whole
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
1 #ifndef CHARACTER_H
2 #define CHARACTER_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "rigidbody.h"
7 #include "render.h"
8 #include "skeleton.h"
9 #include "world.h"
10 #include "skeleton_animator.h"
11 #include "shaders/viewchar.h"
12
13 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
14
15 static void character_register(void)
16 {
17 shader_viewchar_register();
18 }
19
20 static void character_init(void)
21 {
22 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
23 }
24
25 struct character
26 {
27 glmesh mesh;
28 struct skeleton sk;
29 struct skeleton_anim *anim_stand,
30 *anim_highg,
31 *anim_slide,
32 *anim_air,
33 *anim_push, *anim_push_reverse,
34 *anim_ollie, *anim_ollie_reverse,
35 *anim_grabs, *anim_stop,
36 *anim_walk, *anim_run, *anim_idle;
37
38 u32 id_hip,
39 id_ik_hand_l,
40 id_ik_hand_r,
41 id_ik_elbow_l,
42 id_ik_elbow_r,
43 id_head;
44
45 v3f cam_pos;
46
47 struct ragdoll_part
48 {
49 u32 bone_id;
50 v3f offset;
51
52 u32 use_limits;
53 v3f limits[2];
54
55 rigidbody rb;
56 u32 parent;
57 }
58 *ragdoll;
59 u32 ragdoll_count;
60
61 int shoes[2];
62 };
63
64 static int character_load( struct character *ch, const char *name )
65 {
66 char buf[64];
67
68 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
69 mdl_header *src = mdl_load( buf );
70
71 if( !src )
72 return 0;
73
74 mdl_unpack_glmesh( src, &ch->mesh );
75
76 skeleton_setup( &ch->sk, src );
77 ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
78 ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
79 ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
80 ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
81 ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
82 ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
83 ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
84 ch->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" );
85 ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" );
86 ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" );
87 ch->anim_run = skeleton_get_anim( &ch->sk, "run" );
88 ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" );
89
90 ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
91 ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
92 ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
93 ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
94 ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
95 ch->id_head = skeleton_bone_id( &ch->sk, "head" );
96
97 /* setup ragdoll */
98
99 if( ch->sk.collider_count )
100 {
101 vg_info( "Alloc: %d\n", ch->sk.collider_count );
102 ch->ragdoll = malloc(sizeof(struct ragdoll_part) * ch->sk.collider_count);
103 ch->ragdoll_count = 0;
104
105 for( u32 i=0; i<ch->sk.bone_count; i ++ )
106 {
107 struct skeleton_bone *bone = &ch->sk.bones[i];
108
109 if( bone->collider )
110 {
111 struct ragdoll_part *rp = &ch->ragdoll[ ch->ragdoll_count ++ ];
112 rp->bone_id = i;
113
114 v3f delta;
115 v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
116 v3_muls( delta, 0.5f, delta );
117
118 v3_add( bone->hitbox[0], delta, rp->offset );
119
120 v3_copy( delta, rp->rb.bbx[1] );
121 v3_muls( delta, -1.0f, rp->rb.bbx[0] );
122
123 q_identity( rp->rb.q );
124 v3_add( bone->co, rp->offset, rp->rb.co );
125 rp->rb.type = k_rb_shape_box;
126 rp->rb.is_world = 0;
127 rp->parent = 0xffffffff;
128
129 if( bone->parent )
130 {
131 for( u32 j=0; j<ch->ragdoll_count; j++ )
132 {
133 if( ch->ragdoll[ j ].bone_id == bone->parent )
134 {
135 rp->parent = j;
136 break;
137 }
138 }
139 }
140
141 /* TODO: refactor to use this style elswhere */
142 struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
143 struct classtype_bone *bone_inf = mdl_get_entdata( src, pnode );
144
