spherecast predictions
[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 "conf.h"
15 #include "audio.h"
16 #include "common.h"
17 #include "world.h"
18 #include "skeleton.h"
19 #include "bvh.h"
20
21 VG_STATIC float
22 k_walkspeed = 12.0f,
23 k_air_accelerate = 20.0f,
24
25 k_runspeed = 20.0f,
26 k_board_radius = 0.3f,
27 k_board_length = 0.45f,
28 k_board_allowance = 0.04f,
29 //k_friction_lat = 8.8f,
30 k_friction_lat = 12.0f,
31 k_friction_resistance = 0.01f,
32 k_max_push_speed = 16.0f,
33 k_push_accel = 10.0f,
34 k_push_cycle_rate = 8.0f,
35 k_steer_ground = 2.5f,
36 k_steer_air = 3.6f,
37 k_steer_air_lerp = 0.3f,
38 k_pump_force = 0.0f,
39 k_downforce = 8.0f,
40 k_walk_downforce = 8.0f,
41 k_jump_charge_speed = (1.0f/1.0f),
42 k_jump_force = 5.0f,
43 k_pitch_limit = 1.5f,
44 k_look_speed = 2.0f,
45 k_walk_accel = 150.0f,
46 k_walk_friction = 8.0f;
47
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 float grab, jump, pushing, push_time, rise;
73 v2f grab_mouse_delta;
74
75 int lift_frames;
76
77 double start_push;
78 int in_air, on_board, jump_charge, jump_dir, grind;
79
80 m3x3f vr,vr_pstep;
81 }
82 phys,
83 phys_gate_frame;
84
85 m4x3f visual_transform,
86 inv_visual_transform;
87
88 int is_dead, death_tick_allowance, rewinding;
89 int rewind_sound_wait;
90
91 struct land_prediction
92 {
93 v3f log[50];
94 v3f n;
95 u32 log_length;
96 float score;
97
98 enum prediction_type
99 {
100 k_prediction_none,
101 k_prediction_land,
102 k_prediction_grind
103 }
104 type;
105
106 u32 colour;
107 }
108 predictions[22];
109 u32 prediction_count;
110
111 v3f handl_target, handr_target,
112 handl, handr;
113
114 /* Input */
115 struct input_binding *input_js1h,
116 *input_js1v,
117 *input_js2h,
118 *input_js2v,
119 *input_jump,
120 *input_push,
121 *input_walk,
122 *input_walkh,
123 *input_walkv,
124 *input_switch_mode,
125 *input_reset,
126 *input_grab;
127
128 /* Camera */
129 float air_blend;
130 float air_time;
131
132 v3f camera_pos, smooth_localcam;
133 v2f angles;
134
135 struct rewind_frame
136 {
137 v3f pos;
138 v2f ang;
139 }
140 *rewind_buffer;
141 u32 rewind_incrementer,
142 rewind_length;
143
144 float rewind_time, rewind_total_length, rewind_predicted_time;
145 double diag_rewind_start, diag_rewind_time;
146 float dist_accum;
147
148 /* animation */
149 double jump_time;
150 float fslide,
151 fdirz, fdirx,
152 fstand,
153 ffly,
154 fpush,
155 fairdir,
156 fsetup,
157 walk_timer,
158 fjump,
159 fonboard,
160 frun,
161 fgrind;
162
163 float walk;
164 int step_phase;
165 enum mdl_surface_prop surface_prop;
166
167 /* player model */
168 struct player_model
169 {
170 glmesh player_meshes[3];
171
172 mdl_context meta;
173 struct skeleton sk;
174 struct skeleton_anim *anim_stand,
175 *anim_highg,
176 *anim_slide,
177 *anim_air,
178 *anim_push, *anim_push_reverse,
179 *anim_ollie, *anim_ollie_reverse,
180 *anim_grabs, *anim_stop,
181 *anim_walk, *anim_run, *anim_idle,
182 *anim_jump;
183
184 u32 id_hip,
185 id_ik_hand_l,
186 id_ik_hand_r,
187 id_ik_elbow_l,
188 id_ik_elbow_r,
189 id_head;
190
191 v3f cam_pos;
192
193 struct ragdoll_part
194 {
195 u32 bone_id;
196 v3f offset;
197
198 u32 use_limits;
199 v3f limits[2];
200
201 rigidbody rb;
202 u32 parent;
203 }
204 ragdoll[32];
205 u32 ragdoll_count;
206
207 int shoes[2];
208 }
209 mdl;
210 }
211 player =
212 {
213 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
214 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
