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} );
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(void){
rigidbody *rb = &player_glide.rb;
v2f steer;
if( player_glide.ticker ){
player_glide.ticker --;
- return;
+ return 0;
}
player_glide.ticker += k_glide_pause;
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 );
l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
NULL, world->geo_bh, buf,
k_material_flag_ghosts );
+
+ if( l )
+ bottom_hit = 1;
}
for( u32 j=0; j<l; j ++ ){
rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
for( u32 i=0; i<10; i ++ )
rb_solve_contacts( rb_contact_buffer, rb_contact_count );
-
+
rb_iter( rb );
rb_update_matrices( rb );
+
+ return bottom_hit;
+}
+
+static void player_glide_update(void){
+ if( glider_physics() ){
+ player__dead_transition( k_player_die_type_generic );
+ localplayer.glider_orphan = 1;
+ }
}
static void player_glide_post_update(void){
static void player_glide_render( camera *cam, world_instance *world,
player_pose *pose ){
if( !((localplayer.subsystem == k_player_subsystem_glide) ||
- localplayer.have_glider) )
+ localplayer.have_glider ||
+ localplayer.glider_orphan) )
return;
- f32 t;
- if( localplayer.subsystem == k_player_subsystem_glide )
- t = 1.0f;
- else
- t = 0.0f;
-
- vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
-
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 );
- mdl_keyframe kf_backpack,
- kf_res;
+ 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 );
+ }
+ else {
+ f32 t;
+ if( localplayer.subsystem == k_player_subsystem_glide )
+ t = 1.0f;
+ else
+ t = 0.0f;
+ vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
- struct skeleton *sk = &localplayer.skeleton;
- m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
- sk->bones[localplayer.id_chest].co,
- kf_backpack.co );
+ mdl_keyframe kf_backpack;
- 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 );
+ struct skeleton *sk = &localplayer.skeleton;
+ m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
+ sk->bones[localplayer.id_chest].co,
+ kf_backpack.co );
- q_mul( qyaw, qpitch, q );
- q_mul( qchest, q, kf_backpack.q );
- q_normalize( kf_backpack.q );
+ 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 );
- v3_fill( kf_backpack.s, 0.2f );
+ q_mul( qyaw, qpitch, q );
+ q_mul( qchest, q, kf_backpack.q );
+ q_normalize( kf_backpack.q );
- 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_backpack.s, 0.2f );
- keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
- &kf_res );
-
+ v3_copy( pose->root_co, kf_res.co );
+ v4_copy( pose->root_q, kf_res.q );
+ v3_fill( kf_res.s, 1.0f );
+
+ keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
+ &kf_res );
+ }
+
m4x3f mmdl;
q_m3x3( kf_res.q, mmdl );
m3x3_scale( mmdl, kf_res.s );