glider bugfixes & animation
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
index d67d8ecd61ca291f859b82880d4fee141b0a16d0..5cf1dd11a6ce15fd040f743063198e1644fa4a78 100644 (file)
@@ -6,7 +6,7 @@
 
 #include "vg/vg_rigidbody.h"
 #include "scene_rigidbody.h"
-#include "shaders/model_entity.h"
+#include "shaders/model_board_view.h"
 
 static f32 k_glide_steer = 2.0f,
            k_glide_cl = 0.04f,
@@ -22,12 +22,14 @@ static i32 k_glide_pause = 0;
 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} );
@@ -80,12 +82,12 @@ static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
    v3_muls( vl, -cd*v2, out_force );
 }
 
-static void player_glide_update(void){
+/*
+ * 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 );
@@ -120,7 +122,7 @@ static void player_glide_update(void){
 
    if( player_glide.ticker ){
       player_glide.ticker --;
-      return;
+      return 0;
    }
    player_glide.ticker += k_glide_pause;
 
@@ -136,12 +138,15 @@ static void player_glide_update(void){
    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 );
@@ -175,6 +180,10 @@ static void player_glide_update(void){
                                   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;
@@ -187,9 +196,21 @@ static void player_glide_update(void){
    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 ) ){
+      player__dead_transition( k_player_die_type_generic );
+      localplayer.glider_orphan = 1;
+   }
 }
 
 static void player_glide_post_update(void){
@@ -212,7 +233,11 @@ static void player_glide_pose( void *_animator, player_pose *pose ){
 
    skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
 
-   v3_copy( animator->root_co, pose->root_co );
+   /* TODO: again the offset is wrong */
+   v3f temp;
+   q_mulv( pose->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 );
 }
 
@@ -350,7 +375,18 @@ 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 );
@@ -361,50 +397,86 @@ static void player_glide_transition(void){
 static void player_glide_render( camera *cam, world_instance *world,
                                  player_pose *pose ){
    if( !((localplayer.subsystem == k_player_subsystem_glide) ||
-          localplayer.have_glider) )
+          localplayer.have_glider ||
+          localplayer.glider_orphan) )
       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_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_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 );
+   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 );
 
-   mdl_keyframe kf_backpack,
-                kf_res;
+   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 );
 
-   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 );
+      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;
+      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) );
+      }
 
-   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_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, 1.0f );
+      v3_copy( pose->root_co, kf_res.co );
+      v4_copy( pose->root_q, kf_res.q );
+      v3_fill( kf_res.s, scale );
 
-   keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
-                  &kf_res );
-   
+      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 );
@@ -422,7 +494,8 @@ static void player_glide_render( camera *cam, world_instance *world,
       m4x3f mmmdl;
       mdl_transform_m4x3( &mesh->transform, mmmdl );
       m4x3_mul( mmdl, mmmdl, mmmdl );
-      shader_model_entity_uMdl( mmmdl );
+
+      shader_model_board_view_uMdl( mmmdl );
 
       for( u32 j=0; j<mesh->submesh_count; j ++ ){
          mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );