+replay_frame *replay_find_recent_stateframe( replay_buffer *replay )
+{
+ replay_frame *frame = replay->cursor_frame;
+ u32 i=4096;
+ while( i --> 0 ){
+ if( !frame ) return frame;
+ if( frame->data_table[ k_replay_framedata_gamestate ][1] ) return frame;
+ frame = frame->l;
+ }
+
+ return NULL;
+}
+
+f32 replay_subframe_time( replay_buffer *replay )
+{
+ replay_frame *frame = replay->cursor_frame;
+ if( !frame ) return 0.0f;
+ replay_frame *next = frame->r;
+ if( next )
+ {
+ f64 l = next->time - frame->time,
+ t = (l <= (1.0/128.0))? 0.0: (replay->cursor - frame->time) / l;
+ return vg_clampf( t, 0.0f, 1.0f );
+ }
+ else
+ return 0.0f;
+}
+
+void replay_get_frame_camera( replay_frame *frame, vg_camera *cam )
+{
+ cam->fov = frame->cam.fov;
+ v3_copy( frame->cam.pos, cam->pos );
+ v3_copy( frame->cam.angles, cam->angles );
+}
+
+void replay_get_camera( replay_buffer *replay, vg_camera *cam )
+{
+ cam->nearz = 0.1f;
+ cam->farz = 100.0f;
+ if( replay->cursor_frame )
+ {
+ replay_frame *next = replay->cursor_frame->r;
+
+ if( next )
+ {
+ vg_camera temp;
+
+ replay_get_frame_camera( replay->cursor_frame, cam );
+ replay_get_frame_camera( next, &temp );
+ vg_camera_lerp( cam, &temp, replay_subframe_time( replay ), cam );
+ }
+ else
+ {
+ replay_get_frame_camera( replay->cursor_frame, cam );
+ }
+ }
+ else
+ {
+ v3_zero( cam->pos );
+ v3_zero( cam->angles );
+ cam->fov = 90.0f;
+ }
+}
+
+void skaterift_get_replay_cam( vg_camera *cam )
+{
+ replay_buffer *replay = &player_replay.local;
+
+ if( player_replay.active_keyframe != -1 )
+ {
+ replay_keyframe *kf =
+ &player_replay.keyframes[player_replay.active_keyframe];
+
+ v3_copy( kf->cam.pos, cam->pos );
+ v3_copy( kf->cam.angles, cam->angles );
+ cam->fov = kf->cam.fov;
+ return;
+ }
+
+ if( player_replay.keyframe_count >= 2 )
+ {
+ for( u32 i=0; i<player_replay.keyframe_count-1; i ++ )
+ {
+ replay_keyframe *kf = &player_replay.keyframes[i];
+
+ if( (kf[0].time<=replay->cursor) && (kf[1].time>replay->cursor) )
+ {
+ f64 l = kf[1].time - kf[0].time,
+ t = (l <= (1.0/128.0))? 0.0: (replay->cursor-kf[0].time) / l;
+
+ if( player_replay.keyframe_count >= 3 )
+ {
+ f32 m_start = 0.5f, m_end = 0.5f;
+
+ if( i > 0 )
+ {
+ if( (t < 0.5f) || (i==player_replay.keyframe_count-2) )
+ {
+ kf --;
+ }
+ }
+
+ u32 last = player_replay.keyframe_count-1;
+ if( kf+0 == player_replay.keyframes ) m_start = 1.0f;
+ if( kf+2 == player_replay.keyframes+last ) m_end = 1.0f;
+
+ f32 ts = vg_lerpf( kf[0].time, kf[1].time, 1.0f-m_start ),
+ te = vg_lerpf( kf[1].time, kf[2].time, m_end );
+
+ l = te-ts;
+ t = (replay->cursor-ts)/l;
+
+ /*
+ * Adjust t, so that its derivative matches at the endpoints.
+ * Since t needs to go from 0 to 1, it will naturally change at
+ * different rates between keyframes. So this smooths it out.
+ *
+ * Newton method, going through standard direct quadratic eq has
+ * precision / other problems. Also we only care about 0>t>1.
