-#ifndef PLAYER_GLIDE_C
-#define PLAYER_GLIDE_C
-
#include "player_glide.h"
-#include "input.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,
static i32 k_glide_pause = 0;
-static void player_glide_pre_update(void){
+void player_glide_pre_update(void)
+{
if( button_down(k_srbind_use) ){
localplayer.subsystem = k_player_subsystem_skate;
localplayer.glider_orphan = 1;
static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
/* linear */
- v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
+ 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, k_rb_delta, rb->w );
+ v3_muladds( rb->w, wa, vg.time_fixed_delta, rb->w );
}
static void calculate_lift( v3f vl, f32 aoa_bias,
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 */
+ cl = aoa / VG_PIf,
L = windv2 * cl * power;
v3f lift_dir;
/*
* Returns true if the bottom sphere is hit
*/
-static bool glider_physics( v2f steer ){
+bool glider_physics( v2f steer )
+{
rigidbody *rb = &player_glide.rb;
/* lift */
v3_add( F, Fdrag, F );
m3x3_mulv( rb->to_world, F, F );
- v3_muladds( rb->v, F, k_rb_delta, rb->v );
+ 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, k_rb_delta, rb->w );
+ v3_muladds( rb->w, Fw, vg.time_fixed_delta, rb->w );
/*
}
}
- rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+ 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 );
return bottom_hit;
}
-static void player_glide_update(void){
+void player_glide_update(void)
+{
v2f steer;
joystick_state( k_srjoystick_steer, steer );
- if( glider_physics( 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;
}
+
+ if( !world_water_player_safe( world_current_instance(), 1.0f ) )
+ return;
}
-static void player_glide_post_update(void){
+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 );
rb_update_matrices( &localplayer.rb );
}
-static void player_glide_animate(void){
+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 );
}
-static void player_glide_pose( void *_animator, player_pose *pose ){
+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;
v4_copy( animator->root_q, pose->root_q );
}
-static void player_glide_post_animate(void){
+void player_glide_post_animate(void)
+{
if( localplayer.cam_control.camera_mode == k_cam_firstperson )
localplayer.cam_velocity_influence = 0.0f;
else
localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
}
-static void player_glide_animator_exchange( bitpack_ctx *ctx, void *data ){
+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 ){
+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_qquat( ctx, animator->root_q );
}
-static void player_glide_im_gui(void){
+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_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[] ){
- localplayer.have_glider = 1;
- localplayer.glider_orphan = 0;
- player_glide.t = -1.0f;
+ if( vg_console.cheats ){
+ player_glide_equip_glider();
+ }
+ else {
+ vg_error( "Can't spawn without cheats enabled.\n" );
+ }
return 0;
}
-static void player_glide_bind(void){
-
+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_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL );
- f32 mass = 0.0f,
- k_density = 8.0f,
- k_inertia_scale = 1.0f;
+ f32 mass = 0.0f,k_density = 8.0f;
m3x3f I;
m3x3_zero( I );
mdl_open( mdl, "models/glider.mdl", alloc );
mdl_load_metadata_block( mdl, alloc );
+ mdl_async_full_load_std( mdl );
- 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 );
+ /* load trail positions */
+ mdl_array_ptr markers;
+ MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch );
+ mdl_close( mdl );
- for( u32 i=0; i<count; i ++ ){
- vg_linear_clear( vg_mem.scratch );
- player_glide.glider_textures[i+1] = vg.tex_missing;
+ 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 ++ ] );
- 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] );
+ 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){
+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 );
player__begin_holdout( (v3f){0,0,0} );
}
-static void render_glider_model( camera *cam, world_instance *world,
- m4x3f mmdl, enum board_shader shader ){
- u32 current_tex = 0xffffffff;
+void render_glider_model( vg_camera *cam, world_instance *world,
+ m4x3f mmdl, enum board_shader shader )
+{
+ u32 current_mat = 0xffffffff;
glActiveTexture( GL_TEXTURE0 );
mdl_context *mdl = &player_glide.glider;
- mesh_bind( &player_glide.glider_mesh );
+ mesh_bind( &player_glide.glider.mesh );
- for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
+ for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ )
+ {
mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
m4x3f mmmdl;
if( shader == k_board_shader_player )
shader_model_board_view_uMdl( mmmdl );
- else if( shader == k_board_shader_entity ){
+ else if( shader == k_board_shader_entity )
+ {
m4x4f m4mmmdl;
m4x3_expand( mmmdl, m4mmmdl );
m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl );
shader_model_entity_uPvmPrev( m4mmmdl );
}
- for( u32 j=0; j<mesh->submesh_count; j ++ ){
+ for( u32 j=0; j<mesh->submesh_count; j ++ )
+ {
mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
- if( !sm->material_id ) {
+ 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;
+ if( sm->material_id != current_mat )
+ {
+ mdl_material *mat = mdl_arritm( &mdl->materials,sm->material_id-1 );
+ GLuint tex = vg.tex_missing;
+
+ if( mat->shader == k_shader_standard )
+ {
+ struct shader_props_standard *props = mat->props.compiled;
+
+ u32 index = props->tex_diffuse-1;
+ mdl_texture *ptex = mdl_arritm( &mdl->textures, index );
+ tex = ptex->glname;
+ }
+
+ glBindTexture( GL_TEXTURE_2D, tex );
+ current_mat = sm->material_id;
}
mdl_draw_submesh( sm );
* 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 ){
+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 ||
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);
+ shader_model_board_view_uDepthMode(1);
depth_compare_bind(
shader_model_board_view_uTexSceneDepth,
shader_model_board_view_uInverseRatioDepth,
player_glide.remote_animator.s = kf_res.s[0];
}
-#endif /* PLAYER_GLIDE_C */
+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 );
+ }
+}