daa2e991bae10f6a6884ffedc58174de55459182
[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 "world.h"
8 #include "ik.h"
9 #include "rigidbody.h"
10 #include "render.h"
11 #include "shaders/character.h"
12
13 vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
14
15 static void character_register(void)
16 {
17 shader_character_register();
18 }
19
20 static void character_init(void)
21 {
22 vg_tex2d_init( (vg_tex2d *[]){ &tex_pallet }, 1 );
23 }
24
25 #define FOREACH_PART(FN) \
26 FN( foot_l ) \
27 FN( foot_r ) \
28 FN( sock_l ) \
29 FN( sock_r ) \
30 FN( body0 ) \
31 FN( body1 ) \
32 FN( neck ) \
33 FN( head ) \
34 FN( arm_l0 ) \
35 FN( arm_l1 ) \
36 FN( hand_l ) \
37 FN( arm_r0 ) \
38 FN( arm_r1 ) \
39 FN( hand_r ) \
40 FN( leg_l0 ) \
41 FN( leg_l1 ) \
42 FN( leg_r0 ) \
43 FN( leg_r1 ) \
44 FN( wf ) \
45 FN( wb ) \
46 FN( board ) \
47
48 #define MAKE_ENUM(ENUM) k_chpart_##ENUM,
49 #define MAKE_STRING(STR) #STR,
50 #define ADD_ONE(_) +1
51 #define PART_COUNT FOREACH_PART(ADD_ONE)
52
53
54 enum character_part
55 {
56 FOREACH_PART( MAKE_ENUM )
57 };
58
59 static const char *character_part_strings[] =
60 {
61 FOREACH_PART( MAKE_STRING )
62 };
63
64 struct character
65 {
66 glmesh mesh;
67
68 mdl_submesh parts[ PART_COUNT ];
69 v3f origins[ PART_COUNT ];
70 m4x3f matrices[ PART_COUNT ];
71
72 /* Auxillary information */
73 v3f offsets[ PART_COUNT ];
74 rigidbody ragdoll[ PART_COUNT ];
75
76 /*
77 * Controls
78 * note: - base nodes of IK structures will be filled automatically
79 * - all positions are in local space to the mroot
80 */
81 struct ik_basic ik_arm_l, ik_arm_r,
82 ik_leg_l, ik_leg_r,
83 ik_body;
84 v3f cam_pos;
85
86 v4f qhead;
87 float rhip, rcollar, /* twist of hip and collar controls,
88 these act in the local +y axis of the part */
89 rhead,
90 rfootl, rfootr,
91 rhandl, rhandr;
92
93 v3f ground_normal; /* Feet will be aligned to this */
94 m4x3f mroot;
95
96 int shoes[2];
97 };
98
99 static void character_offset( struct character *ch, enum character_part parent,
100 enum character_part child )
101 {
102 v3_sub( ch->origins[ child ], ch->origins[ parent ],
103 ch->offsets[ child ] );
104 }
105
106 static int character_load( struct character *ch, const char *name )
107 {
108 char buf[64];
109
110 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
111 mdl_header *src = mdl_load( buf );
112
113 if( !src )
114 return 0;
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 mdl_node *pnode = mdl_node_from_name( src, buf );
122
123 memset( &ch->parts[i], 0, sizeof(mdl_submesh) );
124 v3_zero( ch->origins[i] );
125
126 if( !pnode )
127 {
128 vg_warn( "Character file does not contain an '_%s' part.\n",
129 character_part_strings[i] );
130 error_count ++;
131 continue;
132 }
133
134 mdl_submesh *sm = mdl_node_submesh( src, pnode, 0 );
135
136 if( !sm )
137 {
138 vg_warn( "Character file's '_%s' part has no mesh.\n",
139 character_part_strings[i] );
140 error_count ++;
141 continue;
142 }
143
144 ch->parts[i] = *sm;
145 v3_copy( pnode->co, ch->origins[i] );
146 }
147
148 mdl_unpack_glmesh( src, &ch->mesh );
149
150 if( !error_count )
151 vg_success( "Loaded character file '%s' with no errors\n", name );
152
153 /* Create the offsets */
154 character_offset( ch, k_chpart_body0, k_chpart_body1 );
155 character_offset( ch, k_chpart_body1, k_chpart_neck );
156 character_offset( ch, k_chpart_neck, k_chpart_head );
157
158 character_offset( ch, k_chpart_body1, k_chpart_arm_l0 );
159 character_offset( ch, k_chpart_arm_l0, k_chpart_arm_l1 );
160 character_offset( ch, k_chpart_arm_l1, k_chpart_hand_l );
161
162 character_offset( ch, k_chpart_body1, k_chpart_arm_r0 );
163 character_offset( ch, k_chpart_arm_r0, k_chpart_arm_r1 );
164 character_offset( ch, k_chpart_arm_r1, k_chpart_hand_r );
165
166 character_offset( ch, k_chpart_body0, k_chpart_leg_l0 );
167 character_offset( ch, k_chpart_leg_l0, k_chpart_leg_l1 );
