the walk manifold is alive
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
1 #ifndef CHARACTER_H
2 #define CHARACTER_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "scene.h"
7 #include "ik.h"
8 #include "rigidbody.h"
9 #include "shaders/character.h"
10
11 vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
12
13 static void character_register(void)
14 {
15 shader_character_register();
16 }
17
18 static void character_init(void)
19 {
20 vg_tex2d_init( (vg_tex2d *[]){ &tex_pallet }, 1 );
21 }
22
23 #define FOREACH_PART(FN) \
24 FN( foot_l ) \
25 FN( foot_r ) \
26 FN( sock_l ) \
27 FN( sock_r ) \
28 FN( body0 ) \
29 FN( body1 ) \
30 FN( neck ) \
31 FN( head ) \
32 FN( arm_l0 ) \
33 FN( arm_l1 ) \
34 FN( hand_l ) \
35 FN( arm_r0 ) \
36 FN( arm_r1 ) \
37 FN( hand_r ) \
38 FN( leg_l0 ) \
39 FN( leg_l1 ) \
40 FN( leg_r0 ) \
41 FN( leg_r1 ) \
42 FN( wf ) \
43 FN( wb ) \
44 FN( board ) \
45
46 #define MAKE_ENUM(ENUM) k_chpart_##ENUM,
47 #define MAKE_STRING(STR) #STR,
48 #define ADD_ONE(_) +1
49 #define PART_COUNT FOREACH_PART(ADD_ONE)
50
51
52 enum character_part
53 {
54 FOREACH_PART( MAKE_ENUM )
55 };
56
57 static const char *character_part_strings[] =
58 {
59 FOREACH_PART( MAKE_STRING )
60 };
61
62 struct character
63 {
64 glmesh mesh;
65
66 submodel parts[ PART_COUNT ];
67 m4x3f matrices[ PART_COUNT ];
68
69 /* Auxillary information */
70 v3f offsets[ PART_COUNT ];
71 rigidbody ragdoll[ PART_COUNT ];
72
73 /*
74 * Controls
75 * note: - base nodes of IK structures will be filled automatically
76 * - all positions are in local space to the mroot
77 */
78 struct ik_basic ik_arm_l, ik_arm_r,
79 ik_leg_l, ik_leg_r,
80 ik_body;
81 v3f cam_pos;
82
83 v4f qhead;
84 float rhip, rcollar, /* twist of hip and collar controls,
85 these act in the local +y axis of the part */
86 rhead,
87 rfootl, rfootr,
88 rhandl, rhandr;
89
90 v3f ground_normal; /* Feet will be aligned to this */
91 m4x3f mroot;
92
93 int shoes[2];
94 };
95
96 static void character_offset( struct character *ch, enum character_part parent,
97 enum character_part child )
98 {
99 v3_sub( ch->parts[ child ].pivot, ch->parts[ parent ].pivot,
100 ch->offsets[ child ] );
101 }
102
103 static int character_load( struct character *ch, const char *name )
104 {
105 char buf[64];
106
107 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
108 model *src = vg_asset_read( buf );
109
110 if( !src )
111 {
112 vg_error( "Could not open 'models/%s.mdl'", name );
113 return 0;
114 }
115
116 int error_count = 0;
117
118 for( int i=0; i<PART_COUNT; i++ )
119 {
120 snprintf( buf, sizeof(buf)-1, "%s_%s", name, character_part_strings[i] );
121 submodel *sm = submodel_get( src, buf );
122
123 if( !sm )
124 {
125 vg_warn( "Character file does not contain an '_%s' part.\n",
126 character_part_strings[i] );
127 error_count ++;
128
129 memset( &ch->parts[i], 0, sizeof(submodel) );
130 continue;
131 }
132
133 ch->parts[i] = *sm;
134 }
135
136 model_unpack( src, &ch->mesh );
137
138 if( !error_count )
139 vg_success( "Loaded character file '%s' with no errors\n", name );
140
141 /* Create the offsets */
142 character_offset( ch, k_chpart_body0, k_chpart_body1 );
143 character_offset( ch, k_chpart_body1, k_chpart_neck );
144 character_offset( ch, k_chpart_neck, k_chpart_head );
145
146 character_offset( ch, k_chpart_body1, k_chpart_arm_l0 );
147 character_offset( ch, k_chpart_arm_l0, k_chpart_arm_l1 );
148 character_offset( ch, k_chpart_arm_l1, k_chpart_hand_l );
149
150 character_offset( ch, k_chpart_body1, k_chpart_arm_r0 );
151 character_offset( ch, k_chpart_arm_r0, k_chpart_arm_r1 );
152 character_offset( ch, k_chpart_arm_r1, k_chpart_hand_r );
153
