1b21191f85999785deed8d3d28ec6d88dde2d0f9
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
1 #ifndef PLAYER_GLIDE_C
2 #define PLAYER_GLIDE_C
3
4 #include "player_glide.h"
5 #include "input.h"
6
7 #include "vg/vg_rigidbody.h"
8 #include "scene_rigidbody.h"
9 #include "shaders/model_entity.h"
10
11 static f32 k_glide_steer = 2.0f,
12 k_glide_cl = 0.04f,
13 k_glide_cs = 0.02f,
14 k_glide_drag = 0.0001f,
15 k_glide_slip_yaw = 0.1f,
16 k_glide_lift_pitch = 0.0f,
17 k_glide_wing_orient = -0.1f,
18 k_glide_balance = 1.0f;
19
20 static i32 k_glide_pause = 0;
21
22 static void player_glide_pre_update(void){
23 if( button_down(k_srbind_use) ){
24 localplayer.subsystem = k_player_subsystem_skate;
25 localplayer.glider_orphan = 1;
26
27 player_skate.state.activity = k_skate_activity_air;
28 player_skate.state.activity_prev = k_skate_activity_air;
29
30 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
31 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog);
32 v3_copy( localplayer.rb.v, player_skate.state.cog_v );
33
34 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
35 player__skate_reset_animator();
36 player__skate_clear_mechanics();
37 v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
38
39 player__approximate_best_trajectory();
40 }
41 }
42
43 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
44 /* linear */
45 v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
46
47 /* Angular velocity */
48 v3f wa;
49 v3_cross( delta, impulse, wa );
50 v3_muladds( rb->w, wa, k_rb_delta, rb->w );
51 }
52
53 static void calculate_lift( v3f vl, f32 aoa_bias,
54 v3f axis, v3f back, f32 power,
55 v3f out_force ){
56 v3f up;
57 v3_cross( back, axis, up );
58
59 v3f wind;
60 v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
61
62 f32 windv2 = v3_length2(wind),
63 aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
64 cl = aoa / VG_PIf, /* TODO: make it a curve */
65 L = windv2 * cl * power;
66
67 v3f lift_dir;
68 v3_normalize( wind );
69 v3_cross( wind, axis, lift_dir );
70
71 /* this is where induced drag (from the flappy things) would go */
72
73 v3_muls( lift_dir, L, out_force );
74 }
75
76 static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
77 f32 v2 = v3_length2( vl );
78 v3f dir;
79 v3_copy( vl, dir );
80 v3_normalize( dir );
81 v3_muls( vl, -cd*v2, out_force );
82 }
83
84 /*
85 * Returns true if the bottom sphere is hit
86 */
87 static bool glider_physics(void){
88 rigidbody *rb = &player_glide.rb;
89
90 v2f steer;
91 joystick_state( k_srjoystick_steer, steer );
92
93 /* lift */
94 v3f vl, wl;
95 m3x3_mulv( rb->to_local, rb->v, vl );
96 m3x3_mulv( rb->to_local, rb->w, wl );
97
98 v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
99
100 calculate_lift( vl, steer[1]*k_glide_steer,
101 (v3f){1,0,0},
102 (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
103 k_glide_cl, Flift );
104 v3_copy( Flift, player_glide.info_lift );
105 v3_cross( (v3f){0,0,0}, Flift, FliftW );
106
107 calculate_lift( vl, 0.0f,
108 (v3f){0,1,0},(v3f){0,0,1},
109 k_glide_cs, Fslip );
110 v3_copy( Fslip, player_glide.info_slip );
111 v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
112
113 calculate_drag( vl, k_glide_drag, Fdrag );
114 v3_copy( Fdrag, player_glide.info_drag );
115
116 v3f balance = {0.0f,-k_glide_balance,0.0f};
117 m3x3_mulv( rb->to_local, balance, balance );
118
119 v3f Fw = {
120 steer[1]*k_glide_steer - balance[2],
121 0.0f,
122 -steer[0]*k_glide_steer + balance[0],
123 };
124
125 if( player_glide.ticker ){
126 player_glide.ticker --;
127 return 0;
128 }
129 player_glide.ticker += k_glide_pause;
130
131 /* apply forces */
132 v3_add( Flift, Fslip, F );
133 v3_add( F, Fdrag, F );
134
135 m3x3_mulv( rb->to_world, F, F );
136 v3_muladds( rb->v, F, k_rb_delta, rb->v );
137
138 v3_add( Fw, FslipW, Fw );
139 v3_add( Fw, FliftW, Fw );
140 m3x3_mulv( rb->to_world, Fw, Fw );
141 v3_muladds( rb->w, Fw, k_rb_delta, rb->w );
142
143
144 /*
145 * collisions & constraints
146 */
147 world_instance *world = world_current_instance();
148 rb_solver_reset();
149
150 bool bottom_hit = 0;
151
152 rigidbody _null = {0};
153 _null.inv_mass = 0.0f;
154 m3x3_zero( _null.iI );
155 for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
156 m4x3f mmdl;
157 m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
158
159 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
160 vg_line_capsule( mmdl,
161 player_glide.parts[i].inf.r,
162 player_glide.parts[i].inf.h,
163 VG__BLACK );
164 }
165 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
166 vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
