update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
1 #ifndef CHARACTER_H
2 #define CHARACTER_H
3
4 /* TODO: -> Common.h */
5 #define VG_3D
6 #include "vg/vg.h"
7
8 #include "model.h"
9 #include "scene.h"
10 #include "ik.h"
11 #include "rigidbody.h"
12 #include "shaders/character.h"
13
14 #define FOREACH_PART(FN) \
15 FN( foot_l ) \
16 FN( foot_r ) \
17 FN( sock_l ) \
18 FN( sock_r ) \
19 FN( body0 ) \
20 FN( body1 ) \
21 FN( neck ) \
22 FN( head ) \
23 FN( arm_l0 ) \
24 FN( arm_l1 ) \
25 FN( hand_l ) \
26 FN( arm_r0 ) \
27 FN( arm_r1 ) \
28 FN( hand_r ) \
29 FN( leg_l0 ) \
30 FN( leg_l1 ) \
31 FN( leg_r0 ) \
32 FN( leg_r1 ) \
33 FN( wf ) \
34 FN( wb ) \
35 FN( board ) \
36
37 #define MAKE_ENUM(ENUM) k_chpart_##ENUM,
38 #define MAKE_STRING(STR) #STR,
39 #define ADD_ONE(_) +1
40 #define PART_COUNT FOREACH_PART(ADD_ONE)
41
42 enum character_part
43 {
44 FOREACH_PART( MAKE_ENUM )
45 };
46
47 static const char *character_part_strings[] =
48 {
49 FOREACH_PART( MAKE_STRING )
50 };
51
52 struct character
53 {
54 glmesh mesh;
55
56 submodel parts[ PART_COUNT ];
57 m4x3f matrices[ PART_COUNT ];
58
59 /* Auxillary information */
60 v3f offsets[ PART_COUNT ];
61 rigidbody ragdoll[ PART_COUNT ];
62
63 /*
64 * Controls
65 * note: - base nodes of IK structures will be filled automatically
66 * - all positions are in local space to the mroot
67 */
68 struct ik_basic ik_arm_l, ik_arm_r,
69 ik_leg_l, ik_leg_r,
70 ik_body;
71 v3f cam_pos;
72
73 v4f qhead;
74 float rhip, rcollar, /* twist of hip and collar controls,
75 these act in the local +y axis of the part */
76 rhead,
77 rfootl, rfootr,
78 rhandl, rhandr;
79
80 v3f ground_normal; /* Feet will be aligned to this */
81 m4x3f mroot;
82
83 int shoes[2];
84 };
85
86 static void character_offset( struct character *ch, enum character_part parent,
87 enum character_part child )
88 {
89 v3_sub( ch->parts[ child ].pivot, ch->parts[ parent ].pivot,
90 ch->offsets[ child ] );
91 }
92
93 static int character_load( struct character *ch, const char *name )
94 {
95 char buf[64];
96
97 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
98 model *src = vg_asset_read( buf );
99
100 if( !src )
101 {
102 vg_error( "Could not open 'models/%s.mdl'", name );
103 return 0;
104 }
105
106 int error_count = 0;
107
108 for( int i=0; i<PART_COUNT; i++ )
109 {
110 snprintf( buf, sizeof(buf)-1, "%s_%s", name, character_part_strings[i] );
111 submodel *sm = submodel_get( src, buf );
112
113 if( !sm )
114 {
115 vg_warn( "Character file does not contain an '_%s' part.\n",
116 character_part_strings[i] );
117 error_count ++;
118
119 memset( &ch->parts[i], 0, sizeof(submodel) );
120 continue;
121 }
122
123 ch->parts[i] = *sm;
124 }
125
126 model_unpack( src, &ch->mesh );
127
128 if( !error_count )
129 vg_success( "Loaded character file '%s' with no errors\n", name );
130
131 /* Create the offsets */
132 character_offset( ch, k_chpart_body0, k_chpart_body1 );
133 character_offset( ch, k_chpart_body1, k_chpart_neck );
134 character_offset( ch, k_chpart_neck, k_chpart_head );
135
136 character_offset( ch, k_chpart_body1, k_chpart_arm_l0 );
137 character_offset( ch, k_chpart_arm_l0, k_chpart_arm_l1 );
138 character_offset( ch, k_chpart_arm_l1, k_chpart_hand_l );
139
140 character_offset( ch, k_chpart_body1, k_chpart_arm_r0 );
141 character_offset( ch, k_chpart_arm_r0, k_chpart_arm_r1 );
142 character_offset( ch, k_chpart_arm_r1, k_chpart_hand_r );
143
144 character_offset( ch, k_chpart_body0, k_chpart_leg_l0 );
145 character_offset( ch, k_chpart_leg_l0, k_chpart_leg_l1 );
146 character_offset( ch, k_chpart_leg_l1, k_chpart_foot_l );
147
148 character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
