-#ifndef CHARACTER_H
+#ifndef CHARACTER_H
#define CHARACTER_H
#include "common.h"
#include "skeleton_animator.h"
#include "shaders/viewchar.h"
+static float k_ragdoll_floatyiness = 10.0f,
+ k_ragdoll_floatydrag = 1.0f;
+
vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
static void character_register(void)
*anim_slide,
*anim_air,
*anim_push, *anim_push_reverse,
- *anim_ollie;
+ *anim_ollie, *anim_ollie_reverse,
+ *anim_grabs, *anim_stop,
+ *anim_walk, *anim_run, *anim_idle;
u32 id_hip,
id_ik_hand_l,
ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
+ ch->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" );
+ ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" );
+ ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" );
+ ch->anim_run = skeleton_get_anim( &ch->sk, "run" );
+ ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" );
ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
static void character_init_ragdoll_joints( struct character *ch ){}
static void character_init_ragdoll( struct character *ch ){}
static void character_ragdoll_go( struct character *ch, v3f pos ){}
+
+static void character_mimic_ragdoll( struct character *ch )
+{
+ for( int i=0; i<ch->ragdoll_count; i++ )
+ {
+ struct ragdoll_part *part = &ch->ragdoll[i];
+ m4x3f offset;
+ m3x3_identity(offset);
+ v3_negate( part->offset, offset[3] );
+ m4x3_mul( part->rb.to_world, offset, ch->sk.final_mtx[part->bone_id] );
+ }
+
+ skeleton_apply_inverses( &ch->sk );
+}
+
static void character_ragdoll_copypose( struct character *ch, v3f v )
{
for( int i=0; i<ch->ragdoll_count; i++ )
rb_debug_constraint_limits( &pj->rb, &pp->rb, lca, pj->limits );
}
}
+
+ v4f plane = {0.0f,1.0f,0.0f,0.0f};
+ rb_effect_simple_bouyency( &pj->rb, plane, k_ragdoll_floatyiness,
+ k_ragdoll_floatydrag );
}
/* CONSTRAINTS */
struct ragdoll_part *pj = &ch->ragdoll[j];
struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
- if( pj->parent != 0xffffffff )
+ if( pj->parent != 0xffffffff && pj->use_limits )
{
struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
rb_constraint_position( &pj->rb, lca, &pp->rb, lcb );
- if( pj->use_limits )
- {
- rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
- }
+ rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
}
}
}