+++ /dev/null
-#include "player_glide.h"
-#include "vg/vg_rigidbody.h"
-#include "scene_rigidbody.h"
-#include "shaders/model_board_view.h"
-#include "shaders/model_entity.h"
-#include "input.h"
-#include "skaterift.h"
-
-#include "player_dead.h"
-#include "player_skate.h"
-
-trail_system trails_glider[] = {
- {
- .width = 0.035f,
- .lifetime = 5.0f,
- .min_dist = 0.5f
- },
- {
- .width = 0.035f,
- .lifetime = 5.0f,
- .min_dist = 0.5f
- },
-};
-
-struct player_glide player_glide =
-{
- .parts = {
- {
- .co = { 1.0f, 0.5f, -1.0f },
- .euler = { VG_TAUf*0.25f, VG_TAUf*0.125f, 0.0f },
- .shape = k_rb_shape_capsule,
- .inf = { .h = 2.82842712475f, .r = 0.25f },
- },
- {
- .co = { -1.0f, 0.5f, -1.0f },
- .euler = { VG_TAUf*0.25f, -VG_TAUf*0.125f, 0.0f },
- .shape = k_rb_shape_capsule,
- .inf = { .h = 2.82842712475f, .r = 0.25f },
- },
- {
- .co = { 0.0f, 0.5f, 1.0f },
- .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f },
- .shape = k_rb_shape_capsule,
- .inf = { .h = 6.0f, .r = 0.25f },
- },
- {
- .co = { 0.0f, -0.5f, 0.0f },
- .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f },
- .shape = k_rb_shape_capsule,
- .inf = { .h = 2.0f, .r = 0.25f },
- .is_damage = 1,
- },
- }
-};
-
-struct player_subsystem_interface player_subsystem_glide =
-{
- .pre_update = player_glide_pre_update,
- .update = player_glide_update,
- .post_update = player_glide_post_update,
- .animate = player_glide_animate,
- .pose = player_glide_pose,
- .post_animate = player_glide_post_animate,
- .network_animator_exchange = player_glide_animator_exchange,
- .im_gui = player_glide_im_gui,
- .bind = player_glide_bind,
-
- .animator_data = &player_glide.animator,
- .animator_size = sizeof(player_glide.animator),
- .name = "Glide"
-};
-
-static f32 k_glide_steer = 2.0f,
- k_glide_cl = 0.04f,
- k_glide_cs = 0.02f,
- k_glide_drag = 0.0001f,
- k_glide_slip_yaw = 0.1f,
- k_glide_lift_pitch = 0.0f,
- k_glide_wing_orient = -0.1f,
- k_glide_balance = 1.0f;
-
-static i32 k_glide_pause = 0;
-
-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_copy( localplayer.rb.v, player_skate.state.cog_v );
-
- player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
- player__skate_reset_animator();
- player__skate_clear_mechanics();
- v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
-
- player__approximate_best_trajectory();
- }
-}
-
-static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
- /* linear */
- v3_muladds( rb->v, impulse, vg.time_fixed_delta, rb->v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, impulse, wa );
- v3_muladds( rb->w, wa, vg.time_fixed_delta, rb->w );
-}
-
-static void calculate_lift( v3f vl, f32 aoa_bias,
- v3f axis, v3f back, f32 power,
- v3f out_force ){
- v3f up;
- v3_cross( back, axis, up );
-
- v3f wind;
- v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
-
- f32 windv2 = v3_length2(wind),
- aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
- cl = aoa / VG_PIf, /* TODO: make it a curve */
- L = windv2 * cl * power;
-
- v3f lift_dir;
- v3_normalize( wind );
- v3_cross( wind, axis, lift_dir );
-
- /* this is where induced drag (from the flappy things) would go */
-
- v3_muls( lift_dir, L, out_force );
-}
-
-static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
- f32 v2 = v3_length2( vl );
- v3f dir;
- v3_copy( vl, dir );
- v3_normalize( dir );
- v3_muls( vl, -cd*v2, out_force );
-}
-
-/*
- * Returns true if the bottom sphere is hit
- */
-bool glider_physics( v2f steer )
-{
- rigidbody *rb = &player_glide.rb;
-
- /* lift */
- v3f vl, wl;
- m3x3_mulv( rb->to_local, rb->v, vl );
- m3x3_mulv( rb->to_local, rb->w, wl );
-
- v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
-
- calculate_lift( vl, steer[1]*k_glide_steer,
- (v3f){1,0,0},
- (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
- k_glide_cl, Flift );
- v3_copy( Flift, player_glide.info_lift );
- v3_cross( (v3f){0,0,0}, Flift, FliftW );
-
- calculate_lift( vl, 0.0f,
- (v3f){0,1,0},(v3f){0,0,1},
- k_glide_cs, Fslip );
- v3_copy( Fslip, player_glide.info_slip );
- v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
-
- calculate_drag( vl, k_glide_drag, Fdrag );