149 character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
150 character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
151
152 character_offset( ch, k_chpart_board, k_chpart_wb );
153 character_offset( ch, k_chpart_board, k_chpart_wf );
154
155 ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
156 ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
157 ch->ik_arm_r.l1 = v3_length( ch->offsets[ k_chpart_arm_r1 ] );
158 ch->ik_arm_r.l2 = v3_length( ch->offsets[ k_chpart_hand_r ] );
159
160 ch->ik_leg_l.l1 = v3_length( ch->offsets[ k_chpart_leg_l1 ] );
161 ch->ik_leg_l.l2 = v3_length( ch->offsets[ k_chpart_foot_l ] );
162 ch->ik_leg_r.l1 = v3_length( ch->offsets[ k_chpart_leg_r1 ] );
163 ch->ik_leg_r.l2 = v3_length( ch->offsets[ k_chpart_foot_r ] );
164
165 ch->ik_body.l1 = v3_length( ch->offsets[ k_chpart_body1 ] );
166 ch->ik_body.l2 = v3_length( ch->offsets[ k_chpart_neck ] );
167
168 free( src );
169 return 1;
170 }
171
172 static void align_to_board( struct character *ch, enum character_part id )
173 {
174 /* Calculate rotation between board and feet */
175 m4x3f *mats = ch->matrices;
176
177 v3f foot_pos, foot_fwd, foot_target, board_norm, board_origin;
178 v3_copy( mats[id][3], foot_pos );
179 m3x3_mulv( mats[id], (v3f){1.0f,0.0f,0.0f}, foot_fwd );
180 v3_add( foot_fwd, foot_pos, foot_target );
181
182 m3x3_mulv( mats[k_chpart_board], (v3f){0.0f,1.0f,0.0f}, board_norm );
183 m4x3_mulv( mats[k_chpart_board], (v3f){0.0f,0.13f,0.0f}, board_origin );
184
185 vg_line( foot_pos, foot_target, 0xff00ff00 );
186
187 v3f v0;
188 v3_sub( board_origin, foot_target, v0 );
189 float t = v3_dot( v0, board_norm ) / board_norm[1];
190 foot_target[1] += t;
191 vg_line( foot_pos, foot_target, 0xff00ffff );
192
193 v3_sub( foot_target, foot_pos, foot_target );
194 v3_normalize( foot_target );
195 float ang = acosf( v3_dot( foot_target, foot_fwd ) );
196
197 v4f qcorrection; m3x3f correction;
198 q_axis_angle( qcorrection, (v3f){0.0f,0.0f,1.0f}, -ang );
199 q_m3x3( qcorrection, correction );
200 m3x3_mul( mats[id], correction, mats[id] );
201 }
202
203 static void character_eval( struct character *ch )
204 {
205 m4x3f *mats = ch->matrices;
206 v3f *offs = ch->offsets;
207
208 ik_basic( &ch->ik_body, mats[k_chpart_body0], mats[k_chpart_body1],
209 k_ikY, k_ikX );
210
211 m3x3f temp;
212 v4f body_rotation;
213 /* TODO: Do this directly via m3x3 */
214
215 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rhip );
216 q_m3x3( body_rotation, temp );
217 m3x3_mul( mats[k_chpart_body0], temp, mats[k_chpart_body0] );
218
219 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rcollar );
220 q_m3x3( body_rotation, temp );
221 m3x3_mul( mats[k_chpart_body1], temp, mats[k_chpart_body1] );
222
223 /* Setup aux */
224 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_l0], ch->ik_leg_l.base );
225 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_r0], ch->ik_leg_r.base );
226 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_l0], ch->ik_arm_l.base );
227 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_r0], ch->ik_arm_r.base );
228
229 /* IK for arms and legs */
230 ik_basic( &ch->ik_arm_l, mats[k_chpart_arm_l0], mats[k_chpart_arm_l1],
231 k_ikZ, k_ikY );
232 ik_basic( &ch->ik_arm_r, mats[k_chpart_arm_r0], mats[k_chpart_arm_r1],
233 k_iknZ, k_ikY );
234 ik_basic( &ch->ik_leg_l, mats[k_chpart_leg_l0], mats[k_chpart_leg_l1],
235 k_ikY, k_iknX );
236 ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
237 k_ikY, k_iknX );
238
239 /* Hands */
240 m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
241 m3x3_copy( mats[k_chpart_arm_r1], mats[k_chpart_hand_r] );
242 m4x3_mulv( mats[k_chpart_arm_l1], offs[k_chpart_hand_l],
243 mats[k_chpart_hand_l][3] );
244 m4x3_mulv( mats[k_chpart_arm_r1], offs[k_chpart_hand_r],
245 mats[k_chpart_hand_r][3] );
246
247 /* Neck / Head */
248 m3x3_copy( mats[k_chpart_body1], mats[k_chpart_neck] );
249 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck],
250 mats[k_chpart_neck][3] );
251
252 v4f qhead;
253 q_axis_angle( qhead, (v3f){ 0.0f,1.0f,0.0f }, ch->rhead );
254 q_m3x3( qhead, mats[k_chpart_head] );
255 //m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
256 m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
257
258 /* Feet */
259 m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
260 m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
261 m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l],
262 mats[k_chpart_foot_l][3] );
263 m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r],
264 mats[k_chpart_foot_r][3] );
265
266 align_to_board( ch, k_chpart_foot_l );
267 align_to_board( ch, k_chpart_foot_r );
268
269 for( int i=0; i<PART_COUNT; i++ )
270 m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
271 }
272
273 #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
274
275 typedef struct character_pose character_pose;
276 struct character_pose
277 {
278 v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
279 };
280
281 static character_pose pose_aero =
282 {
283 .b0 = {0.0721f, 0.8167f, 0.1365f},
284 .b1 = {-0.0773f, 1.1559f, -0.1699f},
285 .p = {0.0421f, 1.1430f, 0.2803f},
286 .fr = {0.0535f, 0.1312f, -0.3647f},
287 .fl = {-0.0605f, 0.1464f, 0.2917f},
288 .pl = {-0.1704f, 0.6889f, -0.4017f},
289 .pr = {0.0672f, 0.7598f, -0.5963f},
290 .hl = {-0.2153f, 0.7195f, -0.1345f},
291 .hr = {0.1974f, 0.7940f, -0.3522f},
292 .apl = {-0.2008f, 0.9546f, 0.3687f},
293 .apr = {0.3133f, 0.9299f, 0.0181f},
294 .cam = {-0.3394f, 1.2661f, 0.2936f}
295 };
296
297 static character_pose pose_slide =
298 {
299 .b0 = {0.6732f, 0.5565f, -0.0000f},
300 .b1 = {0.8116f, 1.0547f, 0.0613f},
301 .p = {1.0404f, 0.7907f, 0.0186f},
302 .fr = {-0.0030f, 0.1366f, -0.4461f},
303 .fl = {-0.0030f, 0.1366f, 0.3480f},
304 .pl = {-0.0887f, 0.8229f, 0.3826f},
305 .pr = {-0.0887f, 0.8229f, -0.4621f},
306 .hl = {0.7749f, 0.5545f, 0.5310f},
307 .hr = {0.5844f, 1.2445f, -0.5456f},
308 .apl = {1.0999f, 0.5390f, 0.2398f},
309 .apr = {0.9816f, 0.9536f, -0.5463f},
310 .cam = {0.9888f, 1.4037f, 0.6081f}
311 };
312
313 static character_pose pose_slide1 =
314 {
315 .b0 = {-0.2385f, 0.6403f, 0.1368f},
316 .b1 = {-0.5151f, 1.1351f, 0.1380f},
317 .p = {-0.1158f, 1.2118f, 0.3895f},
318 .fr = {-0.0030f, 0.1323f, -0.3190f},
319 .fl = {-0.0030f, 0.1323f, 0.5797f},
320 .pl = {-0.6568f, 0.4305f, 0.2069f},
321 .pr = {-0.6850f, 0.2740f, -0.2969f},
322 .hl = {-0.7029f, 0.6132f, 0.2972f},
323 .hr = {-0.2572f, 1.0104f, -0.4770f},
324 .apl = {-0.4808f, 0.8480f, 0.3731f},
325 .apr = {-0.0836f, 1.0480f, -0.1201f},
326 .cam = {-1.0508f, 1.0769f, 0.0528f}
327 };
328
329 static character_pose pose_aero_reverse =
330 {
331 .b0 = {0.0616f, 0.8167f, -0.1415f},
332 .b1 = {0.0148f, 1.1559f, 0.1861f},
333 .p = {0.0558f, 1.1430f, -0.2779f},
334 .fr = {0.0535f, 0.1312f, -0.3647f},
335 .fl = {0.0730f, 0.1464f, 0.2917f},
336 .pl = {-0.2073f, 0.6889f, 0.3839f},
337 .pr = {-0.3584f, 0.4069f, 0.1032f},
338 .hl = {0.1567f, 0.7195f, 0.1997f},
339 .hr = {-0.3055f, 0.7940f, 0.2639f},
340 .apl = {0.3143f, 0.9546f, -0.2784f},
341 .apr = {-0.2885f, 0.9299f, -0.1236f},
342 .cam = {-0.3394f, 1.2661f, -0.2936f}
343 };
344
345 static character_pose pose_stand =
346 {
347 .b0 = {0.1877f, 1.0663f, 0.0063f},
348 .b1 = {0.0499f, 1.5564f, -0.0584f},
349 .p = {0.5982f, 1.2810f, 0.0842f},
