2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
8 #define PLAYER_REWIND_FRAMES 60*4
17 k_walkspeed
= 20.0f
, /* 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
;
70 int in_air
, on_board
, jump_charge
, jump_dir
;
77 m4x3f visual_transform
,
80 int is_dead
, death_tick_allowance
, rewinding
;
81 int rewind_sound_wait
;
84 v3f land_target_log
[22];
85 u32 land_target_colours
[22];
88 v3f handl_target
, handr_target
,
95 v3f camera_pos
, smooth_localcam
;
104 u32 rewind_incrementer
,
107 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
108 double diag_rewind_start
, diag_rewind_time
;
127 enum mdl_surface_prop surface_prop
;
132 glmesh player_meshes
[3];
136 struct skeleton_anim
*anim_stand
,
140 *anim_push
, *anim_push_reverse
,
141 *anim_ollie
, *anim_ollie_reverse
,
142 *anim_grabs
, *anim_stop
,
143 *anim_walk
, *anim_run
, *anim_idle
,
175 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
176 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
182 VG_STATIC
float *player_get_pos(void);
183 VG_STATIC
void player_kill(void);
184 VG_STATIC
float *player_cam_pos(void);
185 VG_STATIC
void player_save_frame(void);
186 VG_STATIC
void player_restore_frame(void);
187 VG_STATIC
void player_save_rewind_frame(void);
192 #include "player_physics.h"
193 #include "player_ragdoll.h"
194 #include "player_model.h"
195 #include "player_animation.h"
196 #include "player_audio.h"
199 * -----------------------------------------------------------------------------
201 * -----------------------------------------------------------------------------
204 VG_STATIC
void player_init(void) /* 1 */
206 rb_init( &player
.phys
.rb
);
207 rb_init( &player
.collide_front
);
208 rb_init( &player
.collide_back
);
210 vg_convar_push( (struct vg_convar
){
211 .name
= "cl_playermdl_id",
212 .data
= &cl_playermdl_id
,
213 .data_type
= k_convar_dtype_i32
,
214 .opt_i32
= { .min
=0, .max
=2, .clamp
=1 },
218 vg_convar_push( (struct vg_convar
){
219 .name
= "walk_speed",
220 .data
= &k_walkspeed
,
221 .data_type
= k_convar_dtype_f32
,
222 .opt_f32
= { .clamp
= 0 },
226 vg_convar_push( (struct vg_convar
){
229 .data_type
= k_convar_dtype_f32
,
230 .opt_f32
= { .clamp
= 0 },
234 vg_convar_push( (struct vg_convar
){
235 .name
= "walk_accel",
236 .data
= &k_walk_accel
,
237 .data_type
= k_convar_dtype_f32
,
238 .opt_f32
= { .clamp
= 0 },
242 vg_convar_push( (struct vg_convar
){
245 .data_type
= k_convar_dtype_i32
,
246 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
250 vg_convar_push( (struct vg_convar
){
253 .data_type
= k_convar_dtype_f32
,
254 .opt_f32
= { .clamp
= 0 },
258 vg_function_push( (struct vg_cmd
){
260 .function
= reset_player
263 player
.rewind_length
= 0;
264 player
.rewind_buffer
=
265 vg_linear_alloc( vg_mem
.rtmemory
,
266 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
271 VG_STATIC
void player_save_rewind_frame(void)
273 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
275 struct rewind_frame
*fr
=
276 &player
.rewind_buffer
[ player
.rewind_length
++ ];
278 v2_copy( player
.angles
, fr
->ang
);
279 v3_copy( player
.camera_pos
, fr
->pos
);
281 player
.rewind_incrementer
= 0;
283 if( player
.rewind_length
> 1 )
285 player
.rewind_total_length
+=
286 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
287 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
292 /* Deal with input etc */
293 VG_STATIC
void player_update_pre(void)
295 struct player_phys
*phys
= &player
.phys
;
297 if( player
.rewinding
)
302 if( vg_get_button_down( "reset" ) )
306 reset_player( 0, NULL
);
308 audio_play_oneshot( &audio_ui
[0], 1.0f
);
313 double delta
= world
.time
- world
.last_use
;
315 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
317 player
.rewinding
= 1;
318 player
.rewind_sound_wait
= 1;
319 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
320 player_save_rewind_frame();
322 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
325 /* based on analytical testing. DONT CHANGE!
