backpack glider
authorhgn <hgodden00@gmail.com>
Sun, 28 Jan 2024 18:56:28 +0000 (18:56 +0000)
committerhgn <hgodden00@gmail.com>
Sun, 28 Jan 2024 18:56:28 +0000 (18:56 +0000)
player.h
player_glide.c
player_glide.h
player_render.c

index 3ae9df1bd625e01d69fd33089364bc4e788688e6..97c8292353555b6757de1b1e3c79e5ad975a28e4 100644 (file)
--- a/player.h
+++ b/player.h
@@ -48,7 +48,6 @@ struct player_subsystem_interface{
    void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board,
                    struct player_effects_data *effect_data );
    void(*post_animate)(void);
-   void(*render)( camera *cam, world_instance *world, player_pose *pose );
 
    void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
    void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
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 );
index 163e3ba458e83e027cd3bca2626680697b6235f0..e6af01db34e607114aa5761c9039ff851d3fcc81 100644 (file)
@@ -20,6 +20,8 @@ struct player_glide {
 
    rigidbody rb;
 
+   f32 t;
+
    struct {
       v3f co, euler;
       m4x3f mdl;
@@ -70,8 +72,6 @@ static void player_glide_post_animate(void);
 static void player_glide_im_gui(void);
 static void player_glide_bind(void);
 static void player_glide_transition(void);
-static void player_glide_render( camera *cam, world_instance *world,
-                                 player_pose *pose );
 
 struct player_subsystem_interface static player_subsystem_glide = {
    .pre_update = player_glide_pre_update,
@@ -82,7 +82,6 @@ struct player_subsystem_interface static player_subsystem_glide = {
    .post_animate = player_glide_post_animate,
    .im_gui = player_glide_im_gui,
    .bind = player_glide_bind,
-   .render = player_glide_render,
 
    .animator_data = &player_glide.animator,
    .animator_size = sizeof(player_glide.animator),
index f1ca7536062008f68dca4b1d7a11179fa4ee8dfd..c1e96f67864dc82a37924240f28283c7bb9ce000 100644 (file)
@@ -556,12 +556,7 @@ static void player__render( camera *cam ){
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
 
-   struct player_subsystem_interface *sys = 
-      player_subsystems[localplayer.subsystem];
-
-   if( sys->render ){
-      sys->render( cam, world, &localplayer.pose );
-   }
+   player_glide_render( cam, world, &localplayer.pose );
 }
 
 static void player_mirror_pose( mdl_keyframe pose[32],