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
[] );
257 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
259 VG_STATIC
void player_init(void) /* 1 */
261 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
262 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
263 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
264 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
265 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
266 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
267 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
268 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
270 player
.input_walkh
= vg_create_named_input( "walk-h",
272 player
.input_walkv
= vg_create_named_input( "walk-v",
276 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
277 k_input_type_button
);
278 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
280 const char *default_cfg
[] =
282 "bind steer-h gp-ls-h",
286 "bind steer-v gp-ls-v",
292 "bind grab-h gp-rs-h",
293 "bind grab-v gp-rs-v",
304 "bind walk-h gp-ls-h",
305 "bind walk-v -gp-ls-v",
314 "bind switch-mode gp-y",
315 "bind switch-mode e",
318 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
319 vg_execute_console_input(default_cfg
[i
]);
321 rb_init( &player
.phys
.rb
);
322 rb_init( &player
.collide_front
);
323 rb_init( &player
.collide_back
);
325 vg_var_push( (struct vg_var
){
326 .name
= "gwalk_speed",
327 .data
= &k_walkspeed
,
328 .data_type
= k_var_dtype_f32
,
329 .opt_f32
= { .clamp
= 0 },
333 vg_var_push( (struct vg_var
){
334 .name
= "air_accelerate",
335 .data
= &k_air_accelerate
,
336 .data_type
= k_var_dtype_f32
,
337 .opt_f32
= { .clamp
= 0 },
341 vg_var_push( (struct vg_var
){
344 .data_type
= k_var_dtype_f32
,
345 .opt_f32
= { .clamp
= 0 },
349 vg_var_push( (struct vg_var
){
350 .name
= "walk_accel",
351 .data
= &k_walk_accel
,
352 .data_type
= k_var_dtype_f32
,
353 .opt_f32
= { .clamp
= 0 },
357 vg_var_push( (struct vg_var
){
360 .data_type
= k_var_dtype_i32
,
361 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
365 vg_var_push( (struct vg_var
){
366 .name
= "cl_thirdperson",
367 .data
= &cl_thirdperson
,
368 .data_type
= k_var_dtype_i32
,
369 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
373 vg_var_push( (struct vg_var
){
376 .data_type
= k_var_dtype_f32
,
377 .opt_f32
= { .clamp
= 0 },
381 vg_var_push( (struct vg_var
){
382 .name
= "k_ragdoll_limit_scale",
383 .data
= &k_ragdoll_limit_scale
,
384 .data_type
= k_var_dtype_f32
,
385 .opt_f32
= { .clamp
= 0 },
389 vg_var_push( (struct vg_var
){
390 .name
= "k_ragdoll_div",
391 .data
= &k_ragdoll_div
,
392 .data_type
= k_var_dtype_i32
,
393 .opt_i32
= { .clamp
=0 },
397 vg_var_push( (struct vg_var
){
398 .name
= "k_ragdoll_debug_collider",
399 .data
= &k_ragdoll_debug_collider
,
400 .data_type
= k_var_dtype_i32
,
401 .opt_i32
= { .clamp
=0 },
405 vg_var_push( (struct vg_var
){
406 .name
= "k_ragdoll_debug_constraints",
407 .data
= &k_ragdoll_debug_constraints
,
408 .data_type
= k_var_dtype_i32
,
409 .opt_i32
= { .clamp
=0 },
413 vg_function_push( (struct vg_cmd
){
415 .function
= reset_player
,
416 .poll_suggest
= reset_player_poll
419 vg_function_push( (struct vg_cmd
){
421 .function
= kill_player
427 player
.rewind_length
= 0;
428 player
.rewind_buffer
=
429 vg_linear_alloc( vg_mem
.rtmemory
,
430 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
438 VG_STATIC
void player_save_rewind_frame(void)
440 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
442 struct rewind_frame
*fr
=
443 &player
.rewind_buffer
[ player
.rewind_length
++ ];
445 v2_copy( player
.angles
, fr
->ang
);
446 v3_copy( player
.camera_pos
, fr
->pos
);
448 player
.rewind_incrementer
= 0;
450 if( player
.rewind_length
> 1 )
452 player
.rewind_total_length
+=
453 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
454 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
461 VG_STATIC
int menu_enabled(void);
465 * Free camera movement
467 VG_STATIC
void player_mouseview(void)
472 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
474 if( vg_input
.controller_should_use_trackpad_look
)
476 static v2f last_input
;
478 static v2f vel_smooth
;
480 v2f input
= { player
.input_js2h
->axis
.value
,
481 player
.input_js2v
->axis
.value
};
483 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
485 v2_sub( input
, last_input
, vel
);
486 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
493 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
495 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
496 v2_copy( input
, last_input
);
500 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
501 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
504 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
507 /* Deal with input etc */
508 VG_STATIC
void player_update_pre(void)
510 struct player_phys
*phys
= &player
.phys
;
515 v3_copy( main_camera
.pos
, ra
);
516 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
519 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
522 m3x3_identity( mtx
);
523 v3_lerp( ra
, rb
, t
, mtx
[3] );
525 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
528 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
529 vg_line( mtx
[3], x1
, 0xffffffff );
540 if( player
.rewinding
)
543 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
545 double delta
= world
.time
- world
.last_use
;
547 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
549 player
.rewinding
= 1;
550 player
.rewind_sound_wait
= 1;
551 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
552 player_save_rewind_frame();
554 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
557 /* based on analytical testing. DONT CHANGE!
