1 #ifndef PLAYER_RAGDOLL_H
2 #define PLAYER_RAGDOLL_H
8 #include "player_model.h"
18 /* Collider transform relative to bone */
32 rb_constr_pos position_constraints
[32];
33 u32 position_constraints_count
;
35 rb_constr_swingtwist cone_constraints
[32];
36 u32 cone_constraints_count
;
41 VG_STATIC
void player_init_ragdoll_bone_collider( struct skeleton_bone
*bone
,
42 struct ragdoll_part
*rp
)
44 m4x3_identity( rp
->collider_mtx
);
46 if( bone
->collider
== k_bone_collider_box
){
48 v3_sub( bone
->hitbox
[1], bone
->hitbox
[0], delta
);
49 v3_muls( delta
, 0.5f
, delta
);
50 v3_add( bone
->hitbox
[0], delta
, rp
->collider_mtx
[3] );
52 v3_copy( delta
, rp
->rb
.bbx
[1] );
53 v3_muls( delta
, -1.0f
, rp
->rb
.bbx
[0] );
55 q_identity( rp
->rb
.q
);
56 rp
->rb
.type
= k_rb_shape_box
;
57 rp
->colour
= 0xffcccccc;
59 else if( bone
->collider
== k_bone_collider_capsule
){
61 v3_sub( bone
->hitbox
[1], bone
->hitbox
[0], v0
);
64 float largest
= -1.0f
;
66 for( int i
=0; i
<3; i
++ ){
67 if( fabsf( v0
[i
] ) > largest
){
68 largest
= fabsf( v0
[i
] );
74 v1
[ major_axis
] = 1.0f
;
75 rb_tangent_basis( v1
, tx
, ty
);
77 float r
= (fabsf(v3_dot(tx
,v0
)) + fabsf(v3_dot(ty
,v0
))) * 0.25f
,
78 l
= fabsf(v0
[ major_axis
]);
81 v3_muls( tx
, -1.0f
, rp
->collider_mtx
[0] );
82 v3_muls( v1
, -1.0f
, rp
->collider_mtx
[1] );
83 v3_muls( ty
, -1.0f
, rp
->collider_mtx
[2] );
84 v3_add( bone
->hitbox
[0], bone
->hitbox
[1], rp
->collider_mtx
[3] );
85 v3_muls( rp
->collider_mtx
[3], 0.5f
, rp
->collider_mtx
[3] );
87 rp
->rb
.type
= k_rb_shape_capsule
;
88 rp
->rb
.inf
.capsule
.height
= l
;
89 rp
->rb
.inf
.capsule
.radius
= r
;
91 rp
->colour
= 0xff000000 | (0xff << (major_axis
*8));
94 vg_fatal_exit_loop( "Invalid bone collider type" );
96 m4x3_invert_affine( rp
->collider_mtx
, rp
->inv_collider_mtx
);
98 /* Position collider into rest */
99 m3x3_q( rp
->collider_mtx
, rp
->rb
.q
);
100 v3_add( rp
->collider_mtx
[3], bone
->co
, rp
->rb
.co
);
106 * Get parent index in the ragdoll
108 VG_STATIC u32
ragdoll_bone_parent( struct player_ragdoll
*rd
,
109 struct player_avatar
*av
, u32 bone_id
)
111 for( u32 j
=0; j
<rd
->part_count
; j
++ )
112 if( rd
->parts
[ j
].bone_id
== bone_id
)
115 vg_fatal_exit_loop( "Referenced parent bone does not have a rigidbody" );
120 * Setup ragdoll colliders
122 VG_STATIC
void player_setup_ragdoll_from_avatar( struct player_ragdoll
*rd
,
123 struct player_avatar
*av
)
127 if( !av
->sk
.collider_count
)
130 rd
->position_constraints_count
= 0;
131 rd
->cone_constraints_count
= 0;
133 for( u32 i
=0; i
<av
->sk
.bone_count
; i
++ ){
134 struct skeleton_bone
*bone
= &av
->sk
.bones
[i
];
137 * Bones with colliders
139 if( !(bone
->collider
) )
142 if( rd
->part_count
> vg_list_size(rd
->parts
) )
143 vg_fatal_exit_loop( "Playermodel has too many colliders" );
145 struct ragdoll_part
*rp
= &rd
->parts
[ rd
->part_count
++ ];
147 rp
->parent
= 0xffffffff;
149 player_init_ragdoll_bone_collider( bone
, rp
);
152 * Bones with collider and parent
157 rp
->parent
= ragdoll_bone_parent( rd
, av
, bone
->parent
);
160 if( bone
->orig_bone
->flags
& k_bone_flag_cone_constraint
){
161 struct rb_constr_pos
*c
=
162 &rd
->position_constraints
[ rd
->position_constraints_count
++ ];
164 struct skeleton_bone
*bj
= &av
->sk
.bones
