X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_glide.c;h=af44ea6e806ed6f30088f811d679fc1e841c271c;hb=888e62fcd8f9777cee774fbb8fab2e52660303a7;hp=3091e57e2173c123c37206ad8eb6a10492102046;hpb=171b279a489f1b906265759b33249f61d48d3d5f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_glide.c b/player_glide.c index 3091e57..af44ea6 100644 --- a/player_glide.c +++ b/player_glide.c @@ -4,6 +4,11 @@ #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" + static f32 k_glide_steer = 2.0f, k_glide_cl = 0.04f, k_glide_cs = 0.02f, @@ -16,6 +21,25 @@ static f32 k_glide_steer = 2.0f, 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_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 ){ @@ -59,12 +83,12 @@ 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 ); @@ -99,7 +123,7 @@ static void player_glide_update(void){ if( player_glide.ticker ){ player_glide.ticker --; - return; + return 0; } player_glide.ticker += k_glide_pause; @@ -115,12 +139,15 @@ 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 ); @@ -154,6 +181,10 @@ 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; jtype = k_player_pose_type_ik; + pose->board.lean = 0.0f; + + skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes ); - skeleton_sample_anim( sk, player_glide.anim_temp, 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 ); - v3_copy( animator->root_co, pose->root_co ); v4_copy( animator->root_q, pose->root_q ); } @@ -204,6 +253,24 @@ static void player_glide_post_animate(void){ 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; +} + +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){ @@ -222,9 +289,25 @@ static void player_glide_im_gui(void){ player_glide.info_drag[2] ); } +static 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; +} + static void player_glide_bind(void){ - struct skeleton *sk = &localplayer.skeleton; - player_glide.anim_temp = skeleton_get_anim( sk, "idle_cycle+y" ); u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT; VG_VAR_F32( k_glide_steer, flags=mask ); @@ -237,6 +320,8 @@ 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; @@ -267,9 +352,9 @@ static void player_glide_bind(void){ mass += pm; m3x3f pI; - rb_capsule_inertia( r, h, pm, pI ); - rb_rotate_inertia( pI, player_glide.parts[i].mdl ); - rb_translate_inertia( pI, pm, player_glide.parts[i].co ); + 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 ){ @@ -279,8 +364,8 @@ static void player_glide_bind(void){ mass += pm; m3x3f pI; - rb_sphere_inertia( r, pm, pI ); - rb_translate_inertia( pI, pm, player_glide.parts[i].co ); + vg_sphere_inertia( r, pm, pI ); + vg_translate_inertia( pI, pm, player_glide.parts[i].co ); m3x3_add( I, pI, I ); } } @@ -288,6 +373,254 @@ static void player_glide_bind(void){ /* 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; itextures, 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; itransform.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 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} ); +} + +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; imeshs); 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; jsubmesh_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; + + 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]; +} + +static void player_glide_render_effects( 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