#include "player_api.h"
+#define SKATE_CCD
+
struct player_skate
{
struct
{
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;
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;
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;
-
- v2f wobble;
+ float grind_strength;
- 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 );