#include "vg/vg_rigidbody.h"
#include "scene_rigidbody.h"
+#include "shaders/model_board_view.h"
#include "shaders/model_entity.h"
static f32 k_glide_steer = 2.0f,
static 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_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} );
v3_muls( vl, -cd*v2, out_force );
}
-static void player_glide_update(void){
+/*
+ * Returns true if the bottom sphere is hit
+ */
+static bool glider_physics( v2f steer ){
rigidbody *rb = &player_glide.rb;
- v2f steer;
- joystick_state( k_srjoystick_steer, steer );
-
/* lift */
v3f vl, wl;
m3x3_mulv( rb->to_local, rb->v, vl );
if( player_glide.ticker ){
player_glide.ticker --;
- return;
+ return 0;
}
player_glide.ticker += k_glide_pause;
m3x3_mulv( rb->to_world, Fw, Fw );
v3_muladds( rb->w, Fw, k_rb_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 );
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_presolve_contacts( rb_contact_buffer, rb_contact_count );
for( u32 i=0; i<10; i ++ )
rb_solve_contacts( rb_contact_buffer, rb_contact_count );
-
+
rb_iter( rb );
rb_update_matrices( rb );
+
+ return bottom_hit;
+}
+
+static 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){
static 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_glide, 0.0f, pose->keyframes );
- v3_copy( animator->root_co, pose->root_co );
+ v3f temp;
+ q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
+ v3_add( animator->root_co, temp, pose->root_co );
+
v4_copy( animator->root_q, pose->root_q );
}
localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
}
+static 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 );
+}
+
+static 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 );
+}
+
static void player_glide_im_gui(void){
player__debugtext( 1, "Nothing here" );
player__debugtext( 1, " lift: %.2f %.2f %.2f",
player_glide.info_drag[2] );
}
+static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
+ localplayer.have_glider = 1;
+ localplayer.glider_orphan = 0;
+ player_glide.t = -1.0f;
+ return 0;
+}
+
static void player_glide_bind(void){
u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
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,
k_inertia_scale = 1.0f;
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;
&player_glide.glider_textures[i+1] );
}
+ /* load trail positions */
+ mdl_array_ptr markers;
+ MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch );
+
+ 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;
+ }
+
mdl_close( mdl );
+
+ /* allocate effects */
+ for( u32 i=0; i<vg_list_size(trails_glider); i ++ ){
+ trail_alloc( &trails_glider[i], 200 );
+ }
}
static void player_glide_transition(void){
localplayer.have_glider = 0;
v3_copy( localplayer.rb.co, player_glide.rb.co );
- v4_copy( localplayer.rb.q, player_glide.rb.q );
+
+ 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} );
}
-static void player_glide_render( camera *cam, world_instance *world,
- player_pose *pose ){
- if( !((localplayer.subsystem == k_player_subsystem_glide) ||
- localplayer.have_glider) )
- return;
-
- f32 t;
- if( localplayer.subsystem == k_player_subsystem_glide )
- t = 1.0f;
- else
- t = 0.0f;
-
- vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
-
- shader_model_entity_use();
- shader_model_entity_uTexMain( 0 );
- shader_model_entity_uCamera( cam->transform[3] );
- shader_model_entity_uPv( cam->mtx.pv );
- WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
-
- mdl_keyframe kf_backpack,
- kf_res;
-
-
- 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 );
-
- v3_fill( kf_backpack.s, 0.2f );
-
- v3_copy( pose->root_co, kf_res.co );
- v4_copy( pose->root_q, kf_res.q );
- v3_fill( kf_res.s, 1.0f );
-
- keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
- &kf_res );
-
- m4x3f mmdl;
- q_m3x3( kf_res.q, mmdl );
- m3x3_scale( mmdl, kf_res.s );
- v3_copy( kf_res.co, mmdl[3] );
-
+static void render_glider_model( camera *cam, world_instance *world,
+ m4x3f mmdl, enum board_shader shader ){
u32 current_tex = 0xffffffff;
glActiveTexture( GL_TEXTURE0 );
m4x3f mmmdl;
mdl_transform_m4x3( &mesh->transform, mmmdl );
m4x3_mul( mmdl, mmmdl, mmmdl );
- shader_model_entity_uMdl( 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 );
}
}
+/*
+ * 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
+ */
+static void player_glide_render( 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_uDepthCompare(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];
+}
+
+static void player_glide_render_effects( 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 );
+ }
+}
+
#endif /* PLAYER_GLIDE_C */