commit
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7
8 VG_STATIC void player__skate_bind( player_instance *player )
9 {
10 struct player_skate *s = &player->_skate;
11 struct player_avatar *av = player->playeravatar;
12 struct skeleton *sk = &av->sk;
13
14 rb_update_transform( &player->rb );
15 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
16 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
17 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
18 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
19 s->anim_air = skeleton_get_anim( sk, "pose_air" );
20 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
21 s->anim_push = skeleton_get_anim( sk, "push" );
22 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
23 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
24 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
25 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
26 }
27
28 VG_STATIC void player__skate_kill_audio( player_instance *player )
29 {
30 struct player_skate *s = &player->_skate;
31
32 audio_lock();
33 if( s->aud_main )
34 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
35 if( s->aud_air )
36 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
37 if( s->aud_slide )
38 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
39 audio_unlock();
40 }
41
42 /*
43 * Collision detection routines
44 *
45 *
46 */
47
48 /*
49 * Does collision detection on a sphere vs world, and applies some smoothing
50 * filters to the manifold afterwards
51 */
52 VG_STATIC int skate_collide_smooth( player_instance *player,
53 m4x3f mtx, rb_sphere *sphere,
54 rb_ct *man )
55 {
56 world_instance *world = get_active_world();
57
58 int len = 0;
59 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
60
61 for( int i=0; i<len; i++ )
62 {
63 man[i].rba = &player->rb;
64 man[i].rbb = NULL;
65 }
66
67 rb_manifold_filter_coplanar( man, len, 0.03f );
68
69 if( len > 1 )
70 {
71 rb_manifold_filter_backface( man, len );
72 rb_manifold_filter_joint_edges( man, len, 0.03f );
73 rb_manifold_filter_pairs( man, len, 0.03f );
74 }
75 int new_len = rb_manifold_apply_filtered( man, len );
76 if( len && !new_len )
77 len = 1;
78 else
79 len = new_len;
80
81 return len;
82 }
83
84 struct grind_info
85 {
86 v3f co, dir, n;
87 };
88
89 VG_STATIC int skate_grind_scansq( player_instance *player,
90 v3f pos, v3f dir, float r,
91 struct grind_info *inf )
92 {
93 world_instance *world = get_active_world();
94
95 v4f plane;
96 v3_copy( dir, plane );
97 v3_normalize( plane );
98 plane[3] = v3_dot( plane, pos );
99
100 boxf box;
101 v3_add( pos, (v3f){ r, r, r }, box[1] );
102 v3_sub( pos, (v3f){ r, r, r }, box[0] );
103
104 bh_iter it;
105 bh_iter_init( 0, &it );
106 int idx;
107
108 struct grind_sample
109 {
110 v2f co;
111 v2f normal;
112 v3f normal3,
113 centroid;
114 }
115 samples[48];
116 int sample_count = 0;
117
118 v2f support_min,
119 support_max;
120
121 v3f support_axis;
122 v3_cross( plane, player->basis[1], support_axis );
123 v3_normalize( support_axis );
124
125 while( bh_next( world->geo_bh, &it, box, &idx ) ){
126 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
127 v3f tri[3];
128
129 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
130 #if 0
131 if( !(surf->info.flags & k_material_flag_skate_surface) )
132 continue;
133 #endif
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = v3_dot( player->basis[1], normal );
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = v3_dot( player->basis[1], d );
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f
183 average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
216 v3_sub( sj->centroid, si->centroid, v0 );
217 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
218 v3_dot( v0, sj->normal3 ) <= 0.0f )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228 v3_normalize( dir );
229
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
232 v3_add( average_direction, dir, average_direction );
233
234 float yi = v3_dot( player->basis[1], si->normal3 ),
235 yj = v3_dot( player->basis[1], sj->normal3 );
236
237 if( yi > yj )
238 v3_add( si->normal3, average_normal, average_normal );
239 else
240 v3_add( sj->normal3, average_normal, average_normal );
241
242 passed_samples ++;
243 }
244 }
245
246 if( !passed_samples )
247 return 0;
248
249 if( (v3_length2( average_direction ) <= 0.001f) ||
250 (v3_length2( average_normal ) <= 0.001f ) )
251 return 0;
252
253 float div = 1.0f/(float)passed_samples;
254 v3_normalize( average_direction );
255 v3_normalize( average_normal );
256
257 v2f average_coord;
258 v2_add( min_co, max_co, average_coord );
259 v2_muls( average_coord, 0.5f, average_coord );
260
261 v3_muls( support_axis, average_coord[0], inf->co );
262 inf->co[1] += average_coord[1];
263 v3_add( pos, inf->co, inf->co );
264 v3_copy( average_normal, inf->n );
265 v3_copy( average_direction, inf->dir );
266
267 vg_line_pt3( inf->co, 0.02f, VG__GREEN );
268 vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
269 vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
270
271 return passed_samples;
272 }
273
274 VG_STATIC void reset_jump_info( jump_info *inf )
275 {
276 inf->log_length = 0;
277 inf->land_dist = 0.0f;
278 inf->score = 0.0f;
279 inf->type = k_prediction_unset;
280 v3_zero( inf->apex );
281 }
282
283 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
284 jump_info *jumps,
285 v3f target, float max_angle_delta,
286 float gravity )
287 {
288 struct player_skate *s = &player->_skate;
289
290 /* calculate the exact 2 solutions to jump onto that grind spot */
291
292 v3f v0;
293 v3_sub( target, player->rb.co, v0 );
294 m3x3_mulv( player->invbasis, v0, v0 );
295
296 v3f ax;
297 v3_copy( v0, ax );
298 ax[1] = 0.0f;
299 v3_normalize( ax );
300
301 v3f v_local;
302 m3x3_mulv( player->invbasis, player->rb.v, v_local );
303
304 v2f d = { v3_dot( ax, v0 ), v0[1] },
305 v = { v3_dot( ax, player->rb.v ), v_local[1] };
306
307 float a = atan2f( v[1], v[0] ),
308 m = v2_length( v ),
309 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
310
311 int valid_count = 0;
312
313 if( root > 0.0f ){
314 root = sqrtf( root );
315 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
316 a1 = atanf( (m*m - root) / (gravity * d[0]) );
317
318 if( fabsf(a0-a) < max_angle_delta ){
319 jump_info *inf = &jumps[ valid_count ++ ];
320 reset_jump_info( inf );
321
322 v3_muls( ax, cosf( a0 ) * m, inf->v );
323 inf->v[1] += sinf( a0 ) * m;
324 m3x3_mulv( player->basis, inf->v, inf->v );
325 inf->land_dist = d[0] / (cosf(a0)*m);
326 inf->gravity = gravity;
327
328 v3_copy( target, inf->log[inf->log_length ++] );
329 }
330
331 if( fabsf(a1-a) < max_angle_delta ){
332 jump_info *inf = &jumps[ valid_count ++ ];
333 reset_jump_info( inf );
334
335 v3_muls( ax, cosf( a1 ) * m, inf->v );
336 inf->v[1] += sinf( a1 ) * m;
337 m3x3_mulv( player->basis, inf->v, inf->v );
338 inf->land_dist = d[0] / (cosf(a1)*m);
339 inf->gravity = gravity;
340
341 v3_copy( target, inf->log[inf->log_length ++] );
342 }
343 }
344
345 return valid_count;
346 }
347
348 #if 0
349 VG_STATIC
350 int create_jump_for_target( world_instance *world, player_instance *player,
351 v3f target, float max_angle, jump_info *jump )
352 {
353
354 if( fabsf(a0-a) > fabsf(a1-a) )
355 a0 = a1;
356
357 if( fabsf(a0-a) > max_angle )
358 return 0;
359
360 /* TODO: sweep the path before chosing the smallest dist */
361
362
363 #if 0
364 /* add a trace */
365 for( int i=0; i<=20; i++ )
366 {
367 float t = (float)i * (1.0f/20.0f) * p->land_dist;
368
369 v3f p0;
370 v3_muls( p->v, t, p0 );
371 v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
372
373 v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
374 }
375 #endif
376
377 return 1;
378 }
379 else
380 return 0;
381 }
382 #endif
383
384 VG_STATIC
385 void player__approximate_best_trajectory( player_instance *player )
386 {
387 world_instance *world = get_active_world();
388
389 struct player_skate *s = &player->_skate;
390 float k_trace_delta = k_rb_delta * 10.0f;
391
392 s->state.air_start = vg.time;
393 v3_copy( player->rb.v, s->state.air_init_v );
394 v3_copy( player->rb.co, s->state.air_init_co );
395
396 s->possible_jump_count = 0;
397
398 v3f axis;
399 v3_cross( player->rb.v, player->rb.to_world[1], axis );
400 v3_normalize( axis );
401
402 /* at high slopes, Y component is low */
403 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
404 angle_begin = -(1.0f-fabsf( upness )),
405 angle_end = 1.0f;
406
407 struct grind_info grind;
408 int grind_located = 0;
409 float grind_located_gravity = k_gravity;
410
411
412 v3f launch_v_bounds[2];
413
414 for( int i=0; i<2; i++ ){
415 v3_copy( player->rb.v, launch_v_bounds[i] );
416 float ang = (float[]){ angle_begin, angle_end }[ i ];
417 ang *= 0.15f;
418
419 v4f qbias;
420 q_axis_angle( qbias, axis, ang );
421 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
422 }
423
424 for( int m=0;m<=30; m++ ){
425 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
426 reset_jump_info( inf );
427
428 v3f launch_co, launch_v, co0, co1;
429 v3_copy( player->rb.co, launch_co );
430 v3_copy( player->rb.v, launch_v );
431 v3_copy( launch_co, co0 );
432
433 float vt = (float)m * (1.0f/30.0f),
434 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
435
436 v4f qbias;
437 q_axis_angle( qbias, axis, ang );
438 q_mulv( qbias, launch_v, launch_v );
439
440 float yaw_sketch = 1.0f-fabsf(upness);
441
442 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
443 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
444 q_mulv( qbias, launch_v, launch_v );
445
446 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
447 gravity = k_gravity * gravity_bias;
448 inf->gravity = gravity;
449 v3_copy( launch_v, inf->v );
450
451 m3x3f basis;
452 m3x3_copy( player->basis, basis );
453
454 for( int i=1; i<=50; i++ ){
455 float t = (float)i * k_trace_delta;
456
457 v3_muls( launch_v, t, co1 );
458 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
459 v3_add( launch_co, co1, co1 );
460
461 float launch_vy = v3_dot( launch_v,basis[1] );
462
463 int search_for_grind = 1;
464 if( grind_located ) search_for_grind = 0;
465 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
466
467 /* TODO Cleanup */
468
469 v3f closest;
470 if( search_for_grind ){
471 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
472
473 float min_dist = 0.75f;
474 min_dist *= min_dist;
475
476 if( v3_dist2( closest, launch_co ) < min_dist )
477 search_for_grind = 0;
478
479 v3f bound[2];
480
481 for( int j=0; j<2; j++ ){
482 v3_muls( launch_v_bounds[j], t, bound[j] );
483 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
484 v3_add( launch_co, bound[j], bound[j] );
485 }
486
487 float limh = vg_minf( 2.0f, t ),
488 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
489 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
490
491 if( (closest[1] < minh) || (closest[1] > maxh) ){
492 search_for_grind = 0;
493 }
494 }
495 else
496 search_for_grind = 0;
497 }
498
499 if( search_for_grind ){
500 v3f ve;
501 v3_copy( launch_v, ve );
502 v3_muladds( ve, basis[1], -gravity * t, ve );
503
504 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
505 /* check alignment */
506 v2f v0 = { v3_dot( ve, basis[0] ),
507 v3_dot( ve, basis[2] ) },
508 v1 = { v3_dot( grind.dir, basis[0] ),
509 v3_dot( grind.dir, basis[2] ) };
510
511 v2_normalize( v0 );
512 v2_normalize( v1 );
513
514 float a = v2_dot( v0, v1 );
515
516 float a_min = cosf( VG_PIf * 0.185f );
517 if( s->grind_cooldown )
518 a_min = cosf( VG_PIf * 0.05f );
519
520 /* check speed */
521 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
522 (a >= a_min) &&
523 (fabsf(grind.dir[1]) < 0.70710678118654752f))
524 {
525 grind_located = 1;
526 grind_located_gravity = inf->gravity;
527 }
528 }
529 }
530
531 if( world->rendering_gate ){
532 ent_gate *gate = world->rendering_gate;
533 if( gate_intersect( gate, co1, co0 ) ){
534 m4x3_mulv( gate->transport, co0, co0 );
535 m4x3_mulv( gate->transport, co1, co1 );
536 m3x3_mulv( gate->transport, launch_v, launch_v);
537 m4x3_mulv( gate->transport, launch_co, launch_co );
538 m3x3_mul( gate->transport, basis, basis );
539 }
540 }
541
542 float t1;
543 v3f n;
544
545 float scan_radius = k_board_radius;
546 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
547
548 int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
549 if( idx != -1 ){
550 v3f co;
551 v3_lerp( co0, co1, t1, co );
552 v3_copy( co, inf->log[ inf->log_length ++ ] );
553
554 v3_copy( n, inf->n );
555 u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
556 struct world_surface *surf = world_tri_index_surface(world, tri[0]);
557
558 inf->type = k_prediction_land;
559
560 v3f ve;
561 v3_copy( launch_v, ve );
562 v3_muladds( ve, player->basis[1], -gravity * t, ve );
563
564 inf->score = -v3_dot( ve, inf->n );
565 inf->land_dist = t + k_trace_delta * t1;
566
567
568 /* Bias prediction towords ramps */
569 if( !(surf->info.flags & k_material_flag_skate_surface) )
570 inf->score *= 10.0f;
571
572 break;
573 }
574
575 if( i % 3 == 0 )
576 v3_copy( co1, inf->log[ inf->log_length ++ ] );
577
578 v3_copy( co1, co0 );
579 }
580
581 if( inf->type == k_prediction_unset )
582 s->possible_jump_count --;
583 }
584
585 if( grind_located ){
586 jump_info grind_jumps[2];
587
588 int valid_count =
589 create_jumps_to_hit_target( player, grind_jumps, grind.co,
590 0.175f*VG_PIf, grind_located_gravity );
591
592 /* knock out original landing points in the 1m area
593 * TODO: Make this a konstant */
594 for( u32 j=0; j<s->possible_jump_count; j++ ){
595 jump_info *jump = &s->possible_jumps[ j ];
596 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
597 float descale = 1.0f-vg_minf(1.0f,dist);
598 jump->score += descale*3.0f;
599 }
600
601 for( int i=0; i<valid_count; i++ ){
602 jump_info *jump = &grind_jumps[i];
603 jump->type = k_prediction_grind;
604
605 v3f launch_v, launch_co, co0, co1;
606
607 v3_copy( jump->v, launch_v );
608 v3_copy( player->rb.co, launch_co );
609
610 m3x3f basis;
611 m3x3_copy( player->basis, basis );
612
613 float t = 0.05f * jump->land_dist;
614 v3_muls( launch_v, t, co0 );
615 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
616 v3_add( launch_co, co0, co0 );
617
618 #if 0
619 /* rough scan to make sure we dont collide with anything */
620 for( int j=1; j<=16; j++ ){
621 t = (float)j*(1.0f/16.0f);
622 t *= 0.9f;
623 t += 0.05f;
624 t *= jump->land_dist;
625
626 v3_muls( launch_v, t, co1 );
627 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
628 v3_add( launch_co, co1, co1 );
629
630 float t1;
631 v3f n;
632
633 int idx = spherecast_world( world, co0,co1,
634 k_board_radius*0.5f, &t1, n);
635 if( idx != -1 ){
636 goto invalidated_grind;
637 }
638
639 v3_copy( co1, co0 );
640 }
641 #endif
642
643 v3_copy( grind.n, jump->n );
644
645 /* determine score */
646 v3f ve;
647 v3_copy( jump->v, ve );
648 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
649 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
650
651 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
652
653 #if 0
654 continue;
655 invalidated_grind:;
656 #endif
657 }
658 }
659
660
661 float score_min = INFINITY,
662 score_max = -INFINITY;
663
664 jump_info *best = NULL;
665
666 for( int i=0; i<s->possible_jump_count; i ++ ){
667 jump_info *jump = &s->possible_jumps[i];
668
669 if( jump->score < score_min )
670 best = jump;
671
672 score_min = vg_minf( score_min, jump->score );
673 score_max = vg_maxf( score_max, jump->score );
674 }
675
676 for( int i=0; i<s->possible_jump_count; i ++ ){
677 jump_info *jump = &s->possible_jumps[i];
678 float s = jump->score;
679
680 s -= score_min;
681 s /= (score_max-score_min);
682 s = 1.0f - s;
683
684 jump->score = s;
685 jump->colour = s * 255.0f;
686
687 if( jump == best )
688 jump->colour <<= 16;
689 else if( jump->type == k_prediction_land )
690 jump->colour <<= 8;
691
692 jump->colour |= 0xff000000;
693 }
694
695 if( best ){
696 v3_copy( best->n, s->land_normal );
697 v3_copy( best->v, player->rb.v );
698 s->land_dist = best->land_dist;
699
700 v2f steer = { player->input_js1h->axis.value,
701 player->input_js1v->axis.value };
702 v2_normalize_clamp( steer );
703 s->state.gravity_bias = best->gravity;
704
705 if( best->type == k_prediction_grind ){
706 s->state.activity = k_skate_activity_air_to_grind;
707 }
708
709 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
710 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
711 s->state.reverse ;
712 s->state.flip_time = 0.0f;
713 v3_copy( player->rb.to_world[0], s->state.flip_axis );
714 }
715 else{
716 s->state.flip_rate = 0.0f;
717 v3_zero( s->state.flip_axis );
718 }
719 }
720 else{
721 v3_copy( player->basis[1], s->land_normal );
722 }
723 }
724
725 /*
726 *
727 * Varius physics models
728 * ------------------------------------------------
729 */
730
731 /*
732 * Air control, no real physics
733 */
734 VG_STATIC void skate_apply_air_model( player_instance *player )
735 {
736 struct player_skate *s = &player->_skate;
737
738 if( s->state.activity_prev > k_skate_activity_air_to_grind )
739 player__approximate_best_trajectory( player );
740
741 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
742 angle = vg_clampf( angle, -1.0f, 1.0f );
743 v3f axis;
744 v3_cross( player->rb.to_world[1], s->land_normal, axis );
745
746 v4f correction;
747 q_axis_angle( correction, axis,
748 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
749 q_mul( correction, player->rb.q, player->rb.q );
750
751 v2f steer = { player->input_js1h->axis.value,
752 player->input_js1v->axis.value };
753 v2_normalize_clamp( steer );
754 }
755
756 VG_STATIC int player_skate_trick_input( player_instance *player );
757 VG_STATIC void skate_apply_trick_model( player_instance *player )
758 {
759 struct player_skate *s = &player->_skate;
760
761 v3f Fd, Fs, F;
762 v3f strength = { 3.7f, 3.6f, 8.0f };
763
764 v3_muls( s->board_trick_residualv, -4.0f , Fd );
765 v3_muls( s->board_trick_residuald, -10.0f, Fs );
766 v3_add( Fd, Fs, F );
767 v3_mul( strength, F, F );
768
769 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
770 s->board_trick_residualv );
771 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
772 k_rb_delta, s->board_trick_residuald );
773
774 if( s->state.activity <= k_skate_activity_air_to_grind ){
775 if( v3_length2( s->state.trick_vel ) < 0.0001f )
776 return;
777
778 int carry_on = player_skate_trick_input( player );
779
780 /* we assume velocities share a common divisor, in which case the
781 * interval is the minimum value (if not zero) */
782
783 float min_rate = 99999.0f;
784
785 for( int i=0; i<3; i++ ){
786 float v = s->state.trick_vel[i];
787 if( (v > 0.0f) && (v < min_rate) )
788 min_rate = v;
789 }
790
791 float interval = 1.0f / min_rate,
792 current = floorf( s->state.trick_time / interval ),
793 next_end = (current+1.0f) * interval;
794
795
796 /* integrate trick velocities */
797 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
798 s->state.trick_euler );
799
800 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
801 s->state.trick_time = 0.0f;
802 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
803 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
804 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
805 v3_copy( s->state.trick_vel, s->board_trick_residualv );
806 v3_zero( s->state.trick_vel );
807 }
808
809 s->state.trick_time += k_rb_delta;
810 }
811 else{
812 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
813 s->state.trick_time > 0.2f)
814 {
815 player__skate_kill_audio( player );
816 player__dead_transition( player );
817 }
818
819 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
820 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
821 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
822 s->state.trick_time = 0.0f;
823 v3_zero( s->state.trick_vel );
824 }
825 }
826
827 VG_STATIC void skate_apply_grab_model( player_instance *player )
828 {
829 struct player_skate *s = &player->_skate;
830
831 float grabt = player->input_grab->axis.value;
832
833 if( grabt > 0.5f ){
834 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
835 s->state.grab_mouse_delta );
836
837 v2_normalize_clamp( s->state.grab_mouse_delta );
838 }
839 else
840 v2_zero( s->state.grab_mouse_delta );
841
842 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
843 }
844
845 VG_STATIC void skate_apply_steering_model( player_instance *player )
846 {
847 struct player_skate *s = &player->_skate;
848
849 /* Steering */
850 float steer = player->input_js1h->axis.value,
851 grab = player->input_grab->axis.value;
852
853 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
854
855 v3f steer_axis;
856 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
857
858 float rate = 26.0f,
859 top = 1.0f;
860
861 if( s->state.activity <= k_skate_activity_air_to_grind ){
862 rate = 6.0f * fabsf(steer);
863 top = 1.5f;
864 }
865 else{
866 /* rotate slower when grabbing on ground */
867 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
868
869 if( s->state.activity == k_skate_activity_grind_5050 ){
870 rate = 0.0f;
871 top = 0.0f;
872 }
873
874 else if( s->state.activity >= k_skate_activity_grind_any ){
875 rate *= fabsf(steer);
876
877 float a = 0.8f * -steer * k_rb_delta;
878
879 v4f q;
880 q_axis_angle( q, player->rb.to_world[1], a );
881 q_mulv( q, s->grind_vec, s->grind_vec );
882
883 v3_normalize( s->grind_vec );
884 }
885
886 else if( s->state.manual_direction ){
887 rate = 35.0f;
888 top = 1.5f;
889 }
890 }
891
892 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
893 addspeed = (steer * -top) - current,
894 maxaccel = rate * k_rb_delta,
895 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
896
897 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
898 }
899
900 /*
901 * Computes friction and surface interface model
902 */
903 VG_STATIC void skate_apply_friction_model( player_instance *player )
904 {
905 struct player_skate *s = &player->_skate;
906
907 /*
908 * Computing localized friction forces for controlling the character
909 * Friction across X is significantly more than Z
910 */
911
912 v3f vel;
913 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
914 float slip = 0.0f;
915
916 if( fabsf(vel[2]) > 0.01f )
917 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
918
919 if( fabsf( slip ) > 1.2f )
920 slip = vg_signf( slip ) * 1.2f;
921
922 s->state.slip = slip;
923 s->state.reverse = -vg_signf(vel[2]);
924
925 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
926 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
927
928 /* Pushing additive force */
929
930 if( !player->input_jump->button.value ){
931 if( player->input_push->button.value ||
932 (vg.time-s->state.start_push<0.75) )
933 {
934 if( (vg.time - s->state.cur_push) > 0.25 )
935 s->state.start_push = vg.time;
936
937 s->state.cur_push = vg.time;
938
939 double push_time = vg.time - s->state.start_push;
940
941 float cycle_time = push_time*k_push_cycle_rate,