168 character_offset( ch, k_chpart_leg_l1, k_chpart_foot_l );
169
170 character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
171 character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
172 character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
173
174 character_offset( ch, k_chpart_board, k_chpart_wb );
175 character_offset( ch, k_chpart_board, k_chpart_wf );
176
177 ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
178 ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
179 ch->ik_arm_r.l1 = v3_length( ch->offsets[ k_chpart_arm_r1 ] );
180 ch->ik_arm_r.l2 = v3_length( ch->offsets[ k_chpart_hand_r ] );
181
182 ch->ik_leg_l.l1 = v3_length( ch->offsets[ k_chpart_leg_l1 ] );
183 ch->ik_leg_l.l2 = v3_length( ch->offsets[ k_chpart_foot_l ] );
184 ch->ik_leg_r.l1 = v3_length( ch->offsets[ k_chpart_leg_r1 ] );
185 ch->ik_leg_r.l2 = v3_length( ch->offsets[ k_chpart_foot_r ] );
186
187 ch->ik_body.l1 = v3_length( ch->offsets[ k_chpart_body1 ] );
188 ch->ik_body.l2 = v3_length( ch->offsets[ k_chpart_neck ] );
189
190 free( src );
191 return 1;
192 }
193
194 static void align_to_board( struct character *ch, enum character_part id )
195 {
196 /* Calculate rotation between board and feet */
197 m4x3f *mats = ch->matrices;
198
199 v3f foot_pos, foot_fwd, foot_target, board_norm, board_origin;
200 v3_copy( mats[id][3], foot_pos );
201 m3x3_mulv( mats[id], (v3f){1.0f,0.0f,0.0f}, foot_fwd );
202 v3_add( foot_fwd, foot_pos, foot_target );
203
204 m3x3_mulv( mats[k_chpart_board], (v3f){0.0f,1.0f,0.0f}, board_norm );
205 m4x3_mulv( mats[k_chpart_board], (v3f){0.0f,0.13f,0.0f}, board_origin );
206
207 vg_line( foot_pos, foot_target, 0xff00ff00 );
208
209 v3f v0;
210 v3_sub( board_origin, foot_target, v0 );
211 float t = v3_dot( v0, board_norm ) / board_norm[1];
212 foot_target[1] += t;
213 vg_line( foot_pos, foot_target, 0xff00ffff );
214
215 v3_sub( foot_target, foot_pos, foot_target );
216 v3_normalize( foot_target );
217 float ang = acosf( v3_dot( foot_target, foot_fwd ) );
218
219 v4f qcorrection; m3x3f correction;
220 q_axis_angle( qcorrection, (v3f){0.0f,0.0f,1.0f}, -ang );
221 q_m3x3( qcorrection, correction );
222 m3x3_mul( mats[id], correction, mats[id] );
223 }
224
225 static void character_eval( struct character *ch )
226 {
227 m4x3f *mats = ch->matrices;
228 v3f *offs = ch->offsets;
229
230 ik_basic( &ch->ik_body, mats[k_chpart_body0], mats[k_chpart_body1],
231 k_ikY, k_ikX );
232
233 m3x3f temp;
234 v4f body_rotation;
235 /* TODO: Do this directly via m3x3 */
236
237 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rhip );
238 q_m3x3( body_rotation, temp );
239 m3x3_mul( mats[k_chpart_body0], temp, mats[k_chpart_body0] );
240
241 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rcollar );
242 q_m3x3( body_rotation, temp );
243 m3x3_mul( mats[k_chpart_body1], temp, mats[k_chpart_body1] );
244
245 /* Setup aux */
246 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_l0], ch->ik_leg_l.base );
247 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_r0], ch->ik_leg_r.base );
248 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_l0], ch->ik_arm_l.base );
249 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_r0], ch->ik_arm_r.base );
250
251 /* IK for arms and legs */
252 ik_basic( &ch->ik_arm_l, mats[k_chpart_arm_l0], mats[k_chpart_arm_l1],
253 k_ikZ, k_ikY );
254 ik_basic( &ch->ik_arm_r, mats[k_chpart_arm_r0], mats[k_chpart_arm_r1],
255 k_iknZ, k_ikY );
256 ik_basic( &ch->ik_leg_l, mats[k_chpart_leg_l0], mats[k_chpart_leg_l1],
257 k_ikY, k_iknX );
258 ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
259 k_ikY, k_iknX );
260
261 /* Hands */
262 m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
263 m3x3_copy( mats[k_chpart_arm_r1], mats[k_chpart_hand_r] );
264 m4x3_mulv( mats[k_chpart_arm_l1], offs[k_chpart_hand_l],
265 mats[k_chpart_hand_l][3] );
