2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
8 #define PLAYER_REWIND_FRAMES 60*4
19 k_air_accelerate
= 20.0f
,
21 k_board_radius
= 0.3f
,
22 k_board_length
= 0.45f
,
23 k_board_allowance
= 0.04f
,
24 k_friction_lat
= 12.0f
,
25 k_friction_resistance
= 0.01f
,
26 k_max_push_speed
= 16.0f
,
28 k_push_cycle_rate
= 8.0f
,
29 k_steer_ground
= 2.5f
,
31 k_steer_air_lerp
= 0.3f
,
34 k_walk_downforce
= 8.0f
,
35 k_jump_charge_speed
= (1.0f
/1.0f
),
39 k_walk_accel
= 150.0f
,
40 k_walk_friction
= 8.0f
,
44 k_cog_mass_ratio
= 0.9f
,
46 k_mmthrow_scale
= 6.0f
,
47 k_mmcollect_lat
= 2.0f
,
48 k_mmcollect_vert
= 0.0f
,
50 k_spring_angular
= 1.0f
,
52 k_spring_force
= 15.0f
,
53 k_spring_dampener
= 5.0f
;
55 VG_STATIC
int freecam
= 0;
56 VG_STATIC
int walk_grid_iterations
= 1;
57 VG_STATIC
float fc_speed
= 10.0f
;
58 VG_STATIC
int cl_thirdperson
= 0;
61 * -----------------------------------------------------------------------------
63 * -----------------------------------------------------------------------------
66 VG_STATIC
struct gplayer
69 rigidbody collide_front
, collide_back
;
73 rigidbody rb
, rb_gate_frame
;
74 float iY
, siY
; /* Yaw inertia */
76 v3f a
, v_last
, m
, bob
, vl
;
79 float vswitch
, slip
, slip_last
, reverse
;
80 float grab
, jump
, pushing
, push_time
, rise
;
90 int in_air
, on_board
, jump_charge
, jump_dir
, grind
;
97 float normal_pressure
;
98 v3f debug_mmcollect_lat
,
101 m4x3f visual_transform
,
102 inv_visual_transform
;
104 int is_dead
, death_tick_allowance
, rewinding
;
105 int rewind_sound_wait
;
107 struct land_prediction
125 u32 prediction_count
;
127 v3f handl_target
, handr_target
,
131 struct input_binding
*input_js1h
,
148 v3f camera_pos
, smooth_localcam
;
157 u32 rewind_incrementer
,
160 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
161 double diag_rewind_start
, diag_rewind_time
;
184 enum mdl_surface_prop surface_prop
;
189 glmesh player_meshes
[3];
193 struct skeleton_anim
*anim_stand
,
197 *anim_push
, *anim_push_reverse
,
198 *anim_ollie
, *anim_ollie_reverse
,
199 *anim_grabs
, *anim_stop
,
200 *anim_walk
, *anim_run
, *anim_idle
,
220 /* Collider transform relative to bone */
234 rb_constr_pos position_constraints
[32];
235 u32 position_constraints_count
;
237 rb_constr_swingtwist cone_constraints
[32];
238 u32 cone_constraints_count
;
246 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
247 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
253 VG_STATIC
float *player_get_pos(void);
254 VG_STATIC
void player_kill(void);
255 VG_STATIC
float *player_cam_pos(void);
256 VG_STATIC
void player_save_frame(void);
257 VG_STATIC
void player_restore_frame(void);
258 VG_STATIC
void player_save_rewind_frame(void);
263 VG_STATIC
void player_mouseview(void);
265 #include "player_physics.h"
266 #include "player_ragdoll.h"
267 #include "player_model.h"
268 #include "player_animation.h"
269 #include "player_audio.h"
272 * -----------------------------------------------------------------------------
274 * -----------------------------------------------------------------------------
276 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
277 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
278 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
280 VG_STATIC
void player_init(void) /* 1 */
282 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
283 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
284 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
285 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
286 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
287 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
288 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
289 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
291 player
.input_walkh
= vg_create_named_input( "walk-h",
293 player
.input_walkv
= vg_create_named_input( "walk-v",
297 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
298 k_input_type_button
);
299 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
301 const char *default_cfg
[] =
303 "bind steer-h gp-ls-h",
307 "bind steer-v gp-ls-v",
313 "bind grab-h gp-rs-h",
314 "bind grab-v gp-rs-v",
325 "bind walk-h gp-ls-h",
326 "bind walk-v -gp-ls-v",
335 "bind switch-mode gp-y",
336 "bind switch-mode e",
339 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