350 .fr = {0.0535f, 0.1312f, -0.3647f},
351 .fl = {0.0354f, 0.1464f, 0.2917f},
352 .pl = {-0.4325f, 0.6889f, 0.1823f},
353 .pr = {-0.4794f, 0.7598f, -0.3610f},
354 .hl = {0.0498f, 1.0058f, 0.2317f},
355 .hr = {0.0188f, 0.9786f, -0.2725f},
356 .apl = {0.2898f, 1.3453f, 0.2303f},
357 .apr = {0.5273f, 1.2876f, -0.1848f},
358 .cam = {-0.3477f, 1.5884f, -0.0019f}
359 };
360
361 static character_pose pose_fly =
362 {
363 .b0 = {0.2995f, 0.6819f, -0.1369f},
364 .b1 = {0.1618f, 1.1720f, -0.2016f},
365 .p = {0.7477f, 0.9173f, -0.1885f},
366 .fr = {0.0535f, 0.1312f, -0.3647f},
367 .fl = {0.0354f, 0.1464f, 0.2917f},
368 .pl = {-0.2930f, 0.4849f, 0.5307f},
369 .pr = {-0.4754f, 0.4124f, -0.4874f},
370 .hl = {0.2650f, 1.1897f, 0.4626f},
371 .hr = {0.2494f, 1.2059f, -0.7985f},
372 .apl = {0.5165f, 1.0990f, 0.1655f},
373 .apr = {0.6759f, 1.0661f, -0.6014f},
374 .cam = {-0.2727f, 1.2606f, 0.3564f}
375 };
376
377 static
378 void character_pose_blend( struct character *ch, character_pose *pose, float q )
379 {
380 v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
381 v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
382 v3_muladds( ch->ik_body.pole, pose->p, q, ch->ik_body.pole );
383 v3_muladds( ch->ik_leg_l.end, pose->fl, q, ch->ik_leg_l.end );
384 v3_muladds( ch->ik_leg_l.pole, pose->pl, q, ch->ik_leg_l.pole );
385 v3_muladds( ch->ik_leg_r.end, pose->fr, q, ch->ik_leg_r.end );
386 v3_muladds( ch->ik_leg_r.pole, pose->pr, q, ch->ik_leg_r.pole );
387 v3_muladds( ch->ik_arm_l.pole, pose->apl, q, ch->ik_arm_l.pole );
388 v3_muladds( ch->ik_arm_r.pole, pose->apr, q, ch->ik_arm_r.pole );
389 v3_muladds( ch->ik_arm_l.end, pose->hl, q, ch->ik_arm_l.end );
390 v3_muladds( ch->ik_arm_r.end, pose->hr, q, ch->ik_arm_r.end );
391 v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
392 }
393
394 static
395 void character_final_pose( struct character *ch, v3f cog,
396 character_pose *pose, float q )
397 {
398 character_pose npose;
399 float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f,
400 tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
401
402 v4f rz; m4x3f tr;
403 q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.6f );
404 q_m3x3( rz, tr );
405 v3_copy( (v3f){0.0f,dip,tilt}, tr[3] );
406
407 m4x3_mulv( tr, pose->b0, npose.b0 );
408 m4x3_mulv( tr, pose->b1, npose.b1 );
409 m4x3_mulv( tr, pose->p, npose.p );
410 m4x3_mulv( tr, pose->pl, npose.pl );
411 m4x3_mulv( tr, pose->pr, npose.pr );
412 m4x3_mulv( tr, pose->hl, npose.hl );
413 m4x3_mulv( tr, pose->hr, npose.hr );
414 m4x3_mulv( tr, pose->apl, npose.apl );
415 m4x3_mulv( tr, pose->apr, npose.apr );
416
417 v3_copy( pose->fr, npose.fr );
418 v3_copy( pose->fl, npose.fl );
419 v3_copy( pose->cam, npose.cam );
420
421 character_pose_blend( ch, &npose, q );
422 }
423
424 static void zero_ik_basic( struct ik_basic *ik )
425 {
426 v3_zero( ik->base );
427 v3_zero( ik->end );
428 v3_zero( ik->pole );
429 }
430
431 static void character_pose_reset( struct character *ch )
432 {
433 zero_ik_basic( &ch->ik_body );
434 zero_ik_basic( &ch->ik_leg_l );
435 zero_ik_basic( &ch->ik_leg_r );
436 zero_ik_basic( &ch->ik_arm_l );
437 zero_ik_basic( &ch->ik_arm_r );
438 v3_zero( ch->cam_pos );
439 }
440
441 static void character_testpose( struct character *ch, float t )
442 {
443 /* Body */
444 float *hips = ch->ik_body.base,
445 *collar = ch->ik_body.end,
446 *pole = ch->ik_body.pole;
447
448 hips[0] = cosf(t*1.325f)*0.25f;
449 hips[1] = (sinf(t)*0.2f+0.6f) * ch->parts[ k_chpart_body0 ].pivot[1];
450 hips[2] = 0.0f;
451
452 collar[0] = hips[0];
453 collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
454 collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
455
