gate frame fix
[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 #if 1
438 static
439 void character_final_pose( struct character *ch, v3f cog,
440 character_pose *pose, float q )
441 {
442 character_pose npose;
443 float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.5f,
444 tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
445
446 v4f rz; m4x3f tr;
447 q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.3f );
448 q_m3x3( rz, tr );
449 m3x3_identity( tr );
450 //v3_copy( (v3f){0.0f,dip,tilt}, tr[3] );
451 v3_copy( cog, tr[3] );
452
453 v3_muladd( pose->b0, tr[3], (v3f){0.85f,1.0f,1.0f}, npose.b0 );
454 //m4x3_mulv( tr, pose->b0, npose.b0 );
455 m4x3_mulv( tr, pose->b1, npose.b1 );
456 m4x3_mulv( tr, pose->p, npose.p );
457 m4x3_mulv( tr, pose->pl, npose.pl );
458 m4x3_mulv( tr, pose->pr, npose.pr );
459 m4x3_mulv( tr, pose->hl, npose.hl );
460 m4x3_mulv( tr, pose->hr, npose.hr );
461 m4x3_mulv( tr, pose->apl, npose.apl );
462 m4x3_mulv( tr, pose->apr, npose.apr );
463
464 v3_copy( pose->fr, npose.fr );
465 v3_copy( pose->fl, npose.fl );
466 v3_copy( pose->cam, npose.cam );
467
468 character_pose_blend( ch, &npose, q );
469 }
470 #else
471 static
472 void character_final_pose( struct character *ch, v4f rot,
473 character_pose *pose, float q )
474 {
475 character_pose npose;
476
477 m4x3f tr;
478 q_m3x3( rot, tr );
479 v3_zero( tr[3] );
480
481 m4x3_mulv( tr, pose->b0, npose.b0 );
482 m4x3_mulv( tr, pose->b1, npose.b1 );
483 m4x3_mulv( tr, pose->p, npose.p );
484 m4x3_mulv( tr, pose->pl, npose.pl );
485 m4x3_mulv( tr, pose->pr, npose.pr );
486 m4x3_mulv( tr, pose->hl, npose.hl );
487 m4x3_mulv( tr, pose->hr, npose.hr );
488 m4x3_mulv( tr, pose->apl, npose.apl );
489 m4x3_mulv( tr, pose->apr, npose.apr );
490
491 v3_copy( pose->fr, npose.fr );
492 v3_copy( pose->fl, npose.fl );
493 v3_copy( pose->cam, npose.cam );
494
495 character_pose_blend( ch, &npose, q );
496 }
497 #endif
498
499 static void character_yaw_upper( struct character *ch, float yaw )
500 {
501 m3x3f r;
502 v4f q;
503
504 q_axis_angle( q, (v3f){0.0f,1.0f,0.0f}, yaw );
505 q_m3x3( q, r );
506
507 m3x3_mulv( r, ch->ik_body.pole, ch->ik_body.pole );
508 m3x3_mulv( r, ch->ik_body.end, ch->ik_body.end );
509 }
510
511 static void zero_ik_basic( struct ik_basic *ik )
512 {
513 v3_zero( ik->base );
514 v3_zero( ik->end );
515 v3_zero( ik->pole );
516 }
517
518 static void character_pose_reset( struct character *ch )
519 {
520 zero_ik_basic( &ch->ik_body );
521 zero_ik_basic( &ch->ik_leg_l );
522 zero_ik_basic( &ch->ik_leg_r );
523 zero_ik_basic( &ch->ik_arm_l );
524 zero_ik_basic( &ch->ik_arm_r );
525 v3_zero( ch->cam_pos );
526 }
527
528 static void character_testpose( struct character *ch, float t )
529 {
530 /* Body */
531 float *hips = ch->ik_body.base,
532 *collar = ch->ik_body.end,
533 *pole = ch->ik_body.pole;
534
535 hips[0] = cosf(t*1.325f)*0.25f;
536 hips[1] = (sinf(t)*0.2f+0.6f) * ch->origins[ k_chpart_body0 ][1];
537 hips[2] = 0.0f;
538
539 collar[0] = hips[0];
540 collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
541 collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
542
543 v3_add( hips, collar, pole );
544 v3_muls( pole, 0.5f, pole );
545 v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
546
547 /* Legs */
548 float *footl = ch->ik_leg_l.end,
549 *footr = ch->ik_leg_r.end,
550 *polel = ch->ik_leg_l.pole,
551 *poler = ch->ik_leg_r.pole;
552
553 footl[0] = sinf(t*0.563f);
554 footl[1] = 0.0f;
555 footl[2] = 0.0f;
556
557 footr[0] = 0.0f;
558 footr[1] = 0.0f;
559 footr[2] = cosf(t*0.672f);
560
561 v3_add( hips, footl, polel );
562 v3_muls( polel, 0.4f, polel );
563 v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
564
565 v3_add( hips, footr, poler );
566 v3_muls( poler, 0.4f, poler );
567 v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
568
569 /* Arms */
570 float *arml = ch->ik_arm_l.end,
571 *armr = ch->ik_arm_r.end;
572 polel = ch->ik_arm_l.pole;
573 poler = ch->ik_arm_r.pole;
574
575 v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
576 v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
577 v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
578 v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
579
580 /* Other */
581 ch->rhip = sinf(t*0.2f);
582 ch->rcollar = sinf(t*0.35325f);
583 q_identity( ch->qhead );
584
585 m4x3_identity( ch->matrices[k_chpart_board] );
586 m4x3_identity( ch->matrices[k_chpart_wb] );
587 m4x3_identity( ch->matrices[k_chpart_wf] );
588 }
589
590 static void character_draw( struct character *ch, float temp, m4x3f camera )
591 {
592 shader_character_use();
593 shader_character_uPv( vg_pv );
594
595 vg_tex2d_bind( &tex_pallet, 0 );
596 shader_character_uTexMain( 0 );
597 shader_character_uOpacity( temp );
598 shader_character_uCamera( camera[3] );
599 shader_link_standard_ub( _shader_character.id, 2 );
600
601 glEnable( GL_CULL_FACE );
602 glCullFace( GL_BACK );
603
604 mesh_bind( &ch->mesh );
605
606 for( int i=4; i<PART_COUNT; i++ )
607 {
608 #if 0
609 if( i == k_chpart_head || i == k_chpart_neck )
610 continue;
611 #endif
612
613 shader_character_uMdl( ch->matrices[i] );
614 mdl_draw_submesh( &ch->parts[i] );
615 }
616
617 for( int i=0; i<2; i++ )
618 {
619 if( ch->shoes[i] )
620 {
621 shader_character_uMdl( ch->matrices[i] );
622 mdl_draw_submesh( &ch->parts[i] );
623 }
624 else
625 {
626 shader_character_uMdl( ch->matrices[i+2] );
627 mdl_draw_submesh( &ch->parts[i] );
628 shader_character_uMdl( ch->matrices[i] );
629 mdl_draw_submesh( &ch->parts[i+2] );
630 }
631 }
632 }
633
634 /*
635 * Ragdoll Stuff
636 */
637
638 static void character_rd_box( struct character *ch, enum character_part id,
639 v3f dims )
640 {
641 v3_muls( dims, -0.5f, ch->ragdoll[id].bbx[0] );
642 v3_muls( dims, 0.5f, ch->ragdoll[id].bbx[1] );
643 }
644
645 struct rd_joint
646 {
647 enum character_part ia, ib;
648 v3f lca, lcb;
649
650 struct rd_joint_axis
651 {
652 v3f va, vb;
653 float spring, ang;
654 }
655 min, maj;
656 };
657
658 static const float k_human_major = 0.5f,
659 k_human_minor = 0.5f,
660 k_human_major_max = 0.4f,
661 k_human_minor_max = 0.1f;
662
663 #define HUMAN_VERTICAL_DEFAULT \
664 .min = { \
665 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
666 .spring = k_human_minor, .ang = k_human_minor_max \
667 }, \
668 .maj = { \
669 .va = {0.0f,1.0f,0.0f}, .vb = {0.0f,1.0f,0.0f}, \
670 .spring = k_human_major, .ang = k_human_major_max \
671 }
672
673 #define HUMAN_ARM_LEFT \
674 .min = { \
675 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
676 .spring = k_human_minor, .ang = k_human_minor_max \
677 }, \
678 .maj = { \
679 .va = {0.0f,0.0f,1.0f}, .vb = {0.0f,0.0f,1.0f}, \
680 .spring = k_human_major, .ang = k_human_major_max \
681 }
682
683 #define HUMAN_ARM_RIGHT \
684 .min = { \
685 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
686 .spring = k_human_minor, .ang = k_human_minor_max \
687 }, \
688 .maj = { \
689 .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f}, \
690 .spring = k_human_major, .ang = k_human_major_max \
691 }
692
693 static struct rd_joint rd_joints[] =
694 {
695 { .ia = k_chpart_leg_l1, .ib = k_chpart_foot_l, HUMAN_VERTICAL_DEFAULT },
696 { .ia = k_chpart_leg_r1, .ib = k_chpart_foot_r, HUMAN_VERTICAL_DEFAULT },
697
698 { .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
699 { .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
700 { .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
701 { .ia = k_chpart_body0, .ib = k_chpart_leg_l0, HUMAN_VERTICAL_DEFAULT },
702 { .ia = k_chpart_leg_l0, .ib = k_chpart_leg_l1, HUMAN_VERTICAL_DEFAULT },
703 { .ia = k_chpart_body0, .ib = k_chpart_leg_r0, HUMAN_VERTICAL_DEFAULT },
704 { .ia = k_chpart_leg_r0, .ib = k_chpart_leg_r1, HUMAN_VERTICAL_DEFAULT },
705
706 { .ia = k_chpart_body1, .ib = k_chpart_arm_l0, HUMAN_ARM_LEFT },
707 { .ia = k_chpart_arm_l0, .ib = k_chpart_arm_l1, HUMAN_ARM_LEFT },
708 { .ia = k_chpart_arm_l1, .ib = k_chpart_hand_l, HUMAN_ARM_LEFT },
709
710 { .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
711 { .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
712 { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT }
713 };
714
715 /* Ragdoll should be in rest pose when calling this function */
716 static void character_init_ragdoll_joints( struct character *ch )
717 {
718 for( int i=0; i<vg_list_size(rd_joints); i++ )
719 {
720 struct rd_joint *joint = &rd_joints[i];
721
722 float *hinge = ch->origins[joint->ib];
723 v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
724 v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
725 }
726
727 for( int i=0; i<PART_COUNT; i++ )
728 {
729 float *pivot = ch->origins[i];
730 v3_sub( ch->ragdoll[i].co, pivot, ch->ragdoll[i].delta );
731 }
732 }
733
734 static void character_init_ragdoll( struct character *ch )
735 {
736 v3f *offs = ch->offsets;
737 rigidbody *rbs = ch->ragdoll;
738
739 /* CHest */
740 float chest_width = fabsf(offs[k_chpart_arm_r0][2])*2.0f,
741 chest_depth = chest_width * 0.571f,
742 chest_height = offs[k_chpart_neck][1];
743 v3f chest_dims = { chest_depth, chest_height, chest_width };
744 character_rd_box( ch, k_chpart_body1, chest_dims );
745
746 v3_copy( ch->origins[k_chpart_body1], rbs[k_chpart_body1].co );
747 rbs[k_chpart_body1].co[1] += chest_height*0.5f;
748
749 /* Torso */
750 v3f torso_dims = { chest_depth,
751 offs[k_chpart_body1][1]-offs[k_chpart_leg_l0][1],
752 chest_width*0.85f };
753 v3_copy( ch->origins[k_chpart_body0], rbs[k_chpart_body0].co );
754 character_rd_box( ch, k_chpart_body0, torso_dims );
755
756 /* Neck */
757 v3f neck_dims = { chest_depth*0.5f,
758 offs[k_chpart_head][1],
759 chest_depth*0.5f };
760 v3_copy( ch->origins[k_chpart_neck], rbs[k_chpart_neck].co );
761 rbs[k_chpart_neck].co[1] += neck_dims[1]*0.5f;
762 character_rd_box( ch, k_chpart_neck, neck_dims );
763
764 /* Head */
765 v3f head_dims = { chest_width*0.5f, chest_width*0.5f, chest_width*0.5f };
766 v3_copy( ch->origins[k_chpart_head], rbs[k_chpart_head].co );
767 rbs[k_chpart_head].co[1] += head_dims[1]*0.5f;
768 character_rd_box( ch, k_chpart_head, head_dims );
769
770 /* ARms */
771 v3f ua_dims = { 0.0f, 0.0f, fabsf(offs[k_chpart_arm_l1][2]) };
772 ua_dims[1] = 0.38f*ua_dims[2];
773 ua_dims[0] = 0.38f*ua_dims[2];
774 v3f la_dims = { ua_dims[0], ua_dims[1], fabsf(offs[k_chpart_hand_l][2]) };
775 v3f hand_dims = { ua_dims[1], ua_dims[1]*0.5f, ua_dims[1] };
776
777 character_rd_box( ch, k_chpart_arm_l0, ua_dims );
778 character_rd_box( ch, k_chpart_arm_r0, ua_dims );
779 character_rd_box( ch, k_chpart_arm_l1, la_dims );
780 character_rd_box( ch, k_chpart_arm_r1, la_dims );
781 character_rd_box( ch, k_chpart_hand_l, hand_dims );
782 character_rd_box( ch, k_chpart_hand_r, hand_dims );
783
784 v3_copy( ch->origins[k_chpart_arm_l0], rbs[k_chpart_arm_l0].co );
785 rbs[k_chpart_arm_l0].co[2] += ua_dims[2] * 0.5f;
786 v3_copy( ch->origins[k_chpart_arm_l1], rbs[k_chpart_arm_l1].co );
787 rbs[k_chpart_arm_l1].co[2] += la_dims[2] * 0.5f;
788 v3_copy( ch->origins[k_chpart_hand_l], rbs[k_chpart_hand_l].co );
789 rbs[k_chpart_hand_l].co[2] += hand_dims[2] * 0.5f;
790
791 v3_copy( ch->origins[k_chpart_arm_r0], rbs[k_chpart_arm_r0].co );
792 rbs[k_chpart_arm_r0].co[2] -= ua_dims[2] * 0.5f;
793 v3_copy( ch->origins[k_chpart_arm_r1], rbs[k_chpart_arm_r1].co );
794 rbs[k_chpart_arm_r1].co[2] -= la_dims[2] * 0.5f;
795 v3_copy( ch->origins[k_chpart_hand_r], rbs[k_chpart_hand_r].co );
796 rbs[k_chpart_hand_r].co[2] -= hand_dims[2] * 0.5f;
797
798 /* LEgs */
799 v3f ul_dims = { 0.0f, fabsf(offs[k_chpart_leg_l1][1]), 0.0f };
800 ul_dims[0] = 0.38f*ul_dims[1];
801 ul_dims[2] = 0.38f*ul_dims[1];
802 v3f ll_dims = { ul_dims[0], fabsf(offs[k_chpart_foot_l][1]), ul_dims[2] };
803 v3f foot_dims = { 2.0f*ul_dims[0], ul_dims[0], ul_dims[0] };
804
805 character_rd_box( ch, k_chpart_leg_l0, ul_dims );
806 character_rd_box( ch, k_chpart_leg_r0, ul_dims );
807 character_rd_box( ch, k_chpart_leg_l1, ll_dims );
808 character_rd_box( ch, k_chpart_leg_r1, ll_dims );
809 character_rd_box( ch, k_chpart_foot_l, foot_dims );
810 character_rd_box( ch, k_chpart_foot_r, foot_dims );
811
812 v3_copy( ch->origins[k_chpart_leg_l0], rbs[k_chpart_leg_l0].co );
813 rbs[k_chpart_leg_l0].co[1] -= ul_dims[1] * 0.5f;
814 v3_copy( ch->origins[k_chpart_leg_l1], rbs[k_chpart_leg_l1].co );
815 rbs[k_chpart_leg_l1].co[1] -= ll_dims[1] * 0.5f;
816 v3_copy( ch->origins[k_chpart_foot_l], rbs[k_chpart_foot_l].co );
817 rbs[k_chpart_foot_l].co[1] -= foot_dims[1] * 0.5f;
818 rbs[k_chpart_foot_l].co[0] -= foot_dims[0] * 0.5f;
819
820 v3_copy( ch->origins[k_chpart_leg_r0], rbs[k_chpart_leg_r0].co );
821 rbs[k_chpart_leg_r0].co[1] -= ul_dims[1] * 0.5f;
822 v3_copy( ch->origins[k_chpart_leg_r1], rbs[k_chpart_leg_r1].co );
823 rbs[k_chpart_leg_r1].co[1] -= ll_dims[1] * 0.5f;
824 v3_copy( ch->origins[k_chpart_foot_r], rbs[k_chpart_foot_r].co );
825 rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
826 rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
827
828 character_rd_box( ch, k_chpart_sock_l, foot_dims );
829 character_rd_box( ch, k_chpart_sock_r, foot_dims );
830 v3_copy( rbs[k_chpart_foot_l].co, rbs[k_chpart_sock_l].co );
831 v3_copy( rbs[k_chpart_foot_r].co, rbs[k_chpart_sock_r].co );
832
833 box_copy( (boxf){{-0.2f,-0.2f,-0.7f},{0.2f,0.2f,0.7f}},
834 rbs[k_chpart_board].bbx );
835
836 for( int i=0; i<PART_COUNT; i++ )
837 rb_init( &ch->ragdoll[i] );
838
839 character_init_ragdoll_joints( ch );
840 }
841
842 static void character_ragdoll_go( struct character *ch, v3f pos )
843 {
844 character_init_ragdoll( ch );
845 for( int i=0; i<PART_COUNT; i++ )
846 v3_add( pos, ch->ragdoll[i].co, ch->ragdoll[i].co );
847 }
848
849 static void character_ragdoll_copypose( struct character *ch, v3f v )
850 {
851 for( int i=0; i<PART_COUNT; i++ )
852 {
853 rigidbody *rb = &ch->ragdoll[i];
854
855 m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
856 m3x3_q( ch->matrices[i], rb->q );
857 v3_copy( v, rb->v );
858 v3_zero( rb->w );
859
860 rb_update_transform( rb );
861 }
862
863 float vel = v3_length(v);
864
865 ch->shoes[0] = 1;
866 ch->shoes[1] = 1;
867 }
868
869 static void character_mimic_ragdoll( struct character *ch )
870 {
871 for( int i=0; i<PART_COUNT; i++ )
872 {
873 rigidbody *rb = &ch->ragdoll[i];
874 v3f *mat = ch->matrices[i];
875
876 m3x3_copy( rb->to_world, mat );
877 v3f inv_delta;
878 v3_negate( rb->delta, inv_delta );
879 m4x3_mulv( rb->to_world, inv_delta, mat[3] );
880 }
881
882 /* Attach wheels to board */
883 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wb] );
884 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wf] );
885 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wb],
886 ch->matrices[k_chpart_wb][3] );
887 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wf],
888 ch->matrices[k_chpart_wf][3] );
889 }
890
891 static void character_debug_ragdoll( struct character *ch )
892 {
893 rb_debug( &ch->ragdoll[k_chpart_body0], 0xffffffff );