215 };
216
217 /*
218 * API
219 */
220 VG_STATIC float *player_get_pos(void);
221 VG_STATIC void player_kill(void);
222 VG_STATIC float *player_cam_pos(void);
223 VG_STATIC void player_save_frame(void);
224 VG_STATIC void player_restore_frame(void);
225 VG_STATIC void player_save_rewind_frame(void);
226
227 /*
228 * Submodules
229 */
230 VG_STATIC void player_mouseview(void);
231
232 #include "player_physics.h"
233 #include "player_ragdoll.h"
234 #include "player_model.h"
235 #include "player_animation.h"
236 #include "player_audio.h"
237
238 /*
239 * -----------------------------------------------------------------------------
240 * Events
241 * -----------------------------------------------------------------------------
242 */
243
244 VG_STATIC void player_init(void) /* 1 */
245 {
246 player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
247 player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
248 player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
249 player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
250 player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
251 player.input_jump = vg_create_named_input( "jump", k_input_type_button );
252 player.input_push = vg_create_named_input( "push", k_input_type_button );
253 player.input_walk = vg_create_named_input( "walk", k_input_type_button );
254
255 player.input_walkh = vg_create_named_input( "walk-h",
256 k_input_type_axis );
257 player.input_walkv = vg_create_named_input( "walk-v",
258 k_input_type_axis );
259
260
261 player.input_switch_mode = vg_create_named_input( "switch-mode",
262 k_input_type_button );
263 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
264
265 const char *default_cfg[] =
266 {
267 "bind steer-h gp-ls-h",
268 "bind -steer-h a",
269 "bind +steer-h d",
270
271 "bind steer-v gp-ls-v",
272 "bind -steer-v w",
273 "bind +steer-v s",
274
275 "bind grab gp-rt",
276 "bind +grab shift",
277 "bind grab-h gp-rs-h",
278 "bind grab-v gp-rs-v",
279
280 "bind jump space",
281 "bind jump gp-a",
282
283 "bind push gp-b",
284 "bind push w",
285
286 "bind walk shift",
287 "bind walk gp-ls",
288
289 "bind walk-h gp-ls-h",
290 "bind walk-v -gp-ls-v",
291 "bind +walk-h d",
292 "bind -walk-h a",
293 "bind +walk-v w",
294 "bind -walk-v s",
295
296 "bind reset gp-lb",
297 "bind reset r",
298
299 "bind switch-mode gp-y",
300 "bind switch-mode e",
301 };
302
303 for( int i=0; i<vg_list_size(default_cfg); i++ )
304 vg_execute_console_input(default_cfg[i]);
305
306 rb_init( &player.phys.rb );
307 rb_init( &player.collide_front );
308 rb_init( &player.collide_back );
309
310 vg_convar_push( (struct vg_convar){
311 .name = "gwalk_speed",
312 .data = &k_walkspeed,
313 .data_type = k_convar_dtype_f32,
314 .opt_f32 = { .clamp = 0 },
315 .persistent = 0
316 });
317
318 vg_convar_push( (struct vg_convar){
319 .name = "air_accelerate",
320 .data = &k_air_accelerate,
321 .data_type = k_convar_dtype_f32,
322 .opt_f32 = { .clamp = 0 },
323 .persistent = 0
324 });
325
326 vg_convar_push( (struct vg_convar){
327 .name = "run_speed",
328 .data = &k_runspeed,
329 .data_type = k_convar_dtype_f32,
330 .opt_f32 = { .clamp = 0 },
331 .persistent = 1
332 });
333
334 vg_convar_push( (struct vg_convar){
335 .name = "walk_accel",
336 .data = &k_walk_accel,
337 .data_type = k_convar_dtype_f32,
338 .opt_f32 = { .clamp = 0 },
339 .persistent = 1
340 });
341
342 vg_convar_push( (struct vg_convar){
343 .name = "fc",
344 .data = &freecam,
345 .data_type = k_convar_dtype_i32,
346 .opt_i32 = { .min=0, .max=1, .clamp=1 },
347 .persistent = 1
348 });
349
350 vg_convar_push( (struct vg_convar){
351 .name = "fcs",
352 .data = &fc_speed,
353 .data_type = k_convar_dtype_f32,
354 .opt_f32 = { .clamp = 0 },
355 .persistent = 1
356 });
357
358 vg_function_push( (struct vg_cmd){
359 .name = "reset",
360 .function = reset_player
361 });
362
363 player.rewind_length = 0;
364 player.rewind_buffer =
365 vg_linear_alloc( vg_mem.rtmemory,
366 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
367
368 player_model_init();
369
370 /* controls */
371
372 }
373
374 VG_STATIC void player_save_rewind_frame(void)
375 {
376 if( player.rewind_length < PLAYER_REWIND_FRAMES )
377 {
378 struct rewind_frame *fr =
379 &player.rewind_buffer[ player.rewind_length ++ ];
380
381 v2_copy( player.angles, fr->ang );
382 v3_copy( player.camera_pos, fr->pos );
383
384 player.rewind_incrementer = 0;
385
386 if( player.rewind_length > 1 )
387 {
388 player.rewind_total_length +=
389 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
390 player.rewind_buffer[player.rewind_length-2].pos );
391 }
392 }
393 }
394
395
396 /* disaster */
397 VG_STATIC int menu_enabled(void);
398 #include "menu.h"
399
400 /*
401 * Free camera movement
402 */
403 VG_STATIC void player_mouseview(void)
404 {
405 if( menu_enabled() )
406 return;
407
408 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
409
410 if( vg_input.controller_should_use_trackpad_look )
411 {
412 static v2f last_input;
413 static v2f vel;
414 static v2f vel_smooth;
415
416 v2f input = { player.input_js2h->axis.value,
417 player.input_js2v->axis.value };
418
419 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
420 {
421 v2_sub( input, last_input, vel );
422 v2_muls( vel, 1.0f/vg.time_delta, vel );
423 }
424 else
425 {
426 v2_zero( vel );
427 }
428
429 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
430
431 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
432 v2_copy( input, last_input );
433 }
434 else
435 {
436 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
437 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
438 }
439
440 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
441 }
442
443 /* Deal with input etc */
444 VG_STATIC void player_update_pre(void)
445 {
446 struct player_phys *phys = &player.phys;
447
448
449 {
450 v3f ra, rb, rx;
451 v3_copy( main_camera.pos, ra );
452 v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
453
454 float t;
455 if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
456 {
457 m4x3f mtx;
458 m3x3_identity( mtx );
459 v3_lerp( ra, rb, t, mtx[3] );
460
461 debug_sphere( mtx, 0.4f, 0xff00ff00 );
462
463 v3f x1;
464 v3_muladds( mtx[3], rx, 0.4f, x1 );
465 vg_line( mtx[3], x1, 0xffffffff );
466 }
467 }
468
469
470
471
472
473
474
475
476 if( player.rewinding )
477 return;
478
479 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
480 {
481 double delta = world.time - world.last_use;
482
483 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
484 {
485 player.rewinding = 1;
486 player.rewind_sound_wait = 1;
487 player.rewind_time = (float)player.rewind_length - 0.0001f;
488 player_save_rewind_frame();
489 audio_lock();
490 audio_play_oneshot( &audio_rewind[0], 1.0f );
491 audio_unlock();
492
493 /* based on analytical testing. DONT CHANGE!
