v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
- struct grind_sample
- {
+ struct grind_sample{
v2f co;
v2f normal;
v3f normal3,
float yi = v3_dot( player->basis[1], si->normal3 ),
yj = v3_dot( player->basis[1], sj->normal3 );
- if( yi > yj )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
+ if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+ else v3_add( sj->normal3, average_normal, average_normal );
passed_samples ++;
}
v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
v3_normalize( inf_avg.dir );
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
+ inf_avg.dir );
+
v3f axis_front, axis_back, axis;
v3_cross( inf_front->dir, inf_front->n, axis_front );
v3_cross( inf_back->dir, inf_back->n, axis_back );
k_grind_spring,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
v3f fwd_nplane, dir_nplane;
v3_muladds( player->rb.to_world[2], inf_avg.n,
1000.0f,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },