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
,
214 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
215 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
221 VG_STATIC
float *player_get_pos(void);
222 VG_STATIC
void player_kill(void);
223 VG_STATIC
float *player_cam_pos(void);
224 VG_STATIC
void player_save_frame(void);
225 VG_STATIC
void player_restore_frame(void);
226 VG_STATIC
void player_save_rewind_frame(void);
231 VG_STATIC
void player_mouseview(void);
233 #include "player_physics.h"
234 #include "player_ragdoll.h"
235 #include "player_model.h"
236 #include "player_animation.h"
237 #include "player_audio.h"
240 * -----------------------------------------------------------------------------
242 * -----------------------------------------------------------------------------
245 VG_STATIC
void player_init(void) /* 1 */
247 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
248 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
249 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
250 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
251 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
252 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
253 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
254 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
256 player
.input_walkh
= vg_create_named_input( "walk-h",
258 player
.input_walkv
= vg_create_named_input( "walk-v",
262 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
263 k_input_type_button
);
264 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
266 const char *default_cfg
[] =
268 "bind steer-h gp-ls-h",
272 "bind steer-v gp-ls-v",
278 "bind grab-h gp-rs-h",
279 "bind grab-v gp-rs-v",
290 "bind walk-h gp-ls-h",
291 "bind walk-v -gp-ls-v",
300 "bind switch-mode gp-y",
301 "bind switch-mode e",
304 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
305 vg_execute_console_input(default_cfg
[i
]);
307 rb_init( &player
.phys
.rb
);
308 rb_init( &player
.collide_front
);
309 rb_init( &player
.collide_back
);
311 vg_convar_push( (struct vg_convar
){
312 .name
= "gwalk_speed",
313 .data
= &k_walkspeed
,
314 .data_type
= k_convar_dtype_f32
,
315 .opt_f32
= { .clamp
= 0 },
319 vg_convar_push( (struct vg_convar
){
320 .name
= "air_accelerate",
321 .data
= &k_air_accelerate
,
322 .data_type
= k_convar_dtype_f32
,
323 .opt_f32
= { .clamp
= 0 },
327 vg_convar_push( (struct vg_convar
){
330 .data_type
= k_convar_dtype_f32
,
331 .opt_f32
= { .clamp
= 0 },
335 vg_convar_push( (struct vg_convar
){
336 .name
= "walk_accel",
337 .data
= &k_walk_accel
,
338 .data_type
= k_convar_dtype_f32
,
339 .opt_f32
= { .clamp
= 0 },
343 vg_convar_push( (struct vg_convar
){
346 .data_type
= k_convar_dtype_i32
,
347 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
351 vg_convar_push( (struct vg_convar
){
352 .name
= "cl_thirdperson",
353 .data
= &cl_thirdperson
,
354 .data_type
= k_convar_dtype_i32
,
355 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
359 vg_convar_push( (struct vg_convar
){
362 .data_type
= k_convar_dtype_f32
,
363 .opt_f32
= { .clamp
= 0 },
367 vg_function_push( (struct vg_cmd
){
369 .function
= reset_player
372 player
.rewind_length
= 0;
373 player
.rewind_buffer
=
374 vg_linear_alloc( vg_mem
.rtmemory
,
375 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
383 VG_STATIC
void player_save_rewind_frame(void)
385 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
387 struct rewind_frame
*fr
=
388 &player
.rewind_buffer
[ player
.rewind_length
++ ];
390 v2_copy( player
.angles
, fr
->ang
);
391 v3_copy( player
.camera_pos
, fr
->pos
);
393 player
.rewind_incrementer
= 0;
395 if( player
.rewind_length
> 1 )
397 player
.rewind_total_length
+=
398 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
399 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
406 VG_STATIC
int menu_enabled(void);
410 * Free camera movement
412 VG_STATIC
void player_mouseview(void)
417 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
419 if( vg_input
.controller_should_use_trackpad_look
)
421 static v2f last_input
;
423 static v2f vel_smooth
;
425 v2f input
= { player
.input_js2h
->axis
.value
,
426 player
.input_js2v
->axis
.value
};
428 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
430 v2_sub( input
, last_input
, vel
);
431 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
438 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
440 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
441 v2_copy( input
, last_input
);
445 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
446 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
449 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
452 /* Deal with input etc */
453 VG_STATIC
void player_update_pre(void)
455 struct player_phys
*phys
= &player
.phys
;
460 v3_copy( main_camera
.pos
, ra
);
461 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
464 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
467 m3x3_identity( mtx
);
468 v3_lerp( ra
, rb
, t
, mtx
[3] );
470 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
473 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
474 vg_line( mtx
[3], x1
, 0xffffffff );
485 if( player
.rewinding
)
488 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
490 double delta
= world
.time
- world
.last_use
;
492 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
494 player
.rewinding
= 1;
495 player
.rewind_sound_wait
= 1;
496 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
497 player_save_rewind_frame();
499 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
502 /* based on analytical testing. DONT CHANGE!