[rp
->bone_id
];
165 struct ragdoll_part
*pp
= &rd
->parts
[rp
->parent
];
166 struct skeleton_bone
*bp
= &av
->sk
.bones
[pp
->bone_id
];
168 /* Convention: rba -- parent, rbb -- child */
173 v3_sub( bj
->co
, bp
->co
, delta
);
174 m4x3_mulv( rp
->inv_collider_mtx
, (v3f
){0.0f
,0.0f
,0.0f
}, c
->lcb
);
175 m4x3_mulv( pp
->inv_collider_mtx
, delta
, c
->lca
);
178 mdl_bone
*inf
= bone
->orig_bone
;
180 struct rb_constr_swingtwist
*a
=
181 &rd
->cone_constraints
[ rd
->cone_constraints_count
++ ];
185 a
->conet
= cosf( inf
->conet
)-0.0001f
;
187 /* Store constraint in local space vectors */
188 m3x3_mulv( c
->rba
->to_local
, inf
->conevx
, a
->conevx
);
189 m3x3_mulv( c
->rba
->to_local
, inf
->conevy
, a
->conevy
);
190 m3x3_mulv( c
->rbb
->to_local
, inf
->coneva
, a
->coneva
);
191 v3_copy( c
->lca
, a
->view_offset
);
193 v3_cross( inf
->coneva
, inf
->conevy
, a
->conevxb
);
194 m3x3_mulv( c
->rbb
->to_local
, a
->conevxb
, a
->conevxb
);
196 v3_normalize( a
->conevxb
);
197 v3_normalize( a
->conevx
);
198 v3_normalize( a
->conevy
);
199 v3_normalize( a
->coneva
);
201 a
->conevx
[3] = v3_length( inf
->conevx
);
202 a
->conevy
[3] = v3_length( inf
->conevy
);
210 * Make avatar copy the ragdoll
212 VG_STATIC
void copy_ragdoll_pose_to_avatar( struct player_ragdoll
*rd
,
213 struct player_avatar
*av
)
215 for( int i
=0; i
<rd
->part_count
; i
++ ){
216 struct ragdoll_part
*part
= &rd
->parts
[i
];
218 m3x3_identity(offset
);
219 m4x3_mul( part
->rb
.to_world
, part
->inv_collider_mtx
,
220 av
->sk
.final_mtx
[part
->bone_id
] );
223 for( u32 i
=1; i
<av
->sk
.bone_count
; i
++ ){
224 struct skeleton_bone
*sb
= &av
->sk
.bones
[i
];
226 if( sb
->parent
&& !sb
->collider
){
228 v3_sub( av
->sk
.bones
[i
].co
, av
->sk
.bones
[sb
->parent
].co
, delta
);
231 m3x3_identity( posemtx
);
232 v3_copy( delta
, posemtx
[3] );
235 m4x3_mul( av
->sk
.final_mtx
[sb
->parent
], posemtx
, av
->sk
.final_mtx
[i
] );
239 skeleton_apply_inverses( &av
->sk
);
243 * Make the ragdoll copy the player model
245 VG_STATIC
void copy_avatar_pose_to_ragdoll( struct player_avatar
*av
,
246 struct player_ragdoll
*rd
,
249 for( int i
=0; i
<rd
->part_count
; i
++ ){
250 struct ragdoll_part
*part
= &rd
->parts
[i
];
253 u32 bone
= part
->bone_id
;
255 m4x3_mulv( av
->sk
.final_mtx
[bone
], av
->sk
.bones
[bone
].co
, pos
);
256 m3x3_mulv( av
->sk
.final_mtx
[bone
], part
->collider_mtx
[3], offset
);
257 v3_add( pos
, offset
, part
->rb
.co
);
260 m3x3_mul( av
->sk
.final_mtx
[bone
], part
->collider_mtx
, r
);
261 m3x3_q( r
, part
->rb
.q
);
263 v3_copy( velocity
, part
->rb
.v
);
264 v3_zero( part
->rb
.w
);
266 rb_update_transform( &part
->rb
);
271 * Draw rigidbody colliders for ragdoll
273 VG_STATIC
void player_debug_ragdoll(void)
278 * Ragdoll physics step
280 VG_STATIC
void player_ragdoll_iter( struct player_ragdoll
*rd
)
282 world_instance
*world
= get_active_world();
287 if( ragdoll_frame
>= k_ragdoll_div
){
294 float contact_velocities
[256];
296 for( int i
=0; i
<rd
->part_count
; i
++ ){
297 if( rb_global_has_space() ){
298 rb_ct
*buf
= rb_global_buffer();
302 if( rd
->parts
[i
].rb
.type
== k_rb_shape_capsule
){
303 l
= rb_capsule__scene( rd
->parts
[i
].rb
.to_world
,
304 &rd
->parts
[i
].rb
.inf
.capsule
,
305 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
