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<50; i++ )
{
v3_copy( pco, pco1 );
v3_sub( pco, pco1, vdir );
contact.dist = v3_length( vdir );
v3_divs( vdir, contact.dist, vdir);
+
+ v3f c0, c1;
+ struct grind_edge *ge = player_grind_collect_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 ))
+ if( ray_world( pco1, vdir, &contact ) )
{
- float angle = v3_dot( phys->rb.up, contact.normal );
- v3f axis;
- v3_cross( phys->rb.up, contact.normal, axis );
-
+ v3_copy( contact.normal, target_normal );
+ has_target = 1;
time_to_impact += (contact.dist/orig_dist)*pstep;
- 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, phys->rb.q, phys->rb.q );
- }
-
vg_line_cross( contact.pos, 0xffff0000, 0.25f );
break;
}
time_to_impact += pstep;
}
+ if( has_target )
+ {
+ float angle = v3_dot( phys->rb.up, target_normal );
+ v3f axis;
+ v3_cross( phys->rb.up, 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, phys->rb.q, phys->rb.q );
+ }
+ }
+
v2f steer = { player.input_js1h->axis.value,
player.input_js1v->axis.value };