--- /dev/null
+#ifndef PLAYER_DEVICE_SKATE_H
+#define PLAYER_DEVICE_SKATE_H
+
+#include "player_interface.h"
+#include "skeleton.h"
+#include "player_model.h"
+
+struct player_device_skate
+{
+ struct
+ {
+ enum skate_activity
+ {
+ k_skate_activity_air,
+ k_skate_activity_ground,
+ k_skate_activity_grind
+ }
+ activity,
+ activity_prev;
+
+ float steery,
+ steerx,
+ steery_s,
+ steerx_s,
+ reverse,
+ slip;
+
+ m3x3f velocity_bias,
+ velocity_bias_pstep;
+
+ int lift_frames;
+
+ v3f throw_v;
+ v3f cog_v, cog;
+
+ float grabbing;
+ v2f grab_mouse_delta;
+
+ int charging_jump, jump_dir;
+ float jump_charge;
+ double jump_time;
+
+ double start_push,
+ cur_push;
+
+ v3f vl;
+ }
+ state,
+ state_gate_storage;
+
+ struct land_prediction
+ {
+ v3f log[50];
+ v3f n;
+ u32 log_length;
+ float score;
+
+ enum prediction_type
+ {
+ k_prediction_none,
+ k_prediction_land,
+ k_prediction_grind
+ }
+ type;
+
+ u32 colour;
+ }
+ predictions[22];
+ u32 prediction_count;
+
+ /* animation */
+ struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
+ *anim_air,
+ *anim_push, *anim_push_reverse,
+ *anim_ollie, *anim_ollie_reverse,
+ *anim_grabs, *anim_stop;
+ rb_sphere sphere_front, sphere_back;
+ v3f board_offset;
+ v4f board_rotation;
+
+ float blend_slide,
+ blend_z,
+ blend_x,
+ blend_fly,
+ blend_stand,
+ blend_push,
+ blend_jump,
+ blend_airdir;
+
+ v2f wobble;
+
+ float debug_normal_pressure;
+};
+
+VG_STATIC void player_skate_bind( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_skate *s = at->storage;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+
+ rb_update_transform( &player->rb );
+ s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
+ s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
+ s->anim_air = skeleton_get_anim( sk, "pose_air" );
+ s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
+ s->anim_push = skeleton_get_anim( sk, "push" );
+ s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
+ s->anim_ollie = skeleton_get_anim( sk, "ollie" );
+ s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
+ s->anim_grabs = skeleton_get_anim( sk, "grabs" );
+}
+
+VG_STATIC void player_skate_pre_update( player_interface *player,
+ player_attachment *at )
+{
+}
+
+/*
+ * Collision detection routines
+ *
+ *
+ */
+
+/*
+ * Does collision detection on a sphere vs world, and applies some smoothing
+ * filters to the manifold afterwards
+ */
+VG_STATIC int skate_collide_smooth( player_interface *player,
+ m4x3f mtx, rb_sphere *sphere,
+ rb_ct *man )
+{
+ debug_sphere( mtx, sphere->radius, VG__BLACK );
+
+ int len = 0;
+ len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
+
+ for( int i=0; i<len; i++ )
+ {
+ man[i].rba = &player->rb;
+ man[i].rbb = NULL;
+ }
+
+ rb_manifold_filter_coplanar( man, len, 0.05f );
+
+ if( len > 1 )
+ {
+ rb_manifold_filter_backface( man, len );
+ rb_manifold_filter_joint_edges( man, len, 0.05f );
+ rb_manifold_filter_pairs( man, len, 0.05f );
+ }
+ int new_len = rb_manifold_apply_filtered( man, len );
+ if( len && !new_len )
+ len = 1;
+ else
+ len = new_len;
+
+ return len;
+}
+/*
+ * Gets the closest grindable edge to the player within max_dist
+ */
+VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
+ v3f c0, v3f c1,
+ float max_dist )
+{
+ bh_iter it;
+ bh_iter_init( 0, &it );
+
+ boxf region;
+
+ box_init_inf( region );
+ box_addpt( region, p0 );
+ box_addpt( region, p1 );
+
+ float k_r = max_dist;
+ v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
+ v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
+
+ float closest = k_r*k_r;
+ struct grind_edge *closest_edge = NULL;
+
+ int idx;
+ while( bh_next( world.grind_bh, &it, region, &idx ) )
+ {
+ struct grind_edge *edge = &world.grind_edges[ idx ];
+
+ float s,t;
+ v3f pa, pb;
+
+ float d2 =
+ closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
+
+ if( d2 < closest )
+ {
+ closest = d2;
+ closest_edge = edge;
+ v3_copy( pa, c0 );
+ v3_copy( pb, c1 );
+ }
+ }
+
+ return closest_edge;
+}
+
+VG_STATIC int skate_grind_collide( player_interface *player,
+ player_attachment *at, rb_ct *contact )
+{
+ v3f p0, p1, c0, c1;
+ v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 );
+ v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
+ v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 );
+ v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 );
+
+ float const k_r = 0.25f;
+ struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1,
+ c0, c1, k_r );
+
+ if( closest_edge )
+ {
+ v3f delta;
+ v3_sub( c1, c0, delta );
+
+ if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
+ {
+ contact->p = v3_length( delta );
+ contact->type = k_contact_type_edge;
+ contact->element_id = 0;
+ v3_copy( c1, contact->co );
+ contact->rba = NULL;
+ contact->rbb = NULL;
+
+ v3f edge_dir, axis_dir;
+ v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
+ v3_normalize( edge_dir );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
+ v3_cross( edge_dir, axis_dir, contact->n );
+
+ return 1;
+ }
+ else
+ return 0;
+ }
+
+ return 0;
+}
+
+/*
+ *
+ * Prediction system
+ *
+ *
+ */
+
+/*
+ * Trace a path given a velocity rotation.
