add command for spawning glider
[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_board_view.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,
32 player_skate.state.cog );
33 v3_copy( localplayer.rb.v, player_skate.state.cog_v );
34
35 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
36 player__skate_reset_animator();
37 player__skate_clear_mechanics();
38 v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
39
40 player__approximate_best_trajectory();
41 }
42 }
43
44 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
45 /* linear */
46 v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
47
48 /* Angular velocity */
49 v3f wa;
50 v3_cross( delta, impulse, wa );
51 v3_muladds( rb->w, wa, k_rb_delta, rb->w );
52 }
53
54 static void calculate_lift( v3f vl, f32 aoa_bias,
55 v3f axis, v3f back, f32 power,
56 v3f out_force ){
57 v3f up;
58 v3_cross( back, axis, up );
59
60 v3f wind;
61 v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
62
63 f32 windv2 = v3_length2(wind),
64 aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
65 cl = aoa / VG_PIf, /* TODO: make it a curve */
66 L = windv2 * cl * power;
67
68 v3f lift_dir;
69 v3_normalize( wind );
70 v3_cross( wind, axis, lift_dir );
71
72 /* this is where induced drag (from the flappy things) would go */
73
74 v3_muls( lift_dir, L, out_force );
75 }
76
77 static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
78 f32 v2 = v3_length2( vl );
79 v3f dir;
80 v3_copy( vl, dir );
81 v3_normalize( dir );
82 v3_muls( vl, -cd*v2, out_force );
83 }
84
85 /*
86 * Returns true if the bottom sphere is hit
87 */
88 static bool glider_physics( v2f steer ){
89 rigidbody *rb = &player_glide.rb;
90
91 /* lift */
92 v3f vl, wl;
93 m3x3_mulv( rb->to_local, rb->v, vl );
94 m3x3_mulv( rb->to_local, rb->w, wl );
95
96 v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
97
98 calculate_lift( vl, steer[1]*k_glide_steer,
99 (v3f){1,0,0},
100 (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
101 k_glide_cl, Flift );
102 v3_copy( Flift, player_glide.info_lift );
103 v3_cross( (v3f){0,0,0}, Flift, FliftW );
104
105 calculate_lift( vl, 0.0f,
106 (v3f){0,1,0},(v3f){0,0,1},
107 k_glide_cs, Fslip );
108 v3_copy( Fslip, player_glide.info_slip );
109 v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
110
111 calculate_drag( vl, k_glide_drag, Fdrag );
112 v3_copy( Fdrag, player_glide.info_drag );
113
114 v3f balance = {0.0f,-k_glide_balance,0.0f};
115 m3x3_mulv( rb->to_local, balance, balance );
116
117 v3f Fw = {
118 steer[1]*k_glide_steer - balance[2],
119 0.0f,
120 -steer[0]*k_glide_steer + balance[0],
121 };
122
123 if( player_glide.ticker ){
124 player_glide.ticker --;
125 return 0;
126 }
127 player_glide.ticker += k_glide_pause;
128
129 /* apply forces */
130 v3_add( Flift, Fslip, F );
131 v3_add( F, Fdrag, F );
132
133 m3x3_mulv( rb->to_world, F, F );
134 v3_muladds( rb->v, F, k_rb_delta, rb->v );
135
136 v3_add( Fw, FslipW, Fw );
137 v3_add( Fw, FliftW, Fw );
138 m3x3_mulv( rb->to_world, Fw, Fw );
139 v3_muladds( rb->w, Fw, k_rb_delta, rb->w );
140
141
142 /*
143 * collisions & constraints
144 */
145 world_instance *world = world_current_instance();
146 rb_solver_reset();
147
148 bool bottom_hit = 0;
149
150 rigidbody _null = {0};
151 _null.inv_mass = 0.0f;
152 m3x3_zero( _null.iI );
153 for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
154 m4x3f mmdl;
155 m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
156
157 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
158 vg_line_capsule( mmdl,
159 player_glide.parts[i].inf.r,
160 player_glide.parts[i].inf.h,
161 VG__BLACK );
162 }
163 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
164 vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
165 }
