#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,
k_glide_cl = 0.04f,
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_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 );
- /* TODO: again the offset is wrong */
v3f temp;
- q_mulv( pose->root_q, (v3f){0,-0.5f,0}, 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__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;
+ 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
+ */
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;
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 );
+
+ /* TODO: TEMP */
+ if( skaterift.activity != k_skaterift_replay )
+ vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
mdl_keyframe kf_backpack;
m3x3_scale( mmdl, kf_res.s );
v3_copy( kf_res.co, mmdl[3] );
- 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 );
-
- 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 );
- 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;
- }
+ render_glider_model( cam, world, mmdl, k_board_shader_player );
- mdl_draw_submesh( sm );
- }
- }
+ /* 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];
}
#endif /* PLAYER_GLIDE_C */