+ *
+ * TODO: this MIGHT be worth doing RK4 on the gravity field.
+ */
+VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
+ struct land_prediction *prediction )
+{
+ float pstep = VG_TIMESTEP_FIXED * 10.0f;
+ float k_bias = 0.96f;
+
+ v3f pco, pco1, pv;
+ v3_copy( co, pco );
+ v3_muls( v, k_bias, pv );
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ struct grind_edge *best_grind = NULL;
+ float closest_grind = INFINITY;
+
+ float grind_score = INFINITY,
+ air_score = INFINITY;
+
+ prediction->log_length = 0;
+
+ for( int i=0; i<vg_list_size(prediction->log); i++ )
+ {
+ v3_copy( pco, pco1 );
+
+ pv[1] += -k_gravity * pstep;
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+
+ float l = v3_length( vdir );
+ v3_muls( vdir, 1.0f/l, vdir );
+
+ v3f c0, c1;
+ struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
+ c0, c1, 0.4f );
+
+ if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+ {
+ float d2 = v3_dist2( c0, c1 );
+ if( d2 < closest_grind )
+ {
+ closest_grind = d2;
+ best_grind = ge;
+ grind_score = closest_grind * 0.05f;
+ }
+ }
+
+ v3f n1;
+
+ float t1;
+ int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
+ if( idx != -1 )
+ {
+ v3_copy( n1, prediction->n );
+ air_score = -v3_dot( pv, n1 );
+
+ u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
+ struct world_material *mat = world_tri_index_material( vert_index );
+
+ /* Bias prediction towords ramps */
+ if( mat->info.flags & k_material_flag_skate_surface )
+ air_score *= 0.1f;
+
+ v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
+ break;
+ }
+
+ v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
+ }
+
+ if( grind_score < air_score )
+ {
+ prediction->score = grind_score;
+ prediction->type = k_prediction_grind;
+ }
+ else if( air_score < INFINITY )
+ {
+ prediction->score = air_score;
+ prediction->type = k_prediction_land;
+ }
+ else
+ {
+ prediction->score = INFINITY;
+ prediction->type = k_prediction_none;
+ }
+}
+
+VG_STATIC
+void player_approximate_best_trajectory( player_interface *player,
+ struct player_device_skate *s )
+{
+ float pstep = VG_TIMESTEP_FIXED * 10.0f;
+ float best_velocity_delta = -9999.9f;
+
+ v3f axis;
+ v3_cross( player->rb.to_world[1], player->rb.v, axis );
+ v3_normalize( axis );
+
+ s->prediction_count = 0;
+ m3x3_identity( s->state.velocity_bias );
+
+ float best_vmod = 0.0f,
+ min_score = INFINITY,
+ max_score = -INFINITY;
+
+ /*
+ * Search a broad selection of futures
+ */
+ for( int m=-3;m<=12; m++ )
+ {
+ struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
+
+ float vmod = ((float)m / 15.0f)*0.09f;
+
+ m3x3f bias;
+ v4f bias_q;
+
+ q_axis_angle( bias_q, axis, vmod );
+ q_m3x3( bias_q, bias );
+
+ skate_score_biased_path( player->rb.co, player->rb.v, bias, p );
+
+ if( p->type != k_prediction_none )
+ {
+ if( p->score < min_score )
+ {
+ min_score = p->score;
+ best_vmod = vmod;
+ }
+
+ if( p->score > max_score )
+ max_score = p->score;
+ }
+ }
+
+ v4f vr_q;
+ q_axis_angle( vr_q, axis, best_vmod*0.1f );
+ q_m3x3( vr_q, s->state.velocity_bias );
+
+ q_axis_angle( vr_q, axis, best_vmod );
+ q_m3x3( vr_q, s->state.velocity_bias_pstep );
+
+ /*
+ * Logging
+ */
+ for( int i=0; i<s->prediction_count; i ++ )
+ {
+ struct land_prediction *p = &s->predictions[i];
+
+ float l = p->score;
+
+ if( l < 0.0f )
+ {
+ vg_error( "negative score! (%f)\n", l );
+ }
+
+ l -= min_score;
+ l /= (max_score-min_score);
+ l = 1.0f - l;
+ l *= 255.0f;
+
+ p->colour = l;
+ p->colour <<= 8;
+ p->colour |= 0xff000000;
+ }
+}
+
+/*
+ *
+ * Varius physics models
+ * ------------------------------------------------
+ */
+
+VG_STATIC void skate_apply_grind_model( player_interface *player,
+ struct player_device_skate *s,
+ rb_ct *manifold, int len )
+{
+ /* FIXME: Queue audio events instead */
+ if( len == 0 )
+ {
+ if( s->state.activity == k_skate_activity_grind )
+ {
+#if 0
+ audio_lock();
+ audio_player_set_flags( &audio_player_extra,
+ AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( &audio_player_extra, player.rb.co );
+ audio_player_set_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_board[6] );
+ audio_unlock();
+#endif
+
+ s->state.activity = k_skate_activity_air;
+ }
+ return;
+ }
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
+
+ s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
