#ifndef CAMERA_H
#define CAMERA_H
-#include "common.h"
+#include "skaterift.h"
typedef struct camera camera;
struct {
int active, credits_open;
- f32 factive;
int disable_open;
u32 page, /* current page index */
}
}
- menu.factive = vg_lerpf( menu.factive, menu.active,
- vg.time_frame_delta * 6.0f );
-
if( !menu.active ) return;
enum menu_input_mode prev_mode = menu.input_mode;
q_identity( inst->rb.q );
m4x3_identity( inst->rb.to_world );
m4x3_identity( inst->rb.to_local );
-
- inst->rewind_length = 0;
- inst->rewind_buffer =
- vg_linear_alloc( vg_mem.rtmemory,
- sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
-
}
/*
* ----------------------------------------------------------------------------
*/
-VG_STATIC void player_save_rewind_frame( player_instance *player )
-{
- if( player->rewind_length < PLAYER_REWIND_FRAMES ){
- struct rewind_frame *fr =
- &player->rewind_buffer[ player->rewind_length ++ ];
-
- v2_copy( player->cam.angles, fr->ang );
- v3_copy( player->cam.pos, fr->pos );
-
- if( player->rewind_length >= 2 ){
- player->rewind_total_length +=
- v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
- player->rewind_buffer[player->rewind_length-2].pos );
- }
- }
-}
-
PLAYER_API
-void player__pre_update( player_instance *player )
-{
- if( player->rewinding ){
- return;
- }
-
+void player__pre_update( player_instance *player ){
if( button_down( k_srbind_reset ) && !player->immobile ){
- f64 delta = world_static.time - world_static.last_use;
-
- if( (delta <= RESET_MAX_TIME) && (world_static.last_use != 0.0) ){
- player->rewinding = 1;
- player->rewind_sound_wait = 1;
- player->rewind_time = (double)player->rewind_length - 0.0001;
- player_save_rewind_frame( player );
-
- audio_lock();
- audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
- audio_unlock();
-
- /* based on 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->rewind_start = vg.time;
- player->subsystem = player->subsystem_gate;
- player->rb = player->rb_gate_storage;
- v3_copy( player->angles_storage, player->angles );
-
- if( _player_restore[ player->subsystem ] )
- _player_restore[ player->subsystem ]( player );
+ if( player->subsystem == k_player_subsystem_dead ){
+ localplayer_cmd_respawn( 0, NULL );
}
else{
- if( player->subsystem == k_player_subsystem_dead ){
- localplayer_cmd_respawn( 0, NULL );
- }
- else{
- /* cant do that */
- audio_lock();
- audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
- audio_unlock();
- }
+ /* cant do that */
+ audio_lock();
+ audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
+ audio_unlock();
}
}
if( button_down( k_srbind_camera ) && !player->immobile ){
- if( player->camera_mode == k_cam_firstperson )
- player->camera_mode = k_cam_thirdperson;
+ if( player->cam_control.camera_mode == k_cam_firstperson )
+ player->cam_control.camera_mode = k_cam_thirdperson;
else
- player->camera_mode = k_cam_firstperson;
+ player->cam_control.camera_mode = k_cam_firstperson;
}
if( _player_pre_update[ player->subsystem ] )
}
PLAYER_API
-void player__update( player_instance *player )
-{
- if( player->rewinding )
- return;
-
+void player__update( player_instance *player ){
if( _player_update[ player->subsystem ] )
_player_update[ player->subsystem ]( player );
}
PLAYER_API
-void player__post_update( player_instance *player )
-{
- if( player->rewinding )
- return;
-
+void player__post_update( player_instance *player ){
if( _player_post_update[ player->subsystem ] )
_player_post_update[ player->subsystem ]( player );
-
- if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
- player->rewind_accum += vg.time_frame_delta;
-
- if( player->rewind_accum > 0.25f ){
- player->rewind_accum -= 0.25f;
- player_save_rewind_frame( player );
- }
- }
}
/*
player->gate_waiting = gate;
world_routes_activate_entry_gate( world_current_instance(), gate );
- m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
- m3x3_mulv( gate->transport, player->cam_velocity_smooth,
- player->cam_velocity_smooth );
-
+ struct player_cam_controller *cc = &player->cam_control;
+ m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
+ m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
+ cc->cam_velocity_smooth );
m3x3_copy( player->basis, player->basis_gate );
v4f q;
q_m3x3( player->qbasis, player->basis );
m3x3_transpose( player->basis, player->invbasis );
- player->subsystem_gate = player->subsystem;
- player->rb_gate_storage = player->rb;
- v3_copy( player->angles, player->angles_storage );