266 m4x3_mulv( mats[k_chpart_arm_r1], offs[k_chpart_hand_r],
267 mats[k_chpart_hand_r][3] );
268
269 /* Neck / Head */
270 m3x3_copy( mats[k_chpart_body1], mats[k_chpart_neck] );
271 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck],
272 mats[k_chpart_neck][3] );
273
274 #if 1
275 v4f qhead;
276 q_axis_angle( qhead, (v3f){ 0.0f,1.0f,0.0f }, ch->rhead );
277 q_m3x3( qhead, mats[k_chpart_head] );
278 m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
279 m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
280 #else
281 m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
282 m3x3_copy( mats[k_chpart_neck], mats[k_chpart_head] );
283 #endif
284
285 /* Feet */
286 m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
287 m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
288 m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l],
289 mats[k_chpart_foot_l][3] );
290 m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r],
291 mats[k_chpart_foot_r][3] );
292
293 align_to_board( ch, k_chpart_foot_l );
294 align_to_board( ch, k_chpart_foot_r );
295
296 for( int i=0; i<PART_COUNT; i++ )
297 m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
298 }
299
300 #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
301
302 typedef struct character_pose character_pose;
303 struct character_pose
304 {
305 v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
306 };
307
308 static character_pose pose_aero =
309 {
310 .b0 = {0.0721f, 0.8167f, 0.1365f},
311 .b1 = {-0.0773f, 1.1559f, -0.1699f},
312 .p = {0.0421f, 1.1430f, 0.2803f},
313 .fr = {0.0535f, 0.1312f, -0.3647f},
314 .fl = {-0.0605f, 0.1464f, 0.2917f},
315 .pl = {-0.1704f, 0.6889f, -0.4017f},
316 .pr = {0.0672f, 0.7598f, -0.5963f},
317 .hl = {-0.2153f, 0.7195f, -0.1345f},
318 .hr = {0.1974f, 0.7940f, -0.3522f},
319 .apl = {-0.2008f, 0.9546f, 0.3687f},
320 .apr = {0.3133f, 0.9299f, 0.0181f},
321 .cam = {-0.3394f, 1.2661f, 0.2936f}
322 };
323
324 static character_pose pose_slide =
325 {
326 .b0 = {0.6732f, 0.5565f, -0.0000f},
327 .b1 = {0.8116f, 1.0547f, 0.0613f},
328 .p = {1.0404f, 0.7907f, 0.0186f},
329 .fr = {-0.0030f, 0.1366f, -0.4461f},
330 .fl = {-0.0030f, 0.1366f, 0.3480f},
331 .pl = {-0.0887f, 0.8229f, 0.3826f},
332 .pr = {-0.0887f, 0.8229f, -0.4621f},
333 .hl = {0.7749f, 0.5545f, 0.5310f},
334 .hr = {0.5844f, 1.2445f, -0.5456f},
335 .apl = {1.0999f, 0.5390f, 0.2398f},
336 .apr = {0.9816f, 0.9536f, -0.5463f},
337 .cam = {0.9888f, 1.4037f, 0.6081f}
338 };
339
340 static character_pose pose_slide1 =
341 {
342 .b0 = {-0.2385f, 0.6403f, 0.1368f},
343 .b1 = {-0.5151f, 1.1351f, 0.1380f},
344 .p = {-0.1158f, 1.2118f, 0.3895f},
345 .fr = {-0.0030f, 0.1323f, -0.3190f},
346 .fl = {-0.0030f, 0.1323f, 0.5797f},
347 .pl = {-0.6568f, 0.4305f, 0.2069f},
348 .pr = {-0.6850f, 0.2740f, -0.2969f},
349 .hl = {-0.7029f, 0.6132f, 0.2972f},
350 .hr = {-0.2572f, 1.0104f, -0.4770f},
351 .apl = {-0.4808f, 0.8480f, 0.3731f},
352 .apr = {-0.0836f, 1.0480f, -0.1201f},
353 .cam = {-1.0508f, 1.0769f, 0.0528f}
354 };
355
356 static character_pose pose_aero_reverse =
357 {
358 .b0 = {0.0616f, 0.8167f, -0.1415f},
359 .b1 = {0.0148f, 1.1559f, 0.1861f},
360 .p = {0.0558f, 1.1430f, -0.2779f},
361 .fr = {0.0535f, 0.1312f, -0.3647f},
362 .fl = {0.0730f, 0.1464f, 0.2917f},
363 .pl = {-0.2073f, 0.6889f, 0.3839f},
364 .pr = {-0.3584f, 0.4069f, 0.1032f},
365 .hl = {0.1567f, 0.7195f, 0.1997f},
366 .hr = {-0.3055f, 0.7940f, 0.2639f},
367 .apl = {0.3143f, 0.9546f, -0.2784f},
368 .apr = {-0.2885f, 0.9299f, -0.1236f},
369 .cam = {-0.3394f, 1.2661f, -0.2936f}
370 };
371
372 static character_pose pose_stand =
373 {
374 .b0 = {0.1877f, 1.0663f, 0.0063f},
375 .b1 = {0.0499f, 1.5564f, -0.0584f},
376 .p = {0.5982f, 1.2810f, 0.0842f},
377 .fr = {0.0535f, 0.1312f, -0.3647f},
378 .fl = {0.0354f, 0.1464f, 0.2917f},
379 .pl = {-0.4325f, 0.6889f, 0.1823f},
380 .pr = {-0.4794f, 0.7598f, -0.3610f},