- v3_copy( Fdrag, player_glide.info_drag );
-
- v3f balance = {0.0f,-k_glide_balance,0.0f};
- m3x3_mulv( rb->to_local, balance, balance );
-
- v3f Fw = {
- steer[1]*k_glide_steer - balance[2],
- 0.0f,
- -steer[0]*k_glide_steer + balance[0],
- };
-
- if( player_glide.ticker ){
- player_glide.ticker --;
- return 0;
- }
- player_glide.ticker += k_glide_pause;
-
- /* apply forces */
- v3_add( Flift, Fslip, F );
- v3_add( F, Fdrag, F );
-
- m3x3_mulv( rb->to_world, F, F );
- v3_muladds( rb->v, F, vg.time_fixed_delta, rb->v );
-
- v3_add( Fw, FslipW, Fw );
- v3_add( Fw, FliftW, Fw );
- m3x3_mulv( rb->to_world, Fw, Fw );
- v3_muladds( rb->w, Fw, vg.time_fixed_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 );
- for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
- m4x3f mmdl;
- m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
-
- if( player_glide.parts[i].shape == k_rb_shape_capsule ){
- vg_line_capsule( mmdl,
- player_glide.parts[i].inf.r,
- player_glide.parts[i].inf.h,
- VG__BLACK );
- }
- else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
- vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
- }
-
- if( rb_global_has_space() ){
- rb_ct *buf = rb_global_buffer();
-
- u32 l = 0;
-
- if( player_glide.parts[i].shape == k_rb_shape_capsule ){
- l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
- NULL, world->geo_bh, buf,
- k_material_flag_ghosts );
- }
- else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
- l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
- NULL, world->geo_bh, buf,
- 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_contact_count += l;
- }
- }
-
- rb_presolve_contacts( rb_contact_buffer,
- vg.time_fixed_delta, 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;
-}
-
-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;
- }
-}
-
-void player_glide_post_update(void)
-{
- v3_copy( player_glide.rb.co, localplayer.rb.co );
- v4_copy( player_glide.rb.q, localplayer.rb.q );
- v3_copy( player_glide.rb.v, localplayer.rb.v );
- v3_copy( player_glide.rb.w, localplayer.rb.w );
- rb_update_matrices( &localplayer.rb );
-}
-
-void player_glide_animate(void)
-{
- struct player_glide *g = &player_glide;
- struct player_glide_animator *animator = &g->animator;
- rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
-}
-
-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 );
-
- 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 );
-}
-
-void player_glide_post_animate(void)
-{
- if( localplayer.cam_control.camera_mode == k_cam_firstperson )
- localplayer.cam_velocity_influence = 0.0f;
- else
- localplayer.cam_velocity_influence = 0.0f;
-
- v3f fwd;
- v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
- v3_angles( fwd, localplayer.angles );
-
- localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
-}
-
-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 );
-}
-
-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 );
-}
-
-void player_glide_im_gui(void)
-{
- player__debugtext( 1, "Nothing here" );
- player__debugtext( 1, " lift: %.2f %.2f %.2f",
- player_glide.info_lift[0],
- player_glide.info_lift[1],
- player_glide.info_lift[2] );
- player__debugtext( 1, " slip: %.2f %.2f %.2f",
- player_glide.info_slip[0],
- player_glide.info_slip[1],
- player_glide.info_slip[2] );
- player__debugtext( 1, " drag: %.2f %.2f %.2f",
- player_glide.info_drag[0],
- player_glide.info_drag[1],
- player_glide.info_drag[2] );
-}
-
-void player_glide_equip_glider(void)
-{
- if( !localplayer.have_glider ){
- localplayer.have_glider = 1;
- localplayer.glider_orphan = 0;
- player_glide.t = -1.0f;
- }
-}
-
-static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
- if( vg_console.cheats ){
- player_glide_equip_glider();
- }
- else {
- vg_error( "Can't spawn without cheats enabled.\n" );
- }
- return 0;
-}
-
-void player_glide_bind(void)
-{
- u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
- VG_VAR_F32( k_glide_steer, flags=mask );
- VG_VAR_F32( k_glide_cl, flags=mask );
- VG_VAR_F32( k_glide_cs, flags=mask );
- VG_VAR_F32( k_glide_drag, flags=mask );
- VG_VAR_F32( k_glide_slip_yaw, flags=mask );
