4 #include "player_glide.h"
7 #include "vg/vg_rigidbody.h"
8 #include "scene_rigidbody.h"
9 #include "shaders/model_entity.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
, player_skate
.state
.cog
);
32 v3_copy( localplayer
.rb
.v
, player_skate
.state
.cog_v
);
34 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
35 player__skate_reset_animator();
36 player__skate_clear_mechanics();
37 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
39 player__approximate_best_trajectory();
43 static void massless_accel( rigidbody
*rb
, v3f delta
, v3f impulse
){
45 v3_muladds( rb
->v
, impulse
, k_rb_delta
, rb
->v
);
47 /* Angular velocity */
49 v3_cross( delta
, impulse
, wa
);
50 v3_muladds( rb
->w
, wa
, k_rb_delta
, rb
->w
);
53 static void calculate_lift( v3f vl
, f32 aoa_bias
,
54 v3f axis
, v3f back
, f32 power
,
57 v3_cross( back
, axis
, up
);
60 v3_muladds( vl
, axis
, -v3_dot(axis
,vl
), wind
);
62 f32 windv2
= v3_length2(wind
),
63 aoa
= atan2f( v3_dot( up
, wind
), v3_dot( back
, wind
) ) + aoa_bias
,
64 cl
= aoa
/ VG_PIf
, /* TODO: make it a curve */
65 L
= windv2
* cl
* power
;
69 v3_cross( wind
, axis
, lift_dir
);
71 /* this is where induced drag (from the flappy things) would go */
73 v3_muls( lift_dir
, L
, out_force
);
76 static void calculate_drag( v3f vl
, f32 cd
, v3f out_force
){
77 f32 v2
= v3_length2( vl
);
81 v3_muls( vl
, -cd
*v2
, out_force
);
85 * Returns true if the bottom sphere is hit
87 static bool glider_physics(void){
88 rigidbody
*rb
= &player_glide
.rb
;
91 joystick_state( k_srjoystick_steer
, steer
);
95 m3x3_mulv( rb
->to_local
, rb
->v
, vl
);
96 m3x3_mulv( rb
->to_local
, rb
->w
, wl
);
98 v3f F
, Flift
, Fslip
, Fdrag
, FslipW
, FliftW
;
100 calculate_lift( vl
, steer
[1]*k_glide_steer
,
102 (v3f
){0,sinf(k_glide_wing_orient
),cosf(k_glide_wing_orient
)},
104 v3_copy( Flift
, player_glide
.info_lift
);
105 v3_cross( (v3f
){0,0,0}, Flift
, FliftW
);
107 calculate_lift( vl
, 0.0f
,
108 (v3f
){0,1,0},(v3f
){0,0,1},
110 v3_copy( Fslip
, player_glide
.info_slip
);
111 v3_cross( (v3f
){0,k_glide_lift_pitch
,k_glide_slip_yaw
}, Fslip
, FslipW
);
113 calculate_drag( vl
, k_glide_drag
, Fdrag
);
114 v3_copy( Fdrag
, player_glide
.info_drag
);
116 v3f balance
= {0.0f
,-k_glide_balance
,0.0f
};
117 m3x3_mulv( rb
->to_local
, balance
, balance
);
120 steer
[1]*k_glide_steer
- balance
[2],
122 -steer
[0]*k_glide_steer
+ balance
[0],
125 if( player_glide
.ticker
){
126 player_glide
.ticker
--;
129 player_glide
.ticker
+= k_glide_pause
;
132 v3_add( Flift
, Fslip
, F
);
133 v3_add( F
, Fdrag
, F
);
135 m3x3_mulv( rb
->to_world
, F
, F
);
136 v3_muladds( rb
->v
, F
, k_rb_delta
, rb
->v
);
138 v3_add( Fw
, FslipW
, Fw
);
139 v3_add( Fw
, FliftW
, Fw
);
140 m3x3_mulv( rb
->to_world
, Fw
, Fw
);
141 v3_muladds( rb
->w
, Fw
, k_rb_delta
, rb
->w
);
145 * collisions & constraints
147 world_instance
*world
= world_current_instance();
152 rigidbody _null
= {0};
153 _null
.inv_mass
= 0.0f
;
154 m3x3_zero( _null