154 character_offset( ch, k_chpart_body0, k_chpart_leg_l0 );
155 character_offset( ch, k_chpart_leg_l0, k_chpart_leg_l1 );
156 character_offset( ch, k_chpart_leg_l1, k_chpart_foot_l );
157
158 character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
159 character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
160 character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
161
162 character_offset( ch, k_chpart_board, k_chpart_wb );
163 character_offset( ch, k_chpart_board, k_chpart_wf );
164
165 ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
166 ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
167 ch->ik_arm_r.l1 = v3_length( ch->offsets[ k_chpart_arm_r1 ] );
168 ch->ik_arm_r.l2 = v3_length( ch->offsets[ k_chpart_hand_r ] );
169
170 ch->ik_leg_l.l1 = v3_length( ch->offsets[ k_chpart_leg_l1 ] );
171 ch->ik_leg_l.l2 = v3_length( ch->offsets[ k_chpart_foot_l ] );
172 ch->ik_leg_r.l1 = v3_length( ch->offsets[ k_chpart_leg_r1 ] );
173 ch->ik_leg_r.l2 = v3_length( ch->offsets[ k_chpart_foot_r ] );
174
175 ch->ik_body.l1 = v3_length( ch->offsets[ k_chpart_body1 ] );
176 ch->ik_body.l2 = v3_length( ch->offsets[ k_chpart_neck ] );
177
178 free( src );
179 return 1;
180 }
181
182 static void align_to_board( struct character *ch, enum character_part id )
183 {
184 /* Calculate rotation between board and feet */
185 m4x3f *mats = ch->matrices;
186
187 v3f foot_pos, foot_fwd, foot_target, board_norm, board_origin;
188 v3_copy( mats[id][3], foot_pos );
189 m3x3_mulv( mats[id], (v3f){1.0f,0.0f,0.0f}, foot_fwd );
190 v3_add( foot_fwd, foot_pos, foot_target );
191
192 m3x3_mulv( mats[k_chpart_board], (v3f){0.0f,1.0f,0.0f}, board_norm );
193 m4x3_mulv( mats[k_chpart_board], (v3f){0.0f,0.13f,0.0f}, board_origin );
194
195 vg_line( foot_pos, foot_target, 0xff00ff00 );
196
197 v3f v0;
198 v3_sub( board_origin, foot_target, v0 );
199 float t = v3_dot( v0, board_norm ) / board_norm[1];
200 foot_target[1] += t;
201 vg_line( foot_pos, foot_target, 0xff00ffff );
202
203 v3_sub( foot_target, foot_pos, foot_target );
204 v3_normalize( foot_target );
205 float ang = acosf( v3_dot( foot_target, foot_fwd ) );
206
207 v4f qcorrection; m3x3f correction;
208 q_axis_angle( qcorrection, (v3f){0.0f,0.0f,1.0f}, -ang );
209 q_m3x3( qcorrection, correction );
210 m3x3_mul( mats[id], correction, mats[id] );
211 }
212
213 static void character_eval( struct character *ch )
214 {
215 m4x3f *mats = ch->matrices;
216 v3f *offs = ch->offsets;
217
218 ik_basic( &ch->ik_body, mats[k_chpart_body0], mats[k_chpart_body1],
219 k_ikY, k_ikX );
220
221 m3x3f temp;
222 v4f body_rotation;
223 /* TODO: Do this directly via m3x3 */
224
225 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rhip );
226 q_m3x3( body_rotation, temp );
227 m3x3_mul( mats[k_chpart_body0], temp, mats[k_chpart_body0] );
228
229 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rcollar );
230 q_m3x3( body_rotation, temp );
231 m3x3_mul( mats[k_chpart_body1], temp, mats[k_chpart_body1] );
232
233 /* Setup aux */
234 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_l0], ch->ik_leg_l.base );
235 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_r0], ch->ik_leg_r.base );
236 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_l0], ch->ik_arm_l.base );
237 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_r0], ch->ik_arm_r.base );
238
239 /* IK for arms and legs */
240 ik_basic( &ch->ik_arm_l, mats[k_chpart_arm_l0], mats[k_chpart_arm_l1],
241 k_ikZ, k_ikY );
242 ik_basic( &ch->ik_arm_r, mats[k_chpart_arm_r0], mats[k_chpart_arm_r1],
243 k_iknZ, k_ikY );
244 ik_basic( &ch->ik_leg_l, mats[k_chpart_leg_l0], mats[k_chpart_leg_l1],
245 k_ikY, k_iknX );
246 ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
