numerous input and 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 v2f grab_mouse_delta;
70
71 double start_push;
72 int in_air, on_board, jump_charge, jump_dir;
73
74 m3x3f vr,vr_pstep;
75 }
76 phys,
77 phys_gate_frame;
78
79 m4x3f visual_transform,
80 inv_visual_transform;
81
82 int is_dead, death_tick_allowance, rewinding;
83 int rewind_sound_wait;
84
85 v3f land_target;
86 v3f land_target_log[22];
87 u32 land_target_colours[22];
88 int land_log_count;
89
90 v3f handl_target, handr_target,
91 handl, handr;
92
93 /* Input */
94 struct input_binding *input_js1h,
95 *input_js1v,
96 *input_js2h,
97 *input_js2v,
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_jump = vg_create_named_input( "jump", k_input_type_button );
229 player.input_push = vg_create_named_input( "push", k_input_type_axis_norm );
230
231 player.input_walkh = vg_create_named_input( "walk-h",
232 k_input_type_axis );
233 player.input_walkv = vg_create_named_input( "walk-v",
234 k_input_type_axis );
235
236
237 player.input_switch_mode = vg_create_named_input( "switch-mode",
238 k_input_type_button );
239 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
240
241 const char *default_cfg[] =
242 {
243 "bind steer-h gp-ls-h",
244 "bind -steer-h a",
245 "bind +steer-h d",
246
247 "bind steer-v gp-ls-v",
248 "bind -steer-v w",
249 "bind +steer-v s",
250
251 "bind grab gp-rt",
252 "bind +grab shift",
253 "bind grab-h gp-rs-h",
254 "bind grab-v gp-rs-v",
255
256 "bind jump space",
257 "bind jump gp-a",
258
259 "bind push gp-lt",
260 "bind +push w",
261
262 "bind walk-h gp-ls-h",
263 "bind walk-v -gp-ls-v",
264 "bind +walk-h d",
265 "bind -walk-h a",
266 "bind +walk-v w",
267 "bind -walk-v s",
268
269 "bind reset gp-lb",
270 "bind reset r",
271
272 "bind switch-mode gp-y",
273 "bind switch-mode e",
274 };
275
276 for( int i=0; i<vg_list_size(default_cfg); i++ )
277 execute_console_input(default_cfg[i]);
278
279 rb_init( &player.phys.rb );
280 rb_init( &player.collide_front );
281 rb_init( &player.collide_back );
282
283 vg_convar_push( (struct vg_convar){
284 .name = "cl_playermdl_id",
285 .data = &cl_playermdl_id,
286 .data_type = k_convar_dtype_i32,
287 .opt_i32 = { .min=0, .max=2, .clamp=1 },
288 .persistent = 1
289 });
290
291 vg_convar_push( (struct vg_convar){
292 .name = "walk_speed",
293 .data = &k_walkspeed,
294 .data_type = k_convar_dtype_f32,
295 .opt_f32 = { .clamp = 0 },
296 .persistent = 0
297 });
298
299 vg_convar_push( (struct vg_convar){
300 .name = "run_speed",
301 .data = &k_runspeed,
302 .data_type = k_convar_dtype_f32,
303 .opt_f32 = { .clamp = 0 },
304 .persistent = 1
305 });
306
307 vg_convar_push( (struct vg_convar){
308 .name = "walk_accel",
309 .data = &k_walk_accel,
310 .data_type = k_convar_dtype_f32,
311 .opt_f32 = { .clamp = 0 },
312 .persistent = 1
313 });
314
315 vg_convar_push( (struct vg_convar){
316 .name = "fc",
317 .data = &freecam,
318 .data_type = k_convar_dtype_i32,
319 .opt_i32 = { .min=0, .max=1, .clamp=1 },
320 .persistent = 1
321 });
322
323 vg_convar_push( (struct vg_convar){
324 .name = "fcs",
325 .data = &fc_speed,
326 .data_type = k_convar_dtype_f32,
327 .opt_f32 = { .clamp = 0 },
328 .persistent = 1
329 });
330
331 vg_function_push( (struct vg_cmd){
332 .name = "reset",
333 .function = reset_player
334 });
335
336 player.rewind_length = 0;
337 player.rewind_buffer =
338 vg_linear_alloc( vg_mem.rtmemory,
339 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
340
341 player_model_init();
342
343 /* controls */
344
345 }
346
347 VG_STATIC void player_save_rewind_frame(void)
348 {
349 if( player.rewind_length < PLAYER_REWIND_FRAMES )
350 {
351 struct rewind_frame *fr =
352 &player.rewind_buffer[ player.rewind_length ++ ];
353
354 v2_copy( player.angles, fr->ang );
355 v3_copy( player.camera_pos, fr->pos );
356
357 player.rewind_incrementer = 0;
358
359 if( player.rewind_length > 1 )
360 {
361 player.rewind_total_length +=
362 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
