boards now pickable
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9
10 VG_STATIC void player__skate_bind( player_instance *player )
11 {
12 struct player_skate *s = &player->_skate;
13 struct player_avatar *av = player->playeravatar;
14 struct skeleton *sk = &av->sk;
15
16 rb_update_transform( &player->rb );
17 s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
18 s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
19 s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
20 s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
21 s->anim_air = skeleton_get_anim( sk, "pose_air" );
22 s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
23 s->anim_push = skeleton_get_anim( sk, "push" );
24 s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
25 s->anim_ollie = skeleton_get_anim( sk, "ollie" );
26 s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
27 s->anim_grabs = skeleton_get_anim( sk, "grabs" );
28 }
29
30 VG_STATIC void player__skate_kill_audio( player_instance *player )
31 {
32 struct player_skate *s = &player->_skate;
33
34 audio_lock();
35 if( s->aud_main )
36 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
37 if( s->aud_air )
38 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
39 if( s->aud_slide )
40 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
41 audio_unlock();
42 }
43
44 /*
45 * Collision detection routines
46 *
47 *
48 */
49
50 /*
51 * Does collision detection on a sphere vs world, and applies some smoothing
52 * filters to the manifold afterwards
53 */
54 VG_STATIC int skate_collide_smooth( player_instance *player,
55 m4x3f mtx, rb_sphere *sphere,
56 rb_ct *man )
57 {
58 world_instance *world = get_active_world();
59
60 int len = 0;
61 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
62
63 for( int i=0; i<len; i++ )
64 {
65 man[i].rba = &player->rb;
66 man[i].rbb = NULL;
67 }
68
69 rb_manifold_filter_coplanar( man, len, 0.03f );
70
71 if( len > 1 )
72 {
73 rb_manifold_filter_backface( man, len );
74 rb_manifold_filter_joint_edges( man, len, 0.03f );
75 rb_manifold_filter_pairs( man, len, 0.03f );
76 }
77 int new_len = rb_manifold_apply_filtered( man, len );
78 if( len && !new_len )
79 len = 1;
80 else
81 len = new_len;
82
83 return len;
84 }
85
86 struct grind_info
87 {
88 v3f co, dir, n;
89 };
90
91 VG_STATIC int skate_grind_scansq( player_instance *player,
92 v3f pos, v3f dir, float r,
93 struct grind_info *inf )
94 {
95 world_instance *world = get_active_world();
96
97 v4f plane;
98 v3_copy( dir, plane );
99 v3_normalize( plane );
100 plane[3] = v3_dot( plane, pos );
101
102 boxf box;
103 v3_add( pos, (v3f){ r, r, r }, box[1] );
104 v3_sub( pos, (v3f){ r, r, r }, box[0] );
105
106 bh_iter it;
107 bh_iter_init( 0, &it );
108 int idx;
109
110 struct grind_sample
111 {
112 v2f co;
113 v2f normal;
114 v3f normal3,
115 centroid;
116 }
117 samples[48];
118 int sample_count = 0;
119
120 v2f support_min,
121 support_max;
122
123 v3f support_axis;
124 v3_cross( plane, player->basis[1], support_axis );
125 v3_normalize( support_axis );
126
127 while( bh_next( world->geo_bh, &it, box, &idx ) ){
128 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
129 v3f tri[3];
130
131 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
132 if( !(surf->info.flags & k_material_flag_grindable) )
133 continue;
134
135 for( int j=0; j<3; j++ )
136 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
137
138 for( int j=0; j<3; j++ ){
139 int i0 = j,
140 i1 = (j+1) % 3;
141
142 struct grind_sample *sample = &samples[ sample_count ];
143 v3f co;
144
145 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
146 v3f d;
147 v3_sub( co, pos, d );
148 if( v3_length2( d ) > r*r )
149 continue;
150
151 v3f va, vb, normal;
152 v3_sub( tri[1], tri[0], va );
153 v3_sub( tri[2], tri[0], vb );
154 v3_cross( va, vb, normal );
155
156 sample->normal[0] = v3_dot( support_axis, normal );
157 sample->normal[1] = v3_dot( player->basis[1], normal );
158 sample->co[0] = v3_dot( support_axis, d );
159 sample->co[1] = v3_dot( player->basis[1], d );
160
161 v3_copy( normal, sample->normal3 ); /* normalize later
162 if we want to us it */
163
164 v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
165 v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
166 v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
167
168 v2_normalize( sample->normal );
169 sample_count ++;
170
171 if( sample_count == vg_list_size( samples ) )
172 goto too_many_samples;
173 }
174 }
175 }
176
177 too_many_samples:
178
179 if( sample_count < 2 )
180 return 0;
181
182 v3f
183 average_direction,
184 average_normal;
185
186 v2f min_co, max_co;
187 v2_fill( min_co, INFINITY );
188 v2_fill( max_co, -INFINITY );
189
190 v3_zero( average_direction );
191 v3_zero( average_normal );
192
193 int passed_samples = 0;
194
195 for( int i=0; i<sample_count-1; i++ ){
196 struct grind_sample *si, *sj;
197
198 si = &samples[i];
199
200 for( int j=i+1; j<sample_count; j++ ){
201 if( i == j )
202 continue;
203
204 sj = &samples[j];
205
206 /* non overlapping */
207 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
208 continue;
209
210 /* not sharp angle */
211 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
212 continue;
213
214 /* not convex */
215 v3f v0;
216 v3_sub( sj->centroid, si->centroid, v0 );
217 if( v3_dot( v0, si->normal3 ) >= 0.0f ||
218 v3_dot( v0, sj->normal3 ) <= 0.0f )
219 continue;
220
221 v2_minv( sj->co, min_co, min_co );
222 v2_maxv( sj->co, max_co, max_co );
223
224 v3f n0, n1, dir;
225 v3_copy( si->normal3, n0 );
226 v3_copy( sj->normal3, n1 );
227 v3_cross( n0, n1, dir );
228 v3_normalize( dir );
229
230 /* make sure the directions all face a common hemisphere */
231 v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
232 v3_add( average_direction, dir, average_direction );
233
234 float yi = v3_dot( player->basis[1], si->normal3 ),
235 yj = v3_dot( player->basis[1], sj->normal3 );
236
237 if( yi > yj )
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, v_local ), 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 VG_STATIC
349 void player__approximate_best_trajectory( player_instance *player )
350 {
351 world_instance *world0 = get_active_world();
352
353 struct player_skate *s = &player->_skate;
354 float k_trace_delta = k_rb_delta * 10.0f;
355
356 s->state.air_start = vg.time;
357 v3_copy( player->rb.v, s->state.air_init_v );
358 v3_copy( player->rb.co, s->state.air_init_co );
359
360 s->possible_jump_count = 0;
361
362 v3f axis;
363 v3_cross( player->rb.v, player->rb.to_world[1], axis );
364 v3_normalize( axis );
365
366 /* at high slopes, Y component is low */
367 float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
368 angle_begin = -(1.0f-fabsf( upness )),
369 angle_end = 1.0f;
370
371 struct grind_info grind;
372 int grind_located = 0;
373 float grind_located_gravity = k_gravity;
374
375
376 v3f launch_v_bounds[2];
377
378 for( int i=0; i<2; i++ ){
379 v3_copy( player->rb.v, launch_v_bounds[i] );
380 float ang = (float[]){ angle_begin, angle_end }[ i ];
381 ang *= 0.15f;
382
383 v4f qbias;
384 q_axis_angle( qbias, axis, ang );
385 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
386 }
387
388 for( int m=0;m<=30; m++ ){
389 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
390 reset_jump_info( inf );
391
392 v3f launch_co, launch_v, co0, co1;
393 v3_copy( player->rb.co, launch_co );
394 v3_copy( player->rb.v, launch_v );
395 v3_copy( launch_co, co0 );
396 world_instance *trace_world = world0;
397
398 float vt = (float)m * (1.0f/30.0f),
399 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
400
401 v4f qbias;
402 q_axis_angle( qbias, axis, ang );
403 q_mulv( qbias, launch_v, launch_v );
404
405 float yaw_sketch = 1.0f-fabsf(upness);
406
407 float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
408 q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
409 q_mulv( qbias, launch_v, launch_v );
410
411 float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
412 gravity = k_gravity * gravity_bias;
413 inf->gravity = gravity;
414 v3_copy( launch_v, inf->v );
415
416 m3x3f basis;
417 m3x3_copy( player->basis, basis );
418
419 for( int i=1; i<=50; i++ ){
420 float t = (float)i * k_trace_delta;
421
422 v3_muls( launch_v, t, co1 );
423 v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
424 v3_add( launch_co, co1, co1 );
425
426 float launch_vy = v3_dot( launch_v,basis[1] );
427
428 int search_for_grind = 1;
429 if( grind_located ) search_for_grind = 0;
430 if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
431
432 /* REFACTOR */
433
434 v3f closest={0.0f,0.0f,0.0f};
435 if( search_for_grind ){
436 if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
437 float min_dist = 0.75f;
438 min_dist *= min_dist;
439
440 if( v3_dist2( closest, launch_co ) < min_dist )
441 search_for_grind = 0;
442
443 v3f bound[2];
444
445 for( int j=0; j<2; j++ ){
446 v3_muls( launch_v_bounds[j], t, bound[j] );
447 v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
448 v3_add( launch_co, bound[j], bound[j] );
449 }
450
451 float limh = vg_minf( 2.0f, t ),
452 minh = vg_minf( bound[0][1], bound[1][1] )-limh,
453 maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
454
455 if( (closest[1] < minh) || (closest[1] > maxh) ){
456 search_for_grind = 0;
457 }
458 }
459 else
460 search_for_grind = 0;
461 }
462
463 if( search_for_grind ){
464 v3f ve;
465 v3_copy( launch_v, ve );
466 v3_muladds( ve, basis[1], -gravity * t, ve );
467
468 if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
469 /* check alignment */
470 v2f v0 = { v3_dot( ve, basis[0] ),
471 v3_dot( ve, basis[2] ) },
472 v1 = { v3_dot( grind.dir, basis[0] ),
473 v3_dot( grind.dir, basis[2] ) };
474
475 v2_normalize( v0 );
476 v2_normalize( v1 );
477
478 float a = v2_dot( v0, v1 );
479
480 float a_min = cosf( VG_PIf * 0.185f );
481 if( s->grind_cooldown )
482 a_min = cosf( VG_PIf * 0.05f );
483
484 /* check speed */
485 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
486 (a >= a_min) &&
487 (fabsf(grind.dir[1]) < 0.70710678118654752f))
488 {
489 grind_located = 1;
490 grind_located_gravity = inf->gravity;
491 }
492 }
493 }
494
495 if( trace_world->rendering_gate ){
496 ent_gate *gate = trace_world->rendering_gate;
497 if( gate_intersect( gate, co1, co0 ) ){
498 m4x3_mulv( gate->transport, co0, co0 );
499 m4x3_mulv( gate->transport, co1, co1 );
500 m3x3_mulv( gate->transport, launch_v, launch_v);
501 m4x3_mulv( gate->transport, launch_co, launch_co );
502 m3x3_mul( gate->transport, basis, basis );
503
504 if( gate->type == k_gate_type_nonlocel ){
505 trace_world = &world_global.worlds[ gate->target ];
506 }
507 }
508 }
509
510 float t1;
511 v3f n;
512
513 float scan_radius = k_board_radius;
514 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
515
516 int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
517 if( idx != -1 ){
518 v3f co;
519 v3_lerp( co0, co1, t1, co );
520 v3_copy( co, inf->log[ inf->log_length ++ ] );
521
522 v3_copy( n, inf->n );
523 u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
524 struct world_surface *surf =
525 world_tri_index_surface( trace_world, tri[0] );
526
527 inf->type = k_prediction_land;
528
529 v3f ve;
530 v3_copy( launch_v, ve );
531 v3_muladds( ve, player->basis[1], -gravity * t, ve );
532