247 k_ikY, k_iknX );
248
249 /* Hands */
250 m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
251 m3x3_copy( mats[k_chpart_arm_r1], mats[k_chpart_hand_r] );
252 m4x3_mulv( mats[k_chpart_arm_l1], offs[k_chpart_hand_l],
253 mats[k_chpart_hand_l][3] );
254 m4x3_mulv( mats[k_chpart_arm_r1], offs[k_chpart_hand_r],
255 mats[k_chpart_hand_r][3] );
256
257 /* Neck / Head */
258 m3x3_copy( mats[k_chpart_body1], mats[k_chpart_neck] );
259 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck],
260 mats[k_chpart_neck][3] );
261
262 v4f qhead;
263 q_axis_angle( qhead, (v3f){ 0.0f,1.0f,0.0f }, ch->rhead );
264 q_m3x3( qhead, mats[k_chpart_head] );
265 //m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
266 m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
267
268 /* Feet */
269 m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
270 m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
271 m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l],
272 mats[k_chpart_foot_l][3] );
273 m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r],
274 mats[k_chpart_foot_r][3] );
275
276 align_to_board( ch, k_chpart_foot_l );
277 align_to_board( ch, k_chpart_foot_r );
278
279 for( int i=0; i<PART_COUNT; i++ )
280 m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
281 }
282
283 #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
284
285 typedef struct character_pose character_pose;
286 struct character_pose
287 {
288 v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
289 };
290
291 static character_pose pose_aero =
292 {
293 .b0 = {0.0721f, 0.8167f, 0.1365f},
294 .b1 = {-0.0773f, 1.1559f, -0.1699f},
295 .p = {0.0421f, 1.1430f, 0.2803f},
296 .fr = {0.0535f, 0.1312f, -0.3647f},
297 .fl = {-0.0605f, 0.1464f, 0.2917f},
298 .pl = {-0.1704f, 0.6889f, -0.4017f},
299 .pr = {0.0672f, 0.7598f, -0.5963f},
300 .hl = {-0.2153f, 0.7195f, -0.1345f},
301 .hr = {0.1974f, 0.7940f, -0.3522f},
302 .apl = {-0.2008f, 0.9546f, 0.3687f},
303 .apr = {0.3133f, 0.9299f, 0.0181f},
304 .cam = {-0.3394f, 1.2661f, 0.2936f}
305 };
306
307 static character_pose pose_slide =
308 {
309 .b0 = {0.6732f, 0.5565f, -0.0000f},
310 .b1 = {0.8116f, 1.0547f, 0.0613f},
311 .p = {1.0404f, 0.7907f, 0.0186f},
312 .fr = {-0.0030f, 0.1366f, -0.4461f},
313 .fl = {-0.0030f, 0.1366f, 0.3480f},
314 .pl = {-0.0887f, 0.8229f, 0.3826f},
315 .pr = {-0.0887f, 0.8229f, -0.4621f},
316 .hl = {0.7749f, 0.5545f, 0.5310f},
317 .hr = {0.5844f, 1.2445f, -0.5456f},
318 .apl = {1.0999f, 0.5390f, 0.2398f},
319 .apr = {0.9816f, 0.9536f, -0.5463f},
320 .cam = {0.9888f, 1.4037f, 0.6081f}
321 };
322
323 static character_pose pose_slide1 =
324 {
325 .b0 = {-0.2385f, 0.6403f, 0.1368f},
326 .b1 = {-0.5151f, 1.1351f, 0.1380f},
327 .p = {-0.1158f, 1.2118f, 0.3895f},
328 .fr = {-0.0030f, 0.1323f, -0.3190f},
329 .fl = {-0.0030f, 0.1323f, 0.5797f},
330 .pl = {-0.6568f, 0.4305f, 0.2069f},
331 .pr = {-0.6850f, 0.2740f, -0.2969f},
332 .hl = {-0.7029f, 0.6132f, 0.2972f},
333 .hr = {-0.2572f, 1.0104f, -0.4770f},
334 .apl = {-0.4808f, 0.8480f, 0.3731f},
335 .apr = {-0.0836f, 1.0480f, -0.1201f},
336 .cam = {-1.0508f, 1.0769f, 0.0528f}
337 };
338
339 static character_pose pose_aero_reverse =
340 {
341 .b0 = {0.0616f, 0.8167f, -0.1415f},
342 .b1 = {0.0148f, 1.1559f, 0.1861f},
343 .p = {0.0558f, 1.1430f, -0.2779f},
344 .fr = {0.0535f, 0.1312f, -0.3647f},
345 .fl = {0.0730f, 0.1464f, 0.2917f},
346 .pl = {-0.2073f, 0.6889f, 0.3839f},
347 .pr = {-0.3584f, 0.4069f, 0.1032f},
348 .hl = {0.1567f, 0.7195f, 0.1997f},
349 .hr = {-0.3055f, 0.7940f, 0.2639f},
350 .apl = {0.3143f, 0.9546f, -0.2784f},
351 .apr = {-0.2885f, 0.9299f, -0.1236f},
352 .cam = {-0.3394f, 1.2661f, -0.2936f}
