d67d8ecd61ca291f859b82880d4fee141b0a16d0
[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
26 player_skate.state.activity = k_skate_activity_air;
27 player_skate.state.activity_prev = k_skate_activity_air;
28
29 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
30 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
31 v3_copy( localplayer.rb.v, player_skate.state.cog_v );
32
33 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
34 player__skate_reset_animator();
35 player__skate_clear_mechanics();
36 v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
37
38 player__approximate_best_trajectory();
39 }
40 }
41
42 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
43 /* linear */
44 v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
45
46 /* Angular velocity */
47 v3f wa;
48 v3_cross( delta, impulse, wa );
49 v3_muladds( rb->w, wa, k_rb_delta, rb->w );
50 }
51
52 static void calculate_lift( v3f vl, f32 aoa_bias,
53 v3f axis, v3f back, f32 power,
54 v3f out_force ){
55 v3f up;
56 v3_cross( back, axis, up );
57
58 v3f wind;
59 v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
60
61 f32 windv2 = v3_length2(wind),
62 aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
63 cl = aoa / VG_PIf, /* TODO: make it a curve */
64 L = windv2 * cl * power;
65
66 v3f lift_dir;
67 v3_normalize( wind );
68 v3_cross( wind, axis, lift_dir );
69
70 /* this is where induced drag (from the flappy things) would go */
71
72 v3_muls( lift_dir, L, out_force );
73 }
74
75 static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
76 f32 v2 = v3_length2( vl );
77 v3f dir;
78 v3_copy( vl, dir );
79 v3_normalize( dir );
80 v3_muls( vl, -cd*v2, out_force );
81 }
82
83 static void player_glide_update(void){
84 rigidbody *rb = &player_glide.rb;
85
86 v2f steer;
87 joystick_state( k_srjoystick_steer, steer );
88
89 /* lift */
90 v3f vl, wl;
91 m3x3_mulv( rb->to_local, rb->v, vl );
92 m3x3_mulv( rb->to_local, rb->w, wl );
93
94 v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
95
96 calculate_lift( vl, steer[1]*k_glide_steer,
97 (v3f){1,0,0},
98 (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
99 k_glide_cl, Flift );
100 v3_copy( Flift, player_glide.info_lift );
101 v3_cross( (v3f){0,0,0}, Flift, FliftW );
102
103 calculate_lift( vl, 0.0f,
104 (v3f){0,1,0},(v3f){0,0,1},
105 k_glide_cs, Fslip );
106 v3_copy( Fslip, player_glide.info_slip );
107 v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
108
109 calculate_drag( vl, k_glide_drag, Fdrag );
110 v3_copy( Fdrag, player_glide.info_drag );
111
112 v3f balance = {0.0f,-k_glide_balance,0.0f};
113 m3x3_mulv( rb->to_local, balance, balance );
114
115 v3f Fw = {
116 steer[1]*k_glide_steer - balance[2],
117 0.0f,
118 -steer[0]*k_glide_steer + balance[0],
119 };
120
121 if( player_glide.ticker ){
122 player_glide.ticker --;
123 return;
124 }
125 player_glide.ticker += k_glide_pause;
126
127 /* apply forces */
128 v3_add( Flift, Fslip, F );
129 v3_add( F, Fdrag, F );
130
131 m3x3_mulv( rb->to_world, F, F );
132 v3_muladds( rb->v, F, k_rb_delta, rb->v );
133
134 v3_add( Fw, FslipW, Fw );
135 v3_add( Fw, FliftW, Fw );
136 m3x3_mulv( rb->to_world, Fw, Fw );
137 v3_muladds( rb->w, Fw, k_rb_delta, rb->w );
138
139 /*
140 * collisions & constraints
141 */
142 world_instance *world = world_current_instance();
143 rb_solver_reset();
144
145 rigidbody _null = {0};
146 _null.inv_mass = 0.0f;
147 m3x3_zero( _null.iI );
148 for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
149 m4x3f mmdl;
150 m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
151
152 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
153 vg_line_capsule( mmdl,
154 player_glide.parts[i].inf.r,
155 player_glide.parts[i].inf.h,
156 VG__BLACK );
157 }
158 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
159 vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
160 }
161
162 if( rb_global_has_space() ){
163 rb_ct *buf = rb_global_buffer();
164
165 u32 l = 0;
166
167 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
168 l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
169 NULL, world->geo_bh, buf,
170 k_material_flag_ghosts );
171 }
172 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