381 .hl = {0.0498f, 1.0058f, 0.2317f},
382 .hr = {0.0188f, 0.9786f, -0.2725f},
383 .apl = {0.2898f, 1.3453f, 0.2303f},
384 .apr = {0.5273f, 1.2876f, -0.1848f},
385 .cam = {-0.3477f, 1.5884f, -0.0019f}
386 };
387
388 static character_pose pose_stand_reverse =
389 {
390 .b0 = {0.1624f, 1.0688f, -0.0632f},
391 .b1 = {0.0499f, 1.5564f, -0.0013f},
392 .p = {0.5423f, 1.2810f, -0.2368f},
393 .fr = {0.0535f, 0.1312f, -0.3647f},
394 .fl = {0.0354f, 0.1464f, 0.2917f},
395 .pl = {-0.4325f, 0.6889f, 0.4591f},
396 .pr = {-0.4794f, 0.7598f, -0.0842f},
397 .hl = {0.0498f, 1.0058f, 0.2317f},
398 .hr = {0.0188f, 0.9786f, -0.2725f},
399 .apl = {0.2898f, 1.3453f, 0.0695f},
400 .apr = {0.4715f, 1.2876f, -0.4982f},
401 .cam = {-0.3477f, 1.5884f, -0.0730f}
402 };
403
404 static character_pose pose_fly =
405 {
406 .b0 = {0.2995f, 0.6819f, -0.1369f},
407 .b1 = {0.1618f, 1.1720f, -0.2016f},
408 .p = {0.7477f, 0.9173f, -0.1885f},
409 .fr = {0.0535f, 0.1312f, -0.3647f},
410 .fl = {0.0354f, 0.1464f, 0.2917f},
411 .pl = {-0.2930f, 0.4849f, 0.5307f},
412 .pr = {-0.4754f, 0.4124f, -0.4874f},
413 .hl = {0.2650f, 1.1897f, 0.4626f},
414 .hr = {0.2494f, 1.2059f, -0.7985f},
415 .apl = {0.5165f, 1.0990f, 0.1655f},
416 .apr = {0.6759f, 1.0661f, -0.6014f},
417 .cam = {-0.2727f, 1.2606f, 0.3564f}
418 };
419
420 static
421 void character_pose_blend( struct character *ch, character_pose *pose, float q )
422 {
423 v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
424 v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
425 v3_muladds( ch->ik_body.pole, pose->p, q, ch->ik_body.pole );
426 v3_muladds( ch->ik_leg_l.end, pose->fl, q, ch->ik_leg_l.end );
427 v3_muladds( ch->ik_leg_l.pole, pose->pl, q, ch->ik_leg_l.pole );
428 v3_muladds( ch->ik_leg_r.end, pose->fr, q, ch->ik_leg_r.end );
429 v3_muladds( ch->ik_leg_r.pole, pose->pr, q, ch->ik_leg_r.pole );
430 v3_muladds( ch->ik_arm_l.pole, pose->apl, q, ch->ik_arm_l.pole );
431 v3_muladds( ch->ik_arm_r.pole, pose->apr, q, ch->ik_arm_r.pole );
432 v3_muladds( ch->ik_arm_l.end, pose->hl, q, ch->ik_arm_l.end );
433 v3_muladds( ch->ik_arm_r.end, pose->hr, q, ch->ik_arm_r.end );
434 v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
435 }
436
437 static
438 void character_final_pose( struct character *ch, v3f cog,
439 character_pose *pose, float q )
440 {
441 character_pose npose;
442 float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.5f,
443 tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
444
445 v4f rz; m4x3f tr;
446 q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.3f );
447 q_m3x3( rz, tr );
448 m3x3_identity( tr );
449 //v3_copy( (v3f){0.0f,dip,tilt}, tr[3] );
450 v3_copy( cog, tr[3] );
451
452 v3_muladd( pose->b0, tr[3], (v3f){0.85f,1.0f,1.0f}, npose.b0 );
453 //m4x3_mulv( tr, pose->b0, npose.b0 );
454 m4x3_mulv( tr, pose->b1, npose.b1 );
455 m4x3_mulv( tr, pose->p, npose.p );
456 m4x3_mulv( tr, pose->pl, npose.pl );
457 m4x3_mulv( tr, pose->pr, npose.pr );
458 m4x3_mulv( tr, pose->hl, npose.hl );
459 m4x3_mulv( tr, pose->hr, npose.hr );
460 m4x3_mulv( tr, pose->apl, npose.apl );
461 m4x3_mulv( tr, pose->apr, npose.apr );
462
463 v3_copy( pose->fr, npose.fr );
464 v3_copy( pose->fl, npose.fl );
465 v3_copy( pose->cam, npose.cam );
466
467 character_pose_blend( ch, &npose, q );
468 }
469
470 static void character_yaw_upper( struct character *ch, float yaw )
471 {
472 m3x3f r;
473 v4f q;
474
475 q_axis_angle( q, (v3f){0.0f,1.0f,0.0f}, yaw );
476 q_m3x3( q, r );
477
478 m3x3_mulv( r, ch->ik_body.pole, ch->ik_body.pole );
479 m3x3_mulv( r, ch->ik_body.end, ch->ik_body.end );
480 }
481
482 static void zero_ik_basic( struct ik_basic *ik )
483 {
484 v3_zero( ik->base );
485 v3_zero( ik->end );
486 v3_zero( ik->pole );
487 }
488
489 static void character_pose_reset( struct character *ch )
490 {
491 zero_ik_basic( &ch->ik_body );
492 zero_ik_basic( &ch->ik_leg_l );
