X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=0abb22e41963d8da8c5e8e579e93c0417aaba6ef;hb=d8fc0acce1b39466038284aa6f1941ebe98c8348;hp=726d62483c5788bd3e713ad64fa9a355c7a1ff44;hpb=def76bcdaea4e73faab70c60d8ee48a00f2fb48a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 726d624..0abb22e 100644 --- a/player.h +++ b/player.h @@ -1,23 +1,26 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #ifndef PLAYER_H #define PLAYER_H +#define PLAYER_REWIND_FRAMES 60*4 + #include "audio.h" #include "common.h" #include "world.h" -//#include "character.h" -#include "player_model.h" +#include "skeleton.h" #include "bvh.h" -/* - * Constants - */ - -static float - k_walkspeed = 2.0f, +VG_STATIC float + k_walkspeed = 12.0f, /* no longer used */ + k_runspeed = 20.0f, k_board_radius = 0.3f, k_board_length = 0.45f, k_board_allowance = 0.04f, - k_friction_lat = 8.8f, + //k_friction_lat = 8.8f, + k_friction_lat = 12.0f, k_friction_resistance = 0.01f, k_max_push_speed = 16.0f, k_push_accel = 10.0f, @@ -25,53 +28,101 @@ static float k_steer_ground = 2.5f, k_steer_air = 3.6f, k_steer_air_lerp = 0.3f, - k_pump_force = 000.0f, + k_pump_force = 0.0f, k_downforce = 5.0f, + k_walk_downforce = 8.0f, k_jump_charge_speed = (1.0f/1.0f), - k_jump_force = 5.0f; + k_jump_force = 5.0f, + k_pitch_limit = 1.5f, + k_look_speed = 2.0f, + k_walk_accel = 150.0f, + k_walk_friction = 8.0f; + +VG_STATIC int cl_playermdl_id = 0; +VG_STATIC int freecam = 0; +VG_STATIC int walk_grid_iterations = 1; +VG_STATIC float fc_speed = 10.0f; -static int freecam = 0; -static int walk_grid_iterations = 1; -static float fc_speed = 10.0f; +/* + * ----------------------------------------------------------------------------- + * Memory + * ----------------------------------------------------------------------------- + */ -static struct gplayer +VG_STATIC struct gplayer { /* Physics */ - rigidbody rb, collide_front, collide_back, rb_gate_frame; + rigidbody collide_front, collide_back; - v3f a, v_last, m, bob, vl; + struct player_phys + { + rigidbody rb, rb_gate_frame; + float iY, siY; /* Yaw inertia */ - /* Utility */ - float vswitch, slip, slip_last, - reverse; + v3f a, v_last, m, bob, vl; - float iY; /* Yaw inertia */ - int in_air, is_dead, on_board; + /* Utility */ + float vswitch, slip, slip_last, + reverse; + + float grab, jump, pushing, push_time; + v2f grab_mouse_delta; + + double start_push; + int in_air, on_board, jump_charge, jump_dir; + + m3x3f vr,vr_pstep; + } + phys, + phys_gate_frame; + + m4x3f visual_transform, + inv_visual_transform; + + int is_dead, death_tick_allowance, rewinding; + int rewind_sound_wait; - v2f board_xy; - float grab; - float pitch; - float pushing, push_time; - float jump; - int jump_charge; - v3f land_target; v3f land_target_log[22]; u32 land_target_colours[22]; int land_log_count; - m3x3f vr,vr_pstep; - - struct character mdl; v3f handl_target, handr_target, handl, handr; + + /* Input */ + struct input_binding *input_js1h, + *input_js1v, + *input_js2h, + *input_js2v, + *input_jump, + *input_push, + *input_walk, + *input_walkh, + *input_walkv, + *input_switch_mode, + *input_reset, + *input_grab; /* Camera */ float air_blend; + float air_time; v3f camera_pos, smooth_localcam; v2f angles; - m4x3f camera, camera_inverse; + + struct rewind_frame + { + v3f pos; + v2f ang; + } + *rewind_buffer; + u32 rewind_incrementer, + rewind_length; + + float rewind_time, rewind_total_length, rewind_predicted_time; + double diag_rewind_start, diag_rewind_time; + float dist_accum; /* animation */ double jump_time; @@ -81,1020 +132,608 @@ static struct gplayer ffly, fpush, fairdir, - fsetup; + fsetup, + walk_timer, + fjump, + fonboard, + frun; + + float walk; + int step_phase; + enum mdl_surface_prop surface_prop; + + /* player model */ + struct player_model + { + glmesh player_meshes[3]; + + mdl_context meta; + struct skeleton sk; + struct skeleton_anim *anim_stand, + *anim_highg, + *anim_slide, + *anim_air, + *anim_push, *anim_push_reverse, + *anim_ollie, *anim_ollie_reverse, + *anim_grabs, *anim_stop, + *anim_walk, *anim_run, *anim_idle, + *anim_jump; + + u32 id_hip, + id_ik_hand_l, + id_ik_hand_r, + id_ik_elbow_l, + id_ik_elbow_r, + id_head; + + v3f cam_pos; + + struct ragdoll_part + { + u32 bone_id; + v3f offset; + + u32 use_limits; + v3f limits[2]; + + rigidbody rb; + u32 parent; + } + ragdoll[32]; + u32 ragdoll_count; + + int shoes[2]; + } + mdl; } player = { - .on_board = 1, - .