build system revision
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
1 #ifndef PLAYER_GLIDE_C
2 #define PLAYER_GLIDE_C
3
4 #include "player_glide.h"
5 #include "input.h"
6
7 #include "vg/vg_rigidbody.h"
8 #include "scene_rigidbody.h"
9 #include "shaders/model_board_view.h"
10 #include "shaders/model_entity.h"
11
12 static f32 k_glide_steer = 2.0f,
13 k_glide_cl = 0.04f,
14 k_glide_cs = 0.02f,
15 k_glide_drag = 0.0001f,
16 k_glide_slip_yaw = 0.1f,
17 k_glide_lift_pitch = 0.0f,
18 k_glide_wing_orient = -0.1f,
19 k_glide_balance = 1.0f;
20
21 static i32 k_glide_pause = 0;
22
23 static void player_glide_pre_update(void){
24 if( button_down(k_srbind_use) ){
25 localplayer.subsystem = k_player_subsystem_skate;
26 localplayer.glider_orphan = 1;
27
28 player_skate.state.activity = k_skate_activity_air;
29 player_skate.state.activity_prev = k_skate_activity_air;
30
31 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
32 v3_add( player_skate.state.cog, localplayer.rb.co,
33 player_skate.state.cog );
34 v3_copy( localplayer.rb.v, player_skate.state.cog_v );
35
36 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
37 player__skate_reset_animator();
38 player__skate_clear_mechanics();
39 v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
40
41 player__approximate_best_trajectory();
42 }
43 }
44
45 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
46 /* linear */
47 v3_muladds( rb->v, impulse, vg.time_fixed_delta, rb->v );
48
49 /* Angular velocity */
50 v3f wa;
51 v3_cross( delta, impulse, wa );
52 v3_muladds( rb->w, wa, vg.time_fixed_delta, rb->w );
53 }
54
55 static void calculate_lift( v3f vl, f32 aoa_bias,
56 v3f axis, v3f back, f32 power,
57 v3f out_force ){
58 v3f up;
59 v3_cross( back, axis, up );
60
61 v3f wind;
62 v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
63
64 f32 windv2 = v3_length2(wind),
65 aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
66 cl = aoa / VG_PIf, /* TODO: make it a curve */
67 L = windv2 * cl * power;
68
69 v3f lift_dir;
70 v3_normalize( wind );
71 v3_cross( wind, axis, lift_dir );
72
73 /* this is where induced drag (from the flappy things) would go */
74
75 v3_muls( lift_dir, L, out_force );
76 }
77
78 static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
79 f32 v2 = v3_length2( vl );
80 v3f dir;
81 v3_copy( vl, dir );
82 v3_normalize( dir );
83 v3_muls( vl, -cd*v2, out_force );
84 }
85
86 /*
87 * Returns true if the bottom sphere is hit
88 */
89 static bool glider_physics( v2f steer ){
90 rigidbody *rb = &player_glide.rb;
91
92 /* lift */
93 v3f vl, wl;
94 m3x3_mulv( rb->to_local, rb->v, vl );
95 m3x3_mulv( rb->to_local, rb->w, wl );
96
97 v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
98
99 calculate_lift( vl, steer[1]*k_glide_steer,
100 (v3f){1,0,0},
101 (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
102 k_glide_cl, Flift );
103 v3_copy( Flift, player_glide.info_lift );
104 v3_cross( (v3f){0,0,0}, Flift, FliftW );
105
106 calculate_lift( vl, 0.0f,
107 (v3f){0,1,0},(v3f){0,0,1},
108 k_glide_cs, Fslip );
109 v3_copy( Fslip, player_glide.info_slip );
110 v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
111
112 calculate_drag( vl, k_glide_drag, Fdrag );
113 v3_copy( Fdrag, player_glide.info_drag );
114
115 v3f balance = {0.0f,-k_glide_balance,0.0f};
116 m3x3_mulv( rb->to_local, balance, balance );
117
118 v3f Fw = {
119 steer[1]*k_glide_steer - balance[2],
120 0.0f,
121 -steer[0]*k_glide_steer + balance[0],
122 };
123
124 if( player_glide.ticker ){
125 player_glide.ticker --;
126 return 0;
127 }
128 player_glide.ticker += k_glide_pause;
129
130 /* apply forces */
131 v3_add( Flift, Fslip, F );
132 v3_add( F, Fdrag, F );
133
134 m3x3_mulv( rb->to_world, F, F );
135 v3_muladds( rb->v, F, vg.time_fixed_delta, rb->v );
136
137 v3_add( Fw, FslipW, Fw );
