4 #include "player_glide.h"
7 #include "vg/vg_rigidbody.h"
8 #include "scene_rigidbody.h"
9 #include "shaders/model_board_view.h"
11 static f32 k_glide_steer
= 2.0f
,
14 k_glide_drag
= 0.0001f
,
15 k_glide_slip_yaw
= 0.1f
,
16 k_glide_lift_pitch
= 0.0f
,
17 k_glide_wing_orient
= -0.1f
,
18 k_glide_balance
= 1.0f
;
20 static i32 k_glide_pause
= 0;
22 static void player_glide_pre_update(void){
23 if( button_down(k_srbind_use
) ){
24 localplayer
.subsystem
= k_player_subsystem_skate
;
25 localplayer
.glider_orphan
= 1;
27 player_skate
.state
.activity
= k_skate_activity_air
;
28 player_skate
.state
.activity_prev
= k_skate_activity_air
;
30 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, player_skate
.state
.cog
);
31 v3_add( player_skate
.state
.cog
, localplayer
.rb
.co
,
32 player_skate
.state
.cog
);
33 v3_copy( localplayer
.rb
.v
, player_skate
.state
.cog_v
);
35 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
36 player__skate_reset_animator();
37 player__skate_clear_mechanics();
38 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
40 player__approximate_best_trajectory();
44 static void massless_accel( rigidbody
*rb
, v3f delta
, v3f impulse
){
46 v3_muladds( rb
->v
, impulse
, k_rb_delta
, rb
->v
);
48 /* Angular velocity */
50 v3_cross( delta
, impulse
, wa
);
51 v3_muladds( rb
->w
, wa
, k_rb_delta
, rb
->w
);
54 static void calculate_lift( v3f vl
, f32 aoa_bias
,
55 v3f axis
, v3f back
, f32 power
,
58 v3_cross( back
, axis
, up
);
61 v3_muladds( vl
, axis
, -v3_dot(axis
,vl
), wind
);
63 f32 windv2
= v3_length2(wind
),
64 aoa
= atan2f( v3_dot( up
, wind
), v3_dot( back
, wind
) ) + aoa_bias
,
65 cl
= aoa
/ VG_PIf
, /* TODO: make it a curve */
66 L
= windv2
* cl
* power
;
70 v3_cross( wind
, axis
, lift_dir
);
72 /* this is where induced drag (from the flappy things) would go */
74 v3_muls( lift_dir
, L
, out_force
);
77 static void calculate_drag( v3f vl
, f32 cd
, v3f out_force
){
78 f32 v2
= v3_length2( vl
);
82 v3_muls( vl
, -cd
*v2
, out_force
);
86 * Returns true if the bottom sphere is hit
88 static bool glider_physics( v2f steer
){
89 rigidbody
*rb
= &player_glide
.rb
;
93 m3x3_mulv( rb
->to_local
, rb
->v
, vl
);
94 m3x3_mulv( rb
->to_local
, rb
->w
, wl
);
96 v3f F
, Flift
, Fslip
, Fdrag
, FslipW
, FliftW
;
98 calculate_lift( vl
, steer
[1]*k_glide_steer
,
100 (v3f
){0,sinf(k_glide_wing_orient
),cosf(k_glide_wing_orient
)},
102 v3_copy( Flift
, player_glide
.info_lift
);
103 v3_cross( (v3f
){0,0,0}, Flift
, FliftW
);
105 calculate_lift( vl
, 0.0f
,
106 (v3f
){0,1,0},(v3f
){0,0,1},
108 v3_copy( Fslip
, player_glide
.info_slip
);
109 v3_cross( (v3f
){0,k_glide_lift_pitch
,k_glide_slip_yaw
}, Fslip
, FslipW
);
111 calculate_drag( vl
, k_glide_drag
, Fdrag
);
112 v3_copy( Fdrag
, player_glide
.info_drag
);
114 v3f balance
= {0.0f
,-k_glide_balance
,0.0f
};
115 m3x3_mulv( rb
->to_local
, balance
, balance
);
118 steer
[1]*k_glide_steer
- balance
[2],
120 -steer
[0]*k_glide_steer
+ balance
[0],
123 if( player_glide
.ticker
){
124 player_glide
.ticker
--;
127 player_glide
.ticker
+= k_glide_pause
;
130 v3_add( Flift
, Fslip
, F
);
131 v3_add( F
, Fdrag
, F
);
133 m3x3_mulv( rb
->to_world
, F
, F
);
134 v3_muladds( rb
->v
, F
, k_rb_delta
, rb
->v
);
136 v3_add( Fw
, FslipW
, Fw
);
137 v3_add( Fw
, FliftW
, Fw
);
138 m3x3_mulv( rb
->to_world
, Fw
, Fw
);
139 v3_muladds( rb
->w
, Fw
, k_rb_delta
, rb
->w
);
143 * collisions & constraints
145 world_instance
*world
= world_current_instance();
150 rigidbody _null
= {0};
151 _null
.inv_mass
= 0.0f
;
152 m3x3_zero( _null
.iI
);
153 for( u32 i
=0; i
< vg_list_size(player_glide
.parts
); i
++ ){
155 m4x3_mul( rb
->to_world
, player_glide
.parts
[i
].mdl
, mmdl
);
157 if( player_glide
.parts
[i
].shape
== k_rb_shape_capsule
){
158 vg_line_capsule( mmdl
,
159 player_glide
.parts
[i
].inf
.r
,
160 player_glide
.parts
[i
].inf
.h
,
163 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
164 vg_line_sphere( mmdl
, player_glide
.parts
[i
].r
, 0 );
167 if( rb_global_has_space() ){
168 rb_ct
*buf
= rb_global_buffer();
172 if( player_glide
.parts
[i
].shape
== k_rb_shape_capsule
){
173 l
= rb_capsule__scene( mmdl
, &player_glide
.parts
[i
].inf
,
174 NULL
, world
->geo_bh
, buf
,
175 k_material_flag_ghosts
);
177 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
178 l
= rb_sphere__scene( mmdl
, player_glide
.parts
[i
].r
,
179 NULL
, world
->geo_bh
, buf
,
180 k_material_flag_ghosts
);
183 if( player_glide
.parts
[i
].is_damage
&& l
){
187 for( u32 j
=0; j
<l
; j
++ ){
192 rb_contact_count
+= l
;
196 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
197 for( u32 i
=0; i
<10; i
++ )
198 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
201 rb_update_matrices( rb
);
206 static void player_glide_update(void){
208 joystick_state( k_srjoystick_steer
, steer
);
210 if( glider_physics( steer
) ){
211 player__dead_transition( k_player_die_type_generic
);
212 localplayer
.glider_orphan
= 1;
216 static void player_glide_post_update(void){
217 v3_copy( player_glide
.rb
.co
, localplayer
.rb
.co
);
218 v4_copy( player_glide
.rb
.q
, localplayer
.rb
.q
);
219 v3_copy( player_glide
.rb
.v
, localplayer
.rb
.v
);
220 v3_copy( player_glide
.rb
.w
, localplayer
.rb
.w
);
221 rb_update_matrices( &localplayer
.rb
);
224 static void player_glide_animate(void){
225 struct player_glide
*g
= &player_glide
;
226 struct player_glide_animator
*animator
= &g
->animator
;
227 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
230 static void player_glide_pose( void *_animator
, player_pose
*pose
){
231 struct skeleton
*sk
= &localplayer
.skeleton
;
232 struct player_glide_animator
*animator
= _animator
;
233 pose
->type
= k_player_pose_type_ik
;
234 pose
->board
.lean
= 0.0f
;