327 * time taken: y = (x^(4/5)) * 74.5
328 * inverse : x = (2/149)^(4/5) * y^(4/5)
331 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
332 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
334 player
.rewind_predicted_time
= constant
* curve
;
335 player
.diag_rewind_start
= vg
.time
;
336 player
.diag_rewind_time
= player
.rewind_time
;
339 player
.death_tick_allowance
= 30;
340 player_restore_frame();
342 if( !phys
->on_board
)
344 player
.angles
[0] = atan2f( -phys
->rb
.forward
[2],
345 -phys
->rb
.forward
[0] );
348 player
.mdl
.shoes
[0] = 1;
349 player
.mdl
.shoes
[1] = 1;
351 world_routes_notify_reset();
353 /* apply 1 frame of movement */
360 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
366 if( vg_get_button_down( "switchmode" ) )
368 phys
->on_board
^= 0x1;
373 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
374 audio_play_oneshot( &audio_lands
[6], 1.0f
);
378 audio_play_oneshot( &audio_lands
[5], 1.0f
);
385 VG_STATIC
void player_update_fixed(void) /* 2 */
387 if( player
.rewinding
)
390 if( player
.death_tick_allowance
)
391 player
.death_tick_allowance
--;
393 struct player_phys
*phys
= &player
.phys
;
397 player_ragdoll_iter();
401 player
.rewind_incrementer
++;
403 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
405 player_save_rewind_frame();
412 VG_STATIC
void player_update_post(void)
414 for( int i
=0; i
<player
.land_log_count
; i
++ )
415 vg_line_cross( player
.land_target_log
[i
],
416 player
.land_target_colours
[i
], 0.25f
);
420 player_debug_ragdoll();
423 player_animate_death_cam();
430 player_animate_camera();
437 /* CAMERA POSITIONING: LAYER 0 */
438 v2_copy( player
.angles
, camera_angles
);
439 v3_copy( player
.camera_pos
, camera_pos
);
441 if( player
.rewinding
)
443 if( player
.rewind_time
<= 0.0f
)
445 double taken
= vg
.time
- player
.diag_rewind_start
;
446 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
447 taken
, player
.diag_rewind_time
,
448 player
.rewind_total_length
);
450 player
.rewinding
= 0;
451 player
.rewind_length
= 1;
452 player
.rewind_total_length
= 0.0f
;
453 player
.rewind_incrementer
= 0;
454 world
.sky_target_rate
= 1.0;
458 world
.sky_target_rate
= -100.0;
459 assert( player
.rewind_length
> 0 );
464 float budget
= vg
.time_delta
,
465 overall_length
= player
.rewind_length
;
467 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
469 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
471 /* Interpolate frames */
472 int i0
= floorf( player
.rewind_time
),
473 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
475 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
476 *fr1
= &player
.rewind_buffer
[i1
];
478 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
479 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
481 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
482 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
483 mod
= speed
* (budget
/ dist
),
485 advl
= vg_minf( mod
, subl
),
486 advt
= (advl
/ mod
) * budget
;
488 player
.dist_accum
+= speed
* advt
;
489 player
.rewind_time
-= advl
;
493 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
495 float current_time
= vg
.time
- player
.diag_rewind_start
,
496 remaining
= player
.rewind_predicted_time
- current_time
;
498 if( player
.rewind_sound_wait
)
500 if( player
.rewind_predicted_time
>= 6.5f
)
502 if( remaining
<= 6.5f
)
505 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
507 player
.rewind_sound_wait
= 0;
510 else if( player
.rewind_predicted_time
>= 2.5f
)
512 if( remaining
<= 2.5f
)
515 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
517 player
.rewind_sound_wait
= 0;
520 else if( player
.rewind_predicted_time
>= 1.5f
)
522 if( remaining
<= 1.5f
)
525 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
527 player
.rewind_sound_wait
= 0;
534 int i0
= floorf( player
.rewind_time
),
535 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
537 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
538 *fr1
= &player
.rewind_buffer
[i1
];
540 float sub
= vg_fractf(player
.rewind_time
);
542 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
543 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
544 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
546 /* CAMERA POSITIONING: LAYER 1 */
547 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
548 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
550 camera_angles
[0] = vg_alerpf(override_angles
[0], player
.angles
[0], c
);
551 camera_angles
[1] = vg_lerpf (override_angles
[1], player
.angles
[1], c
);
552 v3_lerp( override_pos
, player
.camera_pos
, c
, camera_pos
);
560 VG_STATIC
void draw_player( m4x3f cam
)
563 player_model_copy_ragdoll();
565 shader_viewchar_use();
566 vg_tex2d_bind( &tex_characters
, 0 );
567 shader_viewchar_uTexMain( 0 );
568 shader_viewchar_uCamera( cam
[3] );
569 shader_viewchar_uPv( vg
.pv
);
570 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
571 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
572 player
.mdl
.sk
.bone_count
,
574 (float *)player
.mdl
.sk
.final_mtx
);
576 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
577 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
581 * -----------------------------------------------------------------------------
583 * -----------------------------------------------------------------------------
586 VG_STATIC
float *player_get_pos(void)
588 return player
.phys
.rb
.co
;
591 VG_STATIC
void player_kill(void)
593 if( player
.death_tick_allowance
== 0 )
596 player_ragdoll_copy_model( player
.phys
.rb
.v
);
597 world_routes_clear();
601 VG_STATIC
float *player_cam_pos(void)
603 return player
.camera_pos
;
607 #endif /* PLAYER_H */