s->anim_grabs = skeleton_get_anim( sk, "grabs" );
}
+VG_STATIC void player__skate_kill_audio( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ audio_lock();
+ if( s->aud_main )
+ s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
+ if( s->aud_air )
+ s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
+ if( s->aud_slide )
+ s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
+ audio_unlock();
+}
+
/*
* Collision detection routines
*
v3f tri[3];
struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
+#if 0
if( !(surf->info.flags & k_material_flag_skate_surface) )
continue;
+#endif
for( int j=0; j<3; j++ )
v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
return passed_samples;
}
-VG_STATIC int solve_prediction_for_target( player_instance *player,
- v3f target, float max_angle,
- struct land_prediction *p )
+VG_STATIC void reset_jump_info( jump_info *inf )
{
- /* calculate the exact solution(s) to jump onto that grind spot */
+ inf->log_length = 0;
+ inf->land_dist = 0.0f;
+ inf->score = 0.0f;
+ inf->type = k_prediction_unset;
+ v3_zero( inf->apex );
+}
+
+VG_STATIC int create_jumps_to_hit_target( player_instance *player,
+ jump_info *jumps,
+ v3f target, float max_angle_delta,
+ float gravity )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* calculate the exact 2 solutions to jump onto that grind spot */
v3f v0;
v3_sub( target, player->rb.co, v0 );
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
- root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+ root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
- if( root > 0.0f )
- {
+ int valid_count = 0;
+
+ if( root > 0.0f ){
root = sqrtf( root );
- float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
- a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
+ float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (gravity * d[0]) );
+
+ if( fabsf(a0-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
+
+ v3_muls( ax, cosf( a0 ) * m, inf->v );
+ inf->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a0)*m);
+ inf->gravity = gravity;
+ }
+
+ if( fabsf(a1-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
+
+ v3_muls( ax, cosf( a1 ) * m, inf->v );
+ inf->v[1] += sinf( a1 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a1)*m);
+ inf->gravity = gravity;
+ }
+ }
+
+ return valid_count;
+}
+
+#if 0
+VG_STATIC
+int create_jump_for_target( world_instance *world, player_instance *player,
+ v3f target, float max_angle, jump_info *jump )
+{
if( fabsf(a0-a) > fabsf(a1-a) )
a0 = a1;
/* TODO: sweep the path before chosing the smallest dist */
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_grind;
-
- v3_muls( ax, cosf( a0 ) * m, p->v );
- p->v[1] += sinf( a0 ) * m;
- m3x3_mulv( player->basis, p->v, p->v );
-
- p->land_dist = d[0] / (cosf(a0)*m);
+#if 0
/* add a trace */
for( int i=0; i<=20; i++ )
{
v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
}
+#endif
return 1;
}
else
return 0;
}
+#endif
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
v3_copy( player->rb.v, s->state.air_init_v );
v3_copy( player->rb.co, s->state.air_init_co );
- s->prediction_count = 0;
+ s->possible_jump_count = 0;
v3f axis;
v3_cross( player->rb.v, player->rb.to_world[1], axis );
struct grind_info grind;
int grind_located = 0;
+ float grind_located_gravity = k_gravity;
- for( int m=0;m<=30; m++ )
- {
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
-
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_none;
+ for( int m=0;m<=30; m++ ){
+ jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
+ reset_jump_info( inf );
v3f launch_co, launch_v, co0, co1;
v3_copy( player->rb.co, launch_co );
float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
gravity = k_gravity * gravity_bias;
- p->gravity = gravity;
+ inf->gravity = gravity;
+ v3_copy( launch_v, inf->v );
- v3_copy( launch_v, p->v );
+ m3x3f basis;
+ m3x3_copy( player->basis, basis );
- for( int i=1; i<=50; i++ )
- {
+ for( int i=1; i<=50; i++ ){
float t = (float)i * k_trace_delta;
v3_muls( launch_v, t, co1 );
- v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
+ v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
v3_add( launch_co, co1, co1 );
- float launch_vy = v3_dot( launch_v,player->basis[1] );
- if( !grind_located && (launch_vy - gravity*t < 0.0f) )
- {
+ float launch_vy = v3_dot( launch_v,basis[1] );
+ if( !grind_located && (launch_vy - gravity*t < 0.0f) ){
