4 #include "player_glide.h"
7 #include "vg/vg_rigidbody.h"
8 #include "scene_rigidbody.h"
9 #include "shaders/model_board_view.h"
11 static f32 k_glide_steer
= 2.0f
,
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
;
20 static i32 k_glide_pause
= 0;
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;
27 player_skate
.state
.activity
= k_skate_activity_air
;
28 player_skate
.state
.activity_prev
= k_skate_activity_air
;
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
);
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
);
40 player__approximate_best_trajectory();
44 static void massless_accel( rigidbody
*rb
, v3f delta
, v3f impulse
){
46 v3_muladds( rb
->v
, impulse
, k_rb_delta
, rb
->v
);
48 /* Angular velocity */
50 v3_cross( delta
, impulse
, wa
);
51 v3_muladds( rb
->w
, wa
, k_rb_delta
, rb
->w
);
54 static void calculate_lift( v3f vl
, f32 aoa_bias
,
55 v3f axis
, v3f back
, f32 power
,
58 v3_cross( back
, axis
, up
);
61 v3_muladds( vl
, axis
, -v3_dot(axis
,vl
), wind
);
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
;
70 v3_cross( wind
, axis
, lift_dir
);
72 /* this is where induced drag (from the flappy things) would go */
74 v3_muls( lift_dir
, L
, out_force
);
77 static void calculate_drag( v3f vl
, f32 cd
, v3f out_force
){
78 f32 v2
= v3_length2( vl
);
82 v3_muls( vl
, -cd
*v2
, out_force
);
86 * Returns true if the bottom sphere is hit
88 static bool glider_physics( v2f steer
){
89 rigidbody
*rb
= &player_glide
.rb
;
93 m3x3_mulv( rb
->to_local
, rb
->v
, vl
);
94 m3x3_mulv( rb
->to_local
, rb
->w
, wl
);
96 v3f F
, Flift
, Fslip
, Fdrag
, FslipW
, FliftW
;
98 calculate_lift( vl
, steer
[1]*k_glide_steer
,
100 (v3f
){0,sinf(k_glide_wing_orient
),cosf(k_glide_wing_orient
)},
102 v3_copy( Flift
, player_glide
.info_lift
);
103 v3_cross( (v3f
){0,0,0}, Flift
, FliftW
);
105 calculate_lift( vl
, 0.0f
,
106 (v3f
){0,1,0},(v3f
){0,0,1},
108 v3_copy( Fslip
, player_glide
.info_slip
);
109 v3_cross( (v3f
){0,k_glide_lift_pitch
,k_glide_slip_yaw
}, Fslip
, FslipW
);
111 calculate_drag( vl
, k_glide_drag
, Fdrag
);
112 v3_copy( Fdrag
, player_glide
.info_drag
);
114 v3f balance
= {0.0f
,-k_glide_balance
,0.0f
};
115 m3x3_mulv( rb
->to_local
, balance
, balance
);
118 steer
[1]*k_glide_steer
- balance
[2],
120 -steer
[0]*k_glide_steer
+ balance
[0],
123 if( player_glide
.ticker
){
124 player_glide
.ticker
--;
127 player_glide
.ticker
+= k_glide_pause
;
130 v3_add( Flift
, Fslip
, F
);
131 v3_add( F
, Fdrag
, F
);
133 m3x3_mulv( rb
->to_world
, F
, F
);
134 v3_muladds( rb
->v
, F
, k_rb_delta
, rb
->v
);
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
);
143 * collisions & constraints
145 world_instance
*world
= world_current_instance();
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
++ ){
155 m4x3_mul( rb
->to_world
, player_glide
.parts
[i
].mdl
, mmdl
);
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
,
163 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
164 vg_line_sphere( mmdl
, player_glide
.parts
[i
