2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
8 #define PLAYER_REWIND_FRAMES 60*4
17 k_walkspeed
= 12.0f
, /* no longer used */
19 k_board_radius
= 0.3f
,
20 k_board_length
= 0.45f
,
21 k_board_allowance
= 0.04f
,
22 //k_friction_lat = 8.8f,
23 k_friction_lat
= 12.0f
,
24 k_friction_resistance
= 0.01f
,
25 k_max_push_speed
= 16.0f
,
27 k_push_cycle_rate
= 8.0f
,
28 k_steer_ground
= 2.5f
,
30 k_steer_air_lerp
= 0.3f
,
33 k_walk_downforce
= 8.0f
,
34 k_jump_charge_speed
= (1.0f
/1.0f
),
38 k_walk_accel
= 150.0f
,
39 k_walk_friction
= 8.0f
;
41 VG_STATIC
int cl_playermdl_id
= 0;
42 VG_STATIC
int freecam
= 0;
43 VG_STATIC
int walk_grid_iterations
= 1;
44 VG_STATIC
float fc_speed
= 10.0f
;
47 * -----------------------------------------------------------------------------
49 * -----------------------------------------------------------------------------
52 VG_STATIC
struct gplayer
55 rigidbody collide_front
, collide_back
;
59 rigidbody rb
, rb_gate_frame
;
60 float iY
, siY
; /* Yaw inertia */
62 v3f a
, v_last
, m
, bob
, vl
;
65 float vswitch
, slip
, slip_last
,
68 float grab
, jump
, pushing
, push_time
;
72 int in_air
, on_board
, jump_charge
, jump_dir
;
79 m4x3f visual_transform
,
82 int is_dead
, death_tick_allowance
, rewinding
;
83 int rewind_sound_wait
;
86 v3f land_target_log
[22];
87 u32 land_target_colours
[22];
90 v3f handl_target
, handr_target
,
94 struct input_binding
*input_js1h
,
111 v3f camera_pos
, smooth_localcam
;
120 u32 rewind_incrementer
,
123 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
124 double diag_rewind_start
, diag_rewind_time
;
143 enum mdl_surface_prop surface_prop
;
148 glmesh player_meshes
[3];
152 struct skeleton_anim
*anim_stand
,
156 *anim_push
, *anim_push_reverse
,
157 *anim_ollie
, *anim_ollie_reverse
,
158 *anim_grabs
, *anim_stop
,
159 *anim_walk
, *anim_run
, *anim_idle
,
191 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
192 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
198 VG_STATIC
float *player_get_pos(void);
199 VG_STATIC
void player_kill(void);
200 VG_STATIC
float *player_cam_pos(void);
201 VG_STATIC
void player_save_frame(void);
202 VG_STATIC
void player_restore_frame(void);
203 VG_STATIC
void player_save_rewind_frame(void);
208 VG_STATIC
void player_mouseview(void);
210 #include "player_physics.h"
211 #include "player_ragdoll.h"
212 #include "player_model.h"
213 #include "player_animation.h"
214 #include "player_audio.h"
217 * -----------------------------------------------------------------------------
219 * -----------------------------------------------------------------------------
222 VG_STATIC
void player_init(void) /* 1 */
224 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
225 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
226 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
227 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
228 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
229 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
230 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
231 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
233 player
.input_walkh
= vg_create_named_input( "walk-h",
235 player
.input_walkv
= vg_create_named_input( "walk-v",
239 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
240 k_input_type_button
);
241 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
243 const char *default_cfg
[] =
245 "bind steer-h gp-ls-h",
249 "bind steer-v gp-ls-v",
255 "bind grab-h gp-rs-h",
256 "bind grab-v gp-rs-v",
267 "bind walk-h gp-ls-h",
268 "bind walk-v -gp-ls-v",
277 "bind switch-mode gp-y",
278 "bind switch-mode e",
281 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
282 execute_console_input(default_cfg
[i
]);
284 rb_init( &player
.phys
.rb
);
285 rb_init( &player
.collide_front
);
286 rb_init( &player
.collide_back
);
288 vg_convar_push( (struct vg_convar
){
289 .name
= "cl_playermdl_id",
290 .data
= &cl_playermdl_id
,
291 .data_type
= k_convar_dtype_i32
,
292 .opt_i32
= { .min
=0, .max
=2, .clamp
=1 },
296 vg_convar_push( (struct vg_convar
){
297 .name
= "walk_speed",
298 .data
= &k_walkspeed
,
299 .data_type
= k_convar_dtype_f32
,
300 .opt_f32
= { .clamp
= 0 },