v3f closest;
- if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
- {
+ if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
v3f ve;
v3_copy( launch_v, ve );
- v3_muladds( ve, player->basis[1], -gravity * t, ve );
+ v3_muladds( ve, basis[1], -gravity * t, ve );
- if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
- {
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
/* check alignment */
- v2f v0 = { v3_dot( ve, player->basis[0] ),
- v3_dot( ve, player->basis[2] ) },
- v1 = { v3_dot( grind.dir, player->basis[0] ),
- v3_dot( grind.dir, player->basis[2] ) };
+ v2f v0 = { v3_dot( ve, basis[0] ),
+ v3_dot( ve, basis[2] ) },
+ v1 = { v3_dot( grind.dir, basis[0] ),
+ v3_dot( grind.dir, basis[2] ) };
v2_normalize( v0 );
v2_normalize( v1 );
float a = v2_dot( v0, v1 );
- if( a >= cosf( VG_PIf * 0.185f ) )
- {
+#if 0
+ if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
+#endif
grind_located = 1;
+ grind_located_gravity = inf->gravity;
+
+ vg_success( "Grind located\n" );
+#if 0
}
+#endif
}
}
}
+ if( world->rendering_gate ){
+ ent_gate *gate = 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 );
+ }
+ }
+
float t1;
v3f n;
int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
- if( idx != -1 )
- {
+ if( idx != -1 ){
v3f co;
v3_lerp( co0, co1, t1, co );
- v3_copy( co, p->log[ p->log_length ++ ] );
+ 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]);
- v3_copy( n, p->n );
- p->type = k_prediction_land;
+#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
+
+ inf->type = k_prediction_land;
v3f ve;
v3_copy( launch_v, ve );
v3_muladds( ve, player->basis[1], -gravity * t, ve );
- struct grind_info replace_grind;
- if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) )
- {
- v3_copy( replace_grind.n, p->n );
- p->type = k_prediction_grind;
- }
-
- p->score = -v3_dot( ve, p->n );
- p->land_dist = t + k_trace_delta * t1;
+ inf->score = -v3_dot( ve, inf->n );
+ inf->land_dist = t + k_trace_delta * t1;
- u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
- struct world_surface *surf =
- world_tri_index_surface( world, vert_index );
/* Bias prediction towords ramps */
if( !(surf->info.flags & k_material_flag_skate_surface) )
- p->score *= 10.0f;
+ inf->score *= 10.0f;
break;
}
if( i % 3 == 0 )
- v3_copy( co1, p->log[ p->log_length ++ ] );
+ v3_copy( co1, inf->log[ inf->log_length ++ ] );
v3_copy( co1, co0 );
}
- if( p->type == k_prediction_none )
- s->prediction_count --;
+ if( inf->type == k_prediction_unset )
+ s->possible_jump_count --;
}
if( grind_located ){
- /* calculate the exact solution(s) to jump onto that grind spot */
- struct land_prediction *p = &s->predictions[ s->prediction_count ];
- p->gravity = k_gravity;
+ jump_info grind_jumps[2];
+
+ int valid_count =
+ create_jumps_to_hit_target( player, grind_jumps, grind.co,
+ 0.25f*VG_PIf, grind_located_gravity );
+
+ for( int i=0; i<valid_count; i++ ){
+ jump_info *jump = &grind_jumps[i];
+ jump->type = k_prediction_grind;
+
+ v3f launch_v, launch_co, co0, co1;
+
+ v3_copy( jump->v, launch_v );
+ v3_copy( player->rb.co, launch_co );
+
+ m3x3f basis;
+ m3x3_copy( player->basis, basis );
+
+ float t = 0.05f * jump->land_dist;
+ v3_muls( launch_v, t, co0 );
+ v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
+ v3_add( launch_co, co0, co0 );
+
+ /* rough scan to make sure we dont collide with anything */
+ for( int j=1; j<=16; j++ ){
+ t = (float)j*(1.0f/16.0f);
+ t *= 0.9f;
+ t += 0.05f;
+ t *= jump->land_dist;
+
+ v3_muls( launch_v, t, co1 );
+ v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+ v3_add( launch_co, co1, co1 );
+
+ float t1;
+ v3f n;
+
+ int idx = spherecast_world( world, co0,co1,
+ k_board_radius*0.5f, &t1, n);
+ if( idx != -1 ){
+ goto invalidated_grind;
+ }
- if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
- v3_copy( grind.n, p->n );
+ v3_copy( co1, co0 );
+ }
+
+ v3_copy( grind.n, jump->n );
/* determine score */
v3f ve;
- v3_copy( p->v, ve );
- v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
- p->score = -v3_dot( ve, grind.n ) * 0.85f;
+ v3_copy( jump->v, ve );
+ v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+ jump->score = -v3_dot( ve, grind.n ) * 0.9f;
- s->prediction_count ++;
+ s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
+
+ continue;
+invalidated_grind:;
}
}
float score_min = INFINITY,
score_max = -INFINITY;
- struct land_prediction *best = NULL;
