, player->rb.co, v0 );
292 m3x3_mulv( player->invbasis, v0, v0 );
293
294 v3f ax;
295 v3_copy( v0, ax );
296 ax[1] = 0.0f;
297 v3_normalize( ax );
298
299 v3f v_local;
300 m3x3_mulv( player->invbasis, player->rb.v, v_local );
301
302 v2f d = { v3_dot( ax, v0 ), v0[1] },
303 v = { v3_dot( ax, v_local ), v_local[1] };
304
305 float a = atan2f( v[1], v[0] ),
306 m = v2_length( v ),
307 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
308
309 int valid_count = 0;
310
311 if( root > 0.0f ){
312 root = sqrtf( root );
313 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
314 a1 = atanf( (m*m - root) / (gravity * d[0]) );
315
316 if( fabsf(a0-a) < max_angle_delta ){
317 jump_info *inf = &jumps[ valid_count ++ ];
318 reset_jump_info( inf );
319
320 v3_muls( ax, cosf( a0 ) * m, inf->v );
321 inf->v[1] += sinf( a0 ) * m;
322 m3x3_mulv( player->basis, inf->v, inf->v );
323 inf->land_dist = d[0] / (cosf(a0)*m);
324 inf->gravity = gravity;
325
326 v3_copy( target, inf->log[inf->log_length ++] );
327 }
328
329 if( fabsf(a1-a) < max_angle_delta ){
330 jump_info *inf = &jumps[ valid_count ++ ];
331 reset_jump_info( inf );
332
333 v3_muls( ax, cosf( a1 ) * m, inf->v );
334 inf->v[1] += sinf( a1 ) * m;
335 m3x3_mulv( player->basis, inf->v, inf->v );
336 inf->land_dist = d[0] / (cosf(a1)*m);
337 inf->gravity = gravity;
338
339 v3_copy( target, inf->log[inf->log_length ++] );
340 }
341 }
342
343 return valid_count;
344 }
345
346 VG_STATIC
347 void player__approximate_best_trajectory( player_instance *player )
348 {
349 world_instance *world0 = world_current_instance();
350
351 struct player_skate *s = &player->_skate;
352 float k_trace_delta = k_rb_delta * 10.0f;
353
354 s->state.air_start = vg.time;
355 v3_copy( player->rb.v, s->state.air_init_v );
356 v3_copy( player->rb.co, s->state.air_init_co );
357
358 s->possible_jump_count = 0;
359
360 v3f axis;
361 v3_cross( player->rb.v, player->rb.to_world[1], axis );
362 v3_normalize( axis );
363
364 /* at high slopes, Y component is low */
365 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
366 angle_begin = -(1.0f-fabsf( upness )),
367 angle_end = 1.0f;
368
369 struct grind_info grind;
370 int grind_located = 0;
371 float grind_located_gravity = k_gravity;
372
373
374 v3f launch_v_bounds[2];
375
376 for( int i=0; i<2; i++ ){
377 v3_copy( player->rb.v, launch_v_bounds[i] );
378 float ang = (float[]){ angle_begin, angle_end }[ i ];
379 ang *= 0.15f;
380
381 v4f qbias;
382 q_axis_angle( qbias, axis, ang );
383 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
384 }
385
386 for( int m=0;m<=30; m++ ){
387 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
388 reset_jump_info( inf );
389
390 v3f launch_co, launch_v, co0, co1;
391 v3_copy( player->rb.co, launch_co );
392 v3_copy( player->rb.v, launch_v );
393 v3_copy( launch_co, co0 );
394 world_instance *trace_world = world0;
395
396 float vt = (float)m * (1.0f/30.0f),
397 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
398
399 v4f qbias;
400 q_axis_angle( qbias, axis, ang );
401 q_mulv( qbias, launch_v, launch_v );
402
403 float yaw_sketch = 1.0f-fabsf(upness);
404
405 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
406 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
407 q_mulv( qbias, launch_v, launch_v );
408
409 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
410 gravity = k_gravity * gravity_bias;
411 inf->gravity = gravity;
412 v3_copy( launch_v, inf->v );
413
414 m3x3f basis;
415 m3x3_copy( player->basis, basis );
416
417 for( int i=1; i<=50; i++ ){
418 float t = (float)i * k_trace_delta;
419
420 v3_muls( launch_v, t, co1 );
421 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
422 v3_add( launch_co, co1, co1 );
423
424 float launch_vy = v3_dot( launch_v,basis[1] );
425
426 int search_for_grind = 1;
427 if( grind_located ) search_for_grind = 0;
428 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
429
430 /* REFACTOR */
431
432 v3f closest={0.0f,0.0f,0.0f};
433 if( search_for_grind ){
434 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
435 float min_dist = 0.75f;
436 min_dist *= min_dist;
437
438 if( v3_dist2( closest, launch_co ) < min_dist )
439 search_for_grind = 0;
440
441 v3f bound[2];
442
443 for( int j=0; j<2; j++ ){
444 v3_muls( launch_v_bounds[j], t, bound[j] );
445 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
446 v3_add( launch_co, bound[j], bound[j] );
447 }
448
449 float limh = vg_minf( 2.0f, t ),
450 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
451 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
452
453 if( (closest[1] < minh) || (closest[1] > maxh) ){
454 search_for_grind = 0;
455 }
456 }
457 else
458 search_for_grind = 0;
459 }
460
461 if( search_for_grind ){
462 v3f ve;
463 v3_copy( launch_v, ve );
464 v3_muladds( ve, basis[1], -gravity * t, ve );
465
466 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
467 /* check alignment */
468 v2f v0 = { v3_dot( ve, basis[0] ),
469 v3_dot( ve, basis[2] ) },
470 v1 = { v3_dot( grind.dir, basis[0] ),
471 v3_dot( grind.dir, basis[2] ) };
472
473 v2_normalize( v0 );
474 v2_normalize( v1 );
475
476 float a = v2_dot( v0, v1 );
477
478 float a_min = cosf( VG_PIf * 0.185f );
479 if( s->grind_cooldown )
480 a_min = cosf( VG_PIf * 0.05f );
481
482 /* check speed */
483 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
484 (a >= a_min) &&
485 (fabsf(grind.dir[1]) < 0.70710678118654752f))
486 {
487 grind_located = 1;
488 grind_located_gravity = inf->gravity;
489 }
490 }
491 }
492
493 if( trace_world->rendering_gate ){
494 ent_gate *gate = trace_world->rendering_gate;
495 if( gate_intersect( gate, co1, co0 ) ){
496 m4x3_mulv( gate->transport, co0, co0 );
497 m4x3_mulv( gate->transport, co1, co1 );
498 m3x3_mulv( gate->transport, launch_v, launch_v);
499 m4x3_mulv( gate->transport, launch_co, launch_co );
500 m3x3_mul( gate->transport, basis, basis );
501
502 if( gate->type == k_gate_type_nonlocel ){
503 trace_world = &world_static.worlds[ gate->target ];
504 }
505 }
506 }
507
508 float t1;
509 v3f n;
510
511 float scan_radius = k_board_radius;
512 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
513
514 int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
515 if( idx != -1 ){
516 v3f co;
517 v3_lerp( co0, co1, t1, co );
518 v3_copy( co, inf->log[ inf->log_length ++ ] );
519
520 v3_copy( n, inf->n );
521 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
522 struct world_surface *surf =
523 world_tri_index_surface( trace_world, tri[0] );
524
525 inf->type = k_prediction_land;
526
527 v3f ve;
528 v3_copy( launch_v, ve );
529 v3_muladds( ve, player->basis[1], -gravity * t, ve );
530
531 inf->score = -v3_dot( ve, inf->n );
532 inf->land_dist = t + k_trace_delta * t1;
533
534 /* Bias prediction towords ramps */
535 if( !(surf->info.flags & k_material_flag_skate_target) )
536 inf->score *= 10.0f;
537
538 if( surf->info.flags & k_material_flag_boundary )
539 s->possible_jump_count --;
540
541 break;
542 }
543
544 if( i % 3 == 0 )
545 v3_copy( co1, inf->log[ inf->log_length ++ ] );
546
547 v3_copy( co1, co0 );
548 }
549
550 if( inf->type == k_prediction_unset )
551 s->possible_jump_count --;
552 }
553
554 if( grind_located ){
555 jump_info grind_jumps[2];
556
557 int valid_count =
558 create_jumps_to_hit_target( player, grind_jumps, grind.co,
559 0.175f*VG_PIf, grind_located_gravity );
560
561 /* knock out original landing points in the 1m area */
562 for( u32 j=0; j<s->possible_jump_count; j++ ){
563 jump_info *jump = &s->possible_jumps[ j ];
564 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
565 float descale = 1.0f-vg_minf(1.0f,dist);
566 jump->score += descale*3.0f;
567 }
568
569 for( int i=0; i<valid_count; i++ ){
570 jump_info *jump = &grind_jumps[i];
571 jump->type = k_prediction_grind;
572
573 v3f launch_v, launch_co, co0, co1;
574
575 v3_copy( jump->v, launch_v );
576 v3_copy( player->rb.co, launch_co );
577
578 m3x3f basis;
579 m3x3_copy( player->basis, basis );
580
581 float t = 0.05f * jump->land_dist;
582 v3_muls( launch_v, t, co0 );
583 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
584 v3_add( launch_co, co0, co0 );
585
586 /* rough scan to make sure we dont collide with anything */
587 for( int j=1; j<=16; j++ ){
588 t = (float)j*(1.0f/16.0f);
589 t *= 0.9f;
590 t += 0.05f;
591 t *= jump->land_dist;
592
593 v3_muls( launch_v, t, co1 );
594 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
595 v3_add( launch_co, co1, co1 );
596
597 float t1;
598 v3f n;
599
600 int idx = spherecast_world( world0, co0,co1,
601 k_board_radius*0.1f, &t1, n);
602 if( idx != -1 ){
603 goto invalidated_grind;
604 }
605
606 v3_copy( co1, co0 );
607 }
608
609 v3_copy( grind.n, jump->n );
610
611 /* determine score */
612 v3f ve;
613 v3_copy( jump->v, ve );
614 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
615 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
616
617 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
618
619 continue;
620 invalidated_grind:;
621 }
622 }
623
624
625 float score_min = INFINITY,
626 score_max = -INFINITY;
627
628 jump_info *best = NULL;
629
630 for( int i=0; i<s->possible_jump_count; i ++ ){
631 jump_info *jump = &s->possible_jumps[i];
632
633 if( jump->score < score_min )
634 best = jump;
635
636 score_min = vg_minf( score_min, jump->score );
637 score_max = vg_maxf( score_max, jump->score );
638 }
639
640 for( int i=0; i<s->possible_jump_count; i ++ ){
641 jump_info *jump = &s->possible_jumps[i];
642 float s = jump->score;
643
644 s -= score_min;
645 s /= (score_max-score_min);
646 s = 1.0f - s;
647
648 jump->score = s;
649 jump->colour = s * 255.0f;
650
651 if( jump == best )
652 jump->colour <<= 16;
653 else if( jump->type == k_prediction_land )
654 jump->colour <<= 8;
655
656 jump->colour |= 0xff000000;
657 }
658
659 if( best ){
660 v3_copy( best->n, s->land_normal );
661 v3_copy( best->v, player->rb.v );
662 s->land_dist = best->land_dist;
663
664 s->state.gravity_bias = best->gravity;
665
666 if( best->type == k_prediction_grind ){
667 s->state.activity = k_skate_activity_air_to_grind;
668 }
669
670 v2f steer;
671 joystick_state( k_srjoystick_steer, steer );
672 v2_normalize_clamp( steer );
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
717 VG_STATIC int player_skate_trick_input( player_instance *player );
718 VG_STATIC void skate_apply_trick_model( player_instance *player )
719 {