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } }; /* - * Player API + * API */ +VG_STATIC float *player_get_pos(void); +VG_STATIC void player_kill(void); +VG_STATIC float *player_cam_pos(void); +VG_STATIC void player_save_frame(void); +VG_STATIC void player_restore_frame(void); +VG_STATIC void player_save_rewind_frame(void); - -/* - * Free camera movement +/* + * Submodules */ +VG_STATIC void player_mouseview(void); -static void player_mouseview(void) -{ - if( gui_want_mouse() ) - return; - - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; - - if( vg_get_button_down( "primary" ) ) - v2_copy( vg_mouse, mouse_last ); - - else if( vg_get_button( "primary" ) ) - { - v2f delta; - v2_sub( vg_mouse, mouse_last, delta ); - v2_copy( vg_mouse, mouse_last ); - - v2_muladds( view_vel, delta, 0.001f, view_vel ); - } - - v2_muladds( view_vel, - (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - 0.05f, view_vel ); - v2_muls( view_vel, 0.93f, view_vel ); - v2_add( view_vel, player.angles, player.angles ); - player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); -} - -static void player_freecam(void) -{ - player_mouseview(); - - float movespeed = fc_speed; - v3f lookdir = { 0.0f, 0.0f, -1.0f }, - sidedir = { 1.0f, 0.0f, 0.0f }; - - m3x3_mulv( player.camera, lookdir, lookdir ); - m3x3_mulv( player.camera, sidedir, sidedir ); - - static v3f move_vel = { 0.0f, 0.0f, 0.0f }; - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.7f, move_vel ); - v3_add( move_vel, player.camera_pos, player.camera_pos ); -} +#include "player_physics.h" +#include "player_ragdoll.h" +#include "player_model.h" +#include "player_animation.h" +#include "player_audio.h" -/* - * Player Physics Implementation +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- */ -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC void player_init(void) /* 1 */ { - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} - -/* - * TODO: The angle bias should become greater when launching from a steeper - * angle and skewed towords more 'downwards' angles when launching from - * shallower trajectories - * - * it should also be tweaked by the controller left stick being pushed - * up or down - */ -static void player_start_air(void) -{ - if( player.in_air ) - return; - - player.in_air = 1; - - float pstep = ktimestep*10.0f; - float best_velocity_delta = -9999.9f; - float k_bias = 0.96f; - - v3f axis; - v3_cross( player.rb.up, player.rb.v, axis ); - v3_normalize( axis ); - player.land_log_count = 0; - - m3x3_identity( player.vr ); - - for( int m=-3;m<=12; m++ ) + player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis ); + player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis ); + player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm ); + player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis ); + player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis ); + player.input_jump = vg_create_named_input( "jump", k_input_type_button ); + player.input_push = vg_create_named_input( "push", k_input_type_button ); + player.input_walk = vg_create_named_input( "walk", k_input_type_button ); + + player.input_walkh = vg_create_named_input( "walk-h", + k_input_type_axis ); + player.input_walkv = vg_create_named_input( "walk-v", + k_input_type_axis ); + + + player.input_switch_mode = vg_create_named_input( "switch-mode", + k_input_type_button ); + player.input_reset = vg_create_named_input( "reset", k_input_type_button ); + + const char *default_cfg[] = { - float vmod = ((float)m / 15.0f)*0.09f; + "bind steer-h gp-ls-h", + "bind -steer-h a", + "bind +steer-h d", - v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_muls( player.rb.v, k_bias, pv ); + "bind steer-v gp-ls-v", + "bind -steer-v w", + "bind +steer-v s", - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ + "bind grab gp-rt", + "bind +grab shift", + "bind grab-h gp-rs-h", + "bind grab-v gp-rs-v", - m3x3f vr; - v4f vr_q; + "bind jump space", + "bind jump