+ jump_info *best = NULL;
- for( int i=0; i<s->prediction_count; i ++ ){
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
- if( p->score < score_min )
- best = p;
+ if( jump->score < score_min )
+ best = jump;
- score_min = vg_minf( score_min, p->score );
- score_max = vg_maxf( score_max, p->score );
+ score_min = vg_minf( score_min, jump->score );
+ score_max = vg_maxf( score_max, jump->score );
}
- for( int i=0; i<s->prediction_count; i ++ ){
- struct land_prediction *p = &s->predictions[i];
- float s = p->score;
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
+ float s = jump->score;
s -= score_min;
s /= (score_max-score_min);
s = 1.0f - s;
- p->score = s;
- p->colour = s * 255.0f;
+ jump->score = s;
+ jump->colour = s * 255.0f;
- if( p == best )
- p->colour <<= 16;
- else if( p->type == k_prediction_land )
- p->colour <<= 8;
+ if( jump == best )
+ jump->colour <<= 16;
+ else if( jump->type == k_prediction_land )
+ jump->colour <<= 8;
- p->colour |= 0xff000000;
+ jump->colour |= 0xff000000;
}
if( best ){
if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
s->state.trick_time > 0.2f)
{
+ player__skate_kill_audio( player );
player__dead_transition( player );
}
mod = 0.5f,
dir = mod + fabsf(aup)*(1.0f-mod);
- v3_copy( player->rb.v, jumpdir );
- v3_normalize( jumpdir );
- v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
- v3_normalize( jumpdir );
+ if( s->state.activity == k_skate_activity_ground ){
+ v3_copy( player->rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+ v3_normalize( jumpdir );
+ }else{
+ v3_copy( s->state.up_dir, jumpdir );
+ }
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
angles[2] = 0.0f;
player->holdout_time = 0.25f;
+ player__skate_kill_audio( player );
player__walk_transition( player, angles );
return;
}
{
struct player_skate *s = &player->_skate;
- for( int i=0; i<s->prediction_count; i++ )
- {
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_jump_count; i++ ){
+ jump_info *jump = &s->possible_jumps[i];
- for( int j=0; j<p->log_length - 1; j ++ )
- {
- float brightness = p->score*p->score*p->score;
+ for( int j=0; j<jump->log_length - 1; j ++ ){
+ float brightness = jump->score*jump->score*jump->score;
v3f p1;
- v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
- vg_line( p->log[j], p1, p->colour );
+ v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+ vg_line( jump->log[j], p1, jump->colour );
}
- vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+ vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
v3f p1;
- v3_add( p->log[p->log_length-1], p->n, p1 );
- vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+ v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+ vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
- vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+ vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
}
#if 0
int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
- if( s->state.manual_direction == 0 )
- {
+ if( s->state.manual_direction == 0 ){
if( (player->input_js1v->axis.value > 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 )
- {
+ else{
+ if( player->input_js1v->axis.value < 0.1f ){
s->state.manual_direction = 0;
}
- else
- {
- if( reverse_dir != s->state.manual_direction )
- {
+ else{
+ if( reverse_dir != s->state.manual_direction ){
return;
}
}
}
- if( s->state.manual_direction )
- {
+ if( s->state.manual_direction ){
float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
s->weight_distribution[2] = k_board_length * amt *
(float)s->state.manual_direction;
/* TODO: Fall back on land normal */
/* TODO: Lerp weight distribution */
- if( s->state.manual_direction )
- {
+ if( s->state.manual_direction ){
v3f plane_z;
m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
{
struct player_skate *s = &player->_skate;
- if( s->state.activity == k_skate_activity_ground )
- {
+ if( s->state.activity == k_skate_activity_ground ){
v3f target;
v3_copy( s->surface_picture, target );
}
};
+ float slap = 0.0f;
+
+ if( s->state.activity == k_skate_activity_air ){
+
+ float min_dist = 0.6f;
+ for( int i=0; i<2; i++ ){
+ v3f wpos, closest;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
+
+ if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+ min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+ }
+ }
+ min_dist -= 0.2f;
+ float o = vg_clampf( min_dist/0.5f, 0.0f, 1.0f );