533 inf->score = -v3_dot( ve, inf->n );
534 inf->land_dist = t + k_trace_delta * t1;
535
536 /* Bias prediction towords ramps */
537 if( !(surf->info.flags & k_material_flag_skate_target) )
538 inf->score *= 10.0f;
539
540 if( surf->info.flags & k_material_flag_boundary )
541 s->possible_jump_count --;
542
543 break;
544 }
545
546 if( i % 3 == 0 )
547 v3_copy( co1, inf->log[ inf->log_length ++ ] );
548
549 v3_copy( co1, co0 );
550 }
551
552 if( inf->type == k_prediction_unset )
553 s->possible_jump_count --;
554 }
555
556 if( grind_located ){
557 jump_info grind_jumps[2];
558
559 int valid_count =
560 create_jumps_to_hit_target( player, grind_jumps, grind.co,
561 0.175f*VG_PIf, grind_located_gravity );
562
563 /* knock out original landing points in the 1m area */
564 for( u32 j=0; j<s->possible_jump_count; j++ ){
565 jump_info *jump = &s->possible_jumps[ j ];
566 float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
567 float descale = 1.0f-vg_minf(1.0f,dist);
568 jump->score += descale*3.0f;
569 }
570
571 for( int i=0; i<valid_count; i++ ){
572 jump_info *jump = &grind_jumps[i];
573 jump->type = k_prediction_grind;
574
575 v3f launch_v, launch_co, co0, co1;
576
577 v3_copy( jump->v, launch_v );
578 v3_copy( player->rb.co, launch_co );
579
580 m3x3f basis;
581 m3x3_copy( player->basis, basis );
582
583 float t = 0.05f * jump->land_dist;
584 v3_muls( launch_v, t, co0 );
585 v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
586 v3_add( launch_co, co0, co0 );
587
588 /* rough scan to make sure we dont collide with anything */
589 for( int j=1; j<=16; j++ ){
590 t = (float)j*(1.0f/16.0f);
591 t *= 0.9f;
592 t += 0.05f;
593 t *= jump->land_dist;
594
595 v3_muls( launch_v, t, co1 );
596 v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
597 v3_add( launch_co, co1, co1 );
598
599 float t1;
600 v3f n;
601
602 int idx = spherecast_world( world0, co0,co1,
603 k_board_radius*0.1f, &t1, n);
604 if( idx != -1 ){
605 goto invalidated_grind;
606 }
607
608 v3_copy( co1, co0 );
609 }
610
611 v3_copy( grind.n, jump->n );
612
613 /* determine score */
614 v3f ve;
615 v3_copy( jump->v, ve );
616 v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
617 jump->score = -v3_dot( ve, grind.n ) * 0.9f;
618
619 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
620
621 continue;
622 invalidated_grind:;
623 }
624 }
625
626
627 float score_min = INFINITY,
628 score_max = -INFINITY;
629
630 jump_info *best = NULL;
631
632 for( int i=0; i<s->possible_jump_count; i ++ ){
633 jump_info *jump = &s->possible_jumps[i];
634
635 if( jump->score < score_min )
636 best = jump;
637
638 score_min = vg_minf( score_min, jump->score );
639 score_max = vg_maxf( score_max, jump->score );
640 }
641
642 for( int i=0; i<s->possible_jump_count; i ++ ){
643 jump_info *jump = &s->possible_jumps[i];
644 float s = jump->score;
645
646 s -= score_min;
647 s /= (score_max-score_min);
648 s = 1.0f - s;
649
650 jump->score = s;
651 jump->colour = s * 255.0f;
652
653 if( jump == best )
654 jump->colour <<= 16;
655 else if( jump->type == k_prediction_land )
656 jump->colour <<= 8;
657
658 jump->colour |= 0xff000000;
659 }
660
661 if( best ){
662 v3_copy( best->n, s->land_normal );
663 v3_copy( best->v, player->rb.v );
664 s->land_dist = best->land_dist;
665
666 s->state.gravity_bias = best->gravity;
667
668 if( best->type == k_prediction_grind ){
669 s->state.activity = k_skate_activity_air_to_grind;
670 }
671
672 v2f steer;
673 joystick_state( k_srjoystick_steer, steer );
674 v2_normalize_clamp( steer );
675
676 if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
677 s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
678 s->state.reverse ;
679 s->state.flip_time = 0.0f;
680 v3_copy( player->rb.to_world[0], s->state.flip_axis );
681 }
682 else{
683 s->state.flip_rate = 0.0f;
684 v3_zero( s->state.flip_axis );
685 }
686 }
687 else{
688 v3_copy( player->basis[1], s->land_normal );
689 }
690 }
691
692 /*
693 *
694 * Varius physics models
695 * ------------------------------------------------
696 */
697
698 /*
699 * Air control, no real physics
700 */
701 VG_STATIC void skate_apply_air_model( player_instance *player )
702 {
703 struct player_skate *s = &player->_skate;
704
705 if( s->state.activity_prev > k_skate_activity_air_to_grind )
706 player__approximate_best_trajectory( player );
707
708 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
709 angle = vg_clampf( angle, -1.0f, 1.0f );
710 v3f axis;
711 v3_cross( player->rb.to_world[1], s->land_normal, axis );
712
713 v4f correction;
714 q_axis_angle( correction, axis,
715 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
716 q_mul( correction, player->rb.q, player->rb.q );
717 }
718
719 VG_STATIC int player_skate_trick_input( player_instance *player );
720 VG_STATIC void skate_apply_trick_model( player_instance *player )
721 {
722 struct player_skate *s = &player->_skate;
723
724 v3f Fd, Fs, F;
725 v3f strength = { 3.7f, 3.6f, 8.0f };
726
727 v3_muls( s->board_trick_residualv, -4.0f , Fd );
728 v3_muls( s->board_trick_residuald, -10.0f, Fs );
729 v3_add( Fd, Fs, F );
730 v3_mul( strength, F, F );
731
732 v3_muladds( s->board_trick_residualv, F, k_rb_delta,
733 s->board_trick_residualv );
734 v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
735 k_rb_delta, s->board_trick_residuald );
736
737 if( s->state.activity <= k_skate_activity_air_to_grind ){
738 if( v3_length2( s->state.trick_vel ) < 0.0001f )
739 return;
740
741 int carry_on = player_skate_trick_input( player );
742
743 /* we assume velocities share a common divisor, in which case the
744 * interval is the minimum value (if not zero) */
745
746 float min_rate = 99999.0f;
747
748 for( int i=0; i<3; i++ ){
749 float v = s->state.trick_vel[i];
750 if( (v > 0.0f) && (v < min_rate) )
751 min_rate = v;
752 }
753
754 float interval = 1.0f / min_rate,
755 current = floorf( s->state.trick_time / interval ),
756 next_end = (current+1.0f) * interval;
757
758
759 /* integrate trick velocities */
760 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
761 s->state.trick_euler );
762
763 if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
764 s->state.trick_time = 0.0f;
765 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
766 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
767 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
768 v3_copy( s->state.trick_vel, s->board_trick_residualv );
769 v3_zero( s->state.trick_vel );
770 }
771
772 s->state.trick_time += k_rb_delta;
773 }
774 else{
775 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
776 s->state.trick_time > 0.2f)
777 {
778 player__skate_kill_audio( player );
779 player__dead_transition( player );
780 }
781
782 s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
783 s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
784 s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
785 s->state.trick_time = 0.0f;
786 v3_zero( s->state.trick_vel );
787 }
788 }
789
790 VG_STATIC void skate_apply_grab_model( player_instance *player )
791 {
792 struct player_skate *s = &player->_skate;
793
794 float grabt = axis_state( k_sraxis_grab );
795
796 if( grabt > 0.5f ){
797 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
798 s->state.grab_mouse_delta );
799
800 v2_normalize_clamp( s->state.grab_mouse_delta );
801 }
802 else
803 v2_zero( s->state.grab_mouse_delta );
804
805 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
806 }
807
808 VG_STATIC void skate_apply_steering_model( player_instance *player )
809 {
810 struct player_skate *s = &player->_skate;
811
812 v2f jsteer;
813 joystick_state( k_srjoystick_steer, jsteer );
814
815 /* Steering */
816 float steer = jsteer[0],
817 grab = axis_state( k_sraxis_grab );
818
819 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
820
821 v3f steer_axis;
822 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
823
824 float rate = 26.0f,
825 top = 1.0f;
826
827 if( s->state.activity <= k_skate_activity_air_to_grind ){
828 rate = 6.0f * fabsf(steer);
829 top = 1.5f;
830 }
831 else{
832 /* rotate slower when grabbing on ground */
833 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
834
835 if( s->state.activity == k_skate_activity_grind_5050 ){
836 rate = 0.0f;
837 top = 0.0f;
838 }
839
840 else if( s->state.activity >= k_skate_activity_grind_any ){
841 rate *= fabsf(steer);
842
843 float a = 0.8f * -steer * k_rb_delta;
844
845 v4f q;
846 q_axis_angle( q, player->rb.to_world[1], a );
847 q_mulv( q, s->grind_vec, s->grind_vec );
848
849 v3_normalize( s->grind_vec );
850 }
851
852 else if( s->state.manual_direction ){
853 rate = 35.0f;
854 top = 1.5f;
855 }
856 }
857
858 float current = v3_dot( player->rb.to_world[1], player->rb.w ),
859 addspeed = (steer * -top) - current,
860 maxaccel = rate * k_rb_delta,
861 accel = vg_clampf( addspeed, -maxaccel, maxaccel );
862
863 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
864 }
865
866 /*
867 * Computes friction and surface interface model
868 */
869 VG_STATIC void skate_apply_friction_model( player_instance *player )
870 {
871 struct player_skate *s = &player->_skate;
872
873 /*
874 * Computing localized friction forces for controlling the character
875 * Friction across X is significantly more than Z
876 */
877
878 v3f vel;
879 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
880 float slip = 0.0f;
881
882 if( fabsf(vel[2]) > 0.01f )
883 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
884
885 if( fabsf( slip ) > 1.2f )
886 slip = vg_signf( slip ) * 1.2f;
887
888 s->state.slip = slip;
889 s->state.reverse = -vg_signf(vel[2]);
890
891 vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
892 vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
893
894 /* Pushing additive force */
895
896 if( !button_press( k_srbind_jump ) ){
897 if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
898 {
899 if( (vg.time - s->state.cur_push) > 0.25 )
900 s->state.start_push = vg.time;
901
902 s->state.cur_push = vg.time;
903
904 double push_time = vg.time - s->state.start_push;
905
906 float cycle_time = push_time*k_push_cycle_rate,
907 accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
908 amt = accel * VG_TIMESTEP_FIXED,
909 current = v3_length( vel ),
910 new_vel = vg_minf( current + amt, k_max_push_speed ),
911 delta = new_vel - vg_minf( current, k_max_push_speed );
912
913 vel[2] += delta * -s->state.reverse;
914 }
915 }
916
917 /* Send back to velocity */
918 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
919 }
920
921 VG_STATIC void skate_apply_jump_model( player_instance *player )
922 {
923 struct player_skate *s = &player->_skate;
924 int charging_jump_prev = s->state.charging_jump;
925 s->state.charging_jump = button_press( k_srbind_jump );
926
927 /* Cannot charge this in air */
928 if( s->state.activity <= k_skate_activity_air_to_grind ){
929 s->state.charging_jump = 0;
930 return;
931 }
932
933 if( s->state.charging_jump ){
934 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
935
936 if( !charging_jump_prev )
937 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
938 }
939 else{
940 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
941 }
942
943 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
944
945 /* player let go after charging past 0.2: trigger jump */