456 v3_add( hips, collar, pole );
457 v3_muls( pole, 0.5f, pole );
458 v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
459
460 /* Legs */
461 float *footl = ch->ik_leg_l.end,
462 *footr = ch->ik_leg_r.end,
463 *polel = ch->ik_leg_l.pole,
464 *poler = ch->ik_leg_r.pole;
465
466 footl[0] = sinf(t*0.563f);
467 footl[1] = 0.0f;
468 footl[2] = 0.0f;
469
470 footr[0] = 0.0f;
471 footr[1] = 0.0f;
472 footr[2] = cosf(t*0.672f);
473
474 v3_add( hips, footl, polel );
475 v3_muls( polel, 0.4f, polel );
476 v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
477
478 v3_add( hips, footr, poler );
479 v3_muls( poler, 0.4f, poler );
480 v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
481
482 /* Arms */
483 float *arml = ch->ik_arm_l.end,
484 *armr = ch->ik_arm_r.end;
485 polel = ch->ik_arm_l.pole;
486 poler = ch->ik_arm_r.pole;
487
488 v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
489 v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
490 v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
491 v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
492
493 /* Other */
494 ch->rhip = sinf(t*0.2f);
495 ch->rcollar = sinf(t*0.35325f);
496 q_identity( ch->qhead );
497
498 m4x3_identity( ch->matrices[k_chpart_board] );
499 m4x3_identity( ch->matrices[k_chpart_wb] );
500 m4x3_identity( ch->matrices[k_chpart_wf] );
501 }
502
503 static void character_draw( struct character *ch, float temp )
504 {
505 shader_character_use();
506
507 shader_character_uPv( vg_pv );
508 shader_character_uTexMain( 0 );
509 shader_character_uOpacity( temp );
510
511 glEnable( GL_CULL_FACE );
512 glCullFace( GL_BACK );
513
514 mesh_bind( &ch->mesh );
515
516 for( int i=4; i<PART_COUNT; i++ )
517 {
518 shader_character_uMdl( ch->matrices[i] );
519 submodel_draw( &ch->parts[i] );
520 }
521
522 for( int i=0; i<2; i++ )
523 {
524 if( ch->shoes[i] )
525 {
526 shader_character_uMdl( ch->matrices[i] );
527 submodel_draw( &ch->parts[i] );
528 }
529 else
530 {
531 shader_character_uMdl( ch->matrices[i+2] );
532 submodel_draw( &ch->parts[i] );
533 shader_character_uMdl( ch->matrices[i] );
534 submodel_draw( &ch->parts[i+2] );
535 }
536 }
537 }
538
539 static void character_register(void)
540 {
541 shader_character_register();
542 }
543
544
545 /*
546 * Ragdoll Stuff
547 */
548
549 static void character_rd_box( struct character *ch, enum character_part id,
550 v3f dims )
551 {
552 v3_muls( dims, -0.5f, ch->ragdoll[id].bbx[0] );
553 v3_muls( dims, 0.5f, ch->ragdoll[id].bbx[1] );
554 }
555
556 struct rd_joint
557 {
558 enum character_part ia, ib;
559 v3f lca, lcb;
560
561 struct rd_joint_axis
562 {
563 v3f va, vb;
564 float spring, ang;
565 }
566 min, maj;
567 };
568
569 static const float k_human_major = 0.5f,
570 k_human_minor = 0.5f,
571 k_human_major_max = 0.4f,
572 k_human_minor_max = 0.1f;
573
574 #define HUMAN_VERTICAL_DEFAULT \
575 .min = { \
576 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
577 .spring = k_human_minor, .ang = k_human_minor_max \
578 }, \
579 .maj = { \
580 .va = {0.0f,1.0f,0.0f}, .vb = {0.0f,1.0f,0.0f}, \
581 .spring = k_human_major, .ang = k_human_major_max \
582 }
583
584 #define HUMAN_ARM_LEFT \
585 .min = { \
586 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
587 .spring = k_human_minor, .ang = k_human_minor_max \
588 }, \
589 .maj = { \
590 .va = {0.0f,0.0f,1.0f}, .vb = {0.0f,0.0f,1.0f}, \
591 .spring = k_human_major, .ang = k_human_major_max \
592 }
593
594 #define HUMAN_ARM_RIGHT \
595 .min = { \
596 .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f}, \
597 .spring = k_human_minor, .ang = k_human_minor_max \
598 }, \
599 .maj = { \
600 .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f}, \
