small refactor of model loading
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
index 3ec1fac58ad9266c0e697d7fb716fb60f1dec208..dd820fb7b1c8d58421c2d17d3813ce8321ce075b 100644 (file)
@@ -1,8 +1,74 @@
-#ifndef PLAYER_GLIDE_C
-#define PLAYER_GLIDE_C
-
 #include "player_glide.h"
+#include "vg/vg_rigidbody.h"
+#include "scene_rigidbody.h"
+#include "shaders/model_board_view.h"
+#include "shaders/model_entity.h"
 #include "input.h"
+#include "skaterift.h"
+
+#include "player_dead.h"
+#include "player_skate.h"
+
+trail_system trails_glider[] = {
+   {
+      .width = 0.035f,
+      .lifetime = 5.0f,
+      .min_dist = 0.5f
+   },
+   {
+      .width = 0.035f,
+      .lifetime = 5.0f,
+      .min_dist = 0.5f
+   },
+};
+
+struct player_glide player_glide =
+{
+   .parts = {
+      {
+         .co    = { 1.0f, 0.5f, -1.0f },
+         .euler = { VG_TAUf*0.25f,  VG_TAUf*0.125f, 0.0f },
+         .shape = k_rb_shape_capsule,
+         .inf   = { .h = 2.82842712475f, .r = 0.25f },
+      },
+      {
+         .co    = { -1.0f, 0.5f, -1.0f },
+         .euler = { VG_TAUf*0.25f, -VG_TAUf*0.125f, 0.0f },
+         .shape = k_rb_shape_capsule,
+         .inf   = { .h = 2.82842712475f, .r = 0.25f },
+      },
+      {
+         .co    = {  0.0f, 0.5f, 1.0f },
+         .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f },
+         .shape = k_rb_shape_capsule,
+         .inf   = { .h = 6.0f, .r = 0.25f },
+      },
+      {
+         .co    = {  0.0f, -0.5f, 0.0f },
+         .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f },
+         .shape = k_rb_shape_capsule,
+         .inf   = { .h = 2.0f, .r = 0.25f },
+         .is_damage = 1,
+      },
+   }
+};
+
+struct player_subsystem_interface player_subsystem_glide = 
+{
+   .pre_update = player_glide_pre_update,
+   .update = player_glide_update,
+   .post_update = player_glide_post_update,
+   .animate = player_glide_animate,
+   .pose = player_glide_pose,
+   .post_animate = player_glide_post_animate,
+   .network_animator_exchange = player_glide_animator_exchange,
+   .im_gui = player_glide_im_gui,
+   .bind = player_glide_bind,
+
+   .animator_data = &player_glide.animator,
+   .animator_size = sizeof(player_glide.animator),
+   .name = "Glide"
+};
 
 static f32 k_glide_steer = 2.0f,
            k_glide_cl = 0.04f,
@@ -15,17 +81,37 @@ static f32 k_glide_steer = 2.0f,
 
 static i32 k_glide_pause = 0;
 
-static void player_glide_pre_update(void){
+void player_glide_pre_update(void)
+{
+   if( button_down(k_srbind_use) ){
+      localplayer.subsystem = k_player_subsystem_skate;
+      localplayer.glider_orphan = 1;
+
+      player_skate.state.activity = k_skate_activity_air;
+      player_skate.state.activity_prev = k_skate_activity_air;
+
+      q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
+      v3_add( player_skate.state.cog, localplayer.rb.co, 
+              player_skate.state.cog );
+      v3_copy( localplayer.rb.v, player_skate.state.cog_v );
+
+      player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+      player__skate_reset_animator();
+      player__skate_clear_mechanics();
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
+
+      player__approximate_best_trajectory();
+   }
 }
 
 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
    /* linear */
-   v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
+   v3_muladds( rb->v, impulse, vg.time_fixed_delta, rb->v );
    
    /* Angular velocity */
    v3f wa;
    v3_cross( delta, impulse, wa );
-   v3_muladds( rb->w, wa, k_rb_delta, rb->w );
+   v3_muladds( rb->w, wa, vg.time_fixed_delta, rb->w );
 }
 
 static void calculate_lift( v3f vl, f32 aoa_bias, 
@@ -59,12 +145,12 @@ static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
    v3_muls( vl, -cd*v2, out_force );
 }
 
