X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=ecf595d42c51a731daecfef6b4e99bdbaf43fd5c;hb=9eb3de757a997becb8406417a4bf613f4cb04900;hp=8619308a0cffe686a929574701353ca2d3be4c23;hpb=d4746875c05dd3e077e1b266e50ffe4856b45502;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 8619308..ecf595d 100644 --- a/player.h +++ b/player.h @@ -1,1342 +1,246 @@ #ifndef PLAYER_H #define PLAYER_H -#include "audio.h" -#include "common.h" -#include "world.h" -//#include "character.h" -#include "player_model.h" -#include "bvh.h" - -/* - * Constants - */ - -static float - k_walkspeed = 7.0f, /* no longer used */ - k_runspeed = 14.0f, - k_board_radius = 0.3f, - k_board_length = 0.45f, - k_board_allowance = 0.04f, - k_friction_lat = 8.8f, - k_friction_resistance = 0.01f, - k_max_push_speed = 16.0f, - k_push_accel = 10.0f, - k_push_cycle_rate = 8.0f, - k_steer_ground = 2.5f, - k_steer_air = 3.6f, - k_steer_air_lerp = 0.3f, - k_pump_force = 0.0f, - k_downforce = 5.0f, - k_jump_charge_speed = (1.0f/1.0f), - k_jump_force = 5.0f, - k_pitch_limit = 1.5f, - k_look_speed = 2.0f, - k_walk_accel = 5.0f, - k_walk_friction = 8.0f; - -static int freecam = 0; -static int walk_grid_iterations = 1; -static float fc_speed = 10.0f; - -static struct gplayer -{ - /* Physics */ - rigidbody rb, collide_front, collide_back, rb_gate_frame; - - /* TODO: eugh */ - m3x3f gate_vr_frame, gate_vr_pstep_frame; - - v3f a, v_last, m, bob, vl; - - /* Utility */ - float vswitch, slip, slip_last, - reverse; +#include "skaterift.h" - float iY; /* Yaw inertia */ - int in_air, is_dead, on_board; - - v2f board_xy; - float grab; - float pitch; - float pushing, push_time; - float jump; - int jump_charge, jump_dir; - - 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; - - /* Camera */ - float air_blend; - - v3f camera_pos, smooth_localcam; - v2f angles; - m4x3f camera, camera_inverse; - - /* animation */ - double jump_time; - float fslide, - fdirz, fdirx, - fstand, - ffly, - fpush, - fairdir, - fsetup, - walk_timer, - fonboard; -} -player = -{ - .on_board = 0, - - .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, - .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } +enum player_subsystem{ + k_player_subsystem_walk = 0, + k_player_subsystem_skate = 1, + k_player_subsystem_dead = 2, + k_player_subsystem_drive = 3 }; -/* - * Player API - */ - - -/* - * Free camera movement - */ - -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 ); -} - -/* - * Player Physics Implementation - */ - -static void apply_gravity( v3f vel, float const timestep ) -{ - 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++ ) - { - float vmod = ((float)m / 15.0f)*0.09f; - - v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_muls( player.rb.v, k_bias, pv ); - - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ - - m3x3f vr; - v4f vr_q; - - q_axis_angle( vr_q, axis, vmod ); - q_m3x3( vr_q, vr ); - - 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; +struct player_cam_controller { + enum camera_mode{ + k_cam_firstperson = 1, + k_cam_thirdperson = 0 + } + camera_mode; + f32 camera_type_blend; + + v3f fpv_offset, /* expressed relative to rigidbody */ + tpv_offset, + tpv_offset_extra, + fpv_viewpoint, /* expressed relative to neck bone inverse final*/ + fpv_offset_smooth, + fpv_viewpoint_smooth, + tpv_offset_smooth, + tpv_lpf, + cam_velocity_smooth; +}; - 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 ); - } +#include "player_ragdoll.h" +#include "player_render.h" +#include "player_model.h" +#include "player_common.h" +#include "player_walk.h" +#include "player_skate.h" +#include "player_dead.h" +#include "player_drive.h" +#include "player_replay.h" - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; +#define PLAYER_REWIND_FRAMES 60*4 +#define RESET_MAX_TIME 45.0 - player.land_log_count ++; +static i32 k_cinema_fixed = 0; +static f32 k_cinema = 0.0f; +static i32 k_invert_y = 0; - break; - } - } - } -} +struct player_instance{ + /* transform definition */ + rigidbody rb; + v3f angles; -static void draw_cross(v3f pos,u32 colour, float scale) -{ - v3f p0, p1; - v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 ); - v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 ); - vg_line( p0, p1, colour ); - v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 ); - v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 ); - vg_line( p0, p1, colour ); - v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 ); - v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 ); - vg_line( p0, p1, colour ); -} + v4f qbasis; + m3x3f basis, invbasis, basis_gate; + world_instance *viewable_world; -static void player_physics_control(void) -{ /* - * Computing localized friction forces for controlling the character - * Friction across X is significantly more than Z - */ - - v3f vel; - m3x3_mulv( player.rb.to_local, player.rb.v, vel ); - float slip = 0.0f; - - if( fabsf(vel[2]) > 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" ) ) - { - player.jump += ktimestep * k_jump_charge_speed; - - if( !player.jump_charge ) - player.jump_dir = player.reverse > 0.0f? 1: 0; - - player.jump_charge = 1; - } - - if( !vg_get_button("break") && vg_get_button( "push" ) ) - { - player.pushing = 1.0f; - player.push_time = vg_time-start_push; - - 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 ); - - new_vel -= vg_minf(current, k_max_push_speed); - vel[2] -= new_vel * player.reverse; - } - - /* 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; - - /* - * Prediction + * Camera management + * --------------------------- */ - float pstep = ktimestep*10.0f; - - 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; - - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - m3x3_mulv( player.vr_pstep, pv, pv ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); - - //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - ray_hit contact; - v3f vdir; - - 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 )) - { - 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; - } - 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 ); - - v4f rotate; - q_axis_angle( rotate, player.rb.right, siX ); - q_mul( rotate, player.rb.q, player.rb.q ); - } - - 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 ); -} - -static void player_walk_physics(void) -{ - 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 ); - - float h0 = 0.3f, - h1 = 0.9f; - - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co ); - v3_copy( rbf->co, rbf->to_world[3] ); - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, 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, 0xff0000ff ); - rb_debug( rbb, 0xff0000ff ); - - rb_ct manifold[64]; - int len = 0; - - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + camera cam; + struct player_cam_controller cam_control; - rb_presolve_contacts( manifold, len ); + v3f cam_override_pos; + v3f cam_override_angles; + float cam_override_fov; + float cam_override_strength; + f32 cam_trackshake; - for( int j=0; j<5; j++ ) - { - for( int i=0; in ); - vn += ct->bias; + float cam_velocity_influence, + cam_velocity_coefficient, + cam_velocity_constant, + cam_velocity_coefficient_smooth, + cam_velocity_constant_smooth, + cam_velocity_influence_smooth; - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; + v3f cam_land_punch, cam_land_punch_v; + ent_gate *gate_waiting; - v3f impulse; - v3_muls( ct->n, vn, impulse ); + int immobile; - v3_add( impulse, player.rb.v, player.rb.v ); - - /* friction */ - for( int j=0; j<2; j++ ) - { - float f = k_friction * ct->norm_impulse, - vt = v3_dot( player.rb.v, ct->t[j] ), - lambda = -vt; - - float temp = ct->tangent_impulse[j]; - ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f ); - lambda = ct->tangent_impulse[j] - temp; - - v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v ); - } - } - } - - v3_zero( player.rb.w ); - q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); - - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; - - v3f p1; - v3_muladds( player.rb.co, forward_dir, 2.0f, p1 ); - vg_line( player.rb.co, p1, 0xff0000ff ); - - float move_dead = 0.1f, - move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead; - - if( move > 0.0f ) - { - float move_norm = move * (1.0f/(1.0f-move_dead)), - speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), - amt = k_walk_accel * ktimestep, - zvel = v3_dot( player.rb.v, forward_dir ), - new_vel = vg_minf( zvel + amt, speed ), - diff = new_vel - vg_minf( zvel, speed ); - - v3_muladds( player.rb.v, forward_dir, diff, player.rb.v ); - - /* TODO move */ - float walk_norm = (float)player.mdl.anim_walk->length / 30.0f, - run_norm = (float)player.mdl.anim_run->length / 30.0f; - - player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm ); - } - else - { - player.walk_timer = 0.0f; - } - - player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); - player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); -} - -static