6 #include "player_model.h"
9 void player__debugtext( int size
, const char *fmt
, ... )
14 va_start( args
, fmt
);
15 vsnprintf( buffer
, 1024, fmt
, args
);
18 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
19 vg_uictx
.cursor
[1] += 14*size
;
26 void player__create( player_instance
*inst
)
28 static int only_once
= 0;
29 assert( only_once
== 0 );
32 inst
->input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
33 inst
->input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
34 inst
->input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
35 inst
->input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
36 inst
->input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
37 inst
->input_jump
= vg_create_named_input( "jump", k_input_type_button
);
38 inst
->input_push
= vg_create_named_input( "push", k_input_type_button
);
39 inst
->input_walk
= vg_create_named_input( "walk", k_input_type_button
);
40 inst
->input_walkh
= vg_create_named_input( "walk-h", k_input_type_axis
);
41 inst
->input_walkv
= vg_create_named_input( "walk-v", k_input_type_axis
);
42 inst
->input_use
= vg_create_named_input( "use", k_input_type_button
);
43 inst
->input_reset
= vg_create_named_input( "reset", k_input_type_button
);
44 inst
->input_camera
=vg_create_named_input( "camera", k_input_type_button
);
45 inst
->input_trick0
=vg_create_named_input( "trick0", k_input_type_button
);
46 inst
->input_trick1
=vg_create_named_input( "trick1", k_input_type_button
);
47 inst
->input_trick2
=vg_create_named_input( "trick2", k_input_type_button
);
49 const char *default_cfg
[] =
51 "bind steer-h gp-ls-h",
55 "bind steer-v gp-ls-v",
61 "bind grab-h gp-rs-h",
62 "bind grab-v gp-rs-v",
71 "bind trick2 gp-x", /* keyboard: m0 + m1 */
79 "bind walk-h gp-ls-h",
80 "bind walk-v -gp-ls-v",
95 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
96 vg_execute_console_input(default_cfg
[i
]);
98 v3_zero( inst
->rb
.co
);
99 v3_zero( inst
->rb
.w
);
100 v3_zero( inst
->rb
.v
);
101 q_identity( inst
->rb
.q
);
102 m4x3_identity( inst
->rb
.to_world
);
103 m4x3_identity( inst
->rb
.to_local
);
105 inst
->rewind_length
= 0;
106 inst
->rewind_buffer
=
107 vg_linear_alloc( vg_mem
.rtmemory
,
108 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
116 void player__use_avatar( player_instance
*player
, struct player_avatar
*av
)
118 player
->playeravatar
= av
;
119 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
123 void player__use_mesh( player_instance
*player
, glmesh
*mesh
)
125 player
->playermesh
= mesh
;
129 void player__use_texture( player_instance
*player
, vg_tex2d
*tex
)
131 player
->playertex
= tex
;
135 void player__bind( player_instance
*player
)
137 player__skate_bind( player
);
138 player__walk_bind( player
);
143 * ----------------------------------------------------------------------------
146 VG_STATIC
void player_save_rewind_frame( player_instance
*player
)
148 if( player
->rewind_length
< PLAYER_REWIND_FRAMES
){
149 struct rewind_frame
*fr
=
150 &player
->rewind_buffer
[ player
->rewind_length
++ ];
152 v2_copy( player
->cam
.angles
, fr
->ang
);
153 v3_copy( player
->cam
.pos
, fr
->pos
);
155 if( player
->rewind_length
>= 2 ){
156 player
->rewind_total_length
+=
157 v3_dist( player
->rewind_buffer
[player
->rewind_length
-1].pos
,
158 player
->rewind_buffer
[player
->rewind_length
-2].pos
);
164 void player__pre_update( player_instance
*player
)
166 if( player
->rewinding
){
170 if( vg_input_button_down( player
->input_reset
) ){
171 double delta
= world_global
.time
- world_global
.last_use
;
173 if( (delta
<= RESET_MAX_TIME
) && (world_global
.last_use
!= 0.0) ){
174 player
->rewinding
= 1;
175 player
->rewind_sound_wait
= 1;
176 player
->rewind_time
= (double)player
->rewind_length
- 0.0001;
177 player_save_rewind_frame( player
);
180 audio_oneshot( &audio_rewind
[0], 1.0f
, 0.0f
);
183 /* based on testing. DONT CHANGE!