-static void player_glide_update(void){
-   rigidbody *rb = &localplayer.rb;
-   vg_line_sphere( rb->to_world, 1.0f, 0 );
-
-   v2f steer;
-   joystick_state( k_srjoystick_steer, steer );
+/*
+ * Returns true if the bottom sphere is hit 
+ */
+bool glider_physics( v2f steer )
+{
+   rigidbody *rb = &player_glide.rb;
 
    /* lift */
    v3f vl, wl;
@@ -100,7 +186,7 @@ static void player_glide_update(void){
 
    if( player_glide.ticker ){
       player_glide.ticker --;
-      return;
+      return 0;
    }
    player_glide.ticker += k_glide_pause;
 
@@ -109,37 +195,125 @@ static void player_glide_update(void){
    v3_add( F, Fdrag, F );
 
    m3x3_mulv( rb->to_world, F, F );
-   v3_muladds( rb->v, F, k_rb_delta, rb->v );
+   v3_muladds( rb->v, F, vg.time_fixed_delta, rb->v );
 
    v3_add( Fw, FslipW, Fw );
    v3_add( Fw, FliftW, Fw );
    m3x3_mulv( rb->to_world, Fw, Fw );
-   v3_muladds( rb->w, Fw, k_rb_delta, rb->w );
+   v3_muladds( rb->w, Fw, vg.time_fixed_delta, rb->w );
+
+
+   /* 
+    * collisions & constraints
+    */
+   world_instance *world = world_current_instance();
+   rb_solver_reset();
+
+   bool bottom_hit = 0;
+
+   rigidbody _null = {0};
+   _null.inv_mass = 0.0f;
+   m3x3_zero( _null.iI );
+   for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
+      m4x3f mmdl;
+      m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
+
+      if( player_glide.parts[i].shape == k_rb_shape_capsule ){
+         vg_line_capsule( mmdl,
+                          player_glide.parts[i].inf.r,
+                          player_glide.parts[i].inf.h,
+                          VG__BLACK );
+      }
+      else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
+         vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
+      }
+
+      if( rb_global_has_space() ){
+         rb_ct *buf = rb_global_buffer();
+
+         u32 l = 0;
+         
+         if( player_glide.parts[i].shape == k_rb_shape_capsule ){
+            l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
+                                   NULL, world->geo_bh, buf, 
+                                   k_material_flag_ghosts );
+         }
+         else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
+            l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
+                                  NULL, world->geo_bh, buf,
+                                  k_material_flag_ghosts );
+         }
+
+         if( player_glide.parts[i].is_damage && l ){
+            bottom_hit = 1;
+         }
+
+         for( u32 j=0; j<l; j ++ ){
+            buf[j].rba = rb;
+            buf[j].rbb = &_null;
+         }
+
+         rb_contact_count += l;
+      }
+   }
 
+   rb_presolve_contacts( rb_contact_buffer, 
+                         vg.time_fixed_delta, rb_contact_count );
+   for( u32 i=0; i<10; i ++ )
+      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+   
    rb_iter( rb );
-   rb_update_transform( rb );
+   rb_update_matrices( rb );
+
+   return bottom_hit;
+}
+
+void player_glide_update(void)
+{
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+
+   if( glider_physics( steer ) ){
+      vg_info( "player fell off due to glider hitting ground\n" );
+      player__dead_transition( k_player_die_type_generic );
+      localplayer.glider_orphan = 1;
+   }
 }
 
-static void player_glide_post_update(void){
+void player_glide_post_update(void)
+{
+   v3_copy( player_glide.rb.co, localplayer.rb.co );
+   v4_copy( player_glide.rb.q, localplayer.rb.q );
+   v3_copy( player_glide.rb.v, localplayer.rb.v );
+   v3_copy( player_glide.rb.w, localplayer.rb.w );
+   rb_update_matrices( &localplayer.rb );
 }
 
-static void player_glide_animate(void){
+void player_glide_animate(void)
+{
    struct player_glide *g = &player_glide;
    struct player_glide_animator *animator = &g->animator;
    rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
 }
 
-static void player_glide_pose( void *_animator, player_pose *pose ){
+void player_glide_pose( void *_animator, player_pose *pose )
+{
    struct skeleton *sk = &localplayer.skeleton;
    struct player_glide_animator *animator = _animator;
+   pose->type = k_player_pose_type_ik;
+   pose->board.lean = 0.0f;
 
-   skeleton_sample_anim( sk, player_glide.anim_temp, 0.0f, pose->keyframes );
+   skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
+
+   v3f temp;
+   q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
+   v3_add( animator->root_co, temp, pose->root_co );
 