720 struct player_skate *s = &player->_skate;
721
722 v3f Fd, Fs, F;
723 v3f strength = { 3.7f, 3.6f, 8.0f };
724
725 v3_muls( s->board_trick_residualv, -4.0f , Fd );
726 v3_muls( s->board_trick_residuald, -10.0f, Fs );
727 v3_add( Fd, Fs, F );
728 v3_mul( strength, F, F );
729
730 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
731 s->board_trick_residualv );
732 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
733 k_rb_delta, s->board_trick_residuald );
734
735 if( s->state.activity <= k_skate_activity_air_to_grind ){
736 if( v3_length2( s->state.trick_vel ) < 0.0001f )
737 return;
738
739 int carry_on = player_skate_trick_input( player );
740
741 /* we assume velocities share a common divisor, in which case the
742 * interval is the minimum value (if not zero) */
743
744 float min_rate = 99999.0f;
745
746 for( int i=0; i<3; i++ ){
747 float v = s->state.trick_vel[i];
748 if( (v > 0.0f) && (v < min_rate) )
749 min_rate = v;
750 }
751
752 float interval = 1.0f / min_rate,
753 current = floorf( s->state.trick_time / interval ),
754 next_end = (current+1.0f) * interval;
755
756
757 /* integrate trick velocities */
758 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
759 s->state.trick_euler );
760
761 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
762 s->state.trick_time = 0.0f;
763 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
764 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
765 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
766 v3_copy( s->state.trick_vel, s->board_trick_residualv );
767 v3_zero( s->state.trick_vel );
768 }
769
770 s->state.trick_time += k_rb_delta;
771 }
772 else{
773 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
774 s->state.trick_time > 0.2f)
775 {
776 player__skate_kill_audio( player );
777 player__dead_transition( player );
778 }
779
780 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
781 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
782 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
783 s->state.trick_time = 0.0f;
784 v3_zero( s->state.trick_vel );
785 }
786 }
787
788 VG_STATIC void skate_apply_grab_model( player_instance *player )
789 {
790 struct player_skate *s = &player->_skate;
791
792 float grabt = axis_state( k_sraxis_grab );
793
794 if( grabt > 0.5f ){
795 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
796 s->state.grab_mouse_delta );
797
798 v2_normalize_clamp( s->state.grab_mouse_delta );
799 }
800 else
801 v2_zero( s->state.grab_mouse_delta );
802
803 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
804 }
805
806 VG_STATIC void skate_apply_steering_model( player_instance *player )
807 {
808 struct player_skate *s = &player->_skate;
809
810 v2f jsteer;
811 joystick_state( k_srjoystick_steer, jsteer );
812
813 /* Steering */
814 float steer = jsteer[0],
815 grab = axis_state( k_sraxis_grab );
816
817 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
818
819 v3f steer_axis;
820 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
821
822 float rate = 26.0f,
823 top = 1.0f;
824
825 if( s->state.activity <= k_skate_activity_air_to_grind ){
826 rate = 6.0f * fabsf(steer);
827 top = 1.5f;
828 }
829 else{
830 /* rotate slower when grabbing on ground */
831 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
832
833 if( s->state.activity == k_skate_activity_grind_5050 ){
834 rate = 0.0f;
835 top = 0.0f;
836 }
837
838 else if( s->state.activity >= k_skate_activity_grind_any ){
839 rate *= fabsf(steer);
840
841 float a = 0.8f * -steer * k_rb_delta;
842
843 v4f q;
844 q_axis_angle( q, player->rb.to_world[1], a );
845 q_mulv( q, s->grind_vec, s->grind_vec );
846
847 v3_normalize( s->grind_vec );
848 }
849
850 else if( s->state.manual_direction ){
851 rate = 35.0f;
852 top = 1.5f;
853 }
854 }
855
856 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
857 addspeed = (steer * -top) - current,
858 maxaccel = rate * k_rb_delta,
859 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
860
861 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
862 }
863
864 /*
865 * Computes friction and surface interface model
866 */
867 VG_STATIC void skate_apply_friction_model( player_instance *player )
868 {
869 struct player_skate *s = &player->_skate;
870
871 /*
872 * Computing localized friction forces for controlling the character
873 * Friction across X is significantly more than Z
874 */
875
876 v3f vel;
877 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
878 float slip = 0.0f;
879
880 if( fabsf(vel[2]) > 0.01f )
881 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
882
883 if( fabsf( slip ) > 1.2f )
884 slip = vg_signf( slip ) * 1.2f;
885
886 s->state.slip = slip;
887 s->state.reverse = -vg_signf(vel[2]);
888
889 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
890 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
891
892 /* Pushing additive force */
893
894 if( !button_press( k_srbind_jump ) ){
895 if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
896 {
897 if( (vg.time - s->state.cur_push) > 0.25 )
898 s->state.start_push = vg.time;
899
900 s->state.cur_push = vg.time;
901
902 double push_time = vg.time - s->state.start_push;
903
904 float cycle_time = push_time*k_push_cycle_rate,
905 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
906 amt = accel * VG_TIMESTEP_FIXED,
907 current = v3_length( vel ),
908 new_vel = vg_minf( current + amt, k_max_push_speed ),
909 delta = new_vel - vg_minf( current, k_max_push_speed );
910
911 vel[2] += delta * -s->state.reverse;
912 }
913 }
914
915 /* Send back to velocity */
916 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
917 }
918
919 VG_STATIC void skate_apply_jump_model( player_instance *player )
920 {
921 struct player_skate *s = &player->_skate;
922 int charging_jump_prev = s->state.charging_jump;
923 s->state.charging_jump = button_press( k_srbind_jump );
924
925 /* Cannot charge this in air */
926 if( s->state.activity <= k_skate_activity_air_to_grind ){
927 s->state.charging_jump = 0;
928 return;
929 }
930
931 if( s->state.charging_jump ){
932 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
933
934 if( !charging_jump_prev )
935 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
936 }
937 else{
938 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
939 }
940
941 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
942
943 /* player let go after charging past 0.2: trigger jump */
944 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
945 v3f jumpdir;
946
947 /* Launch more up if alignment is up else improve velocity */
948 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
949 mod = 0.5f,
950 dir = mod + fabsf(aup)*(1.0f-mod);
951
952 if( s->state.activity == k_skate_activity_ground ){
953 v3_copy( player->rb.v, jumpdir );
954 v3_normalize( jumpdir );
955 v3_muls( jumpdir, 1.0f-dir, jumpdir );
956 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
957 v3_normalize( jumpdir );
958 }else{
959 v3_copy( s->state.up_dir, jumpdir );
960 s->grind_cooldown = 30;
961 s->state.activity = k_skate_activity_ground;
962
963 v2f steer;
964 joystick_state( k_srjoystick_steer, steer );
965
966 float tilt = steer[0] * 0.3f;
967 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
968
969 v4f qtilt;
970 q_axis_angle( qtilt, s->grind_dir, tilt );
971 q_mulv( qtilt, jumpdir, jumpdir );
972 }
973 s->surface_cooldown = 10;
974
975 float force = k_jump_force*s->state.jump_charge;
976 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
977 s->state.jump_charge = 0.0f;
978 s->state.jump_time = vg.time;
979
980 audio_lock();
981 audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co, 40.0f, 1.0f );
982 audio_unlock();
983 }
984 }
985
986 VG_STATIC void skate_apply_pump_model( player_instance *player )
987 {
988 struct player_skate *s = &player->_skate;
989
990 if( s->state.activity != k_skate_activity_ground ){
991 v3_zero( s->state.throw_v );
992 return;
993 }
994
995 /* Throw / collect routine
996 */
997 if( axis_state( k_sraxis_grab ) > 0.5f ){
998 if( s->state.activity == k_skate_activity_ground ){
999 /* Throw */
1000 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1001 }
1002 }
1003 else{
1004 /* Collect */
1005 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1006
1007 v3f Fl, Fv;
1008 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1009
1010 if( s->state.activity == k_skate_activity_ground ){
1011 if( v3_length2(player->rb.v)<(20.0f*20.0f) )
1012 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1013 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1014 }
1015
1016 v3_muls( player->rb.to_world[1], -doty, Fv );
1017 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1018 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1019 }
1020
1021 /* Decay */
1022 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1023 v3f dir;
1024 v3_copy( s->state.throw_v, dir );
1025 v3_normalize( dir );
1026
1027 float max = v3_dot( dir, s->state.throw_v ),
1028 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1029 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1030 }
1031 }
1032
1033 VG_STATIC void skate_apply_cog_model( player_instance *player )
1034 {
1035 struct player_skate *s = &player->_skate;
1036
1037 v3f ideal_cog, ideal_diff, ideal_dir;
1038 v3_copy( s->state.up_dir, ideal_dir );
1039 v3_normalize( ideal_dir );
1040
1041 float grab = axis_state( k_sraxis_grab );
1042 v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1043 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1044
1045 /* Apply velocities */
1046 v3f rv;
1047 v3_sub( player->rb.v, s->state.cog_v, rv );
1048
1049 v3f F;
1050 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1051 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1052
1053 float ra = k_cog_mass_ratio,
1054 rb = 1.0f-k_cog_mass_ratio;
1055
1056 /* Apply forces & intergrate */
1057 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1058 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1059 s->state.cog_v );
1060
1061 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1062 }
1063
1064
1065 VG_STATIC void skate_integrate( player_instance *player )
1066 {
1067 struct player_skate *s = &player->_skate;
1068
1069 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1070 decay_rate_z = decay_rate_x,
1071 decay_rate_y = 1.0f;
1072
1073 if( s->state.activity >= k_skate_activity_grind_any ){
1074 #if 0