185 * time taken: y = (x^(4/5)) * 74.5
186 * inverse : x = (2/149)^(4/5) * y^(4/5)
189 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
190 curve
= powf( player
->rewind_total_length
, 4.0f
/5.0f
);
192 player
->rewind_predicted_time
= constant
* curve
;
193 player
->rewind_start
= vg
.time
;
194 player
->subsystem
= player
->subsystem_gate
;
195 player
->rb
= player
->rb_gate_storage
;
196 v3_copy( player
->angles_storage
, player
->angles
);
198 if( _player_restore
[ player
->subsystem
] )
199 _player_restore
[ player
->subsystem
]( player
);
202 if( player
->subsystem
== k_player_subsystem_dead
){
203 __respawn( 0, NULL
);
208 audio_oneshot( &audio_rewind
[4], 1.0f
, 0.0f
);
214 if( vg_input_button_down( player
->input_camera
) ){
215 if( player
->camera_mode
== k_cam_firstperson
)
216 player
->camera_mode
= k_cam_thirdperson
;
218 player
->camera_mode
= k_cam_firstperson
;
221 if( _player_pre_update
[ player
->subsystem
] )
222 _player_pre_update
[ player
->subsystem
]( player
);
226 void player__update( player_instance
*player
)
228 if( player
->rewinding
)
231 if( _player_update
[ player
->subsystem
] )
232 _player_update
[ player
->subsystem
]( player
);
236 void player__post_update( player_instance
*player
)
238 if( player
->rewinding
)
241 if( _player_post_update
[ player
->subsystem
] )
242 _player_post_update
[ player
->subsystem
]( player
);
244 if((player
->subsystem
!= k_player_subsystem_dead
) && !player
->gate_waiting
){
245 player
->rewind_accum
+= vg
.frame_delta
;
247 if( player
->rewind_accum
> 0.25f
){
248 player
->rewind_accum
-= 0.25f
;
249 player_save_rewind_frame( player
);
254 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
256 /* FIXME: Applies to main_camera directly! */
258 /* Pre-emptively edit the camera matrices so that the motion vectors
262 m4x3_invert_affine( transport
, transport_i
);
263 m4x3_expand( transport_i
, transport_4
);
264 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
265 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
267 /* we want the regular transform here no the inversion */
268 m4x3_expand( transport
, transport_4
);
269 m4x4_mul( gate_camera
.mtx
.pv
, transport_4
, gate_camera
.mtx
.pv
);
270 m4x4_mul( gate_camera
.mtx
.v
, transport_4
, gate_camera
.mtx
.v
);
273 __attribute__ ((deprecated
))
274 VG_STATIC
void gate_rotate_angles( ent_gate
*gate
, v3f angles
, v3f d
)
276 v3_copy( angles
, d
);
279 v3f fwd_dir
= { cosf(angles
[0]),
282 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
284 v3_copy( angles
, d
);
285 d
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
289 * Applies gate transport to a player_interface
292 void player__pass_gate( player_instance
*player
, ent_gate
*gate
)
294 world_routes_fracture( get_active_world(), gate
,
295 player
->rb
.co
, player
->rb
.v
);
297 player
->gate_waiting
= gate
;
298 world_routes_activate_entry_gate( get_active_world(), gate
);
300 m4x3_mulv( gate
->transport
, player
->tpv_lpf
, player
->tpv_lpf
);
301 m3x3_mulv( gate
->transport
, player
->cam_velocity_smooth
,
302 player
->cam_velocity_smooth
);
304 m3x3_copy( player
->basis
, player
->basis_gate
);
307 m3x3_q( gate
->transport
, q
);
308 q_mul( q
, player
->qbasis
, player
->qbasis
);
309 q_normalize( player
->qbasis
);
310 q_m3x3( player
->qbasis
, player
->basis
);
311 m3x3_transpose( player
->basis
, player
->invbasis
);
313 player
->subsystem_gate
= player
->subsystem
;
314 player