353 };
354
355 static character_pose pose_stand =
356 {
357 .b0 = {0.1877f, 1.0663f, 0.0063f},
358 .b1 = {0.0499f, 1.5564f, -0.0584f},
359 .p = {0.5982f, 1.2810f, 0.0842f},
360 .fr = {0.0535f, 0.1312f, -0.3647f},
361 .fl = {0.0354f, 0.1464f, 0.2917f},
362 .pl = {-0.4325f, 0.6889f, 0.1823f},
363 .pr = {-0.4794f, 0.7598f, -0.3610f},
364 .hl = {0.0498f, 1.0058f, 0.2317f},
365 .hr = {0.0188f, 0.9786f, -0.2725f},
366 .apl = {0.2898f, 1.3453f, 0.2303f},
367 .apr = {0.5273f, 1.2876f, -0.1848f},
368 .cam = {-0.3477f, 1.5884f, -0.0019f}
369 };
370
371 static character_pose pose_fly =
372 {
373 .b0 = {0.2995f, 0.6819f, -0.1369f},
374 .b1 = {0.1618f, 1.1720f, -0.2016f},
375 .p = {0.7477f, 0.9173f, -0.1885f},
376 .fr = {0.0535f, 0.1312f, -0.3647f},
377 .fl = {0.0354f, 0.1464f, 0.2917f},
378 .pl = {-0.2930f, 0.4849f, 0.5307f},
379 .pr = {-0.4754f, 0.4124f, -0.4874f},
380 .hl = {0.2650f, 1.1897f, 0.4626f},
381 .hr = {0.2494f, 1.2059f, -0.7985f},
382 .apl = {0.5165f, 1.0990f, 0.1655f},
383 .apr = {0.6759f, 1.0661f, -0.6014f},
384 .cam = {-0.2727f, 1.2606f, 0.3564f}
385 };
386
387 static
388 void character_pose_blend( struct character *ch, character_pose *pose, float q )
389 {
390 v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
391 v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
392 v3_muladds( ch->ik_body.pole, pose->p, q, ch->ik_body.pole );
393 v3_muladds( ch->ik_leg_l.end, pose->fl, q, ch->ik_leg_l.end );
394 v3_muladds( ch->ik_leg_l.pole, pose->pl, q, ch->ik_leg_l.pole );
395 v3_muladds( ch->ik_leg_r.end, pose->fr, q, ch->ik_leg_r.end );
396 v3_muladds( ch->ik_leg_r.pole, pose->pr, q, ch->ik_leg_r.pole );
397 v3_muladds( ch->ik_arm_l.pole, pose->apl, q, ch->ik_arm_l.pole );
398 v3_muladds( ch->ik_arm_r.pole, pose->apr, q, ch->ik_arm_r.pole );
399 v3_muladds( ch->ik_arm_l.end, pose->hl, q, ch->ik_arm_l.end );
400 v3_muladds( ch->ik_arm_r.end, pose->hr, q, ch->ik_arm_r.end );
401 v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
402 }
403
404 static
405 void character_final_pose( struct character *ch, v3f cog,
406 character_pose *pose, float q )
407 {
408 character_pose npose;
409 float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f,
410 tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
411
412 v4f rz; m4x3f tr;
413 q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.6f );
414 q_m3x3( rz, tr );
415 v3_copy( (v3f){0.0f,dip,tilt}, tr[3] );
416
417 m4x3_mulv( tr, pose->b0, npose.b0 );
418 m4x3_mulv( tr, pose->b1, npose.b1 );
419 m4x3_mulv( tr, pose->p, npose.p );
420 m4x3_mulv( tr, pose->pl, npose.pl );
421 m4x3_mulv( tr, pose->pr, npose.pr );
422 m4x3_mulv( tr, pose->hl, npose.hl );
423 m4x3_mulv( tr, pose->hr, npose.hr );
424 m4x3_mulv( tr, pose->apl, npose.apl );
425 m4x3_mulv( tr, pose->apr, npose.apr );
426
427 v3_copy( pose->fr, npose.fr );
428 v3_copy( pose->fl, npose.fl );
429 v3_copy( pose->cam, npose.cam );
430
431 character_pose_blend( ch, &npose, q );
432 }
433
434 static void zero_ik_basic( struct ik_basic *ik )
435 {
436 v3_zero( ik->base );
437 v3_zero( ik->end );
438 v3_zero( ik->pole );
439 }
440
441 static void character_pose_reset( struct character *ch )
442 {
443 zero_ik_basic( &ch->ik_body );
444 zero_ik_basic( &ch->ik_leg_l );
445 zero_ik_basic( &ch->ik_leg_r );
446 zero_ik_basic( &ch->ik_arm_l );
447 zero_ik_basic( &ch->ik_arm_r );
448 v3_zero( ch->cam_pos );
449 }
450
451 static void character_testpose( struct character *ch, float t )
452 {
453 /* Body */
454 float *hips = ch->ik_body.base,
455 *collar = ch->ik_body.end,
456 *pole = ch->ik_body.pole;
457
458 hips[0] = cosf(t*1.325f)*0.25f;
459 hips[1] = (sinf(t)*0.2f+0.6f) * ch->parts[ k_chpart_body0 ].pivot[1];
460 hips[2] = 0.0f;