304 vg_convar_push( (struct vg_convar
){
307 .data_type
= k_convar_dtype_f32
,
308 .opt_f32
= { .clamp
= 0 },
312 vg_convar_push( (struct vg_convar
){
313 .name
= "walk_accel",
314 .data
= &k_walk_accel
,
315 .data_type
= k_convar_dtype_f32
,
316 .opt_f32
= { .clamp
= 0 },
320 vg_convar_push( (struct vg_convar
){
323 .data_type
= k_convar_dtype_i32
,
324 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
328 vg_convar_push( (struct vg_convar
){
331 .data_type
= k_convar_dtype_f32
,
332 .opt_f32
= { .clamp
= 0 },
336 vg_function_push( (struct vg_cmd
){
338 .function
= reset_player
341 player
.rewind_length
= 0;
342 player
.rewind_buffer
=
343 vg_linear_alloc( vg_mem
.rtmemory
,
344 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
352 VG_STATIC
void player_save_rewind_frame(void)
354 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
356 struct rewind_frame
*fr
=
357 &player
.rewind_buffer
[ player
.rewind_length
++ ];
359 v2_copy( player
.angles
, fr
->ang
);
360 v3_copy( player
.camera_pos
, fr
->pos
);
362 player
.rewind_incrementer
= 0;
364 if( player
.rewind_length
> 1 )
366 player
.rewind_total_length
+=
367 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
368 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
375 VG_STATIC
int menu_enabled(void);
379 * Free camera movement
381 VG_STATIC
void player_mouseview(void)
386 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
388 if( vg
.gamepad_use_trackpad_look
)
390 static v2f last_input
;
392 static v2f vel_smooth
;
394 v2f input
= { player
.input_js2h
->axis
.value
,
395 player
.input_js2v
->axis
.value
};
397 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
399 v2_sub( input
, last_input
, vel
);
400 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
407 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
409 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
410 v2_copy( input
, last_input
);
414 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
415 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
418 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
421 /* Deal with input etc */
422 VG_STATIC
void player_update_pre(void)
424 struct player_phys
*phys
= &player
.phys
;
426 if( player
.rewinding
)
431 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
435 reset_player( 0, NULL
);
437 audio_play_oneshot( &audio_ui
[0], 1.0f
);
442 double delta
= world
.time
- world
.last_use
;
444 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
446 player
.rewinding
= 1;
447 player
.rewind_sound_wait
= 1;
448 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
449 player_save_rewind_frame();
451 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
454 /* based on analytical testing. DONT CHANGE!
456 * time taken: y = (x^(4/5)) * 74.5
457 * inverse : x = (2/149)^(4/5) * y^(4/5)
460 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
461 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
463 player
.rewind_predicted_time
= constant
* curve
;
464 player
.diag_rewind_start
= vg
.time
;
465 player
.diag_rewind_time
= player
.rewind_time
;
468 player
.death_tick_allowance
= 30;
469 player_restore_frame();
471 if( !phys
->on_board
)
473 player
.angles
[0] = atan2f( -phys
->rb
.forward
[2],
474 -phys
->rb
.forward
[0] );
477 player
.mdl
.shoes
[0] = 1;
478 player
.mdl
.shoes
[1] = 1;
480 world_routes_notify_reset();
482 /* apply 1 frame of movement */
489 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
495 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
497 phys
->on_board
^= 0x1;
502 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
503 audio_play_oneshot( &audio_lands
[6], 1.0f
);
507 audio_play_oneshot( &audio_lands
[5], 1.0f
);
513 if( !phys
->on_board
)
517 VG_STATIC
void player_update_fixed(void) /* 2 */
519 if( player
.rewinding
)
522 if( player
.death_tick_allowance
)
523 player
.death_tick_allowance
--;
525 struct player_phys
*phys
= &player
.phys
;
529 player_ragdoll_iter();
533 player
.rewind_incrementer
++;
535 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
537 player_save_rewind_frame();
544 VG_STATIC
void player_update_post(void)
546 for( int i
=0; i
<player
.land_log_count
; i
++ )
547 vg_line_cross( player
.land_target_log
[i
],
