better physics
[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, /* 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 /* Input */
92 struct input_binding *input_js1h,
93 *input_js1v,
94 *input_js2h,
95 *input_js2v,
96 *input_emjs2h,
97 *input_emjs2v,
98 *input_jump,
99 *input_push,
100 *input_walkh,
101 *input_walkv,
102 *input_switch_mode,
103 *input_reset,
104 *input_grab;
105
106 /* Camera */
107 float air_blend;
108 float air_time;
109
110 v3f camera_pos, smooth_localcam;
111 v2f angles;
112
113 struct rewind_frame
114 {
115 v3f pos;
116 v2f ang;
117 }
118 *rewind_buffer;
119 u32 rewind_incrementer,
120 rewind_length;
121
122 float rewind_time, rewind_total_length, rewind_predicted_time;
123 double diag_rewind_start, diag_rewind_time;
124 float dist_accum;
125
126 /* animation */
127 double jump_time;
128 float fslide,
129 fdirz, fdirx,
130 fstand,
131 ffly,
132 fpush,
133 fairdir,
134 fsetup,
135 walk_timer,
136 fjump,
137 fonboard,
138 frun;
139
140 float walk;
141 int step_phase;
142 enum mdl_surface_prop surface_prop;
143
144 /* player model */
145 struct player_model
146 {
147 glmesh player_meshes[3];
148
149 mdl_context meta;
150 struct skeleton sk;
151 struct skeleton_anim *anim_stand,
152 *anim_highg,
153 *anim_slide,
154 *anim_air,
155 *anim_push, *anim_push_reverse,
156 *anim_ollie, *anim_ollie_reverse,
157 *anim_grabs, *anim_stop,
158 *anim_walk, *anim_run, *anim_idle,
159 *anim_jump;
160
161 u32 id_hip,
162 id_ik_hand_l,
163 id_ik_hand_r,
164 id_ik_elbow_l,
165 id_ik_elbow_r,
166 id_head;
167
168 v3f cam_pos;
169
170 struct ragdoll_part
171 {
172 u32 bone_id;
173 v3f offset;
174
175 u32 use_limits;
176 v3f limits[2];
177
178 rigidbody rb;
179 u32 parent;
180 }
181 ragdoll[32];
182 u32 ragdoll_count;
183
184 int shoes[2];
185 }
186 mdl;
187 }
188 player =
189 {
190 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
191 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
192 };
193
194 /*
195 * API
196 */
197 VG_STATIC float *player_get_pos(void);
198 VG_STATIC void player_kill(void);
199 VG_STATIC float *player_cam_pos(void);
200 VG_STATIC void player_save_frame(void);
201 VG_STATIC void player_restore_frame(void);
202 VG_STATIC void player_save_rewind_frame(void);
203
204 /*
205 * Submodules
206 */
207 VG_STATIC void player_mouseview(void);
208
209 #include "player_physics.h"
210 #include "player_ragdoll.h"
211 #include "player_model.h"
212 #include "player_animation.h"
213 #include "player_audio.h"
214
215 /*
216 * -----------------------------------------------------------------------------
217 * Events
218 * -----------------------------------------------------------------------------
219 */
220
221 VG_STATIC void player_init(void) /* 1 */
222 {
223 player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
224 player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
225 player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
226 player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
227 player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
228 player.input_emjs2h = vg_create_named_input( "kbgrab-h", k_input_type_axis );
229 player.input_emjs2v = vg_create_named_input( "kbgrab-v", k_input_type_axis );
230 player.input_jump = vg_create_named_input( "jump", k_input_type_button );
231 player.input_push = vg_create_named_input( "push", k_input_type_axis_norm );
232
233 player.input_walkh = vg_create_named_input( "walk-h",
234 k_input_type_axis );
235 player.input_walkv = vg_create_named_input( "walk-v",
236 k_input_type_axis );
237
238
239 player.input_switch_mode = vg_create_named_input( "switch-mode",
240 k_input_type_button );
241 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
242
243 const char *default_cfg[] =
244 {
245 "bind steer-h gp-ls-h",
246 "bind -steer-h a",
247 "bind +steer-h d",
248
249 "bind steer-v gp-ls-v",
250 "bind -steer-v w",