gp-a", - q_axis_angle( vr_q, axis, vmod ); - q_m3x3( vr_q, vr ); + "bind push gp-b", + "bind push w", - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; - - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - if( ray_world( pco1, vdir, &contact )) - { - float land_delta = v3_dot( pv, contact.normal ); - u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f)); - - /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } - - if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) - { - best_velocity_delta = land_delta; + "bind walk shift", + "bind walk gp-ls", + + "bind walk-h gp-ls-h", + "bind walk-v -gp-ls-v", + "bind +walk-h d", + "bind -walk-h a", + "bind +walk-v w", + "bind -walk-v s", - v3_copy( contact.pos, player.land_target ); - - m3x3_copy( vr, player.vr_pstep ); - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, player.vr ); - } + "bind reset gp-lb", + "bind reset r", - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; + "bind switch-mode gp-y", + "bind switch-mode e", + }; - player.land_log_count ++; + for( int i=0; i 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); - - float substep = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; - - for( int i=0; i<5; i++ ) - { - vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); - vel[0] = stable_force( vel[0], - vg_signf( vel[0] ) * -k_friction_lat*substep ); - } - - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; - - if( vg_get_button( "jump" ) ) + if( player.rewind_length < PLAYER_REWIND_FRAMES ) { - player.jump += ktimestep * k_jump_charge_speed; - player.jump_charge = 1; - } + struct rewind_frame *fr = + &player.rewind_buffer[ player.rewind_length ++ ]; - if( !vg_get_button("break") && vg_get_button( "push" ) ) - { - player.pushing = 1.0f; - player.push_time = vg_time-start_push; + v2_copy( player.angles, fr->ang ); + v3_copy( player.camera_pos, fr->pos ); - float cycle_time = player.push_time*k_push_cycle_rate, - amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep, - current = v3_length( vel ), - new_vel = vg_minf( current + amt, k_max_push_speed ); + player.rewind_incrementer = 0; - new_vel -= vg_minf(current, k_max_push_speed); - vel[2] -= new_vel * player.reverse; + if( player.rewind_length > 1 ) + { + player.rewind_total_length += + v3_dist( player.rewind_buffer[player.rewind_length-1].pos, + player.rewind_buffer[player.rewind_length-2].pos ); + } } - - /* Pumping */ - static float previous = 0.0f; - float delta = previous - player.grab, - pump = delta * k_pump_force*ktimestep; - previous = player.grab; - - v3f p1; - v3_muladds( player.rb.co, player.rb.up, pump, p1 ); - vg_line( player.rb.co, p1, 0xff0000ff ); - - vel[1] += pump; - - - m3x3_mulv( player.rb.to_world, vel, player.rb.v ); - - float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep; - - v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, - ktimestep*5.0f, player.board_xy); } -static void player_physics_control_air(void) -{ - m3x3_mulv( player.vr, player.rb.v, player.rb.v ); - draw_cross( player.land_target, 0xff0000ff, 0.25f ); - ray_hit hit; +/* disaster */ +VG_STATIC int menu_enabled(void); +#include "menu.h" - /* - * Prediction - */ - float pstep = ktimestep*10.0f; +/* + * Free camera movement + */ +VG_STATIC void player_mouseview(void) +{ + if( menu_enabled() ) + return; - v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_copy( player.rb.v, pv ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; + v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles ); - for( int i=0; i<50; i++ ) + if( vg.gamepad_use_trackpad_look ) { - v3_copy( pco, pco1 ); - m3x3_mulv( player.vr_pstep, pv, pv ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); + static v2f last_input; + static v2f vel; + static v2f vel_smooth; - //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - ray_hit contact; - v3f vdir; + v2f input = { player.input_js2h->axis.value, + player.input_js2v->axis.value }; - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - float orig_dist = contact.dist; - if( ray_world( pco1, vdir, &contact )) + if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ) { - float angle = v3_dot( player.rb.up, contact.normal ); - v3f axis; - v3_cross( player.rb.up, contact.normal, axis ); - - time_to_impact += (contact.dist/orig_dist)*pstep; - limiter = vg_minf( 5.0f, time_to_impact )/5.0f; - limiter = 1.0f-limiter; - limiter *= limiter; - limiter = 1.0f-limiter; - - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, player.rb.q, player.rb.q ); - } - - draw_cross( contact.pos, 0xffff0000, 0.25f ); - break; + v2_sub( input, last_input, vel ); + v2_muls( vel, 1.0f/vg.time_delta, vel ); + } + else + { + v2_zero( vel ); } - time_to_impact += pstep; - } - - player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep; - { - float iX = vg_get_axis( "vertical" ) * - player.reverse * k_steer_air * limiter * ktimestep; - static float siX = 0.0f; - siX = vg_lerpf( siX, iX, k_steer_air_lerp ); + v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth ); - v4f rotate; - q_axis_angle( rotate, player.rb.right, siX ); - q_mul( rotate, player.rb.q, player.rb.q ); + v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles ); + v2_copy( input, last_input ); + } + else + { + player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f; + player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f; } - - v2f target = {0.0f,0.0f}; - v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - player.grab, target ); - v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); -} -static void player_init(void) -{ - rb_init( &player.collide_front ); - rb_init( &player.collide_back ); + player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } -static void player_physics(void) +/* Deal with input etc */ +VG_STATIC void player_update_pre(void) { - /* - * Update collision fronts - */ - - rigidbody *rbf = &player.collide_front, - *rbb = &player.collide_back; - - m3x3_copy( player.rb.to_world, player.collide_front.to_world ); - m3x3_copy( player.rb.to_world, player.collide_back.to_world ); - - player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f ); - float h = player.air_blend*0.2f; - - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co ); - v3_copy( rbf->co, rbf->to_world[3] ); - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co ); - v3_copy( rbb->co, rbb->to_world[3] ); - - m4x3_invert_affine( rbf->to_world, rbf->to_local ); - m4x3_invert_affine( rbb->to_world, rbb->to_local ); - - rb_update_bounds( rbf ); - rb_update_bounds( rbb ); - - rb_debug( rbf, 0xff00ffff ); - rb_debug( rbb, 0xffffff00 ); - - rb_ct manifold[24]; - int len = 0; + struct player_phys *phys = &player.phys; - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); - - rb_presolve_contacts( manifold, len ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; - - if( !len ) + if( player.rewinding ) { - player_start_air(); + return; } - else - { - for( int i=0; i 0.5f ) + if( vg_input_button_down( player.input_reset ) && !menu_enabled() ) + { + if( player.is_dead ) { - player_start_air(); + reset_player( 0, NULL ); + audio_lock(); + audio_play_oneshot( &audio_ui[0], 1.0f ); + audio_unlock(); } else - player.in_air = 0; - } - - for( int j=0; j<5; j++ ) - { - for( int i=0; ico, player.rb.co, delta ); - v3_cross( player.rb.w, delta, dv ); - v3_add( player.rb.v, dv, dv ); + double delta = world.time - world.last_use; - float vn = -v3_dot( dv, ct->n ); - vn += ct->bias; + if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) ) + { + player.rewinding = 1; + player.rewind_sound_wait = 1; + player.rewind_time = (float)player.rewind_length - 0.0001f; + player_save_rewind_frame(); + audio_lock(); + audio_play_oneshot( &audio_rewind[0], 1.0f ); + audio_unlock(); + + /* based on analytical testing. DONT CHANGE! + * + * time taken: y = (x^(4/5)) * 74.5 + * inverse : x = (2/149)^(4/5) * y^(4/5) + */ + + float constant = powf( 2.0f/149.0f, 4.0f/5.0f ), + curve = powf( player.rewind_total_length, 4.0f/5.0f ); + + player.rewind_predicted_time = constant * curve; + player.diag_rewind_start = vg.time; + player.diag_rewind_time = player.rewind_time; + + player.is_dead = 0; + player.death_tick_allowance = 30; + player_restore_frame(); + + if( !phys->on_board ) + { + player.angles[0] = atan2f( -phys->rb.forward[2], + -phys->rb.forward[0] ); + } - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; - v3f impulse; - v3_muls( ct->n, vn, impulse ); + world_routes_notify_reset(); - if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || - fabsf(v3_dot( impulse, player.rb.up )) > 50.0f ) + /* apply 1 frame of movement */ + player_do_motion(); + } + else { - player.is_dead = 1; - character_ragdoll_copypose( &player.mdl, player.rb.v ); - return; + /* cant do that */ + audio_lock(); + audio_play_oneshot( &audio_rewind[4], 1.0f ); + audio_unlock(); } - - v3_add( impulse, player.rb.v, player.rb.v ); - v3_cross( delta, impulse, impulse ); - - /* - * W Impulses are limited to the Y and X axises, we don't really want - * roll angular velocities being included. - * - * Can also tweak the resistance of each axis here by scaling the wx,wy - * components. - */ - - float wy = v3_dot( player.rb.up, impulse ), - wx = v3_dot( player.rb.right, impulse )*1.5f; - - v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w ); - v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w ); } } - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.14f ); - player.pushing = 0.0f; - - if( !player.in_air ) + if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() ) { - v3f axis; - float angle = v3_dot( player.rb.up, surface_avg ); - v3_cross( player.rb.up, surface_avg, axis ); - - //float cz = v3_dot( player.rb.forward, axis ); - //v3_muls( player.rb.forward, cz, axis ); + phys->on_board ^= 0x1; - if( angle < 0.999f ) + audio_lock(); + if( phys->on_board ) { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); - q_mul( correction, player.rb.q, player.rb.q ); + v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v ); + audio_play_oneshot( &audio_lands[6], 1.0f ); } - - v3_muladds( player.rb.v, player.rb.up, - -k_downforce*ktimestep, player.rb.v ); - - player_physics_control(); - - if( !player.jump_charge && player.jump > 0.2f ) + else { - v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump, - player.rb.v ); - - player.jump_time = vg_time; + audio_play_oneshot( &audio_lands[5], 1.0f ); } - } - else - { - player_physics_control_air(); - } - if( !player.jump_charge ) - { - player.jump -= k_jump_charge_speed * ktimestep; + audio_unlock(); } - player.jump_charge = 0; - player.jump = vg_clampf( player.jump, 0.0f, 1.0f ); + + if( !phys->on_board ) + player_mouseview(); } -static void player_do_motion(void) +VG_STATIC void player_update_fixed(void) /* 2 */ { - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); + if( player.rewinding ) + return; - player_physics(); - - /* Integrate velocity */ - v3f prevco; - v3_copy( player.rb.co, prevco ); - - apply_gravity( player.rb.v, ktimestep ); - v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co ); + if( player.death_tick_allowance ) + player.death_tick_allowance --; + + struct player_phys *phys = &player.phys; - /* Real angular velocity integration */ - v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w ); - if( v3_length2( player.rb.w ) > 0.0f ) + if( player.is_dead ) { - v4f rotation; - v3f axis; - v3_copy( player.rb.w, axis ); - - float mag = v3_length( axis ); - v3_divs( axis, mag, axis ); - q_axis_angle( rotation, axis, mag*k_rb_delta ); - q_mul( rotation, player.rb.q, player.rb.q ); + player_ragdoll_iter(); } - - /* Faux angular velocity */ - v4f rotate; - - static float siY = 0.0f; - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); - - q_axis_angle( rotate, player.rb.up, siY ); - q_mul( rotate, player.rb.q, player.rb.q ); - player.iY = 0.0f; - - /* - * Gate intersection, by tracing a line over the gate planes - */ - for( int i=0; igate; + player.rewind_incrementer ++; - if( gate_intersect( gate, player.rb.co, prevco ) ) + if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) ) { - m4x3_mulv( gate->transport, player.rb.co, player.rb.co ); - m3x3_mulv( gate->transport, player.rb.v, player.rb.v ); - m3x3_mulv( gate->transport, player.vl, player.vl ); - m3x3_mulv( gate->transport, player.v_last, player.v_last ); - m3x3_mulv( gate->transport, player.m, player.m ); - m3x3_mulv( gate->transport, player.bob, player.bob ); - - v4f transport_rotation; - m3x3_q( gate->transport, transport_rotation ); - q_mul( transport_rotation, player.rb.q, player.rb.q ); - - world_routes_activate_gate( i ); - player.rb_gate_frame = player.rb; - break; + player_save_rewind_frame(); } + + player_do_motion(); } - - rb_update_transform( &player.rb ); } -/* - * Animation - */ - -static void player_animate(void) +VG_STATIC void player_update_post(void) { - /* Camera position */ - v3_sub( player.rb.v, player.v_last, player.a ); - v3_copy( player.rb.v, player.v_last ); - - v3_add( player.m, player.a, player.m ); - v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m ); - - player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); - player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f ); - player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); - v3_lerp( player.bob, player.m, 0.2f, player.bob ); - - /* Head */ - float lslip = fabsf(player.slip); - - float kheight = 2.0f, - kleg = 0.6f; - - v3f offset; - v3_zero( offset ); - m3x3_mulv( player.rb.to_local, player.bob, offset ); - - static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f; - - float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f); - float kicks = (vg_randf()-0.5f)*2.0f*kickspeed; - float sign = vg_signf( kicks ); - speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f ); - speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f ); - - offset[0] *= 0.26f; - offset[0] += speed_wobble_2*3.0f; - - offset[1] *= -0.3f; - offset[2] *= 0.01f; - - offset[0] = vg_clampf( offset[0], -0.8f, 0.8f ); - offset[1] = vg_clampf( offset[1], -0.5f, 0.0f ); - offset[1] = 0.0f; - - /* - * Animation blending - * =========================================== - */ + for( int i=0; i 0.0f? 0.0f: 1.0f, - dirx = player.slip < 0.0f? 0.0f: 1.0f, - fly = player.in_air? 1.0f: 0.0f; + player_debug_ragdoll(); - player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f ); - player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f ); - player.ffly = vg_lerpf( player.ffly, fly, 0.04f ); + if( !freecam ) + player_animate_death_cam(); } - - struct skeleton *sk = &player.mdl.sk; - - mdl_keyframe apose[32], bpose[32]; - mdl_keyframe ground_pose[32]; + else { - /* when the player is moving fast he will crouch down a little bit */ - float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f ); - player.fstand = vg_lerpf( player.fstand, stand, 0.1f ); + player_animate(); - /* stand/crouch */ - float dir_frame = player.fdirz * (15.0f/30.0f), - stand_blend = offset[1]*-2.0f; - - skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose ); - skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); - - /* sliding */ - float slide_frame = player.fdirx * (15.0f/30.0f); - skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose ); - - /* pushing */ - player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f ); - - float pt = player.push_time; - if( player.reverse > 0.0f ) - skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose ); - else - skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose ); - - skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose ); - - /* trick setup */ - float setup_frame = player.jump * (12.0f/30.0f), - setup_blend = vg_minf( player.jump*5.0f, 1.0f ); - - float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f); - if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) ) - setup_frame = jump_frame; - - skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, - setup_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); - } - - mdl_keyframe air_pose[32]; - { - float target = -vg_get_axis("horizontal"); - player.fairdir = vg_lerpf( player.fairdir, target, 0.04f ); - - float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f); - - skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose ); + if( !freecam ) + player_animate_camera(); } - skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); - - /* additive effects */ - apose[player.mdl.id_hip-1].co[0] += offset[0]; - apose[player.mdl.id_hip-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]; - - skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); - skeleton_apply_ik_pass( &player.mdl.sk ); - skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only ); - - v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], - player.mdl.cam_pos ); - skeleton_apply_inverses( &player.mdl.sk ); - skeleton_apply_transform( &player.mdl.sk, player.rb.to_world ); - - skeleton_debug( &player.mdl.sk ); -} - -static void player_camera_update(void) -{ - /* Update camera matrices */ - m4x3_identity( player.camera ); - m4x3_rotate_y( player.camera, -player.angles[0] ); - m4x3_rotate_x( player.camera, -player.angles[1] ); - v3_copy( player.camera_pos, player.camera[3] ); - m4x3_invert_affine( player.camera, player.camera_inverse ); -} - -static void player_animate_death_cam(void) -{ - v3f delta; - v3f head_pos; - v3_copy( player.mdl.ragdoll[0].rb.co, head_pos ); - - v3_sub( head_pos, player.camera_pos, delta ); - v3_normalize( delta ); - - v3f follow_pos; - v3_muladds( head_pos, delta, -2.5f, follow_pos ); - v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos ); - - /* - * Make sure the camera stays above the ground - */ - v3f min_height = {0.0f,1.0f,0.0f}; - - v3f sample; - v3_add( player.camera_pos, min_height, sample ); - ray_hit hit; - hit.dist = min_height[1]*2.0f; - - if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit )) - v3_add( hit.pos, min_height, player.camera_pos ); - - player.camera_pos[1] = - vg_maxf( wrender.height + 2.0f, player.camera_pos[1] ); - - player.angles[0] = atan2f( delta[0], -delta[2] ); - player.angles[1] = -asinf( delta[1] ); -} - -static void player_animate_camera(void) -{ - static v3f lerp_cam = {0.0f,0.0f,0.0f}; - v3f offs = { -0.4f, 0.15f, 0.0f }; - - v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); - v3_add( lerp_cam, offs, offs ); - m4x3_mulv( player.rb.to_world, offs, player.camera_pos ); - - /* Look angles */ - v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); - - float yaw = atan2f( player.vl[0], -player.vl[2] ), - pitch = atan2f( -player.vl[1], - sqrtf( - player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] - )) * 0.7f; - - player.angles[0] = yaw; - player.angles[1] = pitch + 0.30f; - - /* Camera shake */ - static v2f shake_damp = {0.0f,0.0f}; - v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; - v2_muls( shake, v3_length(player.rb.v)*0.3f - * (1.0f+fabsf(player.slip)), shake); - - v2_lerp( shake_damp, shake, 0.01f, shake_damp ); - shake_damp[0] *= 0.2f; - - v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); -} - -/* - * Audio - */ -static void player_audio(void) -{ - float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f), - attn = v3_dist( player.rb.co, player.camera[3] )+1.0f; - attn = (1.0f/(attn*attn)) * speed; - - static float air = 0.0f; - air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f); - - v3f ears = { 1.0f,0.0f,0.0f }; - v3f delta; + if( freecam ) + player_freecam(); - v3_sub( player.rb.co, player.camera[3], delta ); - v3_normalize( delta ); - m3x3_mulv( player.camera, ears, ears ); - float pan = v3_dot( ears, delta ); - audio_player0.pan = pan; - audio_player1.pan = pan; - audio_player2.pan = pan; + /* CAMERA POSITIONING: LAYER 0 */ + v2_copy( player.angles, camera_angles ); + v3_copy( player.camera_pos, camera_pos ); - if( freecam ) - { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; - } - else + if( player.rewinding ) { - if( player.is_dead ) + if( player.rewind_time <= 0.0f ) { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; + double taken = vg.time - player.diag_rewind_start; + vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n", + taken, player.diag_rewind_time, + player.rewind_total_length ); + + player.rewinding = 0; + player.rewind_length = 1; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 0; + world.sky_target_rate = 1.0; } else { - float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ); - audio_player0.vol = (1.0f-air)*attn*(1.0f-slide); - audio_player1.vol = air *attn; - audio_player2.vol = (1.0f-air)*attn*slide; - } - } -} + world.sky_target_rate = -100.0; + assert( player.rewind_length > 0 ); -/* - * Public Endpoints - */ -static float *player_cam_pos(void) -{ - return player.camera_pos; -} + v2f override_angles; + v3f override_pos; -static int reset_player( int argc, char const *argv[] ) -{ - struct respawn_point *rp = NULL, *r; + float budget = vg.time_delta, + overall_length = player.rewind_length; - if( argc == 1 ) - { - for( int i=0; iname, argv[0] ) ) - { - rp = r; - break; - } - } - - if( !rp ) - vg_warn( "No spawn named '%s'\n", argv[0] ); - } + world_routes_rollback_time( player.rewind_time / overall_length ); - if( !rp ) - { - float min_dist = INFINITY; - - for( int i=0; ico, player.rb.co ); - - vg_info( "Dist %s : %f\n", r->name, d ); - if( d < min_dist ) + for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ ) { - min_dist = d; - rp = r; + /* 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; } - } - } - - if( !rp ) - { - vg_error( "No spawn found\n" ); - if( !world.spawn_count ) - return 0; - - rp = &world.spawns[0]; - } - - v4_copy( rp->q, player.rb.q ); - v3_copy( rp->co, player.rb.co ); - player.vswitch = 1.0f; - player.slip_last = 0.0f; - player.is_dead = 0; - player.in_air = 1; - m3x3_identity( player.vr ); + player.rewind_time = vg_maxf( 0.0f, player.rewind_time ); - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - rb_update_transform( &player.rb ); - m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); - - player.rb_gate_frame = player.rb; - return 1; -} + float current_time = vg.time - player.diag_rewind_start, + remaining = player.rewind_predicted_time - current_time; -static void player_update(void) -{ - for( int i=0; i0.0f) - { - player.rb = player.rb_gate_frame; - player.is_dead = 0; - player.in_air = 1; - m3x3_identity( player.vr ); - - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - world_routes_notify_reset(); - } + if( player.rewind_sound_wait ) + { + if( player.rewind_predicted_time >= 6.5f ) + { + if( remaining <= 6.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[3], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 2.5f ) + { + if( remaining <= 2.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[2], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 1.5f ) + { + if( remaining <= 1.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[1], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } - if( vg_get_button_down( "switchmode" ) ) - { - player.on_board ^= 0x1; - } - if( glfwGetKey( vg_window, GLFW_KEY_O ) ) - { - character_ragdoll_copypose( &player.mdl, player.rb.v ); - player.is_dead = 1; - } + } + + 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); - if( player.is_dead ) - { - character_ragdoll_iter( &player.mdl ); - character_debug_ragdoll( &player.mdl ); + v3_lerp( fr->pos, fr1->pos, sub, override_pos ); + override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub ); + override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub ); - if( !freecam ) - player_animate_death_cam(); - } - else - { - if( player.on_board ) - { - player_do_motion(); - player_animate(); + /* CAMERA POSITIONING: LAYER 1 */ + float blend = (4.0f-player.rewind_time) * 0.25f, + c = vg_clampf( blend, 0.0f, 1.0f ); - if( !freecam ) - player_animate_camera(); + camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c); + camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c); + v3_lerp( override_pos, player.camera_pos, c, camera_pos ); } } - if( freecam ) - player_freecam(); - - player_camera_update(); + camera_update(); player_audio(); } -static void draw_player(void) +VG_STATIC void draw_player( m4x3f cam ) { if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); + player_model_copy_ragdoll(); shader_viewchar_use(); vg_tex2d_bind( &tex_characters, 0 ); shader_viewchar_uTexMain( 0 ); - shader_viewchar_uCamera( player.camera[3] ); - shader_viewchar_uPv( vg_pv ); + shader_viewchar_uCamera( cam[3] ); + shader_viewchar_uPv( vg.pv ); shader_link_standard_ub( _shader_viewchar.id, 2 ); glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, player.mdl.sk.bone_count, 0, (float *)player.mdl.sk.final_mtx ); - mesh_bind( &player.mdl.mesh ); - mesh_draw( &player.mdl.mesh ); + mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] ); + mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] ); +} + +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +VG_STATIC float *player_get_pos(void) +{ + return player.phys.rb.co; } +VG_STATIC void player_kill(void) +{ + if( player.death_tick_allowance == 0 ) + { + player.is_dead = 1; + player_ragdoll_copy_model( player.phys.rb.v ); + world_routes_clear(); + } +} + +VG_STATIC float *player_cam_pos(void) +{ + return player.camera_pos; +} + + #endif /* PLAYER_H */