pre-velocity-change
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
index e17e983641e8eb77e04076d7fdace839527d05d3..37c90dc796326d06bedd9bdeead4cd25965b6107 100644 (file)
@@ -3,6 +3,8 @@
 
 #include "player_api.h"
 
+#define SKATE_CCD
+
 struct player_skate
 {
    struct
@@ -11,25 +13,42 @@ struct player_skate
       {
          k_skate_activity_air,
          k_skate_activity_ground,
-         k_skate_activity_grind
+         k_skate_activity_undefined,
+         k_skate_activity_grind_any,
+         k_skate_activity_grind_boardslide,
+         k_skate_activity_grind_noseslide,
+         k_skate_activity_grind_tailslide,
+         k_skate_activity_grind_back50,
+         k_skate_activity_grind_front50,
+         k_skate_activity_grind_5050
       }
       activity,
       activity_prev;
 
-      float steery,
+      float /* steery,
             steerx,
             steery_s,
-            steerx_s,
+            steerx_s, */
             reverse,
             slip;
 
+      int manual_direction;
+
+      /* tricks */
       v3f   flip_axis;
       float flip_time,
             flip_rate;
 
+      v3f   trick_vel,     /* measured in units of TAU/s */
+            trick_euler;   /* measured in units of TAU */
+      float trick_time;
+
       m3x3f velocity_bias,
             velocity_bias_pstep;
       v3f apex;
+      v3f up_dir;
+
+      v3f head_position;
 
       int lift_frames;
 
@@ -47,24 +66,46 @@ struct player_skate
              cur_push;
 
       v3f prev_pos;
-
-      /* FIXME: Sensible names */
-
-      v3f vl;
-#if 0
-      v3f vl,          /* 1st */
-          posl, dirl;  /* 3rd */
-#endif
    }
    state,
    state_gate_storage;
 
+
+   /* animation */
+   struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
+                        *anim_air,
+                        *anim_push,  *anim_push_reverse,
+                        *anim_ollie, *anim_ollie_reverse,
+                        *anim_grabs, *anim_stop;
+   v3f 
+       board_trick_residualv,
+       board_trick_residuald;
+
+   float blend_slide,
+         blend_z,
+         blend_x,
+         blend_fly,
+         blend_stand,
+         blend_push,
+         blend_jump,
+         blend_airdir;
+
+   v2f wobble;
+
+   /*
+    * Physics 
+    * ----------------------------------------------------
+    */
+
+   float substep,
+         substep_delta;
+
    struct land_prediction
    {
       v3f   log[50];
       v3f   n;
       v3f   apex;
-      u32   log_length;
+      int   log_length;
       float score,
             land_dist;
 
@@ -83,29 +124,20 @@ struct player_skate
    float land_dist;
    v3f land_normal;
 
-   /* animation */
-   struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
-                        *anim_air,
-                        *anim_push,  *anim_push_reverse,
-                        *anim_ollie, *anim_ollie_reverse,
-                        *anim_grabs, *anim_stop;
-   rb_sphere sphere_front, sphere_back;
-   v3f board_offset;
-   v4f board_rotation;
+   v3f surface_picture,
+       weight_distribution,
+       grind_vec,
+       grind_dir;
 
-   float blend_slide,
-         blend_z,
-         blend_x,
-         blend_fly,
-         blend_stand,
-         blend_push,
-         blend_jump,
-         blend_airdir;
+   float grind_strength;
 
-   v2f wobble;
-
-   float debug_normal_pressure;
-   u32 device_id_walk;
+   struct grind_limit
+   {
+      v3f ra, n;
+      float p;
+   }
+   limits[3];
+   u32 limit_count;
 };
 
 VG_STATIC void player__skate_bind         ( player_instance *player );
@@ -119,9 +151,7 @@ VG_STATIC void player__skate_post_animate ( player_instance *player );
 VG_STATIC void player__skate_reset        ( player_instance *player,
                                             struct respawn_point *rp );
 
-VG_STATIC void player__skate_transition   ( player_instance *player,
-                                            v3f init_velocity,
-                                            enum skate_activity init_acitivity 
-                                            );
-
+VG_STATIC void player__skate_clear_mechanics( player_instance *player );
+VG_STATIC void player__skate_reset_animator( player_instance *player );
+VG_STATIC void player__approximate_best_trajectory( player_instance *player );
 #endif /* PLAYER_SKATE_H */