946 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
947 v3f jumpdir;
948
949 /* Launch more up if alignment is up else improve velocity */
950 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
951 mod = 0.5f,
952 dir = mod + fabsf(aup)*(1.0f-mod);
953
954 if( s->state.activity == k_skate_activity_ground ){
955 v3_copy( player->rb.v, jumpdir );
956 v3_normalize( jumpdir );
957 v3_muls( jumpdir, 1.0f-dir, jumpdir );
958 v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
959 v3_normalize( jumpdir );
960 }else{
961 v3_copy( s->state.up_dir, jumpdir );
962 s->grind_cooldown = 30;
963 s->state.activity = k_skate_activity_ground;
964
965 v2f steer;
966 joystick_state( k_srjoystick_steer, steer );
967
968 float tilt = steer[0] * 0.3f;
969 tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
970
971 v4f qtilt;
972 q_axis_angle( qtilt, s->grind_dir, tilt );
973 q_mulv( qtilt, jumpdir, jumpdir );
974 }
975 s->surface_cooldown = 10;
976
977 float force = k_jump_force*s->state.jump_charge;
978 v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
979 s->state.jump_charge = 0.0f;
980 s->state.jump_time = vg.time;
981
982 audio_lock();
983 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
984 audio_unlock();
985 }
986 }
987
988 VG_STATIC void skate_apply_pump_model( player_instance *player )
989 {
990 struct player_skate *s = &player->_skate;
991
992 if( s->state.activity != k_skate_activity_ground ){
993 v3_zero( s->state.throw_v );
994 return;
995 }
996
997 /* Throw / collect routine
998 */
999 if( axis_state( k_sraxis_grab ) > 0.5f ){
1000 if( s->state.activity == k_skate_activity_ground ){
1001 /* Throw */
1002 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
1003 }
1004 }
1005 else{
1006 /* Collect */
1007 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
1008
1009 v3f Fl, Fv;
1010 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
1011
1012 if( s->state.activity == k_skate_activity_ground ){
1013 if( v3_length2(player->rb.v)<(20.0f*20.0f) )
1014 v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
1015 v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
1016 }
1017
1018 v3_muls( player->rb.to_world[1], -doty, Fv );
1019 v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
1020 v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
1021 }
1022
1023 /* Decay */
1024 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1025 v3f dir;
1026 v3_copy( s->state.throw_v, dir );
1027 v3_normalize( dir );
1028
1029 float max = v3_dot( dir, s->state.throw_v ),
1030 amt = vg_minf( k_mmdecay * k_rb_delta, max );
1031 v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
1032 }
1033 }
1034
1035 VG_STATIC void skate_apply_cog_model( player_instance *player )
1036 {
1037 struct player_skate *s = &player->_skate;
1038
1039 v3f ideal_cog, ideal_diff, ideal_dir;
1040 v3_copy( s->state.up_dir, ideal_dir );
1041 v3_normalize( ideal_dir );
1042
1043 float grab = axis_state( k_sraxis_grab );
1044 v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
1045 v3_sub( ideal_cog, s->state.cog, ideal_diff );
1046
1047 /* Apply velocities */
1048 v3f rv;
1049 v3_sub( player->rb.v, s->state.cog_v, rv );
1050
1051 v3f F;
1052 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1053 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1054
1055 float ra = k_cog_mass_ratio,
1056 rb = 1.0f-k_cog_mass_ratio;
1057
1058 /* Apply forces & intergrate */
1059 v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
1060 v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
1061 s->state.cog_v );
1062
1063 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1064 }
1065
1066
1067 VG_STATIC void skate_integrate( player_instance *player )
1068 {
1069 struct player_skate *s = &player->_skate;
1070
1071 float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
1072 decay_rate_z = decay_rate_x,
1073 decay_rate_y = 1.0f;
1074
1075 if( s->state.activity >= k_skate_activity_grind_any ){
1076 #if 0
1077 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
1078 decay_rate_y = decay_rate;
1079 #endif
1080 decay_rate_x = 1.0f-(16.0f*k_rb_delta);
1081 decay_rate_y = 1.0f-(10.0f*k_rb_delta);
1082 decay_rate_z = 1.0f-(40.0f*k_rb_delta);
1083 }
1084
1085 float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
1086 wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
1087 wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
1088
1089 v3_muls( player->rb.to_world[0], wx, player->rb.w );
1090 v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
1091 v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
1092
1093 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1094 rb_update_transform( &player->rb );
1095 }
1096
1097 /*
1098 * 1 2 or 3
1099 */
1100
1101 VG_STATIC void skate_copy_holdout( player_instance *player )
1102 {
1103 struct player_skate *s = &player->_skate;
1104 struct player_avatar *av = player->playeravatar;
1105 struct skeleton *sk = &av->sk;
1106 skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
1107 }
1108
1109 VG_STATIC int player_skate_trick_input( player_instance *player )
1110 {
1111 return (button_press( k_srbind_trick0 ) ) |
1112 (button_press( k_srbind_trick1 ) << 1) |
1113 (button_press( k_srbind_trick2 ) << 1) |
1114 (button_press( k_srbind_trick2 ) );
1115 }
1116
1117 VG_STATIC void player__skate_pre_update( player_instance *player )
1118 {
1119 struct player_skate *s = &player->_skate;
1120
1121 if( button_down( k_srbind_use ) ){
1122 player->subsystem = k_player_subsystem_walk;
1123
1124 v3f angles;
1125 v3_copy( player->cam.angles, angles );
1126 angles[2] = 0.0f;
1127
1128 skate_copy_holdout( player );
1129 player->holdout_time = 0.34f;
1130 player__skate_kill_audio( player );
1131 player__walk_transition( player, angles );
1132 return;
1133 }
1134
1135 int trick_id;
1136 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
1137 (trick_id = player_skate_trick_input( player )) )
1138 {
1139 if( (vg.time - s->state.jump_time) < 0.1f ){
1140 v3_zero( s->state.trick_vel );
1141 s->state.trick_time = 0.0f;
1142
1143 if( trick_id == 1 ){
1144 s->state.trick_vel[0] = 3.0f;
1145 }
1146 else if( trick_id == 2 ){
1147 s->state.trick_vel[2] = 3.0f;
1148 }
1149 else if( trick_id == 3 ){
1150 s->state.trick_vel[0] = 2.0f;
1151 s->state.trick_vel[2] = 2.0f;
1152 }
1153 }
1154 }
1155 }
1156
1157 VG_STATIC void player__skate_post_update( player_instance *player )
1158 {
1159 struct player_skate *s = &player->_skate;
1160
1161 for( int i=0; i<s->possible_jump_count; i++ ){
1162 jump_info *jump = &s->possible_jumps[i];
1163
1164 if( jump->log_length == 0 ){
1165 vg_fatal_error( "assert: jump->log_length == 0\n" );
1166 }
1167
1168 for( int j=0; j<jump->log_length - 1; j ++ ){
1169 float brightness = jump->score*jump->score*jump->score;
1170 v3f p1;
1171 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1172 vg_line( jump->log[j], p1, jump->colour );
1173 }
1174
1175 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1176
1177 v3f p1;
1178 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1179 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1180
1181 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1182 }
1183
1184 audio_lock();
1185
1186 float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
1187 speed = v3_length( player->rb.v ),
1188 attn = vg_minf( 1.0f, speed*0.1f ),
1189 slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
1190
1191 if( s->state.activity >= k_skate_activity_grind_any ){
1192 slide = 0.0f;
1193 }
1194
1195 static float menu_gate = 1.0f;
1196 menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
1197
1198 float
1199 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
1200 vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
1201 vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
1202
1203 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1204
1205 if( !s->aud_air ){
1206 s->aud_air = audio_get_first_idle_channel();
1207 if( s->aud_air )
1208 audio_channel_init( s->aud_air, &audio_board[1], flags );
1209 }
1210
1211 if( !s->aud_slide ){
1212 s->aud_slide = audio_get_first_idle_channel();
1213 if( s->aud_slide )
1214 audio_channel_init( s->aud_slide, &audio_board[2], flags );
1215 }
1216
1217
1218 /* brrrrrrrrrrrt sound for tiles and stuff
1219 * --------------------------------------------------------*/
1220 float sidechain_amt = 0.0f,
1221 hz = vg_maxf( speed * 2.0f, 2.0f );
1222
1223 if( (s->surface == k_surface_prop_tiles) &&
1224 (s->state.activity < k_skate_activity_grind_any) )
1225 sidechain_amt = 1.0f;
1226 else
1227 sidechain_amt = 0.0f;
1228
1229 audio_set_lfo_frequency( 0, hz );
1230 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
1231 vg_lerpf( 250.0f, 80.0f, attn ) );
1232
1233 if( s->sample_change_cooldown > 0.0f ){
1234 s->sample_change_cooldown -= vg.time_frame_delta;
1235 }
1236 else{
1237 int sample_type = k_skate_sample_concrete;
1238
1239 if( s->state.activity == k_skate_activity_grind_5050 ){
1240 if( s->surface == k_surface_prop_metal )
1241 sample_type = k_skate_sample_metal_scrape_generic;
1242 else
1243 sample_type = k_skate_sample_concrete_scrape_metal;
1244 }
1245 else if( (s->state.activity == k_skate_activity_grind_back50) ||
1246 (s->state.activity == k_skate_activity_grind_front50) )
1247 {
1248 if( s->surface == k_surface_prop_metal ){
1249 sample_type = k_skate_sample_metal_scrape_generic;
1250 }
1251 else{
1252 float a = v3_dot( player->rb.to_world[2], s->grind_dir );
1253 if( fabsf(a) > 0.70710678118654752f )
1254 sample_type = k_skate_sample_concrete_scrape_wood;
1255 else
1256 sample_type = k_skate_sample_concrete_scrape_metal;
1257 }
1258 }
1259 else if( s->state.activity == k_skate_activity_grind_boardslide ){
1260 if( s->surface == k_surface_prop_metal )
1261 sample_type = k_skate_sample_metal_scrape_generic;
1262 else
1263 sample_type = k_skate_sample_concrete_scrape_wood;
1264 }
1265
1266 audio_clip *relevant_samples[] = {
1267 &audio_board[0],
1268 &audio_board[0],
1269 &audio_board[7],
1270 &audio_board[6],
1271 &audio_board[5]
1272 };
1273
1274 if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
1275 s->aud_main =
1276 audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
1277 0.06f, flags );
1278 s->sample_change_cooldown = 0.1f;
1279 s->main_sample_type = sample_type;
1280 }
1281 }
1282
1283 if( s->aud_main ){
1284 s->aud_main->colour = 0x00103efe;
1285 audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
1286 //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
1287 audio_channel_edit_volume( s->aud_main, vol_main, 1 );
1288 audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
1289
1290 float rate = 1.0f + (attn-0.5f)*0.2f;
1291 audio_channel_set_sampling_rate( s->aud_main, rate );
1292 }
1293
1294 if( s->aud_slide ){
1295 s->aud_slide->colour = 0x00103efe;
1296 audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
1297 //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
1298 audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
1299 audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
1300 }
1301
1302 if( s->aud_air ){
1303 s->aud_air->colour = 0x00103efe;
1304 audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
1305 //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
1306 audio_channel_edit_volume( s->aud_air, vol_air, 1 );
