/* TODO: holdout blending (from when the game has to slow down) */
player_animation res;
- replay_frame *frame = replay->cursor_frame;
+ replay_frame *frame = replay->cursor_frame,
+ *next = NULL;
if( frame ){
- memcpy( &res, &frame->anim, sizeof(frame->anim) );
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
+ next = frame->r;
+
+ if( next ){
+ f32 t = replay_subframe_time( replay );
+
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose);
+ v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co );
+ q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q );
+ res.type = k_player_animation_type_absolute;
+ player->board_pose.lean = vg_lerpf( frame->board_pose.lean,
+ next->board_pose.lean, t );
+ }
+ else {
+ memcpy( &res, &frame->anim, sizeof(frame->anim) );
+ memcpy( &frame->board_pose, &player->board_pose,
+ sizeof(player->board_pose) );
+ }
}
else return;
const f64 k_replay_rate = 1.0/30.0,
k_gamestate_rate = 0.5;
- u16 gamestates = 0;
- if( statedelta > k_gamestate_rate || force_gamestate /* or switching */ ){
- gamestates = 1;
+ u32 gamestate_size = 0;
+ void *gamestate_src = NULL;
+ if( (statedelta > k_gamestate_rate) || force_gamestate ){
+ if( player->subsystem == k_player_subsystem_walk ){
+ gamestate_size = sizeof(struct player_walk_state);
+ gamestate_src = &player->_walk.state;
+ }
+ else if( player->subsystem == k_player_subsystem_skate ){
+ gamestate_size = sizeof(struct player_skate_state);
+ gamestate_src = &player->_skate.state;
+ }
+ else if( player->subsystem == k_player_subsystem_dead ){
+ gamestate_size = sizeof(struct player_ragdoll);
+ gamestate_src = &player->ragdoll;
+ }
}
+ assert( gamestate_size < 0xffff );
- if( (delta > k_replay_rate) || gamestates ){
- replay_frame *frame = replay_newframe( replay, gamestates, 0 );
+ if( (delta > k_replay_rate) || gamestate_size ){
+ replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
replay->cursor = vg.time;
replay->cursor_frame = frame;
v3_copy( player->cam.angles, frame->cam_angles );
frame->cam_fov = player->cam.fov;
- if( gamestates ){
- replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
+ if( gamestate_size ){
+ replay_gamestate *gs = replay_frame_gamestate( frame );
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) );
- }
-
+ /* permanent block */
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 );
+
+ /* subsytem/dynamic block */
+ void *dst = replay_gamestate_subsystem_data( gs );
+ memcpy( dst, gamestate_src, gamestate_size );
}
}
}
replay->cursor = -99999.9;
}
-replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
+replay_gamestate *replay_frame_gamestate( replay_frame *frame ){
void *baseptr = frame;
-
- replay_gamestate *array = (baseptr + vg_align8( sizeof(replay_frame)));
- return &array[ index ];
+ return baseptr + vg_align8(sizeof(replay_frame));
+}
+
+void *replay_gamestate_subsystem_data( replay_gamestate *gs ){
+ void *baseptr = gs;
+ return baseptr + vg_align8(sizeof(replay_gamestate));
+}
+
+u32 replay_frame_gamestate_total_size( u32 subsystem_gamestate_size ){
+ if( subsystem_gamestate_size ){
+ return vg_align8( sizeof(replay_gamestate) ) +
+ vg_align8( subsystem_gamestate_size );
+ }
+ else
+ return 0;
}
-replay_sfx *replay_frame_sfx( replay_frame *frame, u16 index ){
- void *gsarr = replay_frame_gamestate( frame, 0 );
- u32 gssize = frame->gamestate_count * sizeof(replay_gamestate);
+replay_sfx *replay_frame_sfx( replay_frame *frame, u32 index ){
+ void *gs = replay_frame_gamestate( frame );
+ u32 total_size =
+ replay_frame_gamestate_total_size( frame->subsystem_gamestate_size );
- replay_sfx *array = (gsarr + vg_align8(gssize));
+ replay_sfx *array = (gs + total_size);
return &array[index];
}
-u32 _replay_frame_size( u16 gamestate_count, u16 sfx_count ){
+u32 _replay_frame_size( u32 subsystem_gamestate_size, u32 sfx_count ){
return vg_align8( sizeof( replay_frame ) ) +
- vg_align8( gamestate_count * sizeof(replay_gamestate) ) +
+ replay_frame_gamestate_total_size( subsystem_gamestate_size ) +
vg_align8( sfx_count * sizeof(replay_sfx) );
}
u32 replay_frame_size( replay_frame *frame ){
- return _replay_frame_size( frame->gamestate_count, frame->sfx_count );
+ return _replay_frame_size( frame->subsystem_gamestate_size,
+ frame->sfx_count );
+}
+
+VG_STATIC void replay_tailpop( replay_buffer *replay ){
+ if( replay->cursor_frame == replay->tail )
+ replay->cursor_frame = NULL;
+ if( replay->statehead == replay->tail )
+ replay->statehead = NULL;
+
+ replay->tail = replay->tail->r;
+
+ if( replay->tail )
+ replay->tail->l = NULL;
+ else
+ replay->head = NULL;
}
VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
- u16 gamestate_count, u16 sfx_count ){
+ u32 subsystem_gamestate_size,
+ u32 sfx_count ){
replay_frame *frame = NULL;
if( replay->head ){
assert( replay->head );
u32 headsize = replay_frame_size( replay->head ),
nextpos = ((void *)replay->head - replay->data) + headsize,