601 .spring = k_human_major, .ang = k_human_major_max \
602 }
603
604 static struct rd_joint rd_joints[] =
605 {
606 { .ia = k_chpart_leg_l1, .ib = k_chpart_foot_l, HUMAN_VERTICAL_DEFAULT },
607 { .ia = k_chpart_leg_r1, .ib = k_chpart_foot_r, HUMAN_VERTICAL_DEFAULT },
608
609 { .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
610 { .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
611 { .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
612 { .ia = k_chpart_body0, .ib = k_chpart_leg_l0, HUMAN_VERTICAL_DEFAULT },
613 { .ia = k_chpart_leg_l0, .ib = k_chpart_leg_l1, HUMAN_VERTICAL_DEFAULT },
614 { .ia = k_chpart_body0, .ib = k_chpart_leg_r0, HUMAN_VERTICAL_DEFAULT },
615 { .ia = k_chpart_leg_r0, .ib = k_chpart_leg_r1, HUMAN_VERTICAL_DEFAULT },
616
617 { .ia = k_chpart_body1, .ib = k_chpart_arm_l0, HUMAN_ARM_LEFT },
618 { .ia = k_chpart_arm_l0, .ib = k_chpart_arm_l1, HUMAN_ARM_LEFT },
619 { .ia = k_chpart_arm_l1, .ib = k_chpart_hand_l, HUMAN_ARM_LEFT },
620
621 { .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
622 { .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
623 { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT }
624 };
625
626 /* Ragdoll should be in rest pose when calling this function */
627 static void character_init_ragdoll_joints( struct character *ch )
628 {
629 for( int i=0; i<vg_list_size(rd_joints); i++ )
630 {
631 struct rd_joint *joint = &rd_joints[i];
632
633 float *hinge = ch->parts[joint->ib].pivot;
634 v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
635 v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
636 }
637
638 for( int i=0; i<PART_COUNT; i++ )
639 {
640 float *pivot = ch->parts[i].pivot;
641 v3_sub( ch->ragdoll[i].co, pivot, ch->ragdoll[i].delta );
642 }
643 }
644
645 static void character_init_ragdoll( struct character *ch )
646 {
647 v3f *offs = ch->offsets;
648 rigidbody *rbs = ch->ragdoll;
649
650 /* CHest */
651 float chest_width = fabsf(offs[k_chpart_arm_r0][2])*2.0f,
652 chest_depth = chest_width * 0.571f,
653 chest_height = offs[k_chpart_neck][1];
654 v3f chest_dims = { chest_depth, chest_height, chest_width };
655 character_rd_box( ch, k_chpart_body1, chest_dims );
656
657 v3_copy( ch->parts[k_chpart_body1].pivot, rbs[k_chpart_body1].co );
658 rbs[k_chpart_body1].co[1] += chest_height*0.5f;
659
660 /* Torso */
661 v3f torso_dims = { chest_depth,
662 offs[k_chpart_body1][1]-offs[k_chpart_leg_l0][1],
663 chest_width*0.85f };
664 v3_copy( ch->parts[k_chpart_body0].pivot, rbs[k_chpart_body0].co );
665 character_rd_box( ch, k_chpart_body0, torso_dims );
666
667 /* Neck */
668 v3f neck_dims = { chest_depth*0.5f,
669 offs[k_chpart_head][1],
670 chest_depth*0.5f };
671 v3_copy( ch->parts[k_chpart_neck].pivot, rbs[k_chpart_neck].co );
672 rbs[k_chpart_neck].co[1] += neck_dims[1]*0.5f;
673 character_rd_box( ch, k_chpart_neck, neck_dims );
674
675 /* Head */
676 v3f head_dims = { chest_width*0.5f, chest_width*0.5f, chest_width*0.5f };
677 v3_copy( ch->parts[k_chpart_head].pivot, rbs[k_chpart_head].co );
678 rbs[k_chpart_head].co[1] += head_dims[1]*0.5f;
679 character_rd_box( ch, k_chpart_head, head_dims );
680
681 /* ARms */
682 v3f ua_dims = { 0.0f, 0.0f, fabsf(offs[k_chpart_arm_l1][2]) };
683 ua_dims[1] = 0.38f*ua_dims[2];
684 ua_dims[0] = 0.38f*ua_dims[2];
685 v3f la_dims = { ua_dims[0], ua_dims[1], fabsf(offs[k_chpart_hand_l][2]) };
686 v3f hand_dims = { ua_dims[1], ua_dims[1]*0.5f, ua_dims[1] };
687
688 character_rd_box( ch, k_chpart_arm_l0, ua_dims );
689 character_rd_box( ch, k_chpart_arm_r0, ua_dims );
690 character_rd_box( ch, k_chpart_arm_l1, la_dims );
691 character_rd_box( ch, k_chpart_arm_r1, la_dims );
