add logs for fall off reason
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
index 2bcb88c2d3d2a1dc033a2708ab7cf19162e30deb..7725cf023a12948c9666246ede6c7afefecd25e4 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,
@@ -28,7 +28,8 @@ static void player_glide_pre_update(void){
       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} );
@@ -84,12 +85,9 @@ static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
 /*
  * Returns true if the bottom sphere is hit 
  */
-static bool glider_physics(void){
+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 );
@@ -180,9 +178,10 @@ static bool glider_physics(void){
             l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
                                   NULL, world->geo_bh, buf,
                                   k_material_flag_ghosts );
+         }
 
-            if( l ) 
-               bottom_hit = 1;
+         if( player_glide.parts[i].is_damage && l ){
+            bottom_hit = 1;
          }
 
          for( u32 j=0; j<l; j ++ ){
@@ -205,7 +204,11 @@ static bool glider_physics(void){
 }
 
 static void player_glide_update(void){
-   if( glider_physics() ){
+   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;
    }
@@ -228,10 +231,15 @@ static void player_glide_animate(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 );
 }
 
@@ -248,6 +256,13 @@ static void player_glide_post_animate(void){
    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_im_gui(void){
    player__debugtext( 1, "Nothing here" );
    player__debugtext( 1, " lift: %.2f %.2f %.2f", 
@@ -264,6 +279,13 @@ static void player_glide_im_gui(void){
                            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;
@@ -277,6 +299,8 @@ static void player_glide_bind(void){
    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;
@@ -333,7 +357,6 @@ static void player_glide_bind(void){
    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;
 
@@ -364,13 +387,15 @@ static void player_glide_bind(void){
    mdl_close( mdl );
 }
 
-static void player_glide_transition( bool reverse ){
+static void player_glide_transition(void){
    localplayer.subsystem = k_player_subsystem_glide;
    localplayer.have_glider = 0;
 
    v3_copy( localplayer.rb.co, player_glide.rb.co );
 
-   if( reverse ){
+   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 );
@@ -386,32 +411,51 @@ static void player_glide_transition( bool reverse ){
    player__begin_holdout( (v3f){0,0,0} );
 }
 
+/*
+ * 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_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_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 t;
-      if( localplayer.subsystem == k_player_subsystem_glide )
-         t = 1.0f;
-      else
-         t = 0.0f;
+      f32 target;
+      if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
+      else target = 0.0f;
 
-      vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
+      /* TODO: TEMP */
+      if( skaterift.activity != k_skaterift_replay )
+         vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
 
       mdl_keyframe kf_backpack;
 
@@ -429,14 +473,35 @@ static void player_glide_render( camera *cam, world_instance *world,
       q_mul( qchest, q, kf_backpack.q );
       q_normalize( kf_backpack.q );
 
-      v3_fill( kf_backpack.s, 0.2f );
+      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, 1.0f );
+      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;
@@ -456,7 +521,8 @@ 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 );