v3_muladds( ve, basis[1], -gravity * t, ve );
if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
-
/* check alignment */
v2f v0 = { v3_dot( ve, basis[0] ),
v3_dot( ve, basis[2] ) },
/* check speed */
if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
- (a >= a_min) )
+ (a >= a_min) &&
+ (fabsf(grind.dir[1]) < 0.70710678118654752f))
{
- vg_success( "ding\n" );
grind_located = 1;
grind_located_gravity = inf->gravity;
}
u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
struct world_surface *surf = world_tri_index_surface(world, tri[0]);
-#if 0
- v3f v0, v1;
- v3f pa, pb, pc;
-
- v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
- v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
- v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
-
- v3_sub( pb, pa, v0 );
- v3_sub( pc, pa, v1 );
- v3_cross( v0, v1, inf->n );
- v3_normalize( inf->n );
-#endif
- /* TODO:
- * grind predictions, we want to FORCE it to land in the correct
- * location, taking the cloest endpoint or midpoint to be the
- * snapper.
- */
-
inf->type = k_prediction_land;
v3f ve;
* 1 2 or 3
*/
+VG_STATIC void skate_copy_holdout( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+ skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
+}
+
VG_STATIC int player_skate_trick_input( player_instance *player )
{
return (player->input_trick0->button.value) |
v3_copy( player->cam.angles, angles );
angles[2] = 0.0f;
- player->holdout_time = 0.25f;
+ skate_copy_holdout( player );
+ player->holdout_time = 0.34f;
player__skate_kill_audio( player );
player__walk_transition( player, angles );
return;
}
- if( vg_input_button_down( player->input_reset ) ){
- player->rb.co[1] += 2.0f;
- s->state.cog[1] += 2.0f;
- q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
- v3_zero( player->rb.w );
- v3_zero( player->rb.v );
-
- rb_update_transform( &player->rb );
- }
-
int trick_id;
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(trick_id = player_skate_trick_input( player )) )
}
VG_STATIC void player__skate_animate( player_instance *player,
- player_animation *dest )
+ player_animation *dest )
{
struct player_skate *s = &player->_skate;
struct player_avatar *av = player->playeravatar;
{
float target = -player->input_js1h->axis.value;
-#if 1
s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
-#else
- s->blend_airdir = 0.0f;
-#endif
float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
v3_add( rco, rotation_point, dest->root_co );
}
- skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+ skeleton_copy_pose( sk, dest->pose, s->holdout );
}
VG_STATIC void player__skate_post_animate( player_instance *player )
s->blend_slide = 0.0f;
s->blend_z = 0.0f;
s->blend_x = 0.0f;
+ s->blend_grind = 0.0f;
+ s->blend_grind_balance = 0.0f;
s->blend_stand = 0.0f;
s->blend_push = 0.0f;
s->blend_jump = 0.0f;
s->blend_airdir = 0.0f;
+ s->blend_weight = 0.0f;
+ s->subslap = 0.0f;
+ v2_zero( s->wobble );
+
+ v3_zero( s->board_trick_residuald );
+ v3_zero( s->board_trick_residualv );
+ v3_zero( s->truckv0[0] );
+ v3_zero( s->truckv0[1] );
}
VG_STATIC void player__skate_clear_mechanics( player_instance *player )
{
struct player_skate *s = &player->_skate;
s->state.jump_charge = 0.0f;
+ s->state.charging_jump = 0;
+ s->state.jump_dir = 0;
+ v3_zero( s->state.flip_axis );
+ s->state.flip_time = 0.0f;
s->state.flip_rate = 0.0f;
s->state.reverse = 0.0f;
s->state.slip = 0.0f;
+ s->state.grabbing = 0.0f;
+ v2_zero( s->state.grab_mouse_delta );
+ s->state.slap = 0.0f;
+ s->state.jump_time = 0.0;
+ s->state.start_push = 0.0;
+ s->state.cur_push = 0.0;
+ s->state.air_start = 0.0;
+
+ v3_zero( s->state.air_init_v );
+ v3_zero( s->state.air_init_co );
+
+ s->state.gravity_bias = k_gravity;
v3_copy( player->rb.co, s->state.prev_pos );
v4_copy( player->rb.q, s->state.smoothed_rotation );
v3_zero( s->state.throw_v );
s->grind_cooldown = 0;
s->surface_cooldown = 0;
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ v3_copy( player->rb.to_world[1], s->state.up_dir );
+ v3_copy( player->rb.to_world[1], s->surface_picture );
+ v3_zero( s->weight_distribution );
+ v3_copy( player->rb.co, s->state.prev_pos );
}
VG_STATIC void player__skate_reset( player_instance *player,
float walk_yaw = player_get_heading_yaw( player );
- if( w->state.outro_anim )
- {
+ if( w->state.outro_anim ){
struct player_avatar *av = player->playeravatar;
float outro_length = (float)w->state.outro_anim->length /
w->state.outro_anim->rate,
outro_time, bpose );
skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
- if( w->state.outro_type == k_walk_outro_drop_in )
- {
+ if( w->state.outro_type == k_walk_outro_drop_in ){
float inv_rate = 1.0f / w->state.outro_anim->rate,
anim_frames = w->state.outro_anim->length * inv_rate,
step_frames = 12.0f * inv_rate,
/* the drop in bit */
- if( step_t >= 1.0f )
- {
+ if( step_t >= 1.0f ){
v4f final_q;
player_walk_drop_in_overhang_transform( player, dop_t,
player->rb.co, final_q );
}
return;
}
- else
- {
+ else{
v3_muladds( dest->root_co, player->rb.to_world[1],
-0.1f * outro_t, dest->root_co );
player->holdout_time = 1.0f;
}
}
- else
- {
+ else{
skeleton_copy_pose( sk, apose, dest->pose );
}