-   v3_copy( animator->root_co, pose->root_co );
    v4_copy( animator->root_q, pose->root_q );
 }
 
-static void player_glide_post_animate(void){
+void player_glide_post_animate(void)
+{
    if( localplayer.cam_control.camera_mode == k_cam_firstperson )
       localplayer.cam_velocity_influence = 0.0f;
    else
@@ -148,9 +322,29 @@ static void player_glide_post_animate(void){
    v3f fwd;
    v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
    v3_angles( fwd, localplayer.angles );
+
+   localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
 }
 
-static void player_glide_im_gui(void){
+void player_glide_animator_exchange( bitpack_ctx *ctx, void *data )
+{
+   struct player_glide_animator *animator = data;
+
+   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+   bitpack_qquat( ctx, animator->root_q );
+}
+
+void player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data )
+{
+   struct remote_glider_animator *animator = data;
+
+   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->s );
+   bitpack_qquat( ctx, animator->root_q );
+}
+
+void player_glide_im_gui(void)
+{
    player__debugtext( 1, "Nothing here" );
    player__debugtext( 1, " lift: %.2f %.2f %.2f", 
                            player_glide.info_lift[0],
@@ -166,10 +360,27 @@ static void player_glide_im_gui(void){
                            player_glide.info_drag[2] );
 }
 
-static void player_glide_bind(void){
-   struct skeleton *sk = &localplayer.skeleton;
-   player_glide.anim_temp = skeleton_get_anim( sk, "idle_cycle+y" );
+void player_glide_equip_glider(void)
+{
+   if( !localplayer.have_glider ){
+      localplayer.have_glider = 1;
+      localplayer.glider_orphan = 0;
+      player_glide.t = -1.0f;
+   }
+}
+
+static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
+   if( vg_console.cheats ){
+      player_glide_equip_glider();
+   }
+   else {
+      vg_error( "Can't spawn without cheats enabled.\n" );
+   }
+   return 0;
+}
 