.iI
);
155 for( u32 i
=0; i
< vg_list_size(player_glide
.parts
); i
++ ){
157 m4x3_mul( rb
->to_world
, player_glide
.parts
[i
].mdl
, mmdl
);
159 if( player_glide
.parts
[i
].shape
== k_rb_shape_capsule
){
160 vg_line_capsule( mmdl
,
161 player_glide
.parts
[i
].inf
.r
,
162 player_glide
.parts
[i
].inf
.h
,
165 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
166 vg_line_sphere( mmdl
, player_glide
.parts
[i
].r
, 0 );
169 if( rb_global_has_space() ){
170 rb_ct
*buf
= rb_global_buffer();
174 if( player_glide
.parts
[i
].shape
== k_rb_shape_capsule
){
175 l
= rb_capsule__scene( mmdl
, &player_glide
.parts
[i
].inf
,
176 NULL
, world
->geo_bh
, buf
,
177 k_material_flag_ghosts
);
179 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
180 l
= rb_sphere__scene( mmdl
, player_glide
.parts
[i
].r
,
181 NULL
, world
->geo_bh
, buf
,
182 k_material_flag_ghosts
);
188 for( u32 j
=0; j
<l
; j
++ ){
193 rb_contact_count
+= l
;
197 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
198 for( u32 i
=0; i
<10; i
++ )
199 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
202 rb_update_matrices( rb
);
207 static void player_glide_update(void){
208 if( glider_physics() ){
209 player__dead_transition( k_player_die_type_generic
);
210 localplayer
.glider_orphan
= 1;
214 static void player_glide_post_update(void){
215 v3_copy( player_glide
.rb
.co
, localplayer
.rb
.co
);
216 v4_copy( player_glide
.rb
.q
, localplayer
.rb
.q
);
217 v3_copy( player_glide
.rb
.v
, localplayer
.rb
.v
);
218 v3_copy( player_glide
.rb
.w
, localplayer
.rb
.w
);
219 rb_update_matrices( &localplayer
.rb
);
222 static void player_glide_animate(void){
223 struct player_glide
*g
= &player_glide
;
224 struct player_glide_animator
*animator
= &g
->animator
;
225 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
228 static void player_glide_pose( void *_animator
, player_pose
*pose
){
229 struct skeleton
*sk
= &localplayer
.skeleton
;
230 struct player_glide_animator
*animator
= _animator
;
232 skeleton_sample_anim( sk
, player_glide
.anim_glide
, 0.0f
, pose
->keyframes
);
234 v3_copy( animator
->root_co
, pose
->root_co
);
235 v4_copy( animator
->root_q
, pose
->root_q
);
238 static void player_glide_post_animate(void){
239 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
)
240 localplayer
.cam_velocity_influence
= 0.0f
;
242 localplayer
.cam_velocity_influence
= 0.0f
;
245 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, fwd
);
246 v3_angles( fwd
, localplayer
.angles
);
248 localplayer
.cam_dist
= 2.0f
+ v3_length( localplayer
.rb
.v
)*0.2f
;
251 static void player_glide_im_gui(void){
252 player__debugtext( 1, "Nothing here" );
253 player__debugtext( 1, " lift: %.2f %.2f %.2f",
254 player_glide
.info_lift
[0],
255 player_glide
.info_lift
[1],
256 player_glide
.info_lift
[2] );
257 player__debugtext( 1, " slip: %.2f %.2f %.2f",
258 player_glide
.info_slip
[0],
259 player_glide
.info_slip
[1],
260 player_glide
.info_slip
[2] );