1075 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1076 decay_rate_y = decay_rate;
1077 #endif
1078 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1079 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1080 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1081 }
1082
1083 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1084 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1085 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1086
1087 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1088 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1089 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1090
1091 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1092 rb_update_transform( &player->rb );
1093 }
1094
1095 /*
1096 * 1 2 or 3
1097 */
1098
1099 VG_STATIC void skate_copy_holdout( player_instance *player )
1100 {
1101 struct player_skate *s = &player->_skate;
1102 struct player_avatar *av = player->playeravatar;
1103 struct skeleton *sk = &av->sk;
1104 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1105 }
1106
1107 VG_STATIC int player_skate_trick_input( player_instance *player )
1108 {
1109 return (button_press( k_srbind_trick0 ) ) |
1110 (button_press( k_srbind_trick1 ) << 1) |
1111 (button_press( k_srbind_trick2 ) << 1) |
1112 (button_press( k_srbind_trick2 ) );
1113 }
1114
1115 VG_STATIC void player__skate_pre_update( player_instance *player )
1116 {
1117 struct player_skate *s = &player->_skate;
1118
1119 if( button_down( k_srbind_use ) ){
1120 player->subsystem = k_player_subsystem_walk;
1121
1122 v3f angles;
1123 v3_copy( player->cam.angles, angles );
1124 angles[2] = 0.0f;
1125
1126 skate_copy_holdout( player );
1127 player->holdout_time = 0.34f;
1128 player__skate_kill_audio( player );
1129 player__walk_transition( player, angles );
1130 return;
1131 }
1132
1133 int trick_id;
1134 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1135 (trick_id = player_skate_trick_input( player )) )
1136 {
1137 if( (vg.time - s->state.jump_time) < 0.1f ){
1138 v3_zero( s->state.trick_vel );
1139 s->state.trick_time = 0.0f;
1140
1141 if( trick_id == 1 ){
1142 s->state.trick_vel[0] = 3.0f;
1143 }
1144 else if( trick_id == 2 ){
1145 s->state.trick_vel[2] = 3.0f;
1146 }
1147 else if( trick_id == 3 ){
1148 s->state.trick_vel[0] = 2.0f;
1149 s->state.trick_vel[2] = 2.0f;
1150 }
1151 }
1152 }
1153 }
1154
1155 VG_STATIC void player__skate_post_update( player_instance *player )
1156 {
1157 struct player_skate *s = &player->_skate;
1158
1159 for( int i=0; i<s->possible_jump_count; i++ ){
1160 jump_info *jump = &s->possible_jumps[i];
1161
1162 if( jump->log_length == 0 ){
1163 vg_fatal_error( "assert: jump->log_length == 0\n" );
1164 }
1165
1166 for( int j=0; j<jump->log_length - 1; j ++ ){
1167 float brightness = jump->score*jump->score*jump->score;
1168 v3f p1;
1169 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1170 vg_line( jump->log[j], p1, jump->colour );
1171 }
1172
1173 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1174
1175 v3f p1;
1176 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1177 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1178
1179 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1180 }
1181
1182 audio_lock();
1183
1184 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1185 speed = v3_length( player->rb.v ),
1186 attn = vg_minf( 1.0f, speed*0.1f ),
1187 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1188
1189 if( s->state.activity >= k_skate_activity_grind_any ){
1190 slide = 0.0f;
1191 }
1192
1193 f32 gate = 1.0f-menu.factive,
1194 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
1195 vol_air = sqrtf( air *attn * 0.5f ) * gate,
1196 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
1197
1198 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1199
1200 if( !s->aud_air ){
1201 s->aud_air = audio_get_first_idle_channel();
1202 if( s->aud_air )
1203 audio_channel_init( s->aud_air, &audio_board[1], flags );
1204 }
1205
1206 if( !s->aud_slide ){
1207 s->aud_slide = audio_get_first_idle_channel();
1208 if( s->aud_slide )
1209 audio_channel_init( s->aud_slide, &audio_board[2], flags );
1210 }
1211
1212
1213 /* brrrrrrrrrrrt sound for tiles and stuff
1214 * --------------------------------------------------------*/
1215 float sidechain_amt = 0.0f,
1216 hz = vg_maxf( speed * 2.0f, 2.0f );
1217
1218 if( (s->surface == k_surface_prop_tiles) &&
1219 (s->state.activity < k_skate_activity_grind_any) )
1220 sidechain_amt = 1.0f;
1221 else
1222 sidechain_amt = 0.0f;
1223
1224 audio_set_lfo_frequency( 0, hz );
1225 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1226 vg_lerpf( 250.0f, 80.0f, attn ) );
1227
1228 if( s->sample_change_cooldown > 0.0f ){
1229 s->sample_change_cooldown -= vg.time_frame_delta;
1230 }
1231 else{
1232 int sample_type = k_skate_sample_concrete;
1233
1234 if( s->state.activity == k_skate_activity_grind_5050 ){
1235 if( s->surface == k_surface_prop_metal )
1236 sample_type = k_skate_sample_metal_scrape_generic;
1237 else
1238 sample_type = k_skate_sample_concrete_scrape_metal;
1239 }
1240 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1241 (s->state.activity == k_skate_activity_grind_front50) )
1242 {
1243 if( s->surface == k_surface_prop_metal ){
1244 sample_type = k_skate_sample_metal_scrape_generic;
1245 }
1246 else{
1247 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1248 if( fabsf(a) > 0.70710678118654752f )
1249 sample_type = k_skate_sample_concrete_scrape_wood;
1250 else
1251 sample_type = k_skate_sample_concrete_scrape_metal;
1252 }
1253 }
1254 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1255 if( s->surface == k_surface_prop_metal )
1256 sample_type = k_skate_sample_metal_scrape_generic;
1257 else
1258 sample_type = k_skate_sample_concrete_scrape_wood;
1259 }
1260
1261 audio_clip *relevant_samples[] = {
1262 &audio_board[0],
1263 &audio_board[0],
1264 &audio_board[7],
1265 &audio_board[6],
1266 &audio_board[5]
1267 };
1268
1269 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1270 s->aud_main =
1271 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1272 0.06f, flags );
1273 s->sample_change_cooldown = 0.1f;
1274 s->main_sample_type = sample_type;
1275 }
1276 }
1277
1278 if( s->aud_main ){
1279 s->aud_main->colour = 0x00103efe;
1280 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1281 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1282 audio_channel_edit_volume( s->aud_main, vol_main, 1 );
1283 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1284
1285 float rate = 1.0f + (attn-0.5f)*0.2f;
1286 audio_channel_set_sampling_rate( s->aud_main, rate );
1287 }
1288
1289 if( s->aud_slide ){
1290 s->aud_slide->colour = 0x00103efe;
1291 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1292 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1293 audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
1294 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1295 }
1296
1297 if( s->aud_air ){
1298 s->aud_air->colour = 0x00103efe;
1299 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1300 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1301 audio_channel_edit_volume( s->aud_air, vol_air, 1 );
1302 }
1303
1304 audio_unlock();
1305 }
1306
1307 /*
1308 * truck alignment model at ra(local)
1309 * returns 1 if valid surface:
1310 * surface_normal will be filled out with an averaged normal vector
1311 * axel_dir will be the direction from left to right wheels
1312 *
1313 * returns 0 if no good surface found
1314 */
1315 VG_STATIC
1316 int skate_compute_surface_alignment( player_instance *player,
1317 v3f ra, u32 colour,
1318 v3f surface_normal, v3f axel_dir )
1319 {
1320 struct player_skate *s = &player->_skate;
1321 world_instance *world = world_current_instance();
1322
1323 v3f truck, left, right;
1324 m4x3_mulv( player->rb.to_world, ra, truck );
1325
1326 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1327 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1328 vg_line( left, right, colour );
1329
1330 float k_max_truck_flex = VG_PIf * 0.25f;
1331
1332 ray_hit ray_l, ray_r;
1333
1334 v3f dir;
1335 v3_muls( player->rb.to_world[1], -1.0f, dir );
1336
1337 int res_l = 0, res_r = 0;
1338
1339 for( int i=0; i<8; i++ )
1340 {
1341 float t = 1.0f - (float)i * (1.0f/8.0f);
1342 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1343 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1344 ray_l.dist = 2.1f * k_board_radius;
1345
1346 res_l = ray_world( world, left, dir, &ray_l );
1347
1348 if( res_l )
1349 break;
1350 }
1351
1352 for( int i=0; i<8; i++ )
1353 {
1354 float t = 1.0f - (float)i * (1.0f/8.0f);
1355 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1356 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1357 ray_r.dist = 2.1f * k_board_radius;
1358
1359 res_r = ray_world( world, right, dir, &ray_r );
1360
1361 if( res_r )
1362 break;
1363 }
1364
1365 v3f v0;
1366 v3f midpoint;
1367 v3f tangent_average;
1368 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1369 v3_zero( tangent_average );
1370
1371 if( res_l || res_r )
1372 {
1373 v3f p0, p1, t;
1374 v3_copy( midpoint, p0 );
1375 v3_copy( midpoint, p1 );
1376
1377 if( res_l )
1378 {
1379 v3_copy( ray_l.pos, p0 );
1380 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1381 v3_add( t, tangent_average, tangent_average );
1382 }
1383 if( res_r )
1384 {
1385 v3_copy( ray_r.pos, p1 );
1386 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1387 v3_add( t, tangent_average, tangent_average );
1388 }
1389
1390 v3_sub( p1, p0, v0 );
1391 v3_normalize( v0 );
1392 }
1393 else
1394 {
1395 /* fallback: use the closes point to the trucks */
1396 v3f closest;
1397 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1398
1399 if( idx != -1 )
1400 {
1401 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1402 v3f verts[3];
1403
1404 for( int j=0; j<3; j++ )
1405 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1406
1407 v3f vert0, vert1, n;
1408 v3_sub( verts[1], verts[0], vert0 );
1409 v3_sub( verts[2], verts[0], vert1 );
1410 v3_cross( vert0, vert1, n );
1411 v3_normalize( n );
1412
1413 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1414 return 0;
1415
1416 v3_cross( n, player->rb.to_world[2], v0 );
1417 v3_muladds( v0, player->rb.to_world[2],
1418 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1419 v3_normalize( v0 );
1420
1421 v3f t;
1422 v3_cross( n, player->rb.to_world[0], t );