].r
, 0 );
167 if( rb_global_has_space() ){
168 rb_ct
*buf
= rb_global_buffer();
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
);
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
);
183 if( player_glide
.parts
[i
].is_damage
&& l
){
187 for( u32 j
=0; j
<l
; j
++ ){
192 rb_contact_count
+= l
;
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
);
201 rb_update_matrices( rb
);
206 static void player_glide_update(void){
208 joystick_state( k_srjoystick_steer
, steer
);
210 if( glider_physics( steer
) ){
211 player__dead_transition( k_player_die_type_generic
);
212 localplayer
.glider_orphan
= 1;
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
);
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
);
230 static void player_glide_pose( void *_animator
, player_pose
*pose
){
231 struct skeleton
*sk
= &localplayer
.skeleton
;
232 struct player_glide_animator
*animator
= _animator
;
234 skeleton_sample_anim( sk
, player_glide
.anim_glide
, 0.0f
, pose
->keyframes
);
236 /* TODO: again the offset is wrong */
238 q_mulv( pose
->root_q
, (v3f
){0,-0.5f
,0}, temp
);
240 v3_add( animator
->root_co
, temp
, pose
->root_co
);
241 v4_copy( animator
->root_q
, pose
->root_q
);
244 static void player_glide_post_animate(void){
245 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
)
246 localplayer
.cam_velocity_influence
= 0.0f
;
248 localplayer
.cam_velocity_influence
= 0.0f
;
251 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, fwd
);
252 v3_angles( fwd
, localplayer
.angles
);
254 localplayer
.cam_dist
= 2.0f
+ v3_length( localplayer
.rb
.v
)*0.2f
;
257 static void player_glide_im_gui(void){
258 player__debugtext( 1, "Nothing here" );
259 player__debugtext( 1, " lift: %.2f %.2f %.2f",
260 player_glide
.info_lift
[0],
261 player_glide
.info_lift
[1],
262 player_glide
.info_lift
[2] );
263 player__debugtext( 1, " slip: %.2f %.2f %.2f",
264 player_glide
.info_slip
[0],
265 player_glide
.info_slip
[1],
266 player_glide
.info_slip
[2] );
267 player__debugtext( 1, " drag: %.2f %.2f %.2f",
268 player_glide
.info_drag
[0],
269 player_glide
.info_drag
[1],
270 player_glide
.info_drag
[2] );
273 static void player_glide_bind(void){
275 u32 mask
= VG_VAR_CHEAT
|VG_VAR_PERSISTENT
;
276 VG_VAR_F32( k_glide_steer
, flags
=mask
);
277 VG_VAR_F32( k_glide_cl
, flags
=mask
);
278 VG_VAR_F32( k_glide_cs
, flags
=mask
);
279 VG_VAR_F32( k_glide_drag
, flags
=mask
);
280 VG_VAR_F32( k_glide_slip_yaw
, flags
=mask
);
281 VG_VAR_F32( k_glide_lift_pitch
, flags
=mask
);
282 VG_VAR_I32( k_glide_pause
, flags
=mask
);
283 VG_VAR_F32( k_glide_balance
, flags
=mask
);
284 VG_VAR_F32( k_glide_wing_orient
, flags
=mask
);
288 k_inertia_scale
= 1.0f
;
292 for( u32 i
=0; i
<vg_list_size(player_glide
.parts
); i
++ ){
293 /* create part transform matrix */
295 q_axis_angle( qp
, (v3f
){1,0,0}, player_glide
.parts
[i
].euler
[0] );
296 q_axis_angle( qy
, (v3f
){0,1,0}, player_glide
.parts
[i
].euler
[1] );
297 q_axis_angle( qr
, (v3f
){0,0,1}, player_glide
.parts
[i
].euler
[2] );
