float a = v2_dot( v0, v1 );
float a_min = cosf( VG_PIf * 0.185f );
- if( s->grind_cooldown )
+ if( s->state.grind_cooldown )
a_min = cosf( VG_PIf * 0.05f );
/* check speed */
}
if( best ){
- v3_copy( best->n, s->land_normal );
+ v3_copy( best->n, s->state.land_normal );
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;
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 );
}
}
else{
- v3_copy( player->basis[1], s->land_normal );
+ v3_copy( player->basis[1], s->state.land_normal );
}
}
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;
- 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,
v3f Fd, Fs, F;
v3f strength = { 3.7f, 3.6f, 8.0f };
- v3_muls( s->board_trick_residualv, -4.0f , Fd );
- v3_muls( s->board_trick_residuald, -10.0f, Fs );
+ v3_muls( s->state.board_trick_residualv, -4.0f , Fd );
+ v3_muls( s->state.board_trick_residuald, -10.0f, Fs );
v3_add( Fd, Fs, F );
v3_mul( strength, F, F );
- v3_muladds( s->board_trick_residualv, F, k_rb_delta,
- s->board_trick_residualv );
- v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
- k_rb_delta, s->board_trick_residuald );
+ v3_muladds( s->state.board_trick_residualv, F, k_rb_delta,
+ s->state.board_trick_residualv );
+ v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv,
+ k_rb_delta, s->state.board_trick_residuald );
if( s->state.activity <= k_skate_activity_air_to_grind ){
if( v3_length2( s->state.trick_vel ) < 0.0001f )
s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
- v3_copy( s->state.trick_vel, s->board_trick_residualv );
+ v3_copy( s->state.trick_vel, s->state.board_trick_residualv );
v3_zero( s->state.trick_vel );
}
v3_normalize( jumpdir );
}else{
v3_copy( s->state.up_dir, jumpdir );
- s->grind_cooldown = 30;
+ s->state.grind_cooldown = 30;
s->state.activity = k_skate_activity_ground;
v2f steer;
q_axis_angle( qtilt, s->grind_dir, tilt );
q_mulv( qtilt, jumpdir, jumpdir );
}
- s->surface_cooldown = 10;
+ s->state.surface_cooldown = 10;
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
slide = 0.0f;
}
- f32 gate = 1.0f-menu.factive,
+ f32 gate = skaterift.time_rate,
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;
{
struct player_skate *s = &player->_skate;
- if( s->grind_cooldown > 100 ){
+ if( s->state.grind_cooldown > 100 ){
vg_fatal_error( "wth!\n" );
}
/* debounces this state manager a little bit */
- if( s->grind_cooldown ){
- s->grind_cooldown --;
+ if( s->state.grind_cooldown ){
+ s->state.grind_cooldown --;
return k_skate_activity_undefined;
}
if( new_activity == k_skate_activity_undefined ){
if( s->state.activity >= k_skate_activity_grind_any ){
- s->grind_cooldown = 15;
- s->surface_cooldown = 10;
+ s->state.grind_cooldown = 15;
+ s->state.surface_cooldown = 10;
}
}
else if( new_activity == k_skate_activity_grind_boardslide ){
m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
- if( s->surface_cooldown ){
- s->surface_cooldown --;
+ if( s->state.surface_cooldown ){
+ s->state.surface_cooldown --;
contact_count = 0;
}
}
f32 amt = k_cam_punch;
- if( player->camera_mode == k_cam_firstperson ){
+ if( player->cam_control.camera_mode == k_cam_firstperson ){
amt *= 0.25f;
}
q_mul( transport_rotation, s->state.smoothed_rotation,
s->state.smoothed_rotation );
rb_update_transform( &player->rb );
-
- s->state_gate_storage = s->state;
player__pass_gate( player, gate );
}
player_animation *dest )
{
struct player_skate *s = &player->_skate;
+ struct player_skate_state *state = &player->_skate.state;
struct player_avatar *av = player->playeravatar;
struct skeleton *sk = &av->sk;
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);
- s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
+ state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign,
+ 6.0f*vg.time_delta);
+ state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0],
+ 2.4f*vg.time_delta);
offset[0] *= 0.26f;
- offset[0] += s->wobble[1]*3.0f;
+ offset[0] += state->wobble[1]*3.0f;
offset[1] *= -0.3f;
offset[2] *= 0.01f;
- offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
+ offset[0]=vg_clampf(offset[0],-0.8f,0.8f)
+ *(1.0f-fabsf(state->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
- v3_muls( offset, 0.3f, player->tpv_offset_extra );
+ v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra );
/*
* Animation blending
if( s->state.activity == k_skate_activity_ground )
desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
- s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
+ state->blend_slide =
+ vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta);
}
/* movement information */
if( s->state.activity >= k_skate_activity_grind_any )
wdist = 0.0f;
- s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
- s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
- s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
+ state->blend_z =
+ vg_lerpf( state->blend_z, dirz, 2.4f*vg.time_delta );
+ state->blend_x =
+ vg_lerpf( state->blend_x, dirx, 0.6f*vg.time_delta );
+ state->blend_fly =
+ vg_lerpf( state->blend_fly, fly, 3.4f*vg.time_delta );
+ state->blend_weight =
+ vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe apose[32], bpose[32];
{
/* when the player is moving fast he will crouch down a little bit */
float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
- s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+ state->blend_stand =
+ vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta );
/* stand/crouch */
- float dir_frame = s->blend_z * (15.0f/30.0f),
+ float dir_frame = state->blend_z * (15.0f/30.0f),
stand_blend = offset[1]*-2.0f;
v2f steer;
f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
s->state.delayed_slip_dir = slide_dir;
}
- lean1 = s->blend_slide * s->state.delayed_slip_dir;
+ lean1 = state->blend_slide * s->state.delayed_slip_dir;
if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
else lean = lean2;
skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
/* sliding */
- float slide_frame = s->blend_x * (15.0f/30.0f);