261 player__debugtext( 1, " drag: %.2f %.2f %.2f",
262 player_glide
.info_drag
[0],
263 player_glide
.info_drag
[1],
264 player_glide
.info_drag
[2] );
267 static void player_glide_bind(void){
269 u32 mask
= VG_VAR_CHEAT
|VG_VAR_PERSISTENT
;
270 VG_VAR_F32( k_glide_steer
, flags
=mask
);
271 VG_VAR_F32( k_glide_cl
, flags
=mask
);
272 VG_VAR_F32( k_glide_cs
, flags
=mask
);
273 VG_VAR_F32( k_glide_drag
, flags
=mask
);
274 VG_VAR_F32( k_glide_slip_yaw
, flags
=mask
);
275 VG_VAR_F32( k_glide_lift_pitch
, flags
=mask
);
276 VG_VAR_I32( k_glide_pause
, flags
=mask
);
277 VG_VAR_F32( k_glide_balance
, flags
=mask
);
278 VG_VAR_F32( k_glide_wing_orient
, flags
=mask
);
282 k_inertia_scale
= 1.0f
;
286 for( u32 i
=0; i
<vg_list_size(player_glide
.parts
); i
++ ){
287 /* create part transform matrix */
289 q_axis_angle( qp
, (v3f
){1,0,0}, player_glide
.parts
[i
].euler
[0] );
290 q_axis_angle( qy
, (v3f
){0,1,0}, player_glide
.parts
[i
].euler
[1] );
291 q_axis_angle( qr
, (v3f
){0,0,1}, player_glide
.parts
[i
].euler
[2] );
296 q_m3x3( q
, player_glide
.parts
[i
].mdl
);
297 v3_copy( player_glide
.parts
[i
].co
, player_glide
.parts
[i
].mdl
[3] );
299 /* add it to inertia model */
301 if( player_glide
.parts
[i
].shape
== k_rb_shape_capsule
){
302 f32 r
= player_glide
.parts
[i
].inf
.r
,
303 h
= player_glide
.parts
[i
].inf
.h
,
304 pv
= vg_capsule_volume( r
, h
),
310 vg_capsule_inertia( r
, h
, pm
, pI
);
311 vg_rotate_inertia( pI
, player_glide
.parts
[i
].mdl
);
312 vg_translate_inertia( pI
, pm
, player_glide
.parts
[i
].co
);
313 m3x3_add( I
, pI
, I
);
315 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
316 f32 r
= player_glide
.parts
[i
].r
,
317 pv
= vg_sphere_volume( r
),
322 vg_sphere_inertia( r
, pm
, pI
);
323 vg_translate_inertia( pI
, pm
, player_glide
.parts
[i
].co
);
324 m3x3_add( I
, pI
, I
);
329 m3x3_inv( I
, player_glide
.rb
.iI
);
330 player_glide
.rb
.inv_mass
= 1.0f
/ mass
;
333 struct skeleton
*sk
= &localplayer
.skeleton
;
334 player_glide
.anim_glide
= skeleton_get_anim( sk
, "glide_pose" );
337 void *alloc
= vg_mem
.rtmemory
;
338 mdl_context
*mdl
= &player_glide
.glider
;
340 mdl_open( mdl
, "models/glider.mdl", alloc
);
341 mdl_load_metadata_block( mdl
, alloc
);
343 vg_linear_clear( vg_mem
.scratch
);
345 u32 count
= mdl_arrcount( &mdl
->textures
);
346 player_glide
.glider_textures
=
347 vg_linear_alloc(alloc
,vg_align8(sizeof(GLuint
)*(count
+1)));
348 player_glide
.glider_textures
[0] = vg
.tex_missing
;
350 mdl_async_load_glmesh( mdl
, &player_glide
.glider_mesh
, NULL
);
352 for( u32 i
=0; i
<count
; i
++ ){
353 vg_linear_clear( vg_mem
.scratch
);
354 player_glide
.glider_textures
[i
+1] = vg
.tex_missing
;
356 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
357 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
358 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
359 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
360 VG_TEX2D_LINEAR
|VG_TEX2D_CLAMP
,
361 &player_glide
.glider_textures