302 q_m3x3( q
, player_glide
.parts
[i
].mdl
);
303 v3_copy( player_glide
.parts
[i
].co
, player_glide
.parts
[i
].mdl
[3] );
305 /* add it to inertia model */
307 if( player_glide
.parts
[i
].shape
== k_rb_shape_capsule
){
308 f32 r
= player_glide
.parts
[i
].inf
.r
,
309 h
= player_glide
.parts
[i
].inf
.h
,
310 pv
= vg_capsule_volume( r
, h
),
316 vg_capsule_inertia( r
, h
, pm
, pI
);
317 vg_rotate_inertia( pI
, player_glide
.parts
[i
].mdl
);
318 vg_translate_inertia( pI
, pm
, player_glide
.parts
[i
].co
);
319 m3x3_add( I
, pI
, I
);
321 else if( player_glide
.parts
[i
].shape
== k_rb_shape_sphere
){
322 f32 r
= player_glide
.parts
[i
].r
,
323 pv
= vg_sphere_volume( r
),
328 vg_sphere_inertia( r
, pm
, pI
);
329 vg_translate_inertia( pI
, pm
, player_glide
.parts
[i
].co
);
330 m3x3_add( I
, pI
, I
);
335 m3x3_inv( I
, player_glide
.rb
.iI
);
336 player_glide
.rb
.inv_mass
= 1.0f
/ mass
;
339 struct skeleton
*sk
= &localplayer
.skeleton
;
340 player_glide
.anim_glide
= skeleton_get_anim( sk
, "glide_pose" );
343 void *alloc
= vg_mem
.rtmemory
;
344 mdl_context
*mdl
= &player_glide
.glider
;
346 mdl_open( mdl
, "models/glider.mdl", alloc
);
347 mdl_load_metadata_block( mdl
, alloc
);
349 vg_linear_clear( vg_mem
.scratch
);
351 u32 count
= mdl_arrcount( &mdl
->textures
);
352 player_glide
.glider_textures
=
353 vg_linear_alloc(alloc
,vg_align8(sizeof(GLuint
)*(count
+1)));
354 player_glide
.glider_textures
[0] = vg
.tex_missing
;
356 mdl_async_load_glmesh( mdl
, &player_glide
.glider_mesh
, NULL
);
358 for( u32 i
=0; i
<count
; i
++ ){
359 vg_linear_clear( vg_mem
.scratch
);
360 player_glide
.glider_textures
[i
+1] = vg
.tex_missing
;
362 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
363 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
364 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
365 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
366 VG_TEX2D_LINEAR
|VG_TEX2D_CLAMP
,
367 &player_glide
.glider_textures
[i
+1] );
373 static void player_glide_transition(void){
374 localplayer
.subsystem
= k_player_subsystem_glide
;
375 localplayer
.have_glider
= 0;
377 v3_copy( localplayer
.rb
.co
, player_glide
.rb
.co
);
379 f32 dir
= v3_dot( localplayer
.rb
.v
, localplayer
.rb
.to_world
[2] );
383 q_axis_angle( qyaw
, (v3f
){0,1,0}, VG_TAUf
*0.5f
);
384 q_mul( qyaw
, localplayer
.rb
.q
, player_glide
.rb
.q
);
385 q_normalize( player_glide
.rb
.q
);
388 v4_copy( localplayer
.rb
.q
, player_glide
.rb
.q
);
390 v3_copy( localplayer
.rb
.v
, player_glide
.rb
.v
);
391 v3_copy( localplayer
.rb
.w
, player_glide
.rb
.w
);
392 rb_update_matrices( &player_glide
.rb
);
394 player__begin_holdout( (v3f
){0,0,0} );
397 static void player_glide_render( camera
*cam
, world_instance
*world
,
399 if( !((localplayer
.subsystem
== k_player_subsystem_glide
) ||
400 localplayer
.have_glider
||
401 localplayer
.glider_orphan
) )
404 shader_model_board_view_use();
405 shader_model_board_view_uTexMain( 0 );
406 shader_model_board_view_uCamera( cam
->transform