251 "bind +steer-v s",
252
253 "bind grab gp-rt",
254 "bind grab-h gp-rs-h",
255 "bind grab-v gp-rs-v",
256
257 "bind -kbgrab-h left",
258 "bind +kbgrab-h right",
259 "bind -kbgrab-v down",
260 "bind +kbgrab-v up",
261
262 "bind jump space",
263 "bind jump gp-a",
264
265 "bind push gp-lt",
266 "bind +push shift",
267
268 "bind walk-h gp-ls-h",
269 "bind walk-v gp-ls-v",
270 "bind +walk-h d",
271 "bind -walk-h a",
272 "bind +walk-v w",
273 "bind -walk-v s",
274
275 "bind reset gp-lb",
276 "bind reset r",
277
278 "bind switch-mode gp-y",
279 "bind switch-mode e",
280 };
281
282 for( int i=0; i<vg_list_size(default_cfg); i++ )
283 execute_console_input(default_cfg[i]);
284
285 rb_init( &player.phys.rb );
286 rb_init( &player.collide_front );
287 rb_init( &player.collide_back );
288
289 vg_convar_push( (struct vg_convar){
290 .name = "cl_playermdl_id",
291 .data = &cl_playermdl_id,
292 .data_type = k_convar_dtype_i32,
293 .opt_i32 = { .min=0, .max=2, .clamp=1 },
294 .persistent = 1
295 });
296
297 vg_convar_push( (struct vg_convar){
298 .name = "walk_speed",
299 .data = &k_walkspeed,
300 .data_type = k_convar_dtype_f32,
301 .opt_f32 = { .clamp = 0 },
302 .persistent = 0
303 });
304
305 vg_convar_push( (struct vg_convar){
306 .name = "run_speed",
307 .data = &k_runspeed,
308 .data_type = k_convar_dtype_f32,
309 .opt_f32 = { .clamp = 0 },
310 .persistent = 1
311 });
312
313 vg_convar_push( (struct vg_convar){
314 .name = "walk_accel",
315 .data = &k_walk_accel,
316 .data_type = k_convar_dtype_f32,
317 .opt_f32 = { .clamp = 0 },
318 .persistent = 1
319 });
320
321 vg_convar_push( (struct vg_convar){
322 .name = "fc",
323 .data = &freecam,
324 .data_type = k_convar_dtype_i32,
325 .opt_i32 = { .min=0, .max=1, .clamp=1 },
326 .persistent = 1
327 });
328
329 vg_convar_push( (struct vg_convar){
330 .name = "fcs",
331 .data = &fc_speed,
332 .data_type = k_convar_dtype_f32,
333 .opt_f32 = { .clamp = 0 },
334 .persistent = 1
335 });
336
337 vg_function_push( (struct vg_cmd){
338 .name = "reset",
339 .function = reset_player
340 });
341
342 player.rewind_length = 0;
343 player.rewind_buffer =
344 vg_linear_alloc( vg_mem.rtmemory,
345 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
346
347 player_model_init();
348
349 /* controls */
350
351 }
352
353 VG_STATIC void player_save_rewind_frame(void)
354 {
355 if( player.rewind_length < PLAYER_REWIND_FRAMES )
356 {
357 struct rewind_frame *fr =
358 &player.rewind_buffer[ player.rewind_length ++ ];
359
360 v2_copy( player.angles, fr->ang );
361 v3_copy( player.camera_pos, fr->pos );
362
363 player.rewind_incrementer = 0;
364
365 if( player.rewind_length > 1 )
366 {
367 player.rewind_total_length +=
368 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
369 player.rewind_buffer[player.rewind_length-2].pos );
370 }
371 }
372 }
373
374 /*
375 * Free camera movement
376 */
377 VG_STATIC void player_mouseview(void)
378 {
379 if( ui_want_mouse() )
380 return;
381
382 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
383 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
384 }
385
386 /* Deal with input etc */
387 VG_STATIC void player_update_pre(void)
388 {
389 struct player_phys *phys = &player.phys;
390
391 if( player.rewinding )
392 {
393 return;
394 }
395
396 if( vg_input_button_down( player.input_reset ) )
397 {
398 if( player.is_dead )
399 {
400 reset_player( 0, NULL );
401 audio_lock();
402 audio_play_oneshot( &audio_ui[0], 1.0f );
403 audio_unlock();
404 }
405 else
406 {
407 double delta = world.time - world.last_use;
408
409 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
410 {
411 player.rewinding = 1;
412 player.rewind_sound_wait = 1;
413 player.rewind_time = (float)player.rewind_length - 0.0001f;
414 player_save_rewind_frame();
415 audio_lock();
416 audio_play_oneshot( &audio_rewind[0], 1.0f );
417 audio_unlock();
418
419 /* based on analytical testing. DONT CHANGE!