1423 v3_add( t, tangent_average, tangent_average );
1424 }
1425 else
1426 return 0;
1427 }
1428
1429 v3_muladds( truck, v0, k_board_width, right );
1430 v3_muladds( truck, v0, -k_board_width, left );
1431
1432 vg_line( left, right, VG__WHITE );
1433
1434 v3_normalize( tangent_average );
1435 v3_cross( v0, tangent_average, surface_normal );
1436 v3_copy( v0, axel_dir );
1437
1438 return 1;
1439 }
1440
1441 VG_STATIC void skate_weight_distribute( player_instance *player )
1442 {
1443 struct player_skate *s = &player->_skate;
1444 v3_zero( s->weight_distribution );
1445
1446 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1447
1448 v2f steer;
1449 joystick_state( k_srjoystick_steer, steer );
1450
1451 if( s->state.manual_direction == 0 ){
1452 if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
1453 (s->state.jump_charge <= 0.01f) )
1454 s->state.manual_direction = reverse_dir;
1455 }
1456 else{
1457 if( steer[1] < 0.1f ){
1458 s->state.manual_direction = 0;
1459 }
1460 else{
1461 if( reverse_dir != s->state.manual_direction ){
1462 return;
1463 }
1464 }
1465 }
1466
1467 if( s->state.manual_direction ){
1468 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1469 s->weight_distribution[2] = k_board_length * amt *
1470 (float)s->state.manual_direction;
1471 }
1472
1473 if( s->state.manual_direction ){
1474 v3f plane_z;
1475
1476 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1477 v3_negate( plane_z, plane_z );
1478
1479 v3_muladds( plane_z, s->surface_picture,
1480 -v3_dot( plane_z, s->surface_picture ), plane_z );
1481 v3_normalize( plane_z );
1482
1483 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1484 v3_normalize( plane_z );
1485
1486 v3f p1;
1487 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1488 vg_line( player->rb.co, p1, VG__GREEN );
1489
1490 v3f refdir;
1491 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1492 refdir );
1493
1494 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1495 k_manul_spring, k_manul_dampener,
1496 s->substep_delta );
1497 }
1498 }
1499
1500 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1501 {
1502 struct player_skate *s = &player->_skate;
1503
1504 if( s->state.activity == k_skate_activity_ground ){
1505 v3f target;
1506 v3_copy( s->surface_picture, target );
1507
1508 target[1] += 2.0f * s->surface_picture[1];
1509 v3_normalize( target );
1510
1511 v3_lerp( s->state.up_dir, target,
1512 8.0f * s->substep_delta, s->state.up_dir );
1513 }
1514 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1515 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1516 8.0f * s->substep_delta, s->state.up_dir );
1517 }
1518 else{
1519 v3_lerp( s->state.up_dir, player->basis[1],
1520 12.0f * s->substep_delta, s->state.up_dir );
1521 }
1522 }
1523
1524 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1525 {
1526 v3f dir;
1527 v3_sub( target, origin, dir );
1528
1529 ray_hit ray;
1530 ray.dist = v3_length( dir );
1531 v3_muls( dir, 1.0f/ray.dist, dir );
1532 ray.dist -= 0.025f;
1533
1534 if( ray_world( world_current_instance(), origin, dir, &ray ) )
1535 return 0;
1536
1537 return 1;
1538 }
1539
1540 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1541 {
1542 v3_copy( inf->dir, mtx[0] );
1543 v3_copy( inf->n, mtx[1] );
1544 v3_cross( mtx[0], mtx[1], mtx[2] );
1545 }
1546
1547 VG_STATIC void skate_grind_friction( player_instance *player,
1548 struct grind_info *inf, float strength )
1549 {
1550 v3f v2;
1551 v3_muladds( player->rb.to_world[2], inf->n,
1552 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1553
1554 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1555 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1556 F = a * -dir * k_grind_max_friction;
1557
1558 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1559 }
1560
1561 VG_STATIC void skate_grind_decay( player_instance *player,
1562 struct grind_info *inf, float strength )
1563 {
1564 m3x3f mtx, mtx_inv;
1565 skate_grind_orient( inf, mtx );
1566 m3x3_transpose( mtx, mtx_inv );
1567
1568 v3f v_grind;
1569 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1570
1571 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1572 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1573 m3x3_mulv( mtx, v_grind, player->rb.v );
1574 }
1575
1576 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1577 float sign, struct grind_info *inf,
1578 float strength )
1579 {
1580 struct player_skate *s = &player->_skate;
1581
1582 /* REFACTOR */
1583 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1584 v3f raw, wsp;
1585 m3x3_mulv( player->rb.to_world, ra, raw );
1586 v3_add( player->rb.co, raw, wsp );
1587
1588 v3_copy( ra, s->weight_distribution );
1589
1590 v3f delta;
1591 v3_sub( inf->co, wsp, delta );
1592
1593 /* spring force */
1594 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1595 player->rb.v );
1596
1597 skate_grind_decay( player, inf, strength );
1598 skate_grind_friction( player, inf, strength );
1599
1600 /* yeah yeah yeah yeah */
1601 v3f raw_nplane, axis;
1602 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1603 v3_cross( raw_nplane, inf->n, axis );
1604 v3_normalize( axis );
1605
1606 /* orientation */
1607 m3x3f mtx;
1608 skate_grind_orient( inf, mtx );
1609 v3f target_fwd, fwd, up, target_up;
1610 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1611 v3_copy( raw_nplane, fwd );
1612 v3_copy( player->rb.to_world[1], up );
1613 v3_copy( inf->n, target_up );
1614
1615 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1616 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1617
1618 v3_normalize( target_fwd );
1619 v3_normalize( fwd );
1620
1621 v2f steer;
1622 joystick_state( k_srjoystick_steer, steer );
1623
1624 float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1625
1626 v4f q;
1627 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1628 q_mulv( q, target_up, target_up );
1629 q_mulv( q, target_fwd, target_fwd );
1630
1631 rb_effect_spring_target_vector( &player->rb, up, target_up,
1632 k_grind_spring,
1633 k_grind_dampener,
1634 k_rb_delta );
1635
1636 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1637 k_grind_spring*strength,
1638 k_grind_dampener*strength,
1639 k_rb_delta );
1640
1641 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1642 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1643 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1644
1645 s->grind_strength = strength;
1646
1647 /* Fake contact */
1648 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1649 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1650 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1651 limit->p = 0.0f;
1652
1653 v3_copy( inf->dir, s->grind_dir );
1654 }
1655
1656 VG_STATIC void skate_5050_apply( player_instance *player,
1657 struct grind_info *inf_front,
1658 struct grind_info *inf_back )
1659 {
1660 struct player_skate *s = &player->_skate;
1661 struct grind_info inf_avg;
1662
1663 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1664 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1665 v3_normalize( inf_avg.dir );
1666
1667 /* dont ask */
1668 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
1669 inf_avg.dir );
1670
1671 v3f axis_front, axis_back, axis;
1672 v3_cross( inf_front->dir, inf_front->n, axis_front );
1673 v3_cross( inf_back->dir, inf_back->n, axis_back );
1674 v3_add( axis_front, axis_back, axis );
1675 v3_normalize( axis );
1676
1677 v3_cross( axis, inf_avg.dir, inf_avg.n );
1678 skate_grind_decay( player, &inf_avg, 1.0f );
1679
1680 v2f steer;
1681 joystick_state( k_srjoystick_steer, steer );
1682
1683 float way = steer[1] *
1684 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1685 v4f q;
1686 v3f up, target_up;
1687 v3_copy( player->rb.to_world[1], up );
1688 v3_copy( inf_avg.n, target_up );
1689 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1690 q_mulv( q, target_up, target_up );
1691
1692 v3_zero( s->weight_distribution );
1693 s->weight_distribution[2] = k_board_length * -way;
1694
1695 rb_effect_spring_target_vector( &player->rb, up, target_up,
1696 k_grind_spring,
1697 k_grind_dampener,
1698 k_rb_delta );
1699 vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
1700 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1701
1702 v3f fwd_nplane, dir_nplane;
1703 v3_muladds( player->rb.to_world[2], inf_avg.n,
1704 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1705
1706 v3f dir;
1707 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1708 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1709
1710 v3_normalize( fwd_nplane );
1711 v3_normalize( dir_nplane );
1712
1713 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1714 1000.0f,
1715 k_grind_dampener,
1716 k_rb_delta );
1717 vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
1718 vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
1719
1720 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1721 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1722 delta_front, delta_back, delta_total;
1723
1724 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1725 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1726
1727 v3_sub( inf_front->co, pos_front, delta_front );
1728 v3_sub( inf_back->co, pos_back, delta_back );
1729 v3_add( delta_front, delta_back, delta_total );
1730
1731 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1732
1733 /* Fake contact */
1734 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1735 v3_zero( limit->ra );
1736 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1737 limit->p = 0.0f;
1738
1739 v3_copy( inf_avg.dir, s->grind_dir );
1740 }
1741
1742 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1743 struct grind_info *inf )
1744 {
1745 struct player_skate *s = &player->_skate;
1746
1747 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1748 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1749
1750 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1751 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1752
1753 /* Exit condition: lost grind tracking */
1754 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1755 return 0;
1756
1757 /* Exit condition: cant see grind target directly */
1758 if( !skate_point_visible( wheel_co, inf->co ) )
1759 return 0;
1760
1761 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1762 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1763 minv = k_grind_axel_min_vel*0.8f;