+ float slide_frame = state->blend_x * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose );
/* pushing */
double push_time = vg.time - s->state.start_push;
- s->blend_push = vg_lerpf( s->blend_push,
+ state->blend_push = vg_lerpf( state->blend_push,
(vg.time - s->state.cur_push) < 0.125,
6.0f*vg.time_delta );
else
skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose );
/* trick setup */
float jump_start_frame = 14.0f/30.0f;
float charge = s->state.jump_charge;
- s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+ state->blend_jump =
+ vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta );
float setup_frame = charge * jump_start_frame,
- setup_blend = vg_minf( s->blend_jump, 1.0f );
+ setup_blend = vg_minf( state->blend_jump, 1.0f );
float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
float target = -steer[1];
- s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+ state->blend_airdir =
+ vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta );
- float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+ float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
static v2f grab_choice;
skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
}
- skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+ skeleton_lerp_pose( sk, ground_pose, air_pose,
+ state->blend_fly, dest->pose );
mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
}
float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
- s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
- s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
- grind_frame, 5.0f*vg.time_delta );
+ state->blend_grind =
+ vg_lerpf( state->blend_grind, grind, 5.0f*vg.time_delta );
+ state->blend_grind_balance =
+ vg_lerpf( state->blend_grind_balance,
+ grind_frame, 5.0f*vg.time_delta );
- grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+ grind_frame = state->blend_grind_balance * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose );
}
- skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+ skeleton_lerp_pose( sk, dest->pose, grind_pose,
+ state->blend_grind, dest->pose );
- float add_grab_mod = 1.0f - s->blend_fly;
+ float add_grab_mod = 1.0f - state->blend_fly;
/* additive effects */
{
float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
yaw_counter_rotate = acosf( yaw_counter_rotate );
- yaw_counter_rotate *= 1.0f-s->blend_fly;
+ yaw_counter_rotate *= 1.0f-state->blend_fly;
v3f ndir;
m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
v4f qtrickr, qyawr, qpitchr, qrollr;
v3f eulerr;
- v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+ v3_muls( state->board_trick_residuald, VG_TAUf, eulerr );
q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
if( board ){
/* foot weight distribution */
- if( s->blend_weight > 0.0f ){
+ if( state->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 );
+ 0.5f*state->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 );
+ -0.5f*state->blend_weight );
}
}
float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
- s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+ state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f );
kf_foot_l->co[1] += s->state.slap;
kf_foot_r->co[1] += s->state.slap;
kf_knee_l->co[1] += s->state.slap;
kf_knee_r->co[1] += s->state.slap;
- kf_board->co[1] += s->state.slap * s->subslap;
+ kf_board->co[1] += s->state.slap * state->subslap;
kf_hip->co[1] += s->state.slap * 0.25f;
f32 l = ((s->state.activity < k_skate_activity_ground) &&
v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
- s->blend_trick_foot = vg_lerpf( s->blend_trick_foot, l,
- 8.4f*vg.time_delta );
+ state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l,
+ 8.4f*vg.time_delta );
if( s->state.trick_type == k_trick_type_kickflip ){
- kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
}
else if( s->state.trick_type == k_trick_type_shuvit ){
- kf_foot_l->co[0] += s->blend_trick_foot * 0.1f;
- kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.1f;
+ kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
}
else if( s->state.trick_type == k_trick_type_treflip ){
- kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
- kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
+ kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
}
*kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
float warble = perlin1d( vg.time, 2.0f, 2, 300 );
- warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+ warble *= vg_maxf(state->blend_grind,
+ fabsf(state->blend_weight)) * 0.3f;
v4f qrot;
q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
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 );
s->state.head_position );
}
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
+VG_STATIC void player__skate_reset_animator( player_instance *player ){
struct player_skate *s = &player->_skate;
+ struct player_skate_state *state = &s->state;
if( s->state.activity <= k_skate_activity_air_to_grind )
- s->blend_fly = 1.0f;
+ state->blend_fly = 1.0f;
else
- s->blend_fly = 0.0f;
-
- 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 );
+ state->blend_fly = 0.0f;
+
+ state->blend_slide = 0.0f;
+ state->blend_z = 0.0f;
+ state->blend_x = 0.0f;
+ state->blend_grind = 0.0f;
+ state->blend_grind_balance = 0.0f;
+ state->blend_stand = 0.0f;
+ state->blend_push = 0.0f;
+ state->blend_jump = 0.0f;
+ state->blend_airdir = 0.0f;
+ state->blend_weight = 0.0f;
+ state->subslap = 0.0f;
+ v2_zero( state->wobble );
+
+ v3_zero( state->board_trick_residuald );
+ v3_zero( state->board_trick_residualv );
v3_zero( s->truckv0[0] );
v3_zero( s->truckv0[1] );
}
v3_zero( s->state.trick_vel );
v3_zero( s->state.trick_euler );
v3_zero( s->state.cog_v );
- s->grind_cooldown = 0;
- s->surface_cooldown = 0;
+ s->state.grind_cooldown = 0;
+ s->state.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 );
s->state.head_position[1] = 1.8f;
}
-VG_STATIC void player__skate_restore( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- s->state = s->state_gate_storage;
-}
-
#endif /* PLAYER_SKATE_C */