138 v3_add( Fw, FliftW, Fw );
139 m3x3_mulv( rb->to_world, Fw, Fw );
140 v3_muladds( rb->w, Fw, vg.time_fixed_delta, rb->w );
141
142
143 /*
144 * collisions & constraints
145 */
146 world_instance *world = world_current_instance();
147 rb_solver_reset();
148
149 bool bottom_hit = 0;
150
151 rigidbody _null = {0};
152 _null.inv_mass = 0.0f;
153 m3x3_zero( _null.iI );
154 for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
155 m4x3f mmdl;
156 m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
157
158 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
159 vg_line_capsule( mmdl,
160 player_glide.parts[i].inf.r,
161 player_glide.parts[i].inf.h,
162 VG__BLACK );
163 }
164 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
165 vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
166 }
167
168 if( rb_global_has_space() ){
169 rb_ct *buf = rb_global_buffer();
170
171 u32 l = 0;
172
173 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
174 l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
175 NULL, world->geo_bh, buf,
176 k_material_flag_ghosts );
177 }
178 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
179 l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
180 NULL, world->geo_bh, buf,
181 k_material_flag_ghosts );
182 }
183
184 if( player_glide.parts[i].is_damage && l ){
185 bottom_hit = 1;
186 }
187
188 for( u32 j=0; j<l; j ++ ){
189 buf[j].rba = rb;
190 buf[j].rbb = &_null;
191 }
192
193 rb_contact_count += l;
194 }
195 }
196
197 rb_presolve_contacts( rb_contact_buffer,
198 vg.time_fixed_delta, rb_contact_count );
199 for( u32 i=0; i<10; i ++ )
200 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
201
202 rb_iter( rb );
203 rb_update_matrices( rb );
204
205 return bottom_hit;
206 }
207
208 static void player_glide_update(void){
209 v2f steer;
210 joystick_state( k_srjoystick_steer, steer );
211
212 if( glider_physics( steer ) ){
213 vg_info( "player fell off due to glider hitting ground\n" );
214 player__dead_transition( k_player_die_type_generic );
215 localplayer.glider_orphan = 1;
216 }
217 }
218
219 static void player_glide_post_update(void){
220 v3_copy( player_glide.rb.co, localplayer.rb.co );
221 v4_copy( player_glide.rb.q, localplayer.rb.q );
222 v3_copy( player_glide.rb.v, localplayer.rb.v );
223 v3_copy( player_glide.rb.w, localplayer.rb.w );
224 rb_update_matrices( &localplayer.rb );
225 }
226
227 static void player_glide_animate(void){
228 struct player_glide *g = &player_glide;
229 struct player_glide_animator *animator = &g->animator;
230 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
231 }
232
233 static void player_glide_pose( void *_animator, player_pose *pose ){
234 struct skeleton *sk = &localplayer.skeleton;
235 struct player_glide_animator *animator = _animator;
236 pose->type = k_player_pose_type_ik;
237 pose->board.lean = 0.0f;
238
239 skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
240
241 v3f temp;
242 q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
243 v3_add( animator->root_co, temp, pose->root_co );
244
245 v4_copy( animator->root_q, pose->root_q );
246 }
247
248 static void player_glide_post_animate(void){
249 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
250 localplayer.cam_velocity_influence = 0.0f;
251 else
252 localplayer.cam_velocity_influence = 0.0f;
253
254 v3f fwd;
255 v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
256 v3_angles( fwd, localplayer.angles );
257
258 localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
259 }
260
261 static void player_glide_animator_exchange( bitpack_ctx *ctx, void *data ){
262 struct player_glide_animator *animator = data;
263
264 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
265 bitpack_qquat( ctx, animator->root_q );
266 }
267
268 static void
269 player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data ){