166
167 if( rb_global_has_space() ){
168 rb_ct *buf = rb_global_buffer();
169
170 u32 l = 0;
171
172 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
173 l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
174 NULL, world->geo_bh, buf,
175 k_material_flag_ghosts );
176 }
177 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
178 l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
179 NULL, world->geo_bh, buf,
180 k_material_flag_ghosts );
181 }
182
183 if( player_glide.parts[i].is_damage && l ){
184 bottom_hit = 1;
185 }
186
187 for( u32 j=0; j<l; j ++ ){
188 buf[j].rba = rb;
189 buf[j].rbb = &_null;
190 }
191
192 rb_contact_count += l;
193 }
194 }
195
196 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
197 for( u32 i=0; i<10; i ++ )
198 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
199
200 rb_iter( rb );
201 rb_update_matrices( rb );
202
203 return bottom_hit;
204 }
205
206 static void player_glide_update(void){
207 v2f steer;
208 joystick_state( k_srjoystick_steer, steer );
209
210 if( glider_physics( steer ) ){
211 player__dead_transition( k_player_die_type_generic );
212 localplayer.glider_orphan = 1;
213 }
214 }
215
216 static void player_glide_post_update(void){
217 v3_copy( player_glide.rb.co, localplayer.rb.co );
218 v4_copy( player_glide.rb.q, localplayer.rb.q );
219 v3_copy( player_glide.rb.v, localplayer.rb.v );
220 v3_copy( player_glide.rb.w, localplayer.rb.w );
221 rb_update_matrices( &localplayer.rb );
222 }
223
224 static void player_glide_animate(void){
225 struct player_glide *g = &player_glide;
226 struct player_glide_animator *animator = &g->animator;
227 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
228 }
229
230 static void player_glide_pose( void *_animator, player_pose *pose ){
231 struct skeleton *sk = &localplayer.skeleton;
232 struct player_glide_animator *animator = _animator;
233 pose->type = k_player_pose_type_ik;
234 pose->board.lean = 0.0f;
235
236 skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
237
238 v3f temp;
239 q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
240 v3_add( animator->root_co, temp, pose->root_co );
241
242 v4_copy( animator->root_q, pose->root_q );
243 }
244
245 static void player_glide_post_animate(void){
246 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
247 localplayer.cam_velocity_influence = 0.0f;
248 else
249 localplayer.cam_velocity_influence = 0.0f;
250
251 v3f fwd;
252 v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
253 v3_angles( fwd, localplayer.angles );
254
255 localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
256 }
257
258 static void player_glide_im_gui(void){
259 player__debugtext( 1, "Nothing here" );
260 player__debugtext( 1, " lift: %.2f %.2f %.2f",
261 player_glide.info_lift[0],
262 player_glide.info_lift[1],
263 player_glide.info_lift[2] );
264 player__debugtext( 1, " slip: %.2f %.2f %.2f",
265 player_glide.info_slip[0],
266 player_glide.info_slip[1],
267 player_glide.info_slip[2] );
268 player__debugtext( 1, " drag: %.2f %.2f %.2f",
269 player_glide.info_drag[0],
270 player_glide.info_drag[1],
271 player_glide.info_drag[2] );
272 }
273
274 static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
275 localplayer.have_glider = 1;
276 localplayer.glider_orphan = 0;
277 player_glide.t = -1.0f;
278 return 0;
279 }
280
281 static void player_glide_bind(void){
282
283 u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
284 VG_VAR_F32( k_glide_steer, flags=mask );
285 VG_VAR_F32( k_glide_cl, flags=mask );
286 VG_VAR_F32( k_glide_cs, flags=mask );
287 VG_VAR_F32( k_glide_drag, flags=mask );
288 VG_VAR_F32( k_glide_slip_yaw, flags=mask );
289 VG_VAR_F32( k_glide_lift_pitch, flags=mask );
290 VG_VAR_I32( k_glide_pause, flags=mask );
