#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,
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} );
/*
* 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 );
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 ++ ){
}
static void player_glide_update(void){
- if( glider_physics() ){
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ if( glider_physics( steer ) ){
player__dead_transition( k_player_die_type_generic );
localplayer.glider_orphan = 1;
}
skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
- v3_copy( animator->root_co, pose->root_co );
+ /* TODO: again the offset is wrong */
+ v3f temp;
+ q_mulv( pose->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 );
}
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 );
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;
-
- vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
+ 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 );
mdl_keyframe kf_backpack;
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;
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 );
};
enum rb_shape shape;
+ bool is_damage;
}
- parts[3];
+ parts[4];
mdl_context glider;
GLuint *glider_textures;
static player_glide = {
.parts = {
{
- .co = { 1.0f, 1.0f, -1.0f },
+ .co = { 1.0f, 0.5f, -1.0f },
.euler = { VG_TAUf*0.25f, VG_TAUf*0.125f, 0.0f },
.shape = k_rb_shape_capsule,
.inf = { .h = 2.82842712475f, .r = 0.25f },
},
{
- .co = { -1.0f, 1.0f, -1.0f },
+ .co = { -1.0f, 0.5f, -1.0f },
.euler = { VG_TAUf*0.25f, -VG_TAUf*0.125f, 0.0f },
.shape = k_rb_shape_capsule,
.inf = { .h = 2.82842712475f, .r = 0.25f },
},
+ {
+ .co = { 0.0f, 0.5f, 1.0f },
+ .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f },
+ .shape = k_rb_shape_capsule,
+ .inf = { .h = 6.0f, .r = 0.25f },
+ },
+ {
+ .co = { 0.0f, -0.5f, 0.0f },
+ .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f },
+ .shape = k_rb_shape_capsule,
+ .inf = { .h = 2.0f, .r = 0.25f },
+ .is_damage = 1,
+ },
+
+#if 0
{
.co = { 0.0f, 0.0f, 0.0f },
.euler = { 0.0f, 0.0f, 0.0f },
.shape = k_rb_shape_sphere,
.r = 0.5f
}
+#endif
}
};
static void player_glide_post_animate(void);
static void player_glide_im_gui(void);
static void player_glide_bind(void);
-static void player_glide_transition( bool reverse );
-static bool glider_physics(void);
+static void player_glide_transition(void);
+static bool glider_physics( v2f steer );
struct player_subsystem_interface static player_subsystem_glide = {
.pre_update = player_glide_pre_update,