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[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
1 #ifndef PLAYER_SKATE_H
2 #define PLAYER_SKATE_H
3
4 #include "player_api.h"
5
6 #define SKATE_CCD
7
8 struct player_skate
9 {
10 struct
11 {
12 enum skate_activity
13 {
14 k_skate_activity_air,
15 k_skate_activity_ground,
16 k_skate_activity_undefined,
17 k_skate_activity_grind_any,
18 k_skate_activity_grind_boardslide,
19 k_skate_activity_grind_noseslide,
20 k_skate_activity_grind_tailslide,
21 k_skate_activity_grind_back50,
22 k_skate_activity_grind_front50,
23 k_skate_activity_grind_5050
24 }
25 activity,
26 activity_prev;
27
28 float /* steery,
29 steerx,
30 steery_s,
31 steerx_s, */
32 reverse,
33 slip;
34
35 int manual_direction;
36
37 /* tricks */
38 v3f flip_axis;
39 float flip_time,
40 flip_rate;
41
42 v3f trick_vel, /* measured in units of TAU/s */
43 trick_euler; /* measured in units of TAU */
44 float trick_time;
45
46
47 float gravity_bias;
48 #if 0
49 m3x3f velocity_bias,
50 velocity_bias_pstep;
51 v3f apex;
52 #endif
53
54 v3f up_dir;
55
56 v3f head_position;
57
58 int lift_frames;
59
60 v3f throw_v;
61 v3f cog_v, cog;
62
63 float grabbing;
64 v2f grab_mouse_delta;
65
66 int charging_jump, jump_dir;
67 float jump_charge;
68
69 double jump_time;
70 double start_push,
71 cur_push;
72
73 v3f prev_pos;
74
75 /* initial launch conditions */
76 double air_start;
77 v3f air_init_v,
78 air_init_co;
79 }
80 state,
81 state_gate_storage;
82
83
84 /* animation */
85 struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
86 *anim_air,
87 *anim_push, *anim_push_reverse,
88 *anim_ollie, *anim_ollie_reverse,
89 *anim_grabs, *anim_stop;
90 v3f
91 board_trick_residualv,
92 board_trick_residuald;
93
94 float blend_slide,
95 blend_z,
96 blend_x,
97 blend_fly,
98 blend_stand,
99 blend_push,
100 blend_jump,
101 blend_airdir,
102 blend_weight;
103
104 /* vectors representing the direction of the axels in localspace */
105 v3f truckv0[2];
106 v2f wobble;
107
108 /*
109 * Physics
110 * ----------------------------------------------------
111 */
112
113 float substep,
114 substep_delta;
115
116 struct land_prediction
117 {
118 v3f log[50];
119 v3f n;
120 v3f apex;
121 v3f v;
122
123 float gravity;
124
125 int log_length;
126 float score,
127 land_dist;
128
129 enum prediction_type
130 {
131 k_prediction_none,
132 k_prediction_land,
133 k_prediction_grind
134 }
135 type;
136
137 u32 colour;
138 }
139 predictions[32];
140 u32 prediction_count;
141 float land_dist;
142 v3f land_normal;
143
144 v3f surface_picture,
145 weight_distribution,
146 grind_vec,
147 grind_dir;
148
149 u32 frames_since_activity_change;
150
151 float grind_strength;
152
153 struct grind_limit
154 {
155 v3f ra, n;
156 float p;
157 }
158 limits[3];
159 u32 limit_count;
160 };
161
162 VG_STATIC void player__skate_bind ( player_instance *player );
163 VG_STATIC void player__skate_pre_update ( player_instance *player );
164 VG_STATIC void player__skate_update ( player_instance *player );
165 VG_STATIC void player__skate_post_update ( player_instance *player );
166 VG_STATIC void player__skate_im_gui ( player_instance *player );
167 VG_STATIC void player__skate_animate ( player_instance *player,
168 player_animation *anim );
169 VG_STATIC void player__skate_post_animate ( player_instance *player );
170 VG_STATIC void player__skate_reset ( player_instance *player,
171 struct respawn_point *rp );
172
173 VG_STATIC void player__skate_clear_mechanics( player_instance *player );
174 VG_STATIC void player__skate_reset_animator( player_instance *player );
175 VG_STATIC void player__approximate_best_trajectory( player_instance *player );
176 #endif /* PLAYER_SKATE_H */