291 VG_VAR_F32( k_glide_balance, flags=mask );
292 VG_VAR_F32( k_glide_wing_orient, flags=mask );
293
294 vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL );
295
296 f32 mass = 0.0f,
297 k_density = 8.0f,
298 k_inertia_scale = 1.0f;
299 m3x3f I;
300 m3x3_zero( I );
301
302 for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
303 /* create part transform matrix */
304 v4f qp, qy, qr, q;
305 q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
306 q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
307 q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
308
309 q_mul( qr, qy, q );
310 q_mul( q, qp, q );
311
312 q_m3x3( q, player_glide.parts[i].mdl );
313 v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
314
315 /* add it to inertia model */
316
317 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
318 f32 r = player_glide.parts[i].inf.r,
319 h = player_glide.parts[i].inf.h,
320 pv = vg_capsule_volume( r, h ),
321 pm = pv * k_density;
322
323 mass += pm;
324
325 m3x3f pI;
326 vg_capsule_inertia( r, h, pm, pI );
327 vg_rotate_inertia( pI, player_glide.parts[i].mdl );
328 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
329 m3x3_add( I, pI, I );
330 }
331 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
332 f32 r = player_glide.parts[i].r,
333 pv = vg_sphere_volume( r ),
334 pm = pv * k_density;
335
336 mass += pm;
337 m3x3f pI;
338 vg_sphere_inertia( r, pm, pI );
339 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
340 m3x3_add( I, pI, I );
341 }
342 }
343
344 /* set inverses */
345 m3x3_inv( I, player_glide.rb.iI );
346 player_glide.rb.inv_mass = 1.0f / mass;
347
348 /* resources */
349 struct skeleton *sk = &localplayer.skeleton;
350 player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
351
352 void *alloc = vg_mem.rtmemory;
353 mdl_context *mdl = &player_glide.glider;
354
355 mdl_open( mdl, "models/glider.mdl", alloc );
356 mdl_load_metadata_block( mdl, alloc );
357
358 vg_linear_clear( vg_mem.scratch );
359
360 u32 count = mdl_arrcount( &mdl->textures );
361 player_glide.glider_textures =
362 vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
363 player_glide.glider_textures[0] = vg.tex_missing;
364
365 mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
366
367 for( u32 i=0; i<count; i ++ ){
368 vg_linear_clear( vg_mem.scratch );
369 player_glide.glider_textures[i+1] = vg.tex_missing;
370
371 mdl_texture *tex = mdl_arritm( &mdl->textures, i );
372 void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
373 mdl_fread_pack_file( mdl, &tex->file, data );
374 vg_tex2d_load_qoi_async( data, tex->file.pack_size,
375 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
376 &player_glide.glider_textures[i+1] );
377 }
378
379 mdl_close( mdl );
380 }
381
382 static void player_glide_transition(void){
383 localplayer.subsystem = k_player_subsystem_glide;
384 localplayer.have_glider = 0;
385
386 v3_copy( localplayer.rb.co, player_glide.rb.co );
387
388 f32 dir = v3_dot( localplayer.rb.v, localplayer.rb.to_world[2] );
389
390 if( dir > 0.0f ){
391 v4f qyaw;
392 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.5f );
393 q_mul( qyaw, localplayer.rb.q, player_glide.rb.q );
394 q_normalize( player_glide.rb.q );
395 }
396 else
397 v4_copy( localplayer.rb.q, player_glide.rb.q );
398
399 v3_copy( localplayer.rb.v, player_glide.rb.v );
400 v3_copy( localplayer.rb.w, player_glide.rb.w );
401 rb_update_matrices( &player_glide.rb );
402
403 player__begin_holdout( (v3f){0,0,0} );
404 }
405
406 /*
407 * TODO: more flexible way to call
408 * - this depends on the current state, but we need to pass a struct in
409 * that can hold that information instead so we can save it into
410 * the replay
411 */