1764
1765 if( dv < minv )
1766 return 0;
1767
1768 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1769 return 0;
1770
1771 v3_copy( inf->dir, s->grind_dir );
1772 return 1;
1773 }
1774
1775 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1776 struct grind_info *inf )
1777 {
1778 struct player_skate *s = &player->_skate;
1779
1780 /* REFACTOR */
1781 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1782
1783 v3f raw, wsp;
1784 m3x3_mulv( player->rb.to_world, ra, raw );
1785 v3_add( player->rb.co, raw, wsp );
1786
1787 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1788 {
1789 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1790 return 0;
1791
1792 /* velocity should be at least 60% aligned */
1793 v3f pv, axis;
1794 v3_cross( inf->n, inf->dir, axis );
1795 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1796
1797 if( v3_length2( pv ) < 0.0001f )
1798 return 0;
1799 v3_normalize( pv );
1800
1801 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1802 return 0;
1803
1804 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1805 return 0;
1806
1807 #if 0
1808 /* check for vertical alignment */
1809 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1810 return 0;
1811 #endif
1812
1813 v3f local_co, local_dir, local_n;
1814 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1815 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1816 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1817
1818 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1819
1820 float truck_height = -(k_board_radius+0.03f);
1821
1822 v3f rv;
1823 v3_cross( player->rb.w, raw, rv );
1824 v3_add( player->rb.v, rv, rv );
1825
1826 if( (local_co[1] >= truck_height) &&
1827 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1828 {
1829 return 1;
1830 }
1831 }
1832
1833 return 0;
1834 }
1835
1836 VG_STATIC void skate_boardslide_apply( player_instance *player,
1837 struct grind_info *inf )
1838 {
1839 struct player_skate *s = &player->_skate;
1840
1841 v3f local_co, local_dir, local_n;
1842 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1843 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1844 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1845
1846 v3f intersection;
1847 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1848 intersection );
1849 v3_copy( intersection, s->weight_distribution );
1850
1851 skate_grind_decay( player, inf, 0.0125f );
1852 skate_grind_friction( player, inf, 0.25f );
1853
1854 /* direction alignment */
1855 v3f dir, perp;
1856 v3_cross( local_dir, local_n, perp );
1857 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1858 v3_muls( perp, vg_signf(perp[2]), perp );
1859
1860 m3x3_mulv( player->rb.to_world, dir, dir );
1861 m3x3_mulv( player->rb.to_world, perp, perp );
1862
1863 v4f qbalance;
1864 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1865 q_mulv( qbalance, perp, perp );
1866
1867 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1868 dir,
1869 k_grind_spring, k_grind_dampener,
1870 k_rb_delta );
1871
1872 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1873 perp,
1874 k_grind_spring, k_grind_dampener,
1875 k_rb_delta );
1876
1877 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1878 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1879
1880 v3_copy( inf->dir, s->grind_dir );
1881 }
1882
1883 VG_STATIC int skate_boardslide_entry( player_instance *player,
1884 struct grind_info *inf )
1885 {
1886 struct player_skate *s = &player->_skate;
1887
1888 if( skate_grind_scansq( player, player->rb.co,
1889 player->rb.to_world[0], k_board_length,
1890 inf ) )
1891 {
1892 v3f local_co, local_dir;
1893 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1894 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1895
1896 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1897 (local_co[1] >= 0.0f) && /* at deck level */
1898 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1899 {
1900 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1901 return 0;
1902
1903 return 1;
1904 }
1905 }
1906
1907 return 0;
1908 }
1909
1910 VG_STATIC int skate_boardslide_renew( player_instance *player,
1911 struct grind_info *inf )
1912 {
1913 struct player_skate *s = &player->_skate;
1914
1915 if( !skate_grind_scansq( player, player->rb.co,
1916 player->rb.to_world[0], k_board_length,
1917 inf ) )
1918 return 0;
1919
1920 /* Exit condition: cant see grind target directly */
1921 v3f vis;
1922 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1923 if( !skate_point_visible( vis, inf->co ) )
1924 return 0;
1925
1926 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1927 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1928 minv = k_grind_axel_min_vel*0.8f;
1929
1930 if( dv < minv )
1931 return 0;
1932
1933 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1934 return 0;
1935
1936 return 1;
1937 }
1938
1939 VG_STATIC void skate_store_grind_vec( player_instance *player,
1940 struct grind_info *inf )
1941 {
1942 struct player_skate *s = &player->_skate;
1943
1944 m3x3f mtx;
1945 skate_grind_orient( inf, mtx );
1946 m3x3_transpose( mtx, mtx );
1947
1948 v3f raw;
1949 v3_sub( inf->co, player->rb.co, raw );
1950
1951 m3x3_mulv( mtx, raw, s->grind_vec );
1952 v3_normalize( s->grind_vec );
1953 v3_copy( inf->dir, s->grind_dir );
1954 }
1955
1956 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1957 {
1958 struct player_skate *s = &player->_skate;
1959
1960 if( s->grind_cooldown > 100 ){
1961 vg_fatal_error( "wth!\n" );
1962 }
1963
1964 /* debounces this state manager a little bit */
1965 if( s->grind_cooldown ){
1966 s->grind_cooldown --;
1967 return k_skate_activity_undefined;
1968 }
1969
1970 struct grind_info inf_back50,
1971 inf_front50,
1972 inf_slide;
1973
1974 int res_back50 = 0,
1975 res_front50 = 0,
1976 res_slide = 0;
1977
1978 int allow_back = 1,
1979 allow_front = 1;
1980
1981 v2f steer;
1982 joystick_state( k_srjoystick_steer, steer );
1983
1984 if( s->state.activity == k_skate_activity_grind_5050 ||
1985 s->state.activity == k_skate_activity_grind_back50 ||
1986 s->state.activity == k_skate_activity_grind_front50 )
1987 {
1988 float tilt = steer[1];
1989
1990 if( fabsf(tilt) >= 0.25f ){
1991 v3f raw = {0.0f,0.0f,tilt};
1992 m3x3_mulv( player->rb.to_world, raw, raw );
1993
1994 float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
1995
1996 if( way < 0.0f ) allow_front = 0;
1997 else allow_back = 0;
1998 }
1999 }
2000
2001 if( s->state.activity == k_skate_activity_grind_boardslide ){
2002 res_slide = skate_boardslide_renew( player, &inf_slide );
2003 }
2004 else if( s->state.activity == k_skate_activity_grind_back50 ){
2005 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2006
2007 if( allow_front )
2008 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2009 }
2010 else if( s->state.activity == k_skate_activity_grind_front50 ){
2011 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2012
2013 if( allow_back )
2014 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2015 }
2016 else if( s->state.activity == k_skate_activity_grind_5050 ){
2017 if( allow_front )
2018 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2019 if( allow_back )
2020 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2021 }
2022 else{
2023 res_slide = skate_boardslide_entry( player, &inf_slide );
2024
2025 if( allow_back )
2026 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2027
2028 if( allow_front )
2029 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2030
2031 if( res_back50 != res_front50 ){
2032 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2033
2034 res_back50 &= wants_to_do_that;
2035 res_front50 &= wants_to_do_that;
2036 }
2037 }
2038
2039 const enum skate_activity table[] =
2040 { /* slide | back | front */
2041 k_skate_activity_undefined, /* 0 0 0 */
2042 k_skate_activity_grind_front50, /* 0 0 1 */
2043 k_skate_activity_grind_back50, /* 0 1 0 */
2044 k_skate_activity_grind_5050, /* 0 1 1 */
2045
2046 /* slide has priority always */
2047 k_skate_activity_grind_boardslide, /* 1 0 0 */
2048 k_skate_activity_grind_boardslide, /* 1 0 1 */
2049 k_skate_activity_grind_boardslide, /* 1 1 0 */
2050 k_skate_activity_grind_boardslide, /* 1 1 1 */
2051 }
2052 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2053
2054 if( new_activity == k_skate_activity_undefined ){
2055 if( s->state.activity >= k_skate_activity_grind_any ){
2056 s->grind_cooldown = 15;
2057 s->surface_cooldown = 10;
2058 }
2059 }
2060 else if( new_activity == k_skate_activity_grind_boardslide ){
2061 skate_boardslide_apply( player, &inf_slide );
2062 }
2063 else if( new_activity == k_skate_activity_grind_back50 ){
2064 if( s->state.activity != k_skate_activity_grind_back50 )
2065 skate_store_grind_vec( player, &inf_back50 );
2066
2067 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2068 }
2069 else if( new_activity == k_skate_activity_grind_front50 ){
2070 if( s->state.activity != k_skate_activity_grind_front50 )
2071 skate_store_grind_vec( player, &inf_front50 );
2072
2073 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2074 }
2075 else if( new_activity == k_skate_activity_grind_5050 )
2076 skate_5050_apply( player, &inf_front50, &inf_back50 );
2077
2078 return new_activity;
2079 }
2080
2081 VG_STATIC void player__skate_update( player_instance *player )
2082 {
2083 struct player_skate *s = &player->_skate;
2084 world_instance *world = world_current_instance();
2085
2086 if( world->water.enabled ){
2087 if( player->rb.co[1]+0.25f < world->water.height ){
2088 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
2089 player__skate_kill_audio( player );
2090 player__dead_transition( player );
2091 return;
2092 }
2093 }
2094
2095 v3_copy( player->rb.co, s->state.prev_pos );
2096 s->state.activity_prev = s->state.activity;
2097 v3f normal_total;
2098 v3_zero( normal_total );
2099
2100 struct board_collider
2101 {
2102 v3f pos;
2103 float radius;
2104
2105 u32 colour;
2106
2107 enum board_collider_state
2108 {
2109 k_collider_state_default,
2110 k_collider_state_disabled,
2111 k_collider_state_colliding
2112 }
2113 state;
2114 }
2115 wheels[] =
2116 {
2117 {
2118 { 0.0f, 0.0f, -k_board_length },
2119 .radius = k_board_radius,
2120 .colour = VG__RED
2121 },
2122 {
2123 { 0.0f, 0.0f, k_board_length },
2124 .radius = k_board_radius,
2125 .colour = VG__GREEN
2126 }
2127 };
2128
2129 float slap = 0.0f;