1307 }
1308
1309 audio_unlock();
1310 }
1311
1312 /*
1313 * truck alignment model at ra(local)
1314 * returns 1 if valid surface:
1315 * surface_normal will be filled out with an averaged normal vector
1316 * axel_dir will be the direction from left to right wheels
1317 *
1318 * returns 0 if no good surface found
1319 */
1320 VG_STATIC
1321 int skate_compute_surface_alignment( player_instance *player,
1322 v3f ra, u32 colour,
1323 v3f surface_normal, v3f axel_dir )
1324 {
1325 struct player_skate *s = &player->_skate;
1326 world_instance *world = get_active_world();
1327
1328 v3f truck, left, right;
1329 m4x3_mulv( player->rb.to_world, ra, truck );
1330
1331 v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
1332 v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
1333 vg_line( left, right, colour );
1334
1335 float k_max_truck_flex = VG_PIf * 0.25f;
1336
1337 ray_hit ray_l, ray_r;
1338
1339 v3f dir;
1340 v3_muls( player->rb.to_world[1], -1.0f, dir );
1341
1342 int res_l = 0, res_r = 0;
1343
1344 for( int i=0; i<8; i++ )
1345 {
1346 float t = 1.0f - (float)i * (1.0f/8.0f);
1347 v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
1348 v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
1349 ray_l.dist = 2.1f * k_board_radius;
1350
1351 res_l = ray_world( world, left, dir, &ray_l );
1352
1353 if( res_l )
1354 break;
1355 }
1356
1357 for( int i=0; i<8; i++ )
1358 {
1359 float t = 1.0f - (float)i * (1.0f/8.0f);
1360 v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
1361 v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
1362 ray_r.dist = 2.1f * k_board_radius;
1363
1364 res_r = ray_world( world, right, dir, &ray_r );
1365
1366 if( res_r )
1367 break;
1368 }
1369
1370 v3f v0;
1371 v3f midpoint;
1372 v3f tangent_average;
1373 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1374 v3_zero( tangent_average );
1375
1376 if( res_l || res_r )
1377 {
1378 v3f p0, p1, t;
1379 v3_copy( midpoint, p0 );
1380 v3_copy( midpoint, p1 );
1381
1382 if( res_l )
1383 {
1384 v3_copy( ray_l.pos, p0 );
1385 v3_cross( ray_l.normal, player->rb.to_world[0], t );
1386 v3_add( t, tangent_average, tangent_average );
1387 }
1388 if( res_r )
1389 {
1390 v3_copy( ray_r.pos, p1 );
1391 v3_cross( ray_r.normal, player->rb.to_world[0], t );
1392 v3_add( t, tangent_average, tangent_average );
1393 }
1394
1395 v3_sub( p1, p0, v0 );
1396 v3_normalize( v0 );
1397 }
1398 else
1399 {
1400 /* fallback: use the closes point to the trucks */
1401 v3f closest;
1402 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1403
1404 if( idx != -1 )
1405 {
1406 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1407 v3f verts[3];
1408
1409 for( int j=0; j<3; j++ )
1410 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1411
1412 v3f vert0, vert1, n;
1413 v3_sub( verts[1], verts[0], vert0 );
1414 v3_sub( verts[2], verts[0], vert1 );
1415 v3_cross( vert0, vert1, n );
1416 v3_normalize( n );
1417
1418 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1419 return 0;
1420
1421 v3_cross( n, player->rb.to_world[2], v0 );
1422 v3_muladds( v0, player->rb.to_world[2],
1423 -v3_dot( player->rb.to_world[2], v0 ), v0 );
1424 v3_normalize( v0 );
1425
1426 v3f t;
1427 v3_cross( n, player->rb.to_world[0], t );
1428 v3_add( t, tangent_average, tangent_average );
1429 }
1430 else
1431 return 0;
1432 }
1433
1434 v3_muladds( truck, v0, k_board_width, right );
1435 v3_muladds( truck, v0, -k_board_width, left );
1436
1437 vg_line( left, right, VG__WHITE );
1438
1439 v3_normalize( tangent_average );
1440 v3_cross( v0, tangent_average, surface_normal );
1441 v3_copy( v0, axel_dir );
1442
1443 return 1;
1444 }
1445
1446 VG_STATIC void skate_weight_distribute( player_instance *player )
1447 {
1448 struct player_skate *s = &player->_skate;
1449 v3_zero( s->weight_distribution );
1450
1451 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1452
1453 v2f steer;
1454 joystick_state( k_srjoystick_steer, steer );
1455
1456 if( s->state.manual_direction == 0 ){
1457 if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
1458 (s->state.jump_charge <= 0.01f) )
1459 s->state.manual_direction = reverse_dir;
1460 }
1461 else{
1462 if( steer[1] < 0.1f ){
1463 s->state.manual_direction = 0;
1464 }
1465 else{
1466 if( reverse_dir != s->state.manual_direction ){
1467 return;
1468 }
1469 }
1470 }
1471
1472 if( s->state.manual_direction ){
1473 float amt = vg_minf( steer[1] * 8.0f, 1.0f );
1474 s->weight_distribution[2] = k_board_length * amt *
1475 (float)s->state.manual_direction;
1476 }
1477
1478 if( s->state.manual_direction ){
1479 v3f plane_z;
1480
1481 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1482 v3_negate( plane_z, plane_z );
1483
1484 v3_muladds( plane_z, s->surface_picture,
1485 -v3_dot( plane_z, s->surface_picture ), plane_z );
1486 v3_normalize( plane_z );
1487
1488 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1489 v3_normalize( plane_z );
1490
1491 v3f p1;
1492 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1493 vg_line( player->rb.co, p1, VG__GREEN );
1494
1495 v3f refdir;
1496 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1497 refdir );
1498
1499 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1500 k_manul_spring, k_manul_dampener,
1501 s->substep_delta );
1502 }
1503 }
1504
1505 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1506 {
1507 struct player_skate *s = &player->_skate;
1508
1509 if( s->state.activity == k_skate_activity_ground ){
1510 v3f target;
1511 v3_copy( s->surface_picture, target );
1512
1513 target[1] += 2.0f * s->surface_picture[1];
1514 v3_normalize( target );
1515
1516 v3_lerp( s->state.up_dir, target,
1517 8.0f * s->substep_delta, s->state.up_dir );
1518 }
1519 else if( s->state.activity <= k_skate_activity_air_to_grind ){
1520 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1521 8.0f * s->substep_delta, s->state.up_dir );
1522 }
1523 else{
1524 v3_lerp( s->state.up_dir, player->basis[1],
1525 12.0f * s->substep_delta, s->state.up_dir );
1526 }
1527 }
1528
1529 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1530 {
1531 v3f dir;
1532 v3_sub( target, origin, dir );
1533
1534 ray_hit ray;
1535 ray.dist = v3_length( dir );
1536 v3_muls( dir, 1.0f/ray.dist, dir );
1537 ray.dist -= 0.025f;
1538
1539 if( ray_world( get_active_world(), origin, dir, &ray ) )
1540 return 0;
1541
1542 return 1;
1543 }
1544
1545 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1546 {
1547 v3_copy( inf->dir, mtx[0] );
1548 v3_copy( inf->n, mtx[1] );
1549 v3_cross( mtx[0], mtx[1], mtx[2] );
1550 }
1551
1552 VG_STATIC void skate_grind_friction( player_instance *player,
1553 struct grind_info *inf, float strength )
1554 {
1555 v3f v2;
1556 v3_muladds( player->rb.to_world[2], inf->n,
1557 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1558
1559 float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
1560 dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
1561 F = a * -dir * k_grind_max_friction;
1562
1563 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1564 }
1565
1566 VG_STATIC void skate_grind_decay( player_instance *player,
1567 struct grind_info *inf, float strength )
1568 {
1569 m3x3f mtx, mtx_inv;
1570 skate_grind_orient( inf, mtx );
1571 m3x3_transpose( mtx, mtx_inv );
1572
1573 v3f v_grind;
1574 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1575
1576 float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
1577 v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
1578 m3x3_mulv( mtx, v_grind, player->rb.v );
1579 }
1580
1581 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1582 float sign, struct grind_info *inf,
1583 float strength )
1584 {
1585 struct player_skate *s = &player->_skate;
1586
1587 /* REFACTOR */
1588 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1589 v3f raw, wsp;
1590 m3x3_mulv( player->rb.to_world, ra, raw );
1591 v3_add( player->rb.co, raw, wsp );
1592
1593 v3_copy( ra, s->weight_distribution );
1594
1595 v3f delta;
1596 v3_sub( inf->co, wsp, delta );
1597
1598 /* spring force */
1599 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1600 player->rb.v );
1601
1602 skate_grind_decay( player, inf, strength );
1603 skate_grind_friction( player, inf, strength );
1604
1605 /* yeah yeah yeah yeah */
1606 v3f raw_nplane, axis;
1607 v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
1608 v3_cross( raw_nplane, inf->n, axis );
1609 v3_normalize( axis );
1610
1611 /* orientation */
1612 m3x3f mtx;
1613 skate_grind_orient( inf, mtx );
1614 v3f target_fwd, fwd, up, target_up;
1615 m3x3_mulv( mtx, s->grind_vec, target_fwd );
1616 v3_copy( raw_nplane, fwd );
1617 v3_copy( player->rb.to_world[1], up );
1618 v3_copy( inf->n, target_up );
1619
1620 v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
1621 v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
1622
1623 v3_normalize( target_fwd );
1624 v3_normalize( fwd );
1625
1626 v2f steer;
1627 joystick_state( k_srjoystick_steer, steer );
1628
1629 float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1630
1631 v4f q;
1632 q_axis_angle( q, axis, VG_PIf*0.125f * way );
1633 q_mulv( q, target_up, target_up );
1634 q_mulv( q, target_fwd, target_fwd );
1635
1636 rb_effect_spring_target_vector( &player->rb, up, target_up,
1637 k_grind_spring,
1638 k_grind_dampener,
1639 k_rb_delta );
1640
1641 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1642 k_grind_spring*strength,
1643 k_grind_dampener*strength,
1644 k_rb_delta );
1645
1646 vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
1647 vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
1648 vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
1649
1650 s->grind_strength = strength;
1651
1652 /* Fake contact */
1653 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1654 m4x3_mulv( player->rb.to_local, wsp, limit->ra );
1655 m3x3_mulv( player->rb.to_local, inf->n, limit->n );
1656 limit->p = 0.0f;
1657
1658 v3_copy( inf->dir, s->grind_dir );
1659 }
1660
1661 VG_STATIC void skate_5050_apply( player_instance *player,
1662 struct grind_info *inf_front,
1663 struct grind_info *inf_back )
1664 {
1665 struct player_skate *s = &player->_skate;
1666 struct grind_info inf_avg;
1667
1668 v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
1669 v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
1670 v3_normalize( inf_avg.dir );
1671
1672 v3f axis_front, axis_back, axis;
1673 v3_cross( inf_front->dir, inf_front->n, axis_front );
1674 v3_cross( inf_back->dir, inf_back->n, axis_back );
1675 v3_add( axis_front, axis_back, axis );
1676 v3_normalize( axis );
1677
1678 v3_cross( axis, inf_avg.dir, inf_avg.n );
1679 skate_grind_decay( player, &inf_avg, 1.0f );
1680
1681 v2f steer;
1682 joystick_state( k_srjoystick_steer, steer );
1683
1684 float way = steer[1] *
1685 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1686 v4f q;
1687 v3f up, target_up;
1688 v3_copy( player->rb.to_world[1], up );
1689 v3_copy( inf_avg.n, target_up );
1690 q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
1691 q_mulv( q, target_up, target_up );
1692
1693 v3_zero( s->weight_distribution );
1694 s->weight_distribution[2] = k_board_length * -way;
1695
1696 rb_effect_spring_target_vector( &player->rb, up, target_up,
1697 k_grind_spring,
1698 k_grind_dampener,
1699 k_rb_delta );
1700