+ s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
+
+#if 0
+ v4f rotate;
+ q_axis_angle( rotate, player->rb.to_world[0], siX );
+ q_mul( rotate, player.rb.q, player.rb.q );
+#endif
+
+ s->state.slip = 0.0f;
+ s->state.activity = k_skate_activity_grind;
+
+ /* TODO: Compression */
+ v3f up = { 0.0f, 1.0f, 0.0f };
+ float angle = v3_dot( player->rb.to_world[1], up );
+
+ if( fabsf(angle) < 0.99f )
+ {
+ v3f axis;
+ v3_cross( player->rb.to_world[1], up, axis );
+
+ v4f correction;
+ q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
+ q_mul( correction, player->rb.q, player->rb.q );
+ }
+
+ float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
+ v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
+ m3x3_identity( s->state.velocity_bias );
+ m3x3_identity( s->state.velocity_bias_pstep );
+
+ if( s->state.activity_prev != k_skate_activity_grind )
+ {
+ /* FIXME: Queue audio events instead */
+#if 0
+ audio_lock();
+ audio_player_set_flags( &audio_player_extra,
+ AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( &audio_player_extra, player.rb.co );
+ audio_player_set_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_board[5] );
+ audio_unlock();
+#endif
+ }
+}
+
+/*
+ * Air control, no real physics
+ */
+VG_STATIC void skate_apply_air_model( player_interface *player,
+ struct player_device_skate *s )
+{
+ if( s->state.activity != k_skate_activity_air )
+ return;
+
+ if( s->state.activity_prev != k_skate_activity_air )
+ player_approximate_best_trajectory( player, s );
+
+ m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
+ ray_hit hit;
+
+ /*
+ * Prediction
+ */
+ float pstep = VG_TIMESTEP_FIXED * 1.0f;
+ float k_bias = 0.98f;
+
+ v3f pco, pco1, pv;
+ v3_copy( player->rb.co, pco );
+ v3_muls( player->rb.v, 1.0f, pv );
+
+ float time_to_impact = 0.0f;
+ float limiter = 1.0f;
+
+ struct grind_edge *best_grind = NULL;
+ float closest_grind = INFINITY;
+
+ v3f target_normal = { 0.0f, 1.0f, 0.0f };
+ int has_target = 0;
+
+ for( int i=0; i<250; i++ )
+ {
+ v3_copy( pco, pco1 );
+ m3x3_mulv( s->state.velocity_bias, pv, pv );
+
+ pv[1] += -k_gravity * pstep;
+ v3_muladds( pco, pv, pstep, pco );
+
+ ray_hit contact;
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
+
+ v3f c0, c1;
+ struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
+ c0, c1, 0.4f );
+
+ if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+ {
+ vg_line( ge->p0, ge->p1, 0xff0000ff );
+ vg_line_cross( pco, 0xff0000ff, 0.25f );
+ has_target = 1;
+ break;
+ }
+
+ float orig_dist = contact.dist;
+ if( ray_world( pco1, vdir, &contact ) )
+ {
+ v3_copy( contact.normal, target_normal );
+ has_target = 1;
+ time_to_impact += (contact.dist/orig_dist)*pstep;
+ vg_line_cross( contact.pos, 0xffff0000, 0.25f );
+ break;
+ }
+ time_to_impact += pstep;
+ }
+
+ if( has_target )
+ {
+ float angle = v3_dot( player->rb.to_world[1], target_normal );
+ v3f axis;
+ v3_cross( player->rb.to_world[1], target_normal, axis );
+
+ limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+ limiter = 1.0f-limiter;
+ limiter *= limiter;
+ limiter = 1.0f-limiter;
+
+ if( fabsf(angle) < 0.99f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis,
+ acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, player->rb.q, player->rb.q );
+ }
+ }
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
+
+ s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
+ s->state.steerx += steer[1] * s->state.reverse * k_steer_air
+ * limiter * k_rb_delta;
+}
+
+VG_STATIC void skate_get_board_points( player_interface *player,
+ struct player_device_skate *s,
+ v3f front, v3f back )
+{
+ v3f pos_front = {0.0f,0.0f,-k_board_length},
+ pos_back = {0.0f,0.0f, k_board_length};
+
+ m4x3_mulv( player->rb.to_world, pos_front, front );
+ m4x3_mulv( player->rb.to_world, pos_back, back );
+}
+
+/*
+ * Casts and pushes a sphere-spring model into the world
+ */
+VG_STATIC int skate_simulate_spring( player_interface *player,
+ struct player_device_skate *s,
+ v3f pos )
+{
+ float mod = 0.7f * player->input_grab->axis.value + 0.3f,
+ spring_k = mod * k_spring_force,
+ damp_k = mod * k_spring_dampener,
+ disp_k = 0.4f;
+
+ v3f start, end;
+ v3_copy( pos, start );
+ v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
+
+ float t;
+ v3f n;
+ int hit_info = spherecast_world( start, end, 0.2f, &t, n );
+
+ if( hit_info != -1 )