270 struct remote_glider_animator *animator = data;
271
272 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
273 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->s );
274 bitpack_qquat( ctx, animator->root_q );
275 }
276
277 static void player_glide_im_gui(void){
278 player__debugtext( 1, "Nothing here" );
279 player__debugtext( 1, " lift: %.2f %.2f %.2f",
280 player_glide.info_lift[0],
281 player_glide.info_lift[1],
282 player_glide.info_lift[2] );
283 player__debugtext( 1, " slip: %.2f %.2f %.2f",
284 player_glide.info_slip[0],
285 player_glide.info_slip[1],
286 player_glide.info_slip[2] );
287 player__debugtext( 1, " drag: %.2f %.2f %.2f",
288 player_glide.info_drag[0],
289 player_glide.info_drag[1],
290 player_glide.info_drag[2] );
291 }
292
293 static void player_glide_equip_glider(void){
294 if( !localplayer.have_glider ){
295 localplayer.have_glider = 1;
296 localplayer.glider_orphan = 0;
297 player_glide.t = -1.0f;
298 }
299 }
300
301 static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
302 if( vg_console.cheats ){
303 player_glide_equip_glider();
304 }
305 else {
306 vg_error( "Can't spawn without cheats enabled.\n" );
307 }
308 return 0;
309 }
310
311 static void player_glide_bind(void)
312 {
313 u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
314 VG_VAR_F32( k_glide_steer, flags=mask );
315 VG_VAR_F32( k_glide_cl, flags=mask );
316 VG_VAR_F32( k_glide_cs, flags=mask );
317 VG_VAR_F32( k_glide_drag, flags=mask );
318 VG_VAR_F32( k_glide_slip_yaw, flags=mask );
319 VG_VAR_F32( k_glide_lift_pitch, flags=mask );
320 VG_VAR_I32( k_glide_pause, flags=mask );
321 VG_VAR_F32( k_glide_balance, flags=mask );
322 VG_VAR_F32( k_glide_wing_orient, flags=mask );
323
324 vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL );
325
326 f32 mass = 0.0f,k_density = 8.0f;
327 m3x3f I;
328 m3x3_zero( I );
329
330 for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
331 /* create part transform matrix */
332 v4f qp, qy, qr, q;
333 q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
334 q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
335 q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
336
337 q_mul( qr, qy, q );
338 q_mul( q, qp, q );
339
340 q_m3x3( q, player_glide.parts[i].mdl );
341 v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
342
343 /* add it to inertia model */
344
345 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
346 f32 r = player_glide.parts[i].inf.r,
347 h = player_glide.parts[i].inf.h,
348 pv = vg_capsule_volume( r, h ),
349 pm = pv * k_density;
350
351 mass += pm;
352
353 m3x3f pI;
354 vg_capsule_inertia( r, h, pm, pI );
355 vg_rotate_inertia( pI, player_glide.parts[i].mdl );
356 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
357 m3x3_add( I, pI, I );
358 }
359 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
360 f32 r = player_glide.parts[i].r,
361 pv = vg_sphere_volume( r ),
362 pm = pv * k_density;
363
364 mass += pm;
365 m3x3f pI;
366 vg_sphere_inertia( r, pm, pI );
367 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
368 m3x3_add( I, pI, I );
369 }
370 }
371
372 /* set inverses */
373 m3x3_inv( I, player_glide.rb.iI );
374 player_glide.rb.inv_mass = 1.0f / mass;
375
376 /* resources */
377 struct skeleton *sk = &localplayer.skeleton;
378 player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
379
380 void *alloc = vg_mem.rtmemory;
381 mdl_context *mdl = &player_glide.glider;
382
383 mdl_open( mdl, "models/glider.mdl", alloc );
384 mdl_load_metadata_block( mdl, alloc );
385
386 vg_linear_clear( vg_mem.scratch );
387
388 u32 count = mdl_arrcount( &mdl->textures );
389 player_glide.glider_textures =
390 vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
391 player_glide.glider_textures[0] = vg.tex_missing;
392