1701 v3f fwd_nplane, dir_nplane;
1702 v3_muladds( player->rb.to_world[2], inf_avg.n,
1703 -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
1704
1705 v3f dir;
1706 v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
1707 v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
1708
1709 v3_normalize( fwd_nplane );
1710 v3_normalize( dir_nplane );
1711
1712 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1713 1000.0f,
1714 k_grind_dampener,
1715 k_rb_delta );
1716
1717 v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
1718 pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
1719 delta_front, delta_back, delta_total;
1720
1721 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1722 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1723
1724 v3_sub( inf_front->co, pos_front, delta_front );
1725 v3_sub( inf_back->co, pos_back, delta_back );
1726 v3_add( delta_front, delta_back, delta_total );
1727
1728 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1729
1730 /* Fake contact */
1731 struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
1732 v3_zero( limit->ra );
1733 m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
1734 limit->p = 0.0f;
1735
1736 v3_copy( inf_avg.dir, s->grind_dir );
1737 }
1738
1739 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1740 struct grind_info *inf )
1741 {
1742 struct player_skate *s = &player->_skate;
1743
1744 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1745 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1746
1747 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1748 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1749
1750 /* Exit condition: lost grind tracking */
1751 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1752 return 0;
1753
1754 /* Exit condition: cant see grind target directly */
1755 if( !skate_point_visible( wheel_co, inf->co ) )
1756 return 0;
1757
1758 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1759 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1760 minv = k_grind_axel_min_vel*0.8f;
1761
1762 if( dv < minv )
1763 return 0;
1764
1765 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1766 return 0;
1767
1768 v3_copy( inf->dir, s->grind_dir );
1769 return 1;
1770 }
1771
1772 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1773 struct grind_info *inf )
1774 {
1775 struct player_skate *s = &player->_skate;
1776
1777 /* REFACTOR */
1778 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1779
1780 v3f raw, wsp;
1781 m3x3_mulv( player->rb.to_world, ra, raw );
1782 v3_add( player->rb.co, raw, wsp );
1783
1784 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1785 {
1786 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1787 return 0;
1788
1789 /* velocity should be at least 60% aligned */
1790 v3f pv, axis;
1791 v3_cross( inf->n, inf->dir, axis );
1792 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1793
1794 if( v3_length2( pv ) < 0.0001f )
1795 return 0;
1796 v3_normalize( pv );
1797
1798 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1799 return 0;
1800
1801 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1802 return 0;
1803
1804 #if 0
1805 /* check for vertical alignment */
1806 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1807 return 0;
1808 #endif
1809
1810 v3f local_co, local_dir, local_n;
1811 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1812 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1813 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1814
1815 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1816
1817 float truck_height = -(k_board_radius+0.03f);
1818
1819 v3f rv;
1820 v3_cross( player->rb.w, raw, rv );
1821 v3_add( player->rb.v, rv, rv );
1822
1823 if( (local_co[1] >= truck_height) &&
1824 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1825 {
1826 return 1;
1827 }
1828 }
1829
1830 return 0;
1831 }
1832
1833 VG_STATIC void skate_boardslide_apply( player_instance *player,
1834 struct grind_info *inf )
1835 {
1836 struct player_skate *s = &player->_skate;
1837
1838 v3f local_co, local_dir, local_n;
1839 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1840 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1841 m3x3_mulv( player->rb.to_local, inf->n, local_n );
1842
1843 v3f intersection;
1844 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1845 intersection );
1846 v3_copy( intersection, s->weight_distribution );
1847
1848 skate_grind_decay( player, inf, 0.0125f );
1849 skate_grind_friction( player, inf, 0.25f );
1850
1851 /* direction alignment */
1852 v3f dir, perp;
1853 v3_cross( local_dir, local_n, perp );
1854 v3_muls( local_dir, vg_signf(local_dir[0]), dir );
1855 v3_muls( perp, vg_signf(perp[2]), perp );
1856
1857 m3x3_mulv( player->rb.to_world, dir, dir );
1858 m3x3_mulv( player->rb.to_world, perp, perp );
1859
1860 v4f qbalance;
1861 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1862 q_mulv( qbalance, perp, perp );
1863
1864 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1865 dir,
1866 k_grind_spring, k_grind_dampener,
1867 k_rb_delta );
1868
1869 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1870 perp,
1871 k_grind_spring, k_grind_dampener,
1872 k_rb_delta );
1873
1874 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1875 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1876
1877 v3_copy( inf->dir, s->grind_dir );
1878 }
1879
1880 VG_STATIC int skate_boardslide_entry( player_instance *player,
1881 struct grind_info *inf )
1882 {
1883 struct player_skate *s = &player->_skate;
1884
1885 if( skate_grind_scansq( player, player->rb.co,
1886 player->rb.to_world[0], k_board_length,
1887 inf ) )
1888 {
1889 v3f local_co, local_dir;
1890 m4x3_mulv( player->rb.to_local, inf->co, local_co );
1891 m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
1892
1893 if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
1894 (local_co[1] >= 0.0f) && /* at deck level */
1895 (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
1896 {
1897 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1898 return 0;
1899
1900 return 1;
1901 }
1902 }
1903
1904 return 0;
1905 }
1906
1907 VG_STATIC int skate_boardslide_renew( player_instance *player,
1908 struct grind_info *inf )
1909 {
1910 struct player_skate *s = &player->_skate;
1911
1912 if( !skate_grind_scansq( player, player->rb.co,
1913 player->rb.to_world[0], k_board_length,
1914 inf ) )
1915 return 0;
1916
1917 /* Exit condition: cant see grind target directly */
1918 v3f vis;
1919 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1920 if( !skate_point_visible( vis, inf->co ) )
1921 return 0;
1922
1923 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1924 float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
1925 minv = k_grind_axel_min_vel*0.8f;
1926
1927 if( dv < minv )
1928 return 0;
1929
1930 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1931 return 0;
1932
1933 return 1;
1934 }
1935
1936 VG_STATIC void skate_store_grind_vec( player_instance *player,
1937 struct grind_info *inf )
1938 {
1939 struct player_skate *s = &player->_skate;
1940
1941 m3x3f mtx;
1942 skate_grind_orient( inf, mtx );
1943 m3x3_transpose( mtx, mtx );
1944
1945 v3f raw;
1946 v3_sub( inf->co, player->rb.co, raw );
1947
1948 m3x3_mulv( mtx, raw, s->grind_vec );
1949 v3_normalize( s->grind_vec );
1950 v3_copy( inf->dir, s->grind_dir );
1951 }
1952
1953 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1954 {
1955 struct player_skate *s = &player->_skate;
1956
1957 if( s->grind_cooldown > 100 ){
1958 vg_fatal_error( "wth!\n" );
1959 }
1960
1961 /* debounces this state manager a little bit */
1962 if( s->grind_cooldown ){
1963 s->grind_cooldown --;
1964 return k_skate_activity_undefined;
1965 }
1966
1967 struct grind_info inf_back50,
1968 inf_front50,
1969 inf_slide;
1970
1971 int res_back50 = 0,
1972 res_front50 = 0,
1973 res_slide = 0;
1974
1975 int allow_back = 1,
1976 allow_front = 1;
1977
1978 v2f steer;
1979 joystick_state( k_srjoystick_steer, steer );
1980
1981 if( s->state.activity == k_skate_activity_grind_5050 ||
1982 s->state.activity == k_skate_activity_grind_back50 ||
1983 s->state.activity == k_skate_activity_grind_front50 )
1984 {
1985 float tilt = steer[1];
1986
1987 if( fabsf(tilt) >= 0.25f ){
1988 v3f raw = {0.0f,0.0f,tilt};
1989 m3x3_mulv( player->rb.to_world, raw, raw );
1990
1991 float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
1992
1993 if( way < 0.0f ) allow_front = 0;
1994 else allow_back = 0;
1995 }
1996 }
1997
1998 if( s->state.activity == k_skate_activity_grind_boardslide ){
1999 res_slide = skate_boardslide_renew( player, &inf_slide );
2000 }
2001 else if( s->state.activity == k_skate_activity_grind_back50 ){
2002 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2003
2004 if( allow_front )
2005 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2006 }
2007 else if( s->state.activity == k_skate_activity_grind_front50 ){
2008 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2009
2010 if( allow_back )
2011 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2012 }
2013 else if( s->state.activity == k_skate_activity_grind_5050 ){
2014 if( allow_front )
2015 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
2016 if( allow_back )
2017 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
2018 }
2019 else{
2020 res_slide = skate_boardslide_entry( player, &inf_slide );
2021
2022 if( allow_back )
2023 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
2024
2025 if( allow_front )
2026 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
2027
2028 if( res_back50 != res_front50 ){
2029 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
2030
2031 res_back50 &= wants_to_do_that;
2032 res_front50 &= wants_to_do_that;
2033 }
2034 }
2035
2036 const enum skate_activity table[] =
2037 { /* slide | back | front */
2038 k_skate_activity_undefined, /* 0 0 0 */
2039 k_skate_activity_grind_front50, /* 0 0 1 */
2040 k_skate_activity_grind_back50, /* 0 1 0 */
2041 k_skate_activity_grind_5050, /* 0 1 1 */
2042
2043 /* slide has priority always */
2044 k_skate_activity_grind_boardslide, /* 1 0 0 */
2045 k_skate_activity_grind_boardslide, /* 1 0 1 */
2046 k_skate_activity_grind_boardslide, /* 1 1 0 */
2047 k_skate_activity_grind_boardslide, /* 1 1 1 */
2048 }
2049 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2050
2051 if( new_activity == k_skate_activity_undefined ){
2052 if( s->state.activity >= k_skate_activity_grind_any ){
2053 s->grind_cooldown = 15;
2054 s->surface_cooldown = 10;
2055 }
2056 }
2057 else if( new_activity == k_skate_activity_grind_boardslide ){
2058 skate_boardslide_apply( player, &inf_slide );
2059 }
2060 else if( new_activity == k_skate_activity_grind_back50 ){
2061 if( s->state.activity != k_skate_activity_grind_back50 )
2062 skate_store_grind_vec( player, &inf_back50 );
2063
2064 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
2065 }
2066 else if( new_activity == k_skate_activity_grind_front50 ){
2067 if( s->state.activity != k_skate_activity_grind_front50 )
2068 skate_store_grind_vec( player, &inf_front50 );
2069
2070 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
2071 }
2072 else if( new_activity == k_skate_activity_grind_5050 )
2073 skate_5050_apply( player, &inf_front50, &inf_back50 );
2074
2075 return new_activity;
