X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_glide.c;h=af44ea6e806ed6f30088f811d679fc1e841c271c;hb=refs%2Fheads%2Frigidbody;hp=2343ad17de10406d14b262ed60f339e85cada7b9;hpb=f5ab30ae4b7250cc128086261b60f0af47f88f11;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_glide.c b/player_glide.c index 2343ad1..af44ea6 100644 --- a/player_glide.c +++ b/player_glide.c @@ -6,6 +6,7 @@ #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, @@ -22,12 +23,14 @@ 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_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} ); @@ -80,12 +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 ); @@ -120,7 +123,7 @@ static void player_glide_update(void){ if( player_glide.ticker ){ player_glide.ticker --; - return; + return 0; } player_glide.ticker += k_glide_pause; @@ -136,12 +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 ); @@ -175,6 +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 ); - 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 ); } @@ -229,6 +257,22 @@ 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_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", @@ -245,6 +289,24 @@ 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){ u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT; @@ -258,6 +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; @@ -314,7 +378,6 @@ 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; @@ -342,7 +405,25 @@ static void player_glide_bind(void){ &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 ); @@ -358,19 +450,8 @@ static void player_glide_transition(void){ player__begin_holdout( (v3f){0,0,0} ); } -static void player_glide_render( camera *cam, world_instance *world, - player_pose *pose ){ - 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 ); - - m4x3f mmdl; - q_m3x3( pose->root_q, mmdl ); - v3_copy( pose->root_co, mmdl[3] ); - +static void render_glider_model( camera *cam, world_instance *world, + m4x3f mmdl, enum board_shader shader ){ u32 current_tex = 0xffffffff; glActiveTexture( GL_TEXTURE0 ); @@ -383,7 +464,17 @@ 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 ); + + 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 ); @@ -404,4 +495,132 @@ static void player_glide_render( camera *cam, world_instance *world, } } +/* + * 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