#include "vg/vg_rigidbody.h"
#include "scene_rigidbody.h"
+#include "shaders/model_entity.h"
static f32 k_glide_steer = 2.0f,
k_glide_cl = 0.04f,
static i32 k_glide_pause = 0;
static void player_glide_pre_update(void){
+ if( button_down(k_srbind_use) ){
+ localplayer.subsystem = k_player_subsystem_skate;
+
+ player_skate.state.activity = k_skate_activity_air;
+ player_skate.state.activity_prev = k_skate_activity_air;
+
+ q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
+ v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
+ v3_copy( localplayer.rb.v, player_skate.state.cog_v );
+
+ player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+ player__skate_reset_animator();
+ player__skate_clear_mechanics();
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
+
+ player__approximate_best_trajectory();
+ }
}
static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
struct skeleton *sk = &localplayer.skeleton;
struct player_glide_animator *animator = _animator;
- skeleton_sample_anim( sk, player_glide.anim_temp, 0.0f, pose->keyframes );
+ skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
v3_copy( animator->root_co, pose->root_co );
v4_copy( animator->root_q, pose->root_q );
v3f fwd;
v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
v3_angles( fwd, localplayer.angles );
+
+ localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
}
static void player_glide_im_gui(void){
}
static void player_glide_bind(void){
- struct skeleton *sk = &localplayer.skeleton;
- player_glide.anim_temp = skeleton_get_anim( sk, "idle_cycle+y" );
u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
VG_VAR_F32( k_glide_steer, flags=mask );
/* set inverses */
m3x3_inv( I, player_glide.rb.iI );
player_glide.rb.inv_mass = 1.0f / mass;
+
+ /* resources */
+ struct skeleton *sk = &localplayer.skeleton;
+ player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
+
+
+ void *alloc = vg_mem.rtmemory;
+ mdl_context *mdl = &player_glide.glider;
+
+ mdl_open( mdl, "models/glider.mdl", alloc );
+ mdl_load_metadata_block( mdl, alloc );
+
+ vg_linear_clear( vg_mem.scratch );
+
+ u32 count = mdl_arrcount( &mdl->textures );
+ player_glide.glider_textures =
+ vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
+ player_glide.glider_textures[0] = vg.tex_missing;
+
+ mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
+
+ for( u32 i=0; i<count; i ++ ){
+ vg_linear_clear( vg_mem.scratch );
+ player_glide.glider_textures[i+1] = vg.tex_missing;
+
+ mdl_texture *tex = mdl_arritm( &mdl->textures, i );
+ void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
+ mdl_fread_pack_file( mdl, &tex->file, data );
+ vg_tex2d_load_qoi_async( data, tex->file.pack_size,
+ VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
+ &player_glide.glider_textures[i+1] );
+ }
+
+ mdl_close( mdl );
+}
+
+static void player_glide_transition(void){
+ localplayer.subsystem = k_player_subsystem_glide;
+ localplayer.have_glider = 0;
+
+ v3_copy( localplayer.rb.co, player_glide.rb.co );
+ v4_copy( localplayer.rb.q, player_glide.rb.q );
+ v3_copy( localplayer.rb.v, player_glide.rb.v );
+ v3_copy( localplayer.rb.w, player_glide.rb.w );
+ rb_update_matrices( &player_glide.rb );
+
+ player__begin_holdout( (v3f){0,0,0} );
+}
+
+static void player_glide_render( camera *cam, world_instance *world,
+ player_pose *pose ){
+ 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 );
+
+ m4x3f mmdl;
+ q_m3x3( pose->root_q, mmdl );
+ v3_copy( pose->root_co, mmdl[3] );
+
+ u32 current_tex = 0xffffffff;
+ glActiveTexture( GL_TEXTURE0 );
+
+ mdl_context *mdl = &player_glide.glider;
+ mesh_bind( &player_glide.glider_mesh );
+
+ for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
+ mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
+
+ m4x3f mmmdl;
+ mdl_transform_m4x3( &mesh->transform, mmmdl );
+ m4x3_mul( mmdl, mmmdl, mmmdl );
+ shader_model_entity_uMdl( mmmdl );
+
+ for( u32 j=0; j<mesh->submesh_count; j ++ ){
+ mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
+ if( !sm->material_id ) {
+ vg_error( "Invalid material ID 0\n" );
+ continue;
+ }
+
+ mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
+ if( mat->tex_diffuse != current_tex ){
+ glBindTexture( GL_TEXTURE_2D,
+ player_glide.glider_textures[ mat->tex_diffuse ] );
+ current_tex = mat->tex_diffuse;
+ }
+
+ mdl_draw_submesh( sm );
+ }
+ }
}
#endif /* PLAYER_GLIDE_C */