- player->rewind_length = 0;
- player->rewind_total_length = 0.0f;
- player->rewind_gate = gate;
- player->rewind_accum = 0.0f;
-
m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
- player_save_rewind_frame( player );
if( gate->type == k_gate_type_nonlocel )
world_static.active_world = gate->target;
player->subsystem = k_player_subsystem_walk;
player->immobile = 0;
player->gate_waiting = NULL;
- player->rewind_length = 0;
- player->rewind_accum = 0.0f;
- player->rewind_gate = NULL;
- player->rewinding = 0;
world_static.last_use = 0.0;
global_skateshop_exit();
#ifndef PLAYER_H
#define PLAYER_H
+#include "skaterift.h"
+
enum player_subsystem{
k_player_subsystem_walk = 0,
k_player_subsystem_skate = 1,
k_player_subsystem_drive = 3
};
+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;
+};
+
#include "player_ragdoll.h"
#include "player_render.h"
#include "player_model.h"
struct player_instance{
/* transform definition */
- rigidbody rb, rb_gate_storage;
- v3f angles, angles_storage;
+ rigidbody rb;
+ v3f angles;
v4f qbasis;
m3x3f basis, invbasis, basis_gate;
* ---------------------------
*/
camera cam;
-
- enum camera_mode{
- k_cam_firstperson = 1,
- k_cam_thirdperson = 0
- }
- camera_mode;
- float 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;
+ struct player_cam_controller cam_control;
v3f cam_override_pos;
v3f cam_override_angles;
cam_velocity_influence_smooth;
v3f cam_land_punch, cam_land_punch_v;
-
ent_gate *gate_waiting;
int immobile;
struct board_pose board_pose;
- /*
- * Rewind (OLD SYSTEM)
- * ----------------------------------------------------
- */
- int rewinding, rewind_sound_wait;
-
- struct rewind_frame{
- v3f pos;
- v3f ang;
- }
- *rewind_buffer;
- u32 rewind_length;
- float rewind_accum;
- ent_gate *rewind_gate;
-
- float rewind_total_length, rewind_predicted_time,
- dist_accum;
- double rewind_start, rewind_time;
-
/*
* Replay
* -------------------------------------------------
* -------------------------------------------------
*/
- enum player_subsystem
- subsystem,
- subsystem_gate;
+ enum player_subsystem subsystem; /* .. prev */
struct player_skate _skate;
struct player_walk _walk;
player__drive_post_animate
};
-
-__attribute__((deprecated))
-VG_STATIC
-void( *_player_restore[] )( player_instance *player ) =
-{
- player__walk_restore,
- player__skate_restore,
- NULL,
- NULL
-};
-
VG_STATIC
void( *_player_store_state[] )( player_instance *player ) =
{
}
}
-VG_STATIC void player__cam_iterate( player_instance *player )
-{
+VG_STATIC void player__cam_iterate( player_instance *player ){
struct player_avatar *av = player->playeravatar;
+ struct player_cam_controller *cc = &player->cam_control;
if( player->subsystem == k_player_subsystem_walk ){
- v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
- v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
- v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+ v3_copy( (v3f){-0.1f,1.8f,0.0f}, cc->fpv_viewpoint );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
}
else{
- v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
-#if 0
- v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
-#endif
- v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
- v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
- v3_add( player->tpv_offset_extra, player->tpv_offset,
- player->tpv_offset );
+ v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
+ v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
}
player->cam_velocity_constant = 0.25f;
player->cam_velocity_constant,
vg.time_frame_delta * 8.0f );
- enum camera_mode target_mode = player->camera_mode;
+ enum camera_mode target_mode = cc->camera_mode;
if( player->subsystem == k_player_subsystem_dead )
target_mode = k_cam_thirdperson;
- player->camera_type_blend =
- vg_lerpf( player->camera_type_blend,
- (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
+ cc->camera_type_blend =
+ vg_lerpf( cc->camera_type_blend,
+ (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
5.0f * vg.time_frame_delta );
- v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
- vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+ v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
+ vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
- v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
- vg.time_frame_delta * 8.0f, player->fpv_offset_smooth );
+ v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
+ vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
- v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
- vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
+ v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset,
+ vg.time_frame_delta * 8.0f, cc->tpv_offset_smooth );
/* fov -- simple blend */
float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov );
- player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
+ player->cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
/*
* first person camera
/* position */
v3f fpv_pos, fpv_offset;
m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
- player->fpv_viewpoint_smooth, fpv_pos );
- m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+ cc->fpv_viewpoint_smooth, fpv_pos );
+ m3x3_mulv( player->rb.to_world, cc->fpv_offset_smooth, fpv_offset );
v3_add( fpv_offset, fpv_pos, fpv_pos );
/* angles */
v3f velocity_angles;
- v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta,
- player->cam_velocity_smooth );
+ v3_lerp( cc->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta,
+ cc->cam_velocity_smooth );
v3f velocity_local;
- m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
+ m3x3_mulv( player->invbasis, cc->cam_velocity_smooth, velocity_local );
player_vector_angles( velocity_angles, velocity_local,
player->cam_velocity_coefficient_smooth,
player->cam_velocity_constant_smooth );
- float inf_fpv = player->cam_velocity_influence_smooth *
- player->camera_type_blend,
+ float inf_fpv = player->cam_velocity_influence_smooth * cc->camera_type_blend,
inf_tpv = player->cam_velocity_influence_smooth *
- (1.0f-player->camera_type_blend);
+ (1.0f-cc->camera_type_blend);
camera_lerp_angles( player->angles, velocity_angles,
inf_fpv,
v3f pco;
v4f pq;
rb_extrapolate( &player->rb, pco, pq );
- v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
+ v3_lerp( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf );
/* now move into world */
v3f tpv_pos, tpv_offset, tpv_origin;
/* origin */
- q_mulv( pq, player->tpv_offset_smooth, tpv_origin );
- v3_add( tpv_origin, player->tpv_lpf, tpv_origin );
+ q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
+ v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
/* offset */
m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
v3_muls( camera_follow_dir, 1.8f, tpv_offset );
- v3_muladds( tpv_offset, player->cam_velocity_smooth, -0.025f, tpv_offset );
+ v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
v3_add( tpv_origin, tpv_offset, tpv_pos );
f32 t; v3f n;
/*
* Blend cameras
*/
- v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
+ v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, player->cam.pos );
v3_copy( player->angles, player->cam.angles );
/* Camera shake */
{
if( vg_ui.wants_mouse ) return;
- float sensitivity = 1.0f-menu.factive;
+ float sensitivity = skaterift.time_rate;
angles[2] = 0.0f;
VG_STATIC void player__drive_post_animate( player_instance *player )
{
- if( player->camera_mode == k_cam_firstperson )
+ if( player->cam_control.camera_mode == k_cam_firstperson )
player->cam_velocity_influence = 0.0f;
else
player->cam_velocity_influence = 1.0f;
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;
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
+}
- 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;
+VG_STATIC void player__pre_render( player_instance *player ){
+ player->cam_override_strength = 0.0f;
+ player_animate( player );
- 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 );
- }
- else{
- v3_zero( vp0 );
- v3_zero( vp1 );
- }
+ /* dev playbacker */
+ if( k_replay_test ){
+ f64 speed = 1.0;
+ f64 target = player->replay.cursor;
- 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( 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( player->immobile ){
- player__cam_iterate( player );
- return;
- }
+ if( vg_getkey( SDLK_7 ) )
+ player->replay.control = k_replay_control_play;
-#if 0
- 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;
+ if( player->replay.control == k_replay_control_play ){
+ target += vg.time_frame_delta;
+ replay_seek( &player->replay, target );
}
- 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 );
+ if( vg_getkey( SDLK_8 ) ){
+ replay_frame *prev = replay_find_recent_stateframe( &player->replay );
- float current_time = vg.time - player->rewind_start,
- remaining = player->rewind_predicted_time - current_time;
+ if( prev ){
+ /* TODO: Make gamestate_apply function / swap ... */
+ replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
- 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;
- }
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &player->_walk.state, &gs->walk,
+ sizeof(struct player_walk_state) );
}
- 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;
- }
+ 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;
}
-
- 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;
-#else
- player->cam_override_strength = 0.0f;
-#endif
-
- player__cam_iterate( 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;
- if( vg_getkey( SDLK_0 ) )
- target += vg.time_frame_delta * speed;
-
- replay_seek( &player->replay, target );
player_animation res;
replay_frame *frame = player->replay.cursor_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;
else {
/* replay recorder */
replay_buffer *replay = &player->replay;
- f64 delta = vg.time - replay->cursor;
- if( delta > (1.0/30.0) ){
+
+ 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_frame *frame = replay_newframe( replay );
+ replay->cursor_frame = frame;
player_animation *res = &frame->anim;
v3_zero( res->root_co );
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 );
+ }
+ else{
+ v3_zero( vp0 );
+ v3_zero( 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 );
}
VG_STATIC void render_board( camera *cam, world_instance *world,
vg_console_reg_var( "k_replay_test", &k_replay_test, k_var_dtype_i32, 0 );
}
+replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
+ void *baseptr = frame;
+
+ replay_gamestate *array = (baseptr + vg_align8( sizeof(replay_frame)));
+ return &array[ index ];
+}
+
+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 *array = (gsarr + vg_align8(gssize));
+ return &array[index];
+}
+
+u32 _replay_frame_size( u16 gamestate_count, u16 sfx_count ){
+ return vg_align8( sizeof( replay_frame ) ) +
+ vg_align8( gamestate_count * sizeof(replay_gamestate) ) +
+ vg_align8( sfx_count * sizeof(replay_sfx) );
+}
+
u32 replay_frame_size( replay_frame *frame ){
- /* eventually it will be a dynamic size */
- return vg_align8( sizeof( replay_frame ) );
+ return _replay_frame_size( frame->gamestate_count, frame->sfx_count );
}
-VG_STATIC replay_frame *replay_newframe( replay_buffer *replay ){
+VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
+ u16 gamestate_count, u16 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 = vg_align8( sizeof(replay_frame) );
+ nextsize = _replay_frame_size( gamestate_count, sfx_count );
if( nextsize > replay->size ){
vg_error( "Keyframe too big\n" );
if( tailpos >= nextpos ){
if( nextpos + nextsize > tailpos ){
- if( replay->cursor_frame == replay->tail ){
+ /* 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;
if( replay->tail ) {
replay->tail->l = NULL;
goto check_again;
}
- else{
+ else
replay->head = NULL;
- }
}
}
frame = replay->data + nextpos;
- if( replay->head ){
+ if( replay->head )
replay->head->r = frame;
- }
}
- else {
+ else
frame = replay->data;
- }
+ frame->gamestate_count = gamestate_count;
+ 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;
return frame;
}
dir = vg_signf( dir );
u32 i=0;
- for( ; i<100; i++ ){
+ for( ; i<1024; i++ ){
if( dir < 0.0 )
if( t > replay->cursor_frame->time ) break;
if( t < next->time ) break;
replay->cursor_frame = next;
+ replay->cursor = next->time;
+
+ if( i == 1023 ) return;
}
replay->cursor = t;
}
+VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay ){
+ replay_frame *frame = replay->cursor_frame;
+
+ u32 i=0;
+ for( ; i<4096; i++ ){
+ if( !frame ) return frame;
+ if( frame->gamestate_count ) return frame;
+ frame = frame->l;
+ }
+
+ return NULL;
+}
+
VG_STATIC void replay_debug_info( player_instance *player ){
player__debugtext( 2, "replay info" );
player__debugtext( 1, "head @%u | tail @%u\n", head, tail );
+ if( replay->statehead ){
+ u32 state = (void *)replay->statehead - replay->data;
+ player__debugtext( 1, "gs @%u\n", state );
+ }
+ else
+ player__debugtext( 1, "gs @NULL\n" );
+
f64 start = replay->cursor,
end = replay->cursor;
if( replay->tail ) start = replay->tail->time;
char buffer[ 128 ];
+ /* mainbar */
ui_px height = 20,
- cwidth = 8;
+ cwidth = 2;
ui_rect bar = { 0, vg.window_y - height, vg.window_x, height };
ui_fill( bar, ui_colour( k_ui_bg ) );
+ /* cursor frame block */
+ if( replay->cursor_frame ){
+ if( replay->cursor_frame->r ){
+ f64 l = (replay->cursor_frame->r->time-replay->cursor_frame->time)/len,