461
462 collar[0] = hips[0];
463 collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
464 collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
465
466 v3_add( hips, collar, pole );
467 v3_muls( pole, 0.5f, pole );
468 v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
469
470 /* Legs */
471 float *footl = ch->ik_leg_l.end,
472 *footr = ch->ik_leg_r.end,
473 *polel = ch->ik_leg_l.pole,
474 *poler = ch->ik_leg_r.pole;
475
476 footl[0] = sinf(t*0.563f);
477 footl[1] = 0.0f;
478 footl[2] = 0.0f;
479
480 footr[0] = 0.0f;
481 footr[1] = 0.0f;
482 footr[2] = cosf(t*0.672f);
483
484 v3_add( hips, footl, polel );
485 v3_muls( polel, 0.4f, polel );
486 v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
487
488 v3_add( hips, footr, poler );
489 v3_muls( poler, 0.4f, poler );
490 v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
491
492 /* Arms */
493 float *arml = ch->ik_arm_l.end,
494 *armr = ch->ik_arm_r.end;
495 polel = ch->ik_arm_l.pole;
496 poler = ch->ik_arm_r.pole;
497
498 v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
499 v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
500 v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
501 v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
502
503 /* Other */
504 ch->rhip = sinf(t*0.2f);
505 ch->rcollar = sinf(t*0.35325f);
506 q_identity( ch->qhead );
507
508 m4x3_identity( ch->matrices[k_chpart_board] );
509 m4x3_identity( ch->matrices[k_chpart_wb] );
510 m4x3_identity( ch->matrices[k_chpart_wf] );
511 }
512
513 static void character_draw( struct character *ch, float temp )
514 {
515 shader_character_use();
516 shader_character_uPv( vg_pv );
517
518 vg_tex2d_bind( &tex_pallet, 0 );
519 shader_character_uTexMain( 0 );
520 shader_character_uOpacity( temp );
521
522 glEnable( GL_CULL_FACE );
523 glCullFace( GL_BACK );
524
525 mesh_bind( &ch->mesh );
526
527 for( int i=4; i<PART_COUNT; i++ )
528 {
529 shader_character_uMdl( ch->matrices[i] );
530 submodel_draw( &ch->parts[i] );
531 }
532
533 for( int i=0; i<2; i++ )
534 {
535 if( ch->shoes[i] )
536 {
537 shader_character_uMdl( ch->matrices[i] );
538 submodel_draw( &ch->parts[i] );
539 }
540 else
541 {
542 shader_character_uMdl( ch->matrices[i+2] );
543 submodel_draw( &ch->parts[i] );
544 shader_character_uMdl( ch->matrices[i] );
545 submodel_draw( &ch->parts[i+2] );
546 }
547 }
548 }
549
550 /*
551 * Ragdoll Stuff
552 */
553
554 static void character_rd_box( struct character *ch, enum character_part id,
555 v3f dims )
556 {
557 v3_muls( dims, -0.5f, ch->ragdoll[id].bbx[0] );
558 v3_muls( dims, 0.5f, ch->ragdoll[id].bbx[1] );
559 }
560
561 struct rd_joint
562 {
563 enum character_part ia, ib;
564 v3f lca, lcb;
565
566 struct rd_joint_axis
567 {
568 v3f va, vb;
569 float spring, ang;
570 }
571 min, maj;
572 };
573
574 static const float k_human_major = 0.5f,
575 k_human_minor = 0.5f,
576 k_human_major_max = 0.4f,
577 k_human_minor_max = 0.1f;
578
579 #define HUMAN_VERTICAL_DEFAULT \
580 .min = { \
581 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
582 .spring = k_human_minor, .ang = k_human_minor_max \
583 }, \
584 .maj = { \
585 .va = {0.0f,1.0f,0.0f}, .vb = {0.0f,1.0f,0.0f}, \
586 .spring = k_human_major, .ang = k_human_major_max \
587 }
588
589 #define HUMAN_ARM_LEFT \
590 .min = { \
591 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
592 .spring = k_human_minor, .ang = k_human_minor_max \
593 }, \
594 .maj = { \
595 .va = {0.0f,0.0f,1.0f}, .vb = {0.0f,0.0f,1.0f}, \
596 .spring = k_human_major, .ang = k_human_major_max \
597 }
598
599 #define HUMAN_ARM_RIGHT \
600 .min = { \
601 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
602 .spring = k_human_minor, .ang = k_human_minor_max \