236 skeleton_sample_anim( sk
, player_glide
.anim_glide
, 0.0f
, pose
->keyframes
);
239 q_mulv( animator
->root_q
, (v3f
){0,-0.5f
,0}, temp
);
240 v3_add( animator
->root_co
, temp
, pose
->root_co
);
242 v4_copy( animator
->root_q
, pose
->root_q
);
245 static void player_glide_post_animate(void){
246 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
)
247 localplayer
.cam_velocity_influence
= 0.0f
;
249 localplayer
.cam_velocity_influence
= 0.0f
;
252 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, fwd
);
253 v3_angles( fwd
, localplayer
.angles
);
255 localplayer
.cam_dist
= 2.0f
+ v3_length( localplayer
.rb
.v
)*0.2f
;
258 static void player_glide_im_gui(void){
259 player__debugtext( 1, "Nothing here" );
260 player__debugtext( 1, " lift: %.2f %.2f %.2f",
261 player_glide
.info_lift
[0],
262 player_glide
.info_lift
[1],
263 player_glide
.info_lift
[2] );
264 player__debugtext( 1, " slip: %.2f %.2f %.2f",
265 player_glide
.info_slip
[0],
266 player_glide
.info_slip
[1],
267 player_glide
.info_slip
[2] );
268 player__debugtext( 1, " drag: %.2f %.2f %.2f",
269 player_glide
.info_drag
[0],
270 player_glide
.info_drag
[1],
271 player_glide
.info_drag
[2] );
274 static int ccmd_player_glider_spawn( int argc
, const char *argv
[] ){
275 localplayer
.have_glider
= 1;
276 localplayer
.glider_orphan
= 0;
277 player_glide
.t
= -1.0f
;
281 static void player_glide_bind(void){
283 u32 mask
= VG_VAR_CHEAT
|VG_VAR_PERSISTENT
;
284 VG_VAR_F32( k_glide_steer
, flags
=mask
);
285 VG_VAR_F32( k_glide_cl
, flags
=mask
);
286 VG_VAR_F32( k_glide_cs
, flags
=mask
);
287 VG_VAR_F32( k_glide_drag
, flags
=mask
);
288 VG_VAR_F32( k_glide_slip_yaw
, flags
=mask
);
289 VG_VAR_F32( k_glide_lift_pitch
, flags
=mask
);
290 VG_VAR_I32( k_glide_pause
, flags
=mask
);
291 VG_VAR_F32( k_glide_balance
, flags
=mask
);
292 VG_VAR_F32( k_glide_wing_orient
, flags
=mask
);
294 vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn
, NULL
);
298 k_inertia_scale
= 1.0f
;
302 for( u32 i
=0; i
<vg_list_size(player_glide
.parts
); i
++ ){
303 /* create part transform matrix */
305 q_axis_angle( qp
, (v3f
){1,0,0}, player_glide
.parts
[i
].euler
[0] );
306 q_axis_angle( qy
, (v3f
){0,1,0}, player_glide
.parts
[i
].euler
[1] );
307 q_axis_angle( qr
, (v3f
){0,0,1}, player_glide
.parts
[i
].euler
[2] );
312 q_m3x3( q
, player_glide
.parts
[i
].mdl
);
313 v3_copy( player_glide
.parts
[i
].co
, player_glide
.parts
[i
].mdl
[3] );
315 /* add it to inertia model */
317 if( player_glide
.parts
[i
].shape
== k_rb_shape_capsule
){
318 f32 r
= player_glide
.parts
[i
].inf
.r
,
319 h
= player_glide
.parts
[i
].inf
.h
,
320 pv
= vg_capsule_volume( r
, h
),
326 vg_capsule_inertia( r
, h
, pm
, pI
);
327 vg_rotate_inertia( pI
, player_glide
.parts
[i
].mdl
);
328 vg_translate_inertia( pI
, pm
, player_glide
.parts
[i
].co
);
329 m3x3_add( I
, pI
, I
);