2130
2131 if( s->state.activity <= k_skate_activity_air_to_grind ){
2132 float min_dist = 0.6f;
2133 for( int i=0; i<2; i++ ){
2134 v3f wpos, closest;
2135 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2136
2137 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2138 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2139 }
2140 }
2141 min_dist -= 0.2f;
2142 float vy = v3_dot( player->basis[1], player->rb.v );
2143 vy = vg_maxf( 0.0f, vy );
2144
2145 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2146 }
2147 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2148
2149 wheels[0].pos[1] = s->state.slap;
2150 wheels[1].pos[1] = s->state.slap;
2151
2152
2153 const int k_wheel_count = 2;
2154
2155 s->substep = k_rb_delta;
2156 s->substep_delta = s->substep;
2157 s->limit_count = 0;
2158
2159 int substep_count = 0;
2160
2161 v3_zero( s->surface_picture );
2162
2163 int prev_contacts[2];
2164
2165 for( int i=0; i<k_wheel_count; i++ ){
2166 wheels[i].state = k_collider_state_default;
2167 prev_contacts[i] = s->wheel_contacts[i];
2168 }
2169
2170 /* check if we can enter or continue grind */
2171 enum skate_activity grindable_activity = skate_availible_grind( player );
2172 if( grindable_activity != k_skate_activity_undefined ){
2173 s->state.activity = grindable_activity;
2174 goto grinding;
2175 }
2176
2177 int contact_count = 0;
2178 for( int i=0; i<2; i++ ){
2179 v3f normal, axel;
2180 v3_copy( player->rb.to_world[0], axel );
2181
2182 if( skate_compute_surface_alignment( player, wheels[i].pos,
2183 wheels[i].colour, normal, axel ) )
2184 {
2185 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2186 axel,
2187 k_surface_spring, k_surface_dampener,
2188 s->substep_delta );
2189
2190 v3_add( normal, s->surface_picture, s->surface_picture );
2191 contact_count ++;
2192 s->wheel_contacts[i] = 1;
2193 }
2194 else{
2195 s->wheel_contacts[i] = 0;
2196 }
2197
2198 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2199 }
2200
2201 if( s->surface_cooldown ){
2202 s->surface_cooldown --;
2203 contact_count = 0;
2204 }
2205
2206 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2207 audio_lock();
2208 for( int i=0; i<2; i++ ){
2209 if( !prev_contacts[i] ){
2210 v3f co;
2211 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2212 audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
2213 }
2214 }
2215 audio_unlock();
2216 }
2217
2218 if( contact_count ){
2219 s->state.activity = k_skate_activity_ground;
2220 s->state.gravity_bias = k_gravity;
2221 v3_normalize( s->surface_picture );
2222
2223 skate_apply_friction_model( player );
2224 skate_weight_distribute( player );
2225 }
2226 else{
2227 if( s->state.activity > k_skate_activity_air_to_grind )
2228 s->state.activity = k_skate_activity_air;
2229
2230 v3_zero( s->weight_distribution );
2231 skate_apply_air_model( player );
2232 }
2233
2234 grinding:;
2235
2236 if( s->state.activity == k_skate_activity_grind_back50 )
2237 wheels[1].state = k_collider_state_disabled;
2238 if( s->state.activity == k_skate_activity_grind_front50 )
2239 wheels[0].state = k_collider_state_disabled;
2240 if( s->state.activity == k_skate_activity_grind_5050 ){
2241 wheels[0].state = k_collider_state_disabled;
2242 wheels[1].state = k_collider_state_disabled;
2243 }
2244
2245 /* all activities */
2246 skate_apply_steering_model( player );
2247 skate_adjust_up_direction( player );
2248 skate_apply_cog_model( player );
2249 skate_apply_jump_model( player );
2250 skate_apply_grab_model( player );
2251 skate_apply_trick_model( player );
2252 skate_apply_pump_model( player );
2253
2254 begin_collision:;
2255
2256 /*
2257 * Phase 0: Continous collision detection
2258 * --------------------------------------------------------------------------
2259 */
2260
2261 v3f head_wp0, head_wp1, start_co;
2262 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2263 v3_copy( player->rb.co, start_co );
2264
2265 /* calculate transform one step into future */
2266 v3f future_co;
2267 v4f future_q;
2268 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2269
2270 if( v3_length2( player->rb.w ) > 0.0f ){
2271 v4f rotation;
2272 v3f axis;
2273 v3_copy( player->rb.w, axis );
2274
2275 float mag = v3_length( axis );
2276 v3_divs( axis, mag, axis );
2277 q_axis_angle( rotation, axis, mag*s->substep );
2278 q_mul( rotation, player->rb.q, future_q );
2279 q_normalize( future_q );
2280 }
2281 else
2282 v4_copy( player->rb.q, future_q );
2283
2284 v3f future_cg, current_cg, cg_offset;
2285 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2286 q_mulv( future_q, s->weight_distribution, future_cg );
2287 v3_sub( future_cg, current_cg, cg_offset );
2288
2289 /* calculate the minimum time we can move */
2290 float max_time = s->substep;
2291
2292 for( int i=0; i<k_wheel_count; i++ ){
2293 if( wheels[i].state == k_collider_state_disabled )
2294 continue;
2295
2296 v3f current, future, r_cg;
2297
2298 q_mulv( future_q, wheels[i].pos, future );
2299 v3_add( future, future_co, future );
2300 v3_add( cg_offset, future, future );
2301
2302 q_mulv( player->rb.q, wheels[i].pos, current );
2303 v3_add( current, player->rb.co, current );
2304
2305 float t;
2306 v3f n;
2307
2308 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2309 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2310 max_time = vg_minf( max_time, t * s->substep );
2311 }
2312
2313 /* clamp to a fraction of delta, to prevent locking */
2314 float rate_lock = substep_count;
2315 rate_lock *= k_rb_delta * 0.1f;
2316 rate_lock *= rate_lock;
2317
2318 max_time = vg_maxf( max_time, rate_lock );
2319 s->substep_delta = max_time;
2320
2321 /* integrate */
2322 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2323 if( v3_length2( player->rb.w ) > 0.0f ){
2324 v4f rotation;
2325 v3f axis;
2326 v3_copy( player->rb.w, axis );
2327
2328 float mag = v3_length( axis );
2329 v3_divs( axis, mag, axis );
2330 q_axis_angle( rotation, axis, mag*s->substep_delta );
2331 q_mul( rotation, player->rb.q, player->rb.q );
2332 q_normalize( player->rb.q );
2333
2334 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2335 v3_sub( current_cg, future_cg, cg_offset );
2336 v3_add( player->rb.co, cg_offset, player->rb.co );
2337 }
2338
2339 rb_update_transform( &player->rb );
2340 v3_muladds( player->rb.v, player->basis[1],
2341 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2342
2343 s->substep -= s->substep_delta;
2344
2345 rb_ct manifold[128];
2346 int manifold_len = 0;
2347
2348 /*
2349 * Phase -1: head detection
2350 * --------------------------------------------------------------------------
2351 */
2352 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2353
2354 float t;
2355 v3f n;
2356 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2357 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2358 {
2359 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2360 rb_update_transform( &player->rb );
2361
2362 player__skate_kill_audio( player );
2363 player__dead_transition( player );
2364 return;
2365 }
2366
2367 /*
2368 * Phase 1: Regular collision detection
2369 * --------------------------------------------------------------------------
2370 */
2371
2372 for( int i=0; i<k_wheel_count; i++ ){
2373 if( wheels[i].state == k_collider_state_disabled )
2374 continue;
2375
2376 m4x3f mtx;
2377 m3x3_identity( mtx );
2378 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2379
2380 rb_sphere collider = { .radius = wheels[i].radius };
2381
2382 rb_ct *man = &manifold[ manifold_len ];
2383
2384 int l = skate_collide_smooth( player, mtx, &collider, man );
2385 if( l )
2386 wheels[i].state = k_collider_state_colliding;
2387
2388 manifold_len += l;
2389 }
2390
2391 float grind_radius = k_board_radius * 0.75f;
2392 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2393 .radius=grind_radius };
2394 m4x3f mtx;
2395 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2396 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2397 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2398 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2399 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2400
2401 rb_ct *cman = &manifold[manifold_len];
2402
2403 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2404 cman );
2405
2406 /* weld joints */
2407 for( int i=0; i<l; i ++ )
2408 cman[l].type = k_contact_type_edge;
2409 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2410 l = rb_manifold_apply_filtered( cman, l );
2411
2412 manifold_len += l;
2413
2414 if( vg_lines.draw )
2415 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2416
2417 /* add limits */
2418 if( s->state.activity >= k_skate_activity_grind_any ){
2419 for( int i=0; i<s->limit_count; i++ ){
2420 struct grind_limit *limit = &s->limits[i];
2421 rb_ct *ct = &manifold[ manifold_len ++ ];
2422 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2423 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2424 ct->p = limit->p;
2425 ct->type = k_contact_type_default;
2426 }
2427 }
2428
2429 /*
2430 * Phase 3: Dynamics
2431 * --------------------------------------------------------------------------
2432 */
2433
2434
2435 v3f world_cog;
2436 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2437 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2438
2439 for( int i=0; i<manifold_len; i ++ ){
2440 rb_prepare_contact( &manifold[i], s->substep_delta );
2441 rb_debug_contact( &manifold[i] );
2442 }
2443
2444 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2445 v3f extent = { k_board_width, 0.1f, k_board_length };
2446 float ex2 = k_board_interia*extent[0]*extent[0],
2447 ey2 = k_board_interia*extent[1]*extent[1],
2448 ez2 = k_board_interia*extent[2]*extent[2];
2449
2450 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2451 float inv_mass = 1.0f/mass;
2452
2453 v3f I;
2454 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2455 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2456 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2457
2458 m3x3f iI;
2459 m3x3_identity( iI );
2460 iI[0][0] = I[0];
2461 iI[1][1] = I[1];
2462 iI[2][2] = I[2];
2463 m3x3_inv( iI, iI );
2464
2465 m3x3f iIw;
2466 m3x3_mul( iI, player->rb.to_local, iIw );
2467 m3x3_mul( player->rb.to_world, iIw, iIw );
2468
2469 for( int j=0; j<10; j++ ){
2470 for( int i=0; i<manifold_len; i++ ){
2471 /*
2472 * regular dance; calculate velocity & total mass, apply impulse.
