#include "audio.h"
#include "vg/vg_perlin.h"
#include "menu.h"
+#include "ent_skateshop.h"
+#include "addon.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v4f plane;
v3_copy( dir, plane );
boxf box;
v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
- struct grind_sample
- {
+ struct grind_sample{
v2f co;
v2f normal;
v3f normal3,
v3_cross( plane, player->basis[1], support_axis );
v3_normalize( support_axis );
- while( bh_next( world->geo_bh, &it, box, &idx ) ){
- u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ bh_iter it;
+ bh_iter_init_box( 0, &it, box );
+ i32 idx;
+
+ while( bh_next( world->geo_bh, &it, &idx ) ){
+ u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
v3f tri[3];
struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
- if( !(surf->info.flags & k_material_flag_skate_surface) )
+ if( !(surf->info.flags & k_material_flag_grindable) )
continue;
for( int j=0; j<3; j++ )
- v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
for( int j=0; j<3; j++ ){
int i0 = j,
float yi = v3_dot( player->basis[1], si->normal3 ),
yj = v3_dot( player->basis[1], sj->normal3 );
- if( yi > yj )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
+ if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+ else v3_add( sj->normal3, average_normal, average_normal );
passed_samples ++;
}
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
- world_instance *world = get_active_world();
+ world_instance *world0 = world_current_instance();
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
v3_copy( player->rb.co, launch_co );
v3_copy( player->rb.v, launch_v );
v3_copy( launch_co, co0 );
+ world_instance *trace_world = world0;
float vt = (float)m * (1.0f/30.0f),
ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
v3f closest={0.0f,0.0f,0.0f};
if( search_for_grind ){
- if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
-
+ if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
float min_dist = 0.75f;
min_dist *= min_dist;
}
}
- if( world->rendering_gate ){
- ent_gate *gate = world->rendering_gate;
+ if( trace_world->rendering_gate ){
+ ent_gate *gate = trace_world->rendering_gate;
if( gate_intersect( gate, co1, co0 ) ){
m4x3_mulv( gate->transport, co0, co0 );
m4x3_mulv( gate->transport, co1, co1 );
m3x3_mulv( gate->transport, launch_v, launch_v);
m4x3_mulv( gate->transport, launch_co, launch_co );
m3x3_mul( gate->transport, basis, basis );
+
+ if( gate->type == k_gate_type_nonlocel ){
+ trace_world = &world_static.worlds[ gate->target ];
+ }
}
}
float scan_radius = k_board_radius;
scan_radius *= vg_clampf( t, 0.02f, 1.0f );
- int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
+ int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
if( idx != -1 ){
v3f co;
v3_lerp( co0, co1, t1, co );
v3_copy( co, inf->log[ inf->log_length ++ ] );
v3_copy( n, inf->n );
- u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
- struct world_surface *surf = world_tri_index_surface(world, tri[0]);
+ u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
+ struct world_surface *surf =
+ world_tri_index_surface( trace_world, tri[0] );
inf->type = k_prediction_land;
inf->score = -v3_dot( ve, inf->n );
inf->land_dist = t + k_trace_delta * t1;
-
/* Bias prediction towords ramps */
- if( !(surf->info.flags & k_material_flag_skate_surface) )
+ if( !(surf->info.flags & k_material_flag_skate_target) )
inf->score *= 10.0f;
+ if( surf->info.flags & k_material_flag_boundary )
+ s->possible_jump_count --;
+
break;
}
float t1;
v3f n;
- int idx = spherecast_world( world, co0,co1,
+ int idx = spherecast_world( world0, co0,co1,
k_board_radius*0.1f, &t1, n);
if( idx != -1 ){
goto invalidated_grind;
v3_copy( best->v, player->rb.v );
s->land_dist = best->land_dist;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
s->state.gravity_bias = best->gravity;
if( best->type == k_prediction_grind ){
s->state.activity = k_skate_activity_air_to_grind;
}
+ v2f 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]) *
s->state.reverse ;
q_axis_angle( correction, axis,
acosf(angle)*2.0f*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 );
}
VG_STATIC int player_skate_trick_input( player_instance *player );
{
struct player_skate *s = &player->_skate;
- float grabt = player->input_grab->axis.value;
+ float grabt = axis_state( k_sraxis_grab );
if( grabt > 0.5f ){
v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
{
struct player_skate *s = &player->_skate;
+ v2f jsteer;
+ joystick_state( k_srjoystick_steer, jsteer );
+
/* Steering */
- float steer = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value;
+ float steer = jsteer[0],
+ grab = axis_state( k_sraxis_grab );
steer = vg_signf( steer ) * steer*steer * k_steer_ground;
rate = 35.0f;
top = 1.5f;
}
+
+ if( grab < 0.5f ){
+ top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer;
+ }
}
float current = v3_dot( player->rb.to_world[1], player->rb.w ),
/* Pushing additive force */
- if( !player->input_jump->button.value ){
- if( player->input_push->button.value ||
- (vg.time-s->state.start_push<0.75) )
+ if( !button_press( k_srbind_jump ) ){
+ if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
{
if( (vg.time - s->state.cur_push) > 0.25 )
s->state.start_push = vg.time;
{
struct player_skate *s = &player->_skate;
int charging_jump_prev = s->state.charging_jump;
- s->state.charging_jump = player->input_jump->button.value;
+ s->state.charging_jump = button_press( k_srbind_jump );
/* Cannot charge this in air */
if( s->state.activity <= k_skate_activity_air_to_grind ){