331 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
332 f32 r
= player_glide
.parts
[i
].r
,
333 pv
= vg_sphere_volume( r
),
338 vg_sphere_inertia( r
, pm
, pI
);
339 vg_translate_inertia( pI
, pm
, player_glide
.parts
[i
].co
);
340 m3x3_add( I
, pI
, I
);
345 m3x3_inv( I
, player_glide
.rb
.iI
);
346 player_glide
.rb
.inv_mass
= 1.0f
/ mass
;
349 struct skeleton
*sk
= &localplayer
.skeleton
;
350 player_glide
.anim_glide
= skeleton_get_anim( sk
, "glide_pose" );
352 void *alloc
= vg_mem
.rtmemory
;
353 mdl_context
*mdl
= &player_glide
.glider
;
355 mdl_open( mdl
, "models/glider.mdl", alloc
);
356 mdl_load_metadata_block( mdl
, alloc
);
358 vg_linear_clear( vg_mem
.scratch
);
360 u32 count
= mdl_arrcount( &mdl
->textures
);
361 player_glide
.glider_textures
=
362 vg_linear_alloc(alloc
,vg_align8(sizeof(GLuint
)*(count
+1)));
363 player_glide
.glider_textures
[0] = vg
.tex_missing
;
365 mdl_async_load_glmesh( mdl
, &player_glide
.glider_mesh
, NULL
);
367 for( u32 i
=0; i
<count
; i
++ ){
368 vg_linear_clear( vg_mem
.scratch
);
369 player_glide
.glider_textures
[i
+1] = vg
.tex_missing
;
371 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
372 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
373 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
374 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
375 VG_TEX2D_LINEAR
|VG_TEX2D_CLAMP
,
376 &player_glide
.glider_textures
[i
+1] );
382 static void player_glide_transition(void){
383 localplayer
.subsystem
= k_player_subsystem_glide
;
384 localplayer
.have_glider
= 0;
386 v3_copy( localplayer
.rb
.co
, player_glide
.rb
.co
);
388 f32 dir
= v3_dot( localplayer
.rb
.v
, localplayer
.rb
.to_world
[2] );
392 q_axis_angle( qyaw
, (v3f
){0,1,0}, VG_TAUf
*0.5f
);
393 q_mul( qyaw
, localplayer
.rb
.q
, player_glide
.rb
.q
);
394 q_normalize( player_glide
.rb
.q
);
397 v4_copy( localplayer
.rb
.q
, player_glide
.rb
.q
);
399 v3_copy( localplayer
.rb
.v
, player_glide
.rb
.v
);
400 v3_copy( localplayer
.rb
.w
, player_glide
.rb
.w
);
401 rb_update_matrices( &player_glide
.rb
);
403 player__begin_holdout( (v3f
){0,0,0} );
407 * TODO: more flexible way to call
408 * - this depends on the current state, but we need to pass a struct in
409 * that can hold that information instead so we can save it into
412 static void player_glide_render( camera
*cam
, world_instance
*world
,
414 if( !((localplayer
.subsystem
== k_player_subsystem_glide
) ||
415 (localplayer
.observing_system
== k_player_subsystem_glide
) ||
416 localplayer
.have_glider
||
417 localplayer
.glider_orphan
) )
420 shader_model_board_view_use();
421 shader_model_board_view_uTexMain( 0 );
422 shader_model_board_view_uCamera( cam
->transform
[3] );
423 shader_model_board_view_uPv( cam
->mtx
.pv
);
425 shader_model_board_view_uDepthCompare(1);
427 shader_model_board_view_uTexSceneDepth
,
428 shader_model_board_view_uInverseRatioDepth
