grind phys
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 /*
6 * TODO: Tilt camera down to face borde when its behind you or out of vision
7 */
8
9 #ifndef PLAYER_H
10 #define PLAYER_H
11
12 #define PLAYER_REWIND_FRAMES 60*4
13
14 #include "audio.h"
15 #include "common.h"
16 #include "world.h"
17 #include "skeleton.h"
18 #include "bvh.h"
19
20 VG_STATIC float
21 k_walkspeed = 12.0f,
22 k_air_accelerate = 20.0f,
23
24 k_runspeed = 20.0f,
25 k_board_radius = 0.3f,
26 k_board_length = 0.45f,
27 k_board_allowance = 0.04f,
28 //k_friction_lat = 8.8f,
29 k_friction_lat = 12.0f,
30 k_friction_resistance = 0.01f,
31 k_max_push_speed = 16.0f,
32 k_push_accel = 10.0f,
33 k_push_cycle_rate = 8.0f,
34 k_steer_ground = 2.5f,
35 k_steer_air = 3.6f,
36 k_steer_air_lerp = 0.3f,
37 k_pump_force = 0.0f,
38 k_downforce = 8.0f,
39 k_walk_downforce = 8.0f,
40 k_jump_charge_speed = (1.0f/1.0f),
41 k_jump_force = 5.0f,
42 k_pitch_limit = 1.5f,
43 k_look_speed = 2.0f,
44 k_walk_accel = 150.0f,
45 k_walk_friction = 8.0f;
46
47 VG_STATIC int cl_playermdl_id = 0;
48 VG_STATIC int freecam = 0;
49 VG_STATIC int walk_grid_iterations = 1;
50 VG_STATIC float fc_speed = 10.0f;
51
52 /*
53 * -----------------------------------------------------------------------------
54 * Memory
55 * -----------------------------------------------------------------------------
56 */
57
58 VG_STATIC struct gplayer
59 {
60 /* Physics */
61 rigidbody collide_front, collide_back;
62
63 struct player_phys
64 {
65 rigidbody rb, rb_gate_frame;
66 float iY, siY; /* Yaw inertia */
67
68 v3f a, v_last, m, bob, vl;
69
70 /* Utility */
71 float vswitch, slip, slip_last, reverse;
72
73 float grab, jump, pushing, push_time;
74 v2f grab_mouse_delta;
75
76 int lift_frames;
77
78 double start_push;
79 int in_air, on_board, jump_charge, jump_dir, grind;
80
81 m3x3f vr,vr_pstep;
82 }
83 phys,
84 phys_gate_frame;
85
86 m4x3f visual_transform,
87 inv_visual_transform;
88
89 int is_dead, death_tick_allowance, rewinding;
90 int rewind_sound_wait;
91
92 v3f land_target;
93 v3f land_target_log[22];
94 u32 land_target_colours[22];
95 int land_log_count;
96
97 v3f handl_target, handr_target,
98 handl, handr;
99
100 /* Input */
101 struct input_binding *input_js1h,
102 *input_js1v,
103 *input_js2h,
104 *input_js2v,
105 *input_jump,
106 *input_push,
107 *input_walk,
108 *input_walkh,
109 *input_walkv,
110 *input_switch_mode,
111 *input_reset,
112 *input_grab;
113
114 /* Camera */
115 float air_blend;
116 float air_time;
117
118 v3f camera_pos, smooth_localcam;
119 v2f angles;
120
121 struct rewind_frame
122 {
123 v3f pos;
124 v2f ang;
125 }
126 *rewind_buffer;
127 u32 rewind_incrementer,
128 rewind_length;
129
130 float rewind_time, rewind_total_length, rewind_predicted_time;
131 double diag_rewind_start, diag_rewind_time;
132 float dist_accum;
133
134 /* animation */
135 double jump_time;
136 float fslide,
137 fdirz, fdirx,
138 fstand,
139 ffly,
140 fpush,
141 fairdir,
142 fsetup,
143 walk_timer,
144 fjump,
145 fonboard,
146 frun,
147 fgrind;
148
149 float walk;
150 int step_phase;
151 enum mdl_surface_prop surface_prop;
152
153 /* player model */
154 struct player_model
155 {
156 glmesh player_meshes[3];
157
158 mdl_context meta;
159 struct skeleton sk;
160 struct skeleton_anim *anim_stand,
161 *anim_highg,
162 *anim_slide,
163 *anim_air,
164 *anim_push, *anim_push_reverse,
165 *anim_ollie, *anim_ollie_reverse,
166 *anim_grabs, *anim_stop,
167 *anim_walk, *anim_run, *anim_idle,
168 *anim_jump;
169
170 u32 id_hip,
171 id_ik_hand_l,
172 id_ik_hand_r,
173 id_ik_elbow_l,