340 vg_execute_console_input(default_cfg
[i
]);
342 rb_init( &player
.phys
.rb
);
343 rb_init( &player
.collide_front
);
344 rb_init( &player
.collide_back
);
346 VG_VAR_F32( k_walkspeed
);
347 VG_VAR_F32( k_air_accelerate
);
348 VG_VAR_F32( k_runspeed
);
349 VG_VAR_F32( k_walk_accel
);
351 VG_VAR_I32( freecam
);
352 VG_VAR_I32( cl_thirdperson
);
353 VG_VAR_F32_PERSISTENT( fc_speed
);
355 /* TODO: NOT PERSISTENT */
356 VG_VAR_F32( k_ragdoll_limit_scale
);
357 VG_VAR_I32( k_ragdoll_div
);
358 VG_VAR_I32( k_ragdoll_debug_collider
);
359 VG_VAR_I32( k_ragdoll_debug_constraints
);
361 VG_VAR_F32( k_friction_lat
);
363 VG_VAR_F32( k_cog_spring
);
364 VG_VAR_F32( k_cog_damp
);
366 VG_VAR_F32( k_cog_mass_ratio
);
367 VG_VAR_F32( k_downforce
);
369 VG_VAR_F32( k_spring_force
);
370 VG_VAR_F32( k_spring_dampener
);
371 VG_VAR_F32( k_spring_angular
);
373 VG_VAR_F32( k_mmthrow_scale
);
374 VG_VAR_F32( k_mmcollect_lat
);
375 VG_VAR_F32( k_mmcollect_vert
);
376 VG_VAR_F32( k_mmdecay
);
378 vg_function_push( (struct vg_cmd
){
380 .function
= reset_player
,
381 .poll_suggest
= reset_player_poll
384 vg_function_push( (struct vg_cmd
){
386 .function
= kill_player
392 player
.rewind_length
= 0;
393 player
.rewind_buffer
=
394 vg_linear_alloc( vg_mem
.rtmemory
,
395 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
400 VG_STATIC
void player_save_rewind_frame(void)
402 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
404 struct rewind_frame
*fr
=
405 &player
.rewind_buffer
[ player
.rewind_length
++ ];
407 v2_copy( player
.angles
, fr
->ang
);
408 v3_copy( player
.camera_pos
, fr
->pos
);
410 player
.rewind_incrementer
= 0;
412 if( player
.rewind_length
> 1 )
414 player
.rewind_total_length
+=
415 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
416 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
423 VG_STATIC
int menu_enabled(void);
427 * Free camera movement
429 VG_STATIC
void player_mouseview(void)
434 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
436 if( vg_input
.controller_should_use_trackpad_look
)
438 static v2f last_input
;
440 static v2f vel_smooth
;
442 v2f input
= { player
.input_js2h
->axis
.value
,
443 player
.input_js2v
->axis
.value
};
445 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
447 v2_sub( input
, last_input
, vel
);
448 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
455 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
457 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
458 v2_copy( input
, last_input
);
462 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
463 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
466 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
469 /* Deal with input etc */
470 VG_STATIC
void player_update_pre(void)
472 struct player_phys
*phys
= &player
.phys
;
477 v3_copy( main_camera
.pos
, ra
);
478 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
481 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
484 m3x3_identity( mtx
);
485 v3_lerp( ra
, rb
, t
, mtx
[3] );
487 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
490 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
491 vg_line( mtx
[3], x1
, 0xffffffff );
496 vg_line_pt3( phys
->cog
, 0.10f
, 0xffffffff );
497 vg_line_pt3( phys
->cog
, 0.09f
, 0xffffffff );
498 vg_line_pt3( phys
->cog
, 0.08f
, 0xffffffff );
499 vg_line( phys
->cog
, phys
->rb
.co
, 0xff000000 );
502 v3f throw_end
, p0
, p1
;
503 v3_muladds( phys
->rb
.co
, phys
->rb
.up
, 1.0f
, spring_end
);
504 v3_muladds( spring_end
, phys
->throw_v
, 1.0f
, throw_end
);
505 v3_muladds( spring_end
, player
.debug_mmcollect_lat
, 1.0f
, p0
);
506 v3_muladds( spring_end
, player
.debug_mmcollect_vert
, 1.0f
, p1
);
507 vg_line( spring_end
, throw_end
, VG__RED
);
508 vg_line( spring_end
, p0
, VG__GREEN
);
509 vg_line( spring_end
, p1
, VG__BLUE
);
511 if( player
.rewinding
)
514 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
516 double delta
= world
.time
- world
.last_use
;
518 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
520 player
.rewinding
= 1;
521 player
.rewind_sound_wait
= 1;
522 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
523 player_save_rewind_frame();
525 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
528 /* based on analytical testing. DONT CHANGE!