[i
+1] );
367 static void player_glide_transition(void){
368 localplayer
.subsystem
= k_player_subsystem_glide
;
369 localplayer
.have_glider
= 0;
371 v3_copy( localplayer
.rb
.co
, player_glide
.rb
.co
);
372 v4_copy( localplayer
.rb
.q
, player_glide
.rb
.q
);
373 v3_copy( localplayer
.rb
.v
, player_glide
.rb
.v
);
374 v3_copy( localplayer
.rb
.w
, player_glide
.rb
.w
);
375 rb_update_matrices( &player_glide
.rb
);
377 player__begin_holdout( (v3f
){0,0,0} );
380 static void player_glide_render( camera
*cam
, world_instance
*world
,
382 if( !((localplayer
.subsystem
== k_player_subsystem_glide
) ||
383 localplayer
.have_glider
||
384 localplayer
.glider_orphan
) )
387 shader_model_entity_use();
388 shader_model_entity_uTexMain( 0 );
389 shader_model_entity_uCamera( cam
->transform
[3] );
390 shader_model_entity_uPv( cam
->mtx
.pv
);
391 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_entity
);
394 if( localplayer
.glider_orphan
){
395 rb_extrapolate( &player_glide
.rb
, kf_res
.co
, kf_res
.q
);
396 v3_fill( kf_res
.s
, 1.0f
);
400 if( localplayer
.subsystem
== k_player_subsystem_glide
)
405 vg_slewf( &player_glide
.t
, t
, vg
.time_frame_delta
* 4.0f
);
407 mdl_keyframe kf_backpack
;
409 struct skeleton
*sk
= &localplayer
.skeleton
;
410 m4x3_mulv( localplayer
.final_mtx
[localplayer
.id_chest
],
411 sk
->bones
[localplayer
.id_chest
].co
,
414 v4f qyaw
, qpitch
, qchest
, q
;
415 q_axis_angle( qyaw
, (v3f
){0,1,0}, VG_TAUf
*0.25f
);
416 q_axis_angle( qpitch
, (v3f
){1,0,0}, VG_TAUf
*0.25f
);
417 m3x3_q( localplayer
.final_mtx
[ localplayer
.id_chest
], qchest
);
419 q_mul( qyaw
, qpitch
, q
);
420 q_mul( qchest
, q
, kf_backpack
.q
);
421 q_normalize( kf_backpack
.q
);
423 v3_fill( kf_backpack
.s
, 0.2f
);
425 v3_copy( pose
->root_co
, kf_res
.co
);
426 v4_copy( pose
->root_q
, kf_res
.q
);
427 v3_fill( kf_res
.s
, 1.0f
);
429 keyframe_lerp( &kf_backpack
, &kf_res
, vg_smoothstepf( player_glide
.t
),
434 q_m3x3( kf_res
.q
, mmdl
);
435 m3x3_scale( mmdl
, kf_res
.s
);
436 v3_copy( kf_res
.co
, mmdl
[3] );
438 u32 current_tex
= 0xffffffff;
439 glActiveTexture( GL_TEXTURE0
);
441 mdl_context
*mdl
= &player_glide
.glider
;
442 mesh_bind( &player_glide
.glider_mesh
);
444 for( u32 i
=0; i
<mdl_arrcount(&mdl
->meshs
); i
++ ){
445 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
448 mdl_transform_m4x3( &mesh
->transform
, mmmdl
);
449 m4x3_mul( mmdl
, mmmdl
, mmmdl
);
450 shader_model_entity_uMdl( mmmdl
);
452 for( u32 j
=0; j
<mesh
->submesh_count
; j
++ ){
453 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, mesh
->submesh_start
+j
);
454 if( !sm
->material_id
) {
455 vg_error( "Invalid material ID 0\n" );
459 mdl_material
*mat
= mdl_arritm( &mdl
->materials
, sm
->material_id
-1 );
460 if( mat
->tex_diffuse
!= current_tex
){
461 glBindTexture( GL_TEXTURE_2D
,
462 player_glide
.glider_textures
[ mat
->tex_diffuse
] );
463 current_tex
= mat
->tex_diffuse
;
466 mdl_draw_submesh( sm
);
471 #endif /* PLAYER_GLIDE_C */