q_identity( inst->rb.q );
m4x3_identity( inst->rb.to_world );
m4x3_identity( inst->rb.to_local );
+
+ inst->rewind_length = 0;
+ inst->rewind_buffer =
+ vg_linear_alloc( vg_mem.rtmemory,
+ sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
+
}
/*
* Gameloop events
* ----------------------------------------------------------------------------
*/
+
+VG_STATIC void player_save_rewind_frame( player_instance *player )
+{
+ if( player->rewind_length < PLAYER_REWIND_FRAMES ){
+ struct rewind_frame *fr =
+ &player->rewind_buffer[ player->rewind_length ++ ];
+
+ v2_copy( player->cam.angles, fr->ang );
+ v3_copy( player->cam.pos, fr->pos );
+
+ if( player->rewind_length >= 2 ){
+ player->rewind_total_length +=
+ v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
+ player->rewind_buffer[player->rewind_length-2].pos );
+ }
+ }
+}
+
PLAYER_API
void player__pre_update( player_instance *player )
{
- if( vg_input_button_down( player->input_camera ) )
- {
+ if( player->rewinding ){
+ return;
+ }
+
+ if( vg_input_button_down( player->input_reset ) ){
+ double delta = world_global.time - world_global.last_use;
+
+ if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){
+ player->rewinding = 1;
+ player->rewind_sound_wait = 1;
+ player->rewind_time = (double)player->rewind_length - 0.0001;
+ player_save_rewind_frame( player );
+
+ audio_lock();
+ audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
+ audio_unlock();
+
+ /* based on testing. DONT CHANGE!
+ *
+ * time taken: y = (x^(4/5)) * 74.5
+ * inverse : x = (2/149)^(4/5) * y^(4/5)
+ */
+
+ float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
+ curve = powf( player->rewind_total_length, 4.0f/5.0f );
+
+ player->rewind_predicted_time = constant * curve;
+ player->rewind_start = vg.time;
+ player->subsystem = player->subsystem_gate;
+ player->rb = player->rb_gate_storage;
+ v3_copy( player->angles_storage, player->angles );
+
+ if( _player_restore[ player->subsystem ] )
+ _player_restore[ player->subsystem ]( player );
+ }
+ else{
+ if( player->subsystem == k_player_subsystem_dead ){
+ player->subsystem = k_player_subsystem_walk;
+ //reset_player( 0, NULL );
+ }
+ else{
+ /* cant do that */
+ audio_lock();
+ audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
+ audio_unlock();
+ }
+ }
+ }
+
+ if( vg_input_button_down( player->input_camera ) ){
if( player->camera_mode == k_cam_firstperson )
player->camera_mode = k_cam_thirdperson;
else
PLAYER_API
void player__update( player_instance *player )
{
+ if( player->rewinding )
+ return;
+
if( _player_update[ player->subsystem ] )
_player_update[ player->subsystem ]( player );
}
PLAYER_API
void player__post_update( player_instance *player )
{
+ if( player->rewinding )
+ return;
+
if( _player_post_update[ player->subsystem ] )
_player_post_update[ player->subsystem ]( player );
+
+ if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
+ player->rewind_accum += vg.frame_delta;
+
+ if( player->rewind_accum > 0.25f ){
+ player->rewind_accum -= 0.25f;
+ player_save_rewind_frame( player );
+ }
+ }
}
VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
q_m3x3( player->qbasis, player->basis );
m3x3_transpose( player->basis, player->invbasis );
+ player->subsystem_gate = player->subsystem;
+ player->rb_gate_storage = player->rb;
+ v3_copy( player->angles, player->angles_storage );
+ player->rewind_length = 0;
+ player->rewind_total_length = 0.0f;
+ player->rewind_gate = gate;
+ player->rewind_accum = 0.0f;
+
+ m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
+ player_save_rewind_frame( player );
+
if( gate->type == k_gate_type_nonlocal )
world_global.active_world = gate->target;
+
+ audio_lock();
+ audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
+ audio_unlock();
}
VG_STATIC void player__pre_render( player_instance *player )
{
- if( _player_animate[ player->subsystem ] )
- {
+ if( _player_animate[ player->subsystem ] ){
player_animation res;
_player_animate[ player->subsystem ]( player, &res );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+ if( player->rewinding ){
+ if( player->rewind_time <= 0.0f ){
+ double taken = vg.time - player->rewind_start;
+ vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
+ taken, player->rewind_predicted_time,
+ player->rewind_total_length );
+
+ player->rewinding = 0;
+ player->rewind_length = 1;
+ player->rewind_total_length = 0.0f;
+ player->rewind_accum = 0.0f;
+ world_global.sky_target_rate = 1.0;
+ }
+ else{
+ world_global.sky_target_rate = -100.0;