void player_physics(void) -{ /* - * Update collision fronts + * Animation + * -------------------------------------------------- */ - - 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[64]; - int len = 0; - - 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 ) - { - player_start_air(); - } - else - { - for( int i=0; i 0.5f ) - { - player_start_air(); - } - 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 ); - - float vn = -v3_dot( dv, ct->n ); - vn += ct->bias; - - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; - - v3f impulse; - v3_muls( ct->n, vn, impulse ); - - if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || - fabsf(v3_dot( impulse, player.rb.up )) > 50.0f ) - { - player.is_dead = 1; - character_ragdoll_copypose( &player.mdl, player.rb.v ); - return; - } - - 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 ); - } - } + struct player_avatar *playeravatar; + struct player_ragdoll ragdoll; + struct player_model fallback_model; - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.14f ); - player.pushing = 0.0f; + u16 board_view_slot, playermodel_view_slot; - if( !player.in_air ) - { - v3f axis; - float angle = v3_dot( player.rb.up, surface_avg ); - v3_cross( player.rb.up, surface_avg, axis ); + player_pose holdout_pose; + float holdout_time; - //float cz = v3_dot( player.rb.forward, axis ); - //v3_muls( player.rb.forward, cz, axis ); - - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); - q_mul( correction, player.rb.q, player.rb.q ); - } - - 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 ) - { - v3f jumpdir; - - /* Launch more up if alignment is up else improve velocity */ - float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )), - mod = 0.5f, - dir = mod + aup*(1.0f-mod); - - v3_copy( player.rb.v, jumpdir ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, player.rb.up, dir, jumpdir ); - v3_normalize( jumpdir ); - - float force = k_jump_force*player.jump; - v3_muladds( player.rb.v, jumpdir, force, player.rb.v ); - player.jump = 0.0f; - - player.jump_time = vg_time; - } - } - else - { - player_physics_control_air(); - } - - if( !player.jump_charge ) - { - player.jump -= k_jump_charge_speed * ktimestep; - } - player.jump_charge = 0; - player.jump = vg_clampf( player.jump, 0.0f, 1.0f ); -} - -static void player_do_motion(void) -{ - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); - - if( player.on_board ) - player_physics(); - else - player_walk_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 ); - - /* 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 ) - { - 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 ); - } - - /* 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; + struct board_pose board_pose; /* - * Gate intersection, by tracing a line over the gate planes + * Replay + * ------------------------------------------------- */ - for( int i=0; igate; + replay_buffer replay; - if( gate_intersect( gate, player.rb.co, prevco ) ) - { - 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 ); + /* + * Subsystems + * ------------------------------------------------- + */ - 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; + enum player_subsystem subsystem; /* .. prev */ - m3x3_copy( player.vr, player.gate_vr_frame ); - m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame ); - break; - } - } - - rb_update_transform( &player.rb ); + struct player_skate _skate; + struct player_walk _walk; + struct player_dead _dead; + struct player_drive _drive; } +static localplayer; /* - * Animation + * Gameloop tables + * --------------------------------------------------------- */ -static void player_animate_offboard(void) +VG_STATIC +void (*_player_system_register[])(void) = { - mdl_keyframe apose[32], bpose[32]; - struct skeleton *sk = &player.mdl.sk; - - float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, - run_norm = 30.0f/(float)player.mdl.anim_run->length, - t = player.walk_timer, - l = vg_get_axis("grabr") * 0.5f + 0.5f; - - skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose ); - skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose ); - - skeleton_lerp_pose( sk, apose, bpose, l, apose ); - - float idle_walk = vg_minf( l * 10.0f, 1.0f); - - skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose ); - skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); - - 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 ); - - m4x3f