942 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
943 amt = accel * VG_TIMESTEP_FIXED,
944 current = v3_length( vel ),
945 new_vel = vg_minf( current + amt, k_max_push_speed ),
946 delta = new_vel - vg_minf( current, k_max_push_speed );
947
948 vel[2] += delta * -s->state.reverse;
949 }
950 }
951
952 /* Send back to velocity */
953 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
954 }
955
956 VG_STATIC void skate_apply_jump_model( player_instance *player )
957 {
958 struct player_skate *s = &player->_skate;
959 int charging_jump_prev = s->state.charging_jump;
960 s->state.charging_jump = player->input_jump->button.value;
961
962 /* Cannot charge this in air */
963 if( s->state.activity <= k_skate_activity_air_to_grind ){
964 s->state.charging_jump = 0;
965 return;
966 }
967
968 if( s->state.charging_jump ){
969 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
970
971 if( !charging_jump_prev )
972 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
973 }
974 else{
975 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
976 }
977
978 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
979
980 /* player let go after charging past 0.2: trigger jump */
981 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
982 v3f jumpdir;
983
984 /* Launch more up if alignment is up else improve velocity */
985 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
986 mod = 0.5f,
987 dir = mod + fabsf(aup)*(1.0f-mod);
988
989 if( s->state.activity == k_skate_activity_ground ){
990 v3_copy( player->rb.v, jumpdir );
991 v3_normalize( jumpdir );
992 v3_muls( jumpdir, 1.0f-dir, jumpdir );
993 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
994 v3_normalize( jumpdir );
995 }else{
996 v3_copy( s->state.up_dir, jumpdir );
997 s->grind_cooldown = 30;
998 s->state.activity = k_skate_activity_ground;
999
1000 float tilt = player->input_js1h->axis.value * 0.3f;
1001 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
1002
1003 v4f qtilt;
1004 q_axis_angle( qtilt, s->grind_dir, tilt );
1005 q_mulv( qtilt, jumpdir, jumpdir );
1006 }
1007 s->surface_cooldown = 10;
1008
1009 float force = k_jump_force*s->state.jump_charge;
1010 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
1011 s->state.jump_charge = 0.0f;
1012 s->state.jump_time = vg.time;
1013
1014 v2f steer = { player->input_js1h->axis.value,
1015 player->input_js1v->axis.value };
1016 v2_normalize_clamp( steer );
1017
1018 audio_lock();
1019 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
1020 audio_unlock();
1021 }
1022 }
1023
1024 VG_STATIC void skate_apply_pump_model( player_instance *player )
1025 {
1026 struct player_skate *s = &player->_skate;
1027
1028 if( s->state.activity != k_skate_activity_ground ){
1029 v3_zero( s->state.throw_v );
1030 return;
1031 }
1032
1033 /* Throw / collect routine
1034 *
1035 * TODO: Max speed boost
1036 */
1037 if( player->input_grab->axis.value > 0.5f ){
1038 if( s->state.activity == k_skate_activity_ground ){
1039 /* Throw */
1040 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1041 }
1042 }
1043 else{
1044 /* Collect */
1045 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1046
1047 v3f Fl, Fv;
1048 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1049
1050 if( s->state.activity == k_skate_activity_ground ){
1051 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1052 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1053 }
1054
1055 v3_muls( player->rb.to_world[1], -doty, Fv );
1056 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1057 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1058 }
1059
1060 /* Decay */
1061 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1062 v3f dir;
1063 v3_copy( s->state.throw_v, dir );
1064 v3_normalize( dir );
1065
1066 float max = v3_dot( dir, s->state.throw_v ),
1067 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1068 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1069 }
1070 }
1071
1072 VG_STATIC void skate_apply_cog_model( player_instance *player )
1073 {
1074 struct player_skate *s = &player->_skate;
1075
1076 v3f ideal_cog, ideal_diff, ideal_dir;
1077 v3_copy( s->state.up_dir, ideal_dir );
1078 v3_normalize( ideal_dir );
1079
1080 v3_muladds( player->rb.co, ideal_dir,
1081 1.0f-player->input_grab->axis.value, ideal_cog );
1082 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1083
1084 /* Apply velocities */
1085 v3f rv;
1086 v3_sub( player->rb.v, s->state.cog_v, rv );
1087
1088 v3f F;
1089 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1090 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1091
1092 float ra = k_cog_mass_ratio,
1093 rb = 1.0f-k_cog_mass_ratio;
1094
1095 /* Apply forces & intergrate */
1096 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1097 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1098 s->state.cog_v );
1099
1100 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1101 }
1102
1103
1104 VG_STATIC void skate_integrate( player_instance *player )
1105 {
1106 struct player_skate *s = &player->_skate;
1107
1108 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1109 decay_rate_z = decay_rate_x,
1110 decay_rate_y = 1.0f;
1111
1112 if( s->state.activity >= k_skate_activity_grind_any ){
1113 #if 0
1114 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1115 decay_rate_y = decay_rate;
1116 #endif
1117 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1118 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1119 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1120 }
1121
1122 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1123 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1124 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1125
1126 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1127 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1128 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1129
1130 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1131 rb_update_transform( &player->rb );
1132 }
1133
1134 /*
1135 * 1 2 or 3
1136 */
1137
1138 VG_STATIC void skate_copy_holdout( player_instance *player )
1139 {
1140 struct player_skate *s = &player->_skate;
1141 struct player_avatar *av = player->playeravatar;
1142 struct skeleton *sk = &av->sk;
1143 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1144 }
1145
1146 VG_STATIC int player_skate_trick_input( player_instance *player )
1147 {
1148 return (player->input_trick0->button.value) |
1149 (player->input_trick1->button.value << 1) |
1150 (player->input_trick2->button.value << 1) |
1151 (player->input_trick2->button.value);
1152 }
1153
1154 VG_STATIC void player__skate_pre_update( player_instance *player )
1155 {
1156 struct player_skate *s = &player->_skate;
1157
1158 if( vg_input_button_down( player->input_use ) ){
1159 player->subsystem = k_player_subsystem_walk;
1160
1161 v3f angles;
1162 v3_copy( player->cam.angles, angles );
1163 angles[2] = 0.0f;
1164
1165 skate_copy_holdout( player );
1166 player->holdout_time = 0.34f;
1167 player__skate_kill_audio( player );
1168 player__walk_transition( player, angles );
1169 return;
1170 }
1171
1172 int trick_id;
1173 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1174 (trick_id = player_skate_trick_input( player )) )
1175 {
1176 if( (vg.time - s->state.jump_time) < 0.1f ){
1177 v3_zero( s->state.trick_vel );
1178 s->state.trick_time = 0.0f;
1179
1180 if( trick_id == 1 ){
1181 s->state.trick_vel[0] = 3.0f;
1182 }
1183 else if( trick_id == 2 ){
1184 s->state.trick_vel[2] = 3.0f;
1185 }
1186 else if( trick_id == 3 ){
1187 s->state.trick_vel[0] = 2.0f;
1188 s->state.trick_vel[2] = 2.0f;
1189 }
1190 }
1191 }
1192 }
1193
1194 VG_STATIC void player__skate_post_update( player_instance *player )
1195 {
1196 struct player_skate *s = &player->_skate;
1197
1198 for( int i=0; i<s->possible_jump_count; i++ ){
1199 jump_info *jump = &s->possible_jumps[i];
1200
1201 if( jump->log_length == 0 ){
1202 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1203 }
1204
1205 for( int j=0; j<jump->log_length - 1; j ++ ){
1206 float brightness = jump->score*jump->score*jump->score;
1207 v3f p1;
1208 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1209 vg_line( jump->log[j], p1, jump->colour );
1210 }
1211
1212 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1213
1214 v3f p1;
1215 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1216 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1217
1218 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1219 }
1220
1221 audio_lock();
1222
1223 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1224 speed = v3_length( player->rb.v ),
1225 attn = vg_minf( 1.0f, speed*0.1f ),
1226 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1227
1228 if( s->state.activity >= k_skate_activity_grind_any ){
1229 slide = 0.0f;
1230 }
1231
1232 float
1233 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
1234 vol_air = sqrtf( air *attn * 0.5f ),
1235 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
1236
1237 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1238
1239 if( !s->aud_air )
1240 s->aud_air = audio_request_channel( &audio_board[1], flags );
1241
1242 if( !s->aud_slide )
1243 s->aud_slide = audio_request_channel( &audio_board[2], flags );
1244
1245
1246 /* brrrrrrrrrrrt sound for tiles and stuff
1247 * --------------------------------------------------------*/
1248 float sidechain_amt = 0.0f,
1249 hz = vg_maxf( speed * 2.0f, 2.0f );
1250
1251 if( (s->surface == k_surface_prop_tiles) &&
1252 (s->state.activity < k_skate_activity_grind_any) )
1253 sidechain_amt = 1.0f;
1254 else
1255 sidechain_amt = 0.0f;
1256
1257 audio_set_lfo_frequency( 0, hz );
1258 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1259 vg_lerpf( 250.0f, 80.0f, attn ) );
1260
1261 if( s->sample_change_cooldown > 0.0f ){
1262 s->sample_change_cooldown -= vg.frame_delta;
1263 }
1264 else{
1265 int sample_type = k_skate_sample_concrete;
1266
1267 if( s->state.activity == k_skate_activity_grind_5050 ){
1268 if( s->surface == k_surface_prop_metal )
1269 sample_type = k_skate_sample_metal_scrape_generic;
1270 else
1271 sample_type = k_skate_sample_concrete_scrape_metal;
1272 }
1273 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1274 (s->state.activity == k_skate_activity_grind_front50) )
1275 {
1276 if( s->surface == k_surface_prop_metal ){
1277 sample_type = k_skate_sample_metal_scrape_generic;
1278 }
1279 else{
1280 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1281 if( fabsf(a) > 0.70710678118654752f )
1282 sample_type = k_skate_sample_concrete_scrape_wood;
1283 else
1284 sample_type = k_skate_sample_concrete_scrape_metal;
1285 }
1286 }
1287 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1288 if( s->surface == k_surface_prop_metal )
1289 sample_type = k_skate_sample_metal_scrape_generic;
1290 else
1291 sample_type = k_skate_sample_concrete_scrape_wood;
1292 }
1293
1294 audio_clip *relevant_samples[] = {
1295 &audio_board[0],
1296 &audio_board[0], /* TODO? */
1297 &audio_board[7],
1298 &audio_board[6],
1299 &audio_board[5]
1300 };
1301
1302 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1303 s->aud_main =
1304 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1305 0.06f, flags );
1306 s->sample_change_cooldown = 0.1f;
1307 s->main_sample_type = sample_type;
1308 }
1309 }
1310
1311 if( s->aud_main ){
1312 s->aud_main->colour = 0x00103efe;