493 zero_ik_basic( &ch->ik_leg_r );
494 zero_ik_basic( &ch->ik_arm_l );
495 zero_ik_basic( &ch->ik_arm_r );
496 v3_zero( ch->cam_pos );
497 }
498
499 static void character_testpose( struct character *ch, float t )
500 {
501 /* Body */
502 float *hips = ch->ik_body.base,
503 *collar = ch->ik_body.end,
504 *pole = ch->ik_body.pole;
505
506 hips[0] = cosf(t*1.325f)*0.25f;
507 hips[1] = (sinf(t)*0.2f+0.6f) * ch->origins[ k_chpart_body0 ][1];
508 hips[2] = 0.0f;
509
510 collar[0] = hips[0];
511 collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
512 collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
513
514 v3_add( hips, collar, pole );
515 v3_muls( pole, 0.5f, pole );
516 v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
517
518 /* Legs */
519 float *footl = ch->ik_leg_l.end,
520 *footr = ch->ik_leg_r.end,
521 *polel = ch->ik_leg_l.pole,
522 *poler = ch->ik_leg_r.pole;
523
524 footl[0] = sinf(t*0.563f);
525 footl[1] = 0.0f;
526 footl[2] = 0.0f;
527
528 footr[0] = 0.0f;
529 footr[1] = 0.0f;
530 footr[2] = cosf(t*0.672f);
531
532 v3_add( hips, footl, polel );
533 v3_muls( polel, 0.4f, polel );
534 v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
535
536 v3_add( hips, footr, poler );
537 v3_muls( poler, 0.4f, poler );
538 v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
539
540 /* Arms */
541 float *arml = ch->ik_arm_l.end,
542 *armr = ch->ik_arm_r.end;
543 polel = ch->ik_arm_l.pole;
544 poler = ch->ik_arm_r.pole;
545
546 v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
547 v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
548 v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
549 v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
550
551 /* Other */
552 ch->rhip = sinf(t*0.2f);
553 ch->rcollar = sinf(t*0.35325f);
554 q_identity( ch->qhead );
555
556 m4x3_identity( ch->matrices[k_chpart_board] );
557 m4x3_identity( ch->matrices[k_chpart_wb] );
558 m4x3_identity( ch->matrices[k_chpart_wf] );
559 }
560
561 static void character_draw( struct character *ch, float temp, m4x3f camera )
562 {
563 shader_character_use();
564 shader_character_uPv( vg_pv );
565
566 vg_tex2d_bind( &tex_pallet, 0 );
567 shader_character_uTexMain( 0 );
568 shader_character_uOpacity( temp );
569 shader_character_uCamera( camera[3] );
570 shader_link_standard_ub( _shader_character.id, 2 );
571
572 glEnable( GL_CULL_FACE );
573 glCullFace( GL_BACK );
574
575 mesh_bind( &ch->mesh );
576
577 for( int i=4; i<PART_COUNT; i++ )
578 {
579 #if 0
580 if( i == k_chpart_head || i == k_chpart_neck )
581 continue;
582 #endif
583
584 shader_character_uMdl( ch->matrices[i] );
585 mdl_draw_submesh( &ch->parts[i] );
586 }
587
588 for( int i=0; i<2; i++ )
589 {
590 if( ch->shoes[i] )
591 {
592 shader_character_uMdl( ch->matrices[i] );
593 mdl_draw_submesh( &ch->parts[i] );
594 }
595 else
596 {
597 shader_character_uMdl( ch->matrices[i+2] );
598 mdl_draw_submesh( &ch->parts[i] );
599 shader_character_uMdl( ch->matrices[i] );
600 mdl_draw_submesh( &ch->parts[i+2] );
601 }
602 }
603 }
604
605 /*
606 * Ragdoll Stuff
607 */
608
609 static void character_rd_box( struct character *ch, enum character_part id,
610 v3f dims )
611 {
612 v3_muls( dims, -0.5f, ch->ragdoll[id].bbx[0] );
613 v3_muls( dims, 0.5f, ch->ragdoll[id].bbx[1] );
614 }
615
616 struct rd_joint
617 {
618 enum character_part ia, ib;
619 v3f lca, lcb;
620
621 struct rd_joint_axis
622 {
623 v3f va, vb;
624 float spring, ang;
625 }
626 min, maj;
627 };
628
629 static const float k_human_major = 0.5f,
630 k_human_minor = 0.5f,
631 k_human_major_max = 0.4f,
632 k_human_minor_max = 0.1f;
633
634 #define HUMAN_VERTICAL_DEFAULT \
635 .min = { \
636 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
637 .spring = k_human_minor, .ang = k_human_minor_max \
638 }, \
639 .maj = { \
640 .va = {0.0f,1.0f,0.0f}, .vb = {0.0f,1.0f,0.0f}, \
641 .spring = k_human_major, .ang = k_human_major_max \
642 }
643
644 #define HUMAN_ARM_LEFT \
645 .min = { \
646 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
647 .spring = k_human_minor, .ang = k_human_minor_max \
648 }, \
649 .maj = { \
650 .va = {0.0f,0.0f,1.0f}, .vb = {0.0f,0.0f,1.0f}, \
651 .spring = k_human_major, .ang = k_human_major_max \
652 }
653
654 #define HUMAN_ARM_RIGHT \
655 .min = { \
656 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
657 .spring = k_human_minor, .ang = k_human_minor_max \
658 }, \
659 .maj = { \
660 .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f}, \
661 .spring = k_human_major, .ang = k_human_major_max \
662 }
663
664 static struct rd_joint rd_joints[] =
665 {
666 { .ia = k_chpart_leg_l1, .ib = k_chpart_foot_l, HUMAN_VERTICAL_DEFAULT },
667 { .ia = k_chpart_leg_r1, .ib = k_chpart_foot_r, HUMAN_VERTICAL_DEFAULT },
668
669 { .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
670 { .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
671 { .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
672 { .ia = k_chpart_body0, .ib = k_chpart_leg_l0, HUMAN_VERTICAL_DEFAULT },
673 { .ia = k_chpart_leg_l0, .ib = k_chpart_leg_l1, HUMAN_VERTICAL_DEFAULT },
674 { .ia = k_chpart_body0, .ib = k_chpart_leg_r0, HUMAN_VERTICAL_DEFAULT },
675 { .ia = k_chpart_leg_r0, .ib = k_chpart_leg_r1, HUMAN_VERTICAL_DEFAULT },
676
677 { .ia = k_chpart_body1, .ib = k_chpart_arm_l0, HUMAN_ARM_LEFT },
678 { .ia = k_chpart_arm_l0, .ib = k_chpart_arm_l1, HUMAN_ARM_LEFT },
679 { .ia = k_chpart_arm_l1, .ib = k_chpart_hand_l, HUMAN_ARM_LEFT },
680
681 { .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
682 { .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
683 { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT }
684 };
685
686 /* Ragdoll should be in rest pose when calling this function */
687 static void character_init_ragdoll_joints( struct character *ch )
688 {
689 for( int i=0; i<vg_list_size(rd_joints); i++ )
690 {
691 struct rd_joint *joint = &rd_joints[i];
692
693 float *hinge = ch->origins[joint->ib];
694 v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
695 v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
696 }
697
698 for( int i=0; i<PART_COUNT; i++ )
699 {
700 float *pivot = ch->origins[i];
701 v3_sub( ch->ragdoll[i].co, pivot, ch->ragdoll[i].delta );
702 }
703 }
704
705 static void character_init_ragdoll( struct character *ch )
706 {
707 v3f *offs = ch->offsets;
708 rigidbody *rbs = ch->ragdoll;
709
710 /* CHest */
711 float chest_width = fabsf(offs[k_chpart_arm_r0][2])*2.0f,
712 chest_depth = chest_width * 0.571f,
713 chest_height = offs[k_chpart_neck][1];
714 v3f chest_dims = { chest_depth, chest_height, chest_width };
715 character_rd_box( ch, k_chpart_body1, chest_dims );
716
717 v3_copy( ch->origins[k_chpart_body1], rbs[k_chpart_body1].co );
718 rbs[k_chpart_body1].co[1] += chest_height*0.5f;
719
720 /* Torso */
721 v3f torso_dims = { chest_depth,
722 offs[k_chpart_body1][1]-offs[k_chpart_leg_l0][1],
723 chest_width*0.85f };
724 v3_copy( ch->origins[k_chpart_body0], rbs[k_chpart_body0].co );
725 character_rd_box( ch, k_chpart_body0, torso_dims );
726
727 /* Neck */
728 v3f neck_dims = { chest_depth*0.5f,
729 offs[k_chpart_head][1],
730 chest_depth*0.5f };
731 v3_copy( ch->origins[k_chpart_neck], rbs[k_chpart_neck].co );
732 rbs[k_chpart_neck].co[1] += neck_dims[1]*0.5f;
733 character_rd_box( ch, k_chpart_neck, neck_dims );
734
735 /* Head */
736 v3f head_dims = { chest_width*0.5f, chest_width*0.5f, chest_width*0.5f };
737 v3_copy( ch->origins[k_chpart_head], rbs[k_chpart_head].co );
738 rbs[k_chpart_head].co[1] += head_dims[1]*0.5f;
739 character_rd_box( ch, k_chpart_head, head_dims );
740
741 /* ARms */
742 v3f ua_dims = { 0.0f, 0.0f, fabsf(offs[k_chpart_arm_l1][2]) };
743 ua_dims[1] = 0.38f*ua_dims[2];
744 ua_dims[0] = 0.38f*ua_dims[2];
745 v3f la_dims = { ua_dims[0], ua_dims[1], fabsf(offs[k_chpart_hand_l][2]) };
746 v3f hand_dims = { ua_dims[1], ua_dims[1]*0.5f, ua_dims[1] };
747
748 character_rd_box( ch, k_chpart_arm_l0, ua_dims );
749 character_rd_box( ch, k_chpart_arm_r0, ua_dims );
750 character_rd_box( ch, k_chpart_arm_l1, la_dims );
751 character_rd_box( ch, k_chpart_arm_r1, la_dims );
752 character_rd_box( ch, k_chpart_hand_l, hand_dims );
753 character_rd_box( ch, k_chpart_hand_r, hand_dims );
754
755 v3_copy( ch->origins[k_chpart_arm_l0], rbs[k_chpart_arm_l0].co );
756 rbs[k_chpart_arm_l0].co[2] += ua_dims[2] * 0.5f;
757 v3_copy( ch->origins[k_chpart_arm_l1], rbs[k_chpart_arm_l1].co );
758 rbs[k_chpart_arm_l1].co[2] += la_dims[2] * 0.5f;
759 v3_copy( ch->origins[k_chpart_hand_l], rbs[k_chpart_hand_l].co );
760 rbs[k_chpart_hand_l].co[2] += hand_dims[2] * 0.5f;
761
762 v3_copy( ch->origins[k_chpart_arm_r0], rbs[k_chpart_arm_r0].co );
763 rbs[k_chpart_arm_r0].co[2] -= ua_dims[2] * 0.5f;
764 v3_copy( ch->origins[k_chpart_arm_r1], rbs[k_chpart_arm_r1].co );
765 rbs[k_chpart_arm_r1].co[2] -= la_dims[2] * 0.5f;
766 v3_copy( ch->origins[k_chpart_hand_r], rbs[k_chpart_hand_r].co );
767 rbs[k_chpart_hand_r].co[2] -= hand_dims[2] * 0.5f;
768
769 /* LEgs */
770 v3f ul_dims = { 0.0f, fabsf(offs[k_chpart_leg_l1][1]), 0.0f };
771 ul_dims[0] = 0.38f*ul_dims[1];
772 ul_dims[2] = 0.38f*ul_dims[1];
773 v3f ll_dims = { ul_dims[0], fabsf(offs[k_chpart_foot_l][1]), ul_dims[2] };
774 v3f foot_dims = { 2.0f*ul_dims[0], ul_dims[0], ul_dims[0] };
775
776 character_rd_box( ch, k_chpart_leg_l0, ul_dims );
777 character_rd_box( ch, k_chpart_leg_r0, ul_dims );
778 character_rd_box( ch, k_chpart_leg_l1, ll_dims );
779 character_rd_box( ch, k_chpart_leg_r1, ll_dims );
780 character_rd_box( ch, k_chpart_foot_l, foot_dims );
781 character_rd_box( ch, k_chpart_foot_r, foot_dims );
782
783 v3_copy( ch->origins[k_chpart_leg_l0], rbs[k_chpart_leg_l0].co );
784 rbs[k_chpart_leg_l0].co[1] -= ul_dims[1] * 0.5f;
785 v3_copy( ch->origins[k_chpart_leg_l1], rbs[k_chpart_leg_l1].co );
786 rbs[k_chpart_leg_l1].co[1] -= ll_dims[1] * 0.5f;
787 v3_copy( ch->origins[k_chpart_foot_l], rbs[k_chpart_foot_l].co );
788 rbs[k_chpart_foot_l].co[1] -= foot_dims[1] * 0.5f;
789 rbs[k_chpart_foot_l].co[0] -= foot_dims[0] * 0.5f;
790
791 v3_copy( ch->origins[k_chpart_leg_r0], rbs[k_chpart_leg_r0].co );
792 rbs[k_chpart_leg_r0].co[1] -= ul_dims[1] * 0.5f;
793 v3_copy( ch->origins[k_chpart_leg_r1], rbs[k_chpart_leg_r1].co );
794 rbs[k_chpart_leg_r1].co[1] -= ll_dims[1] * 0.5f;
795 v3_copy( ch->origins[k_chpart_foot_r], rbs[k_chpart_foot_r].co );
796 rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
797 rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
798
799 character_rd_box( ch, k_chpart_sock_l, foot_dims );
800 character_rd_box( ch, k_chpart_sock_r, foot_dims );
801 v3_copy( rbs[k_chpart_foot_l].co, rbs[k_chpart_sock_l].co );
802 v3_copy( rbs[k_chpart_foot_r].co, rbs[k_chpart_sock_r].co );
803
804 box_copy( (boxf){{-0.2f,-0.2f,-0.7f},{0.2f,0.2f,0.7f}},
805 rbs[k_chpart_board].bbx );
806
807 for( int i=0; i<PART_COUNT; i++ )
808 rb_init( &ch->ragdoll[i] );
809
810 character_init_ragdoll_joints( ch );
811 }
812
813 static void character_ragdoll_go( struct character *ch, v3f pos )
814 {
815 character_init_ragdoll( ch );
816 for( int i=0; i<PART_COUNT; i++ )
817 v3_add( pos, ch->ragdoll[i].co, ch->ragdoll[i].co );
818 }
819
820 static void character_ragdoll_copypose( struct character *ch, v3f v )
821 {
822 for( int i=0; i<PART_COUNT; i++ )
823 {
824 rigidbody *rb = &ch->ragdoll[i];
825
826 m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
827 m3x3_q( ch->matrices[i], rb->q );
828 v3_copy( v, rb->v );
829 v3_zero( rb->w );
830
831 rb_update_transform( rb );
832 }
833
834 float vel = v3_length(v);
835
836 ch->shoes[0] = 1;
837 ch->shoes[1] = 1;
838 }
839
840 static void character_mimic_ragdoll( struct character *ch )