+ {
+ v3f F, delta;
+ v3_sub( start, player->rb.co, delta );
+
+ float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
+ damp =
+ vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
+
+ v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
+ damp*damp_k*k_rb_delta, F );
+
+ v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
+
+ /* Angular velocity */
+ v3f wa;
+ v3_cross( delta, F, wa );
+ v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
+
+ v3_lerp( start, end, t, pos );
+ return 1;
+ }
+ else
+ {
+ v3_copy( end, pos );
+ return 0;
+ }
+}
+
+
+/*
+ * Handles connection between the player and the ground
+ */
+VG_STATIC void skate_apply_interface_model( player_interface *player,
+ struct player_device_skate *s,
+ rb_ct *manifold, int len )
+{
+ if( !((s->state.activity == k_skate_activity_ground) ||
+ (s->state.activity == k_skate_activity_air )) )
+ return;
+
+ if( s->state.activity == k_skate_activity_air )
+ s->debug_normal_pressure = 0.0f;
+ else
+ s->debug_normal_pressure = v3_dot( player->rb.to_world[1], player->rb.v );
+
+ /* springs */
+ v3f spring0, spring1;
+
+ skate_get_board_points( player, s, spring1, spring0 );
+ int spring_hit0 = skate_simulate_spring( player, s, spring0 ),
+ spring_hit1 = skate_simulate_spring( player, s, spring1 );
+
+ v3f animavg, animdelta;
+ v3_add( spring0, spring1, animavg );
+ v3_muls( animavg, 0.5f, animavg );
+
+ v3_sub( spring1, spring0, animdelta );
+ v3_normalize( animdelta );
+
+ m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
+
+ float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
+ dy = v3_dot( animdelta, player->rb.to_world[1] );
+
+ float angle = -atan2f( dy, dx );
+ q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
+
+ /* Surface connection */
+ if( len == 0 && !(spring_hit0 && spring_hit1) )
+ {
+ s->state.lift_frames ++;
+
+ if( s->state.lift_frames >= 8 )
+ s->state.activity = k_skate_activity_air;
+ }
+ else
+ {
+ v3f surface_avg;
+ v3_zero( surface_avg );
+
+ for( int i=0; i<len; i++ )
+ v3_add( surface_avg, manifold[i].n, surface_avg );
+ v3_normalize( surface_avg );
+
+ if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
+ {
+ s->state.lift_frames ++;
+
+ if( s->state.lift_frames >= 8 )
+ s->state.activity = k_skate_activity_air;
+ }
+ else
+ {
+ s->state.activity = k_skate_activity_ground;
+ s->state.lift_frames = 0;
+ v3f projected, axis;
+
+ float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
+ v3_muladds( player->rb.v, player->rb.to_world[1],
+ DOWNFORCE, player->rb.v );
+
+ float d = v3_dot( player->rb.to_world[2], surface_avg );
+ v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
+ v3_normalize( projected );
+
+ float angle = v3_dot( player->rb.to_world[1], projected );
+ v3_cross( player->rb.to_world[1], projected, axis );
+
+ if( fabsf(angle) < 0.9999f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis,
+ acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, player->rb.q, player->rb.q );
+ }
+ }
+ }
+}
+
+VG_STATIC void skate_apply_grab_model( player_interface *player,
+ struct player_device_skate *s )
+{
+ float grabt = player->input_grab->axis.value;
+
+ if( grabt > 0.5f )
+ {
+ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
+ s->state.grab_mouse_delta );
+
+ v2_normalize_clamp( s->state.grab_mouse_delta );
+ }
+ else
+ v2_zero( s->state.grab_mouse_delta );
+
+ s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
+}
+
+/*
+ * Computes friction and surface interface model
+ */
+VG_STATIC void skate_apply_friction_model( player_interface *player,
+ struct player_device_skate *s )
+{
+ if( s->state.activity != k_skate_activity_ground )
+ return;
+
+ /*
+ * Computing localized friction forces for controlling the character
+ * Friction across X is significantly more than Z
+ */
+
+ v3f vel;
+ m3x3_mulv( player->rb.to_local, player->rb.v, vel );
+ float slip = 0.0f;
+
+ if( fabsf(vel[2]) > 0.01f )
+ slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+
+ if( fabsf( slip ) > 1.2f )
+ slip = vg_signf( slip ) * 1.2f;
+
+ s->state.slip = slip;
+ s->state.reverse = -vg_signf(vel[2]);
+
+ vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
+ vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
+
+ /* Pushing additive force */
+
+ if( !player->input_jump->button.value )
+ {
+ if( player->input_push->button.value )
