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