559 * time taken: y = (x^(4/5)) * 74.5
560 * inverse : x = (2/149)^(4/5) * y^(4/5)
563 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
564 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
566 player
.rewind_predicted_time
= constant
* curve
;
567 player
.diag_rewind_start
= vg
.time
;
568 player
.diag_rewind_time
= player
.rewind_time
;
571 player
.death_tick_allowance
= 30;
572 player_restore_frame();
574 if( !phys
->on_board
)
576 player
.angles
[0] = atan2f( -phys
->rb
.forward
[2],
577 -phys
->rb
.forward
[0] );
580 player
.mdl
.shoes
[0] = 1;
581 player
.mdl
.shoes
[1] = 1;
583 world_routes_notify_reset();
585 /* apply 1 frame of movement */
592 reset_player( 0, NULL
);
598 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
604 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
606 phys
->on_board
^= 0x1;
611 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
612 audio_play_oneshot( &audio_lands
[6], 1.0f
);
616 audio_play_oneshot( &audio_lands
[5], 1.0f
);
622 if( !phys
->on_board
)
626 VG_STATIC
void player_update_fixed(void) /* 2 */
628 if( player
.rewinding
)
631 if( player
.death_tick_allowance
)
632 player
.death_tick_allowance
--;
634 struct player_phys
*phys
= &player
.phys
;
638 player_ragdoll_iter();
642 player
.rewind_incrementer
++;
644 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
646 player_save_rewind_frame();
653 VG_STATIC
void player_update_post(void)
655 for( int i
=0; i
<player
.prediction_count
; i
++ )
657 struct land_prediction
*p
= &player
.predictions
[i
];
659 for( int j
=0; j
<p
->log_length
- 1; j
++ )
660 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
662 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
665 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
666 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
671 player_debug_ragdoll();
674 player_animate_death_cam();
683 player_animate_camera_thirdperson();
685 player_animate_camera();
692 /* CAMERA POSITIONING: LAYER 0 */
693 v2_copy( player
.angles
, main_camera
.angles
);
694 v3_copy( player
.camera_pos
, main_camera
.pos
);
696 if( player
.rewinding
)
698 if( player
.rewind_time
<= 0.0f
)
700 double taken
= vg
.time
- player
.diag_rewind_start
;
701 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
702 taken
, player
.diag_rewind_time
,
703 player
.rewind_total_length
);
705 player
.rewinding
= 0;
706 player
.rewind_length
= 1;
707 player
.rewind_total_length
= 0.0f
;
708 player
.rewind_incrementer
= 0;
709 world
.sky_target_rate
= 1.0;
713 world
.sky_target_rate
= -100.0;
714 assert( player
.rewind_length
> 0 );
719 float budget
= vg
.time_delta
,
720 overall_length
= player
.rewind_length
;
722 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
724 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
726 /* Interpolate frames */
727 int i0
= floorf( player
.rewind_time
),
728 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
730 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
731 *fr1
= &player
.rewind_buffer
[i1
];
733 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
734 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
736 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
737 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
738 mod
= speed
* (budget
/ dist
),
740 advl
= vg_minf( mod
, subl
),
741 advt
= (advl
/ mod
) * budget
;
743 player
.dist_accum
+= speed
* advt
;
744 player
.rewind_time
-= advl
;
748 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
750 float current_time
= vg
.time
- player
.diag_rewind_start
,
751 remaining
= player
.rewind_predicted_time
- current_time
;
753 if( player
.rewind_sound_wait
)
755 if( player
.rewind_predicted_time
>= 6.5f
)
757 if( remaining
<= 6.5f
)
760 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
762 player
.rewind_sound_wait
= 0;
765 else if( player
.rewind_predicted_time
>= 2.5f
)
767 if( remaining
<= 2.5f
)
770 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
772 player
.rewind_sound_wait
= 0;
775 else if( player
.rewind_predicted_time
>= 1.5f
)
777 if( remaining
<= 1.5f
)
780 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
782 player
.rewind_sound_wait
= 0;
787 int i0
= floorf( player
.rewind_time
),
788 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
790 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
791 *fr1
= &player
.rewind_buffer
[i1
];
793 float sub
= vg_fractf(player
.rewind_time
);
795 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
796 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
797 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
799 /* CAMERA POSITIONING: LAYER 1 */
800 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
801 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
803 main_camera
.angles
[0] =
804 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
805 main_camera
.angles
[1] =
806 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
807 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
811 camera_update_transform( &main_camera
);
815 VG_STATIC
void draw_player( camera
*cam
)
818 player_model_copy_ragdoll();
820 shader_viewchar_use();
821 vg_tex2d_bind( &tex_characters
, 0 );
822 shader_viewchar_uTexMain( 0 );
823 shader_viewchar_uCamera( cam
->transform
[3] );
824 shader_viewchar_uPv( cam
->mtx
.pv
);
825 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
826 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
827 player
.mdl
.sk
.bone_count
,
829 (float *)player
.mdl
.sk
.final_mtx
);
831 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
832 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
836 * -----------------------------------------------------------------------------
838 * -----------------------------------------------------------------------------
841 VG_STATIC
float *player_get_pos(void)
843 return player
.phys
.rb
.co
;
846 VG_STATIC
void player_kill(void)
848 if( player
.death_tick_allowance
== 0 )
851 player_ragdoll_copy_model( player
.phys
.rb
.v
);
855 VG_STATIC
float *player_cam_pos(void)
857 return player
.camera_pos
;
861 #endif /* PLAYER_H */