2473 */
2474
2475 struct contact *ct = &manifold[i];
2476
2477 v3f rv, delta;
2478 v3_sub( ct->co, world_cog, delta );
2479 v3_cross( player->rb.w, delta, rv );
2480 v3_add( player->rb.v, rv, rv );
2481
2482 v3f raCn;
2483 v3_cross( delta, ct->n, raCn );
2484
2485 v3f raCnI, rbCnI;
2486 m3x3_mulv( iIw, raCn, raCnI );
2487
2488 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2489 vn = v3_dot( rv, ct->n ),
2490 lambda = normal_mass * ( -vn );
2491
2492 float temp = ct->norm_impulse;
2493 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2494 lambda = ct->norm_impulse - temp;
2495
2496 v3f impulse;
2497 v3_muls( ct->n, lambda, impulse );
2498
2499 v3_muladds( normal_total, impulse, inv_mass, normal_total );
2500 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2501 v3_cross( delta, impulse, impulse );
2502 m3x3_mulv( iIw, impulse, impulse );
2503 v3_add( impulse, player->rb.w, player->rb.w );
2504
2505 v3_cross( player->rb.w, delta, rv );
2506 v3_add( player->rb.v, rv, rv );
2507 vn = v3_dot( rv, ct->n );
2508 }
2509 }
2510
2511 v3f dt;
2512 rb_depenetrate( manifold, manifold_len, dt );
2513 v3_add( dt, player->rb.co, player->rb.co );
2514 rb_update_transform( &player->rb );
2515
2516 substep_count ++;
2517
2518 if( s->substep >= 0.0001f )
2519 goto begin_collision; /* again! */
2520
2521 /*
2522 * End of collision and dynamics routine
2523 * --------------------------------------------------------------------------
2524 */
2525
2526 f32 nforce = v3_length(normal_total);
2527 if( nforce > 4.0f ){
2528 if( nforce > 17.6f ){
2529 v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
2530 player__dead_transition(player);
2531 player__skate_kill_audio(player);
2532 return;
2533 }
2534
2535 f32 amt = k_cam_punch;
2536 if( player->camera_mode == k_cam_firstperson ){
2537 amt *= 0.25f;
2538 }
2539
2540 v3_muladds( player->cam_land_punch_v, normal_total, amt,
2541 player->cam_land_punch_v );
2542 }
2543
2544 s->surface = k_surface_prop_concrete;
2545
2546 for( int i=0; i<manifold_len; i++ ){
2547 rb_ct *ct = &manifold[i];
2548 struct world_surface *surf = world_contact_surface( world, ct );
2549
2550 if( surf->info.surface_prop > s->surface )
2551 s->surface = surf->info.surface_prop;
2552 }
2553
2554 for( int i=0; i<k_wheel_count; i++ ){
2555 m4x3f mtx;
2556 m3x3_copy( player->rb.to_world, mtx );
2557 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2558 debug_sphere( mtx, wheels[i].radius,
2559 (u32[]){ VG__WHITE, VG__BLACK,
2560 wheels[i].colour }[ wheels[i].state ]);
2561 }
2562
2563 skate_integrate( player );
2564 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2565
2566 ent_gate *gate =
2567 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2568
2569 if( gate ){
2570 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2571 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2572 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2573 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2574 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2575 m3x3_mulv( gate->transport, s->state.head_position,
2576 s->state.head_position );
2577 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2578
2579 v4f transport_rotation;
2580 m3x3_q( gate->transport, transport_rotation );
2581 q_mul( transport_rotation, player->rb.q, player->rb.q );
2582 q_mul( transport_rotation, s->state.smoothed_rotation,
2583 s->state.smoothed_rotation );
2584 rb_update_transform( &player->rb );
2585
2586 s->state_gate_storage = s->state;
2587 player__pass_gate( player, gate );
2588 }
2589
2590 /* FIXME: Rate limit */
2591 static int stick_frames = 0;
2592
2593 if( s->state.activity >= k_skate_activity_ground )
2594 stick_frames ++;
2595 else
2596 stick_frames = 0;
2597
2598 if( stick_frames > 5 ) stick_frames = 5;
2599
2600 if( stick_frames == 4 ){
2601 audio_lock();
2602
2603 if( s->state.activity == k_skate_activity_ground ){
2604 if( (fabsf(s->state.slip) > 0.75f) ){
2605 audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co,
2606 40.0f, 1.0f );
2607 }
2608 else{
2609 audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co,
2610 40.0f, 1.0f );
2611 }
2612 }
2613 else if( s->surface == k_surface_prop_metal ){
2614 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2615 }
2616 else{
2617 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2618 }
2619
2620 audio_unlock();
2621 } else if( stick_frames == 0 ){
2622
2623 }
2624 }
2625
2626 VG_STATIC void player__skate_im_gui( player_instance *player )
2627 {
2628 struct player_skate *s = &player->_skate;
2629 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2630 player->rb.v[1],
2631 player->rb.v[2] );
2632 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2633 player->rb.co[1],
2634 player->rb.co[2] );
2635 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2636 player->rb.w[1],
2637 player->rb.w[2] );
2638
2639 const char *activity_txt[] =
2640 {
2641 "air",
2642 "air_to_grind",
2643 "ground",
2644 "undefined (INVALID)",
2645 "grind_any (INVALID)",
2646 "grind_boardslide",
2647 "grind_metallic (INVALID)",
2648 "grind_back50",
2649 "grind_front50",
2650 "grind_5050"
2651 };
2652
2653 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2654 #if 0
2655 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2656 s->state.steerx_s, s->state.steery_s,
2657 k_steer_ground, k_steer_air );
2658 #endif
2659 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2660 s->state.flip_time );
2661 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2662 s->state.trick_vel[0],
2663 s->state.trick_vel[1],
2664 s->state.trick_vel[2] );
2665 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2666 s->state.trick_euler[0],
2667 s->state.trick_euler[1],
2668 s->state.trick_euler[2] );
2669 }
2670
2671 VG_STATIC void player__skate_animate( player_instance *player,
2672 player_animation *dest )
2673 {
2674 struct player_skate *s = &player->_skate;
2675 struct player_avatar *av = player->playeravatar;
2676 struct skeleton *sk = &av->sk;
2677
2678 /* Head */
2679 float kheight = 2.0f,
2680 kleg = 0.6f;
2681
2682 v3f offset;
2683 v3_zero( offset );
2684
2685 v3f cog_local, cog_ideal;
2686 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2687
2688 v3_copy( s->state.up_dir, cog_ideal );
2689 v3_normalize( cog_ideal );
2690 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2691
2692 v3_sub( cog_ideal, cog_local, offset );
2693
2694
2695 v3_muls( offset, 4.0f, offset );
2696 offset[1] *= -1.0f;
2697
2698 float curspeed = v3_length( player->rb.v ),
2699 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2700 kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
2701 sign = vg_signf( kicks );
2702
2703 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2704 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2705
2706 offset[0] *= 0.26f;
2707 offset[0] += s->wobble[1]*3.0f;
2708
2709 offset[1] *= -0.3f;
2710 offset[2] *= 0.01f;
2711
2712 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2713 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2714
2715 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2716
2717 /*
2718 * Animation blending
2719 * ===========================================
2720 */
2721
2722 /* sliding */
2723 {
2724 float desired = 0.0f;
2725 if( s->state.activity == k_skate_activity_ground )
2726 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2727
2728 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2729 }
2730
2731 /* movement information */
2732 {
2733 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2734
2735 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2736 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2737 fly = iair? 1.0f: 0.0f,
2738 wdist= s->weight_distribution[2] / k_board_length;
2739
2740 if( s->state.activity >= k_skate_activity_grind_any )
2741 wdist = 0.0f;
2742
2743 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2744 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2745 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2746 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2747 }
2748
2749 mdl_keyframe apose[32], bpose[32];
2750 mdl_keyframe ground_pose[32];
2751 {
2752 /* when the player is moving fast he will crouch down a little bit */
2753 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2754 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2755
2756 /* stand/crouch */
2757 float dir_frame = s->blend_z * (15.0f/30.0f),
2758 stand_blend = offset[1]*-2.0f;
2759
2760 v3f local_cog;
2761 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2762
2763 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2764
2765 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2766 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2767 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2768
2769 /* sliding */
2770 float slide_frame = s->blend_x * (15.0f/30.0f);
2771 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2772 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2773
2774 /* pushing */
2775 double push_time = vg.time - s->state.start_push;
2776 s->blend_push = vg_lerpf( s->blend_push,
2777 (vg.time - s->state.cur_push) < 0.125,
2778 6.0f*vg.time_delta );
2779
2780 if( s->state.reverse > 0.0f )
2781 skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
2782 else
2783 skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
2784
2785 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2786
2787 /* trick setup */
2788 float jump_start_frame = 14.0f/30.0f;
2789
2790 float charge = s->state.jump_charge;
2791 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2792
2793 float setup_frame = charge * jump_start_frame,
2794 setup_blend = vg_minf( s->blend_jump, 1.0f );
2795
2796 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2797 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2798 setup_frame = jump_frame;
2799
2800 struct skeleton_anim *jump_anim = s->state.jump_dir?