692 character_rd_box( ch, k_chpart_hand_l, hand_dims );
693 character_rd_box( ch, k_chpart_hand_r, hand_dims );
694
695 v3_copy( ch->parts[k_chpart_arm_l0].pivot, rbs[k_chpart_arm_l0].co );
696 rbs[k_chpart_arm_l0].co[2] += ua_dims[2] * 0.5f;
697 v3_copy( ch->parts[k_chpart_arm_l1].pivot, rbs[k_chpart_arm_l1].co );
698 rbs[k_chpart_arm_l1].co[2] += la_dims[2] * 0.5f;
699 v3_copy( ch->parts[k_chpart_hand_l].pivot, rbs[k_chpart_hand_l].co );
700 rbs[k_chpart_hand_l].co[2] += hand_dims[2] * 0.5f;
701
702 v3_copy( ch->parts[k_chpart_arm_r0].pivot, rbs[k_chpart_arm_r0].co );
703 rbs[k_chpart_arm_r0].co[2] -= ua_dims[2] * 0.5f;
704 v3_copy( ch->parts[k_chpart_arm_r1].pivot, rbs[k_chpart_arm_r1].co );
705 rbs[k_chpart_arm_r1].co[2] -= la_dims[2] * 0.5f;
706 v3_copy( ch->parts[k_chpart_hand_r].pivot, rbs[k_chpart_hand_r].co );
707 rbs[k_chpart_hand_r].co[2] -= hand_dims[2] * 0.5f;
708
709 /* LEgs */
710 v3f ul_dims = { 0.0f, fabsf(offs[k_chpart_leg_l1][1]), 0.0f };
711 ul_dims[0] = 0.38f*ul_dims[1];
712 ul_dims[2] = 0.38f*ul_dims[1];
713 v3f ll_dims = { ul_dims[0], fabsf(offs[k_chpart_foot_l][1]), ul_dims[2] };
714 v3f foot_dims = { 2.0f*ul_dims[0], ul_dims[0], ul_dims[0] };
715
716 character_rd_box( ch, k_chpart_leg_l0, ul_dims );
717 character_rd_box( ch, k_chpart_leg_r0, ul_dims );
718 character_rd_box( ch, k_chpart_leg_l1, ll_dims );
719 character_rd_box( ch, k_chpart_leg_r1, ll_dims );
720 character_rd_box( ch, k_chpart_foot_l, foot_dims );
721 character_rd_box( ch, k_chpart_foot_r, foot_dims );
722
723 v3_copy( ch->parts[k_chpart_leg_l0].pivot, rbs[k_chpart_leg_l0].co );
724 rbs[k_chpart_leg_l0].co[1] -= ul_dims[1] * 0.5f;
725 v3_copy( ch->parts[k_chpart_leg_l1].pivot, rbs[k_chpart_leg_l1].co );
726 rbs[k_chpart_leg_l1].co[1] -= ll_dims[1] * 0.5f;
727 v3_copy( ch->parts[k_chpart_foot_l].pivot, rbs[k_chpart_foot_l].co );
728 rbs[k_chpart_foot_l].co[1] -= foot_dims[1] * 0.5f;
729 rbs[k_chpart_foot_l].co[0] -= foot_dims[0] * 0.5f;
730
731 v3_copy( ch->parts[k_chpart_leg_r0].pivot, rbs[k_chpart_leg_r0].co );
732 rbs[k_chpart_leg_r0].co[1] -= ul_dims[1] * 0.5f;
733 v3_copy( ch->parts[k_chpart_leg_r1].pivot, rbs[k_chpart_leg_r1].co );
734 rbs[k_chpart_leg_r1].co[1] -= ll_dims[1] * 0.5f;
735 v3_copy( ch->parts[k_chpart_foot_r].pivot, rbs[k_chpart_foot_r].co );
736 rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
737 rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
738
739 character_rd_box( ch, k_chpart_sock_l, foot_dims );
740 character_rd_box( ch, k_chpart_sock_r, foot_dims );
741 v3_copy( rbs[k_chpart_foot_l].co, rbs[k_chpart_sock_l].co );
742 v3_copy( rbs[k_chpart_foot_r].co, rbs[k_chpart_sock_r].co );
743
744 box_copy( (boxf){{-0.2f,-0.2f,-0.7f},{0.2f,0.2f,0.7f}},
745 rbs[k_chpart_board].bbx );
746
747 for( int i=0; i<PART_COUNT; i++ )
748 rb_init( &ch->ragdoll[i] );
749
750 character_init_ragdoll_joints( ch );
751 }
752
753 static void character_ragdoll_go( struct character *ch, v3f pos )
754 {
755 character_init_ragdoll( ch );
756 for( int i=0; i<PART_COUNT; i++ )
757 v3_add( pos, ch->ragdoll[i].co, ch->ragdoll[i].co );
758 }
759
760 static void character_ragdoll_copypose( struct character *ch, v3f v )
761 {
762 for( int i=0; i<PART_COUNT; i++ )
763 {
764 rigidbody *rb = &ch->ragdoll[i];
765
766 m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
767 m3x3_q( ch->matrices[i], rb->q );
768 v3_copy( v, rb->v );
769 v3_zero( rb->I );
770 rb->manifold_count = 0; /* ? */
771
772 rb_update_transform( rb );
773 }
774
775 float vel = v3_length(v);
776
777 ch->shoes[0] = 1;
778 ch->shoes[1] = 1;
779 }
780
781 static void character_mimic_ragdoll( struct character *ch )
782 {