+ {
+ if( (vg.time - s->state.cur_push) > 0.25 )
+ s->state.start_push = vg.time;
+
+ s->state.cur_push = vg.time;
+
+ double push_time = vg.time - s->state.start_push;
+
+ float cycle_time = push_time*k_push_cycle_rate,
+ accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
+ amt = accel * VG_TIMESTEP_FIXED,
+ current = v3_length( vel ),
+ new_vel = vg_minf( current + amt, k_max_push_speed ),
+ delta = new_vel - vg_minf( current, k_max_push_speed );
+
+ vel[2] += delta * -s->state.reverse;
+ }
+ }
+
+ /* Send back to velocity */
+ m3x3_mulv( player->rb.to_world, vel, player->rb.v );
+
+ /* Steering */
+ float input = player->input_js1h->axis.value,
+ grab = player->input_grab->axis.value,
+ steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
+ steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
+
+ s->state.steery -= steer_scaled * k_rb_delta;
+}
+
+VG_STATIC void skate_apply_jump_model( player_interface *player,
+ struct player_device_skate *s )
+{
+ int charging_jump_prev = s->state.charging_jump;
+ s->state.charging_jump = player->input_jump->button.value;
+
+ /* Cannot charge this in air */
+ if( s->state.activity != k_skate_activity_ground )
+ s->state.charging_jump = 0;
+
+ if( s->state.charging_jump )
+ {
+ s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
+
+ if( !charging_jump_prev )
+ s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
+ }
+ else
+ {
+ s->state.jump_charge -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
+ }
+
+ s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
+
+ if( s->state.activity == k_skate_activity_air )
+ return;
+
+ /* player let go after charging past 0.2: trigger jump */
+ if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
+ {
+ v3f jumpdir;
+
+ /* Launch more up if alignment is up else improve velocity */
+ float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
+ mod = 0.5f,
+ dir = mod + fabsf(aup)*(1.0f-mod);
+
+ v3_copy( player->rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+ v3_normalize( jumpdir );
+
+ float force = k_jump_force*s->state.jump_charge;
+ v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
+ s->state.jump_charge = 0.0f;
+
+ s->state.jump_time = vg.time;
+
+ /* FIXME audio events */
+#if 0
+ audio_lock();
+ audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( &audio_player_extra, player.rb.co );
+ audio_player_set_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
+ audio_unlock();
+#endif
+ }
+}
+
+VG_STATIC void skate_apply_pump_model( player_interface *player,
+ struct player_device_skate *s )
+{
+ /* Throw / collect routine
+ *
+ * TODO: Max speed boost
+ */
+ if( player->input_grab->axis.value > 0.5f )
+ {
+ if( s->state.activity == k_skate_activity_ground )
+ {
+ /* Throw */
+ v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
+ }
+ }
+ else
+ {
+ /* Collect */
+ float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
+
+ v3f Fl, Fv;
+ v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
+
+ if( s->state.activity == k_skate_activity_ground )
+ {
+ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
+ }
+
+ v3_muls( player->rb.to_world[1], -doty, Fv );
+ v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
+ v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
+ }
+
+ /* Decay */
+ if( v3_length2( s->state.throw_v ) > 0.0001f )
+ {
+ v3f dir;
+ v3_copy( s->state.throw_v, dir );
+ v3_normalize( dir );
+
+ float max = v3_dot( dir, s->state.throw_v ),
+ amt = vg_minf( k_mmdecay * k_rb_delta, max );
+ v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
+ }
+}
+
+VG_STATIC void skate_apply_cog_model( player_interface *player,
+ struct player_device_skate *s )
+{
+ v3f ideal_cog, ideal_diff;
+ v3_muladds( player->rb.co, player->rb.to_world[1],
+ 1.0f-player->input_grab->axis.value, ideal_cog );
+ v3_sub( ideal_cog, s->state.cog, ideal_diff );
+
+ /* Apply velocities */
+ v3f rv;
+ v3_sub( player->rb.v, s->state.cog_v, rv );
+
+ v3f F;
+ v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
+ v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
+
+ float ra = k_cog_mass_ratio,
+ rb = 1.0f-k_cog_mass_ratio;
+
+ /* Apply forces & intergrate */
+ v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
+ s->state.cog_v[1] += -9.8f * k_rb_delta;
+ v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