+void player_glide_bind(void)
+{
    u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
    VG_VAR_F32( k_glide_steer, flags=mask );
    VG_VAR_F32( k_glide_cl, flags=mask );
@@ -180,6 +391,311 @@ static void player_glide_bind(void){
    VG_VAR_I32( k_glide_pause, flags=mask );
    VG_VAR_F32( k_glide_balance, flags=mask );
    VG_VAR_F32( k_glide_wing_orient, flags=mask );
+
+   vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL );
+
+   f32 mass = 0.0f,k_density = 8.0f;
+   m3x3f I;
+   m3x3_zero( I );
+
+   for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
+      /* create part transform matrix */
+      v4f qp, qy, qr, q;
+      q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
+      q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
+      q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
+
+      q_mul( qr, qy, q );
+      q_mul( q, qp, q );
+
+      q_m3x3( q, player_glide.parts[i].mdl );
+      v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
+
+      /* add it to inertia model */
+
+      if( player_glide.parts[i].shape == k_rb_shape_capsule ){
+         f32 r  = player_glide.parts[i].inf.r,
+             h  = player_glide.parts[i].inf.h,
+             pv = vg_capsule_volume( r, h ),
+             pm = pv * k_density;
+
+         mass += pm;
+
+         m3x3f pI;
+         vg_capsule_inertia( r, h, pm, pI );
+         vg_rotate_inertia( pI, player_glide.parts[i].mdl );
+         vg_translate_inertia( pI, pm, player_glide.parts[i].co );
+         m3x3_add( I, pI, I );
+      }
+      else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
+         f32 r  = player_glide.parts[i].r,
+             pv = vg_sphere_volume( r ),
+             pm = pv * k_density;
+
+         mass += pm;
+         m3x3f pI;
+         vg_sphere_inertia( r, pm, pI );
+         vg_translate_inertia( pI, pm, player_glide.parts[i].co );
+         m3x3_add( I, pI, I );
+      }
+   }
+
+   /* set inverses */
+   m3x3_inv( I, player_glide.rb.iI );
+   player_glide.rb.inv_mass = 1.0f / mass;
+
+   /* resources */
+   struct skeleton *sk = &localplayer.skeleton;
+   player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
+
+   void *alloc = vg_mem.rtmemory;
+   mdl_context *mdl = &player_glide.glider;
+
+   mdl_open( mdl, "models/glider.mdl", alloc );
+   mdl_load_metadata_block( mdl, alloc );
+   mdl_async_full_load_std( mdl );
+
+   /* load trail positions */
+   mdl_array_ptr markers;
+   MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch );
+   mdl_close( mdl );
+
+   for( u32 i=0; i<mdl_arrcount( &markers ); i ++ )
+   {
+      ent_marker *marker = mdl_arritm( &markers, i );
+      v3_copy( marker->transform.co, 
+               player_glide.trail_positions[ player_glide.trail_count ++ ] );
+
+      if( player_glide.trail_count == vg_list_size(trails_glider) )
+         break;
+   }
+
+   /* allocate effects */
+   for( u32 i=0; i<vg_list_size(trails_glider); i ++ )
+   {
+      trail_alloc( &trails_glider[i], 200 );
+   }
+}
+
+void player_glide_transition(void)
+{
+   localplayer.subsystem = k_player_subsystem_glide;
+   localplayer.have_glider = 0;
+   world_static.challenge_target = NULL;
+   world_static.challenge_timer = 0.0f;
+   world_static.focused_entity = 0;
+   world_static.last_use = 0.0;
+   for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
+      world_instance *instance = &world_static.instances[i];
+      if( instance->status == k_world_status_loaded ){
+         world_routes_clear( instance );
+      }
+   }
+
+   v3_copy( localplayer.rb.co, player_glide.rb.co );
+
+   f32 dir = v3_dot( localplayer.rb.v, localplayer.rb.to_world[2] );
+
+   if( dir > 0.0f ){
+      v4f qyaw;
+      q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.5f );
+      q_mul( qyaw, localplayer.rb.q, player_glide.rb.q );
+      q_normalize( player_glide.rb.q );
+   }
+   else 
+      v4_copy( localplayer.rb.q,  player_glide.rb.q );
+
+   v3_copy( localplayer.rb.v,  player_glide.rb.v );
+   v3_copy( localplayer.rb.w,  player_glide.rb.w );
+   rb_update_matrices( &player_glide.rb );
+
+   player__begin_holdout( (v3f){0,0,0} );
+}
+
+void render_glider_model( vg_camera *cam, world_instance *world,
+                          m4x3f mmdl, enum board_shader shader )
+{
+   u32 current_tex = 0xffffffff;
+   glActiveTexture( GL_TEXTURE0 );
+
+   mdl_context *mdl = &player_glide.glider;
+   mesh_bind( &player_glide.glider.mesh );
+
+   for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ )
+   {
+      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
+
+      m4x3f mmmdl;
+      mdl_transform_m4x3( &mesh->transform, mmmdl );
+      m4x3_mul( mmdl, mmmdl, mmmdl );
+
+      if( shader == k_board_shader_player )
+         shader_model_board_view_uMdl( mmmdl );
+      else if( shader == k_board_shader_entity )
+      {
+         m4x4f m4mmmdl;
+         m4x3_expand( mmmdl, m4mmmdl );
+         m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl );
+
+         shader_model_entity_uMdl( mmmdl );
+         shader_model_entity_uPvmPrev( m4mmmdl );
+      }
+
+      for( u32 j=0; j<mesh->submesh_count; j ++ )
+      {
+         mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
+         if( !sm->material_id ) 
+         {
+            vg_error( "Invalid material ID 0\n" );
+            continue;
+         }
+
+         mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
+         if( mat->tex_diffuse != current_tex )
+         {
+            GLuint tex = vg.tex_missing;
+
+            if( mat->tex_diffuse )
+            {
+               u32 index = mat->tex_diffuse-1;
+               mdl_texture *ptex = mdl_arritm( &mdl->textures, index );
+               tex = ptex->glname;
+            }
+
+            glBindTexture( GL_TEXTURE_2D, tex );
+            current_tex = mat->tex_diffuse;
+         }
+
+         mdl_draw_submesh( sm );
+      }
+   }
 }
 