s->grind_cooldown = 30;
s->state.activity = k_skate_activity_ground;
- float tilt = player->input_js1h->axis.value * 0.3f;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ float tilt = steer[0] * 0.3f;
tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
v4f qtilt;
s->state.jump_charge = 0.0f;
s->state.jump_time = vg.time;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
audio_lock();
- audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
+ audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f);
audio_unlock();
}
}
/* Throw / collect routine
*/
- if( player->input_grab->axis.value > 0.5f ){
+ if( axis_state( k_sraxis_grab ) > 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 );
v3_copy( s->state.up_dir, ideal_dir );
v3_normalize( ideal_dir );
- v3_muladds( player->rb.co, ideal_dir,
- 1.0f-player->input_grab->axis.value, ideal_cog );
+ float grab = axis_state( k_sraxis_grab );
+ v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
v3_sub( ideal_cog, s->state.cog, ideal_diff );
/* Apply velocities */
VG_STATIC int player_skate_trick_input( player_instance *player )
{
- return (player->input_trick0->button.value) |
- (player->input_trick1->button.value << 1) |
- (player->input_trick2->button.value << 1) |
- (player->input_trick2->button.value);
+ return (button_press( k_srbind_trick0 ) ) |
+ (button_press( k_srbind_trick1 ) << 1) |
+ (button_press( k_srbind_trick2 ) << 1) |
+ (button_press( k_srbind_trick2 ) );
}
VG_STATIC void player__skate_pre_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- if( vg_input_button_down( player->input_use ) ){
+ if( button_down( k_srbind_use ) ){
player->subsystem = k_player_subsystem_walk;
v3f angles;
jump_info *jump = &s->possible_jumps[i];
if( jump->log_length == 0 ){
- vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
}
for( int j=0; j<jump->log_length - 1; j ++ ){
slide = 0.0f;
}
- static float menu_gate = 1.0f;
- menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
-
- float
- vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
- vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
- vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
+ f32 gate = 1.0f-menu.factive,
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
vg_lerpf( 250.0f, 80.0f, attn ) );
if( s->sample_change_cooldown > 0.0f ){
- s->sample_change_cooldown -= vg.frame_delta;
+ s->sample_change_cooldown -= vg.time_frame_delta;
}
else{
int sample_type = k_skate_sample_concrete;
v3f surface_normal, v3f axel_dir )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
if( idx != -1 )
{
- u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
+ u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
v3f verts[3];
for( int j=0; j<3; j++ )
- v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+ v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
v3f vert0, vert1, n;
v3_sub( verts[1], verts[0], vert0 );
int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
if( s->state.manual_direction == 0 ){
- if( (player->input_js1v->axis.value > 0.7f) &&
- (s->state.activity == k_skate_activity_ground) &&
+ if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
(s->state.jump_charge <= 0.01f) )
s->state.manual_direction = reverse_dir;
}
else{
- if( player->input_js1v->axis.value < 0.1f ){
+ if( steer[1] < 0.1f ){
s->state.manual_direction = 0;
}
else{
}
if( s->state.manual_direction ){
- float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
+ float amt = vg_minf( steer[1] * 8.0f, 1.0f );
s->weight_distribution[2] = k_board_length * amt *
(float)s->state.manual_direction;
}
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( get_active_world(), origin, dir, &ray ) )
+ if( ray_world( world_current_instance(), origin, dir, &ray ) )
return 0;
return 1;
v3_normalize( target_fwd );
v3_normalize( fwd );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+ float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
v4f q;
q_axis_angle( q, axis, VG_PIf*0.125f * way );
v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
v3_normalize( inf_avg.dir );
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
+ inf_avg.dir );
+
v3f axis_front, axis_back, axis;
v3_cross( inf_front->dir, inf_front->n, axis_front );
v3_cross( inf_back->dir, inf_back->n, axis_back );
v3_cross( axis, inf_avg.dir, inf_avg.n );
skate_grind_decay( player, &inf_avg, 1.0f );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
+ float way = steer[1] *
vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
v4f q;
v3f up, target_up;
k_grind_spring,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
v3f fwd_nplane, dir_nplane;
v3_muladds( player->rb.to_world[2], inf_avg.n,
1000.0f,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
struct player_skate *s = &player->_skate;
if( s->grind_cooldown > 100 ){
- vg_fatal_exit_loop( "wth!\n" );
+ vg_fatal_error( "wth!\n" );
}
/* debounces this state manager a little bit */
int allow_back = 1,
allow_front = 1;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
if( s->state.activity == k_skate_activity_grind_5050 ||
s->state.activity == k_skate_activity_grind_back50 ||
s->state.activity == k_skate_activity_grind_front50 )
{
- float tilt = player->input_js1v->axis.value;
+ float tilt = steer[1];
if( fabsf(tilt) >= 0.25f ){
v3f raw = {0.0f,0.0f,tilt};
m3x3_mulv( player->rb.to_world, raw, raw );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw, player->rb.v ) );
+ float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
if( way < 0.0f ) allow_front = 0;
else allow_back = 0;