841 {
842 for( int i=0; i<PART_COUNT; i++ )
843 {
844 rigidbody *rb = &ch->ragdoll[i];
845 v3f *mat = ch->matrices[i];
846
847 m3x3_copy( rb->to_world, mat );
848 v3f inv_delta;
849 v3_negate( rb->delta, inv_delta );
850 m4x3_mulv( rb->to_world, inv_delta, mat[3] );
851 }
852
853 /* Attach wheels to board */
854 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wb] );
855 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wf] );
856 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wb],
857 ch->matrices[k_chpart_wb][3] );
858 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wf],
859 ch->matrices[k_chpart_wf][3] );
860 }
861
862 static void character_debug_ragdoll( struct character *ch )
863 {
864 rb_debug( &ch->ragdoll[k_chpart_body0], 0xffffffff );
865 rb_debug( &ch->ragdoll[k_chpart_body1], 0xffffffff );
866 rb_debug( &ch->ragdoll[k_chpart_neck], 0xff00ff00 );
867 rb_debug( &ch->ragdoll[k_chpart_head], 0xff00ff00 );
868
869 rb_debug( &ch->ragdoll[k_chpart_arm_l0], 0xffffa500 );
870 rb_debug( &ch->ragdoll[k_chpart_arm_l1], 0xffffa500 );
871 rb_debug( &ch->ragdoll[k_chpart_hand_l], 0xffffa500 );
872
873 rb_debug( &ch->ragdoll[k_chpart_arm_r0], 0xff00a5ff );
874 rb_debug( &ch->ragdoll[k_chpart_arm_r1], 0xff00a5ff );
875 rb_debug( &ch->ragdoll[k_chpart_hand_r], 0xff00a5ff );
876
877 rb_debug( &ch->ragdoll[k_chpart_leg_l0], 0xffffa500 );
878 rb_debug( &ch->ragdoll[k_chpart_leg_l1], 0xffffa500 );
879 rb_debug( &ch->ragdoll[k_chpart_foot_l], 0xffffa500 );
880 rb_debug( &ch->ragdoll[k_chpart_leg_r0], 0xff00a5ff );
881 rb_debug( &ch->ragdoll[k_chpart_leg_r1], 0xff00a5ff );
882 rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
883 }
884
885 static void character_ragdoll_iter( struct character *ch )
886 {
887 /* TODO: Lots of the RB functions unimplemented here currently */
888
889 return;
890 rb_solver_reset();
891
892 for( int i=0; i<PART_COUNT; i++ )
893 {
894 rb_collide( &ch->ragdoll[i], &world.rb_geo );
895 }
896
897 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
898
899 v3f rv;
900
901 float shoe_vel[2] = {0.0f,0.0f};
902 for( int i=0; i<2; i++ )
903 if( ch->shoes[i] )
904 shoe_vel[i] = v3_length( ch->ragdoll[i].v );
905
906 /* This used to be 20 iterations */
907 for( int i=0; i<5; i++ )
908 {
909 float const k_springfactor = 1.0f/20.0f;
910
911 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
912
913 for( int j=0; j<vg_list_size(rd_joints); j++ )
914 {
915 struct rd_joint *joint = &rd_joints[j];
916 rigidbody *rba = &ch->ragdoll[joint->ia],
917 *rbb = &ch->ragdoll[joint->ib];
918
919 rb_constraint_position( rba, joint->lca, rbb, joint->lcb );
920 rb_constraint_angle( rba, joint->maj.va, rbb, joint->maj.vb,
921 joint->maj.ang,
922 joint->maj.spring * k_springfactor );
923
924 rb_constraint_angle( rba, joint->min.va, rbb, joint->min.vb,
925 joint->min.ang,
926 joint->min.spring * k_springfactor );
927 }
928 }
929
930 for( int j=0; j<vg_list_size(rd_joints); j++ )
931 {
932 struct rd_joint *joint = &rd_joints[j];
933 rigidbody *rba = &ch->ragdoll[joint->ia],
934 *rbb = &ch->ragdoll[joint->ib];
935 rb_angle_limit_force( rba, joint->min.va, rbb, joint->min.vb,
936 joint->min.ang );
937 rb_angle_limit_force( rba, joint->maj.va, rbb, joint->maj.vb,
938 joint->maj.ang );
939 }
940
941 for( int i=0; i<PART_COUNT; i++ )
942 rb_iter( &ch->ragdoll[i] );
943
944 for( int i=0; i<2; i++ )
945 {
946 if( ch->shoes[i] )
947 {
948 float a = v3_length( ch->ragdoll[i].v ) - shoe_vel[i];
949
950 if( a > 2.0f )
951 {
952 ch->shoes[i] = 0;
953
954 rigidbody *src = &ch->ragdoll[k_chpart_foot_l];
955 rigidbody *dst = &ch->ragdoll[k_chpart_sock_l];
956
957 v3_copy( src->co, dst->co );
958 v3_copy( src->v, dst->v );
959 v3_copy( src->q, dst->q );
960 v3_copy( src->w, dst->w );
961 }
962 }
963 }
964
965 for( int i=0; i<PART_COUNT; i++ )
966 rb_update_transform( &ch->ragdoll[i] );
967 }
968
969 #endif