+}
+
+VG_STATIC void skate_collision_response( player_interface *player,
+ struct player_device_skate *s,
+ rb_ct *manifold, int len )
+{
+ for( int j=0; j<10; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ v3f dv, delta;
+ v3_sub( ct->co, player->rb.co, delta );
+ v3_cross( player->rb.w, delta, dv );
+ v3_add( player->rb.v, dv, dv );
+
+ float vn = -v3_dot( dv, ct->n );
+ vn += ct->bias;
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
+
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
+
+ if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
+ fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
+ {
+ /* FIXME */
+#if 0
+ player_kill();
+ return;
+#endif
+ }
+
+ v3_add( impulse, player->rb.v, player->rb.v );
+ v3_cross( delta, impulse, impulse );
+
+ /*
+ * W Impulses are limited to the Y and X axises, we don't really want
+ * roll angular velocities being included.
+ *
+ * Can also tweak the resistance of each axis here by scaling the wx,wy
+ * components.
+ */
+
+ float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f,
+ wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f;
+
+ v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
+ v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
+ }
+ }
+}
+
+VG_STATIC void skate_integrate( player_interface *player,
+ struct player_device_skate *s )
+{
+ /* integrate rigidbody velocities */
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
+ v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+
+ v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, player->rb.w );
+ if( v3_length2( player->rb.w ) > 0.0f )
+ {
+ v4f rotation;
+ v3f axis;
+ v3_copy( player->rb.w, axis );
+
+ float mag = v3_length( axis );
+ v3_divs( axis, mag, axis );
+ q_axis_angle( rotation, axis, mag*k_rb_delta );
+ q_mul( rotation, player->rb.q, player->rb.q );
+ }
+
+ /* integrate steering velocities */
+ v4f rotate;
+ float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.3f;
+
+ s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
+ s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
+
+ q_axis_angle( rotate, player->rb.to_world[1], s->state.steery_s );
+ q_mul( rotate, player->rb.q, player->rb.q );
+
+ q_axis_angle( rotate, player->rb.to_world[0], s->state.steerx_s );
+ q_mul( rotate, player->rb.q, player->rb.q );
+
+ s->state.steerx = 0.0f;
+ s->state.steery = 0.0f;
+
+#if 0
+ v3_sub( player.rb.v, s->phys.v_prev, s->phys.a );
+ v3_muls( s->phys.a, 1.0f/VG_TIMESTEP_FIXED, s->phys.a );
+ v3_copy( player.rb.v, s->phys.v_prev );
+#endif
+
+ rb_update_transform( &player->rb );
+}
+
+VG_STATIC void player_skate_update( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_skate *s = at->storage;
+ s->state.activity_prev = s->state.activity;
+
+ /* Setup colliders */
+ m4x3f mtx_front, mtx_back;
+ m3x3_identity( mtx_front );
+ m3x3_identity( mtx_back );
+
+ skate_get_board_points( player, s, mtx_front[3], mtx_back[3] );
+
+ s->sphere_back.radius = 0.3f;
+ s->sphere_front.radius = 0.3f;
+
+ /* create manifold(s) */
+ rb_ct manifold[72],
+ *interface_manifold = NULL,
+ *grind_manifold = NULL;
+
+ int
+ len_front = skate_collide_smooth( player, mtx_front,
+ &s->sphere_front, manifold ),
+ len_back = skate_collide_smooth( player, mtx_back,
+ &s->sphere_back, &manifold[len_front] ),
+
+ interface_len = len_front + len_back;
+
+ interface_manifold = manifold;
+ grind_manifold = manifold + interface_len;
+
+ int grind_len = skate_grind_collide( player, at, grind_manifold );
+
+ for( int i=0; i<interface_len+grind_len; i ++ )
+ {
+ rb_prepare_contact( &manifold[i] );
+ rb_debug_contact( &manifold[i] );
+ }
+
+ skate_apply_grind_model( player, s, grind_manifold, grind_len );
+ skate_apply_interface_model( player, s, manifold, interface_len );
+
+ skate_apply_pump_model( player, s );
+ skate_apply_cog_model( player, s );
+ skate_collision_response( player, s, manifold, interface_len + grind_len );
+
+ skate_apply_grab_model( player, s );
+ skate_apply_friction_model( player, s );
+ skate_apply_jump_model( player, s );
+ skate_apply_air_model( player, s );
+
+ skate_integrate( player, s );
+}
+
+VG_STATIC void player_skate_post_update( player_interface *player,
+ player_attachment *at )
+{
+}
+
+VG_STATIC void player_skate_ui( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_skate *s = at->storage;