+ s = (replay->cursor_frame->time - start) / len;
+ ui_rect box = { s*(f64)vg.window_x, bar[1]-2,
+ VG_MAX(4,(ui_px)l), bar[3]+2 };
+ ui_fill( box, ui_colour( k_ui_bg+4 ) );
+ }
+ }
+
+ /* cursor */
ui_rect cusor = { cur * (f64)vg.window_x - (cwidth/2), bar[1],
cwidth, bar[3] };
- ui_fill( cusor, ui_colour( k_ui_bg+4 ) );
+ ui_fill( cusor, ui_colour( k_ui_bg+7 ) );
+
+ /* latest state marker */
+ if( replay->statehead ){
+ f64 t = (replay->statehead->time - start) / len;
+ ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+ ui_fill( tag, ui_colour( k_ui_green+k_ui_brighter ) );
+ }
+
+ /* previous state marker */
+ replay_frame *prev = replay_find_recent_stateframe( replay );
+ if( prev ){
+ f64 t = (prev->time - start) / len;
+ ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+ ui_fill( tag, ui_colour( k_ui_yellow+k_ui_brighter ) );
+ }
cusor[1] -= height;
cusor[2] = 200;
typedef struct replay_buffer replay_buffer;
typedef struct replay_frame replay_frame;
+typedef struct replay_gamestate replay_gamestate;
+typedef struct replay_sfx replay_sfx;
struct replay_buffer {
void *data;
u32 size; /* bytes */
- replay_frame *head, *tail, *cursor_frame;
+ enum replay_control {
+ k_replay_control_scrub,
+ k_replay_control_play,
+ }
+ control;
+ replay_frame *head, *tail, *cursor_frame,
+ *statehead;
f64 cursor;
};
player_animation anim;
struct board_pose board_pose;
+ v3f cam_pos, cam_angles;
+ f32 cam_fov;
+
f64 time;
replay_frame *l, *r;
- /* eventually, sound events, player iframes and stuff? */
+ u16 gamestate_count, sfx_count;
+};
+
+struct replay_gamestate {
+ enum player_subsystem system;
+ rigidbody rb;
+ v3f angles;
+
+ struct player_cam_controller cam_control;
+
+ union {
+ struct player_skate_state skate;
+ struct player_walk_state walk;
+ };
+};
+
+struct replay_sfx {
+ u32 none;
};
VG_STATIC void replay_debug_info( player_instance *player );
-VG_STATIC replay_frame *replay_newframe( replay_buffer *replay );
+VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
+ u16 gamestate_count, u16 sfx_count );
VG_STATIC void replay_imgui( player_instance *player );
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 );
+VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay );
+
#endif /* PLAYER_REPLAY_H */
float a = v2_dot( v0, v1 );
float a_min = cosf( VG_PIf * 0.185f );
- if( s->grind_cooldown )
+ if( s->state.grind_cooldown )
a_min = cosf( VG_PIf * 0.05f );
/* check speed */
v3f Fd, Fs, F;
v3f strength = { 3.7f, 3.6f, 8.0f };
- v3_muls( s->board_trick_residualv, -4.0f , Fd );
- v3_muls( s->board_trick_residuald, -10.0f, Fs );
+ v3_muls( s->state.board_trick_residualv, -4.0f , Fd );
+ v3_muls( s->state.board_trick_residuald, -10.0f, Fs );
v3_add( Fd, Fs, F );
v3_mul( strength, F, F );
- v3_muladds( s->board_trick_residualv, F, k_rb_delta,
- s->board_trick_residualv );
- v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
- k_rb_delta, s->board_trick_residuald );
+ v3_muladds( s->state.board_trick_residualv, F, k_rb_delta,
+ s->state.board_trick_residualv );
+ v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv,
+ k_rb_delta, s->state.board_trick_residuald );
if( s->state.activity <= k_skate_activity_air_to_grind ){
if( v3_length2( s->state.trick_vel ) < 0.0001f )
s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
- v3_copy( s->state.trick_vel, s->board_trick_residualv );
+ v3_copy( s->state.trick_vel, s->state.board_trick_residualv );
v3_zero( s->state.trick_vel );
}
v3_normalize( jumpdir );
}else{
v3_copy( s->state.up_dir, jumpdir );
- s->grind_cooldown = 30;
+ s->state.grind_cooldown = 30;
s->state.activity = k_skate_activity_ground;
v2f steer;
q_axis_angle( qtilt, s->grind_dir, tilt );
q_mulv( qtilt, jumpdir, jumpdir );
}
- s->surface_cooldown = 10;
+ s->state.surface_cooldown = 10;
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
slide = 0.0f;
}
- f32 gate = 1.0f-menu.factive,
+ f32 gate = skaterift.time_rate,
vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
vol_air = sqrtf( air *attn * 0.5f ) * gate,
vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
{
struct player_skate *s = &player->_skate;
- if( s->grind_cooldown > 100 ){
+ if( s->state.grind_cooldown > 100 ){
vg_fatal_error( "wth!\n" );
}
/* debounces this state manager a little bit */
- if( s->grind_cooldown ){
- s->grind_cooldown --;
+ if( s->state.grind_cooldown ){
+ s->state.grind_cooldown --;
return k_skate_activity_undefined;
}
if( new_activity == k_skate_activity_undefined ){