+
+ float budget = vg.time_delta,
+ overall_length = player->rewind_length;
+
+#if 0
+ world_routes_rollback_time( player.rewind_time / overall_length );
+#endif
+
+ for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
+ /* Interpolate frames */
+ int i0 = floorf( player->rewind_time ),
+ i1 = VG_MIN( i0+1, player->rewind_length-1 );
+
+ struct rewind_frame *fr = &player->rewind_buffer[i0],
+ *fr1 = &player->rewind_buffer[i1];
+
+ float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
+ subl = vg_fractf( player->rewind_time ) + 0.001f,
+
+ sramp= 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
+ speed = sramp*28.0f + 0.5f*player->rewind_time,
+ mod = speed * (budget / dist),
+
+ advl = vg_minf( mod, subl ),
+ advt = (advl / mod) * budget;
+
+ player->dist_accum += speed * advt;
+ player->rewind_time -= advl;
+ budget -= advt;
+ }
+
+ player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
+
+ float current_time = vg.time - player->rewind_start,
+ remaining = player->rewind_predicted_time - current_time;
+
+ if( player->rewind_sound_wait ){
+ if( player->rewind_predicted_time >= 6.5f ){
+ if( remaining <= 6.5f ){
+ audio_lock();
+ audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
+ audio_unlock();
+ player->rewind_sound_wait = 0;
+ }
+ }
+ else if( player->rewind_predicted_time >= 2.5f ){
+ if( remaining <= 2.5f ){
+ audio_lock();
+ audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
+ audio_unlock();
+ player->rewind_sound_wait = 0;
+ }
+ }
+ else if( player->rewind_predicted_time >= 1.5f ){
+ if( remaining <= 1.5f ){
+ audio_lock();
+ audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
+ audio_unlock();
+ player->rewind_sound_wait = 0;
+ }
+ }
+ }
+
+ int i0 = floorf( player->rewind_time ),
+ i1 = VG_MIN( i0+1, player->rewind_length-1 );
+
+ struct rewind_frame *fr = &player->rewind_buffer[i0],
+ *fr1 = &player->rewind_buffer[i1];
+
+ float sub = vg_fractf(player->rewind_time);
+
+ v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
+ player->cam_override_angles[0] =
+ vg_alerpf( fr->ang[0], fr1->ang[0], sub );
+ player->cam_override_angles[1] =
+ vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+
+ float blend = player->rewind_time * 0.25f;
+ player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
+ }
+ }
+ else player->cam_override_strength = 0.0f;
+
player__cam_iterate( player );
}
VG_STATIC void player_camera_portal_correction( player_instance *player )
{
- if( player->gate_waiting )
- {
+ if( player->gate_waiting ){
/* construct plane equation for reciever gate */
v4f plane;
q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
/* check camera polarity */
- if( v3_dot( player->cam.pos, plane ) < plane[3] )
- {
+ if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
player->viewable_world = get_active_world();
}
- else
- {
+ else{
/* de-transform camera and player back */
m4x3f inverse;
m4x3_invert_affine( player->gate_waiting->transport, inverse );
/*
* Blend cameras
*/
-
v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
v3_copy( player->angles, player->cam.angles );
-
float Fd = -player->cam_land_punch_v * k_cam_damp,
Fs = -player->cam_land_punch * k_cam_spring;
player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
player->cam.angles[1] += player->cam_land_punch;
+ /* override camera */
+ player->cam.angles[0] =
+ vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
+ player->cam_override_strength );
+ player->cam.angles[1] =
+ vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
+ player->cam_override_strength );
+ v3_lerp( player->cam.pos, player->cam_override_pos,
+ player->cam_override_strength, player->cam.pos );
+
/* portal transitions */
player_camera_portal_correction( player );
}
angles[2] = 0.0f;
v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
- if( vg_input.controller_should_use_trackpad_look )
- {
+ if( vg_input.controller_should_use_trackpad_look ){
static v2f last_input;
static v2f vel;
static v2f vel_smooth;
v2f input = { player->input_js2h->axis.value,
player->input_js2v->axis.value };
- if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
- {
+ if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){
v2_sub( input, last_input, vel );
v2_muls( vel, 1.0f/vg.time_delta, vel );
}
- else
- {
+ else{
v2_zero( vel );
}
v2_muladds( angles, vel_smooth, vg.time_delta, angles );
v2_copy( input, last_input );
}
- else
- {
+ else{
angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
}