X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.h;h=3d1a9806c93fb70d3dc01d74daa2832199e7ce8d;hb=1d06671f87a9d24596fc6808d8e0db889a818750;hp=1429ff04a04c7a16c7b17c5a9c12ac7b4d045060;hpb=1e62339d8fb24596eed19b75bde2ef452bd37938;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.h b/player_skate.h index 1429ff0..3d1a980 100644 --- a/player_skate.h +++ b/player_skate.h @@ -24,9 +24,10 @@ struct player_skate{ activity, activity_prev; - float reverse, - slip; + u32 grind_cooldown, + surface_cooldown; + f32 reverse, slip, delayed_slip_dir; int manual_direction; /* tricks */ @@ -36,6 +37,9 @@ struct player_skate{ v3f trick_vel, /* measured in units of TAU/s */ trick_euler; /* measured in units of TAU */ + v3f trick_residualv, /* spring */ + trick_residuald; + float trick_time; enum trick_type{ k_trick_type_none, @@ -70,38 +74,66 @@ struct player_skate{ v3f air_init_v, air_init_co; + float land_dist; + v3f land_normal; v4f smoothed_rotation; } - state, - state_gate_storage; + state; + + struct player_skate_animator { + v3f root_co; + v4f root_q; + + v3f offset, + local_cog; + + f32 slide, + z, + x, + fly, + grind, + grind_balance, + stand, + push, + jump, + airdir, + weight, + trick_foot, + slap, + subslap, + reverse, + delayed_slip_dir, + grabbing; + + v2f wobble; + f32 foot_offset[2]; + + v4f qfixuptotal; + v4f qflip; + + v3f board_euler; + f32 board_lean; + v2f steer, grab; + + f32 jump_charge; + + /* linear anims */ + f32 push_time, jump_time; + u8 jump_dir; + u8 trick_type; + } + animator; - /* animation /audio */ + /* animation /audio + * --------------------------------------------------------------*/ struct skeleton_anim *anim_stand, *anim_highg, *anim_slide, *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_grind, - blend_grind_balance, - blend_stand, - blend_push, - blend_jump, - blend_airdir, - blend_weight, - blend_trick_foot, - subslap; /* 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; @@ -118,15 +150,12 @@ struct player_skate{ } main_sample_type; - player_pose holdout; - /* * Physics * ---------------------------------------------------- */ - float substep, - substep_delta; + float substep, substep_delta; struct jump_info{ v3f log[50]; @@ -153,19 +182,12 @@ struct player_skate{ possible_jumps[36]; u32 possible_jump_count; - float land_dist; - v3f land_normal; - v3f surface_picture, weight_distribution, grind_vec, grind_dir; - u32 grind_cooldown, - surface_cooldown; - float grind_strength; - struct grind_limit{ v3f ra, n; float p; @@ -174,6 +196,48 @@ struct player_skate{ u32 limit_count; }; +struct player_skate_animator_q { + v3f root_co; + v4f root_q; + + i8 offset[3]; + i8 local_cog[3]; + i8 slide, + z, + x, + fly, + grind, + grind_balance, + stand, + push, + jump, + airdir, + weight, + trick_foot, + slap, + subslap, + reverse, + delayed_slip_dir, + grabbing; + + i8 wobble[2]; + i8 foot_offset[2]; + + i16 qfixuptotal[4]; + i16 qflip; + + i16 board_euler[3]; + i8 steer[2], grab[2]; + + u8 jump_charge; + + /* linear anims */ + i8 push_time, jump_time; + u8 jump_dir; + u8 trick_type; +} +animator; + VG_STATIC float k_friction_lat = 12.0f, k_friction_resistance = 0.01f, @@ -261,14 +325,14 @@ VG_STATIC void player__skate_pre_update ( player_instance *player ); VG_STATIC void player__skate_update ( player_instance *player ); VG_STATIC void player__skate_post_update ( player_instance *player ); VG_STATIC void player__skate_im_gui ( player_instance *player ); -VG_STATIC void player__skate_animate ( player_instance *player, - player_animation *anim ); +VG_STATIC void player__skate_animate ( player_instance *player ); +VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ); VG_STATIC void player__skate_post_animate ( player_instance *player ); VG_STATIC void player__skate_reset ( player_instance *player, ent_spawn *rp ); -VG_STATIC void player__skate_restore( player_instance *player ); 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 */