1313 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1314 audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1315 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1316
1317 float rate = 1.0f + (attn-0.5f)*0.2f;
1318 audio_channel_set_sampling_rate( s->aud_main, rate );
1319 }
1320
1321 if( s->aud_slide ){
1322 s->aud_slide->colour = 0x00103efe;
1323 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1324 audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1325 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1326 }
1327
1328 if( s->aud_air ){
1329 s->aud_air->colour = 0x00103efe;
1330 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1331 audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1332 }
1333
1334 audio_unlock();
1335 }
1336
1337 /*
1338 * truck alignment model at ra(local)
1339 * returns 1 if valid surface:
1340 * surface_normal will be filled out with an averaged normal vector
1341 * axel_dir will be the direction from left to right wheels
1342 *
1343 * returns 0 if no good surface found
1344 */
1345 VG_STATIC
1346 int skate_compute_surface_alignment( player_instance *player,
1347 v3f ra, u32 colour,
1348 v3f surface_normal, v3f axel_dir )
1349 {
1350 struct player_skate *s = &player->_skate;
1351 world_instance *world = get_active_world();
1352
1353 v3f truck, left, right;
1354 m4x3_mulv( player->rb.to_world, ra, truck );
1355
1356 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1357 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1358 vg_line( left, right, colour );
1359
1360 float k_max_truck_flex = VG_PIf * 0.25f;
1361
1362 ray_hit ray_l, ray_r;
1363
1364 v3f dir;
1365 v3_muls( player->rb.to_world[1], -1.0f, dir );
1366
1367 int res_l = 0, res_r = 0;
1368
1369 for( int i=0; i<8; i++ )
1370 {
1371 float t = 1.0f - (float)i * (1.0f/8.0f);
1372 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1373 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1374 ray_l.dist = 2.1f * k_board_radius;
1375
1376 res_l = ray_world( world, left, dir, &ray_l );
1377
1378 if( res_l )
1379 break;
1380 }
1381
1382 for( int i=0; i<8; i++ )
1383 {
1384 float t = 1.0f - (float)i * (1.0f/8.0f);
1385 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1386 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1387 ray_r.dist = 2.1f * k_board_radius;
1388
1389 res_r = ray_world( world, right, dir, &ray_r );
1390
1391 if( res_r )
1392 break;
1393 }
1394
1395 v3f v0;
1396 v3f midpoint;
1397 v3f tangent_average;
1398 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1399 v3_zero( tangent_average );
1400
1401 if( res_l || res_r )
1402 {
1403 v3f p0, p1, t;
1404 v3_copy( midpoint, p0 );
1405 v3_copy( midpoint, p1 );
1406
1407 if( res_l )
1408 {
1409 v3_copy( ray_l.pos, p0 );
1410 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1411 v3_add( t, tangent_average, tangent_average );
1412 }
1413 if( res_r )
1414 {
1415 v3_copy( ray_r.pos, p1 );
1416 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1417 v3_add( t, tangent_average, tangent_average );
1418 }
1419
1420 v3_sub( p1, p0, v0 );
1421 v3_normalize( v0 );
1422 }
1423 else
1424 {
1425 /* fallback: use the closes point to the trucks */
1426 v3f closest;
1427 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1428
1429 if( idx != -1 )
1430 {
1431 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1432 v3f verts[3];
1433
1434 for( int j=0; j<3; j++ )
1435 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1436
1437 v3f vert0, vert1, n;
1438 v3_sub( verts[1], verts[0], vert0 );
1439 v3_sub( verts[2], verts[0], vert1 );
1440 v3_cross( vert0, vert1, n );
1441 v3_normalize( n );
1442
1443 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1444 return 0;
1445
1446 v3_cross( n, player->rb.to_world[2], v0 );
1447 v3_muladds( v0, player->rb.to_world[2],
1448 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1449 v3_normalize( v0 );
1450
1451 v3f t;
1452 v3_cross( n, player->rb.to_world[0], t );
1453 v3_add( t, tangent_average, tangent_average );
1454 }
1455 else
1456 return 0;
1457 }
1458
1459 v3_muladds( truck, v0, k_board_width, right );
1460 v3_muladds( truck, v0, -k_board_width, left );
1461
1462 vg_line( left, right, VG__WHITE );
1463
1464 v3_normalize( tangent_average );
1465 v3_cross( v0, tangent_average, surface_normal );
1466 v3_copy( v0, axel_dir );
1467
1468 return 1;
1469 }
1470
1471 VG_STATIC void skate_weight_distribute( player_instance *player )
1472 {
1473 struct player_skate *s = &player->_skate;
1474 v3_zero( s->weight_distribution );
1475
1476 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1477
1478 if( s->state.manual_direction == 0 ){
1479 if( (player->input_js1v->axis.value > 0.7f) &&
1480 (s->state.activity == k_skate_activity_ground) &&
1481 (s->state.jump_charge <= 0.01f) )
1482 s->state.manual_direction = reverse_dir;
1483 }
1484 else{
1485 if( player->input_js1v->axis.value < 0.1f ){
1486 s->state.manual_direction = 0;
1487 }
1488 else{
1489 if( reverse_dir != s->state.manual_direction ){
1490 return;
1491 }
1492 }
1493 }
1494
1495 if( s->state.manual_direction ){
1496 float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
1497 s->weight_distribution[2] = k_board_length * amt *
1498 (float)s->state.manual_direction;
1499 }
1500
1501 /* TODO: Fall back on land normal */
1502 /* TODO: Lerp weight distribution */
1503 if( s->state.manual_direction ){
1504 v3f plane_z;
1505
1506 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1507 v3_negate( plane_z, plane_z );
1508
1509 v3_muladds( plane_z, s->surface_picture,
1510 -v3_dot( plane_z, s->surface_picture ), plane_z );
1511 v3_normalize( plane_z );
1512
1513 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1514 v3_normalize( plane_z );
1515
1516 v3f p1;
1517 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1518 vg_line( player->rb.co, p1, VG__GREEN );
1519
1520 v3f refdir;
1521 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1522 refdir );
1523
1524 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1525 k_manul_spring, k_manul_dampener,
1526 s->substep_delta );
1527 }
1528 }
1529
1530 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1531 {
1532 struct player_skate *s = &player->_skate;
1533
1534 if( s->state.activity == k_skate_activity_ground ){
1535 v3f target;
1536 v3_copy( s->surface_picture, target );
1537
1538 target[1] += 2.0f * s->surface_picture[1];
1539 v3_normalize( target );
1540
1541 v3_lerp( s->state.up_dir, target,
1542 8.0f * s->substep_delta, s->state.up_dir );
1543 }
1544 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1545 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1546 8.0f * s->substep_delta, s->state.up_dir );
1547 }
1548 else{
1549 v3_lerp( s->state.up_dir, player->basis[1],
1550 12.0f * s->substep_delta, s->state.up_dir );
1551 }
1552 }
1553
1554 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1555 {
1556 v3f dir;
1557 v3_sub( target, origin, dir );
1558
1559 ray_hit ray;
1560 ray.dist = v3_length( dir );
1561 v3_muls( dir, 1.0f/ray.dist, dir );
1562 ray.dist -= 0.025f;
1563
1564 if( ray_world( get_active_world(), origin, dir, &ray ) )
1565 return 0;
1566
1567 return 1;
1568 }
1569
1570 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1571 {
1572 /* TODO: Is N and Dir really orthogonal? */
1573 v3_copy( inf->dir, mtx[0] );
1574 v3_copy( inf->n, mtx[1] );
1575 v3_cross( mtx[0], mtx[1], mtx[2] );
1576 }
1577
1578 VG_STATIC void skate_grind_friction( player_instance *player,
1579 struct grind_info *inf, float strength )
1580 {
1581 v3f v2;
1582 v3_muladds( player->rb.to_world[2], inf->n,
1583 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1584
1585 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1586 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1587 F = a * -dir * k_grind_max_friction;
1588
1589 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1590 }
1591
1592 VG_STATIC void skate_grind_decay( player_instance *player,
1593 struct grind_info *inf, float strength )
1594 {
1595 m3x3f mtx, mtx_inv;
1596 skate_grind_orient( inf, mtx );
1597 m3x3_transpose( mtx, mtx_inv );
1598
1599 v3f v_grind;
1600 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1601
1602 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1603 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1604 m3x3_mulv( mtx, v_grind, player->rb.v );
1605 }
1606
1607 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1608 float sign, struct grind_info *inf,
1609 float strength )
1610 {
1611 struct player_skate *s = &player->_skate;
1612
1613 /* TODO: Trash compactor this */
1614 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1615 v3f raw, wsp;
1616 m3x3_mulv( player->rb.to_world, ra, raw );
1617 v3_add( player->rb.co, raw, wsp );
1618
1619 v3_copy( ra, s->weight_distribution );
1620
1621 v3f delta;
1622 v3_sub( inf->co, wsp, delta );
1623
1624 /* spring force */
1625 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1626 player->rb.v );
1627
1628 skate_grind_decay( player, inf, strength );
1629 skate_grind_friction( player, inf, strength );
1630
1631 /* yeah yeah yeah yeah */
1632 v3f raw_nplane, axis;
1633 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1634 v3_cross( raw_nplane, inf->n, axis );
1635 v3_normalize( axis );
1636
1637 /* orientation */
1638 m3x3f mtx;
1639 skate_grind_orient( inf, mtx );
1640 v3f target_fwd, fwd, up, target_up;
1641 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1642 v3_copy( raw_nplane, fwd );
1643 v3_copy( player->rb.to_world[1], up );
1644 v3_copy( inf->n, target_up );
1645
1646 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1647 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1648
1649 v3_normalize( target_fwd );
1650 v3_normalize( fwd );
1651
1652
1653 float way = player->input_js1v->axis.value *
1654 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1655
1656 v4f q;
1657 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1658 q_mulv( q, target_up, target_up );
1659 q_mulv( q, target_fwd, target_fwd );
1660
1661 rb_effect_spring_target_vector( &player->rb, up, target_up,
1662 k_grind_spring,
1663 k_grind_dampener,
1664 k_rb_delta );
1665
1666 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1667 k_grind_spring*strength,
1668 k_grind_dampener*strength,
1669 k_rb_delta );
1670
1671 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1672 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1673 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1674
1675 s->grind_strength = strength;
1676
1677 /* Fake contact */
1678 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1679 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1680 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1681 limit->p = 0.0f;
1682
1683 v3_copy( inf->dir, s->grind_dir );
1684 }
1685
1686 VG_STATIC void skate_5050_apply( player_instance *player,
1687 struct grind_info *inf_front,
1688 struct grind_info *inf_back )
1689 {
1690 struct player_skate *s = &player->_skate;
1691 struct grind_info inf_avg;
1692
1693 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1694 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1695 v3_normalize( inf_avg.dir );
1696
1697 v3f axis_front, axis_back, axis;
1698 v3_cross( inf_front->dir, inf_front->n, axis_front );
1699 v3_cross( inf_back->dir, inf_back->n, axis_back );
1700 v3_add( axis_front, axis_back, axis );
1701 v3_normalize( axis );
1702
1703 v3_cross( axis, inf_avg.dir, inf_avg.n );
1704 skate_grind_decay( player, &inf_avg, 1.0f );
1705
1706
1707 float way = player->input_js1v->axis.value *
