2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
6 * TODO: Tilt camera down to face borde when its behind you or out of vision
12 #define PLAYER_REWIND_FRAMES 60*4
22 k_air_accelerate
= 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
,
33 k_push_cycle_rate
= 8.0f
,
34 k_steer_ground
= 2.5f
,
36 k_steer_air_lerp
= 0.3f
,
39 k_walk_downforce
= 8.0f
,
40 k_jump_charge_speed
= (1.0f
/1.0f
),
44 k_walk_accel
= 150.0f
,
45 k_walk_friction
= 8.0f
;
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
;
53 * -----------------------------------------------------------------------------
55 * -----------------------------------------------------------------------------
58 VG_STATIC
struct gplayer
61 rigidbody collide_front
, collide_back
;
65 rigidbody rb
, rb_gate_frame
;
66 float iY
, siY
; /* Yaw inertia */
68 v3f a
, v_last
, m
, bob
, vl
;
71 float vswitch
, slip
, slip_last
, reverse
;
73 float grab
, jump
, pushing
, push_time
;
79 int in_air
, on_board
, jump_charge
, jump_dir
, grind
;
86 m4x3f visual_transform
,
89 int is_dead
, death_tick_allowance
, rewinding
;
90 int rewind_sound_wait
;
93 v3f land_target_log
[22];
94 u32 land_target_colours
[22];
97 v3f handl_target
, handr_target
,
101 struct input_binding
*input_js1h
,
118 v3f camera_pos
, smooth_localcam
;
127 u32 rewind_incrementer
,
130 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
131 double diag_rewind_start
, diag_rewind_time
;
151 enum mdl_surface_prop surface_prop
;
156 glmesh player_meshes
[3];
160 struct skeleton_anim
*anim_stand
,
164 *anim_push
, *anim_push_reverse
,
165 *anim_ollie
, *anim_ollie_reverse
,
166 *anim_grabs
, *anim_stop
,
167 *anim_walk
, *anim_run
, *anim_idle
,
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
}
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);
216 VG_STATIC
void player_mouseview(void);
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"
225 * -----------------------------------------------------------------------------
227 * -----------------------------------------------------------------------------
230 VG_STATIC
void player_init(void) /* 1 */
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
);
241 player
.input_walkh
= vg_create_named_input( "walk-h",
243 player
.input_walkv
= vg_create_named_input( "walk-v",
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
);
251 const char *default_cfg
[] =
253 "bind steer-h gp-ls-h",
257 "bind steer-v gp-ls-v",
263 "bind grab-h gp-rs-h",
264 "bind grab-v gp-rs-v",
275 "bind walk-h gp-ls-h",
276 "bind walk-v -gp-ls-v",
285 "bind switch-mode gp-y",
286 "bind switch-mode e",
289 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
290 execute_console_input(default_cfg
[i
]);
292 rb_init( &player
.phys
.rb
);
293 rb_init( &player
.collide_front
);
294 rb_init( &player
.collide_back
);
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 },
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 },
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 },
320 vg_convar_push( (struct vg_convar
){
323 .data_type
= k_convar_dtype_f32
,
324 .opt_f32
= { .clamp
= 0 },
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 },
336 vg_convar_push( (struct vg_convar
){
339 .data_type
= k_convar_dtype_i32
,
340 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
344 vg_convar_push( (struct vg_convar
){
347 .data_type
= k_convar_dtype_f32
,
348 .opt_f32
= { .clamp
= 0 },
352 vg_function_push( (struct vg_cmd
){
354 .function
= reset_player
357 player
.rewind_length
= 0;
358 player
.rewind_buffer
=
359 vg_linear_alloc( vg_mem
.rtmemory
,
360 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
368 VG_STATIC
void player_save_rewind_frame(void)
370 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
372 struct rewind_frame
*fr
=
373 &player
.rewind_buffer
[ player
.rewind_length
++ ];
375 v2_copy( player
.angles
, fr
->ang
);
376 v3_copy( player
.camera_pos
, fr
->pos
);
378 player
.rewind_incrementer
= 0;
380 if( player
.rewind_length
> 1 )
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
);
391 VG_STATIC
int menu_enabled(void);
395 * Free camera movement
397 VG_STATIC
void player_mouseview(void)
402 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
404 if( vg_input
.controller_should_use_trackpad_look
)
406 static v2f last_input
;
408 static v2f vel_smooth
;
410 v2f input
= { player
.input_js2h
->axis
.value
,
411 player
.input_js2v
->axis
.value
};
413 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
415 v2_sub( input
, last_input
, vel
);
416 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
423 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
425 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
426 v2_copy( input
, last_input
);
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
;
434 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
437 /* Deal with input etc */
438 VG_STATIC
void player_update_pre(void)
440 struct player_phys
*phys
= &player
.phys
;
442 if( player
.rewinding
)
447 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
451 reset_player( 0, NULL
);
453 audio_play_oneshot( &audio_ui
[0], 1.0f
);
458 double delta
= world
.time
- world
.last_use
;
460 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
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();
467 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
470 /* based on analytical testing. DONT CHANGE!
472 * time taken: y = (x^(4/5)) * 74.5
473 * inverse : x = (2/149)^(4/5) * y^(4/5)
476 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
477 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
479 player
.rewind_predicted_time
= constant
* curve
;
480 player
.diag_rewind_start
= vg
.time
;
481 player
.diag_rewind_time
= player
.rewind_time
;
484 player
.death_tick_allowance
= 30;
485 player_restore_frame();
487 if( !phys
->on_board
)
489 player
.angles
[0] = atan2f( -phys
->rb
.forward
[2],
490 -phys
->rb
.forward
[0] );
493 player
.mdl
.shoes
[0] = 1;
494 player
.mdl
.shoes
[1] = 1;
496 world_routes_notify_reset();
498 /* apply 1 frame of movement */
505 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
511 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
513 phys
->on_board
^= 0x1;
518 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
519 audio_play_oneshot( &audio_lands
[6], 1.0f
);
523 audio_play_oneshot( &audio_lands
[5], 1.0f
);
529 if( !phys
->on_board
)
533 VG_STATIC
void player_update_fixed(void) /* 2 */
535 if( player
.rewinding
)
538 if( player
.death_tick_allowance
)
539 player
.death_tick_allowance
--;
541 struct player_phys
*phys
= &player
.phys
;
545 player_ragdoll_iter();
549 player
.rewind_incrementer
++;
551 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
553 player_save_rewind_frame();
560 VG_STATIC
void player_update_post(void)
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
);
568 player_debug_ragdoll();
571 player_animate_death_cam();
578 player_animate_camera();
585 /* CAMERA POSITIONING: LAYER 0 */
586 v2_copy( player
.angles
, camera_angles
);
587 v3_copy( player
.camera_pos
, camera_pos
);
589 if( player
.rewinding
)
591 if( player
.rewind_time
<= 0.0f
)
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
);
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;
606 world
.sky_target_rate
= -100.0;
607 assert( player
.rewind_length
> 0 );
612 float budget
= vg
.time_delta
,
613 overall_length
= player
.rewind_length
;
615 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
617 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
619 /* Interpolate frames */
620 int i0
= floorf( player
.rewind_time
),
621 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
623 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
624 *fr1
= &player
.rewind_buffer
[i1
];
626 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
627 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
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
),
633 advl
= vg_minf( mod
, subl
),
634 advt
= (advl
/ mod
) * budget
;
636 player
.dist_accum
+= speed
* advt
;
637 player
.rewind_time
-= advl
;
641 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
643 float current_time
= vg
.time
- player
.diag_rewind_start
,
644 remaining
= player
.rewind_predicted_time
- current_time
;
646 if( player
.rewind_sound_wait
)
648 if( player
.rewind_predicted_time
>= 6.5f
)
650 if( remaining
<= 6.5f
)
653 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
655 player
.rewind_sound_wait
= 0;
658 else if( player
.rewind_predicted_time
>= 2.5f
)
660 if( remaining
<= 2.5f
)
663 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
665 player
.rewind_sound_wait
= 0;
668 else if( player
.rewind_predicted_time
>= 1.5f
)
670 if( remaining
<= 1.5f
)
673 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
675 player
.rewind_sound_wait
= 0;
682 int i0
= floorf( player
.rewind_time
),
683 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
685 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
686 *fr1
= &player
.rewind_buffer
[i1
];
688 float sub
= vg_fractf(player
.rewind_time
);
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
);
694 /* CAMERA POSITIONING: LAYER 1 */
695 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
696 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
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
);
708 VG_STATIC
void draw_player( m4x3f cam
)
711 player_model_copy_ragdoll();
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
,
722 (float *)player
.mdl
.sk
.final_mtx
);
724 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
725 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
729 * -----------------------------------------------------------------------------
731 * -----------------------------------------------------------------------------
734 VG_STATIC
float *player_get_pos(void)
736 return player
.phys
.rb
.co
;
739 VG_STATIC
void player_kill(void)
741 if( player
.death_tick_allowance
== 0 )
744 player_ragdoll_copy_model( player
.phys
.rb
.v
);
745 world_routes_clear();
749 VG_STATIC
float *player_cam_pos(void)
751 return player
.camera_pos
;
755 #endif /* PLAYER_H */