#define SKATE_CCD
-struct player_skate
-{
- struct
- {
- enum skate_activity
- {
+typedef struct jump_info jump_info;
+
+struct player_skate{
+ struct player_skate_state{
+ enum skate_activity{
k_skate_activity_air,
+ k_skate_activity_air_to_grind,
k_skate_activity_ground,
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_metallic,
k_skate_activity_grind_back50,
k_skate_activity_grind_front50,
k_skate_activity_grind_5050
activity,
activity_prev;
- float /* steery,
- steerx,
- steery_s,
- steerx_s, */
- reverse,
- slip;
+ u32 grind_cooldown,
+ surface_cooldown;
+ f32 reverse, slip, delayed_slip_dir;
int manual_direction;
/* tricks */
v3f trick_vel, /* measured in units of TAU/s */
trick_euler; /* measured in units of TAU */
float trick_time;
-
-
+ enum trick_type{
+ k_trick_type_none,
+ k_trick_type_kickflip,
+ k_trick_type_shuvit,
+ k_trick_type_treflip
+ }
+ trick_type;
float gravity_bias;
-#if 0
- m3x3f velocity_bias,
- velocity_bias_pstep;
- v3f apex;
-#endif
v3f up_dir;
-
v3f head_position;
- int lift_frames;
-
v3f throw_v;
v3f cog_v, cog;
v2f grab_mouse_delta;
int charging_jump, jump_dir;
- float jump_charge;
+ float jump_charge,
+ slap;
double jump_time;
double start_push,
double air_start;
v3f air_init_v,
air_init_co;
- }
- state,
- state_gate_storage;
+ v4f smoothed_rotation;
+
+ float land_dist;
+ v3f land_normal;
+
+ /* animator controls which require persistence */
+ v3f board_trick_residualv,
+ board_trick_residuald;
+ f32 blend_slide,
+ blend_z,
+ blend_x,
+ blend_fly,
+ blend_grind,
+ blend_grind_balance,
+ blend_stand,
+ blend_push,
+ blend_jump,
+ blend_airdir,
+ blend_weight,
+ blend_trick_foot,
+ subslap;
+ v2f wobble;
+ }
+ state;
- /* animation */
+ /* animation /audio
+ * --------------------------------------------------------------*/
struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
- *anim_air,
+ *anim_air, *anim_grind, *anim_grind_jump,
*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,
- blend_weight;
/* vectors representing the direction of the axels in localspace */
v3f truckv0[2];
- v2f wobble;
+
+ audio_channel *aud_main, *aud_slide, *aud_air;
+ enum mdl_surface_prop surface, audio_surface;
+
+ int wheel_contacts[2];
+ float sample_change_cooldown;
+
+ enum {
+ k_skate_sample_concrete,
+ k_skate_sample_wood,
+ k_skate_sample_concrete_scrape_metal,
+ k_skate_sample_concrete_scrape_wood,
+ k_skate_sample_metal_scrape_generic
+ }
+ main_sample_type;
+ player_pose holdout;
/*
* Physics
* ----------------------------------------------------
*/
- float substep,
- substep_delta;
+ float substep, substep_delta;
- struct land_prediction
- {
+ struct jump_info{
v3f log[50];
v3f n;
v3f apex;
float score,
land_dist;
- enum prediction_type
- {
+ enum prediction_type{
k_prediction_none,
+ k_prediction_unset,
k_prediction_land,
k_prediction_grind
}
u32 colour;
}
- predictions[32];
- u32 prediction_count;
- float land_dist;
- v3f land_normal;
+ possible_jumps[36];
+ u32 possible_jump_count;
v3f surface_picture,
weight_distribution,
grind_vec,
grind_dir;
- u32 frames_since_activity_change;
-
float grind_strength;
-
- struct grind_limit
- {
+ struct grind_limit{
v3f ra, n;
float p;
}
u32 limit_count;
};
+VG_STATIC float
+ k_friction_lat = 12.0f,
+ k_friction_resistance = 0.01f,
+
+ k_max_push_speed = 16.0f,
+ k_push_accel = 10.0f,
+ k_push_cycle_rate = 8.0f,
+
+ k_steer_ground = 2.5f,
+ k_steer_air = 3.6f,
+
+ k_jump_charge_speed = (1.0f/0.4f),
+ k_jump_force = 5.0f,
+
+ k_cog_spring = 0.2f,
+ k_cog_damp = 0.02f,
+ k_cog_mass_ratio = 0.9f,
+
+ k_mmthrow_steer = 1.0f,
+ k_mmthrow_scale = 6.0f,
+ k_mmcollect_lat = 2.0f,
+ k_mmcollect_vert = 0.0f,
+ k_mmdecay = 12.0f,
+ k_spring_angular = 1.0f,
+
+ k_spring_force = 300.0f,
+ k_spring_dampener = 5.0f,
+
+ k_grind_spring = 50.0f,
+ k_grind_aligment = 10.0f,
+ k_grind_dampener = 5.0f,
+
+ k_surface_spring = 100.0f,
+ k_surface_dampener = 40.0f,
+ k_manul_spring = 200.0f,
+ k_manul_dampener = 30.0f,
+ k_board_interia = 8.0f,
+
+ k_grind_decayxy = 30.0f,
+ k_grind_axel_min_vel = 1.0f,
+ k_grind_axel_max_angle = 0.95f, /* cosine(|a|) */
+ k_grind_axel_max_vangle = 0.4f,
+ k_grind_max_friction = 3.0f,
+ k_grind_max_edge_angle = 0.97f,
+
+ k_board_length = 0.45f,
+ k_board_width = 0.13f,
+ k_board_end_radius = 0.1f,
+ k_board_radius = 0.14f, /* 0.07 */
+
+ k_grind_balance = -40.0f;
+
+VG_STATIC void player__skate_register(void)
+{
+ VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_grind_spring, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_grind_aligment, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_surface_spring, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_surface_dampener, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_board_interia, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_grind_decayxy, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_grind_axel_min_vel, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_grind_axel_max_angle, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_grind_max_friction, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_grind_balance, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_friction_lat, flags=VG_VAR_CHEAT );
+
+ VG_VAR_F32( k_cog_spring, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_cog_damp, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_cog_mass_ratio, flags=VG_VAR_CHEAT );
+
+ VG_VAR_F32( k_spring_force, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_spring_dampener, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_spring_angular, flags=VG_VAR_CHEAT );
+
+ VG_VAR_F32( k_mmthrow_scale, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_mmcollect_lat, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_mmcollect_vert, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_mmdecay, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
+}
+
VG_STATIC void player__skate_bind ( player_instance *player );
VG_STATIC void player__skate_pre_update ( player_instance *player );
VG_STATIC void player__skate_update ( player_instance *player );
player_animation *anim );
VG_STATIC void player__skate_post_animate ( player_instance *player );
VG_STATIC void player__skate_reset ( player_instance *player,
- struct respawn_point *rp );
+ ent_spawn *rp );
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 */