2076 }
2077
2078 VG_STATIC void player__skate_update( player_instance *player )
2079 {
2080 struct player_skate *s = &player->_skate;
2081 world_instance *world = get_active_world();
2082
2083 v3_copy( player->rb.co, s->state.prev_pos );
2084 s->state.activity_prev = s->state.activity;
2085
2086 struct board_collider
2087 {
2088 v3f pos;
2089 float radius;
2090
2091 u32 colour;
2092
2093 enum board_collider_state
2094 {
2095 k_collider_state_default,
2096 k_collider_state_disabled,
2097 k_collider_state_colliding
2098 }
2099 state;
2100 }
2101 wheels[] =
2102 {
2103 {
2104 { 0.0f, 0.0f, -k_board_length },
2105 .radius = k_board_radius,
2106 .colour = VG__RED
2107 },
2108 {
2109 { 0.0f, 0.0f, k_board_length },
2110 .radius = k_board_radius,
2111 .colour = VG__GREEN
2112 }
2113 };
2114
2115 float slap = 0.0f;
2116
2117 if( s->state.activity <= k_skate_activity_air_to_grind ){
2118
2119 float min_dist = 0.6f;
2120 for( int i=0; i<2; i++ ){
2121 v3f wpos, closest;
2122 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
2123
2124 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2125 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2126 }
2127 }
2128 min_dist -= 0.2f;
2129 float vy = v3_dot( player->basis[1], player->rb.v );
2130 vy = vg_maxf( 0.0f, vy );
2131
2132 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2133 }
2134 s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
2135
2136 wheels[0].pos[1] = s->state.slap;
2137 wheels[1].pos[1] = s->state.slap;
2138
2139
2140
2141
2142
2143 const int k_wheel_count = 2;
2144
2145 s->substep = k_rb_delta;
2146 s->substep_delta = s->substep;
2147 s->limit_count = 0;
2148
2149 int substep_count = 0;
2150
2151 v3_zero( s->surface_picture );
2152
2153 int prev_contacts[2];
2154
2155 for( int i=0; i<k_wheel_count; i++ ){
2156 wheels[i].state = k_collider_state_default;
2157 prev_contacts[i] = s->wheel_contacts[i];
2158 }
2159
2160 /* check if we can enter or continue grind */
2161 enum skate_activity grindable_activity = skate_availible_grind( player );
2162 if( grindable_activity != k_skate_activity_undefined ){
2163 s->state.activity = grindable_activity;
2164 goto grinding;
2165 }
2166
2167 int contact_count = 0;
2168 for( int i=0; i<2; i++ ){
2169 v3f normal, axel;
2170 v3_copy( player->rb.to_world[0], axel );
2171
2172 if( skate_compute_surface_alignment( player, wheels[i].pos,
2173 wheels[i].colour, normal, axel ) )
2174 {
2175 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2176 axel,
2177 k_surface_spring, k_surface_dampener,
2178 s->substep_delta );
2179
2180 v3_add( normal, s->surface_picture, s->surface_picture );
2181 contact_count ++;
2182 s->wheel_contacts[i] = 1;
2183 }
2184 else{
2185 s->wheel_contacts[i] = 0;
2186 }
2187
2188 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2189 }
2190
2191 if( s->surface_cooldown ){
2192 s->surface_cooldown --;
2193 contact_count = 0;
2194 }
2195
2196 if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
2197 audio_lock();
2198 for( int i=0; i<2; i++ ){
2199 if( !prev_contacts[i] ){
2200 v3f co;
2201 m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
2202 audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
2203 }
2204 }
2205 audio_unlock();
2206 }
2207
2208 if( contact_count ){
2209 s->state.activity = k_skate_activity_ground;
2210 s->state.gravity_bias = k_gravity;
2211 v3_normalize( s->surface_picture );
2212
2213 skate_apply_friction_model( player );
2214 skate_weight_distribute( player );
2215 }
2216 else{
2217 if( s->state.activity > k_skate_activity_air_to_grind )
2218 s->state.activity = k_skate_activity_air;
2219
2220 v3_zero( s->weight_distribution );
2221 skate_apply_air_model( player );
2222 }
2223
2224 grinding:;
2225
2226 if( s->state.activity == k_skate_activity_grind_back50 )
2227 wheels[1].state = k_collider_state_disabled;
2228 if( s->state.activity == k_skate_activity_grind_front50 )
2229 wheels[0].state = k_collider_state_disabled;
2230 if( s->state.activity == k_skate_activity_grind_5050 ){
2231 wheels[0].state = k_collider_state_disabled;
2232 wheels[1].state = k_collider_state_disabled;
2233 }
2234
2235 /* all activities */
2236 skate_apply_steering_model( player );
2237 skate_adjust_up_direction( player );
2238 skate_apply_cog_model( player );
2239 skate_apply_jump_model( player );
2240 skate_apply_grab_model( player );
2241 skate_apply_trick_model( player );
2242 skate_apply_pump_model( player );
2243
2244 begin_collision:;
2245
2246 /*
2247 * Phase 0: Continous collision detection
2248 * --------------------------------------------------------------------------
2249 */
2250
2251 v3f head_wp0, head_wp1, start_co;
2252 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
2253 v3_copy( player->rb.co, start_co );
2254
2255 /* calculate transform one step into future */
2256 v3f future_co;
2257 v4f future_q;
2258 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2259
2260 if( v3_length2( player->rb.w ) > 0.0f ){
2261 v4f rotation;
2262 v3f axis;
2263 v3_copy( player->rb.w, axis );
2264
2265 float mag = v3_length( axis );
2266 v3_divs( axis, mag, axis );
2267 q_axis_angle( rotation, axis, mag*s->substep );
2268 q_mul( rotation, player->rb.q, future_q );
2269 q_normalize( future_q );
2270 }
2271 else
2272 v4_copy( player->rb.q, future_q );
2273
2274 v3f future_cg, current_cg, cg_offset;
2275 q_mulv( player->rb.q, s->weight_distribution, current_cg );
2276 q_mulv( future_q, s->weight_distribution, future_cg );
2277 v3_sub( future_cg, current_cg, cg_offset );
2278
2279 /* calculate the minimum time we can move */
2280 float max_time = s->substep;
2281
2282 for( int i=0; i<k_wheel_count; i++ ){
2283 if( wheels[i].state == k_collider_state_disabled )
2284 continue;
2285
2286 v3f current, future, r_cg;
2287
2288 q_mulv( future_q, wheels[i].pos, future );
2289 v3_add( future, future_co, future );
2290 v3_add( cg_offset, future, future );
2291
2292 q_mulv( player->rb.q, wheels[i].pos, current );
2293 v3_add( current, player->rb.co, current );
2294
2295 float t;
2296 v3f n;
2297
2298 float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
2299 if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
2300 max_time = vg_minf( max_time, t * s->substep );
2301 }
2302
2303 /* clamp to a fraction of delta, to prevent locking */
2304 float rate_lock = substep_count;
2305 rate_lock *= k_rb_delta * 0.1f;
2306 rate_lock *= rate_lock;
2307
2308 max_time = vg_maxf( max_time, rate_lock );
2309 s->substep_delta = max_time;
2310
2311 /* integrate */
2312 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2313 if( v3_length2( player->rb.w ) > 0.0f ){
2314 v4f rotation;
2315 v3f axis;
2316 v3_copy( player->rb.w, axis );
2317
2318 float mag = v3_length( axis );
2319 v3_divs( axis, mag, axis );
2320 q_axis_angle( rotation, axis, mag*s->substep_delta );
2321 q_mul( rotation, player->rb.q, player->rb.q );
2322 q_normalize( player->rb.q );
2323
2324 q_mulv( player->rb.q, s->weight_distribution, future_cg );
2325 v3_sub( current_cg, future_cg, cg_offset );
2326 v3_add( player->rb.co, cg_offset, player->rb.co );
2327 }
2328
2329 rb_update_transform( &player->rb );
2330 v3_muladds( player->rb.v, player->basis[1],
2331 -s->state.gravity_bias * s->substep_delta, player->rb.v );
2332
2333 s->substep -= s->substep_delta;
2334
2335 rb_ct manifold[128];
2336 int manifold_len = 0;
2337
2338 /*
2339 * Phase -1: head detection
2340 * --------------------------------------------------------------------------
2341 */
2342 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2343
2344 float t;
2345 v3f n;
2346 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2347 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2348 {
2349 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2350 rb_update_transform( &player->rb );
2351
2352 player__skate_kill_audio( player );
2353 player__dead_transition( player );
2354 return;
2355 }
2356
2357 /*
2358 * Phase 1: Regular collision detection
2359 * --------------------------------------------------------------------------
2360 */
2361
2362 for( int i=0; i<k_wheel_count; i++ ){
2363 if( wheels[i].state == k_collider_state_disabled )
2364 continue;
2365
2366 m4x3f mtx;
2367 m3x3_identity( mtx );
2368 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2369
2370 rb_sphere collider = { .radius = wheels[i].radius };
2371
2372 rb_ct *man = &manifold[ manifold_len ];
2373
2374 int l = skate_collide_smooth( player, mtx, &collider, man );
2375 if( l )
2376 wheels[i].state = k_collider_state_colliding;
2377
2378 manifold_len += l;
2379 }
2380
2381 float grind_radius = k_board_radius * 0.75f;
2382 rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
2383 .radius=grind_radius };
2384 m4x3f mtx;
2385 v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
2386 v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
2387 v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
2388 v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
2389 grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
2390
2391 rb_ct *cman = &manifold[manifold_len];
2392
2393 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2394 cman );
2395
2396 /* weld joints */
2397 for( int i=0; i<l; i ++ )
2398 cman[l].type = k_contact_type_edge;
2399 rb_manifold_filter_joint_edges( cman, l, 0.03f );
2400 l = rb_manifold_apply_filtered( cman, l );
2401
2402 manifold_len += l;
2403
2404 if( vg_lines.draw )
2405 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2406
2407 /* add limits */
2408 if( s->state.activity >= k_skate_activity_grind_any ){
2409 for( int i=0; i<s->limit_count; i++ ){
2410 struct grind_limit *limit = &s->limits[i];
2411 rb_ct *ct = &manifold[ manifold_len ++ ];
2412 m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
2413 m3x3_mulv( player->rb.to_world, limit->n, ct->n );
2414 ct->p = limit->p;
2415 ct->type = k_contact_type_default;
2416 }
2417 }
2418
2419 /*
2420 * Phase 3: Dynamics
2421 * --------------------------------------------------------------------------
2422 */
2423
2424
2425 v3f world_cog;
2426 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2427 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2428
2429 for( int i=0; i<manifold_len; i ++ ){
2430 rb_prepare_contact( &manifold[i], s->substep_delta );
2431 rb_debug_contact( &manifold[i] );
2432 }
2433
2434 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2435 v3f extent = { k_board_width, 0.1f, k_board_length };
2436 float ex2 = k_board_interia*extent[0]*extent[0],
2437 ey2 = k_board_interia*extent[1]*extent[1],
2438 ez2 = k_board_interia*extent[2]*extent[2];
2439
2440 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2441 float inv_mass = 1.0f/mass;
2442
2443 v3f I;
2444 I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
2445 I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
2446 I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
2447
2448 m3x3f iI;
2449 m3x3_identity( iI );
2450 iI[0][0] = I[0];
2451 iI[1][1] = I[1];
2452 iI[2][2] = I[2];
2453 m3x3_inv( iI, iI );
2454
2455 m3x3f iIw;
2456 m3x3_mul( iI, player->rb.to_local, iIw );
2457 m3x3_mul( player->rb.to_world, iIw, iIw );
2458
2459 for( int j=0; j<10; j++ ){
2460 for( int i=0; i<manifold_len; i++ ){
2461 /*
2462 * regular dance; calculate velocity & total mass, apply impulse.