603 }, \
604 .maj = { \
605 .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f}, \
606 .spring = k_human_major, .ang = k_human_major_max \
607 }
608
609 static struct rd_joint rd_joints[] =
610 {
611 { .ia = k_chpart_leg_l1, .ib = k_chpart_foot_l, HUMAN_VERTICAL_DEFAULT },
612 { .ia = k_chpart_leg_r1, .ib = k_chpart_foot_r, HUMAN_VERTICAL_DEFAULT },
613
614 { .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
615 { .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
616 { .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
617 { .ia = k_chpart_body0, .ib = k_chpart_leg_l0, HUMAN_VERTICAL_DEFAULT },
618 { .ia = k_chpart_leg_l0, .ib = k_chpart_leg_l1, HUMAN_VERTICAL_DEFAULT },
619 { .ia = k_chpart_body0, .ib = k_chpart_leg_r0, HUMAN_VERTICAL_DEFAULT },
620 { .ia = k_chpart_leg_r0, .ib = k_chpart_leg_r1, HUMAN_VERTICAL_DEFAULT },
621
622 { .ia = k_chpart_body1, .ib = k_chpart_arm_l0, HUMAN_ARM_LEFT },
623 { .ia = k_chpart_arm_l0, .ib = k_chpart_arm_l1, HUMAN_ARM_LEFT },
624 { .ia = k_chpart_arm_l1, .ib = k_chpart_hand_l, HUMAN_ARM_LEFT },
625
626 { .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
627 { .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
628 { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT }
629 };
630
631 /* Ragdoll should be in rest pose when calling this function */
632 static void character_init_ragdoll_joints( struct character *ch )
633 {
634 for( int i=0; i<vg_list_size(rd_joints); i++ )
635 {
636 struct rd_joint *joint = &rd_joints[i];
637
638 float *hinge = ch->parts[joint->ib].pivot;
639 v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
640 v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
641 }
642
643 for( int i=0; i<PART_COUNT; i++ )
644 {
645 float *pivot = ch->parts[i].pivot;
646 v3_sub( ch->ragdoll[i].co, pivot, ch->ragdoll[i].delta );
647 }
648 }
649
650 static void character_init_ragdoll( struct character *ch )
651 {
652 v3f *offs = ch->offsets;
653 rigidbody *rbs = ch->ragdoll;
654
655 /* CHest */
656 float chest_width = fabsf(offs[k_chpart_arm_r0][2])*2.0f,
657 chest_depth = chest_width * 0.571f,
658 chest_height = offs[k_chpart_neck][1];
659 v3f chest_dims = { chest_depth, chest_height, chest_width };
660 character_rd_box( ch, k_chpart_body1, chest_dims );
661
662 v3_copy( ch->parts[k_chpart_body1].pivot, rbs[k_chpart_body1].co );
663 rbs[k_chpart_body1].co[1] += chest_height*0.5f;
664
665 /* Torso */
666 v3f torso_dims = { chest_depth,
667 offs[k_chpart_body1][1]-offs[k_chpart_leg_l0][1],
668 chest_width*0.85f };
669 v3_copy( ch->parts[k_chpart_body0].pivot, rbs[k_chpart_body0].co );
670 character_rd_box( ch, k_chpart_body0, torso_dims );
671
672 /* Neck */
673 v3f neck_dims = { chest_depth*0.5f,
674 offs[k_chpart_head][1],
675 chest_depth*0.5f };
676 v3_copy( ch->parts[k_chpart_neck].pivot, rbs[k_chpart_neck].co );
677 rbs[k_chpart_neck].co[1] += neck_dims[1]*0.5f;
678 character_rd_box( ch, k_chpart_neck, neck_dims );
679
680 /* Head */
681 v3f head_dims = { chest_width*0.5f, chest_width*0.5f, chest_width*0.5f };
682 v3_copy( ch->parts[k_chpart_head].pivot, rbs[k_chpart_head].co );
683 rbs[k_chpart_head].co[1] += head_dims[1]*0.5f;
684 character_rd_box( ch, k_chpart_head, head_dims );
685
686 /* ARms */
687 v3f ua_dims = { 0.0f, 0.0f, fabsf(offs[k_chpart_arm_l1][2]) };
688 ua_dims[1] = 0.38f*ua_dims[2];
689 ua_dims[0] = 0.38f*ua_dims[2];
690 v3f la_dims = { ua_dims[0], ua_dims[1], fabsf(offs[k_chpart_hand_l][2]) };
691 v3f hand_dims = { ua_dims[1], ua_dims[1]*0.5f, ua_dims[1] };
692
693 character_rd_box( ch, k_chpart_arm_l0, ua_dims );
694 character_rd_box( ch, k_chpart_arm_r0, ua_dims );
695 character_rd_box( ch, k_chpart_arm_l1, la_dims );