1708 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1709 v4f q;
1710 v3f up, target_up;
1711 v3_copy( player->rb.to_world[1], up );
1712 v3_copy( inf_avg.n, target_up );
1713 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1714 q_mulv( q, target_up, target_up );
1715
1716 v3_zero( s->weight_distribution );
1717 s->weight_distribution[2] = k_board_length * -way;
1718
1719 rb_effect_spring_target_vector( &player->rb, up, target_up,
1720 k_grind_spring,
1721 k_grind_dampener,
1722 k_rb_delta );
1723
1724 v3f fwd_nplane, dir_nplane;
1725 v3_muladds( player->rb.to_world[2], inf_avg.n,
1726 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1727
1728 v3f dir;
1729 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1730 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1731
1732 v3_normalize( fwd_nplane );
1733 v3_normalize( dir_nplane );
1734
1735 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1736 1000.0f,
1737 k_grind_dampener,
1738 k_rb_delta );
1739
1740 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1741 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1742 delta_front, delta_back, delta_total;
1743
1744 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1745 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1746
1747 v3_sub( inf_front->co, pos_front, delta_front );
1748 v3_sub( inf_back->co, pos_back, delta_back );
1749 v3_add( delta_front, delta_back, delta_total );
1750
1751 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1752
1753 /* Fake contact */
1754 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1755 v3_zero( limit->ra );
1756 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1757 limit->p = 0.0f;
1758
1759 v3_copy( inf_avg.dir, s->grind_dir );
1760 }
1761
1762 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1763 struct grind_info *inf )
1764 {
1765 struct player_skate *s = &player->_skate;
1766
1767 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1768 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1769
1770 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1771 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1772
1773 /* Exit condition: lost grind tracking */
1774 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1775 return 0;
1776
1777 /* Exit condition: cant see grind target directly */
1778 if( !skate_point_visible( wheel_co, inf->co ) )
1779 return 0;
1780
1781 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1782 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1783 minv = k_grind_axel_min_vel*0.8f;
1784
1785 if( dv < minv )
1786 return 0;
1787
1788 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1789 return 0;
1790
1791 v3_copy( inf->dir, s->grind_dir );
1792 return 1;
1793 }
1794
1795 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1796 struct grind_info *inf )
1797 {
1798 struct player_skate *s = &player->_skate;
1799
1800 /* TODO: Trash compactor this */
1801 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1802
1803 v3f raw, wsp;
1804 m3x3_mulv( player->rb.to_world, ra, raw );
1805 v3_add( player->rb.co, raw, wsp );
1806
1807 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1808 {
1809 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1810 return 0;
1811
1812 /* velocity should be at least 60% aligned */
1813 v3f pv, axis;
1814 v3_cross( inf->n, inf->dir, axis );
1815 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1816
1817 if( v3_length2( pv ) < 0.0001f )
1818 return 0;
1819 v3_normalize( pv );
1820
1821 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1822 return 0;
1823
1824 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1825 return 0;
1826
1827 #if 0
1828 /* check for vertical alignment */
1829 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1830 return 0;
1831 #endif
1832
1833 v3f local_co, local_dir, local_n;
1834 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1835 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1836 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1837
1838 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1839
1840 float truck_height = -(k_board_radius+0.03f);
1841
1842 v3f rv;
1843 v3_cross( player->rb.w, raw, rv );
1844 v3_add( player->rb.v, rv, rv );
1845
1846 if( (local_co[1] >= truck_height) &&
1847 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1848 {
1849 return 1;
1850 }
1851 }
1852
1853 return 0;
1854 }
1855
1856 VG_STATIC void skate_boardslide_apply( player_instance *player,
1857 struct grind_info *inf )
1858 {
1859 struct player_skate *s = &player->_skate;
1860
1861 v3f local_co, local_dir, local_n;
1862 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1863 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1864 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1865
1866 v3f intersection;
1867 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1868 intersection );
1869 v3_copy( intersection, s->weight_distribution );
1870
1871 skate_grind_decay( player, inf, 0.0125f );
1872 skate_grind_friction( player, inf, 0.25f );
1873
1874 /* direction alignment */
1875 v3f dir, perp;
1876 v3_cross( local_dir, local_n, perp );
1877 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1878 v3_muls( perp, vg_signf(perp[2]), perp );
1879
1880 m3x3_mulv( player->rb.to_world, dir, dir );
1881 m3x3_mulv( player->rb.to_world, perp, perp );
1882
1883 v4f qbalance;
1884 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1885 q_mulv( qbalance, perp, perp );
1886
1887 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1888 dir,
1889 k_grind_spring, k_grind_dampener,
1890 k_rb_delta );
1891
1892 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1893 perp,
1894 k_grind_spring, k_grind_dampener,
1895 k_rb_delta );
1896
1897 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1898 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1899
1900 v3_copy( inf->dir, s->grind_dir );
1901 }
1902
1903 VG_STATIC int skate_boardslide_entry( player_instance *player,
1904 struct grind_info *inf )
1905 {
1906 struct player_skate *s = &player->_skate;
1907
1908 if( skate_grind_scansq( player, player->rb.co,
1909 player->rb.to_world[0], k_board_length,
1910 inf ) )
1911 {
1912 v3f local_co, local_dir;
1913 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1914 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1915
1916 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1917 (local_co[1] >= 0.0f) && /* at deck level */
1918 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1919 {
1920 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1921 return 0;
1922
1923 return 1;
1924 }
1925 }
1926
1927 return 0;
1928 }
1929
1930 VG_STATIC int skate_boardslide_renew( player_instance *player,
1931 struct grind_info *inf )
1932 {
1933 struct player_skate *s = &player->_skate;
1934
1935 if( !skate_grind_scansq( player, player->rb.co,
1936 player->rb.to_world[0], k_board_length,
1937 inf ) )
1938 return 0;
1939
1940 /* Exit condition: cant see grind target directly */
1941 v3f vis;
1942 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1943 if( !skate_point_visible( vis, inf->co ) )
1944 return 0;
1945
1946 /* Exit condition: minimum velocity not reached, but allow a bit of error
1947 * TODO: trash compactor */
1948 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1949 minv = k_grind_axel_min_vel*0.8f;
1950
1951 if( dv < minv )
1952 return 0;
1953
1954 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1955 return 0;
1956
1957 return 1;
1958 }
1959
1960 VG_STATIC void skate_store_grind_vec( player_instance *player,
1961 struct grind_info *inf )
1962 {
1963 struct player_skate *s = &player->_skate;
1964
1965 m3x3f mtx;
1966 skate_grind_orient( inf, mtx );
1967 m3x3_transpose( mtx, mtx );
1968
1969 v3f raw;
1970 v3_sub( inf->co, player->rb.co, raw );
1971
1972 m3x3_mulv( mtx, raw, s->grind_vec );
1973 v3_normalize( s->grind_vec );
1974 v3_copy( inf->dir, s->grind_dir );
1975 }
1976
1977 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1978 {
1979 struct player_skate *s = &player->_skate;
1980
1981 /* debounces this state manager a little bit */
1982 if( s->grind_cooldown ){
1983 s->grind_cooldown --;
1984 return k_skate_activity_undefined;
1985 }
1986
1987 struct grind_info inf_back50,
1988 inf_front50,
1989 inf_slide;
1990
1991 int res_back50 = 0,
1992 res_front50 = 0,
1993 res_slide = 0;
1994
1995 int allow_back = 1,
1996 allow_front = 1;
1997
1998 if( s->state.activity == k_skate_activity_grind_5050 ||
1999 s->state.activity == k_skate_activity_grind_back50 ||
2000 s->state.activity == k_skate_activity_grind_front50 )
2001 {
2002 float tilt = player->input_js1v->axis.value;
2003
2004 if( fabsf(tilt) >= 0.25f ){
2005 v3f raw = {0.0f,0.0f,tilt};
2006 m3x3_mulv( player->rb.to_world, raw, raw );
2007
2008 float way = player->input_js1v->axis.value *
2009 vg_signf( v3_dot( raw, player->rb.v ) );
2010
2011 if( way < 0.0f ) allow_front = 0;
2012 else allow_back = 0;
2013 }
2014 }
2015
2016 if( s->state.activity == k_skate_activity_grind_boardslide ){
2017 res_slide = skate_boardslide_renew( player, &inf_slide );
2018 }
2019 else if( s->state.activity == k_skate_activity_grind_back50 ){
2020 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2021
2022 if( allow_front )
2023 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2024 }
2025 else if( s->state.activity == k_skate_activity_grind_front50 ){
2026 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2027
2028 if( allow_back )
2029 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2030 }
2031 else if( s->state.activity == k_skate_activity_grind_5050 ){
2032 if( allow_front )
2033 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2034 if( allow_back )
2035 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2036 }
2037 else{
2038 res_slide = skate_boardslide_entry( player, &inf_slide );
2039
2040 if( allow_back )
2041 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2042
2043 if( allow_front )
2044 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2045
2046 if( res_back50 != res_front50 ){
2047 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
2048
2049 res_back50 &= wants_to_do_that;
2050 res_front50 &= wants_to_do_that;
2051 }
2052 }
2053
2054 const enum skate_activity table[] =
2055 { /* slide | back | front */
2056 k_skate_activity_undefined, /* 0 0 0 */
2057 k_skate_activity_grind_front50, /* 0 0 1 */
2058 k_skate_activity_grind_back50, /* 0 1 0 */
2059 k_skate_activity_grind_5050, /* 0 1 1 */
2060
2061 /* slide has priority always */
2062 k_skate_activity_grind_boardslide, /* 1 0 0 */
2063 k_skate_activity_grind_boardslide, /* 1 0 1 */
2064 k_skate_activity_grind_boardslide, /* 1 1 0 */
2065 k_skate_activity_grind_boardslide, /* 1 1 1 */
2066 }
2067 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2068
2069 if( new_activity == k_skate_activity_undefined ){
2070 if( s->state.activity >= k_skate_activity_grind_any ){
2071 s->grind_cooldown = 15;
2072 s->surface_cooldown = 10;
2073 }
2074 }
2075 else if( new_activity == k_skate_activity_grind_boardslide ){
2076 skate_boardslide_apply( player, &inf_slide );
2077 }
2078 else if( new_activity == k_skate_activity_grind_back50 ){
2079 if( s->state.activity != k_skate_activity_grind_back50 )
2080 skate_store_grind_vec( player, &inf_back50 );
2081
2082 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2083 }
2084 else if( new_activity == k_skate_activity_grind_front50 ){
2085 if( s->state.activity != k_skate_activity_grind_front50 )