mtx; - v4f rot; - q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f ); - q_m3x3( rot, mtx ); - v3_copy( player.rb.to_world[3], mtx[3] ); - - skeleton_apply_transform( &player.mdl.sk, mtx ); - skeleton_debug( &player.mdl.sk ); -} + player__walk_register, + player__skate_register, + NULL, + NULL +}; -static void player_animate(void) +VG_STATIC +void (*_player_bind[])( player_instance *player ) = { - if( !player.on_board ) - { - player_animate_offboard(); - return; - } - - /* 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 - * =========================================== - */ - - /* scalar blending information */ - float speed = v3_length( player.rb.v ); - - /* sliding */ - { - float desired = vg_clampf( lslip, 0.0f, 1.0f ); - player.fslide = vg_lerpf( player.fslide, desired, 0.04f ); - } - - /* movement information */ - { - float dirz = player.reverse > 0.0f? 0.0f: 1.0f, - dirx = player.slip < 0.0f? 0.0f: 1.0f, - fly = player.in_air? 1.0f: 0.0f; - - 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 ); - } - - struct skeleton *sk = &player.mdl.sk; - - mdl_keyframe apose[32], bpose[32]; - mdl_keyframe ground_pose[32]; - { - /* 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 ); - - /* 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 jump_start_frame = 14.0f/30.0f; - float setup_frame = player.jump * jump_start_frame, - setup_blend = vg_minf( player.jump*5.0f, 1.0f ); - - float jump_frame = (vg_time - player.jump_time) + jump_start_frame; - if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) - setup_frame = jump_frame; - - struct skeleton_anim *jump_anim = player.jump_dir? - player.mdl.anim_ollie: - player.mdl.anim_ollie_reverse; - - skeleton_sample_anim_clamped( sk, jump_anim, 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, apose ); - - static v2f grab_choice; - v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - 0.04f, grab_choice ); - - float ang = atan2f( grab_choice[0], grab_choice[1] ), - ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), - grab_frame = ang_unit * (15.0f/30.0f); - - skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose ); - } - - skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); - - float add_grab_mod = player.ffly * player.grab; - - /* additive effects */ - apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod; - - 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 ); -} + player__walk_bind, + player__skate_bind, + NULL, + player__drive_bind +}; -static void player_camera_update(void) +VG_STATIC +void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = { - /* 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 ); -} + player__walk_reset, + player__skate_reset, + NULL, + player__drive_reset +}; -static void player_animate_death_cam(void) +VG_STATIC +void (*_player_pre_update[])( player_instance *player ) = { - 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] ); -} + player__walk_pre_update, + player__skate_pre_update, + NULL, + player__drive_pre_update +}; -static void player_animate_camera(void) +VG_STATIC +void( *_player_update[])( player_instance *player ) = { - static v3f lerp_cam = {0.0f,0.0f,0.0f}; - v3f cam_pos; - - player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f); - - if( player.on_board ) - { - 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, cam_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] = vg_lerpf( player.angles[1], pitch + 0.30f, - player.fonboard ); - - /* 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 ); - m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos ); - } - else - { - float speed = ktimestep * k_look_speed; - player.angles[0] += vg_get_axis( "horizontal" ) * speed; - player.angles[1] += vg_get_axis( "vertical" ) * speed; - - player.angles[1] = vg_clampf( player.angles[1], - -k_pitch_limit, k_pitch_limit ); - - float s = sinf(player.angles[0]) * 0.2f, - c = -cosf(player.angles[0]) * 0.2f; - v3f forward_dir = { s,0.15f,c }; - - - m4x3f mtx; - v4f rot; - q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, - -player.angles[0] -VG_PIf*0.5f ); - q_m3x3( rot, mtx ); - v3_copy( player.rb.to_world[3], mtx[3] ); - - m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos ); - v3_add( cam_pos, forward_dir, player.camera_pos ); - v3_lerp( player.vl, player.rb.v, 0.3f, player.vl ); - } -} + player__walk_update, + player__skate_update, + player__dead_update, + player__drive_update +}; -/* - * Audio - */ -static void