+
+ /* FIXME: Compression */
+ player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
+ player->rb.v[1],
+ player->rb.v[2] );
+ player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
+ player->rb.co[1],
+ player->rb.co[2] );
+ player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
+ player->rb.w[1],
+ player->rb.w[2] );
+
+ player_debugtext( 1, "activity: %s\n",
+ (const char *[]){ "k_skate_activity_air",
+ "k_skate_activity_ground",
+ "k_skate_activity_grind }" }
+ [s->state.activity] );
+}
+
+VG_STATIC void player_skate_pose( player_interface *player,
+ player_attachment *at,
+ player_pose pose, m4x3f transform )
+{
+ struct player_device_skate *s = at->storage;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+
+ /* Camera position */
+ /* TODO split up */
+ /* FIXME */
+
+#if 0
+ v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m );
+ v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
+
+ phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
+ phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
+ phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
+ v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
+#endif
+
+ /* Head */
+ float kheight = 2.0f,
+ kleg = 0.6f;
+
+ v3f offset;
+ v3_zero( offset );
+
+#if 0
+ m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
+#endif
+
+ static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
+
+ float curspeed = v3_length( player->rb.v ),
+ kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
+ kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
+ sign = vg_signf( kicks );
+
+ s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
+ s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble, 2.4f*vg.time_delta);
+
+ offset[0] *= 0.26f;
+ offset[0] += speed_wobble_2*3.0f;
+
+ offset[1] *= -0.3f;
+ offset[2] *= 0.01f;
+
+ offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
+ offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
+
+ /*
+ * Animation blending
+ * ===========================================
+ */
+
+ /* sliding */
+ {
+ float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+ s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
+ }
+
+ /* movement information */
+ {
+ int iair = (s->state.activity == k_skate_activity_air) ||
+ (s->state.activity == k_skate_activity_grind );
+
+ float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
+ dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
+ fly = iair? 1.0f: 0.0f;
+
+ s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
+ s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
+ s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
+ }
+
+ mdl_keyframe apose[32], bpose[32];
+ mdl_keyframe ground_pose[32];
+ {
+ /* when the player is moving fast he will crouch down a little bit */
+ float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
+ s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+
+ /* stand/crouch */
+ float dir_frame = s->blend_z * (15.0f/30.0f),
+ stand_blend = offset[1]*-2.0f;
+
+ v3f local_cog;
+ m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
+
+ stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+
+ skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
+ skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+
+ /* sliding */
+ float slide_frame = s->blend_x * (15.0f/30.0f);
+ skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
+
+ /* pushing */
+ double push_time = vg.time - s->state.start_push;
+ s->blend_push = vg_lerpf( s->blend_push,
+ (vg.time - s->state.cur_push) < 0.125,
+ 6.0f*vg.time_delta );
+
+ float pt = push_time + vg.accumulator;
+ if( s->state.reverse > 0.0f )
+ skeleton_sample_anim( sk, s->anim_push, pt, bpose );
+ else
+ skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+
+ skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+
+ /* trick setup */
+ float jump_start_frame = 14.0f/30.0f;
+
+ float charge = s->state.jump_charge;
+ s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+
+ float setup_frame = charge * jump_start_frame,
+ setup_blend = vg_minf( s->blend_jump, 1.0f );
+
+ float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
+ if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
+ setup_frame = jump_frame;
+
+ struct skeleton_anim *jump_anim = s->state.jump_dir?
