backpack glider
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
index 2343ad17de10406d14b262ed60f339e85cada7b9..d67d8ecd61ca291f859b82880d4fee141b0a16d0 100644 (file)
@@ -360,16 +360,55 @@ static void player_glide_transition(void){
 
 static void player_glide_render( camera *cam, world_instance *world,
                                  player_pose *pose ){
+   if( !((localplayer.subsystem == k_player_subsystem_glide) ||
+          localplayer.have_glider) )
+      return;
+
+   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 );
+
    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 );
 
+   mdl_keyframe kf_backpack,
+                kf_res;
+
+
+   struct skeleton *sk = &localplayer.skeleton;
+   m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
+         sk->bones[localplayer.id_chest].co, 
+         kf_backpack.co );
+
+   v4f qyaw, qpitch, qchest, q;
+   q_axis_angle( qyaw,   (v3f){0,1,0}, VG_TAUf*0.25f );
+   q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
+   m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
+
+   q_mul( qyaw, qpitch, q );
+   q_mul( qchest, q, kf_backpack.q );
+   q_normalize( kf_backpack.q );
+
+   v3_fill( kf_backpack.s, 0.2f );
+
+   v3_copy( pose->root_co, kf_res.co );
+   v4_copy( pose->root_q, kf_res.q );
+   v3_fill( kf_res.s, 1.0f );
+
+   keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
+                  &kf_res );
+   
    m4x3f mmdl;
-   q_m3x3( pose->root_q, mmdl );
-   v3_copy( pose->root_co, mmdl[3] );
+   q_m3x3( kf_res.q, mmdl );
+   m3x3_scale( mmdl, kf_res.s );
+   v3_copy( kf_res.co, mmdl[3] );
 
    u32 current_tex = 0xffffffff;
    glActiveTexture( GL_TEXTURE0 );