393 mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
394
395 for( u32 i=0; i<count; i ++ ){
396 vg_linear_clear( vg_mem.scratch );
397 player_glide.glider_textures[i+1] = vg.tex_missing;
398
399 mdl_texture *tex = mdl_arritm( &mdl->textures, i );
400 void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
401 mdl_fread_pack_file( mdl, &tex->file, data );
402 vg_tex2d_load_qoi_async( data, tex->file.pack_size,
403 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
404 &player_glide.glider_textures[i+1] );
405 }
406
407 /* load trail positions */
408 mdl_array_ptr markers;
409 MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch );
410
411 for( u32 i=0; i<mdl_arrcount( &markers ); i ++ ){
412 ent_marker *marker = mdl_arritm( &markers, i );
413 v3_copy( marker->transform.co,
414 player_glide.trail_positions[ player_glide.trail_count ++ ] );
415
416 if( player_glide.trail_count == vg_list_size(trails_glider) )
417 break;
418 }
419
420 mdl_close( mdl );
421
422 /* allocate effects */
423 for( u32 i=0; i<vg_list_size(trails_glider); i ++ ){
424 trail_alloc( &trails_glider[i], 200 );
425 }
426 }
427
428 static void player_glide_transition(void){
429 localplayer.subsystem = k_player_subsystem_glide;
430 localplayer.have_glider = 0;
431 world_static.challenge_target = NULL;
432 world_static.challenge_timer = 0.0f;
433 world_static.focused_entity = 0;
434 world_static.last_use = 0.0;
435 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
436 world_instance *instance = &world_static.instances[i];
437 if( instance->status == k_world_status_loaded ){
438 world_routes_clear( instance );
439 }
440 }
441
442 v3_copy( localplayer.rb.co, player_glide.rb.co );
443
444 f32 dir = v3_dot( localplayer.rb.v, localplayer.rb.to_world[2] );
445
446 if( dir > 0.0f ){
447 v4f qyaw;
448 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.5f );
449 q_mul( qyaw, localplayer.rb.q, player_glide.rb.q );
450 q_normalize( player_glide.rb.q );
451 }
452 else
453 v4_copy( localplayer.rb.q, player_glide.rb.q );
454
455 v3_copy( localplayer.rb.v, player_glide.rb.v );
456 v3_copy( localplayer.rb.w, player_glide.rb.w );
457 rb_update_matrices( &player_glide.rb );
458
459 player__begin_holdout( (v3f){0,0,0} );
460 }
461
462 static void render_glider_model( camera *cam, world_instance *world,
463 m4x3f mmdl, enum board_shader shader ){
464 u32 current_tex = 0xffffffff;
465 glActiveTexture( GL_TEXTURE0 );
466
467 mdl_context *mdl = &player_glide.glider;
468 mesh_bind( &player_glide.glider_mesh );
469
470 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
471 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
472
473 m4x3f mmmdl;
474 mdl_transform_m4x3( &mesh->transform, mmmdl );
475 m4x3_mul( mmdl, mmmdl, mmmdl );
476
477 if( shader == k_board_shader_player )
478 shader_model_board_view_uMdl( mmmdl );
479 else if( shader == k_board_shader_entity ){
480 m4x4f m4mmmdl;
481 m4x3_expand( mmmdl, m4mmmdl );
482 m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl );
483
484 shader_model_entity_uMdl( mmmdl );
485 shader_model_entity_uPvmPrev( m4mmmdl );
486 }
487
488 for( u32 j=0; j<mesh->submesh_count; j ++ ){
489 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
490 if( !sm->material_id ) {
491 vg_error( "Invalid material ID 0\n" );
492 continue;
493 }
494
495 mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
496 if( mat->tex_diffuse != current_tex ){
497 glBindTexture( GL_TEXTURE_2D,
498 player_glide.glider_textures[ mat->tex_diffuse ] );
499 current_tex = mat->tex_diffuse;
500 }
501
502 mdl_draw_submesh( sm );
503 }
504 }
505 }
506
507 /*
508 * TODO: more flexible way to call
509 * - this depends on the current state, but we need to pass a struct in
510 * that can hold that information instead so we can save it into
511 * the replay
512 */