548 player
.land_target_colours
[i
], 0.25f
);
552 player_debug_ragdoll();
555 player_animate_death_cam();
562 player_animate_camera();
569 /* CAMERA POSITIONING: LAYER 0 */
570 v2_copy( player
.angles
, camera_angles
);
571 v3_copy( player
.camera_pos
, camera_pos
);
573 if( player
.rewinding
)
575 if( player
.rewind_time
<= 0.0f
)
577 double taken
= vg
.time
- player
.diag_rewind_start
;
578 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
579 taken
, player
.diag_rewind_time
,
580 player
.rewind_total_length
);
582 player
.rewinding
= 0;
583 player
.rewind_length
= 1;
584 player
.rewind_total_length
= 0.0f
;
585 player
.rewind_incrementer
= 0;
586 world
.sky_target_rate
= 1.0;
590 world
.sky_target_rate
= -100.0;
591 assert( player
.rewind_length
> 0 );
596 float budget
= vg
.time_delta
,
597 overall_length
= player
.rewind_length
;
599 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
601 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
603 /* Interpolate frames */
604 int i0
= floorf( player
.rewind_time
),
605 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
607 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
608 *fr1
= &player
.rewind_buffer
[i1
];
610 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
611 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
613 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
614 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
615 mod
= speed
* (budget
/ dist
),
617 advl
= vg_minf( mod
, subl
),
618 advt
= (advl
/ mod
) * budget
;
620 player
.dist_accum
+= speed
* advt
;
621 player
.rewind_time
-= advl
;
625 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
627 float current_time
= vg
.time
- player
.diag_rewind_start
,
628 remaining
= player
.rewind_predicted_time
- current_time
;
630 if( player
.rewind_sound_wait
)
632 if( player
.rewind_predicted_time
>= 6.5f
)
634 if( remaining
<= 6.5f
)
637 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
639 player
.rewind_sound_wait
= 0;
642 else if( player
.rewind_predicted_time
>= 2.5f
)
644 if( remaining
<= 2.5f
)
647 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
649 player
.rewind_sound_wait
= 0;
652 else if( player
.rewind_predicted_time
>= 1.5f
)
654 if( remaining
<= 1.5f
)
657 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
659 player
.rewind_sound_wait
= 0;
666 int i0
= floorf( player
.rewind_time
),
667 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
669 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
670 *fr1
= &player
.rewind_buffer
[i1
];
672 float sub
= vg_fractf(player
.rewind_time
);
674 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
675 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
676 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
678 /* CAMERA POSITIONING: LAYER 1 */
679 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
680 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
682 camera_angles
[0] = vg_alerpf(override_angles
[0], player
.angles
[0], c
);
683 camera_angles
[1] = vg_lerpf (override_angles
[1], player
.angles
[1], c
);
684 v3_lerp( override_pos
, player
.camera_pos
, c
, camera_pos
);
692 VG_STATIC
void draw_player( m4x3f cam
)
695 player_model_copy_ragdoll();
697 shader_viewchar_use();
698 vg_tex2d_bind( &tex_characters
, 0 );
699 shader_viewchar_uTexMain( 0 );
700 shader_viewchar_uCamera( cam
[3] );
701 shader_viewchar_uPv( vg
.pv
);
702 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
703 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
704 player
.mdl
.sk
.bone_count
,
706 (float *)player
.mdl
.sk
.final_mtx
);
708 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
709 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
713 * -----------------------------------------------------------------------------
715 * -----------------------------------------------------------------------------
718 VG_STATIC
float *player_get_pos(void)
720 return player
.phys
.rb
.co
;
723 VG_STATIC
void player_kill(void)
725 if( player
.death_tick_allowance
== 0 )
728 player_ragdoll_copy_model( player
.phys
.rb
.v
);
729 world_routes_clear();
733 VG_STATIC
float *player_cam_pos(void)
735 return player
.camera_pos
;
739 #endif /* PLAYER_H */