2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
9 #define PLAYER_REWIND_FRAMES 60*4
19 VG_STATIC
int freecam
= 0;
20 VG_STATIC
int walk_grid_iterations
= 1;
21 VG_STATIC
float fc_speed
= 10.0f
;
22 VG_STATIC
int cl_thirdperson
= 0;
25 * -----------------------------------------------------------------------------
27 * -----------------------------------------------------------------------------
30 VG_STATIC
struct gplayer
32 rigidbody rb
, rb_frame
;
33 v3f co
, angles
; /* used as transfer between controllers */
35 enum player_controller
37 k_player_controller_walk
,
38 k_player_controller_skate
,
39 k_player_controller_ragdoll
,
40 k_player_controller_mountain_skate
,
41 k_player_controller_snowboard
,
42 k_player_controller_drive
47 m4x3f visual_transform
,
50 int is_dead
, death_tick_allowance
, rewinding
;
51 int rewind_sound_wait
;
54 v3f handl_target
, handr_target
,
58 struct input_binding
*input_js1h
,
73 v3f camera_pos
, smooth_localcam
;
81 u32 rewind_incrementer
,
84 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
85 double diag_rewind_start
, diag_rewind_time
;
108 enum mdl_surface_prop surface_prop
;
113 glmesh player_meshes
[3];
117 struct skeleton_anim
*anim_stand
,
121 *anim_push
, *anim_push_reverse
,
122 *anim_ollie
, *anim_ollie_reverse
,
123 *anim_grabs
, *anim_stop
,
124 *anim_walk
, *anim_run
, *anim_idle
,
144 /* Collider transform relative to bone */
158 rb_constr_pos position_constraints
[32];
159 u32 position_constraints_count
;
161 rb_constr_swingtwist cone_constraints
[32];
162 u32 cone_constraints_count
;
173 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
174 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
183 VG_STATIC
float *player_get_pos(void);
184 VG_STATIC
void player_kill(void);
185 VG_STATIC
float *player_cam_pos(void);
186 VG_STATIC
void player_save_frame(void);
187 VG_STATIC
void player_restore_frame(void);
188 VG_STATIC
void player_save_rewind_frame(void);
193 VG_STATIC
void player_mouseview(void);
195 #include "player_physics.h"
196 #include "player_physics_skate.h"
197 #include "player_physics_walk.h"
198 #include "player_ragdoll.h"
199 #include "player_model.h"
200 #include "player_animation.h"
201 #include "player_audio.h"
204 * player_physics_<INTERFACE>_<SUB-INTERFACE>
211 * -----------------------------------------------------------------------------
213 * -----------------------------------------------------------------------------
215 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
216 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
217 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
219 VG_STATIC
void player_init(void) /* 1 */
222 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
223 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
224 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
225 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
226 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
227 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
228 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
229 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
231 player
.input_walkh
= vg_create_named_input( "walk-h",
233 player
.input_walkv
= vg_create_named_input( "walk-v",
237 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
238 k_input_type_button
);
239 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
241 const char *default_cfg
[] =
243 "bind steer-h gp-ls-h",
247 "bind steer-v gp-ls-v",
253 "bind grab-h gp-rs-h",
254 "bind grab-v gp-rs-v",
265 "bind walk-h gp-ls-h",
266 "bind walk-v -gp-ls-v",
275 "bind switch-mode gp-y",
276 "bind switch-mode e",
279 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
280 vg_execute_console_input(default_cfg
[i
]);
283 rb_init( &player
.rb
);
285 VG_VAR_F32( k_walkspeed
);
286 VG_VAR_F32( k_stopspeed
);
287 VG_VAR_F32( k_airspeed
);
288 VG_VAR_F32( k_walk_friction
);
289 VG_VAR_F32( k_walk_air_accel
);
290 VG_VAR_F32( k_runspeed
);
291 VG_VAR_F32( k_walk_accel