696 character_rd_box( ch, k_chpart_arm_r1, la_dims );
697 character_rd_box( ch, k_chpart_hand_l, hand_dims );
698 character_rd_box( ch, k_chpart_hand_r, hand_dims );
699
700 v3_copy( ch->parts[k_chpart_arm_l0].pivot, rbs[k_chpart_arm_l0].co );
701 rbs[k_chpart_arm_l0].co[2] += ua_dims[2] * 0.5f;
702 v3_copy( ch->parts[k_chpart_arm_l1].pivot, rbs[k_chpart_arm_l1].co );
703 rbs[k_chpart_arm_l1].co[2] += la_dims[2] * 0.5f;
704 v3_copy( ch->parts[k_chpart_hand_l].pivot, rbs[k_chpart_hand_l].co );
705 rbs[k_chpart_hand_l].co[2] += hand_dims[2] * 0.5f;
706
707 v3_copy( ch->parts[k_chpart_arm_r0].pivot, rbs[k_chpart_arm_r0].co );
708 rbs[k_chpart_arm_r0].co[2] -= ua_dims[2] * 0.5f;
709 v3_copy( ch->parts[k_chpart_arm_r1].pivot, rbs[k_chpart_arm_r1].co );
710 rbs[k_chpart_arm_r1].co[2] -= la_dims[2] * 0.5f;
711 v3_copy( ch->parts[k_chpart_hand_r].pivot, rbs[k_chpart_hand_r].co );
712 rbs[k_chpart_hand_r].co[2] -= hand_dims[2] * 0.5f;
713
714 /* LEgs */
715 v3f ul_dims = { 0.0f, fabsf(offs[k_chpart_leg_l1][1]), 0.0f };
716 ul_dims[0] = 0.38f*ul_dims[1];
717 ul_dims[2] = 0.38f*ul_dims[1];
718 v3f ll_dims = { ul_dims[0], fabsf(offs[k_chpart_foot_l][1]), ul_dims[2] };
719 v3f foot_dims = { 2.0f*ul_dims[0], ul_dims[0], ul_dims[0] };
720
721 character_rd_box( ch, k_chpart_leg_l0, ul_dims );
722 character_rd_box( ch, k_chpart_leg_r0, ul_dims );
723 character_rd_box( ch, k_chpart_leg_l1, ll_dims );
724 character_rd_box( ch, k_chpart_leg_r1, ll_dims );
725 character_rd_box( ch, k_chpart_foot_l, foot_dims );
726 character_rd_box( ch, k_chpart_foot_r, foot_dims );
727
728 v3_copy( ch->parts[k_chpart_leg_l0].pivot, rbs[k_chpart_leg_l0].co );
729 rbs[k_chpart_leg_l0].co[1] -= ul_dims[1] * 0.5f;
730 v3_copy( ch->parts[k_chpart_leg_l1].pivot, rbs[k_chpart_leg_l1].co );
731 rbs[k_chpart_leg_l1].co[1] -= ll_dims[1] * 0.5f;
732 v3_copy( ch->parts[k_chpart_foot_l].pivot, rbs[k_chpart_foot_l].co );
733 rbs[k_chpart_foot_l].co[1] -= foot_dims[1] * 0.5f;
734 rbs[k_chpart_foot_l].co[0] -= foot_dims[0] * 0.5f;
735
736 v3_copy( ch->parts[k_chpart_leg_r0].pivot, rbs[k_chpart_leg_r0].co );
737 rbs[k_chpart_leg_r0].co[1] -= ul_dims[1] * 0.5f;
738 v3_copy( ch->parts[k_chpart_leg_r1].pivot, rbs[k_chpart_leg_r1].co );
739 rbs[k_chpart_leg_r1].co[1] -= ll_dims[1] * 0.5f;
740 v3_copy( ch->parts[k_chpart_foot_r].pivot, rbs[k_chpart_foot_r].co );
741 rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
742 rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
743
744 character_rd_box( ch, k_chpart_sock_l, foot_dims );
745 character_rd_box( ch, k_chpart_sock_r, foot_dims );
746 v3_copy( rbs[k_chpart_foot_l].co, rbs[k_chpart_sock_l].co );
747 v3_copy( rbs[k_chpart_foot_r].co, rbs[k_chpart_sock_r].co );
748
749 box_copy( (boxf){{-0.2f,-0.2f,-0.7f},{0.2f,0.2f,0.7f}},
750 rbs[k_chpart_board].bbx );
751
752 for( int i=0; i<PART_COUNT; i++ )
753 rb_init( &ch->ragdoll[i] );
754
755 character_init_ragdoll_joints( ch );
756 }
757
758 static void character_ragdoll_go( struct character *ch, v3f pos )
759 {
760 character_init_ragdoll( ch );
761 for( int i=0; i<PART_COUNT; i++ )
762 v3_add( pos, ch->ragdoll[i].co, ch->ragdoll[i].co );
763 }
764
765 static void character_ragdoll_copypose( struct character *ch, v3f v )
766 {
767 for( int i=0; i<PART_COUNT; i++ )
768 {
769 rigidbody *rb = &ch->ragdoll[i];
770
771 m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
772 m3x3_q( ch->matrices[i], rb->q );
773 v3_copy( v, rb->v );
774 v3_zero( rb->I );
775 rb->manifold_count = 0; /* ? */
776
777 rb_update_transform( rb );
778 }
779
780 float vel = v3_length(v);
781
782 ch->shoes[0] = 1;
783 ch->shoes[1] = 1;
784 }
785