2086 skate_store_grind_vec( player, &inf_front50 );
2087
2088 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2089 }
2090 else if( new_activity == k_skate_activity_grind_5050 )
2091 skate_5050_apply( player, &inf_front50, &inf_back50 );
2092
2093 return new_activity;
2094 }
2095
2096 VG_STATIC void player__skate_update( player_instance *player )
2097 {
2098 struct player_skate *s = &player->_skate;
2099 world_instance *world = get_active_world();
2100
2101 v3_copy( player->rb.co, s->state.prev_pos );
2102 s->state.activity_prev = s->state.activity;
2103
2104 struct board_collider
2105 {
2106 v3f pos;
2107 float radius;
2108
2109 u32 colour;
2110
2111 enum board_collider_state
2112 {
2113 k_collider_state_default,
2114 k_collider_state_disabled,
2115 k_collider_state_colliding
2116 }
2117 state;
2118 }
2119 wheels[] =
2120 {
2121 {
2122 { 0.0f, 0.0f, -k_board_length },
2123 .radius = k_board_radius,
2124 .colour = VG__RED
2125 },
2126 {
2127 { 0.0f, 0.0f, k_board_length },
2128 .radius = k_board_radius,
2129 .colour = VG__GREEN
2130 }
2131 };
2132
2133 float slap = 0.0f;
2134
2135 if( s->state.activity <= k_skate_activity_air_to_grind ){
2136
2137 float min_dist = 0.6f;
2138 for( int i=0; i<2; i++ ){
2139 v3f wpos, closest;
2140 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2141
2142 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2143 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2144 }
2145 }
2146 min_dist -= 0.2f;
2147 float vy = v3_dot( player->basis[1], player->rb.v );
2148 vy = vg_maxf( 0.0f, vy );
2149
2150 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2151 }
2152 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2153
2154 wheels[0].pos[1] = s->state.slap;
2155 wheels[1].pos[1] = s->state.slap;
2156
2157
2158
2159
2160
2161 const int k_wheel_count = 2;
2162
2163 s->substep = k_rb_delta;
2164 s->substep_delta = s->substep;
2165 s->limit_count = 0;
2166
2167 int substep_count = 0;
2168
2169 v3_zero( s->surface_picture );
2170
2171 int prev_contacts[2];
2172
2173 for( int i=0; i<k_wheel_count; i++ ){
2174 wheels[i].state = k_collider_state_default;
2175 prev_contacts[i] = s->wheel_contacts[i];
2176 }
2177
2178 /* check if we can enter or continue grind */
2179 enum skate_activity grindable_activity = skate_availible_grind( player );
2180 if( grindable_activity != k_skate_activity_undefined ){
2181 s->state.activity = grindable_activity;
2182 goto grinding;
2183 }
2184
2185 int contact_count = 0;
2186 for( int i=0; i<2; i++ ){
2187 v3f normal, axel;
2188 v3_copy( player->rb.to_world[0], axel );
2189
2190 if( skate_compute_surface_alignment( player, wheels[i].pos,
2191 wheels[i].colour, normal, axel ) )
2192 {
2193 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2194 axel,
2195 k_surface_spring, k_surface_dampener,
2196 s->substep_delta );
2197
2198 v3_add( normal, s->surface_picture, s->surface_picture );
2199 contact_count ++;
2200 s->wheel_contacts[i] = 1;
2201 }
2202 else{
2203 s->wheel_contacts[i] = 0;
2204 }
2205
2206 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2207 }
2208
2209 if( s->surface_cooldown ){
2210 s->surface_cooldown --;
2211 contact_count = 0;
2212 }
2213
2214 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2215 audio_lock();
2216 for( int i=0; i<2; i++ ){
2217 if( !prev_contacts[i] ){
2218 v3f co;
2219 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2220 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2221 }
2222 }
2223 audio_unlock();
2224 }
2225
2226 if( contact_count ){
2227 s->state.activity = k_skate_activity_ground;
2228 s->state.gravity_bias = k_gravity;
2229 v3_normalize( s->surface_picture );
2230
2231 skate_apply_friction_model( player );
2232 skate_weight_distribute( player );
2233 }
2234 else{
2235 if( s->state.activity > k_skate_activity_air_to_grind )
2236 s->state.activity = k_skate_activity_air;
2237
2238 v3_zero( s->weight_distribution );
2239 skate_apply_air_model( player );
2240 }
2241
2242 grinding:;
2243
2244 if( s->state.activity == k_skate_activity_grind_back50 )
2245 wheels[1].state = k_collider_state_disabled;
2246 if( s->state.activity == k_skate_activity_grind_front50 )
2247 wheels[0].state = k_collider_state_disabled;
2248 if( s->state.activity == k_skate_activity_grind_5050 ){
2249 wheels[0].state = k_collider_state_disabled;
2250 wheels[1].state = k_collider_state_disabled;
2251 }
2252
2253 /* all activities */
2254 skate_apply_steering_model( player );
2255 skate_adjust_up_direction( player );
2256 skate_apply_cog_model( player );
2257 skate_apply_jump_model( player );
2258 skate_apply_grab_model( player );
2259 skate_apply_trick_model( player );
2260 skate_apply_pump_model( player );
2261
2262 begin_collision:;
2263
2264 /*
2265 * Phase 0: Continous collision detection
2266 * --------------------------------------------------------------------------
2267 */
2268
2269 v3f head_wp0, head_wp1, start_co;
2270 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2271 v3_copy( player->rb.co, start_co );
2272
2273 /* calculate transform one step into future */
2274 v3f future_co;
2275 v4f future_q;
2276 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2277
2278 if( v3_length2( player->rb.w ) > 0.0f ){
2279 v4f rotation;
2280 v3f axis;
2281 v3_copy( player->rb.w, axis );
2282
2283 float mag = v3_length( axis );
2284 v3_divs( axis, mag, axis );
2285 q_axis_angle( rotation, axis, mag*s->substep );
2286 q_mul( rotation, player->rb.q, future_q );
2287 q_normalize( future_q );
2288 }
2289 else
2290 v4_copy( player->rb.q, future_q );
2291
2292 v3f future_cg, current_cg, cg_offset;
2293 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2294 q_mulv( future_q, s->weight_distribution, future_cg );
2295 v3_sub( future_cg, current_cg, cg_offset );
2296
2297 /* calculate the minimum time we can move */
2298 float max_time = s->substep;
2299
2300 for( int i=0; i<k_wheel_count; i++ ){
2301 if( wheels[i].state == k_collider_state_disabled )
2302 continue;
2303
2304 v3f current, future, r_cg;
2305
2306 q_mulv( future_q, wheels[i].pos, future );
2307 v3_add( future, future_co, future );
2308 v3_add( cg_offset, future, future );
2309
2310 q_mulv( player->rb.q, wheels[i].pos, current );
2311 v3_add( current, player->rb.co, current );
2312
2313 float t;
2314 v3f n;
2315
2316 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2317 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2318 max_time = vg_minf( max_time, t * s->substep );
2319 }
2320
2321 /* clamp to a fraction of delta, to prevent locking */
2322 float rate_lock = substep_count;
2323 rate_lock *= k_rb_delta * 0.1f;
2324 rate_lock *= rate_lock;
2325
2326 max_time = vg_maxf( max_time, rate_lock );
2327 s->substep_delta = max_time;
2328
2329 /* integrate */
2330 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2331 if( v3_length2( player->rb.w ) > 0.0f ){
2332 v4f rotation;
2333 v3f axis;
2334 v3_copy( player->rb.w, axis );
2335
2336 float mag = v3_length( axis );
2337 v3_divs( axis, mag, axis );
2338 q_axis_angle( rotation, axis, mag*s->substep_delta );
2339 q_mul( rotation, player->rb.q, player->rb.q );
2340 q_normalize( player->rb.q );
2341
2342 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2343 v3_sub( current_cg, future_cg, cg_offset );
2344 v3_add( player->rb.co, cg_offset, player->rb.co );
2345 }
2346
2347 rb_update_transform( &player->rb );
2348 v3_muladds( player->rb.v, player->basis[1],
2349 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2350
2351 s->substep -= s->substep_delta;
2352
2353 rb_ct manifold[128];
2354 int manifold_len = 0;
2355
2356 /*
2357 * Phase -1: head detection
2358 * --------------------------------------------------------------------------
2359 */
2360 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2361
2362 float t;
2363 v3f n;
2364 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2365 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2366 {
2367 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2368 rb_update_transform( &player->rb );
2369
2370 player__skate_kill_audio( player );
2371 player__dead_transition( player );
2372 return;
2373 }
2374
2375 /*
2376 * Phase 1: Regular collision detection
2377 * --------------------------------------------------------------------------
2378 */
2379
2380 for( int i=0; i<k_wheel_count; i++ ){
2381 if( wheels[i].state == k_collider_state_disabled )
2382 continue;
2383
2384 m4x3f mtx;
2385 m3x3_identity( mtx );
2386 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2387
2388 rb_sphere collider = { .radius = wheels[i].radius };
2389
2390 rb_ct *man = &manifold[ manifold_len ];
2391
2392 int l = skate_collide_smooth( player, mtx, &collider, man );
2393 if( l )
2394 wheels[i].state = k_collider_state_colliding;
2395
2396 manifold_len += l;
2397 }
2398
2399 float grind_radius = k_board_radius * 0.75f;
2400 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2401 .radius=grind_radius };
2402 m4x3f mtx;
2403 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2404 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2405 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2406 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2407 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2408
2409 rb_ct *cman = &manifold[manifold_len];
2410
2411 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2412 cman );
2413
2414 /* weld joints */
2415 for( int i=0; i<l; i ++ )
2416 cman[l].type = k_contact_type_edge;
2417 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2418 l = rb_manifold_apply_filtered( cman, l );
2419
2420 manifold_len += l;
2421
2422 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2423
2424 /* add limits */
2425 if( s->state.activity >= k_skate_activity_grind_any ){
2426 for( int i=0; i<s->limit_count; i++ ){
2427 struct grind_limit *limit = &s->limits[i];
2428 rb_ct *ct = &manifold[ manifold_len ++ ];
2429 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2430 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2431 ct->p = limit->p;
2432 ct->type = k_contact_type_default;
2433 }
2434 }
2435
2436 /*
2437 * Phase 3: Dynamics
2438 * --------------------------------------------------------------------------
2439 */
2440
2441
2442 v3f world_cog;
2443 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2444 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2445
2446 for( int i=0; i<manifold_len; i ++ ){
2447 rb_prepare_contact( &manifold[i], s->substep_delta );
2448 rb_debug_contact( &manifold[i] );
2449 }
2450
2451 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2452 v3f extent = { k_board_width, 0.1f, k_board_length };
2453 float ex2 = k_board_interia*extent[0]*extent[0],
2454 ey2 = k_board_interia*extent[1]*extent[1],
2455 ez2 = k_board_interia*extent[2]*extent[2];
2456
2457 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2458 float inv_mass = 1.0f/mass;
2459
2460 v3f I;
2461 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2462 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2463 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2464
2465 m3x3f iI;
2466 m3x3_identity( iI );
2467 iI[0][0] = I[0];
2468 iI[1][1] = I[1];
2469 iI[2][2] = I[2];
2470 m3x3_inv( iI, iI );
2471
2472 m3x3f iIw;
2473 m3x3_mul( iI, player->rb.to_local, iIw );
2474 m3x3_mul( player->rb.to_world, iIw, iIw );
2475
2476 for( int j=0; j<10; j++ ){
2477 for( int i=0; i<manifold_len; i++ ){
2478 /*
2479 * regular dance; calculate velocity & total mass, apply impulse.