173 l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
174 NULL, world->geo_bh, buf,
175 k_material_flag_ghosts );
176 }
177
178 for( u32 j=0; j<l; j ++ ){
179 buf[j].rba = rb;
180 buf[j].rbb = &_null;
181 }
182
183 rb_contact_count += l;
184 }
185 }
186
187 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
188 for( u32 i=0; i<10; i ++ )
189 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
190
191 rb_iter( rb );
192 rb_update_matrices( rb );
193 }
194
195 static void player_glide_post_update(void){
196 v3_copy( player_glide.rb.co, localplayer.rb.co );
197 v4_copy( player_glide.rb.q, localplayer.rb.q );
198 v3_copy( player_glide.rb.v, localplayer.rb.v );
199 v3_copy( player_glide.rb.w, localplayer.rb.w );
200 rb_update_matrices( &localplayer.rb );
201 }
202
203 static void player_glide_animate(void){
204 struct player_glide *g = &player_glide;
205 struct player_glide_animator *animator = &g->animator;
206 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
207 }
208
209 static void player_glide_pose( void *_animator, player_pose *pose ){
210 struct skeleton *sk = &localplayer.skeleton;
211 struct player_glide_animator *animator = _animator;
212
213 skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
214
215 v3_copy( animator->root_co, pose->root_co );
216 v4_copy( animator->root_q, pose->root_q );
217 }
218
219 static void player_glide_post_animate(void){
220 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
221 localplayer.cam_velocity_influence = 0.0f;
222 else
223 localplayer.cam_velocity_influence = 0.0f;
224
225 v3f fwd;
226 v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
227 v3_angles( fwd, localplayer.angles );
228
229 localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
230 }
231
232 static void player_glide_im_gui(void){
233 player__debugtext( 1, "Nothing here" );
234 player__debugtext( 1, " lift: %.2f %.2f %.2f",
235 player_glide.info_lift[0],
236 player_glide.info_lift[1],
237 player_glide.info_lift[2] );
238 player__debugtext( 1, " slip: %.2f %.2f %.2f",
239 player_glide.info_slip[0],
240 player_glide.info_slip[1],
241 player_glide.info_slip[2] );
242 player__debugtext( 1, " drag: %.2f %.2f %.2f",
243 player_glide.info_drag[0],
244 player_glide.info_drag[1],
245 player_glide.info_drag[2] );
246 }
247
248 static void player_glide_bind(void){
249
250 u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
251 VG_VAR_F32( k_glide_steer, flags=mask );
252 VG_VAR_F32( k_glide_cl, flags=mask );
253 VG_VAR_F32( k_glide_cs, flags=mask );
254 VG_VAR_F32( k_glide_drag, flags=mask );
255 VG_VAR_F32( k_glide_slip_yaw, flags=mask );
256 VG_VAR_F32( k_glide_lift_pitch, flags=mask );
257 VG_VAR_I32( k_glide_pause, flags=mask );
258 VG_VAR_F32( k_glide_balance, flags=mask );
259 VG_VAR_F32( k_glide_wing_orient, flags=mask );
260
261 f32 mass = 0.0f,
262 k_density = 8.0f,
263 k_inertia_scale = 1.0f;
264 m3x3f I;
265 m3x3_zero( I );
266
267 for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
268 /* create part transform matrix */
269 v4f qp, qy, qr, q;
270 q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
271 q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
272 q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
273
274 q_mul( qr, qy, q );
275 q_mul( q, qp, q );
276
277 q_m3x3( q, player_glide.parts[i].mdl );
278 v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
279
280 /* add it to inertia model */
281
282 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
283 f32 r = player_glide.parts[i].inf.r,
284 h = player_glide.parts[i].inf.h,
285 pv = vg_capsule_volume( r, h ),
286 pm = pv * k_density;
287
288 mass += pm;
289
290 m3x3f pI;
291 vg_capsule_inertia( r, h, pm, pI );
292 vg_rotate_inertia( pI, player_glide.parts[i].mdl );
293 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
294 m3x3_add( I, pI, I );
295 }
296 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
297 f32 r = player_glide.parts[i].r,
298 pv = vg_sphere_volume( r ),
299 pm = pv * k_density;
300
301 mass += pm;
302 m3x3f pI;
303 vg_sphere_inertia( r, pm, pI );
304 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
305 m3x3_add( I, pI, I );
