2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
6 * TODO: Tilt camera down to face borde when its behind you or out of vision
12 #define PLAYER_REWIND_FRAMES 60*4
23 k_air_accelerate
= 20.0f
,
26 k_board_radius
= 0.3f
,
27 k_board_length
= 0.45f
,
28 k_board_allowance
= 0.04f
,
29 //k_friction_lat = 8.8f,
30 k_friction_lat
= 12.0f
,
31 k_friction_resistance
= 0.01f
,
32 k_max_push_speed
= 16.0f
,
34 k_push_cycle_rate
= 8.0f
,
35 k_steer_ground
= 2.5f
,
37 k_steer_air_lerp
= 0.3f
,
40 k_walk_downforce
= 8.0f
,
41 k_jump_charge_speed
= (1.0f
/1.0f
),
45 k_walk_accel
= 150.0f
,
46 k_walk_friction
= 8.0f
;
48 VG_STATIC
int freecam
= 0;
49 VG_STATIC
int walk_grid_iterations
= 1;
50 VG_STATIC
float fc_speed
= 10.0f
;
51 VG_STATIC
int cl_thirdperson
= 0;
54 * -----------------------------------------------------------------------------
56 * -----------------------------------------------------------------------------
59 VG_STATIC
struct gplayer
62 rigidbody collide_front
, collide_back
;
66 rigidbody rb
, rb_gate_frame
;
67 float iY
, siY
; /* Yaw inertia */
69 v3f a
, v_last
, m
, bob
, vl
;
72 float vswitch
, slip
, slip_last
, reverse
;
73 float grab
, jump
, pushing
, push_time
, rise
;
79 int in_air
, on_board
, jump_charge
, jump_dir
, grind
;
86 m4x3f visual_transform
,
89 int is_dead
, death_tick_allowance
, rewinding
;
90 int rewind_sound_wait
;
92 struct land_prediction
110 u32 prediction_count
;
112 v3f handl_target
, handr_target
,
116 struct input_binding
*input_js1h
,
133 v3f camera_pos
, smooth_localcam
;
142 u32 rewind_incrementer
,
145 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
146 double diag_rewind_start
, diag_rewind_time
;
166 enum mdl_surface_prop surface_prop
;
171 glmesh player_meshes
[3];
175 struct skeleton_anim
*anim_stand
,
179 *anim_push
, *anim_push_reverse
,
180 *anim_ollie
, *anim_ollie_reverse
,
181 *anim_grabs
, *anim_stop
,
182 *anim_walk
, *anim_run
, *anim_idle
,
199 /* Collider transform relative to bone */
213 rb_constr_pos position_constraints
[32];
214 u32 position_constraints_count
;
216 rb_constr_swingtwist cone_constraints
[32];
217 u32 cone_constraints_count
;
225 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
226 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
232 VG_STATIC
float *player_get_pos(void);
233 VG_STATIC
void player_kill(void);
234 VG_STATIC
float *player_cam_pos(void);
235 VG_STATIC
void player_save_frame(void);
236 VG_STATIC
void player_restore_frame(void);
237 VG_STATIC
void player_save_rewind_frame(void);
242 VG_STATIC
void player_mouseview(void);
244 #include "player_physics.h"
245 #include "player_ragdoll.h"
246 #include "player_model.h"
247 #include "player_animation.h"
248 #include "player_audio.h"
251 * -----------------------------------------------------------------------------
253 * -----------------------------------------------------------------------------
255 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
256 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
258 VG_STATIC
void player_init(void) /* 1 */
260 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
261 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
262 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
263 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
264 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
265 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
266 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
267 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
269 player
.input_walkh
= vg_create_named_input( "walk-h",
271 player
.input_walkv
= vg_create_named_input( "walk-v",
275 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
276 k_input_type_button
);
277 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
279 const char *default_cfg
[] =
281 "bind steer-h gp-ls-h",
285 "bind steer-v gp-ls-v",
291 "bind grab-h gp-rs-h",
292 "bind grab-v gp-rs-v",
303 "bind walk-h gp-ls-h",
304 "bind walk-v -gp-ls-v",
313 "bind switch-mode gp-y",
314 "bind switch-mode e",
317 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
318 vg_execute_console_input(default_cfg
[i
]);
320 rb_init( &player
.phys
.rb
);
321 rb_init( &player
.collide_front
);
322 rb_init( &player
.collide_back
);
324 vg_convar_push( (struct vg_convar
){
325 .name
= "gwalk_speed",