786 static void character_mimic_ragdoll( struct character *ch )
787 {
788 for( int i=0; i<PART_COUNT; i++ )
789 {
790 rigidbody *rb = &ch->ragdoll[i];
791 v3f *mat = ch->matrices[i];
792
793 m3x3_copy( rb->to_world, mat );
794 v3f inv_delta;
795 v3_negate( rb->delta, inv_delta );
796 m4x3_mulv( rb->to_world, inv_delta, mat[3] );
797 }
798
799 /* Attach wheels to board */
800 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wb] );
801 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wf] );
802 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wb],
803 ch->matrices[k_chpart_wb][3] );
804 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wf],
805 ch->matrices[k_chpart_wf][3] );
806 }
807
808 static void character_debug_ragdoll( struct character *ch )
809 {
810 rb_debug( &ch->ragdoll[k_chpart_body0], 0xffffffff );
811 rb_debug( &ch->ragdoll[k_chpart_body1], 0xffffffff );
812 rb_debug( &ch->ragdoll[k_chpart_neck], 0xff00ff00 );
813 rb_debug( &ch->ragdoll[k_chpart_head], 0xff00ff00 );
814
815 rb_debug( &ch->ragdoll[k_chpart_arm_l0], 0xffffa500 );
816 rb_debug( &ch->ragdoll[k_chpart_arm_l1], 0xffffa500 );
817 rb_debug( &ch->ragdoll[k_chpart_hand_l], 0xffffa500 );
818
819 rb_debug( &ch->ragdoll[k_chpart_arm_r0], 0xff00a5ff );
820 rb_debug( &ch->ragdoll[k_chpart_arm_r1], 0xff00a5ff );
821 rb_debug( &ch->ragdoll[k_chpart_hand_r], 0xff00a5ff );
822
823 rb_debug( &ch->ragdoll[k_chpart_leg_l0], 0xffffa500 );
824 rb_debug( &ch->ragdoll[k_chpart_leg_l1], 0xffffa500 );
825 rb_debug( &ch->ragdoll[k_chpart_foot_l], 0xffffa500 );
826 rb_debug( &ch->ragdoll[k_chpart_leg_r0], 0xff00a5ff );
827 rb_debug( &ch->ragdoll[k_chpart_leg_r1], 0xff00a5ff );
828 rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
829 }
830
831 static void character_ragdoll_iter( struct character *ch )
832 {
833 for( int i=0; i<PART_COUNT; i++ )
834 rb_build_manifold( &ch->ragdoll[i] );
835
836 v3f rv;
837
838 float shoe_vel[2];
839 for( int i=0; i<2; i++ )
840 if( ch->shoes[i] )
841 shoe_vel[i] = v3_length( ch->ragdoll[i].v );
842
843 for( int i=0; i<20; i++ )
844 {
845 float const k_springfactor = 1.0f/20.0f;
846
847 for( int j=0; j<PART_COUNT; j++ )
848 rb_constraint_manifold( &ch->ragdoll[j] );
849
850 for( int j=0; j<vg_list_size(rd_joints); j++ )
851 {
852 struct rd_joint *joint = &rd_joints[j];
853 rigidbody *rba = &ch->ragdoll[joint->ia],
854 *rbb = &ch->ragdoll[joint->ib];
855
856 rb_constraint_position( rba, joint->lca, rbb, joint->lcb );
857 rb_constraint_angle( rba, joint->maj.va, rbb, joint->maj.vb,
858 joint->maj.ang,
859 joint->maj.spring * k_springfactor );
860
861 rb_constraint_angle( rba, joint->min.va, rbb, joint->min.vb,
862 joint->min.ang,
863 joint->min.spring * k_springfactor );
864 }
865 }
866
867 for( int j=0; j<vg_list_size(rd_joints); j++ )
868 {
869 struct rd_joint *joint = &rd_joints[j];
870 rigidbody *rba = &ch->ragdoll[joint->ia],
871 *rbb = &ch->ragdoll[joint->ib];
872 rb_angle_limit_force( rba, joint->min.va, rbb, joint->min.vb,
873 joint->min.ang );
874 rb_angle_limit_force( rba, joint->maj.va, rbb, joint->maj.vb,
875 joint->maj.ang );
876 }
877
878 for( int i=0; i<PART_COUNT; i++ )
879 rb_iter( &ch->ragdoll[i] );
880
881 for( int i=0; i<2; i++ )
882 {
883 if( ch->shoes[i] )
884 {
885 float a = v3_length( ch->ragdoll[i].v ) - shoe_vel[i];
886
887 if( a > 2.0f )
888 {
889 ch->shoes[i] = 0;
890
891 rigidbody *src = &ch->ragdoll[k_chpart_foot_l];
892 rigidbody *dst = &ch->ragdoll[k_chpart_sock_l];
893
894 v3_copy( src->co, dst->co );
895 v3_copy( src->v, dst->v );
896 v3_copy( src->q, dst->q );
897 v3_copy( src->I, dst->I );
898 }
899 }
900 }
901
902 for( int i=0; i<PART_COUNT; i++ )
903 rb_update_transform( &ch->ragdoll[i] );
904 }
905
906 #endif