->rb_gate_storage
= player
->rb
;
315 v3_copy( player
->angles
, player
->angles_storage
);
316 player
->rewind_length
= 0;
317 player
->rewind_total_length
= 0.0f
;
318 player
->rewind_gate
= gate
;
319 player
->rewind_accum
= 0.0f
;
321 m4x3_mulv( gate
->transport
, player
->cam
.pos
, player
->cam
.pos
);
322 player_save_rewind_frame( player
);
324 if( gate
->type
== k_gate_type_nonlocal
)
325 world_global
.active_world
= gate
->target
;
327 world_global
.in_volume
= 0;
330 audio_oneshot( &audio_gate_pass
, 1.0f
, 0.0f
);
334 VG_STATIC
void player__pre_render( player_instance
*player
)
336 if( _player_animate
[ player
->subsystem
] ){
337 player_animation res
;
338 _player_animate
[ player
->subsystem
]( player
, &res
);
341 q_m3x3( res
.root_q
, transform
);
342 v3_copy( res
.root_co
, transform
[3] );
344 struct skeleton
*sk
= &player
->playeravatar
->sk
;
346 if( player
->holdout_time
> 0.0f
){
347 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
348 player
->holdout_time
, res
.pose
);
349 player
->holdout_time
-= vg
.frame_delta
* 2.0f
;
352 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
353 skeleton_apply_ik_pass( sk
);
354 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
355 skeleton_apply_inverses( sk
);
356 skeleton_apply_transform( sk
, transform
);
358 skeleton_debug( sk
);
361 if( _player_post_animate
[ player
->subsystem
] )
362 _player_post_animate
[ player
->subsystem
]( player
);
364 struct player_avatar
*av
= player
->playeravatar
;
365 v3f vp0
= {0.0f
,0.1f
, 0.55f
},
366 vp1
= {0.0f
,0.1f
,-0.55f
};
368 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
369 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
371 if( player
->rewinding
){
372 if( player
->rewind_time
<= 0.0f
){
373 double taken
= vg
.time
- player
->rewind_start
;
374 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
375 taken
, player
->rewind_predicted_time
,
376 player
->rewind_total_length
);
378 player
->rewinding
= 0;
379 player
->rewind_length
= 1;
380 player
->rewind_total_length
= 0.0f
;
381 player
->rewind_accum
= 0.0f
;
382 world_global
.sky_target_rate
= 1.0;
383 world_global
.time
= world_global
.last_use
;
386 world_global
.sky_target_rate
= -100.0;
388 float budget
= vg
.time_delta
,
389 overall_length
= player
->rewind_length
;
391 for( int i
=0; (i
<10)&&(player
->rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ ){
392 /* Interpolate frames */
393 int i0
= floorf( player
->rewind_time
),
394 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
396 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
397 *fr1
= &player
->rewind_buffer
[i1
];
399 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
400 subl
= vg_fractf( player
->rewind_time
) + 0.001f
,
402 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
->rewind_time
)),
403 speed
= sramp
*28.0f
+ 0.5f
*player
->rewind_time
,
404 mod
= speed
* (budget
/ dist
),
406 advl
= vg_minf( mod
, subl
),
407 advt
= (advl
/ mod
) * budget
;
409 player
->dist_accum
+= speed
* advt
;
410 player
->rewind_time
-= advl
;
414 player
->rewind_time
= vg_maxf( 0.0f
, player
->rewind_time
);
416 float current_time
= vg
.time
- player
->rewind_start
,
417 remaining
= player
->rewind_predicted_time
- current_time
;
419 if( player
->rewind_sound_wait
){
420 if( player
->rewind_predicted_time
>= 6.5f
){
421 if( remaining
<= 6.5f
){
423 audio_oneshot( &audio_rewind
[3], 1.0f
, 0.0f
);
425 player
