better? grinds
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
index 24e9ab9de16499693c773256c88db8f6c53f6aeb..e3f639a7360c6ef7577c8093043d88c73ed786f5 100644 (file)
@@ -13,7 +13,14 @@ 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;
@@ -25,6 +32,8 @@ struct player_skate
             reverse,
             slip;
 
+      int manual_direction;
+
       /* tricks */
       v3f   flip_axis;
       float flip_time,
@@ -37,6 +46,9 @@ struct player_skate
       m3x3f velocity_bias,
             velocity_bias_pstep;
       v3f apex;
+      v3f up_dir;
+
+      v3f head_position;
 
       int lift_frames;
 
@@ -58,6 +70,36 @@ struct player_skate
    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];
@@ -82,33 +124,19 @@ 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;
-   v3f board_offset,
-       board_trick_residualv,
-       board_trick_residuald;
-   v4f board_rotation;
+   v3f surface_picture,
+       weight_distribution,
+       grind_vec;
 
-   float blend_slide,
-         blend_z,
-         blend_x,
-         blend_fly,
-         blend_stand,
-         blend_push,
-         blend_jump,
-         blend_airdir;
-
-   float substep,
-         substep_delta;
-
-   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 );