504 * time taken: y = (x^(4/5)) * 74.5
505 * inverse : x = (2/149)^(4/5) * y^(4/5)
508 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
509 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
511 player
.rewind_predicted_time
= constant
* curve
;
512 player
.diag_rewind_start
= vg
.time
;
513 player
.diag_rewind_time
= player
.rewind_time
;
516 player
.death_tick_allowance
= 30;
517 player_restore_frame();
519 if( !phys
->on_board
)
521 player
.angles
[0] = atan2f( -phys
->rb
.forward
[2],
522 -phys
->rb
.forward
[0] );
525 player
.mdl
.shoes
[0] = 1;
526 player
.mdl
.shoes
[1] = 1;
528 world_routes_notify_reset();
530 /* apply 1 frame of movement */
537 reset_player( 0, NULL
);
543 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
549 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
551 phys
->on_board
^= 0x1;
556 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
557 audio_play_oneshot( &audio_lands
[6], 1.0f
);
561 audio_play_oneshot( &audio_lands
[5], 1.0f
);
567 if( !phys
->on_board
)
571 VG_STATIC
void player_update_fixed(void) /* 2 */
573 if( player
.rewinding
)
576 if( player
.death_tick_allowance
)
577 player
.death_tick_allowance
--;
579 struct player_phys
*phys
= &player
.phys
;
583 player_ragdoll_iter();
587 player
.rewind_incrementer
++;
589 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
591 player_save_rewind_frame();
598 VG_STATIC
void player_update_post(void)
600 for( int i
=0; i
<player
.prediction_count
; i
++ )
602 struct land_prediction
*p
= &player
.predictions
[i
];
604 for( int j
=0; j
<p
->log_length
- 1; j
++ )
605 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
607 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
610 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
611 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
616 player_debug_ragdoll();
619 player_animate_death_cam();
628 player_animate_camera_thirdperson();
630 player_animate_camera();
637 /* CAMERA POSITIONING: LAYER 0 */
638 v2_copy( player
.angles
, main_camera
.angles
);
639 v3_copy( player
.camera_pos
, main_camera
.pos
);
641 if( player
.rewinding
)
643 if( player
.rewind_time
<= 0.0f
)
645 double taken
= vg
.time
- player
.diag_rewind_start
;
646 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
647 taken
, player
.diag_rewind_time
,
648 player
.rewind_total_length
);
650 player
.rewinding
= 0;
651 player
.rewind_length
= 1;
652 player
.rewind_total_length
= 0.0f
;
653 player
.rewind_incrementer
= 0;
654 world
.sky_target_rate
= 1.0;
658 world
.sky_target_rate
= -100.0;
659 assert( player
.rewind_length
> 0 );
664 float budget
= vg
.time_delta
,
665 overall_length
= player
.rewind_length
;
667 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
669 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
671 /* Interpolate frames */
672 int i0
= floorf( player
.rewind_time
),
673 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
675 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
676 *fr1
= &player
.rewind_buffer
[i1
];
678 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
679 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
681 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
682 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
683 mod
= speed
* (budget
/ dist
),
685 advl
= vg_minf( mod
, subl
),
686 advt
= (advl
/ mod
) * budget
;
688 player
.dist_accum
+= speed
* advt
;
689 player
.rewind_time
-= advl
;
693 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
695 float current_time
= vg
.time
- player
.diag_rewind_start
,
696 remaining
= player
.rewind_predicted_time
- current_time
;
698 if( player
.rewind_sound_wait
)
700 if( player
.rewind_predicted_time
>= 6.5f
)
702 if( remaining
<= 6.5f
)
705 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
707 player
.rewind_sound_wait
= 0;
710 else if( player
.rewind_predicted_time
>= 2.5f
)
712 if( remaining
<= 2.5f
)
715 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
717 player
.rewind_sound_wait
= 0;
720 else if( player
.rewind_predicted_time
>= 1.5f
)
722 if( remaining
<= 1.5f
)
725 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
727 player
.rewind_sound_wait
= 0;
732 int i0
= floorf( player
.rewind_time
),
733 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
735 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
736 *fr1
= &player
.rewind_buffer
[i1
];
738 float sub
= vg_fractf(player
.rewind_time
);
740 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
741 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
742 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
744 /* CAMERA POSITIONING: LAYER 1 */
745 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
746 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
748 main_camera
.angles
[0] =
749 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
750 main_camera
.angles
[1] =
751 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
752 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
756 camera_update_transform( &main_camera
);
760 VG_STATIC
void draw_player( camera
*cam
)
763 player_model_copy_ragdoll();
765 shader_viewchar_use();
766 vg_tex2d_bind( &tex_characters
, 0 );
767 shader_viewchar_uTexMain( 0 );
768 shader_viewchar_uCamera( cam
->transform
[3] );
769 shader_viewchar_uPv( cam
->mtx
.pv
);
770 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
771 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
772 player
.mdl
.sk
.bone_count
,
774 (float *)player
.mdl
.sk
.final_mtx
);
776 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
777 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
781 * -----------------------------------------------------------------------------
783 * -----------------------------------------------------------------------------
786 VG_STATIC
float *player_get_pos(void)
788 return player
.phys
.rb
.co
;
791 VG_STATIC
void player_kill(void)
793 if( player
.death_tick_allowance
== 0 )
796 player_ragdoll_copy_model( player
.phys
.rb
.v
);
800 VG_STATIC
float *player_cam_pos(void)
802 return player
.camera_pos
;
806 #endif /* PLAYER_H */