[3] );
407 shader_model_board_view_uPv( cam
->mtx
.pv
);
409 shader_model_board_view_uDepthCompare(1);
411 shader_model_board_view_uTexSceneDepth
,
412 shader_model_board_view_uInverseRatioDepth
,
413 shader_model_board_view_uInverseRatioMain
,
416 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
419 if( localplayer
.glider_orphan
){
420 rb_extrapolate( &player_glide
.rb
, kf_res
.co
, kf_res
.q
);
421 v3_fill( kf_res
.s
, 1.0f
);
424 q_mulv( kf_res
.q
, (v3f
){0,-0.5f
,0}, temp
);
425 v3_add( temp
, kf_res
.co
, kf_res
.co
);
429 if( localplayer
.subsystem
== k_player_subsystem_glide
) target
= 1.0f
;
431 vg_slewf( &player_glide
.t
, target
, vg
.time_frame_delta
* 4.0f
);
433 mdl_keyframe kf_backpack
;
435 struct skeleton
*sk
= &localplayer
.skeleton
;
436 m4x3_mulv( localplayer
.final_mtx
[localplayer
.id_chest
],
437 sk
->bones
[localplayer
.id_chest
].co
,
440 v4f qyaw
, qpitch
, qchest
, q
;
441 q_axis_angle( qyaw
, (v3f
){0,1,0}, VG_TAUf
*0.25f
);
442 q_axis_angle( qpitch
, (v3f
){1,0,0}, VG_TAUf
*0.25f
);
443 m3x3_q( localplayer
.final_mtx
[ localplayer
.id_chest
], qchest
);
445 q_mul( qyaw
, qpitch
, q
);
446 q_mul( qchest
, q
, kf_backpack
.q
);
447 q_normalize( kf_backpack
.q
);
450 if( player_glide
.t
<= 0.0f
){
451 f32 st
= player_glide
.t
+ 1.0f
,
452 sst
= vg_smoothstepf(st
),
454 scale
= vg_lerpf( 0.0f
, 0.2f
, sst
);
457 q_axis_angle( qspin
, (v3f
){0,0,1}, VG_TAUf
* isst
* 0.5f
);
458 q_mul( kf_backpack
.q
, qspin
, kf_backpack
.q
);
459 kf_backpack
.co
[1] += isst
* 1.0f
;
460 v3_muladds( kf_backpack
.co
,
461 localplayer
.final_mtx
[ localplayer
.id_chest
][0],
466 scale
= vg_lerpf( 0.2f
, 1.0f
, vg_smoothstepf(player_glide
.t
) );
470 v3_fill( kf_backpack
.s
, scale
);
472 v3_copy( pose
->root_co
, kf_res
.co
);
473 v4_copy( pose
->root_q
, kf_res
.q
);
474 v3_fill( kf_res
.s
, scale
);
476 f32 blend
= vg_smoothstepf( vg_maxf( 0, player_glide
.t
) );
477 keyframe_lerp( &kf_backpack
, &kf_res
, blend
, &kf_res
);
481 q_m3x3( kf_res
.q
, mmdl
);
482 m3x3_scale( mmdl
, kf_res
.s
);
483 v3_copy( kf_res
.co
, mmdl
[3] );
485 u32 current_tex
= 0xffffffff;
486 glActiveTexture( GL_TEXTURE0
);
488 mdl_context
*mdl
= &player_glide
.glider
;
489 mesh_bind( &player_glide
.glider_mesh
);
491 for( u32 i
=0; i
<mdl_arrcount(&mdl
->meshs
); i
++ ){
492 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
495 mdl_transform_m4x3( &mesh
->transform
, mmmdl
);
496 m4x3_mul( mmdl
, mmmdl
, mmmdl
);
498 shader_model_board_view_uMdl( mmmdl
);
500 for( u32 j
=0; j
<mesh
->submesh_count
; j
++ ){
501 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, mesh
->submesh_start
+j
);
502 if( !sm
->material_id
) {
503 vg_error( "Invalid material ID 0\n" );
507 mdl_material
*mat
= mdl_arritm( &mdl
->materials
, sm
->material_id
-1 );
508 if( mat
->tex_diffuse
!= current_tex
){
509 glBindTexture( GL_TEXTURE_2D
,
510 player_glide
.glider_textures
[ mat
->tex_diffuse
] );
511 current_tex
= mat
->tex_diffuse
;
514 mdl_draw_submesh( sm
);
519 #endif /* PLAYER_GLIDE_C */