306 }
307 }
308
309 /* set inverses */
310 m3x3_inv( I, player_glide.rb.iI );
311 player_glide.rb.inv_mass = 1.0f / mass;
312
313 /* resources */
314 struct skeleton *sk = &localplayer.skeleton;
315 player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
316
317
318 void *alloc = vg_mem.rtmemory;
319 mdl_context *mdl = &player_glide.glider;
320
321 mdl_open( mdl, "models/glider.mdl", alloc );
322 mdl_load_metadata_block( mdl, alloc );
323
324 vg_linear_clear( vg_mem.scratch );
325
326 u32 count = mdl_arrcount( &mdl->textures );
327 player_glide.glider_textures =
328 vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
329 player_glide.glider_textures[0] = vg.tex_missing;
330
331 mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
332
333 for( u32 i=0; i<count; i ++ ){
334 vg_linear_clear( vg_mem.scratch );
335 player_glide.glider_textures[i+1] = vg.tex_missing;
336
337 mdl_texture *tex = mdl_arritm( &mdl->textures, i );
338 void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
339 mdl_fread_pack_file( mdl, &tex->file, data );
340 vg_tex2d_load_qoi_async( data, tex->file.pack_size,
341 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
342 &player_glide.glider_textures[i+1] );
343 }
344
345 mdl_close( mdl );
346 }
347
348 static void player_glide_transition(void){
349 localplayer.subsystem = k_player_subsystem_glide;
350 localplayer.have_glider = 0;
351
352 v3_copy( localplayer.rb.co, player_glide.rb.co );
353 v4_copy( localplayer.rb.q, player_glide.rb.q );
354 v3_copy( localplayer.rb.v, player_glide.rb.v );
355 v3_copy( localplayer.rb.w, player_glide.rb.w );
356 rb_update_matrices( &player_glide.rb );
357
358 player__begin_holdout( (v3f){0,0,0} );
359 }
360
361 static void player_glide_render( camera *cam, world_instance *world,
362 player_pose *pose ){
363 if( !((localplayer.subsystem == k_player_subsystem_glide) ||
364 localplayer.have_glider) )
365 return;
366
367 f32 t;
368 if( localplayer.subsystem == k_player_subsystem_glide )
369 t = 1.0f;
370 else
371 t = 0.0f;
372
373 vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
374
375 shader_model_entity_use();
376 shader_model_entity_uTexMain( 0 );
377 shader_model_entity_uCamera( cam->transform[3] );
378 shader_model_entity_uPv( cam->mtx.pv );
379 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
380
381 mdl_keyframe kf_backpack,
382 kf_res;
383
384
385 struct skeleton *sk = &localplayer.skeleton;
386 m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
387 sk->bones[localplayer.id_chest].co,
388 kf_backpack.co );
389
390 v4f qyaw, qpitch, qchest, q;
391 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
392 q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
393 m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
394
395 q_mul( qyaw, qpitch, q );
396 q_mul( qchest, q, kf_backpack.q );
397 q_normalize( kf_backpack.q );
398
399 v3_fill( kf_backpack.s, 0.2f );
400
401 v3_copy( pose->root_co, kf_res.co );
402 v4_copy( pose->root_q, kf_res.q );
403 v3_fill( kf_res.s, 1.0f );
404
405 keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
406 &kf_res );
407
408 m4x3f mmdl;
409 q_m3x3( kf_res.q, mmdl );
410 m3x3_scale( mmdl, kf_res.s );
411 v3_copy( kf_res.co, mmdl[3] );
412
413 u32 current_tex = 0xffffffff;
414 glActiveTexture( GL_TEXTURE0 );
415
416 mdl_context *mdl = &player_glide.glider;
417 mesh_bind( &player_glide.glider_mesh );
418
419 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
420 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
421
422 m4x3f mmmdl;
423 mdl_transform_m4x3( &mesh->transform, mmmdl );
424 m4x3_mul( mmdl, mmmdl, mmmdl );
425 shader_model_entity_uMdl( mmmdl );
426
427 for( u32 j=0; j<mesh->submesh_count; j ++ ){
428 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
429 if( !sm->material_id ) {
430 vg_error( "Invalid material ID 0\n" );
431 continue;
432 }
433
434 mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
435 if( mat->tex_diffuse != current_tex ){
436 glBindTexture( GL_TEXTURE_2D,
437 player_glide.glider_textures[ mat->tex_diffuse ] );
438 current_tex = mat->tex_diffuse;
439 }
440
441 mdl_draw_submesh( sm );
442 }
443 }
444 }
445
446 #endif /* PLAYER_GLIDE_C */