2480 */
2481
2482 struct contact *ct = &manifold[i];
2483
2484 v3f rv, delta;
2485 v3_sub( ct->co, world_cog, delta );
2486 v3_cross( player->rb.w, delta, rv );
2487 v3_add( player->rb.v, rv, rv );
2488
2489 v3f raCn;
2490 v3_cross( delta, ct->n, raCn );
2491
2492 v3f raCnI, rbCnI;
2493 m3x3_mulv( iIw, raCn, raCnI );
2494
2495 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2496 vn = v3_dot( rv, ct->n ),
2497 lambda = normal_mass * ( -vn );
2498
2499 float temp = ct->norm_impulse;
2500 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2501 lambda = ct->norm_impulse - temp;
2502
2503 v3f impulse;
2504 v3_muls( ct->n, lambda, impulse );
2505
2506 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2507 v3_cross( delta, impulse, impulse );
2508 m3x3_mulv( iIw, impulse, impulse );
2509 v3_add( impulse, player->rb.w, player->rb.w );
2510
2511 v3_cross( player->rb.w, delta, rv );
2512 v3_add( player->rb.v, rv, rv );
2513 vn = v3_dot( rv, ct->n );
2514 }
2515 }
2516
2517 v3f dt;
2518 rb_depenetrate( manifold, manifold_len, dt );
2519 v3_add( dt, player->rb.co, player->rb.co );
2520 rb_update_transform( &player->rb );
2521
2522 substep_count ++;
2523
2524 if( s->substep >= 0.0001f )
2525 goto begin_collision; /* again! */
2526
2527 /*
2528 * End of collision and dynamics routine
2529 * --------------------------------------------------------------------------
2530 */
2531
2532 s->surface = k_surface_prop_concrete;
2533
2534 for( int i=0; i<manifold_len; i++ ){
2535 rb_ct *ct = &manifold[i];
2536 struct world_surface *surf = world_contact_surface( world, ct );
2537
2538 if( surf->info.surface_prop > s->surface )
2539 s->surface = surf->info.surface_prop;
2540 }
2541
2542 for( int i=0; i<k_wheel_count; i++ ){
2543 m4x3f mtx;
2544 m3x3_copy( player->rb.to_world, mtx );
2545 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2546 debug_sphere( mtx, wheels[i].radius,
2547 (u32[]){ VG__WHITE, VG__BLACK,
2548 wheels[i].colour }[ wheels[i].state ]);
2549 }
2550
2551 skate_integrate( player );
2552 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2553
2554 ent_gate *gate =
2555 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2556
2557 if( gate ){
2558 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2559 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2560 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2561 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2562 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2563 m3x3_mulv( gate->transport, s->state.head_position,
2564 s->state.head_position );
2565 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2566
2567 v4f transport_rotation;
2568 m3x3_q( gate->transport, transport_rotation );
2569 q_mul( transport_rotation, player->rb.q, player->rb.q );
2570 q_mul( transport_rotation, s->state.smoothed_rotation,
2571 s->state.smoothed_rotation );
2572 rb_update_transform( &player->rb );
2573
2574 s->state_gate_storage = s->state;
2575 player__pass_gate( player, gate );
2576 }
2577
2578 /* FIXME: Rate limit */
2579 static int stick_frames = 0;
2580
2581 if( s->state.activity >= k_skate_activity_ground )
2582 stick_frames ++;
2583 else
2584 stick_frames = 0;
2585
2586 if( stick_frames > 5 ) stick_frames = 5;
2587
2588 if( stick_frames == 4 ){
2589 audio_lock();
2590
2591 if( s->state.activity == k_skate_activity_ground ){
2592 if( (fabsf(s->state.slip) > 0.75f) ){
2593 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2594 40.0f, 1.0f );
2595 }
2596 else{
2597 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2598 40.0f, 1.0f );
2599 }
2600 }
2601 else if( s->surface == k_surface_prop_metal ){
2602 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2603 }
2604 else{
2605 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2606 }
2607
2608 audio_unlock();
2609 } else if( stick_frames == 0 ){
2610
2611 }
2612 }
2613
2614 VG_STATIC void player__skate_im_gui( player_instance *player )
2615 {
2616 struct player_skate *s = &player->_skate;
2617 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2618 player->rb.v[1],
2619 player->rb.v[2] );
2620 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2621 player->rb.co[1],
2622 player->rb.co[2] );
2623 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2624 player->rb.w[1],
2625 player->rb.w[2] );
2626
2627 const char *activity_txt[] =
2628 {
2629 "air",
2630 "air_to_grind",
2631 "ground",
2632 "undefined (INVALID)",
2633 "grind_any (INVALID)",
2634 "grind_boardslide",
2635 "grind_metallic (INVALID)",
2636 "grind_back50",
2637 "grind_front50",
2638 "grind_5050"
2639 };
2640
2641 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2642 #if 0
2643 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2644 s->state.steerx_s, s->state.steery_s,
2645 k_steer_ground, k_steer_air );
2646 #endif
2647 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2648 s->state.flip_time );
2649 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2650 s->state.trick_vel[0],
2651 s->state.trick_vel[1],
2652 s->state.trick_vel[2] );
2653 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2654 s->state.trick_euler[0],
2655 s->state.trick_euler[1],
2656 s->state.trick_euler[2] );
2657 }
2658
2659 VG_STATIC void player__skate_animate( player_instance *player,
2660 player_animation *dest )
2661 {
2662 struct player_skate *s = &player->_skate;
2663 struct player_avatar *av = player->playeravatar;
2664 struct skeleton *sk = &av->sk;
2665
2666 /* Head */
2667 float kheight = 2.0f,
2668 kleg = 0.6f;
2669
2670 v3f offset;
2671 v3_zero( offset );
2672
2673 v3f cog_local, cog_ideal;
2674 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2675
2676 v3_copy( s->state.up_dir, cog_ideal );
2677 v3_normalize( cog_ideal );
2678 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2679
2680 v3_sub( cog_ideal, cog_local, offset );
2681
2682
2683 v3_muls( offset, 4.0f, offset );
2684 offset[1] *= -1.0f;
2685
2686 float curspeed = v3_length( player->rb.v ),
2687 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2688 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2689 sign = vg_signf( kicks );
2690
2691 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2692 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2693
2694 offset[0] *= 0.26f;
2695 offset[0] += s->wobble[1]*3.0f;
2696
2697 offset[1] *= -0.3f;
2698 offset[2] *= 0.01f;
2699
2700 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2701 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2702
2703 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2704
2705 /*
2706 * Animation blending
2707 * ===========================================
2708 */
2709
2710 /* sliding */
2711 {
2712 float desired = 0.0f;
2713 if( s->state.activity == k_skate_activity_ground )
2714 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2715
2716 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2717 }
2718
2719 /* movement information */
2720 {
2721 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2722
2723 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2724 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2725 fly = iair? 1.0f: 0.0f,
2726 wdist= s->weight_distribution[2] / k_board_length;
2727
2728 if( s->state.activity >= k_skate_activity_grind_any )
2729 wdist = 0.0f;
2730
2731 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2732 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2733 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2734 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2735 }
2736
2737 mdl_keyframe apose[32], bpose[32];
2738 mdl_keyframe ground_pose[32];
2739 {
2740 /* when the player is moving fast he will crouch down a little bit */
2741 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2742 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2743
2744 /* stand/crouch */
2745 float dir_frame = s->blend_z * (15.0f/30.0f),
2746 stand_blend = offset[1]*-2.0f;
2747
2748 v3f local_cog;
2749 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2750
2751 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2752
2753 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2754 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2755 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2756
2757 /* sliding */
2758 float slide_frame = s->blend_x * (15.0f/30.0f);
2759 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2760 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2761
2762 /* pushing */
2763 double push_time = vg.time - s->state.start_push;
2764 s->blend_push = vg_lerpf( s->blend_push,
2765 (vg.time - s->state.cur_push) < 0.125,
2766 6.0f*vg.time_delta );
2767
2768 float pt = push_time + vg.accumulator;
2769 if( s->state.reverse > 0.0f )
2770 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2771 else
2772 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2773
2774 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2775
2776 /* trick setup */
2777 float jump_start_frame = 14.0f/30.0f;
2778
2779 float charge = s->state.jump_charge;
2780 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2781
2782 float setup_frame = charge * jump_start_frame,
2783 setup_blend = vg_minf( s->blend_jump, 1.0f );
2784
2785 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2786 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2787 setup_frame = jump_frame;
2788
2789 struct skeleton_anim *jump_anim = s->state.jump_dir?