res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
if( res_back50 != res_front50 ){
- int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
+ int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
res_back50 &= wants_to_do_that;
res_front50 &= wants_to_do_that;
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( player->rb.co[1]+0.25f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+ player__skate_kill_audio( player );
+ player__dead_transition( player );
+ return;
+ }
+ }
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
+ v3f normal_total;
+ v3_zero( normal_total );
struct board_collider
{
float slap = 0.0f;
if( s->state.activity <= k_skate_activity_air_to_grind ){
-
float min_dist = 0.6f;
for( int i=0; i<2; i++ ){
v3f wpos, closest;
wheels[1].pos[1] = s->state.slap;
-
-
-
const int k_wheel_count = 2;
s->substep = k_rb_delta;
if( !prev_contacts[i] ){
v3f co;
m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
- audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+ audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
}
}
audio_unlock();
manifold_len += l;
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ if( vg_lines.draw )
+ debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
if( s->state.activity >= k_skate_activity_grind_any ){
v3f impulse;
v3_muls( ct->n, lambda, impulse );
+ v3_muladds( normal_total, impulse, inv_mass, normal_total );
v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
v3_cross( delta, impulse, impulse );
m3x3_mulv( iIw, impulse, impulse );
* --------------------------------------------------------------------------
*/
+ f32 nforce = v3_length(normal_total);
+ if( nforce > 4.0f ){
+ if( nforce > 17.6f ){
+ v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
+ player__dead_transition(player);
+ player__skate_kill_audio(player);
+ return;
+ }
+
+ f32 amt = k_cam_punch;
+ if( player->camera_mode == k_cam_firstperson ){
+ amt *= 0.25f;
+ }
+
+ v3_muladds( player->cam_land_punch_v, normal_total, amt,
+ player->cam_land_punch_v );
+ }
+
s->surface = k_surface_prop_concrete;
for( int i=0; i<manifold_len; i++ ){
if( s->state.activity == k_skate_activity_ground ){
if( (fabsf(s->state.slip) > 0.75f) ){
- audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
+ audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co,
40.0f, 1.0f );
}
else{
- audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
+ audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co,
40.0f, 1.0f );
}
}
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,
+ kicks = (vg_randf64()-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);
(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 );
+ skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
else
- skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+ skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
mdl_keyframe air_pose[32];
{
- float target = -player->input_js1h->axis.value;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ float target = -steer[1];
s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
static v2f grab_choice;
- v2f grab_input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
+ v2f grab_input;
+ joystick_state( k_srjoystick_grab, grab_input );
v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
+
if( v2_length2( grab_input ) <= 0.001f )
grab_input[0] = -1.0f;
else
vg_warn( "FIX THIS! CARROT\n" );
v4_copy( player->rb.q, s->state.smoothed_rotation );
}
- v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+ v4_lerp( s->state.smoothed_rotation, player->rb.q,
+ 2.0f*vg.time_frame_delta,
s->state.smoothed_rotation );
q_normalize( s->state.smoothed_rotation );
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
-
- /* foot weight distribution */
- if( s->blend_weight > 0.0f ){
- kf_foot_l->co[2] += s->blend_weight * 0.2f;
- kf_foot_r->co[2] += s->blend_weight * 0.1f;
- }
- else{
- kf_foot_r->co[2] += s->blend_weight * 0.3f;
- kf_foot_l->co[2] += s->blend_weight * 0.1f;
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
+
+ if( board ){
+ /* foot weight distribution */
+ if( s->blend_weight > 0.0f ){
+ kf_foot_l->co[2] =
+ vg_lerpf( kf_foot_l->co[2],
+ board->truck_positions[k_board_truck_back][2]+0.3f,
+ 0.5f*s->blend_weight );
+ }
+ else{
+ kf_foot_r->co[2] =
+ vg_lerpf( kf_foot_r->co[2],
+ board->truck_positions[k_board_truck_front][2]-0.3f,
+ -0.5f*s->blend_weight );
+ }
}
float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
/* transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
- float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+ v3f ext_up,ext_co;
+ q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+ v3_copy( dest->root_co, ext_co );
+ v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
v4f qflip;
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
- float t = s->state.flip_time;
+ float substep = vg.time_fixed_extrapolate;
+ float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
sign = vg_signf( t );
t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
q_normalize( dest->root_q );
v3f rotation_point, rco;
- v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
+ v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
v3_sub( dest->root_co, rotation_point, rco );
q_mulv( qflip, rco, rco );
m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
m4x3_mulv( player->rb.to_local, s->state.head_position,
s->state.head_position );
+
+ /* TODO: Extrapolate to_local matrix? */
}
VG_STATIC void player__skate_reset_animator( player_instance *player )