167 }
168
169 if( rb_global_has_space() ){
170 rb_ct *buf = rb_global_buffer();
171
172 u32 l = 0;
173
174 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
175 l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
176 NULL, world->geo_bh, buf,
177 k_material_flag_ghosts );
178 }
179 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
180 l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
181 NULL, world->geo_bh, buf,
182 k_material_flag_ghosts );
183
184 if( l )
185 bottom_hit = 1;
186 }
187
188 for( u32 j=0; j<l; j ++ ){
189 buf[j].rba = rb;
190 buf[j].rbb = &_null;
191 }
192
193 rb_contact_count += l;
194 }
195 }
196
197 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
198 for( u32 i=0; i<10; i ++ )
199 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
200
201 rb_iter( rb );
202 rb_update_matrices( rb );
203
204 return bottom_hit;
205 }
206
207 static void player_glide_update(void){
208 if( glider_physics() ){
209 player__dead_transition( k_player_die_type_generic );
210 localplayer.glider_orphan = 1;
211 }
212 }
213
214 static void player_glide_post_update(void){
215 v3_copy( player_glide.rb.co, localplayer.rb.co );
216 v4_copy( player_glide.rb.q, localplayer.rb.q );
217 v3_copy( player_glide.rb.v, localplayer.rb.v );
218 v3_copy( player_glide.rb.w, localplayer.rb.w );
219 rb_update_matrices( &localplayer.rb );
220 }
221
222 static void player_glide_animate(void){
223 struct player_glide *g = &player_glide;
224 struct player_glide_animator *animator = &g->animator;
225 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
226 }
227
228 static void player_glide_pose( void *_animator, player_pose *pose ){
229 struct skeleton *sk = &localplayer.skeleton;
230 struct player_glide_animator *animator = _animator;
231
232 skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
233
234 v3_copy( animator->root_co, pose->root_co );
235 v4_copy( animator->root_q, pose->root_q );
236 }
237
238 static void player_glide_post_animate(void){
239 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
240 localplayer.cam_velocity_influence = 0.0f;
241 else
242 localplayer.cam_velocity_influence = 0.0f;
243
244 v3f fwd;
245 v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
246 v3_angles( fwd, localplayer.angles );
247
248 localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
249 }
250
251 static void player_glide_im_gui(void){
252 player__debugtext( 1, "Nothing here" );
253 player__debugtext( 1, " lift: %.2f %.2f %.2f",
254 player_glide.info_lift[0],
255 player_glide.info_lift[1],
256 player_glide.info_lift[2] );
257 player__debugtext( 1, " slip: %.2f %.2f %.2f",
258 player_glide.info_slip[0],
259 player_glide.info_slip[1],
260 player_glide.info_slip[2] );
261 player__debugtext( 1, " drag: %.2f %.2f %.2f",
262 player_glide.info_drag[0],
263 player_glide.info_drag[1],
264 player_glide.info_drag[2] );
265 }
266
267 static void player_glide_bind(void){
268
269 u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
270 VG_VAR_F32( k_glide_steer, flags=mask );
271 VG_VAR_F32( k_glide_cl, flags=mask );
272 VG_VAR_F32( k_glide_cs, flags=mask );
273 VG_VAR_F32( k_glide_drag, flags=mask );
274 VG_VAR_F32( k_glide_slip_yaw, flags=mask );
275 VG_VAR_F32( k_glide_lift_pitch, flags=mask );
276 VG_VAR_I32( k_glide_pause, flags=mask );
277 VG_VAR_F32( k_glide_balance, flags=mask );
278 VG_VAR_F32( k_glide_wing_orient, flags=mask );
279
280 f32 mass = 0.0f,
281 k_density = 8.0f,
282 k_inertia_scale = 1.0f;
283 m3x3f I;
284 m3x3_zero( I );
285
286 for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
287 /* create part transform matrix */
288 v4f qp, qy, qr, q;
289 q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
290 q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
291 q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
292
293 q_mul( qr, qy, q );
294 q_mul( q, qp, q );
295
296 q_m3x3( q, player_glide.parts[i].mdl );
297 v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
298
299 /* add it to inertia model */
300
301 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
302 f32 r = player_glide.parts[i].inf.r,
303 h = player_glide.parts[i].inf.h,
304 pv = vg_capsule_volume( r, h ),
305 pm = pv * k_density;
306
307 mass += pm;
308
309 m3x3f pI;
310 vg_capsule_inertia( r, h, pm, pI );
311 vg_rotate_inertia( pI, player_glide.parts[i].mdl );
312 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
313 m3x3_add( I, pI, I );
314 }
315 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
316 f32 r = player_glide.parts[i].r,