420 *
421 * time taken: y = (x^(4/5)) * 74.5
422 * inverse : x = (2/149)^(4/5) * y^(4/5)
423 */
424
425 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
426 curve = powf( player.rewind_total_length, 4.0f/5.0f );
427
428 player.rewind_predicted_time = constant * curve;
429 player.diag_rewind_start = vg.time;
430 player.diag_rewind_time = player.rewind_time;
431
432 player.is_dead = 0;
433 player.death_tick_allowance = 30;
434 player_restore_frame();
435
436 if( !phys->on_board )
437 {
438 player.angles[0] = atan2f( -phys->rb.forward[2],
439 -phys->rb.forward[0] );
440 }
441
442 player.mdl.shoes[0] = 1;
443 player.mdl.shoes[1] = 1;
444
445 world_routes_notify_reset();
446
447 /* apply 1 frame of movement */
448 player_do_motion();
449 }
450 else
451 {
452 /* cant do that */
453 audio_lock();
454 audio_play_oneshot( &audio_rewind[4], 1.0f );
455 audio_unlock();
456 }
457 }
458 }
459
460 if( vg_input_button_down( player.input_switch_mode ) )
461 {
462 phys->on_board ^= 0x1;
463
464 audio_lock();
465 if( phys->on_board )
466 {
467 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
468 audio_play_oneshot( &audio_lands[6], 1.0f );
469 }
470 else
471 {
472 audio_play_oneshot( &audio_lands[5], 1.0f );
473 }
474
475 audio_unlock();
476 }
477
478 if( !phys->on_board )
479 player_mouseview();
480 }
481
482 VG_STATIC void player_update_fixed(void) /* 2 */
483 {
484 if( player.rewinding )
485 return;
486
487 if( player.death_tick_allowance )
488 player.death_tick_allowance --;
489
490 struct player_phys *phys = &player.phys;
491
492 if( player.is_dead )
493 {
494 player_ragdoll_iter();
495 }
496 else
497 {
498 player.rewind_incrementer ++;
499
500 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
501 {
502 player_save_rewind_frame();
503 }
504
505 player_do_motion();
506 }
507 }
508
509 VG_STATIC void player_update_post(void)
510 {
511 for( int i=0; i<player.land_log_count; i++ )
512 vg_line_cross( player.land_target_log[i],
513 player.land_target_colours[i], 0.25f);
514
515 if( player.is_dead )
516 {
517 player_debug_ragdoll();
518
519 if( !freecam )
520 player_animate_death_cam();
521 }
522 else
523 {
524 player_animate();
525
526 if( !freecam )
527 player_animate_camera();
528 }
529
530 if( freecam )
531 player_freecam();
532
533
534 /* CAMERA POSITIONING: LAYER 0 */
535 v2_copy( player.angles, camera_angles );
536 v3_copy( player.camera_pos, camera_pos );
537
538 if( player.rewinding )
539 {
540 if( player.rewind_time <= 0.0f )
541 {
542 double taken = vg.time - player.diag_rewind_start;
543 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
544 taken, player.diag_rewind_time,
545 player.rewind_total_length );
546
547 player.rewinding = 0;
548 player.rewind_length = 1;
549 player.rewind_total_length = 0.0f;
550 player.rewind_incrementer = 0;
551 world.sky_target_rate = 1.0;
552 }
553 else
554 {
555 world.sky_target_rate = -100.0;
556 assert( player.rewind_length > 0 );
557
558 v2f override_angles;
559 v3f override_pos;
560
561 float budget = vg.time_delta,
562 overall_length = player.rewind_length;
563
564 world_routes_rollback_time( player.rewind_time / overall_length );
565
566 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
567 {
568 /* Interpolate frames */
569 int i0 = floorf( player.rewind_time ),
570 i1 = VG_MIN( i0+1, player.rewind_length-1 );
571
572 struct rewind_frame *fr = &player.rewind_buffer[i0],
573 *fr1 = &player.rewind_buffer[i1];
574
575 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
576 subl = vg_fractf( player.rewind_time ) + 0.001f,
577
578 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
579 speed = sramp*28.0f + 0.5f*player.rewind_time,
580 mod = speed * (budget / dist),
581
582 advl = vg_minf( mod, subl ),
583 advt = (advl / mod) * budget;
584
585 player.dist_accum += speed * advt;
586 player.rewind_time -= advl;
587 budget -= advt;
588 }
589
590 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
591
592 float current_time = vg.time - player.diag_rewind_start,
593 remaining = player.rewind_predicted_time - current_time;
594
595 if( player.rewind_sound_wait )
596 {
597 if( player.rewind_predicted_time >= 6.5f )
598 {
599 if( remaining <= 6.5f )
600 {
601 audio_lock();
602 audio_play_oneshot( &audio_rewind[3], 1.0f );
603 audio_unlock();
604 player.rewind_sound_wait = 0;
605 }
606 }
607 else if( player.rewind_predicted_time >= 2.5f )
608 {
609 if( remaining <= 2.5f )
610 {
611 audio_lock();
612 audio_play_oneshot( &audio_rewind[2], 1.0f );
613 audio_unlock();
614 player.rewind_sound_wait = 0;
615 }
616 }
617 else if( player.rewind_predicted_time >= 1.5f )
618 {
619 if( remaining <= 1.5f )
620 {
621 audio_lock();
622 audio_play_oneshot( &audio_rewind[1], 1.0f );
623 audio_unlock();
624 player.rewind_sound_wait = 0;
625 }
626 }
627
628
629 }
630
631 int i0 = floorf( player.rewind_time ),
632 i1 = VG_MIN( i0+1, player.rewind_length-1 );
633
634 struct rewind_frame *fr = &player.rewind_buffer[i0],
635 *fr1 = &player.rewind_buffer[i1];
636
637 float sub = vg_fractf(player.rewind_time);
638
639 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
640 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
641 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
642
643 /* CAMERA POSITIONING: LAYER 1 */
644 float blend = (4.0f-player.rewind_time) * 0.25f,
645 c = vg_clampf( blend, 0.0f, 1.0f );
646
647 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
648 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
649 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
650 }
651 }
652
653 camera_update();
654 player_audio();
655 }
656
657 VG_STATIC void draw_player( m4x3f cam )
658 {
659 if( player.is_dead )
660 player_model_copy_ragdoll();
661
662 shader_viewchar_use();
663 vg_tex2d_bind( &tex_characters, 0 );
664 shader_viewchar_uTexMain( 0 );
665 shader_viewchar_uCamera( cam[3] );
666 shader_viewchar_uPv( vg.pv );
667 shader_link_standard_ub( _shader_viewchar.id, 2 );
668 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
669 player.mdl.sk.bone_count,
670 0,
671 (float *)player.mdl.sk.final_mtx );
672
673 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
674 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
675 }
676
677 /*
678 * -----------------------------------------------------------------------------
679 * API implementation
680 * -----------------------------------------------------------------------------
681 */
682
683 VG_STATIC float *player_get_pos(void)
684 {
685 return player.phys.rb.co;
686 }
687
688 VG_STATIC void player_kill(void)
689 {
690 if( player.death_tick_allowance == 0 )
691 {
692 player.is_dead = 1;
693 player_ragdoll_copy_model( player.phys.rb.v );
694 world_routes_clear();
695 }
696 }
697
698 VG_STATIC float *player_cam_pos(void)
699 {
700 return player.camera_pos;
701 }
702
703
704 #endif /* PLAYER_H */