2463 */
2464
2465 struct contact *ct = &manifold[i];
2466
2467 v3f rv, delta;
2468 v3_sub( ct->co, world_cog, delta );
2469 v3_cross( player->rb.w, delta, rv );
2470 v3_add( player->rb.v, rv, rv );
2471
2472 v3f raCn;
2473 v3_cross( delta, ct->n, raCn );
2474
2475 v3f raCnI, rbCnI;
2476 m3x3_mulv( iIw, raCn, raCnI );
2477
2478 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2479 vn = v3_dot( rv, ct->n ),
2480 lambda = normal_mass * ( -vn );
2481
2482 float temp = ct->norm_impulse;
2483 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2484 lambda = ct->norm_impulse - temp;
2485
2486 v3f impulse;
2487 v3_muls( ct->n, lambda, impulse );
2488
2489 v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
2490 v3_cross( delta, impulse, impulse );
2491 m3x3_mulv( iIw, impulse, impulse );
2492 v3_add( impulse, player->rb.w, player->rb.w );
2493
2494 v3_cross( player->rb.w, delta, rv );
2495 v3_add( player->rb.v, rv, rv );
2496 vn = v3_dot( rv, ct->n );
2497 }
2498 }
2499
2500 v3f dt;
2501 rb_depenetrate( manifold, manifold_len, dt );
2502 v3_add( dt, player->rb.co, player->rb.co );
2503 rb_update_transform( &player->rb );
2504
2505 substep_count ++;
2506
2507 if( s->substep >= 0.0001f )
2508 goto begin_collision; /* again! */
2509
2510 /*
2511 * End of collision and dynamics routine
2512 * --------------------------------------------------------------------------
2513 */
2514
2515 s->surface = k_surface_prop_concrete;
2516
2517 for( int i=0; i<manifold_len; i++ ){
2518 rb_ct *ct = &manifold[i];
2519 struct world_surface *surf = world_contact_surface( world, ct );
2520
2521 if( surf->info.surface_prop > s->surface )
2522 s->surface = surf->info.surface_prop;
2523 }
2524
2525 for( int i=0; i<k_wheel_count; i++ ){
2526 m4x3f mtx;
2527 m3x3_copy( player->rb.to_world, mtx );
2528 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2529 debug_sphere( mtx, wheels[i].radius,
2530 (u32[]){ VG__WHITE, VG__BLACK,
2531 wheels[i].colour }[ wheels[i].state ]);
2532 }
2533
2534 skate_integrate( player );
2535 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2536
2537 ent_gate *gate =
2538 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2539
2540 if( gate ){
2541 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
2542 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
2543 m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
2544 m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
2545 m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
2546 m3x3_mulv( gate->transport, s->state.head_position,
2547 s->state.head_position );
2548 m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
2549
2550 v4f transport_rotation;
2551 m3x3_q( gate->transport, transport_rotation );
2552 q_mul( transport_rotation, player->rb.q, player->rb.q );
2553 q_mul( transport_rotation, s->state.smoothed_rotation,
2554 s->state.smoothed_rotation );
2555 rb_update_transform( &player->rb );
2556
2557 s->state_gate_storage = s->state;
2558 player__pass_gate( player, gate );
2559 }
2560
2561 /* FIXME: Rate limit */
2562 static int stick_frames = 0;
2563
2564 if( s->state.activity >= k_skate_activity_ground )
2565 stick_frames ++;
2566 else
2567 stick_frames = 0;
2568
2569 if( stick_frames > 5 ) stick_frames = 5;
2570
2571 if( stick_frames == 4 ){
2572 audio_lock();
2573
2574 if( s->state.activity == k_skate_activity_ground ){
2575 if( (fabsf(s->state.slip) > 0.75f) ){
2576 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2577 40.0f, 1.0f );
2578 }
2579 else{
2580 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2581 40.0f, 1.0f );
2582 }
2583 }
2584 else if( s->surface == k_surface_prop_metal ){
2585 audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
2586 }
2587 else{
2588 audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
2589 }
2590
2591 audio_unlock();
2592 } else if( stick_frames == 0 ){
2593
2594 }
2595 }
2596
2597 VG_STATIC void player__skate_im_gui( player_instance *player )
2598 {
2599 struct player_skate *s = &player->_skate;
2600 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2601 player->rb.v[1],
2602 player->rb.v[2] );
2603 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2604 player->rb.co[1],
2605 player->rb.co[2] );
2606 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2607 player->rb.w[1],
2608 player->rb.w[2] );
2609
2610 const char *activity_txt[] =
2611 {
2612 "air",
2613 "air_to_grind",
2614 "ground",
2615 "undefined (INVALID)",
2616 "grind_any (INVALID)",
2617 "grind_boardslide",
2618 "grind_metallic (INVALID)",
2619 "grind_back50",
2620 "grind_front50",
2621 "grind_5050"
2622 };
2623
2624 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2625 #if 0
2626 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2627 s->state.steerx_s, s->state.steery_s,
2628 k_steer_ground, k_steer_air );
2629 #endif
2630 player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
2631 s->state.flip_time );
2632 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2633 s->state.trick_vel[0],
2634 s->state.trick_vel[1],
2635 s->state.trick_vel[2] );
2636 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2637 s->state.trick_euler[0],
2638 s->state.trick_euler[1],
2639 s->state.trick_euler[2] );
2640 }
2641
2642 VG_STATIC void player__skate_animate( player_instance *player,
2643 player_animation *dest )
2644 {
2645 struct player_skate *s = &player->_skate;
2646 struct player_avatar *av = player->playeravatar;
2647 struct skeleton *sk = &av->sk;
2648
2649 /* Head */
2650 float kheight = 2.0f,
2651 kleg = 0.6f;
2652
2653 v3f offset;
2654 v3_zero( offset );
2655
2656 v3f cog_local, cog_ideal;
2657 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2658
2659 v3_copy( s->state.up_dir, cog_ideal );
2660 v3_normalize( cog_ideal );
2661 m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
2662
2663 v3_sub( cog_ideal, cog_local, offset );
2664
2665
2666 v3_muls( offset, 4.0f, offset );
2667 offset[1] *= -1.0f;
2668
2669 float curspeed = v3_length( player->rb.v ),
2670 kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
2671 kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
2672 sign = vg_signf( kicks );
2673
2674 s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
2675 s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
2676
2677 offset[0] *= 0.26f;
2678 offset[0] += s->wobble[1]*3.0f;
2679
2680 offset[1] *= -0.3f;
2681 offset[2] *= 0.01f;
2682
2683 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
2684 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
2685
2686 v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
2687
2688 /*
2689 * Animation blending
2690 * ===========================================
2691 */
2692
2693 /* sliding */
2694 {
2695 float desired = 0.0f;
2696 if( s->state.activity == k_skate_activity_ground )
2697 desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
2698
2699 s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
2700 }
2701
2702 /* movement information */
2703 {
2704 int iair = s->state.activity <= k_skate_activity_air_to_grind;
2705
2706 float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
2707 dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
2708 fly = iair? 1.0f: 0.0f,
2709 wdist= s->weight_distribution[2] / k_board_length;
2710
2711 if( s->state.activity >= k_skate_activity_grind_any )
2712 wdist = 0.0f;
2713
2714 s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
2715 s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
2716 s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
2717 s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
2718 }
2719
2720 mdl_keyframe apose[32], bpose[32];
2721 mdl_keyframe ground_pose[32];
2722 {
2723 /* when the player is moving fast he will crouch down a little bit */
2724 float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
2725 s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
2726
2727 /* stand/crouch */
2728 float dir_frame = s->blend_z * (15.0f/30.0f),
2729 stand_blend = offset[1]*-2.0f;
2730
2731 v3f local_cog;
2732 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2733
2734 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2735
2736 skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
2737 skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
2738 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
2739
2740 /* sliding */
2741 float slide_frame = s->blend_x * (15.0f/30.0f);
2742 skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
2743 skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
2744
2745 /* pushing */
2746 double push_time = vg.time - s->state.start_push;
2747 s->blend_push = vg_lerpf( s->blend_push,
2748 (vg.time - s->state.cur_push) < 0.125,
2749 6.0f*vg.time_delta );
2750
2751 if( s->state.reverse > 0.0f )
2752 skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
2753 else
2754 skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
2755
2756 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2757
2758 /* trick setup */
2759 float jump_start_frame = 14.0f/30.0f;
2760
2761 float charge = s->state.jump_charge;
2762 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2763
2764 float setup_frame = charge * jump_start_frame,
2765 setup_blend = vg_minf( s->blend_jump, 1.0f );
2766
2767 float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
2768 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
2769 setup_frame = jump_frame;
2770
2771 struct skeleton_anim *jump_anim = s->state.jump_dir?