513 static void player_glide_render( camera *cam, world_instance *world,
514 player_pose *pose ){
515 if( !((localplayer.subsystem == k_player_subsystem_glide) ||
516 (localplayer.observing_system == k_player_subsystem_glide) ||
517 localplayer.have_glider ||
518 localplayer.glider_orphan) )
519 return;
520
521 shader_model_board_view_use();
522 shader_model_board_view_uTexMain( 0 );
523 shader_model_board_view_uCamera( cam->transform[3] );
524 shader_model_board_view_uPv( cam->mtx.pv );
525
526 shader_model_board_view_uDepthCompare(1);
527 depth_compare_bind(
528 shader_model_board_view_uTexSceneDepth,
529 shader_model_board_view_uInverseRatioDepth,
530 shader_model_board_view_uInverseRatioMain,
531 cam );
532
533 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
534
535 mdl_keyframe kf_res;
536 if( localplayer.glider_orphan ){
537 rb_extrapolate( &player_glide.rb, kf_res.co, kf_res.q );
538 v3_fill( kf_res.s, 1.0f );
539
540 v3f temp;
541 q_mulv( kf_res.q, (v3f){0,-0.5f,0}, temp );
542 v3_add( temp, kf_res.co, kf_res.co );
543 }
544 else {
545 f32 target;
546 if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
547 else target = 0.0f;
548
549 /* TODO: TEMP */
550 if( skaterift.activity != k_skaterift_replay )
551 vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
552
553 mdl_keyframe kf_backpack;
554
555 struct skeleton *sk = &localplayer.skeleton;
556 m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
557 sk->bones[localplayer.id_chest].co,
558 kf_backpack.co );
559
560 v4f qyaw, qpitch, qchest, q;
561 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
562 q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
563 m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
564
565 q_mul( qyaw, qpitch, q );
566 q_mul( qchest, q, kf_backpack.q );
567 q_normalize( kf_backpack.q );
568
569 f32 scale;
570 if( player_glide.t <= 0.0f ){
571 f32 st = player_glide.t + 1.0f,
572 sst = vg_smoothstepf(st),
573 isst= 1.0f - sst;
574 scale = vg_lerpf( 0.0f, 0.2f, sst );
575
576 v4f qspin;
577 q_axis_angle( qspin, (v3f){0,0,1}, VG_TAUf * isst * 0.5f );
578 q_mul( kf_backpack.q, qspin, kf_backpack.q );
579 kf_backpack.co[1] += isst * 1.0f;
580 v3_muladds( kf_backpack.co,
581 localplayer.final_mtx[ localplayer.id_chest ][0],
582 isst * 0.25f,
583 kf_backpack.co );
584 }
585 else{
586 scale = vg_lerpf( 0.2f, 1.0f, vg_smoothstepf(player_glide.t) );
587 }
588
589
590 v3_fill( kf_backpack.s, scale );
591
592 v3_copy( pose->root_co, kf_res.co );
593 v4_copy( pose->root_q, kf_res.q );
594 v3_fill( kf_res.s, scale );
595
596 f32 blend = vg_smoothstepf( vg_maxf( 0, player_glide.t ) );
597 keyframe_lerp( &kf_backpack, &kf_res, blend, &kf_res );
598 }
599
600 m4x3f mmdl;
601 q_m3x3( kf_res.q, mmdl );
602 m3x3_scale( mmdl, kf_res.s );
603 v3_copy( kf_res.co, mmdl[3] );
604
605 render_glider_model( cam, world, mmdl, k_board_shader_player );
606
607 /* totally FUCKED */
608 v4_copy( kf_res.q, player_glide.remote_animator.root_q );
609 v3_copy( kf_res.co, player_glide.remote_animator.root_co );
610 player_glide.remote_animator.s = kf_res.s[0];
611 }
612
613 static void player_glide_render_effects( camera *cam ){
614 v3f co, temp;
615 v4f q;
616 rb_extrapolate( &player_glide.rb, co, q );
617 q_mulv( q, (v3f){0,-0.5f,0}, temp );
618 v3_add( temp, co, co );
619
620 f32 alpha = vg_maxf( (fabsf(player_glide.info_lift[2])-1.0f), 0.0f ) /18.0f;
621
622 for( u32 i=0; i<player_glide.trail_count; i ++ ){
623 v3f vvert;
624 q_mulv( q, player_glide.trail_positions[i], vvert );
625 v3_add( co, vvert, vvert );
626
627 trail_system_update( &trails_glider[i], vg.time_delta, vvert,
628 localplayer.rb.to_world[1], alpha );
629
630 trail_system_prerender( &trails_glider[i] );
631 trail_system_render( &trails_glider[i], &skaterift.cam );
632 }
633 }
634
635 #endif /* PLAYER_GLIDE_C */