);
293 VG_VAR_I32( freecam
);
294 VG_VAR_I32( cl_thirdperson
);
295 VG_VAR_F32_PERSISTENT( fc_speed
);
297 /* TODO: NOT PERSISTENT */
298 VG_VAR_F32( k_ragdoll_limit_scale
);
299 VG_VAR_I32( k_ragdoll_div
);
300 VG_VAR_I32( k_ragdoll_debug_collider
);
301 VG_VAR_I32( k_ragdoll_debug_constraints
);
303 VG_VAR_F32( k_friction_lat
);
305 VG_VAR_F32( k_cog_spring
);
306 VG_VAR_F32( k_cog_damp
);
308 VG_VAR_F32( k_cog_mass_ratio
);
309 VG_VAR_F32( k_downforce
);
311 VG_VAR_F32( k_spring_force
);
312 VG_VAR_F32( k_spring_dampener
);
313 VG_VAR_F32( k_spring_angular
);
315 VG_VAR_F32( k_mmthrow_scale
);
316 VG_VAR_F32( k_mmcollect_lat
);
317 VG_VAR_F32( k_mmcollect_vert
);
318 VG_VAR_F32( k_mmdecay
);
320 vg_function_push( (struct vg_cmd
){
322 .function
= reset_player
,
323 .poll_suggest
= reset_player_poll
326 vg_function_push( (struct vg_cmd
){
328 .function
= kill_player
334 player
.rewind_length
= 0;
335 player
.rewind_buffer
=
336 vg_linear_alloc( vg_mem
.rtmemory
,
337 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
342 VG_STATIC
void player_save_rewind_frame(void)
344 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
346 struct rewind_frame
*fr
=
347 &player
.rewind_buffer
[ player
.rewind_length
++ ];
349 v2_copy( player
.angles
, fr
->ang
);
350 v3_copy( player
.camera_pos
, fr
->pos
);
352 player
.rewind_incrementer
= 0;
354 if( player
.rewind_length
> 1 )
356 player
.rewind_total_length
+=
357 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
358 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
365 VG_STATIC
int menu_enabled(void);
368 VG_STATIC
void player_do_motion(void);
370 * Free camera movement
372 VG_STATIC
void player_mouseview(void)
377 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
379 if( vg_input
.controller_should_use_trackpad_look
)
381 static v2f last_input
;
383 static v2f vel_smooth
;
385 v2f input
= { player
.input_js2h
->axis
.value
,
386 player
.input_js2v
->axis
.value
};
388 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
390 v2_sub( input
, last_input
, vel
);
391 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
398 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
400 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
401 v2_copy( input
, last_input
);
405 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
406 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
409 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
412 /* Deal with input etc */
413 VG_STATIC
void player_update_pre(void)
418 v3_copy( main_camera
.pos
, ra
);
419 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
422 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
425 m3x3_identity( mtx
);
426 v3_lerp( ra
, rb
, t
, mtx
[3] );
428 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
431 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
432 vg_line( mtx
[3], x1
, 0xffffffff );
438 vg_line_pt3( phys
->cog
, 0.10f
, 0xffffffff );
439 vg_line_pt3( phys
->cog
, 0.09f
, 0xffffffff );
440 vg_line_pt3( phys
->cog
, 0.08f
, 0xffffffff );
441 vg_line( phys
->cog
, phys
->rb
.co
, 0xff000000 );
444 v3f throw_end
, p0
, p1
;
445 v3_muladds( phys
->rb
.co
, phys
->rb
.up
, 1.0f
, spring_end
);
446 v3_muladds( spring_end
, phys
->throw_v
, 1.0f
, throw_end
);
447 v3_muladds( spring_end
, player
.debug_mmcollect_lat
, 1.0f
, p0
);
448 v3_muladds( spring_end
, player
.debug_mmcollect_vert
, 1.0f
, p1
);
449 vg_line( spring_end
, throw_end
, VG__RED
);
450 vg_line( spring_end
, p0
, VG__GREEN
);
451 vg_line( spring_end
, p1
, VG__BLUE
);
454 if( player
.rewinding
)
457 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
459 double delta
= world
.time
- world
.last_use
;
461 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
463 player
.rewinding
= 1;
464 player
.rewind_sound_wait
= 1;
465 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
466 player_save_rewind_frame();
468 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
471 /* based on analytical testing. DONT CHANGE!