2790 s->anim_ollie:
2791 s->anim_ollie_reverse;
2792
2793 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2794 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2795 }
2796
2797 mdl_keyframe air_pose[32];
2798 {
2799 float target = -player->input_js1h->axis.value;
2800
2801 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2802
2803 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2804 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2805
2806 static v2f grab_choice;
2807
2808 v2f grab_input = { player->input_js2h->axis.value,
2809 player->input_js2v->axis.value };
2810 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2811 if( v2_length2( grab_input ) <= 0.001f )
2812 grab_input[0] = -1.0f;
2813 else
2814 v2_normalize_clamp( grab_input );
2815 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2816
2817 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2818 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2819 grab_frame = ang_unit * (15.0f/30.0f);
2820
2821 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2822 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2823 }
2824
2825 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2826
2827
2828 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2829 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2830 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2831 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2832 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2833 *kf_hip = &dest->pose[av->id_hip-1],
2834 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2835 &dest->pose[av->id_wheel_l-1] };
2836
2837
2838 mdl_keyframe grind_pose[32];
2839 {
2840 /* TODO: factor balance into this sampler */
2841 float grind_frame = 0.5f;
2842
2843 if( s->state.activity == k_skate_activity_grind_front50 ){
2844 grind_frame = 0.0f;
2845 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2846 grind_frame = 1.0f;
2847 }
2848
2849 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2850 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2851 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2852 grind_frame, 5.0f*vg.time_delta );
2853
2854 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2855
2856 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2857 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2858 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2859 }
2860 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2861
2862 float add_grab_mod = 1.0f - s->blend_fly;
2863
2864 /* additive effects */
2865 {
2866 u32 apply_to[] = { av->id_hip,
2867 av->id_ik_hand_l,
2868 av->id_ik_hand_r,
2869 av->id_ik_elbow_l,
2870 av->id_ik_elbow_r };
2871
2872 float apply_rates[] = { 1.0f,
2873 0.75f,
2874 0.75f,
2875 0.75f,
2876 0.75f };
2877
2878 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2879 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2880 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2881 }
2882
2883 /* angle correction */
2884 if( v3_length2( s->state.up_dir ) > 0.001f ){
2885
2886 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2887 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2888 vg_warn( "FIX THIS! CARROT\n" );
2889 v4_copy( player->rb.q, s->state.smoothed_rotation );
2890 }
2891 v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
2892 s->state.smoothed_rotation );
2893 q_normalize( s->state.smoothed_rotation );
2894
2895 v3f yaw_ref = {1.0f,0.0f,0.0f},
2896 yaw_smooth = {1.0f,0.0f,0.0f};
2897 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2898 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2899 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2900 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2901
2902 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2903 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2904 yaw_counter_rotate = acosf( yaw_counter_rotate );
2905 yaw_counter_rotate *= 1.0f-s->blend_fly;
2906
2907 v3f ndir;
2908 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2909 v3_normalize( ndir );
2910
2911 v3f up = { 0.0f, 1.0f, 0.0f };
2912
2913 float a = v3_dot( ndir, up );
2914 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2915
2916 v3f axis;
2917 v4f qfixup, qcounteryaw, qtotal;
2918
2919 v3_cross( up, ndir, axis );
2920 q_axis_angle( qfixup, axis, a );
2921
2922 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2923 q_mul( qcounteryaw, qfixup, qtotal );
2924 q_normalize( qtotal );
2925
2926 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2927 v3f origin;
2928 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2929
2930 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2931 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2932
2933 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2934 qtotal );
2935 }
2936
2937 v3f p1, p2;
2938 m3x3_mulv( player->rb.to_world, up, p1 );
2939 m3x3_mulv( player->rb.to_world, ndir, p2 );
2940
2941 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2942 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2943
2944 }
2945
2946 v4f qtotal;
2947 v4f qtrickr, qyawr, qpitchr, qrollr;
2948 v3f eulerr;
2949
2950 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2951
2952 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2953 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2954 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2955
2956 q_mul( qpitchr, qrollr, qtrickr );
2957 q_mul( qyawr, qtrickr, qtotal );
2958 q_normalize( qtotal );
2959
2960 q_mul( qtotal, kf_board->q, kf_board->q );
2961
2962
2963 /* trick rotation */
2964 v4f qtrick, qyaw, qpitch, qroll;
2965 v3f euler;
2966 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2967
2968 float jump_t = vg.time-s->state.jump_time;
2969
2970 float k=17.0f;
2971 float h = k*jump_t;
2972 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2973 extra *= s->state.slap * 4.0f;
2974
2975 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2976 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2977 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2978
2979 q_mul( qyaw, qroll, qtrick );
2980 q_mul( qpitch, qtrick, qtrick );
2981 q_mul( kf_board->q, qtrick, kf_board->q );
2982 q_normalize( kf_board->q );
2983
2984
2985 /* foot weight distribution */
2986 if( s->blend_weight > 0.0f ){
2987 kf_foot_l->co[2] += s->blend_weight * 0.2f;
2988 kf_foot_r->co[2] += s->blend_weight * 0.1f;
2989 }
2990 else{
2991 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2992 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2993 }
2994
2995 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
2996 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
2997
2998 kf_foot_l->co[1] += s->state.slap;
2999 kf_foot_r->co[1] += s->state.slap;
3000 kf_knee_l->co[1] += s->state.slap;
3001 kf_knee_r->co[1] += s->state.slap;
3002 kf_board->co[1] += s->state.slap * s->subslap;
3003 kf_hip->co[1] += s->state.slap * 0.25f;
3004
3005 /*
3006 * animation wishlist:
3007 * boardslide/grind jump animations
3008 * when tricking the slap should not appply or less apply
3009 * not animations however DONT target grinds that are vertically down.
3010 */
3011
3012 /* truck rotation */
3013 for( int i=0; i<2; i++ )
3014 {
3015 float a = vg_minf( s->truckv0[i][0], 1.0f );
3016 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3017
3018 v4f q;
3019 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3020 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3021 q_normalize( kf_wheels[i]->q );
3022 }
3023 }
3024
3025 {
3026 mdl_keyframe
3027 *kf_head = &dest->pose[av->id_head-1],
3028 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3029 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3030 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3031 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3032
3033 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3034 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3035
3036 v4f qrot;
3037 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3038
3039 v3f origin = {0.0f,0.2f,0.0f};
3040 keyframe_rotate_around( kf_hand_l, origin,
3041 av->sk.bones[av->id_ik_hand_l].co, qrot );
3042 keyframe_rotate_around( kf_hand_r, origin,
3043 av->sk.bones[av->id_ik_hand_r].co, qrot );
3044 keyframe_rotate_around( kf_hip, origin,
3045 av->sk.bones[av->id_hip].co, qrot );
3046 keyframe_rotate_around( kf_elbow_r, origin,
3047 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3048 keyframe_rotate_around( kf_elbow_l, origin,
3049 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3050
3051 q_inv( qrot, qrot );
3052 q_mul( qrot, kf_head->q, kf_head->q );
3053 q_normalize( kf_head->q );
3054 }
3055
3056 /* transform */
3057 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3058 v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
3059
3060 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
3061
3062 v4f qflip;
3063 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3064 (fabsf(s->state.flip_rate) > 0.01f) )
3065 {
3066 float t = s->state.flip_time;
3067 sign = vg_signf( t );
3068
3069 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3070 t = sign * (1.0f-t*t);
3071
3072 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3073 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3074 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3075
3076 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3077
3078 q_axis_angle( qflip, s->state.flip_axis, angle );
3079 q_mul( qflip, dest->root_q, dest->root_q );
3080 q_normalize( dest->root_q );
3081
3082 v3f rotation_point, rco;
3083 v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
3084 v3_sub( dest->root_co, rotation_point, rco );
3085
3086 q_mulv( qflip, rco, rco );
3087 v3_add( rco, rotation_point, dest->root_co );
3088 }
3089
3090 skeleton_copy_pose( sk, dest->pose, s->holdout );
3091 }
3092
3093 VG_STATIC void player__skate_post_animate( player_instance *player )
3094 {
3095 struct player_skate *s = &player->_skate;
3096 struct player_avatar *av = player->playeravatar;
3097
3098 player->cam_velocity_influence = 1.0f;
3099
3100 v3f head = { 0.0f, 1.8f, 0.0f };
3101 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3102 m4x3_mulv( player->rb.to_local, s->state.head_position,
3103 s->state.head_position );
3104 }
3105
3106 VG_STATIC void player__skate_reset_animator( player_instance *player )
3107 {
3108 struct player_skate *s = &player->_skate;
3109
3110 if( s->state.activity <= k_skate_activity_air_to_grind )
3111 s->blend_fly = 1.0f;
3112 else
3113 s->blend_fly = 0.0f;
3114
3115 s->blend_slide = 0.0f;
3116 s->blend_z = 0.0f;
3117 s->blend_x = 0.0f;
3118 s->blend_grind = 0.0f;
3119 s->blend_grind_balance = 0.0f;
3120 s->blend_stand = 0.0f;
3121 s->blend_push = 0.0f;
3122 s->blend_jump = 0.0f;
3123 s->blend_airdir = 0.0f;
3124 s->blend_weight = 0.0f;
3125 s->subslap = 0.0f;
3126 v2_zero( s->wobble );
3127
3128 v3_zero( s->board_trick_residuald );
3129 v3_zero( s->board_trick_residualv );
3130 v3_zero( s->truckv0[0] );
3131 v3_zero( s->truckv0[1] );
3132 }
3133
3134 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3135 {
3136 struct player_skate *s = &player->_skate;
3137 s->state.jump_charge = 0.0f;
3138 s->state.charging_jump = 0;
3139 s->state.jump_dir = 0;
3140 v3_zero( s->state.flip_axis );
3141 s->state.flip_time = 0.0f;
3142 s->state.flip_rate = 0.0f;
3143 s->state.reverse = 0.0f;
3144 s->state.slip = 0.0f;
3145 s->state.grabbing = 0.0f;
3146 v2_zero( s->state.grab_mouse_delta );
3147 s->state.slap = 0.0f;
3148 s->state.jump_time = 0.0;
3149 s->state.start_push = 0.0;
3150 s->state.cur_push = 0.0;
3151 s->state.air_start = 0.0;
3152
3153 v3_zero( s->state.air_init_v );
3154 v3_zero( s->state.air_init_co );
3155
3156 s->state.gravity_bias = k_gravity;
3157 v3_copy( player->rb.co, s->state.prev_pos );
3158 v4_copy( player->rb.q, s->state.smoothed_rotation );
3159 v3_zero( s->state.throw_v );
3160 v3_zero( s->state.trick_vel );
3161 v3_zero( s->state.trick_euler );
3162 v3_zero( s->state.cog_v );
3163 s->grind_cooldown = 0;
3164 s->surface_cooldown = 0;
3165 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3166 v3_copy( player->rb.to_world[1], s->state.up_dir );
3167 v3_copy( player->rb.to_world[1], s->surface_picture );
3168 v3_zero( s->weight_distribution );
3169 v3_copy( player->rb.co, s->state.prev_pos );
3170 }
3171
3172 VG_STATIC void player__skate_reset( player_instance *player,
3173 ent_spawn *rp )
3174 {
3175 struct player_skate *s = &player->_skate;
3176 v3_zero( player->rb.v );
3177 v4_copy( rp->transform.q, player->rb.q );
3178
3179 s->state.activity = k_skate_activity_air;
3180 s->state.activity_prev = k_skate_activity_air;
3181
3182 player__skate_clear_mechanics( player );
3183 player__skate_reset_animator( player );
3184
3185 v3_zero( s->state.head_position );
3186 s->state.head_position[1] = 1.8f;
3187 }
3188
3189 #endif /* PLAYER_SKATE_C */