+ s->anim_ollie:
+ s->anim_ollie_reverse;
+
+ skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
+ }
+
+ mdl_keyframe air_pose[32];
+ {
+ float target = -player->input_js1h->axis.value;
+ s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+
+ float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+ skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
+
+ static v2f grab_choice;
+
+ v2f grab_input = { player->input_js2h->axis.value,
+ player->input_js2v->axis.value };
+ v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
+ if( v2_length2( grab_input ) <= 0.001f )
+ grab_input[0] = -1.0f;
+ else
+ v2_normalize_clamp( grab_input );
+ v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
+
+ float ang = atan2f( grab_choice[0], grab_choice[1] ),
+ ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
+ grab_frame = ang_unit * (15.0f/30.0f);
+
+ skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
+ }
+
+ skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, pose );
+
+ float add_grab_mod = 1.0f - s->blend_fly;
+
+ /* additive effects */
+ {
+ u32 apply_to[] = { av->id_hip,
+ av->id_ik_hand_l,
+ av->id_ik_hand_r,
+ av->id_ik_elbow_l,
+ av->id_ik_elbow_r };
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ )
+ {
+ pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+ pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
+ }
+
+ mdl_keyframe *kf_board = &pose[av->id_board-1],
+ *kf_foot_l = &pose[av->id_ik_foot_l-1],
+ *kf_foot_r = &pose[av->id_ik_foot_r-1];
+
+ v3f bo;
+ v3_muls( s->board_offset, add_grab_mod, bo );
+
+ v3_add( bo, kf_board->co, kf_board->co );
+ v3_add( bo, kf_foot_l->co, kf_foot_l->co );
+ v3_add( bo, kf_foot_r->co, kf_foot_r->co );
+
+ m3x3f c;
+ q_m3x3( s->board_rotation, c );
+
+ v3f d;
+ v3_sub( kf_foot_l->co, bo, d );
+ m3x3_mulv( c, d, d );
+ v3_add( bo, d, kf_foot_l->co );
+
+ v3_sub( kf_foot_r->co, bo, d );
+ m3x3_mulv( c, d, d );
+ v3_add( bo, d, kf_foot_r->co );
+
+ q_mul( s->board_rotation, kf_board->q, kf_board->q );
+ q_normalize( kf_board->q );
+ }
+
+ /* transform */
+ rb_extrapolate_transform( &player->rb, transform );
+
+#if 0
+ v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
+ player.visual_transform[3] );
+#endif
+
+ v4f qresy, qresx, qresidual;
+ m3x3f mtx_residual;
+ float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+ q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
+ q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
+
+ q_mul( qresy, qresx, qresidual );
+ q_m3x3( qresidual, mtx_residual );
+ m3x3_mul( transform, mtx_residual, transform );
+}
+
+VG_STATIC void player_skate_get_camera( player_interface *player,
+ player_attachment *at, camera *cam )
+{
+ struct player_device_skate *s = at->storage;
+ struct player_avatar *av = player->playeravatar;
+
+ /* FIXME: viewpoint entity */
+ v3f vp = {-0.1f,1.8f,0.0f};
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
+
+ v3_zero( cam->angles );
+ cam->fov = 119.0f;
+
+ /* TODO: smooth clamp lerp rate of change */
+
+ v3_lerp( s->state.vl, player->rb.v, 5.0f*vg.time_delta, s->state.vl );
+
+ float *v = s->state.vl,
+ yaw = atan2f( v[0], -v[2] ),
+ pitch = atan2f
+ (
+ -v[1],
+ sqrtf
+ (
+ v[0]*v[0] + v[2]*v[2]
+ )
+ )
+ * 0.7f + 0.5f;
+
+ cam->angles[0] = yaw;
+ cam->angles[1] = pitch;
+}
+
+VG_STATIC void player_skate_transport( player_interface *player,
+ player_attachment *at,
+ teleport_gate *gate )
+{
+ struct player_device_skate *s = at->storage;
+
+ m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+ m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
+ m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
+ m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
+ m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, player->rb.q, player->rb.q );
+
+ s->state_gate_storage = s->state;
+}
+
+VG_STATIC player_device player_device_skate =
+{
+ .pre_update = player_skate_pre_update,
+ .update = player_skate_update,
+ .post_update = player_skate_post_update,
+ .get_camera = player_skate_get_camera,
+ .debug_ui = player_skate_ui,
+ .bind = player_skate_bind,
+ .pose = player_skate_pose,
+ .gate_transport= player_skate_transport
+};
+
+#endif /* PLAYER_DEVICE_SKATE_H */