174 id_ik_elbow_r,
175 id_head;
176
177 v3f cam_pos;
178
179 struct ragdoll_part
180 {
181 u32 bone_id;
182 v3f offset;
183
184 u32 use_limits;
185 v3f limits[2];
186
187 rigidbody rb;
188 u32 parent;
189 }
190 ragdoll[32];
191 u32 ragdoll_count;
192
193 int shoes[2];
194 }
195 mdl;
196 }
197 player =
198 {
199 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
200 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
201 };
202
203 /*
204 * API
205 */
206 VG_STATIC float *player_get_pos(void);
207 VG_STATIC void player_kill(void);
208 VG_STATIC float *player_cam_pos(void);
209 VG_STATIC void player_save_frame(void);
210 VG_STATIC void player_restore_frame(void);
211 VG_STATIC void player_save_rewind_frame(void);
212
213 /*
214 * Submodules
215 */
216 VG_STATIC void player_mouseview(void);
217
218 #include "player_physics.h"
219 #include "player_ragdoll.h"
220 #include "player_model.h"
221 #include "player_animation.h"
222 #include "player_audio.h"
223
224 /*
225 * -----------------------------------------------------------------------------
226 * Events
227 * -----------------------------------------------------------------------------
228 */
229
230 VG_STATIC void player_init(void) /* 1 */
231 {
232 player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
233 player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
234 player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
235 player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
236 player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
237 player.input_jump = vg_create_named_input( "jump", k_input_type_button );
238 player.input_push = vg_create_named_input( "push", k_input_type_button );
239 player.input_walk = vg_create_named_input( "walk", k_input_type_button );
240
241 player.input_walkh = vg_create_named_input( "walk-h",
242 k_input_type_axis );
243 player.input_walkv = vg_create_named_input( "walk-v",
244 k_input_type_axis );
245
246
247 player.input_switch_mode = vg_create_named_input( "switch-mode",
248 k_input_type_button );
249 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
250
251 const char *default_cfg[] =
252 {
253 "bind steer-h gp-ls-h",
254 "bind -steer-h a",
255 "bind +steer-h d",
256
257 "bind steer-v gp-ls-v",
258 "bind -steer-v w",
259 "bind +steer-v s",
260
261 "bind grab gp-rt",
262 "bind +grab shift",
263 "bind grab-h gp-rs-h",
264 "bind grab-v gp-rs-v",
265
266 "bind jump space",
267 "bind jump gp-a",
268
269 "bind push gp-b",
270 "bind push w",
271
272 "bind walk shift",
273 "bind walk gp-ls",
274
275 "bind walk-h gp-ls-h",
276 "bind walk-v -gp-ls-v",
277 "bind +walk-h d",
278 "bind -walk-h a",
279 "bind +walk-v w",
280 "bind -walk-v s",
281
282 "bind reset gp-lb",
283 "bind reset r",
284
285 "bind switch-mode gp-y",
286 "bind switch-mode e",
287 };
288
289 for( int i=0; i<vg_list_size(default_cfg); i++ )
290 execute_console_input(default_cfg[i]);
291
292 rb_init( &player.phys.rb );
293 rb_init( &player.collide_front );
294 rb_init( &player.collide_back );
295
296 vg_convar_push( (struct vg_convar){
297 .name = "cl_playermdl_id",
298 .data = &cl_playermdl_id,
299 .data_type = k_convar_dtype_i32,
300 .opt_i32 = { .min=0, .max=2, .clamp=1 },
301 .persistent = 1
302 });
303
304 vg_convar_push( (struct vg_convar){
305 .name = "gwalk_speed",
306 .data = &k_walkspeed,
307 .data_type = k_convar_dtype_f32,
308 .opt_f32 = { .clamp = 0 },
309 .persistent = 0
310 });
311
312 vg_convar_push( (struct vg_convar){
313 .name = "air_accelerate",
314 .data = &k_air_accelerate,
315 .data_type = k_convar_dtype_f32,
316 .opt_f32 = { .clamp = 0 },
317 .persistent = 0
318 });
319
320 vg_convar_push( (struct vg_convar){
321 .name = "run_speed",
322 .data = &k_runspeed,
323 .data_type = k_convar_dtype_f32,
324 .opt_f32 = { .clamp = 0 },
325 .persistent = 1
326 });
327
328 vg_convar_push( (struct vg_convar){
329 .name = "walk_accel",
330 .data = &k_walk_accel,
331 .data_type = k_convar_dtype_f32,
332 .opt_f32 = { .clamp = 0 },
333 .persistent = 1
334 });
335
336 vg_convar_push( (struct vg_convar){
337 .name = "fc",
338 .data = &freecam,
339 .data_type = k_convar_dtype_i32,
340 .opt_i32 = { .min=0, .max=1, .clamp=1 },
341 .persistent = 1
342 });
343
344 vg_convar_push( (struct vg_convar){
345 .name = "fcs",
346 .data = &fc_speed,
347 .data_type = k_convar_dtype_f32,
348 .opt_f32 = { .clamp = 0 },
349 .persistent = 1
350 });
351
352 vg_function_push( (struct vg_cmd){
353 .name = "reset",
354 .function = reset_player
355 });
356
357 player.rewind_length = 0;
358 player.rewind_buffer =
359 vg_linear_alloc( vg_mem.rtmemory,
360 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
361
362 player_model_init();
363
364 /* controls */
365
366 }
367
368 VG_STATIC void player_save_rewind_frame(void)
369 {
370 if( player.rewind_length < PLAYER_REWIND_FRAMES )
371 {
372 struct rewind_frame *fr =
373 &player.rewind_buffer[ player.rewind_length ++ ];
374
375 v2_copy( player.angles, fr->ang );
376 v3_copy( player.camera_pos, fr->pos );
377
378 player.rewind_incrementer = 0;
379
380 if( player.rewind_length > 1 )
381 {
382 player.rewind_total_length +=
383 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
384 player.rewind_buffer[player.rewind_length-2].pos );
385 }
386 }
387 }
388
389
390 /* disaster */
391 VG_STATIC int menu_enabled(void);
392 #include "menu.h"
393
394 /*
395 * Free camera movement
396 */
397 VG_STATIC void player_mouseview(void)
398 {
399 if( menu_enabled() )
400 return;
401
402 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
403
404 if( vg_input.controller_should_use_trackpad_look )
405 {
406 static v2f last_input;
407 static v2f vel;
408 static v2f vel_smooth;
409
410 v2f input = { player.input_js2h->axis.value,
411 player.input_js2v->axis.value };
412
413 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
414 {
415 v2_sub( input, last_input, vel );
416 v2_muls( vel, 1.0f/vg.time_delta, vel );
417 }
418 else
419 {
420 v2_zero( vel );
421 }
422
423 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
424
425 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
426 v2_copy( input, last_input );
427 }
428 else
429 {
430 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
431 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
432 }
433
434 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
435 }
436
437 /* Deal with input etc */
438 VG_STATIC void player_update_pre(void)
439 {
440 struct player_phys *phys = &player.phys;
441
442 if( player.rewinding )
443 {
444 return;
445 }
446
447 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
448 {
449 if( player.is_dead )
450 {
451 reset_player( 0, NULL );
452 audio_lock();
453 audio_play_oneshot( &audio_ui[0], 1.0f );
454 audio_unlock();
455 }
456 else
457 {
458 double delta = world.time - world.last_use;
459
460 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
461 {
462 player.rewinding = 1;
463 player.rewind_sound_wait = 1;
464 player.rewind_time = (float)player.rewind_length - 0.0001f;
465 player_save_rewind_frame();
466 audio_lock();
467 audio_play_oneshot( &audio_rewind[0], 1.0f );
468 audio_unlock();
469
470 /* based on analytical testing. DONT CHANGE!
471 *
472 * time taken: y = (x^(4/5)) * 74.5
473 * inverse : x = (2/149)^(4/5) * y^(4/5)
474 */
475
476 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
477 curve = powf( player.rewind_total_length, 4.0f/5.0f );
478
479 player.rewind_predicted_time = constant * curve;
480 player.diag_rewind_start = vg.time;
481 player.diag_rewind_time = player.rewind_time;
482
483 player.is_dead = 0;
484 player.death_tick_allowance = 30;
485 player_restore_frame();
486
487 if( !phys->on_board )
488 {
489 player.angles[0] = atan2f( -phys->rb.forward[2],
490 -phys->rb.forward[0] );
491 }
492
493 player.mdl.shoes[0] = 1;
494 player.mdl.shoes[1] = 1;
495
496 world_routes_notify_reset();
497
498 /* apply 1 frame of movement */
499 player_do_motion();
500 }
501 else
502 {
503 /* cant do that */
504 audio_lock();
505 audio_play_oneshot( &audio_rewind[4], 1.0f );
506 audio_unlock();
507 }
508 }
509 }
510
511 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
512 {
513 phys->on_board ^= 0x1;
514
515 audio_lock();
516 if( phys->on_board )
517 {
518 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
519 audio_play_oneshot( &audio_lands[6], 1.0f );
520 }
521 else
522 {
523 audio_play_oneshot( &audio_lands[5], 1.0f );
524 }
525
526 audio_unlock();
527 }
528
529 if( !phys->on_board )
530 player_mouseview();
531 }
532
533 VG_STATIC void player_update_fixed(void) /* 2 */
534 {
535 if( player.rewinding )
536 return;
537
538 if( player.death_tick_allowance )
539 player.death_tick_allowance --;
540
541 struct player_phys *phys = &player.phys;
542
543 if( player.is_dead )
544 {
545 player_ragdoll_iter();
546 }
547 else
548 {
549 player.rewind_incrementer ++;
550
551 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
552 {
553 player_save_rewind_frame();
554 }
555
556 player_do_motion();
557 }
558 }
559
560 VG_STATIC void player_update_post(void)
561 {
562 for( int i=0; i<player.land_log_count; i++ )
563 vg_line_cross( player.land_target_log[i],
564 player.land_target_colours[i], 0.25f);
565
566 if( player.is_dead )
567 {
568 player_debug_ragdoll();
569
570 if( !freecam )
571 player_animate_death_cam();
572 }
573 else
574 {
575 player_animate();
576
577 if( !freecam )
578 player_animate_camera();
579 }
580
581 if( freecam )
582 player_freecam();
583
584
585 /* CAMERA POSITIONING: LAYER 0 */
586 v2_copy( player.angles, camera_angles );
587 v3_copy( player.camera_pos, camera_pos );
588
589 if( player.rewinding )
590 {
591 if( player.rewind_time <= 0.0f )
592 {
593 double taken = vg.time - player.diag_rewind_start;
594 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
595 taken, player.diag_rewind_time,
596 player.rewind_total_length );
597
598 player.rewinding = 0;
599 player.rewind_length = 1;
600 player.rewind_total_length = 0.0f;
601 player.rewind_incrementer = 0;
602 world.sky_target_rate = 1.0;
603 }
604 else
605 {
606 world.sky_target_rate = -100.0;
607 assert( player.rewind_length > 0 );
608
609 v2f override_angles;
610 v3f override_pos;
611
612 float budget = vg.time_delta,
613 overall_length = player.rewind_length;
614
615 world_routes_rollback_time( player.rewind_time / overall_length );
616
617 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
618 {
619 /* Interpolate frames */
620 int i0 = floorf( player.rewind_time ),
621 i1 = VG_MIN( i0+1, player.rewind_length-1 );
622
623 struct rewind_frame *fr = &player.rewind_buffer[i0],
624 *fr1 = &player.rewind_buffer[i1];
625
626 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
627 subl = vg_fractf( player.rewind_time ) + 0.001f,
628
629 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
630 speed = sramp*28.0f + 0.5f*player.rewind_time,
631 mod = speed * (budget / dist),
632
633 advl = vg_minf( mod, subl ),
634 advt = (advl / mod) * budget;
635
636 player.dist_accum += speed * advt;
637 player.rewind_time -= advl;
638 budget -= advt;
639 }
640
641 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
642
643 float current_time = vg.time - player.diag_rewind_start,
644 remaining = player.rewind_predicted_time - current_time;
645
646 if( player.rewind_sound_wait )
647 {
648 if( player.rewind_predicted_time >= 6.5f )
649 {
650 if( remaining <= 6.5f )
651 {
652 audio_lock();
653 audio_play_oneshot( &audio_rewind[3], 1.0f );
654 audio_unlock();
655 player.rewind_sound_wait = 0;
656 }
657 }
658 else if( player.rewind_predicted_time >= 2.5f )
659 {
660 if( remaining <= 2.5f )
661 {
662 audio_lock();
663 audio_play_oneshot( &audio_rewind[2], 1.0f );
664 audio_unlock();
665 player.rewind_sound_wait = 0;
666 }
667 }
668 else if( player.rewind_predicted_time >= 1.5f )
669 {
670 if( remaining <= 1.5f )
671 {
672 audio_lock();
673 audio_play_oneshot( &audio_rewind[1], 1.0f );
674 audio_unlock();
675 player.rewind_sound_wait = 0;
676 }
677 }
678
679
680 }
681
682 int i0 = floorf( player.rewind_time ),
683 i1 = VG_MIN( i0+1, player.rewind_length-1 );
684
685 struct rewind_frame *fr = &player.rewind_buffer[i0],
686 *fr1 = &player.rewind_buffer[i1];
687
688 float sub = vg_fractf(player.rewind_time);
689
690 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
691 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
692 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
693
694 /* CAMERA POSITIONING: LAYER 1 */
695 float blend = (4.0f-player.rewind_time) * 0.25f,
696 c = vg_clampf( blend, 0.0f, 1.0f );
697
698 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
699 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
700 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
701 }
702 }
703
704 camera_update();
705 player_audio();
706 }
707
708 VG_STATIC void draw_player( m4x3f cam )
709 {
710 if( player.is_dead )
711 player_model_copy_ragdoll();
712
713 shader_viewchar_use();
714 vg_tex2d_bind( &tex_characters, 0 );
715 shader_viewchar_uTexMain( 0 );
716 shader_viewchar_uCamera( cam[3] );
717 shader_viewchar_uPv( vg.pv );
718 shader_link_standard_ub( _shader_viewchar.id, 2 );
719 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
720 player.mdl.sk.bone_count,
721 0,
722 (float *)player.mdl.sk.final_mtx );
723
724 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
725 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
726 }
727
728 /*
729 * -----------------------------------------------------------------------------
730 * API implementation
731 * -----------------------------------------------------------------------------
732 */
733
734 VG_STATIC float *player_get_pos(void)
735 {
736 return player.phys.rb.co;
737 }
738
739 VG_STATIC void player_kill(void)
740 {
741 if( player.death_tick_allowance == 0 )
742 {
743 player.is_dead = 1;
744 player_ragdoll_copy_model( player.phys.rb.v );
745 world_routes_clear();
746 }
747 }
748
749 VG_STATIC float *player_cam_pos(void)
750 {
751 return player.camera_pos;
752 }
753
754
755 #endif /* PLAYER_H */