- VG_VAR_F32( k_glide_lift_pitch, flags=mask );
- VG_VAR_I32( k_glide_pause, flags=mask );
- 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;
- m3x3f I;
- m3x3_zero( I );
-
- for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
- /* create part transform matrix */
- v4f qp, qy, qr, q;
- q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
- q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
- q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
-
- q_mul( qr, qy, q );
- q_mul( q, qp, q );
-
- q_m3x3( q, player_glide.parts[i].mdl );
- v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
-
- /* add it to inertia model */
-
- if( player_glide.parts[i].shape == k_rb_shape_capsule ){
- f32 r = player_glide.parts[i].inf.r,
- h = player_glide.parts[i].inf.h,
- pv = vg_capsule_volume( r, h ),
- pm = pv * k_density;
-
- mass += pm;
-
- m3x3f pI;
- vg_capsule_inertia( r, h, pm, pI );
- vg_rotate_inertia( pI, player_glide.parts[i].mdl );
- vg_translate_inertia( pI, pm, player_glide.parts[i].co );
- m3x3_add( I, pI, I );
- }
- else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
- f32 r = player_glide.parts[i].r,
- pv = vg_sphere_volume( r ),
- pm = pv * k_density;
-
- mass += pm;
- m3x3f pI;
- vg_sphere_inertia( r, pm, pI );
- vg_translate_inertia( pI, pm, player_glide.parts[i].co );
- m3x3_add( I, pI, I );
- }
- }
-
- /* set inverses */
- m3x3_inv( I, player_glide.rb.iI );
- player_glide.rb.inv_mass = 1.0f / mass;
-
- /* resources */
- 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;
-
- mdl_open( mdl, "models/glider.mdl", alloc );
- mdl_load_metadata_block( mdl, alloc );
-
- vg_linear_clear( vg_mem.scratch );
-
- u32 count = mdl_arrcount( &mdl->textures );
- player_glide.glider_textures =
- vg_linear_alloc( alloc, vg_align8(sizeof(GLuint)*(count+1)));
- player_glide.glider_textures[0] = vg.tex_missing;
- mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
-
- for( u32 i=0; i<count; i ++ ){
- vg_linear_clear( vg_mem.scratch );
- player_glide.glider_textures[i+1] = vg.tex_missing;
-
- mdl_texture *tex = mdl_arritm( &mdl->textures, i );
- void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
- mdl_fread_pack_file( mdl, &tex->file, data );
- vg_tex2d_load_qoi_async( data, tex->file.pack_size,
- VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
- &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 );
- }
-}
-
-void player_glide_transition(void)
-{
- localplayer.subsystem = k_player_subsystem_glide;
- localplayer.have_glider = 0;
- world_static.challenge_target = NULL;
- world_static.challenge_timer = 0.0f;
- world_static.focused_entity = 0;
- world_static.last_use = 0.0;
- for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
- world_instance *instance = &world_static.instances[i];
- if( instance->status == k_world_status_loaded ){
- world_routes_clear( instance );
- }
- }
-
- v3_copy( localplayer.rb.co, player_glide.rb.co );
-
- 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} );
-}
-
-void render_glider_model( vg_camera *cam, world_instance *world,
- m4x3f mmdl, enum board_shader shader )
-{
- u32 current_tex = 0xffffffff;
- glActiveTexture( GL_TEXTURE0 );
-
- mdl_context *mdl = &player_glide.glider;
- mesh_bind( &player_glide.glider_mesh );
-
- for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
- mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
-
- m4x3f mmmdl;
- mdl_transform_m4x3( &mesh->transform, mmmdl );
- m4x3_mul( mmdl, mmmdl, 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 );
- if( !sm->material_id ) {
- vg_error( "Invalid material ID 0\n" );
- continue;
- }
-
- mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
- if( mat->tex_diffuse != current_tex ){
- glBindTexture( GL_TEXTURE_2D,
- player_glide.glider_textures[ mat->tex_diffuse ] );
- current_tex = mat->tex_diffuse;
- }
-
- mdl_draw_submesh( sm );
- }
- }
-}
-
-/*
- * 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
- */
-void player_glide_render( vg_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];
-}
-
-void player_glide_render_effects( vg_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 );
- }
-}