307 else if( rd
->parts
[i
].rb
.type
== k_rb_shape_box
){
308 l
= rb_box__scene( rd
->parts
[i
].rb
.to_world
,
310 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
314 for( int j
=0; j
<l
; j
++ ){
315 buf
[j
].rba
= &rd
->parts
[i
].rb
;
316 buf
[j
].rbb
= &world
->rb_geo
;
319 rb_contact_count
+= l
;
326 for( int i
=0; i
<rd
->part_count
-1; i
++ ){
327 for( int j
=i
+1; j
<rd
->part_count
; j
++ ){
328 if( rd
->parts
[j
].parent
!= i
){
329 if( !rb_global_has_space() )
332 if( rd
->parts
[j
].rb
.type
!= k_rb_shape_capsule
)
335 if( rd
->parts
[i
].rb
.type
!= k_rb_shape_capsule
)
338 rb_ct
*buf
= rb_global_buffer();
340 int l
= rb_capsule__capsule( rd
->parts
[i
].rb
.to_world
,
341 &rd
->parts
[i
].rb
.inf
.capsule
,
342 rd
->parts
[j
].rb
.to_world
,
343 &rd
->parts
[j
].rb
.inf
.capsule
,
346 for( int k
=0; k
<l
; k
++ ){
347 buf
[k
].rba
= &rd
->parts
[i
].rb
;
348 buf
[k
].rbb
= &rd
->parts
[j
].rb
;
351 rb_contact_count
+= l
;
356 for( int j
=0; j
<rd
->part_count
; j
++ ){
357 struct ragdoll_part
*pj
= &rd
->parts
[j
];
360 v4f plane
= {0.0f
,1.0f
,0.0f
,0.0f
};
361 rb_effect_simple_bouyency( &pj
->rb
, plane
, k_ragdoll_floatyiness
,
362 k_ragdoll_floatydrag
);
369 for( u32 i
=0; i
<rb_contact_count
; i
++ ){
370 rb_ct
*ct
= &rb_contact_buffer
[i
];
373 v3_sub( ct
->co
, ct
->rba
->co
, ra
);
374 v3_sub( ct
->co
, ct
->rbb
->co
, rb
);
375 rb_rcv( ct
->rba
, ct
->rbb
, ra
, rb
, rv
);
376 float vn
= v3_dot( rv
, ct
->n
);
378 contact_velocities
[i
] = vn
;
381 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
382 rb_presolve_swingtwist_constraints( rd
->cone_constraints
,
383 rd
->cone_constraints_count
);
388 if( k_ragdoll_debug_collider
){
389 for( u32 i
=0; i
<rd
->part_count
; i
++ )
390 rb_debug( &rd
->parts
[i
].rb
, rd
->parts
[i
].colour
);
393 if( k_ragdoll_debug_constraints
){
394 rb_debug_position_constraints( rd
->position_constraints
,
395 rd
->position_constraints_count
);
397 rb_debug_swingtwist_constraints( rd
->cone_constraints
,
398 rd
->cone_constraints_count
);
405 for( int i
=0; i
<16; i
++ ){
406 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
407 rb_solve_swingtwist_constraints( rd
->cone_constraints
,
408 rd
->cone_constraints_count
);
409 rb_solve_position_constraints( rd
->position_constraints
,
410 rd
->position_constraints_count
);
413 for( int i
=0; i
<rd
->part_count
; i
++ )
414 rb_iter( &rd
->parts
[i
].rb
);
416 for( int i
=0; i
<rd
->part_count
; i
++ )
417 rb_update_transform( &rd
->parts
[i
].rb
);
419 rb_correct_swingtwist_constraints( rd
->cone_constraints
,
420 rd
->cone_constraints_count
, 0.25f
);
422 rb_correct_position_constraints( rd
->position_constraints
,
423 rd
->position_constraints_count
, 0.5f
);
426 rb_ct
*stress
= NULL
;
427 float max_stress
= 1.0f
;
429 for( u32 i
=0; i
<rb_contact_count
; i
++ ){
430 rb_ct
*ct
= &rb_contact_buffer
[i
];
433 v3_sub( ct
->co
, ct
->rba
->co
, ra
);
434 v3_sub( ct
->co
, ct
->rbb
->co
, rb
);
435 rb_rcv( ct
->rba
, ct
->rbb
, ra
, rb
, rv
);
436 float vn
= v3_dot( rv
, ct
->n
);
438 float s
= fabsf(vn
- contact_velocities
[i
]);
439 if( s
> max_stress
){
445 static u32 temp_filter
= 0;
455 audio_oneshot_3d( &audio_hits
[rand()%5], stress
->co
, 20.0f
, 1.0f
);
460 #endif /* PLAYER_RAGDOLL_H */