363 player.rewind_buffer[player.rewind_length-2].pos );
364 }
365 }
366 }
367
368 /*
369 * Free camera movement
370 */
371 VG_STATIC void player_mouseview(void)
372 {
373 if( ui_want_mouse() )
374 return;
375
376 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
377 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
378 }
379
380 /* Deal with input etc */
381 VG_STATIC void player_update_pre(void)
382 {
383 struct player_phys *phys = &player.phys;
384
385 if( player.rewinding )
386 {
387 return;
388 }
389
390 if( vg_input_button_down( player.input_reset ) )
391 {
392 if( player.is_dead )
393 {
394 reset_player( 0, NULL );
395 audio_lock();
396 audio_play_oneshot( &audio_ui[0], 1.0f );
397 audio_unlock();
398 }
399 else
400 {
401 double delta = world.time - world.last_use;
402
403 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
404 {
405 player.rewinding = 1;
406 player.rewind_sound_wait = 1;
407 player.rewind_time = (float)player.rewind_length - 0.0001f;
408 player_save_rewind_frame();
409 audio_lock();
410 audio_play_oneshot( &audio_rewind[0], 1.0f );
411 audio_unlock();
412
413 /* based on analytical testing. DONT CHANGE!
414 *
415 * time taken: y = (x^(4/5)) * 74.5
416 * inverse : x = (2/149)^(4/5) * y^(4/5)
417 */
418
419 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
420 curve = powf( player.rewind_total_length, 4.0f/5.0f );
421
422 player.rewind_predicted_time = constant * curve;
423 player.diag_rewind_start = vg.time;
424 player.diag_rewind_time = player.rewind_time;
425
426 player.is_dead = 0;
427 player.death_tick_allowance = 30;
428 player_restore_frame();
429
430 if( !phys->on_board )
431 {
432 player.angles[0] = atan2f( -phys->rb.forward[2],
433 -phys->rb.forward[0] );
434 }
435
436 player.mdl.shoes[0] = 1;
437 player.mdl.shoes[1] = 1;
438
439 world_routes_notify_reset();
440
441 /* apply 1 frame of movement */
442 player_do_motion();
443 }
444 else
445 {
446 /* cant do that */
447 audio_lock();
448 audio_play_oneshot( &audio_rewind[4], 1.0f );
449 audio_unlock();
450 }
451 }
452 }
453
454 if( vg_input_button_down( player.input_switch_mode ) )
455 {
456 phys->on_board ^= 0x1;
457
458 audio_lock();
459 if( phys->on_board )
460 {
461 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
462 audio_play_oneshot( &audio_lands[6], 1.0f );
463 }
464 else
465 {
466 audio_play_oneshot( &audio_lands[5], 1.0f );
467 }
468
469 audio_unlock();
470 }
471
472 if( !phys->on_board )
473 player_mouseview();
474 }
475
476 VG_STATIC void player_update_fixed(void) /* 2 */
477 {
478 if( player.rewinding )
479 return;
480
481 if( player.death_tick_allowance )
482 player.death_tick_allowance --;
483
484 struct player_phys *phys = &player.phys;
485
486 if( player.is_dead )
487 {
488 player_ragdoll_iter();
489 }
490 else
491 {
492 player.rewind_incrementer ++;
493
494 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
495 {
496 player_save_rewind_frame();
497 }
498
499 player_do_motion();
500 }
501 }
502
503 VG_STATIC void player_update_post(void)
504 {
505 for( int i=0; i<player.land_log_count; i++ )
506 vg_line_cross( player.land_target_log[i],
507 player.land_target_colours[i], 0.25f);
508
509 if( player.is_dead )
510 {
511 player_debug_ragdoll();
512
513 if( !freecam )
514 player_animate_death_cam();
515 }
516 else
517 {
518 player_animate();
519
520 if( !freecam )
521 player_animate_camera();
522 }
523
524 if( freecam )
525 player_freecam();
526
527
528 /* CAMERA POSITIONING: LAYER 0 */
529 v2_copy( player.angles, camera_angles );
530 v3_copy( player.camera_pos, camera_pos );
531
532 if( player.rewinding )
533 {
534 if( player.rewind_time <= 0.0f )
535 {
536 double taken = vg.time - player.diag_rewind_start;
537 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
538 taken, player.diag_rewind_time,
539 player.rewind_total_length );
540
541 player.rewinding = 0;
542 player.rewind_length = 1;
543 player.rewind_total_length = 0.0f;
544 player.rewind_incrementer = 0;
545 world.sky_target_rate = 1.0;
546 }