326 .data
= &k_walkspeed
,
327 .data_type
= k_convar_dtype_f32
,
328 .opt_f32
= { .clamp
= 0 },
332 vg_convar_push( (struct vg_convar
){
333 .name
= "air_accelerate",
334 .data
= &k_air_accelerate
,
335 .data_type
= k_convar_dtype_f32
,
336 .opt_f32
= { .clamp
= 0 },
340 vg_convar_push( (struct vg_convar
){
343 .data_type
= k_convar_dtype_f32
,
344 .opt_f32
= { .clamp
= 0 },
348 vg_convar_push( (struct vg_convar
){
349 .name
= "walk_accel",
350 .data
= &k_walk_accel
,
351 .data_type
= k_convar_dtype_f32
,
352 .opt_f32
= { .clamp
= 0 },
356 vg_convar_push( (struct vg_convar
){
359 .data_type
= k_convar_dtype_i32
,
360 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
364 vg_convar_push( (struct vg_convar
){
365 .name
= "cl_thirdperson",
366 .data
= &cl_thirdperson
,
367 .data_type
= k_convar_dtype_i32
,
368 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
372 vg_convar_push( (struct vg_convar
){
375 .data_type
= k_convar_dtype_f32
,
376 .opt_f32
= { .clamp
= 0 },
380 vg_convar_push( (struct vg_convar
){
381 .name
= "k_ragdoll_limit_scale",
382 .data
= &k_ragdoll_limit_scale
,
383 .data_type
= k_convar_dtype_f32
,
384 .opt_f32
= { .clamp
= 0 },
388 vg_convar_push( (struct vg_convar
){
389 .name
= "k_ragdoll_div",
390 .data
= &k_ragdoll_div
,
391 .data_type
= k_convar_dtype_i32
,
392 .opt_i32
= { .clamp
=0 },
396 vg_convar_push( (struct vg_convar
){
397 .name
= "k_ragdoll_debug_collider",
398 .data
= &k_ragdoll_debug_collider
,
399 .data_type
= k_convar_dtype_i32
,
400 .opt_i32
= { .clamp
=0 },
404 vg_convar_push( (struct vg_convar
){
405 .name
= "k_ragdoll_debug_constraints",
406 .data
= &k_ragdoll_debug_constraints
,
407 .data_type
= k_convar_dtype_i32
,
408 .opt_i32
= { .clamp
=0 },
412 vg_function_push( (struct vg_cmd
){
414 .function
= reset_player
417 vg_function_push( (struct vg_cmd
){
419 .function
= kill_player
425 player
.rewind_length
= 0;
426 player
.rewind_buffer
=
427 vg_linear_alloc( vg_mem
.rtmemory
,
428 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
436 VG_STATIC
void player_save_rewind_frame(void)
438 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
440 struct rewind_frame
*fr
=
441 &player
.rewind_buffer
[ player
.rewind_length
++ ];
443 v2_copy( player
.angles
, fr
->ang
);
444 v3_copy( player
.camera_pos
, fr
->pos
);
446 player
.rewind_incrementer
= 0;
448 if( player
.rewind_length
> 1 )
450 player
.rewind_total_length
+=
451 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
452 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
459 VG_STATIC
int menu_enabled(void);
463 * Free camera movement
465 VG_STATIC
void player_mouseview(void)
470 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
472 if( vg_input
.controller_should_use_trackpad_look
)
474 static v2f last_input
;
476 static v2f vel_smooth
;
478 v2f input
= { player
.input_js2h
->axis
.value
,
479 player
.input_js2v
->axis
.value
};
481 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
483 v2_sub( input
, last_input
, vel
);
484 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
491 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
493 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
494 v2_copy( input
, last_input
);
498 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
499 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
502 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
505 /* Deal with input etc */
506 VG_STATIC
void player_update_pre(void)
508 struct player_phys
*phys
= &player
.phys
;
513 v3_copy( main_camera
.pos
, ra
);
514 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
517 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
520 m3x3_identity( mtx
);
521 v3_lerp( ra
, rb
, t
, mtx
[3] );
523 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
526 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
527 vg_line( mtx
[3], x1
, 0xffffffff );
538 if( player
.rewinding
)
541 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
543 double delta
= world
.time
- world
.last_use
;
545 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
547 player
.rewinding
= 1;
548 player
.rewind_sound_wait
= 1;
549 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
550 player_save_rewind_frame();
552 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
555 /* based on analytical testing. DONT CHANGE!