783 for( int i=0; i<PART_COUNT; i++ )
784 {
785 rigidbody *rb = &ch->ragdoll[i];
786 v3f *mat = ch->matrices[i];
787
788 m3x3_copy( rb->to_world, mat );
789 v3f inv_delta;
790 v3_negate( rb->delta, inv_delta );
791 m4x3_mulv( rb->to_world, inv_delta, mat[3] );
792 }
793
794 /* Attach wheels to board */
795 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wb] );
796 m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wf] );
797 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wb],
798 ch->matrices[k_chpart_wb][3] );
799 m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wf],
800 ch->matrices[k_chpart_wf][3] );
801 }
802
803 static void character_debug_ragdoll( struct character *ch )
804 {
805 rb_debug( &ch->ragdoll[k_chpart_body0], 0xffffffff );
806 rb_debug( &ch->ragdoll[k_chpart_body1], 0xffffffff );
807 rb_debug( &ch->ragdoll[k_chpart_neck], 0xff00ff00 );
808 rb_debug( &ch->ragdoll[k_chpart_head], 0xff00ff00 );
809
810 rb_debug( &ch->ragdoll[k_chpart_arm_l0], 0xffffa500 );
811 rb_debug( &ch->ragdoll[k_chpart_arm_l1], 0xffffa500 );
812 rb_debug( &ch->ragdoll[k_chpart_hand_l], 0xffffa500 );
813
814 rb_debug( &ch->ragdoll[k_chpart_arm_r0], 0xff00a5ff );
815 rb_debug( &ch->ragdoll[k_chpart_arm_r1], 0xff00a5ff );
816 rb_debug( &ch->ragdoll[k_chpart_hand_r], 0xff00a5ff );
817
818 rb_debug( &ch->ragdoll[k_chpart_leg_l0], 0xffffa500 );
819 rb_debug( &ch->ragdoll[k_chpart_leg_l1], 0xffffa500 );
820 rb_debug( &ch->ragdoll[k_chpart_foot_l], 0xffffa500 );
821 rb_debug( &ch->ragdoll[k_chpart_leg_r0], 0xff00a5ff );
822 rb_debug( &ch->ragdoll[k_chpart_leg_r1], 0xff00a5ff );
823 rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
824 }
825
826 static void character_ragdoll_iter( struct character *ch, scene *sc )
827 {
828 for( int i=0; i<PART_COUNT; i++ )
829 {
830 rb_build_manifold( &ch->ragdoll[i], sc );
831 }
832
833 v3f rv;
834
835 float shoe_vel[2];
836 for( int i=0; i<2; i++ )
837 if( ch->shoes[i] )
838 shoe_vel[i] = v3_length( ch->ragdoll[i].v );
839
840 for( int i=0; i<20; i++ )
841 {
842 float const k_springfactor = 1.0f/20.0f;
843
844 for( int j=0; j<PART_COUNT; j++ )
845 rb_constraint_manifold( &ch->ragdoll[j] );
846
847 for( int j=0; j<vg_list_size(rd_joints); j++ )
848 {
849 struct rd_joint *joint = &rd_joints[j];
850 rigidbody *rba = &ch->ragdoll[joint->ia],
851 *rbb = &ch->ragdoll[joint->ib];
852
853 rb_constraint_position( rba, joint->lca, rbb, joint->lcb );
854 rb_constraint_angle( rba, joint->maj.va, rbb, joint->maj.vb,
855 joint->maj.ang,
856 joint->maj.spring * k_springfactor );
857
858 rb_constraint_angle( rba, joint->min.va, rbb, joint->min.vb,
859 joint->min.ang,
860 joint->min.spring * k_springfactor );
861 }
862 }
863
864 for( int j=0; j<vg_list_size(rd_joints); j++ )
865 {
866 struct rd_joint *joint = &rd_joints[j];
867 rigidbody *rba = &ch->ragdoll[joint->ia],
868 *rbb = &ch->ragdoll[joint->ib];
869 rb_angle_limit_force( rba, joint->min.va, rbb, joint->min.vb,
870 joint->min.ang );
871 rb_angle_limit_force( rba, joint->maj.va, rbb, joint->maj.vb,
872 joint->maj.ang );
873 }
874
875 for( int i=0; i<PART_COUNT; i++ )
876 rb_iter( &ch->ragdoll[i] );
877
878 for( int i=0; i<2; i++ )
879 {
880 if( ch->shoes[i] )
881 {
882 float a = v3_length( ch->ragdoll[i].v ) - shoe_vel[i];
883
884 if( a > 2.0f )
885 {
886 ch->shoes[i] = 0;
887
888 rigidbody *src = &ch->ragdoll[k_chpart_foot_l];
889 rigidbody *dst = &ch->ragdoll[k_chpart_sock_l];
890
891 v3_copy( src->co, dst->co );
892 v3_copy( src->v, dst->v );
893 v3_copy( src->q, dst->q );
894 v3_copy( src->I, dst->I );
895 }
896 }
897 }
898
899 for( int i=0; i<PART_COUNT; i++ )
900 rb_update_transform( &ch->ragdoll[i] );
901 }
902
903 #endif