if( s->state.activity >= k_skate_activity_grind_any ){
- s->grind_cooldown = 15;
- s->surface_cooldown = 10;
+ s->state.grind_cooldown = 15;
+ s->state.surface_cooldown = 10;
}
}
else if( new_activity == k_skate_activity_grind_boardslide ){
m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
- if( s->surface_cooldown ){
- s->surface_cooldown --;
+ if( s->state.surface_cooldown ){
+ s->state.surface_cooldown --;
contact_count = 0;
}
}
f32 amt = k_cam_punch;
- if( player->camera_mode == k_cam_firstperson ){
+ if( player->cam_control.camera_mode == k_cam_firstperson ){
amt *= 0.25f;
}
q_mul( transport_rotation, s->state.smoothed_rotation,
s->state.smoothed_rotation );
rb_update_transform( &player->rb );
-
- s->state_gate_storage = s->state;
player__pass_gate( player, gate );
}
player_animation *dest )
{
struct player_skate *s = &player->_skate;
+ struct player_skate_state *state = &player->_skate.state;
struct player_avatar *av = player->playeravatar;
struct skeleton *sk = &av->sk;
kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
- s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
- s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
+ state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign,
+ 6.0f*vg.time_delta);
+ state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0],
+ 2.4f*vg.time_delta);
offset[0] *= 0.26f;
- offset[0] += s->wobble[1]*3.0f;
+ offset[0] += state->wobble[1]*3.0f;
offset[1] *= -0.3f;
offset[2] *= 0.01f;
- offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
+ offset[0]=vg_clampf(offset[0],-0.8f,0.8f)
+ *(1.0f-fabsf(state->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
- v3_muls( offset, 0.3f, player->tpv_offset_extra );
+ v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra );
/*
* Animation blending
if( s->state.activity == k_skate_activity_ground )
desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
- s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
+ state->blend_slide =
+ vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta);
}
/* movement information */
if( s->state.activity >= k_skate_activity_grind_any )
wdist = 0.0f;
- s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
- s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
- s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
+ state->blend_z =
+ vg_lerpf( state->blend_z, dirz, 2.4f*vg.time_delta );
+ state->blend_x =
+ vg_lerpf( state->blend_x, dirx, 0.6f*vg.time_delta );
+ state->blend_fly =
+ vg_lerpf( state->blend_fly, fly, 3.4f*vg.time_delta );
+ state->blend_weight =
+ vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe apose[32], bpose[32];
{
/* when the player is moving fast he will crouch down a little bit */
float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
- s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+ state->blend_stand =
+ vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta );
/* stand/crouch */
- float dir_frame = s->blend_z * (15.0f/30.0f),
+ float dir_frame = state->blend_z * (15.0f/30.0f),
stand_blend = offset[1]*-2.0f;
v2f steer;
f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
s->state.delayed_slip_dir = slide_dir;
}
- lean1 = s->blend_slide * s->state.delayed_slip_dir;
+ lean1 = state->blend_slide * s->state.delayed_slip_dir;
if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
else lean = lean2;
skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
/* sliding */
- float slide_frame = s->blend_x * (15.0f/30.0f);
+ float slide_frame = state->blend_x * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose );
/* pushing */
double push_time = vg.time - s->state.start_push;
- s->blend_push = vg_lerpf( s->blend_push,
+ state->blend_push = vg_lerpf( state->blend_push,
(vg.time - s->state.cur_push) < 0.125,
6.0f*vg.time_delta );
else
skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose );
/* trick setup */
float jump_start_frame = 14.0f/30.0f;
float charge = s->state.jump_charge;
- s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+ state->blend_jump =
+ vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta );
float setup_frame = charge * jump_start_frame,
- setup_blend = vg_minf( s->blend_jump, 1.0f );
+ setup_blend = vg_minf( state->blend_jump, 1.0f );
float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
float target = -steer[1];
- s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+ state->blend_airdir =
+ vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta );
- float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+ float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
static v2f grab_choice;
skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
}
- skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+ skeleton_lerp_pose( sk, ground_pose, air_pose,
+ state->blend_fly, dest->pose );
mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
}
float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
- s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
- s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
- grind_frame, 5.0f*vg.time_delta );
+ state->blend_grind =
+ vg_lerpf( state->blend_grind, grind, 5.0f*vg.time_delta );
+ state->blend_grind_balance =
+ vg_lerpf( state->blend_grind_balance,
+ grind_frame, 5.0f*vg.time_delta );
- grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+ grind_frame = state->blend_grind_balance * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose );
}
- skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+ skeleton_lerp_pose( sk, dest->pose, grind_pose,
+ state->blend_grind, dest->pose );
- float add_grab_mod = 1.0f - s->blend_fly;
+ float add_grab_mod = 1.0f - state->blend_fly;
/* additive effects */
{
float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
yaw_counter_rotate = acosf( yaw_counter_rotate );
- yaw_counter_rotate *= 1.0f-s->blend_fly;
+ yaw_counter_rotate *= 1.0f-state->blend_fly;
v3f ndir;
m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
v4f qtrickr, qyawr, qpitchr, qrollr;
v3f eulerr;
- v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+ v3_muls( state->board_trick_residuald, VG_TAUf, eulerr );
q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
if( board ){
/* foot weight distribution */
- if( s->blend_weight > 0.0f ){
+ if( state->blend_weight > 0.0f ){
kf_foot_l->co[2] =
vg_lerpf( kf_foot_l->co[2],
board->truck_positions[k_board_truck_back][2]+0.3f,
- 0.5f*s->blend_weight );
+ 0.5f*state->blend_weight );
}
else{
kf_foot_r->co[2] =
vg_lerpf( kf_foot_r->co[2],
board->truck_positions[k_board_truck_front][2]-0.3f,
- -0.5f*s->blend_weight );
+ -0.5f*state->blend_weight );
}
}
float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
- s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+ state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f );
kf_foot_l->co[1] += s->state.slap;
kf_foot_r->co[1] += s->state.slap;
kf_knee_l->co[1] += s->state.slap;
kf_knee_r->co[1] += s->state.slap;
- kf_board->co[1] += s->state.slap * s->subslap;
+ kf_board->co[1] += s->state.slap * state->subslap;
kf_hip->co[1] += s->state.slap * 0.25f;
f32 l = ((s->state.activity < k_skate_activity_ground) &&
v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
- s->blend_trick_foot = vg_lerpf( s->blend_trick_foot, l,
- 8.4f*vg.time_delta );
+ state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l,
+ 8.4f*vg.time_delta );
if( s->state.trick_type == k_trick_type_kickflip ){
- kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
}
else if( s->state.trick_type == k_trick_type_shuvit ){
- kf_foot_l->co[0] += s->blend_trick_foot * 0.1f;
- kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.1f;
+ kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
}
else if( s->state.trick_type == k_trick_type_treflip ){
- kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
- kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
+ kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
}
*kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
float warble = perlin1d( vg.time, 2.0f, 2, 300 );
- warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+ warble *= vg_maxf(state->blend_grind,
+ fabsf(state->blend_weight)) * 0.3f;
v4f qrot;
q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
s->state.head_position );
}
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
+VG_STATIC void player__skate_reset_animator( player_instance *player ){
struct player_skate *s = &player->_skate;
+ struct player_skate_state *state = &s->state;
if( s->state.activity <= k_skate_activity_air_to_grind )
- s->blend_fly = 1.0f;
+ state->blend_fly = 1.0f;
else
- s->blend_fly = 0.0f;
-
- s->blend_slide = 0.0f;
- s->blend_z = 0.0f;
- s->blend_x = 0.0f;
- s->blend_grind = 0.0f;
- s->blend_grind_balance = 0.0f;
- s->blend_stand = 0.0f;
- s->blend_push = 0.0f;
- s->blend_jump = 0.0f;
- s->blend_airdir = 0.0f;
- s->blend_weight = 0.0f;