473 * time taken: y = (x^(4/5)) * 74.5
474 * inverse : x = (2/149)^(4/5) * y^(4/5)
477 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
478 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
480 player
.rewind_predicted_time
= constant
* curve
;
481 player
.diag_rewind_start
= vg
.time
;
482 player
.diag_rewind_time
= player
.rewind_time
;
485 player
.death_tick_allowance
= 30;
486 player_restore_frame();
488 if( player
.controller
== k_player_controller_walk
)
490 player
.angles
[0] = atan2f( -player
.rb
.forward
[2],
491 -player
.rb
.forward
[0] );
494 player
.mdl
.shoes
[0] = 1;
495 player
.mdl
.shoes
[1] = 1;
497 world_routes_notify_reset();
499 /* apply 1 frame of movement */
506 reset_player( 0, NULL
);
512 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
518 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
523 if( phys
->controller
== k_player_controller_walk
)
525 phys
->controller
= k_player_controller_skate
;
527 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
528 audio_play_oneshot( &audio_lands
[6], 1.0f
);
530 else if( phys
->controller
== k_player_controller_skate
)
532 phys
->controller
= k_player_controller_walk
;
534 audio_play_oneshot( &audio_lands
[5], 1.0f
);
541 if( player
.controller
== k_player_controller_walk
)
545 VG_STATIC
void player_update_fixed(void) /* 2 */
547 if( player
.rewinding
)
550 if( player
.death_tick_allowance
)
551 player
.death_tick_allowance
--;
555 player_ragdoll_iter();
559 player
.rewind_incrementer
++;
561 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
563 player_save_rewind_frame();
570 VG_STATIC
void player_update_post(void)
573 for( int i
=0; i
<player
.prediction_count
; i
++ )
575 struct land_prediction
*p
= &player
.predictions
[i
];
577 for( int j
=0; j
<p
->log_length
- 1; j
++ )
578 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
580 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
583 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
584 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
591 player_debug_ragdoll();
594 player_animate_death_cam();
603 player_animate_camera_thirdperson();
605 player_animate_camera();
613 /* CAMERA POSITIONING: LAYER 0 */
614 v2_copy( player
.angles
, main_camera
.angles
);
615 v3_copy( player
.camera_pos
, main_camera
.pos
);
618 if( player
.rewinding
)
620 if( player
.rewind_time
<= 0.0f
)
622 double taken
= vg
.time
- player
.diag_rewind_start
;
623 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
624 taken
, player
.diag_rewind_time
,
625 player
.rewind_total_length
);
627 player
.rewinding
= 0;
628 player
.rewind_length
= 1;
629 player
.rewind_total_length
= 0.0f
;
630 player
.rewind_incrementer
= 0;
631 world
.sky_target_rate
= 1.0;
635 world
.sky_target_rate
= -100.0;
636 assert( player
.rewind_length
> 0 );
641 float budget
= vg
.time_delta
,
642 overall_length
= player
.rewind_length
;
644 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
646 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
648 /* Interpolate frames */
649 int i0
= floorf( player
.rewind_time
),
650 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
652 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
653 *fr1
= &player
.rewind_buffer
[i1
];
655 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
656 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
658 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
659 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
660 mod
= speed
* (budget
/ dist
),
662 advl
= vg_minf( mod
, subl
),
663 advt
= (advl
/ mod
) * budget
;
665 player
.dist_accum
+= speed
* advt
;
666 player
.rewind_time
-= advl
;
670 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
672 float current_time
= vg
.time
- player
.diag_rewind_start
,
673 remaining
= player
.rewind_predicted_time
- current_time
;
675 if( player
.rewind_sound_wait
)
677 if( player
.rewind_predicted_time
>= 6.5f
)
679 if( remaining
<= 6.5f
)
682 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
684 player
.rewind_sound_wait
= 0;
687 else if( player
.rewind_predicted_time
>= 2.5f
)
689 if( remaining
<= 2.5f
)
692 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
694 player
.rewind_sound_wait
= 0;
697 else if( player
.rewind_predicted_time
>= 1.5f
)
699 if( remaining
<= 1.5f
)
702 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
704 player
.rewind_sound_wait
= 0;
709 int i0
= floorf( player
.rewind_time
),
710 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
712 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
713 *fr1
= &player
.rewind_buffer
[i1
];
715 float sub
= vg_fractf(player
.rewind_time
);
717 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