- nextsize = _replay_frame_size( gamestate_count, sfx_count );
+ nextsize = _replay_frame_size( subsystem_gamestate_size, sfx_count );
if( nextsize > replay->size ){
vg_error( "Keyframe too big\n" );
return NULL;
}
- if( nextpos + nextsize > replay->size )
+ if( nextpos + nextsize > replay->size ){
nextpos = 0;
+
+ /* maintain contiguity */
+ while( replay->tail ){
+ if( (void *)replay->tail - replay->data )
+ replay_tailpop( replay );
+ else break;
+ }
+ }
check_again:;
if( tailpos >= nextpos ){
if( nextpos + nextsize > tailpos ){
- /* remove links */
- if( replay->cursor_frame == replay->tail )
- replay->cursor_frame = NULL;
- if( replay->statehead == replay->tail )
- replay->statehead = NULL;
-
- /* pop node */
- replay->tail = replay->tail->r;
+ replay_tailpop( replay );
- if( replay->tail ) {
- replay->tail->l = NULL;
+ if( replay->tail )
goto check_again;
- }
- else
- replay->head = NULL;
}
}
else
frame = replay->data;
- frame->gamestate_count = gamestate_count;
+ frame->subsystem_gamestate_size = subsystem_gamestate_size;
frame->sfx_count = sfx_count;
frame->l = replay->head;
frame->r = NULL;
replay->head = frame;
if( !replay->tail ) replay->tail = frame;
- if( gamestate_count ) replay->statehead = frame;
+ if( subsystem_gamestate_size ) replay->statehead = frame;
return frame;
}
VG_STATIC 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->gamestate_count ) return frame;
+ if( frame->subsystem_gamestate_size ) return frame;
frame = frame->l;
}
return NULL;
}
+VG_STATIC 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 = (replay->cursor - frame->time) / l;
+ return vg_clampf( t, 0.0f, 1.0f );
+ }
+ else
+ return 0.0f;
+}
+
+VG_STATIC void replay_get_frame_camera( replay_frame *frame, camera *cam ){
+ cam->fov = frame->cam_fov;
+ v3_copy( frame->cam_pos, cam->pos );
+ v3_copy( frame->cam_angles, cam->angles );
+}
+
VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam ){
cam->nearz = 0.1f;
cam->farz = 100.0f;
if( replay->cursor_frame ){
- /* TODO: frame lerp */
- cam->fov = replay->cursor_frame->cam_fov;
- v3_copy( replay->cursor_frame->cam_pos, cam->pos );
- v3_copy( replay->cursor_frame->cam_angles, cam->angles );
+ replay_frame *next = replay->cursor_frame->r;
+
+ if( next ){
+ camera temp;
+
+ replay_get_frame_camera( replay->cursor_frame, cam );
+ replay_get_frame_camera( next, &temp );
+ camera_lerp( cam, &temp, replay_subframe_time( replay ), cam );
+ }
+ else {
+ replay_get_frame_camera( replay->cursor_frame, cam );
+ }
}
else {
v3_zero( cam->pos );
if( prev ){
/* TODO: Make gamestate_apply function / swap ... */
- replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+ replay_gamestate *gs = replay_frame_gamestate( prev );
+ void *src = replay_gamestate_subsystem_data( gs );
if( gs->system == k_player_subsystem_walk ){
- memcpy( &localplayer._walk.state, &gs->walk,
- sizeof(struct player_walk_state) );
+ memcpy( &localplayer._walk.state, src,
+ prev->subsystem_gamestate_size );
}
else if( gs->system == k_player_subsystem_skate ){
- memcpy( &localplayer._skate.state, &gs->skate,
- sizeof(struct player_skate_state) );
+ memcpy( &localplayer._skate.state, src,
+ prev->subsystem_gamestate_size );
+ }
+ else if( gs->system == k_player_subsystem_dead ){
+ player__dead_transition( &localplayer );
+ memcpy( &localplayer.ragdoll, src,
+ prev->subsystem_gamestate_size );
}
+
localplayer.subsystem = gs->system;
memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
if( replay->statehead ){
u32 state = (void *)replay->statehead - replay->data;
player__debugtext( 1, "gs @%u\n", state );
+ player__debugtext( 1, "gamestate_size: %u\n",
+ replay->statehead->subsystem_gamestate_size );
}
else
player__debugtext( 1, "gs @NULL\n" );
f64 time;
replay_frame *l, *r;
- u16 gamestate_count, sfx_count;
+ u32 subsystem_gamestate_size,
+ sfx_count;
};
struct replay_gamestate {
struct player_cam_controller cam_control;
+#if 0
union {
struct player_skate_state skate;
struct player_walk_state walk;
+ struct player_ragdoll ragdoll;
};
+#endif
};
struct replay_sfx {
};
VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
- u16 gamestate_count, u16 sfx_count );
+ u32 gamestate_count, u32 sfx_count );
VG_STATIC void replay_seek( replay_buffer *replay, f64 t );
-replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index );
-replay_sfx *replay_frame_sfx( replay_frame *frame, u16 index );
+replay_gamestate *replay_frame_gamestate( replay_frame *frame );
+void *replay_gamestate_subsystem_data( replay_gamestate *gs );
+replay_sfx *replay_frame_sfx( replay_frame *frame, u32 index );
VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay );
+VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam );
+VG_STATIC void replay_get_frame_camera( replay_frame *frame, camera *cam );
+VG_STATIC f32 replay_subframe_time( replay_buffer *replay );
VG_STATIC void skaterift_replay_pre_update(void);
VG_STATIC void skaterift_replay_imgui(void);