547 else
548 {
549 world.sky_target_rate = -100.0;
550 assert( player.rewind_length > 0 );
551
552 v2f override_angles;
553 v3f override_pos;
554
555 float budget = vg.time_delta,
556 overall_length = player.rewind_length;
557
558 world_routes_rollback_time( player.rewind_time / overall_length );
559
560 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
561 {
562 /* Interpolate frames */
563 int i0 = floorf( player.rewind_time ),
564 i1 = VG_MIN( i0+1, player.rewind_length-1 );
565
566 struct rewind_frame *fr = &player.rewind_buffer[i0],
567 *fr1 = &player.rewind_buffer[i1];
568
569 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
570 subl = vg_fractf( player.rewind_time ) + 0.001f,
571
572 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
573 speed = sramp*28.0f + 0.5f*player.rewind_time,
574 mod = speed * (budget / dist),
575
576 advl = vg_minf( mod, subl ),
577 advt = (advl / mod) * budget;
578
579 player.dist_accum += speed * advt;
580 player.rewind_time -= advl;
581 budget -= advt;
582 }
583
584 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
585
586 float current_time = vg.time - player.diag_rewind_start,
587 remaining = player.rewind_predicted_time - current_time;
588
589 if( player.rewind_sound_wait )
590 {
591 if( player.rewind_predicted_time >= 6.5f )
592 {
593 if( remaining <= 6.5f )
594 {
595 audio_lock();
596 audio_play_oneshot( &audio_rewind[3], 1.0f );
597 audio_unlock();
598 player.rewind_sound_wait = 0;
599 }
600 }
601 else if( player.rewind_predicted_time >= 2.5f )
602 {
603 if( remaining <= 2.5f )
604 {
605 audio_lock();
606 audio_play_oneshot( &audio_rewind[2], 1.0f );
607 audio_unlock();
608 player.rewind_sound_wait = 0;
609 }
610 }
611 else if( player.rewind_predicted_time >= 1.5f )
612 {
613 if( remaining <= 1.5f )
614 {
615 audio_lock();
616 audio_play_oneshot( &audio_rewind[1], 1.0f );
617 audio_unlock();
618 player.rewind_sound_wait = 0;
619 }
620 }
621
622
623 }
624
625 int i0 = floorf( player.rewind_time ),
626 i1 = VG_MIN( i0+1, player.rewind_length-1 );
627
628 struct rewind_frame *fr = &player.rewind_buffer[i0],
629 *fr1 = &player.rewind_buffer[i1];
630
631 float sub = vg_fractf(player.rewind_time);
632
633 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
634 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
635 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
636
637 /* CAMERA POSITIONING: LAYER 1 */
638 float blend = (4.0f-player.rewind_time) * 0.25f,
639 c = vg_clampf( blend, 0.0f, 1.0f );
640
641 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
642 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
643 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
644 }
645 }
646
647 camera_update();
648 player_audio();
649 }
650
651 VG_STATIC void draw_player( m4x3f cam )
652 {
653 if( player.is_dead )
654 player_model_copy_ragdoll();
655
656 shader_viewchar_use();
657 vg_tex2d_bind( &tex_characters, 0 );
658 shader_viewchar_uTexMain( 0 );
659 shader_viewchar_uCamera( cam[3] );
660 shader_viewchar_uPv( vg.pv );
661 shader_link_standard_ub( _shader_viewchar.id, 2 );
662 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
663 player.mdl.sk.bone_count,
664 0,
665 (float *)player.mdl.sk.final_mtx );
666
667 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
668 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
669 }
670
671 /*
672 * -----------------------------------------------------------------------------
673 * API implementation
674 * -----------------------------------------------------------------------------
675 */
676
677 VG_STATIC float *player_get_pos(void)
678 {
679 return player.phys.rb.co;
680 }
681
682 VG_STATIC void player_kill(void)
683 {
684 if( player.death_tick_allowance == 0 )
685 {
686 player.is_dead = 1;
687 player_ragdoll_copy_model( player.phys.rb.v );
688 world_routes_clear();
689 }
690 }
691
692 VG_STATIC float *player_cam_pos(void)
693 {
694 return player.camera_pos;
695 }
696
697
698 #endif /* PLAYER_H */