494 *
495 * time taken: y = (x^(4/5)) * 74.5
496 * inverse : x = (2/149)^(4/5) * y^(4/5)
497 */
498
499 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
500 curve = powf( player.rewind_total_length, 4.0f/5.0f );
501
502 player.rewind_predicted_time = constant * curve;
503 player.diag_rewind_start = vg.time;
504 player.diag_rewind_time = player.rewind_time;
505
506 player.is_dead = 0;
507 player.death_tick_allowance = 30;
508 player_restore_frame();
509
510 if( !phys->on_board )
511 {
512 player.angles[0] = atan2f( -phys->rb.forward[2],
513 -phys->rb.forward[0] );
514 }
515
516 player.mdl.shoes[0] = 1;
517 player.mdl.shoes[1] = 1;
518
519 world_routes_notify_reset();
520
521 /* apply 1 frame of movement */
522 player_do_motion();
523 }
524 else
525 {
526 if( player.is_dead )
527 {
528 reset_player( 0, NULL );
529 }
530 else
531 {
532 /* cant do that */
533 audio_lock();
534 audio_play_oneshot( &audio_rewind[4], 1.0f );
535 audio_unlock();
536 }
537 }
538 }
539
540 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
541 {
542 phys->on_board ^= 0x1;
543
544 audio_lock();
545 if( phys->on_board )
546 {
547 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
548 audio_play_oneshot( &audio_lands[6], 1.0f );
549 }
550 else
551 {
552 audio_play_oneshot( &audio_lands[5], 1.0f );
553 }
554
555 audio_unlock();
556 }
557
558 if( !phys->on_board )
559 player_mouseview();
560 }
561
562 VG_STATIC void player_update_fixed(void) /* 2 */
563 {
564 if( player.rewinding )
565 return;
566
567 if( player.death_tick_allowance )
568 player.death_tick_allowance --;
569
570 struct player_phys *phys = &player.phys;
571
572 if( player.is_dead )
573 {
574 player_ragdoll_iter();
575 }
576 else
577 {
578 player.rewind_incrementer ++;
579
580 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
581 {
582 player_save_rewind_frame();
583 }
584
585 player_do_motion();
586 }
587 }
588
589 VG_STATIC void player_update_post(void)
590 {
591 for( int i=0; i<player.prediction_count; i++ )
592 {
593 struct land_prediction *p = &player.predictions[i];
594
595 for( int j=0; j<p->log_length - 1; j ++ )
596 vg_line( p->log[j], p->log[j+1], p->colour );
597
598 vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
599
600 v3f p1;
601 v3_add( p->log[p->log_length-1], p->n, p1 );
602 vg_line( p->log[p->log_length-1], p1, 0xffffffff );
603 }
604
605 if( player.is_dead )
606 {
607 player_debug_ragdoll();
608
609 if( !freecam )
610 player_animate_death_cam();
611 }
612 else
613 {
614 player_animate();
615
616 if( !freecam )
617 player_animate_camera();
618 }
619
620 if( freecam )
621 player_freecam();
622
623 /* CAMERA POSITIONING: LAYER 0 */
624 v2_copy( player.angles, main_camera.angles );
625 v3_copy( player.camera_pos, main_camera.pos );
626
627 if( player.rewinding )
628 {
629 if( player.rewind_time <= 0.0f )
630 {
631 double taken = vg.time - player.diag_rewind_start;
632 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
633 taken, player.diag_rewind_time,
634 player.rewind_total_length );
635
636 player.rewinding = 0;
637 player.rewind_length = 1;
638 player.rewind_total_length = 0.0f;
639 player.rewind_incrementer = 0;
640 world.sky_target_rate = 1.0;
641 }
642 else
643 {
644 world.sky_target_rate = -100.0;
645 assert( player.rewind_length > 0 );
646
647 v2f override_angles;
648 v3f override_pos;
649
650 float budget = vg.time_delta,
651 overall_length = player.rewind_length;
652
653 world_routes_rollback_time( player.rewind_time / overall_length );
654
655 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
656 {
657 /* Interpolate frames */
658 int i0 = floorf( player.rewind_time ),