,
429 shader_model_board_view_uInverseRatioMain
,
432 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
435 if( localplayer
.glider_orphan
){
436 rb_extrapolate( &player_glide
.rb
, kf_res
.co
, kf_res
.q
);
437 v3_fill( kf_res
.s
, 1.0f
);
440 q_mulv( kf_res
.q
, (v3f
){0,-0.5f
,0}, temp
);
441 v3_add( temp
, kf_res
.co
, kf_res
.co
);
445 if( localplayer
.subsystem
== k_player_subsystem_glide
) target
= 1.0f
;
449 if( skaterift
.activity
!= k_skaterift_replay
)
450 vg_slewf( &player_glide
.t
, target
, vg
.time_frame_delta
* 4.0f
);
452 mdl_keyframe kf_backpack
;
454 struct skeleton
*sk
= &localplayer
.skeleton
;
455 m4x3_mulv( localplayer
.final_mtx
[localplayer
.id_chest
],
456 sk
->bones
[localplayer
.id_chest
].co
,
459 v4f qyaw
, qpitch
, qchest
, q
;
460 q_axis_angle( qyaw
, (v3f
){0,1,0}, VG_TAUf
*0.25f
);
461 q_axis_angle( qpitch
, (v3f
){1,0,0}, VG_TAUf
*0.25f
);
462 m3x3_q( localplayer
.final_mtx
[ localplayer
.id_chest
], qchest
);
464 q_mul( qyaw
, qpitch
, q
);
465 q_mul( qchest
, q
, kf_backpack
.q
);
466 q_normalize( kf_backpack
.q
);
469 if( player_glide
.t
<= 0.0f
){
470 f32 st
= player_glide
.t
+ 1.0f
,
471 sst
= vg_smoothstepf(st
),
473 scale
= vg_lerpf( 0.0f
, 0.2f
, sst
);
476 q_axis_angle( qspin
, (v3f
){0,0,1}, VG_TAUf
* isst
* 0.5f
);
477 q_mul( kf_backpack
.q
, qspin
, kf_backpack
.q
);
478 kf_backpack
.co
[1] += isst
* 1.0f
;
479 v3_muladds( kf_backpack
.co
,
480 localplayer
.final_mtx
[ localplayer
.id_chest
][0],
485 scale
= vg_lerpf( 0.2f
, 1.0f
, vg_smoothstepf(player_glide
.t
) );
489 v3_fill( kf_backpack
.s
, scale
);
491 v3_copy( pose
->root_co
, kf_res
.co
);
492 v4_copy( pose
->root_q
, kf_res
.q
);
493 v3_fill( kf_res
.s
, scale
);
495 f32 blend
= vg_smoothstepf( vg_maxf( 0, player_glide
.t
) );
496 keyframe_lerp( &kf_backpack
, &kf_res
, blend
, &kf_res
);
500 q_m3x3( kf_res
.q
, mmdl
);
501 m3x3_scale( mmdl
, kf_res
.s
);
502 v3_copy( kf_res
.co
, mmdl
[3] );
504 u32 current_tex
= 0xffffffff;
505 glActiveTexture( GL_TEXTURE0
);
507 mdl_context
*mdl
= &player_glide
.glider
;
508 mesh_bind( &player_glide
.glider_mesh
);
510 for( u32 i
=0; i
<mdl_arrcount(&mdl
->meshs
); i
++ ){
511 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
514 mdl_transform_m4x3( &mesh
->transform
, mmmdl
);
515 m4x3_mul( mmdl
, mmmdl
, mmmdl
);
517 shader_model_board_view_uMdl( mmmdl
);
519 for( u32 j
=0; j
<mesh
->submesh_count
; j
++ ){
520 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, mesh
->submesh_start
+j
);
521 if( !sm
->material_id
) {
522 vg_error( "Invalid material ID 0\n" );
526 mdl_material
*mat
= mdl_arritm( &mdl
->materials
, sm
->material_id
-1 );
527 if( mat
->tex_diffuse
!= current_tex
){
528 glBindTexture( GL_TEXTURE_2D
,
529 player_glide
.glider_textures
[ mat
->tex_diffuse
] );
530 current_tex
= mat
->tex_diffuse
;
533 mdl_draw_submesh( sm
);
538 #endif /* PLAYER_GLIDE_C */