145 rp->use_limits = bone_inf->use_limits;
146 v3_copy( bone_inf->angle_limits[0], rp->limits[0] );
147 v3_copy( bone_inf->angle_limits[1], rp->limits[1] );
148
149 rb_init( &rp->rb );
150 }
151 }
152 }
153
154 free( src );
155 return 1;
156 }
157
158 static void character_eval( struct character *ch ){}
159 static void character_draw( struct character *ch, float temp, m4x3f camera ){}
160 static void character_init_ragdoll_joints( struct character *ch ){}
161 static void character_init_ragdoll( struct character *ch ){}
162 static void character_ragdoll_go( struct character *ch, v3f pos ){}
163
164 static void character_mimic_ragdoll( struct character *ch )
165 {
166 for( int i=0; i<ch->ragdoll_count; i++ )
167 {
168 struct ragdoll_part *part = &ch->ragdoll[i];
169 m4x3f offset;
170 m3x3_identity(offset);
171 v3_negate( part->offset, offset[3] );
172 m4x3_mul( part->rb.to_world, offset, ch->sk.final_mtx[part->bone_id] );
173 }
174
175 skeleton_apply_inverses( &ch->sk );
176 }
177
178 static void character_ragdoll_copypose( struct character *ch, v3f v )
179 {
180 for( int i=0; i<ch->ragdoll_count; i++ )
181 {
182 struct ragdoll_part *part = &ch->ragdoll[i];
183
184 v3f pos, offset;
185 u32 bone = part->bone_id;
186
187 m4x3_mulv( ch->sk.final_mtx[bone], ch->sk.bones[bone].co, pos );
188 m3x3_mulv( ch->sk.final_mtx[bone], part->offset, offset );
189 v3_add( pos, offset, part->rb.co );
190 m3x3_q( ch->sk.final_mtx[bone], part->rb.q );
191 v3_copy( v, part->rb.v );
192 v3_zero( part->rb.w );
193
194 rb_update_transform( &part->rb );
195 }
196 }
197
198 static void character_debug_ragdoll( struct character *ch )
199 {
200 for( u32 i=0; i<ch->ragdoll_count; i ++ )
201 rb_debug( &ch->ragdoll[i].rb, 0xff00ff00 );
202 }
203
204 static void character_ragdoll_iter( struct character *ch )
205 {
206 rb_solver_reset();
207
208 for( int i=0; i<ch->ragdoll_count; i ++ )
209 rb_collide( &ch->ragdoll[i].rb, &world.rb_geo );
210
211 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
212
213 v3f rv;
214
215 float shoe_vel[2] = {0.0f,0.0f};
216 for( int i=0; i<2; i++ )
217 if( ch->shoes[i] )
218 shoe_vel[i] = v3_length( ch->ragdoll[i].rb.v );
219
220 for( int j=0; j<ch->ragdoll_count; j++ )
221 {
222 struct ragdoll_part *pj = &ch->ragdoll[j];
223 struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
224
225 if( pj->parent != 0xffffffff )
226 {
227 struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
228 struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
229
230 v3f lca, lcb;
231 v3_negate( pj->offset, lca );
232 v3_add( bp->co, pp->offset, lcb );
233 v3_sub( bj->co, lcb, lcb );
234
235 rb_debug_constraint_position( &pj->rb, lca, &pp->rb, lcb );
236
237 if( pj->use_limits )
238 {
239 rb_debug_constraint_limits( &pj->rb, &pp->rb, lca, pj->limits );
240 }
241 }
242 }
243
244 /* CONSTRAINTS */
245 for( int i=0; i<10; i++ )
246 {
247 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
248
249 for( int j=0; j<ch->ragdoll_count; j++ )
250 {
251 struct ragdoll_part *pj = &ch->ragdoll[j];
252 struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
253
254 if( pj->parent != 0xffffffff && pj->use_limits )
255 {
256 struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
257 struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
258
259 v3f lca, lcb;
260 v3_negate( pj->offset, lca );
261 v3_add( bp->co, pp->offset, lcb );
262 v3_sub( bj->co, lcb, lcb );
263
264 rb_constraint_position( &pj->rb, lca, &pp->rb, lcb );
265
266 rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
267 }
268 }
269 }
270
271 /* INTEGRATION */
272 for( int i=0; i<ch->ragdoll_count; i++ )
273 rb_iter( &ch->ragdoll[i].rb );
274
275 /* SHOES */
276
277 for( int i=0; i<ch->ragdoll_count; i++ )
278 rb_update_transform( &ch->ragdoll[i].rb );
279 }
280
281 #endif