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add freecam
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_skate.c
diff --git
a/player_skate.c
b/player_skate.c
index 1ef19a1b6af6d67bdbddc6ebcc634f118d683803..49cd6e76e76ccd2951e4a5f4d638f3e1b4ce12a2 100644
(file)
--- a/
player_skate.c
+++ b/
player_skate.c
@@
-657,9
+657,9
@@
invalidated_grind:;
}
if( best ){
}
if( best ){
- v3_copy( best->n, s->land_normal );
+ v3_copy( best->n, s->
state.
land_normal );
v3_copy( best->v, player->rb.v );
v3_copy( best->v, player->rb.v );
- s->land_dist = best->land_dist;
+ s->
state.
land_dist = best->land_dist;
s->state.gravity_bias = best->gravity;
s->state.gravity_bias = best->gravity;
@@
-671,8
+671,8
@@
invalidated_grind:;
joystick_state( k_srjoystick_steer, steer );
v2_normalize_clamp( steer );
joystick_state( k_srjoystick_steer, steer );
v2_normalize_clamp( steer );
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
- s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+ if( (fabsf(steer[1]) > 0.5f) && (s->
state.
land_dist >= 1.5f) ){
+ s->state.flip_rate = (1.0f/s->
state.
land_dist) * vg_signf(steer[1]) *
s->state.reverse ;
s->state.flip_time = 0.0f;
v3_copy( player->rb.to_world[0], s->state.flip_axis );
s->state.reverse ;
s->state.flip_time = 0.0f;
v3_copy( player->rb.to_world[0], s->state.flip_axis );
@@
-683,7
+683,7
@@
invalidated_grind:;
}
}
else{
}
}
else{
- v3_copy( player->basis[1], s->land_normal );
+ v3_copy( player->basis[1], s->
state.
land_normal );
}
}
}
}
@@
-703,10
+703,10
@@
VG_STATIC void skate_apply_air_model( player_instance *player )
if( s->state.activity_prev > k_skate_activity_air_to_grind )
player__approximate_best_trajectory( player );
if( s->state.activity_prev > k_skate_activity_air_to_grind )
player__approximate_best_trajectory( player );
- float angle = v3_dot( player->rb.to_world[1], s->land_normal );
+ float angle = v3_dot( player->rb.to_world[1], s->
state.
land_normal );
angle = vg_clampf( angle, -1.0f, 1.0f );
v3f axis;
angle = vg_clampf( angle, -1.0f, 1.0f );
v3f axis;
- v3_cross( player->rb.to_world[1], s->land_normal, axis );
+ v3_cross( player->rb.to_world[1], s->
state.
land_normal, axis );
v4f correction;
q_axis_angle( correction, axis,
v4f correction;
q_axis_angle( correction, axis,
@@
-3152,7
+3152,7
@@
VG_STATIC void player__skate_animate( player_instance *player,
t = sign * (1.0f-t*t);
float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
t = sign * (1.0f-t*t);
float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
- distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
+ distm = s->
state.
land_dist * fabsf(s->state.flip_rate) * 3.0f,
blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );