surface props
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef PLAYER_H
6 #define PLAYER_H
7
8 #define PLAYER_REWIND_FRAMES 60*4
9
10 #include "audio.h"
11 #include "common.h"
12 #include "world.h"
13 #include "skeleton.h"
14 #include "bvh.h"
15
16 VG_STATIC float
17 k_walkspeed = 20.0f, /* no longer used */
18 k_runspeed = 20.0f,
19 k_board_radius = 0.3f,
20 k_board_length = 0.45f,
21 k_board_allowance = 0.04f,
22 //k_friction_lat = 8.8f,
23 k_friction_lat = 12.0f,
24 k_friction_resistance = 0.01f,
25 k_max_push_speed = 16.0f,
26 k_push_accel = 10.0f,
27 k_push_cycle_rate = 8.0f,
28 k_steer_ground = 2.5f,
29 k_steer_air = 3.6f,
30 k_steer_air_lerp = 0.3f,
31 k_pump_force = 0.0f,
32 k_downforce = 5.0f,
33 k_walk_downforce = 8.0f,
34 k_jump_charge_speed = (1.0f/1.0f),
35 k_jump_force = 5.0f,
36 k_pitch_limit = 1.5f,
37 k_look_speed = 2.0f,
38 k_walk_accel = 150.0f,
39 k_walk_friction = 8.0f;
40
41 VG_STATIC int cl_playermdl_id = 0;
42 VG_STATIC int freecam = 0;
43 VG_STATIC int walk_grid_iterations = 1;
44 VG_STATIC float fc_speed = 10.0f;
45
46 /*
47 * -----------------------------------------------------------------------------
48 * Memory
49 * -----------------------------------------------------------------------------
50 */
51
52 VG_STATIC struct gplayer
53 {
54 /* Physics */
55 rigidbody collide_front, collide_back;
56
57 struct player_phys
58 {
59 rigidbody rb, rb_gate_frame;
60 float iY, siY; /* Yaw inertia */
61
62 v3f a, v_last, m, bob, vl;
63
64 /* Utility */
65 float vswitch, slip, slip_last,
66 reverse;
67
68 float grab, jump, pushing, push_time;
69 double start_push;
70 int in_air, on_board, jump_charge, jump_dir;
71
72 m3x3f vr,vr_pstep;
73 }
74 phys,
75 phys_gate_frame;
76
77 m4x3f visual_transform,
78 inv_visual_transform;
79
80 int is_dead, death_tick_allowance, rewinding;
81 int rewind_sound_wait;
82
83 v3f land_target;
84 v3f land_target_log[22];
85 u32 land_target_colours[22];
86 int land_log_count;
87
88 v3f handl_target, handr_target,
89 handl, handr;
90
91 /* Camera */
92 float air_blend;
93 float air_time;
94
95 v3f camera_pos, smooth_localcam;
96 v2f angles;
97
98 struct rewind_frame
99 {
100 v3f pos;
101 v2f ang;
102 }
103 *rewind_buffer;
104 u32 rewind_incrementer,
105 rewind_length;
106
107 float rewind_time, rewind_total_length, rewind_predicted_time;
108 double diag_rewind_start, diag_rewind_time;
109 float dist_accum;
110
111 /* animation */
112 double jump_time;
113 float fslide,
114 fdirz, fdirx,
115 fstand,
116 ffly,
117 fpush,
118 fairdir,
119 fsetup,
120 walk_timer,
121 fjump,
122 fonboard,
123 frun;
124
125 float walk;
126 int step_phase;
127 enum mdl_surface_prop surface_prop;
128
129 /* player model */
130 struct player_model
131 {
132 glmesh player_meshes[3];
133
134 mdl_context meta;
135 struct skeleton sk;
136 struct skeleton_anim *anim_stand,
137 *anim_highg,
138 *anim_slide,
139 *anim_air,
140 *anim_push, *anim_push_reverse,
141 *anim_ollie, *anim_ollie_reverse,
142 *anim_grabs, *anim_stop,
143 *anim_walk, *anim_run, *anim_idle,
144 *anim_jump;
145
146 u32 id_hip,
147 id_ik_hand_l,
148 id_ik_hand_r,
149 id_ik_elbow_l,
150 id_ik_elbow_r,
151 id_head;
152
153 v3f cam_pos;
154
155 struct ragdoll_part
156 {
157 u32 bone_id;
158 v3f offset;
159
160 u32 use_limits;
161 v3f limits[2];
162
163 rigidbody rb;
164 u32 parent;
165 }
166 ragdoll[32];
167 u32 ragdoll_count;
168
169 int shoes[2];
170 }
171 mdl;
172 }
173 player =
174 {
175 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
176 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
177 };
178
179 /*
180 * API
181 */
182 VG_STATIC float *player_get_pos(void);
183 VG_STATIC void player_kill(void);
184 VG_STATIC float *player_cam_pos(void);
185 VG_STATIC void player_save_frame(void);
186 VG_STATIC void player_restore_frame(void);
187 VG_STATIC void player_save_rewind_frame(void);
188
189 /*
190 * Submodules
191 */
192 #include "player_physics.h"
193 #include "player_ragdoll.h"
194 #include "player_model.h"
195 #include "player_animation.h"
196 #include "player_audio.h"
197
198 /*
199 * -----------------------------------------------------------------------------
200 * Events
201 * -----------------------------------------------------------------------------
202 */
203
204 VG_STATIC void player_init(void) /* 1 */
205 {
206 rb_init( &player.phys.rb );
207 rb_init( &player.collide_front );
208 rb_init( &player.collide_back );
209
210 vg_convar_push( (struct vg_convar){
211 .name = "cl_playermdl_id",
212 .data = &cl_playermdl_id,
213 .data_type = k_convar_dtype_i32,
214 .opt_i32 = { .min=0, .max=2, .clamp=1 },
215 .persistent = 1
216 });
217
218 vg_convar_push( (struct vg_convar){
219 .name = "walk_speed",
220 .data = &k_walkspeed,
221 .data_type = k_convar_dtype_f32,
222 .opt_f32 = { .clamp = 0 },
223 .persistent = 1
224 });
225
226 vg_convar_push( (struct vg_convar){
227 .name = "run_speed",
228 .data = &k_runspeed,
229 .data_type = k_convar_dtype_f32,
230 .opt_f32 = { .clamp = 0 },
231 .persistent = 1
232 });
233
234 vg_convar_push( (struct vg_convar){
235 .name = "walk_accel",
236 .data = &k_walk_accel,
237 .data_type = k_convar_dtype_f32,
238 .opt_f32 = { .clamp = 0 },
239 .persistent = 1
240 });
241
242 vg_convar_push( (struct vg_convar){
243 .name = "fc",
244 .data = &freecam,
245 .data_type = k_convar_dtype_i32,
246 .opt_i32 = { .min=0, .max=1, .clamp=1 },
247 .persistent = 1
248 });
249
250 vg_convar_push( (struct vg_convar){
251 .name = "fcs",
252 .data = &fc_speed,
253 .data_type = k_convar_dtype_f32,
254 .opt_f32 = { .clamp = 0 },
255 .persistent = 1
256 });
257
258 vg_function_push( (struct vg_cmd){
259 .name = "reset",
260 .function = reset_player
261 });
262
263 player.rewind_length = 0;
264 player.rewind_buffer =
265 vg_linear_alloc( vg_mem.rtmemory,
266 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
267
268 player_model_init();
269 }
270
271 VG_STATIC void player_save_rewind_frame(void)
272 {
273 if( player.rewind_length < PLAYER_REWIND_FRAMES )
274 {
275 struct rewind_frame *fr =
276 &player.rewind_buffer[ player.rewind_length ++ ];
277
278 v2_copy( player.angles, fr->ang );
279 v3_copy( player.camera_pos, fr->pos );
280
281 player.rewind_incrementer = 0;
282
283 if( player.rewind_length > 1 )
284 {
285 player.rewind_total_length +=
286 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
287 player.rewind_buffer[player.rewind_length-2].pos );
288 }
289 }
290 }
291
292 /* Deal with input etc */
293 VG_STATIC void player_update_pre(void)
294 {
295 struct player_phys *phys = &player.phys;
296
297 if( player.rewinding )
298 {
299 return;
300 }
301
302 if( vg_get_button_down( "reset" ) )
303 {
304 double delta = world.time - world.last_use;
305
306 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
307 {
308 player.rewinding = 1;
309 player.rewind_sound_wait = 1;
310 player.rewind_time = (float)player.rewind_length - 0.0001f;
311 player_save_rewind_frame();
312 audio_lock();
313 audio_play_oneshot( &audio_rewind[0], 1.0f );
314 audio_unlock();
315
316 /* based on analytical testing. DONT CHANGE!
317 *
318 * time taken: y = (x^(4/5)) * 74.5
319 * inverse : x = (2/149)^(4/5) * y^(4/5)
320 */
321
322 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
323 curve = powf( player.rewind_total_length, 4.0f/5.0f );
324
325 player.rewind_predicted_time = constant * curve;
326 player.diag_rewind_start = vg.time;
327 player.diag_rewind_time = player.rewind_time;
328
329 player.is_dead = 0;
330 player.death_tick_allowance = 30;
331 player_restore_frame();
332
333 if( !phys->on_board )
334 {
335 player.angles[0] = atan2f( -phys->rb.forward[2],
336 -phys->rb.forward[0] );
337 }
338
339 player.mdl.shoes[0] = 1;
340 player.mdl.shoes[1] = 1;
341
342 world_routes_notify_reset();
343
344 /* apply 1 frame of movement */
345 player_do_motion();
346 }
347 }
348
349 if( vg_get_button_down( "switchmode" ) )
350 {
351 phys->on_board ^= 0x1;
352
353 audio_lock();
354 if( phys->on_board )
355 {
356 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
357 audio_play_oneshot( &audio_lands[6], 1.0f );
358 }
359 else
360 {
361 audio_play_oneshot( &audio_lands[5], 1.0f );
362 }
363
364 audio_unlock();
365 }
366 }
367
368 VG_STATIC void player_update_fixed(void) /* 2 */
369 {
370 if( player.rewinding )
371 return;
372
373 if( player.death_tick_allowance )
374 player.death_tick_allowance --;
375
376 struct player_phys *phys = &player.phys;
377
378 if( player.is_dead )
379 {
380 player_ragdoll_iter();
381 }
382 else
383 {
384 player.rewind_incrementer ++;
385
386 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
387 {
388 player_save_rewind_frame();
389 }
390
391 player_do_motion();
392 }
393 }
394
395 VG_STATIC void player_update_post(void)
396 {
397 for( int i=0; i<player.land_log_count; i++ )
398 vg_line_cross( player.land_target_log[i],
399 player.land_target_colours[i], 0.25f);
400
401 if( player.is_dead )
402 {
403 player_debug_ragdoll();
404
405 if( !freecam )
406 player_animate_death_cam();
407 }
408 else
409 {
410 player_animate();
411
412 if( !freecam )
413 player_animate_camera();
414 }
415
416 if( freecam )
417 player_freecam();
418
419
420 /* CAMERA POSITIONING: LAYER 0 */
421 v2_copy( player.angles, camera_angles );
422 v3_copy( player.camera_pos, camera_pos );
423
424 if( player.rewinding )
425 {
426 if( player.rewind_time <= 0.0f )
427 {
428 double taken = vg.time - player.diag_rewind_start;
429 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
430 taken, player.diag_rewind_time,
431 player.rewind_total_length );
432
433 player.rewinding = 0;
434 player.rewind_length = 1;
435 player.rewind_total_length = 0.0f;
436 player.rewind_incrementer = 0;
437 world.sky_target_rate = 1.0;
438 }
439 else
440 {
441 world.sky_target_rate = -100.0;
442 assert( player.rewind_length > 0 );
443
444 v2f override_angles;
445 v3f override_pos;
446
447 float budget = vg.time_delta,
448 overall_length = player.rewind_length;
449
450 world_routes_rollback_time( player.rewind_time / overall_length );
451
452 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
453 {
454 /* Interpolate frames */
455 int i0 = floorf( player.rewind_time ),
456 i1 = VG_MIN( i0+1, player.rewind_length-1 );
457
458 struct rewind_frame *fr = &player.rewind_buffer[i0],
459 *fr1 = &player.rewind_buffer[i1];
460
461 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
462 subl = vg_fractf( player.rewind_time ) + 0.001f,
463
464 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
465 speed = sramp*28.0f + 0.5f*player.rewind_time,
466 mod = speed * (budget / dist),
467
468 advl = vg_minf( mod, subl ),
469 advt = (advl / mod) * budget;
470
471 player.dist_accum += speed * advt;
472 player.rewind_time -= advl;
473 budget -= advt;
474 }
475
476 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
477
478 float current_time = vg.time - player.diag_rewind_start,
479 remaining = player.rewind_predicted_time - current_time;
480
481 if( player.rewind_sound_wait )
482 {
483 if( player.rewind_predicted_time >= 6.5f )
484 {
485 if( remaining <= 6.5f )
486 {
487 audio_lock();
488 audio_play_oneshot( &audio_rewind[3], 1.0f );
489 audio_unlock();
490 player.rewind_sound_wait = 0;
491 }
492 }
493 else if( player.rewind_predicted_time >= 2.5f )
494 {
495 if( remaining <= 2.5f )
496 {
497 audio_lock();
498 audio_play_oneshot( &audio_rewind[2], 1.0f );
499 audio_unlock();
500 player.rewind_sound_wait = 0;
501 }
502 }
503 else if( player.rewind_predicted_time >= 1.5f )
504 {
505 if( remaining <= 1.5f )
506 {
507 audio_lock();
508 audio_play_oneshot( &audio_rewind[1], 1.0f );
509 audio_unlock();
510 player.rewind_sound_wait = 0;
511 }
512 }
513
514
515 }
516
517 int i0 = floorf( player.rewind_time ),
518 i1 = VG_MIN( i0+1, player.rewind_length-1 );
519
520 struct rewind_frame *fr = &player.rewind_buffer[i0],
521 *fr1 = &player.rewind_buffer[i1];
522
523 float sub = vg_fractf(player.rewind_time);
524
525 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
526 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
527 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
528
529 /* CAMERA POSITIONING: LAYER 1 */
530 float blend = (4.0f-player.rewind_time) * 0.25f,
531 c = vg_clampf( blend, 0.0f, 1.0f );
532
533 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
534 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
535 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
536 }
537 }
538
539 camera_update();
540 player_audio();
541 }
542
543 VG_STATIC void draw_player( m4x3f cam )
544 {
545 if( player.is_dead )
546 player_model_copy_ragdoll();
547
548 shader_viewchar_use();
549 vg_tex2d_bind( &tex_characters, 0 );
550 shader_viewchar_uTexMain( 0 );
551 shader_viewchar_uCamera( cam[3] );
552 shader_viewchar_uPv( vg.pv );
553 shader_link_standard_ub( _shader_viewchar.id, 2 );
554 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
555 player.mdl.sk.bone_count,
556 0,
557 (float *)player.mdl.sk.final_mtx );
558
559 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
560 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
561 }
562
563 /*
564 * -----------------------------------------------------------------------------
565 * API implementation
566 * -----------------------------------------------------------------------------
567 */
568
569 VG_STATIC float *player_get_pos(void)
570 {
571 return player.phys.rb.co;
572 }
573
574 VG_STATIC void player_kill(void)
575 {
576 if( player.death_tick_allowance == 0 )
577 {
578 player.is_dead = 1;
579 player_ragdoll_copy_model( player.phys.rb.v );
580 }
581 }
582
583 VG_STATIC float *player_cam_pos(void)
584 {
585 return player.camera_pos;
586 }
587
588
589 #endif /* PLAYER_H */