718 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
719 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
721 /* CAMERA POSITIONING: LAYER 1 */
722 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
723 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
725 main_camera
.angles
[0] =
726 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
727 main_camera
.angles
[1] =
728 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
729 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
734 camera_update_transform( &main_camera
);
738 VG_STATIC
void draw_player( camera
*cam
)
741 player_model_copy_ragdoll();
743 shader_viewchar_use();
744 vg_tex2d_bind( &tex_characters
, 0 );
745 shader_viewchar_uTexMain( 0 );
746 shader_viewchar_uCamera( cam
->transform
[3] );
747 shader_viewchar_uPv( cam
->mtx
.pv
);
748 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
749 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
750 player
.mdl
.sk
.bone_count
,
752 (float *)player
.mdl
.sk
.final_mtx
);
754 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
755 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
758 VG_STATIC
void player_do_motion(void)
760 if( world
.water
.enabled
)
762 if( (player
.rb
.co
[1] < 0.0f
) && !player
.is_dead
)
765 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
766 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
767 audio_player_set_vol( &audio_player_extra
, 20.0f
);
768 audio_player_playclip( &audio_player_extra
, &audio_splash
);
776 v3_copy( player
.rb
.co
, prevco
);
778 if( player
.controller
== k_player_controller_skate
)
781 player_skate_update();
785 player_walk_physics( &player_walky
);
788 /* Real angular velocity integration */
790 v3_lerp( phys
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, phys
->rb
.w
);
791 if( v3_length2( phys
->rb
.w
) > 0.0f
)
795 v3_copy( phys
->rb
.w
, axis
);
797 float mag
= v3_length( axis
);
798 v3_divs( axis
, mag
, axis
);
799 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
800 q_mul( rotation
, phys
->rb
.q
, phys
->rb
.q
);
803 /* Faux angular velocity */
806 float lerpq
= (player_skate
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
807 phys
->siY
= vg_lerpf( phys
->siY
, phys
->iY
, lerpq
);
809 q_axis_angle( rotate
, phys
->rb
.up
, phys
->siY
);
810 q_mul( rotate
, phys
->rb
.q
, phys
->rb
.q
);
815 * Gate intersection, by tracing a line over the gate planes
818 for( int i
=0; i
<world
.gate_count
; i
++ )
820 struct route_gate
*rg
= &world
.gates
[i
];
821 teleport_gate
*gate
= &rg
->gate
;
823 if( gate_intersect( gate
, phys
->rb
.co
, prevco
) )
825 m4x3_mulv( gate
->transport
, phys
->rb
.co
, phys
->rb
.co
);
826 m4x3_mulv( gate
->transport
, phys
->cog
, phys
->cog
);
827 m3x3_mulv( gate
->transport
, phys
->cog_v
, phys
->cog_v
);
828 m3x3_mulv( gate
->transport
, phys
->rb
.v
, phys
->rb
.v
);
829 m3x3_mulv( gate
->transport
, phys
->vl
, phys
->vl
);
830 m3x3_mulv( gate
->transport
, phys
->v_last
, phys
->v_last
);
831 m3x3_mulv( gate
->transport
, phys
->m
, phys
->m
);
832 m3x3_mulv( gate
->transport
, phys
->bob
, phys
->bob
);
834 /* Pre-emptively edit the camera matrices so that the motion vectors
838 m4x3_invert_affine( gate
->transport
, transport_i
);
839 m4x3_expand( transport_i
, transport_4
);
840 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
841 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
843 v4f transport_rotation
;
844 m3x3_q( gate
->transport
, transport_rotation
);
845 q_mul( transport_rotation
, phys
->rb
.q
, phys
->rb
.q
);
847 world_routes_activate_gate( i
);
849 if( phys
->controller
== k_player_controller_walk
)
851 v3f fwd_dir
= {cosf(player
.angles
[0]),
853 sinf(player
.angles
[0])};
854 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
856 player
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
859 player
.rewind_length
= 0;
860 player
.rewind_total_length
= 0.0f
;
861 player
.rewind_incrementer
= 10000;
865 audio_play_oneshot( &audio_gate_pass
, 1.0f
);
872 rb_update_transform( &player
.rb
);
876 * -----------------------------------------------------------------------------
878 * -----------------------------------------------------------------------------
881 VG_STATIC
float *player_get_pos(void)
886 VG_STATIC
void player_kill(void)
888 if( player
.death_tick_allowance
== 0 )
891 player_ragdoll_copy_model( player
.rb
.v
);
895 VG_STATIC
float *player_cam_pos(void)
897 return player
.camera_pos
;
901 VG_STATIC
void player_save_frame(void)
903 player
.controller_frame
= player
.controller
;
905 /* TODO <interface>->save() */
908 VG_STATIC
void player_restore_frame(void)
910 player
.controller
= player
.controller_frame
;
912 /* TODO <interface>->load() */
915 #endif /* PLAYER_H */