+
+#if 0
+ float jump_t = vg.time - s->state.jump_time;
+ jump_t = vg_minf( o, 1.0f );
+#endif
+
+ slap = o*0.3f;//vg_minf((1.0f-fabsf(2.0f*jump_t-1.0f))*8.0f,1.0f) * 0.3f;
+ wheels[0].pos[1] = slap;
+ wheels[1].pos[1] = slap;
+ }
+ s->slap = slap;
+
+
+
+
+
+
+
+
const int k_wheel_count = 2;
s->substep = k_rb_delta;
/* check if we can enter or continue grind */
enum skate_activity grindable_activity = skate_availible_grind( player );
- if( grindable_activity != k_skate_activity_undefined )
- {
+ if( grindable_activity != k_skate_activity_undefined ){
s->state.activity = grindable_activity;
goto grinding;
}
int contact_count = 0;
- for( int i=0; i<2; i++ )
- {
+ for( int i=0; i<2; i++ ){
v3f normal, axel;
v3_copy( player->rb.to_world[0], axel );
m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
- if( contact_count )
- {
+ if( contact_count ){
s->state.activity = k_skate_activity_ground;
s->state.gravity_bias = k_gravity;
v3_normalize( s->surface_picture );
skate_apply_friction_model( player );
skate_weight_distribute( player );
}
- else
- {
+ else{
s->state.activity = k_skate_activity_air;
v3_zero( s->weight_distribution );
skate_apply_air_model( player );
wheels[1].state = k_collider_state_disabled;
if( s->state.activity == k_skate_activity_grind_front50 )
wheels[0].state = k_collider_state_disabled;
- if( s->state.activity == k_skate_activity_grind_5050 )
- {
+ if( s->state.activity == k_skate_activity_grind_5050 ){
wheels[0].state = k_collider_state_disabled;
wheels[1].state = k_collider_state_disabled;
}
/* calculate the minimum time we can move */
float max_time = s->substep;
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
/* integrate */
v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
- if( v3_length2( player->rb.w ) > 0.0f )
- {
+ if( v3_length2( player->rb.w ) > 0.0f ){
v4f rotation;
v3f axis;
v3_copy( player->rb.w, axis );
v3_lerp( start_co, player->rb.co, t, player->rb.co );
rb_update_transform( &player->rb );
+ player__skate_kill_audio( player );
player__dead_transition( player );
return;
}
* --------------------------------------------------------------------------
*/
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
- grind_radius + k_board_radius*0.25f, mtx[3] );
+ grind_radius + k_board_radius*0.25f+slap, mtx[3] );
rb_ct *cman = &manifold[manifold_len];
debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
- for( int i=0; i<s->limit_count; i++ )
- {
+ for( int i=0; i<s->limit_count; i++ ){
struct grind_limit *limit = &s->limits[i];
rb_ct *ct = &manifold[ manifold_len ++ ];
m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
vg_line_pt3( world_cog, 0.02f, VG__BLACK );
- for( int i=0; i<manifold_len; i ++ )
- {
+ for( int i=0; i<manifold_len; i ++ ){
rb_prepare_contact( &manifold[i], s->substep_delta );
rb_debug_contact( &manifold[i] );
}
m3x3_mul( iI, player->rb.to_local, iIw );
m3x3_mul( player->rb.to_world, iIw, iIw );
- for( int j=0; j<10; j++ )
- {
- for( int i=0; i<manifold_len; i++ )
- {
+ for( int j=0; j<10; j++ ){
+ for( int i=0; i<manifold_len; i++ ){
/*
* regular dance; calculate velocity & total mass, apply impulse.
*/
stick_frames = 0;
- if( stick_frames == 4 )
- {
+ if( stick_frames == 4 ){
audio_lock();
- if( (fabsf(s->state.slip) > 0.75f) )
- {
+ if( (fabsf(s->state.slip) > 0.75f) ){
audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
40.0f, 1.0f );
}
- else
- {
+ else{
audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
40.0f, 1.0f );
}
mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
*kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
*kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
+ *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
+ *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
+ *kf_hip = &dest->pose[av->id_hip],
*kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
&dest->pose[av->id_wheel_l-1] };
q_normalize( kf_board->q );
/* foot weight distribution */
- if( s->blend_weight > 0.0f )
- {
+ 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
- {
+ else{
kf_foot_r->co[2] += s->blend_weight * 0.3f;
kf_foot_l->co[2] += s->blend_weight * 0.1f;
}
+ kf_foot_l->co[1] += s->slap;
+ kf_foot_r->co[1] += s->slap;
+ kf_knee_l->co[1] += s->slap;
+ kf_knee_r->co[1] += s->slap;
+ kf_board->co[1] += s->slap;
+ kf_hip->co[1] += s->slap * 0.25f;
+
+
/* truck rotation */
for( int i=0; i<2; i++ )
{