2772 s->anim_ollie:
2773 s->anim_ollie_reverse;
2774
2775 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2776 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2777 }
2778
2779 mdl_keyframe air_pose[32];
2780 {
2781 v2f steer;
2782 joystick_state( k_srjoystick_steer, steer );
2783
2784 float target = -steer[1];
2785
2786 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2787
2788 float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
2789 skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
2790
2791 static v2f grab_choice;
2792
2793 v2f grab_input;
2794 joystick_state( k_srjoystick_grab, grab_input );
2795 v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
2796
2797 if( v2_length2( grab_input ) <= 0.001f )
2798 grab_input[0] = -1.0f;
2799 else
2800 v2_normalize_clamp( grab_input );
2801 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2802
2803 float ang = atan2f( grab_choice[0], grab_choice[1] ),
2804 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
2805 grab_frame = ang_unit * (15.0f/30.0f);
2806
2807 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2808 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2809 }
2810
2811 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2812
2813
2814 mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
2815 *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
2816 *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
2817 *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
2818 *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
2819 *kf_hip = &dest->pose[av->id_hip-1],
2820 *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
2821 &dest->pose[av->id_wheel_l-1] };
2822
2823
2824 mdl_keyframe grind_pose[32];
2825 {
2826 float grind_frame = 0.5f;
2827
2828 if( s->state.activity == k_skate_activity_grind_front50 ){
2829 grind_frame = 0.0f;
2830 } else if( s->state.activity == k_skate_activity_grind_back50 ){
2831 grind_frame = 1.0f;
2832 }
2833
2834 float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
2835 s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
2836 s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
2837 grind_frame, 5.0f*vg.time_delta );
2838
2839 grind_frame = s->blend_grind_balance * (15.0f/30.0f);
2840
2841 skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
2842 skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
2843 skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
2844 }
2845 skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
2846
2847 float add_grab_mod = 1.0f - s->blend_fly;
2848
2849 /* additive effects */
2850 {
2851 u32 apply_to[] = { av->id_hip,
2852 av->id_ik_hand_l,
2853 av->id_ik_hand_r,
2854 av->id_ik_elbow_l,
2855 av->id_ik_elbow_r };
2856
2857 float apply_rates[] = { 1.0f,
2858 0.75f,
2859 0.75f,
2860 0.75f,
2861 0.75f };
2862
2863 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2864 dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
2865 dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
2866 }
2867
2868 /* angle correction */
2869 if( v3_length2( s->state.up_dir ) > 0.001f ){
2870
2871 if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
2872 v4_length(s->state.smoothed_rotation) >= 1.1f ){
2873 vg_warn( "FIX THIS! CARROT\n" );
2874 v4_copy( player->rb.q, s->state.smoothed_rotation );
2875 }
2876 v4_lerp( s->state.smoothed_rotation, player->rb.q,
2877 2.0f*vg.time_frame_delta,
2878 s->state.smoothed_rotation );
2879 q_normalize( s->state.smoothed_rotation );
2880
2881 v3f yaw_ref = {1.0f,0.0f,0.0f},
2882 yaw_smooth = {1.0f,0.0f,0.0f};
2883 q_mulv( player->rb.q, yaw_ref, yaw_ref );
2884 q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
2885 m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
2886 m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
2887
2888 float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
2889 yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
2890 yaw_counter_rotate = acosf( yaw_counter_rotate );
2891 yaw_counter_rotate *= 1.0f-s->blend_fly;
2892
2893 v3f ndir;
2894 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2895 v3_normalize( ndir );
2896
2897 v3f up = { 0.0f, 1.0f, 0.0f };
2898
2899 float a = v3_dot( ndir, up );
2900 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2901
2902 v3f axis;
2903 v4f qfixup, qcounteryaw, qtotal;
2904
2905 v3_cross( up, ndir, axis );
2906 q_axis_angle( qfixup, axis, a );
2907
2908 q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
2909 q_mul( qcounteryaw, qfixup, qtotal );
2910 q_normalize( qtotal );
2911
2912 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2913 v3f origin;
2914 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
2915
2916 for( int i=0; i<vg_list_size(apply_to); i ++ ){
2917 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2918
2919 keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
2920 qtotal );
2921 }
2922
2923 v3f p1, p2;
2924 m3x3_mulv( player->rb.to_world, up, p1 );
2925 m3x3_mulv( player->rb.to_world, ndir, p2 );
2926
2927 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2928 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2929
2930 }
2931
2932 v4f qtotal;
2933 v4f qtrickr, qyawr, qpitchr, qrollr;
2934 v3f eulerr;
2935
2936 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2937
2938 q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
2939 q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
2940 q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
2941
2942 q_mul( qpitchr, qrollr, qtrickr );
2943 q_mul( qyawr, qtrickr, qtotal );
2944 q_normalize( qtotal );
2945
2946 q_mul( qtotal, kf_board->q, kf_board->q );
2947
2948
2949 /* trick rotation */
2950 v4f qtrick, qyaw, qpitch, qroll;
2951 v3f euler;
2952 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2953
2954 float jump_t = vg.time-s->state.jump_time;
2955
2956 float k=17.0f;
2957 float h = k*jump_t;
2958 float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
2959 extra *= s->state.slap * 4.0f;
2960
2961 q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
2962 q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
2963 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
2964
2965 q_mul( qyaw, qroll, qtrick );
2966 q_mul( qpitch, qtrick, qtrick );
2967 q_mul( kf_board->q, qtrick, kf_board->q );
2968 q_normalize( kf_board->q );
2969
2970 struct player_board *board = player_get_player_board( player );
2971
2972 if( board ){
2973 /* foot weight distribution */
2974 if( s->blend_weight > 0.0f ){
2975 kf_foot_l->co[2] =
2976 vg_lerpf( kf_foot_l->co[2],
2977 board->truck_positions[k_board_truck_back][2]+0.3f,
2978 0.5f*s->blend_weight );
2979 }
2980 else{
2981 kf_foot_r->co[2] =
2982 vg_lerpf( kf_foot_r->co[2],
2983 board->truck_positions[k_board_truck_front][2]-0.3f,
2984 -0.5f*s->blend_weight );
2985 }
2986 }
2987
2988 float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
2989 s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
2990
2991 kf_foot_l->co[1] += s->state.slap;
2992 kf_foot_r->co[1] += s->state.slap;
2993 kf_knee_l->co[1] += s->state.slap;
2994 kf_knee_r->co[1] += s->state.slap;
2995 kf_board->co[1] += s->state.slap * s->subslap;
2996 kf_hip->co[1] += s->state.slap * 0.25f;
2997
2998 /*
2999 * animation wishlist:
3000 * boardslide/grind jump animations
3001 * when tricking the slap should not appply or less apply
3002 * not animations however DONT target grinds that are vertically down.
3003 */
3004
3005 /* truck rotation */
3006 for( int i=0; i<2; i++ )
3007 {
3008 float a = vg_minf( s->truckv0[i][0], 1.0f );
3009 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
3010
3011 v4f q;
3012 q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
3013 q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
3014 q_normalize( kf_wheels[i]->q );
3015 }
3016 }
3017
3018 {
3019 mdl_keyframe
3020 *kf_head = &dest->pose[av->id_head-1],
3021 *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
3022 *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
3023 *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
3024 *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
3025
3026 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3027 warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
3028
3029 v4f qrot;
3030 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3031
3032 v3f origin = {0.0f,0.2f,0.0f};
3033 keyframe_rotate_around( kf_hand_l, origin,
3034 av->sk.bones[av->id_ik_hand_l].co, qrot );
3035 keyframe_rotate_around( kf_hand_r, origin,
3036 av->sk.bones[av->id_ik_hand_r].co, qrot );
3037 keyframe_rotate_around( kf_hip, origin,
3038 av->sk.bones[av->id_hip].co, qrot );
3039 keyframe_rotate_around( kf_elbow_r, origin,
3040 av->sk.bones[av->id_ik_elbow_r].co, qrot );
3041 keyframe_rotate_around( kf_elbow_l, origin,
3042 av->sk.bones[av->id_ik_elbow_l].co, qrot );
3043
3044 q_inv( qrot, qrot );
3045 q_mul( qrot, kf_head->q, kf_head->q );
3046 q_normalize( kf_head->q );
3047 }
3048
3049 /* transform */
3050 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
3051
3052 v3f ext_up,ext_co;
3053 q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
3054 v3_copy( dest->root_co, ext_co );
3055 v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
3056
3057 v4f qflip;
3058 if( (s->state.activity <= k_skate_activity_air_to_grind) &&
3059 (fabsf(s->state.flip_rate) > 0.01f) )
3060 {
3061 float substep = vg.time_fixed_extrapolate;
3062 float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
3063 sign = vg_signf( t );
3064
3065 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
3066 t = sign * (1.0f-t*t);
3067
3068 float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
3069 distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
3070 blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
3071
3072 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
3073
3074 q_axis_angle( qflip, s->state.flip_axis, angle );
3075 q_mul( qflip, dest->root_q, dest->root_q );
3076 q_normalize( dest->root_q );
3077
3078 v3f rotation_point, rco;
3079 v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
3080 v3_sub( dest->root_co, rotation_point, rco );
3081
3082 q_mulv( qflip, rco, rco );
3083 v3_add( rco, rotation_point, dest->root_co );
3084 }
3085
3086 skeleton_copy_pose( sk, dest->pose, s->holdout );
3087 }
3088
3089 VG_STATIC void player__skate_post_animate( player_instance *player )
3090 {
3091 struct player_skate *s = &player->_skate;
3092 struct player_avatar *av = player->playeravatar;
3093
3094 player->cam_velocity_influence = 1.0f;
3095
3096 v3f head = { 0.0f, 1.8f, 0.0f };
3097 m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
3098 m4x3_mulv( player->rb.to_local, s->state.head_position,
3099 s->state.head_position );
3100
3101 /* TODO: Extrapolate to_local matrix? */
3102 }
3103
3104 VG_STATIC void player__skate_reset_animator( player_instance *player )
3105 {
3106 struct player_skate *s = &player->_skate;
3107
3108 if( s->state.activity <= k_skate_activity_air_to_grind )
3109 s->blend_fly = 1.0f;
3110 else
3111 s->blend_fly = 0.0f;
3112
3113 s->blend_slide = 0.0f;
3114 s->blend_z = 0.0f;
3115 s->blend_x = 0.0f;
3116 s->blend_grind = 0.0f;
3117 s->blend_grind_balance = 0.0f;
3118 s->blend_stand = 0.0f;
3119 s->blend_push = 0.0f;
3120 s->blend_jump = 0.0f;
3121 s->blend_airdir = 0.0f;
3122 s->blend_weight = 0.0f;
3123 s->subslap = 0.0f;
3124 v2_zero( s->wobble );
3125
3126 v3_zero( s->board_trick_residuald );
3127 v3_zero( s->board_trick_residualv );
3128 v3_zero( s->truckv0[0] );
3129 v3_zero( s->truckv0[1] );
3130 }
3131
3132 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
3133 {
3134 struct player_skate *s = &player->_skate;
3135 s->state.jump_charge = 0.0f;
3136 s->state.charging_jump = 0;
3137 s->state.jump_dir = 0;
3138 v3_zero( s->state.flip_axis );
3139 s->state.flip_time = 0.0f;
3140 s->state.flip_rate = 0.0f;
3141 s->state.reverse = 0.0f;
3142 s->state.slip = 0.0f;
3143 s->state.grabbing = 0.0f;
3144 v2_zero( s->state.grab_mouse_delta );
3145 s->state.slap = 0.0f;
3146 s->state.jump_time = 0.0;
3147 s->state.start_push = 0.0;
3148 s->state.cur_push = 0.0;
3149 s->state.air_start = 0.0;
3150
3151 v3_zero( s->state.air_init_v );
3152 v3_zero( s->state.air_init_co );
3153
3154 s->state.gravity_bias = k_gravity;
3155 v3_copy( player->rb.co, s->state.prev_pos );
3156 v4_copy( player->rb.q, s->state.smoothed_rotation );
3157 v3_zero( s->state.throw_v );
3158 v3_zero( s->state.trick_vel );
3159 v3_zero( s->state.trick_euler );
3160 v3_zero( s->state.cog_v );
3161 s->grind_cooldown = 0;
3162 s->surface_cooldown = 0;
3163 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
3164 v3_copy( player->rb.to_world[1], s->state.up_dir );
3165 v3_copy( player->rb.to_world[1], s->surface_picture );
3166 v3_zero( s->weight_distribution );
3167 v3_copy( player->rb.co, s->state.prev_pos );
3168 }
3169
3170 VG_STATIC void player__skate_reset( player_instance *player,
3171 ent_spawn *rp )
3172 {
3173 struct player_skate *s = &player->_skate;
3174 v3_zero( player->rb.v );
3175 v4_copy( rp->transform.q, player->rb.q );
3176
3177 s->state.activity = k_skate_activity_air;
3178 s->state.activity_prev = k_skate_activity_air;
3179
3180 player__skate_clear_mechanics( player );
3181 player__skate_reset_animator( player );
3182
3183 v3_zero( s->state.head_position );
3184 s->state.head_position[1] = 1.8f;
3185 }
3186
3187 VG_STATIC void player__skate_restore( player_instance *player )
3188 {
3189 struct player_skate *s = &player->_skate;
3190 s->state = s->state_gate_storage;
3191 }
3192
3193 #endif /* PLAYER_SKATE_C */