2801 s->anim_ollie:
2802 s->anim_ollie_reverse;
2803
2804 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2805 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2806 }
2807
2808 mdl_keyframe air_pose[32];
2809 {
2810 v2f steer;
2811 joystick_state( k_srjoystick_steer, steer );
2812
2813 float target = -steer[1];
2814
2815 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2816
2817 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2818 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2819
2820 static v2f grab_choice;
2821
2822 v2f grab_input;
2823 joystick_state( k_srjoystick_grab, grab_input );
2824 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2825
2826 if( v2_length2( grab_input ) <= 0.001f )
2827 grab_input[0] = -1.0f;
2828 else
2829 v2_normalize_clamp( grab_input );
2830 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2831
2832 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2833 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2834 grab_frame = ang_unit * (15.0f/30.0f);
2835
2836 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2837 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2838 }
2839
2840 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2841
2842
2843 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2844 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2845 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2846 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2847 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2848 *kf_hip = &dest->pose[av->id_hip-1],
2849 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2850 &dest->pose[av->id_wheel_l-1] };
2851
2852
2853 mdl_keyframe grind_pose[32];
2854 {
2855 float grind_frame = 0.5f;
2856
2857 if( s->state.activity == k_skate_activity_grind_front50 ){
2858 grind_frame = 0.0f;
2859 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2860 grind_frame = 1.0f;
2861 }
2862
2863 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2864 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2865 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2866 grind_frame, 5.0f*vg.time_delta );
2867
2868 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2869
2870 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2871 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2872 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2873 }
2874 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2875
2876 float add_grab_mod = 1.0f - s->blend_fly;
2877
2878 /* additive effects */
2879 {
2880 u32 apply_to[] = { av->id_hip,
2881 av->id_ik_hand_l,
2882 av->id_ik_hand_r,
2883 av->id_ik_elbow_l,
2884 av->id_ik_elbow_r };
2885
2886 float apply_rates[] = { 1.0f,
2887 0.75f,
2888 0.75f,
2889 0.75f,
2890 0.75f };
2891
2892 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2893 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2894 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2895 }
2896
2897 /* angle correction */
2898 if( v3_length2( s->state.up_dir ) > 0.001f ){
2899
2900 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2901 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2902 vg_warn( "FIX THIS! CARROT\n" );
2903 v4_copy( player->rb.q, s->state.smoothed_rotation );
2904 }
2905 v4_lerp( s->state.smoothed_rotation, player->rb.q,
2906 2.0f*vg.time_frame_delta,
2907 s->state.smoothed_rotation );
2908 q_normalize( s->state.smoothed_rotation );
2909
2910 v3f yaw_ref = {1.0f,0.0f,0.0f},
2911 yaw_smooth = {1.0f,0.0f,0.0f};
2912 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2913 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2914 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2915 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2916
2917 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2918 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2919 yaw_counter_rotate = acosf( yaw_counter_rotate );
2920 yaw_counter_rotate *= 1.0f-s->blend_fly;
2921
2922 v3f ndir;
2923 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2924 v3_normalize( ndir );
2925
2926 v3f up = { 0.0f, 1.0f, 0.0f };
2927
2928 float a = v3_dot( ndir, up );
2929 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2930
2931 v3f axis;
2932 v4f qfixup, qcounteryaw, qtotal;
2933
2934 v3_cross( up, ndir, axis );
2935 q_axis_angle( qfixup, axis, a );
2936
2937 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2938 q_mul( qcounteryaw, qfixup, qtotal );
2939 q_normalize( qtotal );
2940
2941 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2942 v3f origin;
2943 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2944
2945 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2946 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2947
2948 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2949 qtotal );
2950 }
2951
2952 v3f p1, p2;
2953 m3x3_mulv( player->rb.to_world, up, p1 );
2954 m3x3_mulv( player->rb.to_world, ndir, p2 );
2955
2956 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2957 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2958
2959 }
2960
2961 v4f qtotal;
2962 v4f qtrickr, qyawr, qpitchr, qrollr;
2963 v3f eulerr;
2964
2965 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2966
2967 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2968 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2969 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2970
2971 q_mul( qpitchr, qrollr, qtrickr );
2972 q_mul( qyawr, qtrickr, qtotal );
2973 q_normalize( qtotal );
2974
2975 q_mul( qtotal, kf_board->q, kf_board->q );
2976
2977
2978 /* trick rotation */
2979 v4f qtrick, qyaw, qpitch, qroll;
2980 v3f euler;
2981 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2982
2983 float jump_t = vg.time-s->state.jump_time;
2984
2985 float k=17.0f;
2986 float h = k*jump_t;
2987 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2988 extra *= s->state.slap * 4.0f;
2989
2990 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2991 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2992 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2993
2994 q_mul( qyaw, qroll, qtrick );
2995 q_mul( qpitch, qtrick, qtrick );
2996 q_mul( kf_board->q, qtrick, kf_board->q );
2997 q_normalize( kf_board->q );
2998
2999 struct player_board *board =
3000 addon_cache_item_if_loaded( k_workshop_file_type_board,
3001 player->board_view_slot );
3002
3003 if( board ){
3004 /* foot weight distribution */
3005 if( s->blend_weight > 0.0f ){
3006 kf_foot_l->co[2] =
3007 vg_lerpf( kf_foot_l->co[2],
3008 board->truck_positions[k_board_truck_back][2]+0.3f,
3009 0.5f*s->blend_weight );
3010 }
3011 else{
3012 kf_foot_r->co[2] =
3013 vg_lerpf( kf_foot_r->co[2],
3014 board->truck_positions[k_board_truck_front][2]-0.3f,
3015 -0.5f*s->blend_weight );
3016 }
3017 }
3018
3019 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
3020 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
3021
3022 kf_foot_l->co[1] += s->state.slap;
3023 kf_foot_r->co[1] += s->state.slap;
3024 kf_knee_l->co[1] += s->state.slap;
3025 kf_knee_r->co[1] += s->state.slap;
3026 kf_board->co[1] += s->state.slap * s->subslap;
3027 kf_hip->co[1] += s->state.slap * 0.25f;
3028
3029 /*
3030 * animation wishlist:
3031 * boardslide/grind jump animations
3032 * when tricking the slap should not appply or less apply
3033 * not animations however DONT target grinds that are vertically down.
3034 */
3035
3036 /* truck rotation */
3037 for( int i=0; i<2; i++ )
3038 {
3039 float a = vg_minf( s->truckv0[i][0], 1.0f );
3040 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3041
3042 v4f q;
3043 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3044 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3045 q_normalize( kf_wheels[i]->q );
3046 }
3047 }
3048
3049 {
3050 mdl_keyframe
3051 *kf_head = &dest->pose[av->id_head-1],
3052 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3053 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3054 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3055 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3056
3057 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3058 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3059
3060 v4f qrot;
3061 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3062
3063 v3f origin = {0.0f,0.2f,0.0f};
3064 keyframe_rotate_around( kf_hand_l, origin,
3065 av->sk.bones[av->id_ik_hand_l].co, qrot );
3066 keyframe_rotate_around( kf_hand_r, origin,
3067 av->sk.bones[av->id_ik_hand_r].co, qrot );
3068 keyframe_rotate_around( kf_hip, origin,
3069 av->sk.bones[av->id_hip].co, qrot );
3070 keyframe_rotate_around( kf_elbow_r, origin,
3071 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3072 keyframe_rotate_around( kf_elbow_l, origin,
3073 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3074
3075 q_inv( qrot, qrot );
3076 q_mul( qrot, kf_head->q, kf_head->q );
3077 q_normalize( kf_head->q );
3078 }
3079
3080 /* transform */
3081 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3082
3083 v3f ext_up,ext_co;
3084 q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3085 v3_copy( dest->root_co, ext_co );
3086 v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
3087
3088 v4f qflip;
3089 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3090 (fabsf(s->state.flip_rate) > 0.01f) )
3091 {
3092 float substep = vg.time_fixed_extrapolate;
3093 float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
3094 sign = vg_signf( t );
3095
3096 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3097 t = sign * (1.0f-t*t);
3098
3099 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3100 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3101 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3102
3103 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3104
3105 q_axis_angle( qflip, s->state.flip_axis, angle );
3106 q_mul( qflip, dest->root_q, dest->root_q );
3107 q_normalize( dest->root_q );
3108
3109 v3f rotation_point, rco;
3110 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3111 v3_sub( dest->root_co, rotation_point, rco );
3112
3113 q_mulv( qflip, rco, rco );
3114 v3_add( rco, rotation_point, dest->root_co );
3115 }
3116
3117 skeleton_copy_pose( sk, dest->pose, s->holdout );
3118 }
3119
3120 VG_STATIC void player__skate_post_animate( player_instance *player )
3121 {
3122 struct player_skate *s = &player->_skate;
3123 struct player_avatar *av = player->playeravatar;
3124
3125 player->cam_velocity_influence = 1.0f;
3126
3127 v3f head = { 0.0f, 1.8f, 0.0f };
3128 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3129 m4x3_mulv( player->rb.to_local, s->state.head_position,
3130 s->state.head_position );
3131
3132 /* TODO: Extrapolate to_local matrix? */
3133 }
3134
3135 VG_STATIC void player__skate_reset_animator( player_instance *player )
3136 {
3137 struct player_skate *s = &player->_skate;
3138
3139 if( s->state.activity <= k_skate_activity_air_to_grind )
3140 s->blend_fly = 1.0f;
3141 else
3142 s->blend_fly = 0.0f;
3143
3144 s->blend_slide = 0.0f;
3145 s->blend_z = 0.0f;
3146 s->blend_x = 0.0f;
3147 s->blend_grind = 0.0f;
3148 s->blend_grind_balance = 0.0f;
3149 s->blend_stand = 0.0f;
3150 s->blend_push = 0.0f;
3151 s->blend_jump = 0.0f;
3152 s->blend_airdir = 0.0f;
3153 s->blend_weight = 0.0f;
3154 s->subslap = 0.0f;
3155 v2_zero( s->wobble );
3156
3157 v3_zero( s->board_trick_residuald );
3158 v3_zero( s->board_trick_residualv );
3159 v3_zero( s->truckv0[0] );
3160 v3_zero( s->truckv0[1] );
3161 }
3162
3163 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3164 {
3165 struct player_skate *s = &player->_skate;
3166 s->state.jump_charge = 0.0f;
3167 s->state.charging_jump = 0;
3168 s->state.jump_dir = 0;
3169 v3_zero( s->state.flip_axis );
3170 s->state.flip_time = 0.0f;
3171 s->state.flip_rate = 0.0f;
3172 s->state.reverse = 0.0f;
3173 s->state.slip = 0.0f;
3174 s->state.grabbing = 0.0f;
3175 v2_zero( s->state.grab_mouse_delta );
3176 s->state.slap = 0.0f;
3177 s->state.jump_time = 0.0;
3178 s->state.start_push = 0.0;
3179 s->state.cur_push = 0.0;
3180 s->state.air_start = 0.0;
3181
3182 v3_zero( s->state.air_init_v );
3183 v3_zero( s->state.air_init_co );
3184
3185 s->state.gravity_bias = k_gravity;
3186 v3_copy( player->rb.co, s->state.prev_pos );
3187 v4_copy( player->rb.q, s->state.smoothed_rotation );
3188 v3_zero( s->state.throw_v );
3189 v3_zero( s->state.trick_vel );
3190 v3_zero( s->state.trick_euler );
3191 v3_zero( s->state.cog_v );
3192 s->grind_cooldown = 0;
3193 s->surface_cooldown = 0;
3194 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3195 v3_copy( player->rb.to_world[1], s->state.up_dir );
3196 v3_copy( player->rb.to_world[1], s->surface_picture );
3197 v3_zero( s->weight_distribution );
3198 v3_copy( player->rb.co, s->state.prev_pos );
3199 }
3200
3201 VG_STATIC void player__skate_reset( player_instance *player,
3202 ent_spawn *rp )
3203 {
3204 struct player_skate *s = &player->_skate;
3205 v3_zero( player->rb.v );
3206 v4_copy( rp->transform.q, player->rb.q );
3207
3208 s->state.activity = k_skate_activity_air;
3209 s->state.activity_prev = k_skate_activity_air;
3210
3211 player__skate_clear_mechanics( player );
3212 player__skate_reset_animator( player );
3213
3214 v3_zero( s->state.head_position );
3215 s->state.head_position[1] = 1.8f;
3216 }
3217
3218 VG_STATIC void player__skate_restore( player_instance *player )
3219 {
3220 struct player_skate *s = &player->_skate;
3221 s->state = s->state_gate_storage;
3222 }
3223
3224 #endif /* PLAYER_SKATE_C */