+ */
+ f32 b = (kf[1].time-ts)/l,
+ x0 = 1.0-t;
+ for( u32 i=0; i<4; i ++ )
+ {
+ f32 ix0 = 1.0f-x0,
+ fx_x0 = 2.0f*b*x0*ix0 + ix0*ix0 - t,
+ fxd_x0 = 2.0f*(-2.0f*b*x0 + b + x0 - 1.0f);
+ x0 = x0 - (fx_x0/fxd_x0);
+ }
+ t = 1.0-x0;
+
+ f32 t0 = t*m_start+(1.0f-m_start),
+ t1 = t*m_end;
+
+ v3f ps, pe, as, ae;
+ f32 fs, fe;
+
+ /* first order */
+ v3_lerp( kf[0].cam.pos, kf[1].cam.pos, t0, ps );
+ vg_camera_lerp_angles( kf[0].cam.angles, kf[1].cam.angles,
+ t0, as );
+ fs = vg_lerpf( kf[0].cam.fov, kf[1].cam.fov, t0 );
+
+ v3_lerp( kf[1].cam.pos, kf[2].cam.pos, t1, pe );
+ vg_camera_lerp_angles( kf[1].cam.angles, kf[2].cam.angles,
+ t1, ae );
+ fe = vg_lerpf( kf[1].cam.fov, kf[2].cam.fov, t1 );
+
+ /* second order */
+ v3_lerp( ps, pe, t, cam->pos );
+ vg_camera_lerp_angles( as, ae, t, cam->angles );
+ cam->fov = vg_lerpf( fs, fe, t );
+ }
+ else
+ {
+ v3_lerp( kf[0].cam.pos, kf[1].cam.pos, t, cam->pos );
+ vg_camera_lerp_angles( kf[0].cam.angles, kf[1].cam.angles,
+ t, cam->angles );
+ cam->fov = vg_lerpf( kf[0].cam.fov, kf[1].cam.fov, t );
+ }
+ return;
+ }
+ }
+ }
+
+ replay_get_camera( replay, cam );
+}
+
+struct replay_rb
+{
+ v3f co, v, w;
+ v4f q;
+};
+
+void skaterift_record_frame( replay_buffer *replay, int force_gamestate )
+{
+ f64 delta = 9999999.9,
+ statedelta = 9999999.9;
+
+ if( replay->head )
+ delta = vg.time - replay->head->time;
+
+ if( replay->statehead )
+ statedelta = vg.time - replay->statehead->time;
+
+ const f64 k_replay_rate = 1.0/30.0,
+ k_gamestate_rate = 0.5;
+
+ int save_frame = 0,
+ save_state = 0,
+ save_glider = 0;
+
+ if( force_gamestate ) save_state = 1;
+ if( statedelta > k_gamestate_rate ) save_state = 1;
+ if( delta > k_replay_rate ) save_frame = 1;
+ if( save_state ) save_frame = 1;
+
+ if( localplayer.have_glider || localplayer.glider_orphan ||
+ localplayer.subsystem == k_player_subsystem_glide ){
+ save_glider = 1;
+ }
+
+ if( !save_frame ) return;
+
+ u16 gamestate_size = 0;
+ if( save_state ){
+ /* TODO: have as part of system struct */
+ gamestate_size = (u32 []){
+ [k_player_subsystem_walk ] = sizeof(struct player_walk_state),
+ [k_player_subsystem_drive] = 0,
+ [k_player_subsystem_skate] = sizeof(struct player_skate_state),
+ [k_player_subsystem_dead ] = localplayer.ragdoll.part_count *
+ sizeof(struct replay_rb),
+ [k_player_subsystem_glide] = sizeof(struct replay_rb),
+ }[ localplayer.subsystem ];
+ }
+
+ u16 animator_size = player_subsystems[localplayer.subsystem]->animator_size;
+
+ replay_frame *frame = replay_newframe( replay,
+ animator_size, gamestate_size,
+ localplayer.local_sfx_buffer_count,
+ save_glider );
+ frame->system = localplayer.subsystem;
+
+ if( save_state ){
+ replay_gamestate *gs =
+ replay_frame_data( frame, k_replay_framedata_internal_gamestate );
+
+ gs->current_run_version = world_static.current_run_version;
+ gs->drowned = localplayer.drowned;
+
+ /* permanent block */
+ memcpy( &gs->rb, &localplayer.rb, sizeof(rigidbody) );
+ memcpy( &gs->glider_rb, &player_glide.rb, sizeof(rigidbody) );
+ memcpy( &gs->cam_control, &localplayer.cam_control,
+ sizeof(struct player_cam_controller) );
+ v3_copy( localplayer.angles, gs->angles );
+
+ void *dst = replay_frame_data( frame, k_replay_framedata_gamestate );
+
+ /* subsytem/dynamic block */
+ if( localplayer.subsystem == k_player_subsystem_walk )
+ memcpy( dst, &player_walk.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_skate )
+ memcpy( dst, &player_skate.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_dead ){
+ struct replay_rb *arr = dst;
+ for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+ rigidbody *rb = &localplayer.ragdoll.parts[i].rb;
+ v3_copy( rb->co, arr[i].co );
+ v3_copy( rb->w, arr[i].w );
+ v3_copy( rb->v, arr[i].v );
+ v4_copy( rb->q, arr[i].q );
+ }
+ }
+ else if( localplayer.subsystem == k_player_subsystem_glide ){
+ struct replay_rb *arr = dst;
+ rigidbody *rb = &player_glide.rb;
+ v3_copy( rb->co, arr[0].co );
+ v3_copy( rb->w, arr[0].w );
+ v3_copy( rb->v, arr[0].v );
+ v4_copy( rb->q, arr[0].q );
+ }
+ }
+
+ if( save_glider ){
+ struct replay_glider_data *inf =
+ replay_frame_data( frame, k_replay_framedata_glider );
+
+ inf->have_glider = localplayer.have_glider;
+ inf->glider_orphan = localplayer.glider_orphan;
+ inf->t = player_glide.t;
+ v3_copy( player_glide.rb.co, inf->co );
+ v4_copy( player_glide.rb.q, inf->q );
+ }
+
+ replay->cursor = vg.time;
+ replay->cursor_frame = frame;
+ frame->time = vg.time;
+
+ /* camera */
+ v3_copy( localplayer.cam.pos, frame->cam.pos );
+ if( localplayer.gate_waiting ){
+ m4x3_mulv( localplayer.gate_waiting->transport,
+ frame->cam.pos, frame->cam.pos );
+
+ v3f v0;
+ v3_angles_vector( localplayer.cam.angles, v0 );
+ m3x3_mulv( localplayer.gate_waiting->transport, v0, v0 );
+ v3_angles( v0, frame->cam.angles );
+ }
+ else
+ v3_copy( localplayer.cam.angles, frame->cam.angles );