894 rb_debug( &ch->ragdoll[k_chpart_body1], 0xffffffff );
895 rb_debug( &ch->ragdoll[k_chpart_neck], 0xff00ff00 );
896 rb_debug( &ch->ragdoll[k_chpart_head], 0xff00ff00 );
897
898 rb_debug( &ch->ragdoll[k_chpart_arm_l0], 0xffffa500 );
899 rb_debug( &ch->ragdoll[k_chpart_arm_l1], 0xffffa500 );
900 rb_debug( &ch->ragdoll[k_chpart_hand_l], 0xffffa500 );
901
902 rb_debug( &ch->ragdoll[k_chpart_arm_r0], 0xff00a5ff );
903 rb_debug( &ch->ragdoll[k_chpart_arm_r1], 0xff00a5ff );
904 rb_debug( &ch->ragdoll[k_chpart_hand_r], 0xff00a5ff );
905
906 rb_debug( &ch->ragdoll[k_chpart_leg_l0], 0xffffa500 );
907 rb_debug( &ch->ragdoll[k_chpart_leg_l1], 0xffffa500 );
908 rb_debug( &ch->ragdoll[k_chpart_foot_l], 0xffffa500 );
909 rb_debug( &ch->ragdoll[k_chpart_leg_r0], 0xff00a5ff );
910 rb_debug( &ch->ragdoll[k_chpart_leg_r1], 0xff00a5ff );
911 rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
912 }
913
914 static void character_ragdoll_iter( struct character *ch )
915 {
916 rb_solver_reset();
917
918 for( int i=0; i<PART_COUNT; i++ )
919 {
920 rb_collide( &ch->ragdoll[i], &world.rb_geo );
921 }
922
923 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
924
925 v3f rv;
926
927 float shoe_vel[2] = {0.0f,0.0f};
928 for( int i=0; i<2; i++ )
929 if( ch->shoes[i] )
930 shoe_vel[i] = v3_length( ch->ragdoll[i].v );
931
932 /* This used to be 20 iterations */
933 for( int i=0; i<10; i++ )
934 {
935 float const k_springfactor = 1.0f/20.0f;
936
937 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
938
939 for( int j=0; j<vg_list_size(rd_joints); j++ )
940 {
941 struct rd_joint *joint = &rd_joints[j];
942 rigidbody *rba = &ch->ragdoll[joint->ia],
943 *rbb = &ch->ragdoll[joint->ib];
944
945 rb_constraint_position( rba, joint->lca, rbb, joint->lcb );
946 rb_constraint_angle( rba, joint->maj.va, rbb, joint->maj.vb,
947 joint->maj.ang,
948 joint->maj.spring * k_springfactor );
949
950 rb_constraint_angle( rba, joint->min.va, rbb, joint->min.vb,
951 joint->min.ang,
952 joint->min.spring * k_springfactor );
953 }
954 }
955
956 for( int j=0; j<vg_list_size(rd_joints); j++ )
957 {
958 struct rd_joint *joint = &rd_joints[j];
959 rigidbody *rba = &ch->ragdoll[joint->ia],
960 *rbb = &ch->ragdoll[joint->ib];
961 rb_angle_limit_force( rba, joint->min.va, rbb, joint->min.vb,
962 joint->min.ang );
963 rb_angle_limit_force( rba, joint->maj.va, rbb, joint->maj.vb,
964 joint->maj.ang );
965 }
966
967 for( int i=0; i<PART_COUNT; i++ )
968 rb_iter( &ch->ragdoll[i] );
969
970 for( int i=0; i<2; i++ )
971 {
972 if( ch->shoes[i] )
973 {
974 float a = v3_length( ch->ragdoll[i].v ) - shoe_vel[i];
975
976 if( a > 2.0f )
977 {
978 ch->shoes[i] = 0;
979
980 rigidbody *src = &ch->ragdoll[k_chpart_foot_l];
981 rigidbody *dst = &ch->ragdoll[k_chpart_sock_l];
982
983 v3_copy( src->co, dst->co );
984 v3_copy( src->v, dst->v );
985 v3_copy( src->q, dst->q );
986 v3_copy( src->w, dst->w );
987 }
988 }
989 }
990
991 for( int i=0; i<PART_COUNT; i++ )
992 rb_update_transform( &ch->ragdoll[i] );
993 }
994
995 #endif