659 i1 = VG_MIN( i0+1, player.rewind_length-1 );
660
661 struct rewind_frame *fr = &player.rewind_buffer[i0],
662 *fr1 = &player.rewind_buffer[i1];
663
664 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
665 subl = vg_fractf( player.rewind_time ) + 0.001f,
666
667 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
668 speed = sramp*28.0f + 0.5f*player.rewind_time,
669 mod = speed * (budget / dist),
670
671 advl = vg_minf( mod, subl ),
672 advt = (advl / mod) * budget;
673
674 player.dist_accum += speed * advt;
675 player.rewind_time -= advl;
676 budget -= advt;
677 }
678
679 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
680
681 float current_time = vg.time - player.diag_rewind_start,
682 remaining = player.rewind_predicted_time - current_time;
683
684 if( player.rewind_sound_wait )
685 {
686 if( player.rewind_predicted_time >= 6.5f )
687 {
688 if( remaining <= 6.5f )
689 {
690 audio_lock();
691 audio_play_oneshot( &audio_rewind[3], 1.0f );
692 audio_unlock();
693 player.rewind_sound_wait = 0;
694 }
695 }
696 else if( player.rewind_predicted_time >= 2.5f )
697 {
698 if( remaining <= 2.5f )
699 {
700 audio_lock();
701 audio_play_oneshot( &audio_rewind[2], 1.0f );
702 audio_unlock();
703 player.rewind_sound_wait = 0;
704 }
705 }
706 else if( player.rewind_predicted_time >= 1.5f )
707 {
708 if( remaining <= 1.5f )
709 {
710 audio_lock();
711 audio_play_oneshot( &audio_rewind[1], 1.0f );
712 audio_unlock();
713 player.rewind_sound_wait = 0;
714 }
715 }
716 }
717
718 int i0 = floorf( player.rewind_time ),
719 i1 = VG_MIN( i0+1, player.rewind_length-1 );
720
721 struct rewind_frame *fr = &player.rewind_buffer[i0],
722 *fr1 = &player.rewind_buffer[i1];
723
724 float sub = vg_fractf(player.rewind_time);
725
726 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
727 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
728 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
729
730 /* CAMERA POSITIONING: LAYER 1 */
731 float blend = (4.0f-player.rewind_time) * 0.25f,
732 c = vg_clampf( blend, 0.0f, 1.0f );
733
734 main_camera.angles[0] =
735 vg_alerpf(override_angles[0], player.angles[0], c);
736 main_camera.angles[1] =
737 vg_lerpf (override_angles[1], player.angles[1], c);
738 v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
739 }
740 }
741
742 camera_update_transform( &main_camera );
743 player_audio();
744 }
745
746 VG_STATIC void draw_player( camera *cam )
747 {
748 if( player.is_dead )
749 player_model_copy_ragdoll();
750
751 shader_viewchar_use();
752 vg_tex2d_bind( &tex_characters, 0 );
753 shader_viewchar_uTexMain( 0 );
754 shader_viewchar_uCamera( cam->transform[3] );
755 shader_viewchar_uPv( cam->mtx.pv );
756 shader_link_standard_ub( _shader_viewchar.id, 2 );
757 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
758 player.mdl.sk.bone_count,
759 0,
760 (float *)player.mdl.sk.final_mtx );
761
762 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
763 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
764 }
765
766 /*
767 * -----------------------------------------------------------------------------
768 * API implementation
769 * -----------------------------------------------------------------------------
770 */
771
772 VG_STATIC float *player_get_pos(void)
773 {
774 return player.phys.rb.co;
775 }
776
777 VG_STATIC void player_kill(void)
778 {
779 if( player.death_tick_allowance == 0 )
780 {
781 player.is_dead = 1;
782 player_ragdoll_copy_model( player.phys.rb.v );
783 }
784 }
785
786 VG_STATIC float *player_cam_pos(void)
787 {
788 return player.camera_pos;
789 }
790
791
792 #endif /* PLAYER_H */