dynamic_model_unload( &board->mdl );
}
-VG_STATIC void player__pre_render( player_instance *player )
-{
+VG_STATIC void player_animate( player_instance *player ){
if( _player_animate[ player->subsystem ] ){
player_animation res;
+ res.type = k_player_animation_type_fk;
+
_player_animate[ player->subsystem ]( player, &res );
m4x3f transform;
player->holdout_time -= vg.time_frame_delta * 2.0f;
}
- skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
+ if( res.type == k_player_animation_type_fk ){
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( sk );
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+ }
+ else {
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+ }
skeleton_debug( sk );
}
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
+}
+
+VG_STATIC void player__pre_render( player_instance *player ){
+ player->cam_override_strength = 0.0f;
+ player_animate( player );
+
+ /* dev playbacker */
+ if( k_replay_test ){
+ f64 speed = 1.0;
+ f64 target = player->replay.cursor;
+
+ if( vg_getkey( SDLK_9 ) ){
+ target -= vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+ if( vg_getkey( SDLK_0 ) ){
+ target += vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_7 ) )
+ player->replay.control = k_replay_control_play;
+
+ if( player->replay.control == k_replay_control_play ){
+ target += vg.time_frame_delta;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_8 ) ){
+ replay_frame *prev = replay_find_recent_stateframe( &player->replay );
+
+ if( prev ){
+ /* TODO: Make gamestate_apply function / swap ... */
+ replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &player->_walk.state, &gs->walk,
+ sizeof(struct player_walk_state) );
+ }
+ else if( gs->system == k_player_subsystem_skate ){
+ memcpy( &player->_skate.state, &gs->skate,
+ sizeof(struct player_skate_state) );
+ }
+ player->subsystem = gs->system;
+
+ memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
+ v3_copy( gs->angles, player->angles );
+ v3_copy( prev->cam_pos, player->cam.pos );
+ v3_copy( prev->cam_angles, player->cam_override_angles );
+ player->cam.fov = prev->cam_fov;
+ memcpy( &player->cam_control, &gs->cam_control,
+ sizeof(struct player_cam_controller) );
+
+ /* chop end off replay */
+ prev->r = NULL;
+ player->replay.statehead = prev;
+ player->replay.head = prev;
+ player->replay.cursor_frame = prev;
+ player->replay.cursor = prev->time;
+ vg.time = prev->time;
+
+ k_replay_test = 0;
+ player__pre_render( player );
+ return;
+ }
+ }
+
+ player_animation res;
+ replay_frame *frame = player->replay.cursor_frame;
+
+ if( frame ){
+ memcpy( &res, &frame->anim, sizeof(frame->anim) );
+ memcpy( &frame->board_pose, &player->board_pose,
+ sizeof(player->board_pose) );
+ v3_copy( frame->cam_pos, player->cam_override_pos );
+ v3_copy( frame->cam_angles, player->cam_override_angles );
+ player->cam_override_fov = frame->cam_fov;
+ player->cam_override_strength = 1.0f;
+ }
+ else return;
+
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+ }
+ else {
+ /* replay recorder */
+ replay_buffer *replay = &player->replay;
+
+ 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;
+ u16 gamestates = 0;
+ if( statedelta > k_gamestate_rate /* or switching */ ){
+ gamestates = 1;
+ }
+
+ if( (delta > k_replay_rate) || gamestates ){
+ replay_frame *frame = replay_newframe( replay, gamestates, 0 );
+ replay->cursor = vg.time;
+ replay->cursor_frame = frame;
+
+ player_animation *res = &frame->anim;
+ v3_zero( res->root_co );
+ q_identity( res->root_q );
+ res->type = k_player_animation_type_absolute;
+
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_decompose_mtx_absolute( sk, res->pose );
+
+ memcpy( &frame->board_pose, &player->board_pose,
+ sizeof(player->board_pose) );
+ frame->time = vg.time;
+ v3_copy( player->cam.pos, frame->cam_pos );
+ v3_copy( player->cam.angles, frame->cam_angles );
+ frame->cam_fov = player->cam.fov;
+
+ if( gamestates ){
+ replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
+ gs->system = player->subsystem;
+
+ if( player->subsystem == k_player_subsystem_walk ){
+ memcpy( &gs->walk, &player->_walk.state,
+ sizeof(struct player_walk_state) );
+ }
+ else if( player->subsystem == k_player_subsystem_skate ){
+ memcpy( &gs->skate, &player->_skate.state,
+ sizeof(struct player_skate_state) );
+ }
+
+ memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
+ memcpy( &gs->cam_control, &player->cam_control,
+ sizeof(struct player_cam_controller) );
+ v3_copy( player->angles, gs->angles );
+ }
+ }
+ }
+
+ player__cam_iterate( player );
+
+ /* shadowing/ao info */
struct player_avatar *av = player->playeravatar;
struct player_board *board =
addon_cache_item_if_loaded( k_addon_type_board,
player->board_view_slot );
-
v3f vp0, vp1;
-
if( board ){
v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
-
- if( player->immobile ){
- player__cam_iterate( player );
- return;
- }
-
- if( player->rewinding ){
- if( player->rewind_time <= 0.0f ){
- double taken = vg.time - player->rewind_start;
- vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
- taken, player->rewind_predicted_time,
- player->rewind_total_length );
-
- player->rewinding = 0;
- player->rewind_length = 1;
- player->rewind_total_length = 0.0f;
- player->rewind_accum = 0.0f;
- world_render.sky_target_rate = 1.0;
- world_static.time = world_static.last_use;
- }
- else{
- world_render.sky_target_rate = -100.0;
-
- float budget = vg.time_delta,
- overall_length = player->rewind_length;
-
- for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
- /* Interpolate frames */
- int i0 = floorf( player->rewind_time ),
- i1 = VG_MIN( i0+1, player->rewind_length-1 );
-
- struct rewind_frame *fr = &player->rewind_buffer[i0],
- *fr1 = &player->rewind_buffer[i1];
-
- float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
- subl = vg_fractf( player->rewind_time ) + 0.001f,
-
- sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
- speed = sramp*28.0f + 0.5f*player->rewind_time,
- mod = speed * (budget / dist),
-
- advl = vg_minf( mod, subl ),
- advt = (advl / mod) * budget;
-
- player->dist_accum += speed * advt;
- player->rewind_time -= advl;
- budget -= advt;
- }
-
- player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
-
- float current_time = vg.time - player->rewind_start,
- remaining = player->rewind_predicted_time - current_time;
-
- if( player->rewind_sound_wait ){
- if( player->rewind_predicted_time >= 6.5f ){
- if( remaining <= 6.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
- }
- else if( player->rewind_predicted_time >= 2.5f ){
- if( remaining <= 2.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
- }
- else if( player->rewind_predicted_time >= 1.5f ){
- if( remaining <= 1.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
- }
- }
-
- int i0 = floorf( player->rewind_time ),
- i1 = VG_MIN( i0+1, player->rewind_length-1 );
-
- struct rewind_frame *fr = &player->rewind_buffer[i0],
- *fr1 = &player->rewind_buffer[i1];
-
- float sub = vg_fractf(player->rewind_time);
-
- v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
- player->cam_override_angles[0] =
- vg_alerpf( fr->ang[0], fr1->ang[0], sub );
- player->cam_override_angles[1] =
- vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
- player->cam_override_fov = player->cam.fov;
-
- float blend = player->rewind_time * 0.25f;
- player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
- }
- }
- else player->cam_override_strength = 0.0f;
-
- player__cam_iterate( player );
}
VG_STATIC void render_board( camera *cam, world_instance *world,