- s->subslap = 0.0f;
- v2_zero( s->wobble );
-
- v3_zero( s->board_trick_residuald );
- v3_zero( s->board_trick_residualv );
+ state->blend_fly = 0.0f;
+
+ state->blend_slide = 0.0f;
+ state->blend_z = 0.0f;
+ state->blend_x = 0.0f;
+ state->blend_grind = 0.0f;
+ state->blend_grind_balance = 0.0f;
+ state->blend_stand = 0.0f;
+ state->blend_push = 0.0f;
+ state->blend_jump = 0.0f;
+ state->blend_airdir = 0.0f;
+ state->blend_weight = 0.0f;
+ state->subslap = 0.0f;
+ v2_zero( state->wobble );
+
+ v3_zero( state->board_trick_residuald );
+ v3_zero( state->board_trick_residualv );
v3_zero( s->truckv0[0] );
v3_zero( s->truckv0[1] );
}
v3_zero( s->state.trick_vel );
v3_zero( s->state.trick_euler );
v3_zero( s->state.cog_v );
- s->grind_cooldown = 0;
- s->surface_cooldown = 0;
+ s->state.grind_cooldown = 0;
+ s->state.surface_cooldown = 0;
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
v3_copy( player->rb.to_world[1], s->state.up_dir );
v3_copy( player->rb.to_world[1], s->surface_picture );
s->state.head_position[1] = 1.8f;
}
-VG_STATIC void player__skate_restore( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- s->state = s->state_gate_storage;
-}
-
#endif /* PLAYER_SKATE_C */
activity,
activity_prev;
- f32 reverse, slip, delayed_slip_dir;
+ u32 grind_cooldown,
+ surface_cooldown;
+ f32 reverse, slip, delayed_slip_dir;
int manual_direction;
/* tricks */
air_init_co;
v4f smoothed_rotation;
+
+ /* animator controls which require persistence */
+ v3f board_trick_residualv,
+ board_trick_residuald;
+ f32 blend_slide,
+ blend_z,
+ blend_x,
+ blend_fly,
+ blend_grind,
+ blend_grind_balance,
+ blend_stand,
+ blend_push,
+ blend_jump,
+ blend_airdir,
+ blend_weight,
+ blend_trick_foot,
+ subslap;
+ v2f wobble;
}
- state,
- state_gate_storage;
+ state;
- /* animation /audio */
+ /* animation /audio
+ * --------------------------------------------------------------*/
struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
*anim_air, *anim_grind, *anim_grind_jump,
*anim_push, *anim_push_reverse,
*anim_ollie, *anim_ollie_reverse,
*anim_grabs, *anim_stop;
- v3f
- board_trick_residualv,
- board_trick_residuald;
-
- float blend_slide,
- blend_z,
- blend_x,
- blend_fly,
- blend_grind,
- blend_grind_balance,
- blend_stand,
- blend_push,
- blend_jump,
- blend_airdir,
- blend_weight,
- blend_trick_foot,
- subslap;
/* vectors representing the direction of the axels in localspace */
v3f truckv0[2];
- v2f wobble;
audio_channel *aud_main, *aud_slide, *aud_air;
enum mdl_surface_prop surface, audio_surface;
k_skate_sample_metal_scrape_generic
}
main_sample_type;
-
player_pose holdout;
/*
* ----------------------------------------------------
*/
- float substep,
- substep_delta;
+ float substep, substep_delta;
struct jump_info{
v3f log[50];
grind_vec,
grind_dir;
- u32 grind_cooldown,
- surface_cooldown;
-
float grind_strength;
-
struct grind_limit{
v3f ra, n;
float p;
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
v3_copy( init_velocity, s->state.cog_v );
v3_copy( init_velocity, player->rb.v );
- v3_copy( init_velocity, player->cam_velocity_smooth );
+ v3_copy( init_velocity, player->cam_control.cam_velocity_smooth );
v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
}
vehicle_update_fixed();
}
-VG_STATIC void vg_update_post(void)
-{
+VG_STATIC void vg_update_post(void){
if( skaterift.op == k_async_op_clientloading ) return;
player__post_update( &localplayer );
v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
audio_unlock();
- vg.time_rate = 1.0f-menu.factive;
+ f32 target = 1.0f-(f32)(menu.active||k_replay_test);
+ skaterift.time_rate = vg_lerpf( skaterift.time_rate, target,
+ vg.time_frame_delta * 6.0f );
+
+ vg.time_rate = skaterift.time_rate;
vehicle_update_post();
}
(vg.time_frame_delta*60.0) );
shader_blitblur_uInverseRatio( inverse );
- v2f menu_blurring;
- v2_muls( (v2f){ 0.04f, 0.001f }, menu.factive, menu_blurring );
- shader_blitblur_uOverrideDir( menu_blurring );
+ v2f override;
+ if( menu.active )
+ v2_muls( (v2f){ 0.04f, 0.001f }, 1.0f-skaterift.time_rate, override );
+ else
+ v2_zero( override );
+ shader_blitblur_uOverrideDir( override );
render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
k_async_op_write_savedata,
}
op;
+
+ f32 time_rate;
}
-static skaterift = { .op = k_async_op_clientloading };
+static skaterift = { .op = k_async_op_clientloading, .time_rate = 1.0f };
/* Skaterift api */
static void skaterift_change_world_start( void );