412 static void player_glide_render( camera *cam, world_instance *world,
413 player_pose *pose ){
414 if( !((localplayer.subsystem == k_player_subsystem_glide) ||
415 (localplayer.observing_system == k_player_subsystem_glide) ||
416 localplayer.have_glider ||
417 localplayer.glider_orphan) )
418 return;
419
420 shader_model_board_view_use();
421 shader_model_board_view_uTexMain( 0 );
422 shader_model_board_view_uCamera( cam->transform[3] );
423 shader_model_board_view_uPv( cam->mtx.pv );
424
425 shader_model_board_view_uDepthCompare(1);
426 depth_compare_bind(
427 shader_model_board_view_uTexSceneDepth,
428 shader_model_board_view_uInverseRatioDepth,
429 shader_model_board_view_uInverseRatioMain,
430 cam );
431
432 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
433
434 mdl_keyframe kf_res;
435 if( localplayer.glider_orphan ){
436 rb_extrapolate( &player_glide.rb, kf_res.co, kf_res.q );
437 v3_fill( kf_res.s, 1.0f );
438
439 v3f temp;
440 q_mulv( kf_res.q, (v3f){0,-0.5f,0}, temp );
441 v3_add( temp, kf_res.co, kf_res.co );
442 }
443 else {
444 f32 target;
445 if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
446 else target = 0.0f;
447
448 /* TODO: TEMP */
449 if( skaterift.activity != k_skaterift_replay )
450 vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
451
452 mdl_keyframe kf_backpack;
453
454 struct skeleton *sk = &localplayer.skeleton;
455 m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
456 sk->bones[localplayer.id_chest].co,
457 kf_backpack.co );
458
459 v4f qyaw, qpitch, qchest, q;
460 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
461 q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
462 m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
463
464 q_mul( qyaw, qpitch, q );
465 q_mul( qchest, q, kf_backpack.q );
466 q_normalize( kf_backpack.q );
467
468 f32 scale;
469 if( player_glide.t <= 0.0f ){
470 f32 st = player_glide.t + 1.0f,
471 sst = vg_smoothstepf(st),
472 isst= 1.0f - sst;
473 scale = vg_lerpf( 0.0f, 0.2f, sst );
474
475 v4f qspin;
476 q_axis_angle( qspin, (v3f){0,0,1}, VG_TAUf * isst * 0.5f );
477 q_mul( kf_backpack.q, qspin, kf_backpack.q );
478 kf_backpack.co[1] += isst * 1.0f;
479 v3_muladds( kf_backpack.co,
480 localplayer.final_mtx[ localplayer.id_chest ][0],
481 isst * 0.25f,
482 kf_backpack.co );
483 }
484 else{
485 scale = vg_lerpf( 0.2f, 1.0f, vg_smoothstepf(player_glide.t) );
486 }
487
488
489 v3_fill( kf_backpack.s, scale );
490
491 v3_copy( pose->root_co, kf_res.co );
492 v4_copy( pose->root_q, kf_res.q );
493 v3_fill( kf_res.s, scale );
494
495 f32 blend = vg_smoothstepf( vg_maxf( 0, player_glide.t ) );
496 keyframe_lerp( &kf_backpack, &kf_res, blend, &kf_res );
497 }
498
499 m4x3f mmdl;
500 q_m3x3( kf_res.q, mmdl );
501 m3x3_scale( mmdl, kf_res.s );
502 v3_copy( kf_res.co, mmdl[3] );
503
504 u32 current_tex = 0xffffffff;
505 glActiveTexture( GL_TEXTURE0 );
506
507 mdl_context *mdl = &player_glide.glider;
508 mesh_bind( &player_glide.glider_mesh );
509
510 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
511 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
512
513 m4x3f mmmdl;
514 mdl_transform_m4x3( &mesh->transform, mmmdl );
515 m4x3_mul( mmdl, mmmdl, mmmdl );
516
517 shader_model_board_view_uMdl( mmmdl );
518
519 for( u32 j=0; j<mesh->submesh_count; j ++ ){
520 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
521 if( !sm->material_id ) {
522 vg_error( "Invalid material ID 0\n" );
523 continue;
524 }
525
526 mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
527 if( mat->tex_diffuse != current_tex ){
528 glBindTexture( GL_TEXTURE_2D,
529 player_glide.glider_textures[ mat->tex_diffuse ] );
530 current_tex = mat->tex_diffuse;
531 }
532
533 mdl_draw_submesh( sm );
534 }
535 }
536 }
537
538 #endif /* PLAYER_GLIDE_C */