557 * time taken: y = (x^(4/5)) * 74.5
558 * inverse : x = (2/149)^(4/5) * y^(4/5)
561 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
562 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
564 player
.rewind_predicted_time
= constant
* curve
;
565 player
.diag_rewind_start
= vg
.time
;
566 player
.diag_rewind_time
= player
.rewind_time
;
569 player
.death_tick_allowance
= 30;
570 player_restore_frame();
572 if( !phys
->on_board
)
574 player
.angles
[0] = atan2f( -phys
->rb
.forward
[2],
575 -phys
->rb
.forward
[0] );
578 player
.mdl
.shoes
[0] = 1;
579 player
.mdl
.shoes
[1] = 1;
581 world_routes_notify_reset();
583 /* apply 1 frame of movement */
590 reset_player( 0, NULL
);
596 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
602 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
604 phys
->on_board
^= 0x1;
609 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
610 audio_play_oneshot( &audio_lands
[6], 1.0f
);
614 audio_play_oneshot( &audio_lands
[5], 1.0f
);
620 if( !phys
->on_board
)
624 VG_STATIC
void player_update_fixed(void) /* 2 */
626 if( player
.rewinding
)
629 if( player
.death_tick_allowance
)
630 player
.death_tick_allowance
--;
632 struct player_phys
*phys
= &player
.phys
;
636 player_ragdoll_iter();
640 player
.rewind_incrementer
++;
642 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
644 player_save_rewind_frame();
651 VG_STATIC
void player_update_post(void)
653 for( int i
=0; i
<player
.prediction_count
; i
++ )
655 struct land_prediction
*p
= &player
.predictions
[i
];
657 for( int j
=0; j
<p
->log_length
- 1; j
++ )
658 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
660 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
663 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
664 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
669 player_debug_ragdoll();
672 player_animate_death_cam();
681 player_animate_camera_thirdperson();
683 player_animate_camera();
690 /* CAMERA POSITIONING: LAYER 0 */
691 v2_copy( player
.angles
, main_camera
.angles
);
692 v3_copy( player
.camera_pos
, main_camera
.pos
);
694 if( player
.rewinding
)
696 if( player
.rewind_time
<= 0.0f
)
698 double taken
= vg
.time
- player
.diag_rewind_start
;
699 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
700 taken
, player
.diag_rewind_time
,
701 player
.rewind_total_length
);
703 player
.rewinding
= 0;
704 player
.rewind_length
= 1;
705 player
.rewind_total_length
= 0.0f
;
706 player
.rewind_incrementer
= 0;
707 world
.sky_target_rate
= 1.0;
711 world
.sky_target_rate
= -100.0;
712 assert( player
.rewind_length
> 0 );
717 float budget
= vg
.time_delta
,
718 overall_length
= player
.rewind_length
;
720 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
722 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
724 /* Interpolate frames */
725 int i0
= floorf( player
.rewind_time
),
726 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
728 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
729 *fr1
= &player
.rewind_buffer
[i1
];
731 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
732 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
734 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
735 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
736 mod
= speed
* (budget
/ dist
),
738 advl
= vg_minf( mod
, subl
),
739 advt
= (advl
/ mod
) * budget
;
741 player
.dist_accum
+= speed
* advt
;
742 player
.rewind_time
-= advl
;
746 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
748 float current_time
= vg
.time
- player
.diag_rewind_start
,
749 remaining
= player
.rewind_predicted_time
- current_time
;
751 if( player
.rewind_sound_wait
)
753 if( player
.rewind_predicted_time
>= 6.5f
)
755 if( remaining
<= 6.5f
)
758 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
760 player
.rewind_sound_wait
= 0;
763 else if( player
.rewind_predicted_time
>= 2.5f
)
765 if( remaining
<= 2.5f
)
768 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
770 player
.rewind_sound_wait
= 0;
773 else if( player
.rewind_predicted_time
>= 1.5f
)
775 if( remaining
<= 1.5f
)
778 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
780 player
.rewind_sound_wait
= 0;
785 int i0
= floorf( player
.rewind_time
),
786 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
788 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
789 *fr1
= &player
.rewind_buffer
[i1
];
791 float sub
= vg_fractf(player
.rewind_time
);
793 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
794 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
795 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
797 /* CAMERA POSITIONING: LAYER 1 */
798 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
799 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
801 main_camera
.angles
[0] =
802 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
803 main_camera
.angles
[1] =
804 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
805 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
809 camera_update_transform( &main_camera
);
813 VG_STATIC
void draw_player( camera
*cam
)
816 player_model_copy_ragdoll();
818 shader_viewchar_use();
819 vg_tex2d_bind( &tex_characters
, 0 );
820 shader_viewchar_uTexMain( 0 );
821 shader_viewchar_uCamera( cam
->transform
[3] );
822 shader_viewchar_uPv( cam
->mtx
.pv
);
823 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
824 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
825 player
.mdl
.sk
.bone_count
,
827 (float *)player
.mdl
.sk
.final_mtx
);
829 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
830 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
834 * -----------------------------------------------------------------------------
836 * -----------------------------------------------------------------------------
839 VG_STATIC
float *player_get_pos(void)
841 return player
.phys
.rb
.co
;
844 VG_STATIC
void player_kill(void)
846 if( player
.death_tick_allowance
== 0 )
849 player_ragdoll_copy_model( player
.phys
.rb
.v
);
853 VG_STATIC
float *player_cam_pos(void)
855 return player
.camera_pos
;
859 #endif /* PLAYER_H */