530 * time taken: y = (x^(4/5)) * 74.5
531 * inverse : x = (2/149)^(4/5) * y^(4/5)
534 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
535 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
537 player
.rewind_predicted_time
= constant
* curve
;
538 player
.diag_rewind_start
= vg
.time
;
539 player
.diag_rewind_time
= player
.rewind_time
;
542 player
.death_tick_allowance
= 30;
543 player_restore_frame();
545 if( !phys
->on_board
)
547 player
.angles
[0] = atan2f( -phys
->rb
.forward
[2],
548 -phys
->rb
.forward
[0] );
551 player
.mdl
.shoes
[0] = 1;
552 player
.mdl
.shoes
[1] = 1;
554 world_routes_notify_reset();
556 /* apply 1 frame of movement */
563 reset_player( 0, NULL
);
569 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
575 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
577 phys
->on_board
^= 0x1;
582 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
583 audio_play_oneshot( &audio_lands
[6], 1.0f
);
587 audio_play_oneshot( &audio_lands
[5], 1.0f
);
593 if( !phys
->on_board
)
597 VG_STATIC
void player_update_fixed(void) /* 2 */
599 if( player
.rewinding
)
602 if( player
.death_tick_allowance
)
603 player
.death_tick_allowance
--;
605 struct player_phys
*phys
= &player
.phys
;
609 player_ragdoll_iter();
613 player
.rewind_incrementer
++;
615 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
617 player_save_rewind_frame();
624 VG_STATIC
void player_update_post(void)
626 for( int i
=0; i
<player
.prediction_count
; i
++ )
628 struct land_prediction
*p
= &player
.predictions
[i
];
630 for( int j
=0; j
<p
->log_length
- 1; j
++ )
631 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
633 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
636 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
637 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
642 player_debug_ragdoll();
645 player_animate_death_cam();
654 player_animate_camera_thirdperson();
656 player_animate_camera();
663 /* CAMERA POSITIONING: LAYER 0 */
664 v2_copy( player
.angles
, main_camera
.angles
);
665 v3_copy( player
.camera_pos
, main_camera
.pos
);
667 if( player
.rewinding
)
669 if( player
.rewind_time
<= 0.0f
)
671 double taken
= vg
.time
- player
.diag_rewind_start
;
672 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
673 taken
, player
.diag_rewind_time
,
674 player
.rewind_total_length
);
676 player
.rewinding
= 0;
677 player
.rewind_length
= 1;
678 player
.rewind_total_length
= 0.0f
;
679 player
.rewind_incrementer
= 0;
680 world
.sky_target_rate
= 1.0;
684 world
.sky_target_rate
= -100.0;
685 assert( player
.rewind_length
> 0 );
690 float budget
= vg
.time_delta
,
691 overall_length
= player
.rewind_length
;
693 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
695 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
697 /* Interpolate frames */
698 int i0
= floorf( player
.rewind_time
),
699 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
701 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
702 *fr1
= &player
.rewind_buffer
[i1
];
704 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
705 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
707 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
708 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
709 mod
= speed
* (budget
/ dist
),
711 advl
= vg_minf( mod
, subl
),
712 advt
= (advl
/ mod
) * budget
;
714 player
.dist_accum
+= speed
* advt
;
715 player
.rewind_time
-= advl
;
719 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
721 float current_time
= vg
.time
- player
.diag_rewind_start
,
722 remaining
= player
.rewind_predicted_time
- current_time
;
724 if( player
.rewind_sound_wait
)
726 if( player
.rewind_predicted_time
>= 6.5f
)
728 if( remaining
<= 6.5f
)
731 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
733 player
.rewind_sound_wait
= 0;
736 else if( player
.rewind_predicted_time
>= 2.5f
)
738 if( remaining
<= 2.5f
)
741 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
743 player
.rewind_sound_wait
= 0;
746 else if( player
.rewind_predicted_time
>= 1.5f
)
748 if( remaining
<= 1.5f
)
751 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
753 player
.rewind_sound_wait
= 0;
758 int i0
= floorf( player
.rewind_time
),
759 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
761 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
762 *fr1
= &player
.rewind_buffer
[i1
];
764 float sub
= vg_fractf(player
.rewind_time
);
766 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
767 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
768 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
770 /* CAMERA POSITIONING: LAYER 1 */
771 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
772 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
774 main_camera
.angles
[0] =
775 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
776 main_camera
.angles
[1] =
777 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
778 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
782 camera_update_transform( &main_camera
);
786 VG_STATIC
void draw_player( camera
*cam
)
789 player_model_copy_ragdoll();
791 shader_viewchar_use();
792 vg_tex2d_bind( &tex_characters
, 0 );
793 shader_viewchar_uTexMain( 0 );
794 shader_viewchar_uCamera( cam
->transform
[3] );
795 shader_viewchar_uPv( cam
->mtx
.pv
);
796 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
797 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
798 player
.mdl
.sk
.bone_count
,
800 (float *)player
.mdl
.sk
.final_mtx
);
802 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
803 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
807 * -----------------------------------------------------------------------------
809 * -----------------------------------------------------------------------------
812 VG_STATIC
float *player_get_pos(void)
814 return player
.phys
.rb
.co
;
817 VG_STATIC
void player_kill(void)
819 if( player
.death_tick_allowance
== 0 )
822 player_ragdoll_copy_model( player
.phys
.rb
.v
);
826 VG_STATIC
float *player_cam_pos(void)
828 return player
.camera_pos
;
832 #endif /* PLAYER_H */