317 pv = vg_sphere_volume( r ),
318 pm = pv * k_density;
319
320 mass += pm;
321 m3x3f pI;
322 vg_sphere_inertia( r, pm, pI );
323 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
324 m3x3_add( I, pI, I );
325 }
326 }
327
328 /* set inverses */
329 m3x3_inv( I, player_glide.rb.iI );
330 player_glide.rb.inv_mass = 1.0f / mass;
331
332 /* resources */
333 struct skeleton *sk = &localplayer.skeleton;
334 player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
335
336
337 void *alloc = vg_mem.rtmemory;
338 mdl_context *mdl = &player_glide.glider;
339
340 mdl_open( mdl, "models/glider.mdl", alloc );
341 mdl_load_metadata_block( mdl, alloc );
342
343 vg_linear_clear( vg_mem.scratch );
344
345 u32 count = mdl_arrcount( &mdl->textures );
346 player_glide.glider_textures =
347 vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
348 player_glide.glider_textures[0] = vg.tex_missing;
349
350 mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
351
352 for( u32 i=0; i<count; i ++ ){
353 vg_linear_clear( vg_mem.scratch );
354 player_glide.glider_textures[i+1] = vg.tex_missing;
355
356 mdl_texture *tex = mdl_arritm( &mdl->textures, i );
357 void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
358 mdl_fread_pack_file( mdl, &tex->file, data );
359 vg_tex2d_load_qoi_async( data, tex->file.pack_size,
360 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
361 &player_glide.glider_textures[i+1] );
362 }
363
364 mdl_close( mdl );
365 }
366
367 static void player_glide_transition(void){
368 localplayer.subsystem = k_player_subsystem_glide;
369 localplayer.have_glider = 0;
370
371 v3_copy( localplayer.rb.co, player_glide.rb.co );
372 v4_copy( localplayer.rb.q, player_glide.rb.q );
373 v3_copy( localplayer.rb.v, player_glide.rb.v );
374 v3_copy( localplayer.rb.w, player_glide.rb.w );
375 rb_update_matrices( &player_glide.rb );
376
377 player__begin_holdout( (v3f){0,0,0} );
378 }
379
380 static void player_glide_render( camera *cam, world_instance *world,
381 player_pose *pose ){
382 if( !((localplayer.subsystem == k_player_subsystem_glide) ||
383 localplayer.have_glider ||
384 localplayer.glider_orphan) )
385 return;
386
387 shader_model_entity_use();
388 shader_model_entity_uTexMain( 0 );
389 shader_model_entity_uCamera( cam->transform[3] );
390 shader_model_entity_uPv( cam->mtx.pv );
391 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
392
393 mdl_keyframe kf_res;
394 if( localplayer.glider_orphan ){
395 rb_extrapolate( &player_glide.rb, kf_res.co, kf_res.q );
396 v3_fill( kf_res.s, 1.0f );
397 }
398 else {
399 f32 t;
400 if( localplayer.subsystem == k_player_subsystem_glide )
401 t = 1.0f;
402 else
403 t = 0.0f;
404
405 vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
406
407 mdl_keyframe kf_backpack;
408
409 struct skeleton *sk = &localplayer.skeleton;
410 m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
411 sk->bones[localplayer.id_chest].co,
412 kf_backpack.co );
413
414 v4f qyaw, qpitch, qchest, q;
415 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
416 q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
417 m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
418
419 q_mul( qyaw, qpitch, q );
420 q_mul( qchest, q, kf_backpack.q );
421 q_normalize( kf_backpack.q );
422
423 v3_fill( kf_backpack.s, 0.2f );
424
425 v3_copy( pose->root_co, kf_res.co );
426 v4_copy( pose->root_q, kf_res.q );
427 v3_fill( kf_res.s, 1.0f );
428
429 keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
430 &kf_res );
431 }
432
433 m4x3f mmdl;
434 q_m3x3( kf_res.q, mmdl );
435 m3x3_scale( mmdl, kf_res.s );
436 v3_copy( kf_res.co, mmdl[3] );
437
438 u32 current_tex = 0xffffffff;
439 glActiveTexture( GL_TEXTURE0 );
440
441 mdl_context *mdl = &player_glide.glider;
442 mesh_bind( &player_glide.glider_mesh );
443
444 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
445 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
446
447 m4x3f mmmdl;
448 mdl_transform_m4x3( &mesh->transform, mmmdl );
449 m4x3_mul( mmdl, mmmdl, mmmdl );
450 shader_model_entity_uMdl( mmmdl );
451
452 for( u32 j=0; j<mesh->submesh_count; j ++ ){
453 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
454 if( !sm->material_id ) {
455 vg_error( "Invalid material ID 0\n" );
456 continue;
457 }
458
459 mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
460 if( mat->tex_diffuse != current_tex ){
461 glBindTexture( GL_TEXTURE_2D,
462 player_glide.glider_textures[ mat->tex_diffuse ] );
463 current_tex = mat->tex_diffuse;
464 }
465
466 mdl_draw_submesh( sm );
467 }
468 }
469 }
470
471 #endif /* PLAYER_GLIDE_C */