player_audio(void) +VG_STATIC +void( *_player_post_update[])( player_instance *player ) = { - audio_sample_occlusion( player.camera[3] ); - - 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, 5.0f*ktimestep); - - v3f ears = { 1.0f,0.0f,0.0f }; - v3f delta; - - 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; - - audio_player3.pan = 0.0f; - - if( freecam ) - { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; - } - else - { - if( player.is_dead ) - { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; - } - 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; - } - } - - audio_player3.vol = audio_player0.vol * audio_occlusion_current * 2.0f; -} + player__walk_post_update, + player__skate_post_update, + NULL, + player__drive_post_update +}; -/* - * Public Endpoints - */ -static float *player_cam_pos(void) +VG_STATIC +void( *_player_im_gui[])( player_instance *player ) = { - return player.camera_pos; -} + player__walk_im_gui, + player__skate_im_gui, + NULL, + player__drive_im_gui +}; -static int reset_player( int argc, char const *argv[] ) +VG_STATIC +void( *_player_animate[])( player_instance *player, player_animation *dest ) = { - struct respawn_point *rp = NULL, *r; - - if( argc == 1 ) - { - for( int i=0; iname, argv[0] ) ) - { - rp = r; - break; - } - } - - if( !rp ) - vg_warn( "No spawn named '%s'\n", argv[0] ); - } - - 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 ) - { - min_dist = d; - rp = r; - } - } - } - - 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.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 ); - m3x3_identity( player.gate_vr_frame ); - m3x3_identity( player.gate_vr_pstep_frame ); - - player.rb_gate_frame = player.rb; - return 1; -} + player__walk_animate, + player__skate_animate, + player__dead_animate, + player__drive_animate +}; -static void player_update(void) +VG_STATIC +void( *_player_post_animate[])( player_instance *player ) = { - for( int i=0; i0.0f) - { - player.rb = player.rb_gate_frame; - m3x3_copy( player.gate_vr_frame, player.vr ); - m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep ); - 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( vg_get_button_down( "switchmode" ) ) - { - player.on_board ^= 0x1; - } - - if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) && - !player.is_dead) - { - character_ragdoll_copypose( &player.mdl, player.rb.v ); - player.is_dead = 1; - } - - if( player.is_dead ) - { - character_ragdoll_iter( &player.mdl ); - character_debug_ragdoll( &player.mdl ); - - if( !freecam ) - player_animate_death_cam(); - } - else - { - player_do_motion(); - player_animate(); - - if( !freecam ) - player_animate_camera(); - } - - if( freecam ) - player_freecam(); + player__walk_post_animate, + player__skate_post_animate, + player__dead_post_animate, + player__drive_post_animate +}; - player_camera_update(); - player_audio(); -} +VG_STATIC +void( *_player_store_state[] )( player_instance *player ) = +{ + NULL, + NULL, + NULL, + NULL +}; -static void draw_player(void) +VG_STATIC +void( *_player_load_state_lerp[] )( player_instance *player, + void *A, void *B, f32 t ) = { - if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); + NULL, + NULL, + NULL, + NULL +}; - 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_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 ); -} +PLAYER_API void player__debugtext( int size, const char *fmt, ... ); +PLAYER_API void player__create( player_instance *inst ); +PLAYER_API void player__use_avatar( player_instance *player, + struct player_avatar *av ); +PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh ); +PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex ); +PLAYER_API void player__use_model( player_instance *player, u16 reg_id ); + +PLAYER_API void player__bind( player_instance *player ); +PLAYER_API void player__pre_update( player_instance *player ); +PLAYER_API void player__update( player_instance *player ); +PLAYER_API void player__post_update( player_instance *player ); + +PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate ); +PLAYER_API void player__im_gui( player_instance *player ); +PLAYER_API void player__setpos( player_instance *player, v3f pos ); +PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp ); +PLAYER_API void player__kill( player_instance *player ); + +VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] ); +VG_STATIC void player_apply_transport_to_cam( m4x3f transport ); #endif /* PLAYER_H */