-#endif /* PLAYER_GLIDE_C */
+/*
+ * TODO: more flexible way to call
+ *      - this depends on the current state, but we need to pass a struct in
+ *        that can hold that information instead so we can save it into 
+ *        the replay
+ */
+void player_glide_render( vg_camera *cam, world_instance *world,
+                          player_pose *pose )
+{
+   if( !((localplayer.subsystem == k_player_subsystem_glide) ||
+         (localplayer.observing_system == k_player_subsystem_glide) ||
+          localplayer.have_glider ||
+          localplayer.glider_orphan) )
+      return;
+
+   shader_model_board_view_use();
+   shader_model_board_view_uTexMain( 0 );
+   shader_model_board_view_uCamera( cam->transform[3] );
+   shader_model_board_view_uPv( cam->mtx.pv );
+   shader_model_board_view_uDepthMode(1);
+   depth_compare_bind(
+      shader_model_board_view_uTexSceneDepth,
+      shader_model_board_view_uInverseRatioDepth,
+      shader_model_board_view_uInverseRatioMain,
+      cam );
+
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
+
+   mdl_keyframe kf_res;
+   if( localplayer.glider_orphan ){
+      rb_extrapolate( &player_glide.rb, kf_res.co, kf_res.q );
+      v3_fill( kf_res.s, 1.0f );
+
+      v3f temp;
+      q_mulv( kf_res.q, (v3f){0,-0.5f,0}, temp );
+      v3_add( temp, kf_res.co, kf_res.co );
+   }
+   else {
+      f32 target;
+      if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
+      else target = 0.0f;
+
+      /* TODO: TEMP */
+      if( skaterift.activity != k_skaterift_replay )
+         vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
+
+      mdl_keyframe kf_backpack;
+
+      struct skeleton *sk = &localplayer.skeleton;
+      m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
+            sk->bones[localplayer.id_chest].co, 
+            kf_backpack.co );
+
+      v4f qyaw, qpitch, qchest, q;
+      q_axis_angle( qyaw,   (v3f){0,1,0}, VG_TAUf*0.25f );
+      q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
+      m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
+
+      q_mul( qyaw, qpitch, q );
+      q_mul( qchest, q, kf_backpack.q );
+      q_normalize( kf_backpack.q );
+
+      f32 scale;
+      if( player_glide.t <= 0.0f ){
+         f32 st  = player_glide.t + 1.0f,
+             sst = vg_smoothstepf(st),
+             isst= 1.0f - sst;
+         scale = vg_lerpf( 0.0f, 0.2f, sst );
+
+         v4f qspin;
+         q_axis_angle( qspin, (v3f){0,0,1}, VG_TAUf * isst * 0.5f );
+         q_mul( kf_backpack.q, qspin, kf_backpack.q );
+         kf_backpack.co[1] += isst * 1.0f;
+         v3_muladds( kf_backpack.co, 
+                     localplayer.final_mtx[ localplayer.id_chest ][0],
+                     isst * 0.25f,
+                     kf_backpack.co );
+      }
+      else{
+         scale = vg_lerpf( 0.2f, 1.0f, vg_smoothstepf(player_glide.t) );
+      }
+
+
+      v3_fill( kf_backpack.s, scale );
+
+      v3_copy( pose->root_co, kf_res.co );
+      v4_copy( pose->root_q, kf_res.q );
+      v3_fill( kf_res.s, scale );
+
+      f32 blend = vg_smoothstepf( vg_maxf( 0, player_glide.t ) );
+      keyframe_lerp( &kf_backpack, &kf_res, blend, &kf_res );
+   }
+      
+   m4x3f mmdl;
+   q_m3x3( kf_res.q, mmdl );
+   m3x3_scale( mmdl, kf_res.s );
+   v3_copy( kf_res.co, mmdl[3] );
+
+   render_glider_model( cam, world, mmdl, k_board_shader_player );
+
+   /* totally FUCKED */
+   v4_copy( kf_res.q, player_glide.remote_animator.root_q );
+   v3_copy( kf_res.co, player_glide.remote_animator.root_co );
+   player_glide.remote_animator.s = kf_res.s[0];
+}
+
+void player_glide_render_effects( vg_camera *cam )
+{
+   v3f co, temp;
+   v4f q;
+   rb_extrapolate( &player_glide.rb, co, q );
+   q_mulv( q, (v3f){0,-0.5f,0}, temp );
+   v3_add( temp, co, co );
+
+   f32 alpha = vg_maxf( (fabsf(player_glide.info_lift[2])-1.0f), 0.0f ) /18.0f;
+
+   for( u32 i=0; i<player_glide.trail_count; i ++ ){
+      v3f vvert;
+      q_mulv( q, player_glide.trail_positions[i], vvert );
+      v3_add( co, vvert, vvert );
+      
+      trail_system_update( &trails_glider[i], vg.time_delta, vvert,
+                           localplayer.rb.to_world[1], alpha );
+                           
+      trail_system_prerender( &trails_glider[i] );
+      trail_system_render( &trails_glider[i], &skaterift.cam );
+   }
+}