->rewind_sound_wait
= 0;
428 else if( player
->rewind_predicted_time
>= 2.5f
){
429 if( remaining
<= 2.5f
){
431 audio_oneshot( &audio_rewind
[2], 1.0f
, 0.0f
);
433 player
->rewind_sound_wait
= 0;
436 else if( player
->rewind_predicted_time
>= 1.5f
){
437 if( remaining
<= 1.5f
){
439 audio_oneshot( &audio_rewind
[1], 1.0f
, 0.0f
);
441 player
->rewind_sound_wait
= 0;
446 int i0
= floorf( player
->rewind_time
),
447 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
449 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
450 *fr1
= &player
->rewind_buffer
[i1
];
452 float sub
= vg_fractf(player
->rewind_time
);
454 v3_lerp( fr
->pos
, fr1
->pos
, sub
, player
->cam_override_pos
);
455 player
->cam_override_angles
[0] =
456 vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
457 player
->cam_override_angles
[1] =
458 vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
460 float blend
= player
->rewind_time
* 0.25f
;
461 player
->cam_override_strength
= vg_clampf( blend
, 0.0f
, 1.0f
);
464 else player
->cam_override_strength
= 0.0f
;
466 player__cam_iterate( player
);
469 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
471 shader_model_character_view_use();
472 vg_tex2d_bind( player
->playertex
, 0 );
473 shader_model_character_view_uTexMain( 0 );
474 shader_model_character_view_uCamera( cam
->transform
[3] );
475 shader_model_character_view_uPv( cam
->mtx
.pv
);
477 world_instance
*world
= get_active_world();
478 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
479 world_bind_position_texture( world
, _shader_model_character_view
.id
,
480 _uniform_model_character_view_g_world_depth
, 2 );
481 world_bind_light_array( world
, _shader_model_character_view
.id
,
482 _uniform_model_character_view_uLightsArray
, 3 );
483 world_bind_light_index( world
, _shader_model_character_view
.id
,
484 _uniform_model_character_view_uLightsIndex
, 4 );
486 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
487 player
->playeravatar
->sk
.bone_count
,
489 (float *)player
->playeravatar
->sk
.final_mtx
);
491 mesh_bind( player
->playermesh
);
492 mesh_draw( player
->playermesh
);
495 PLAYER_API
void player__im_gui( player_instance
*player
)
497 vg_uictx
.cursor
[0] = vg
.window_x
- 200;
498 vg_uictx
.cursor
[1] = 0;
499 vg_uictx
.cursor
[2] = 200;
500 vg_uictx
.cursor
[3] = 200;
502 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
504 vg_uictx
.cursor
[0] = vg
.window_x
;
506 player__debugtext( 1, "angles: " PRINTF_v3f( player
->cam
.angles
) );
507 player__debugtext( 1, "basis: " PRINTF_v4f( player
->qbasis
) );
509 if( _player_im_gui
[ player
->subsystem
] )
510 _player_im_gui
[ player
->subsystem
]( player
);
512 b
[2].co
[1] = vg_uictx
.cursor
[1];
513 b
[3].co
[1] = vg_uictx
.cursor
[1];
516 PLAYER_API
void player__spawn( player_instance
*player
,
519 v3_copy( rp
->transform
.co
, player
->rb
.co
);
520 v3_zero( player
->rb
.v
);
521 v3_zero( player
->rb
.w
);
522 q_identity( player
->rb
.q
);
523 rb_update_transform( &player
->rb
);
525 q_identity( player
->qbasis
);
526 m3x3_identity( player
->basis
);
527 m3x3_identity( player
->invbasis
);
529 player
->subsystem
= k_player_subsystem_walk
;
530 player
->viewable_world
= get_active_world();
531 player
->gate_waiting
= NULL
;
533 if( _player_reset
[ player
->subsystem
] )
534 _player_reset
[ player
->subsystem
]( player
, rp
);
538 PLAYER_API
void player__kill( player_instance
*player
)
543 #endif /* PLAYER_C */