stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
index 762511ffa61af735b80e84c16fc6461db108febe..047b714df02f62db79b113299848d467abdc2691 100644 (file)
@@ -1,57 +1,30 @@
 #ifndef CHARACTER_H
 #define CHARACTER_H
 
-#include "vg/vg.h"
+#include "common.h"
 #include "model.h"
+#include "scene.h"
 #include "ik.h"
+#include "rigidbody.h"
+#include "shaders/character.h"
 
-SHADER_DEFINE( shader_player,
-
-   /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-
-       "uniform mat4 uPv;"
-   "uniform mat4x3 uMdl;"
-   "uniform vec3 uOpacityLight;"
-   ""
-   "out vec4 aColour;"
-   "out vec2 aUv;"
-   "out vec3 aNorm;"
-   "out vec3 aCo;"
-   "out float aOpacity;"
-   ""
-       "void main()"
-       "{"
-      "vec3 world_pos = uMdl * vec4(a_co,1.0);"
-               "gl_Position = uPv * vec4(world_pos,1.0);"
-
-      "aColour = a_colour;"
-      "aUv = a_uv;"
-      "aNorm = mat3(uMdl) * a_norm;"
-      "aCo = a_co;"
-      "aOpacity = 1.0-(gl_Position.y+0.5);"
-       "}",
-   /* Fragment */
-       "out vec4 FragColor;"
-       ""
-   "uniform sampler2D uTexMain;"
-   "uniform vec4 uColour;"
-   ""
-   "in vec4 aColour;"
-   "in vec2 aUv;"
-   "in vec3 aNorm;"
-   "in vec3 aCo;"
-   "in float aOpacity;"
-   ""
-       "void main()"
-       "{"
-      "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
-      "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);"
-       "}"
-       ,
-       UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacityLight" })
-)
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
+
+static void character_register(void)
+{
+   shader_character_register();
+}
+
+static void character_init(void)
+{
+   vg_tex2d_init( (vg_tex2d *[]){ &tex_pallet }, 1 );
+}
 
 #define FOREACH_PART(FN) \
+   FN( foot_l ) \
+   FN( foot_r ) \
+   FN( sock_l ) \
+   FN( sock_r ) \
    FN( body0 ) \
    FN( body1 ) \
    FN( neck ) \
@@ -64,10 +37,8 @@ SHADER_DEFINE( shader_player,
    FN( hand_r ) \
    FN( leg_l0 ) \
    FN( leg_l1 ) \
-   FN( foot_l ) \
    FN( leg_r0 ) \
    FN( leg_r1 ) \
-   FN( foot_r ) \
    FN( wf ) \
    FN( wb ) \
    FN( board ) \
@@ -77,6 +48,7 @@ SHADER_DEFINE( shader_player,
 #define ADD_ONE(_) +1
 #define PART_COUNT FOREACH_PART(ADD_ONE)
 
+
 enum character_part
 {
    FOREACH_PART( MAKE_ENUM )
@@ -87,7 +59,6 @@ static const char *character_part_strings[] =
    FOREACH_PART( MAKE_STRING )
 };
 
-
 struct character
 {
    glmesh mesh;
@@ -97,6 +68,7 @@ struct character
    
    /* Auxillary information */
    v3f offsets[ PART_COUNT ];
+   rigidbody ragdoll[ PART_COUNT ];
 
    /* 
     * Controls
@@ -117,6 +89,8 @@ struct character
 
    v3f ground_normal;   /* Feet will be aligned to this */
    m4x3f mroot;
+
+   int shoes[2];
 };
 
 static void character_offset( struct character *ch, enum character_part parent,
@@ -205,6 +179,37 @@ static int character_load( struct character *ch, const char *name )
    return 1;
 }
 
+static void align_to_board( struct character *ch, enum character_part id )
+{
+   /* Calculate rotation between board and feet */
+   m4x3f *mats = ch->matrices;
+
+   v3f foot_pos, foot_fwd, foot_target, board_norm, board_origin;
+   v3_copy( mats[id][3], foot_pos );
+   m3x3_mulv( mats[id], (v3f){1.0f,0.0f,0.0f}, foot_fwd );
+   v3_add( foot_fwd, foot_pos, foot_target );
+
+   m3x3_mulv( mats[k_chpart_board], (v3f){0.0f,1.0f,0.0f}, board_norm );
+   m4x3_mulv( mats[k_chpart_board], (v3f){0.0f,0.13f,0.0f}, board_origin ); 
+
+   vg_line( foot_pos, foot_target, 0xff00ff00 );
+
+   v3f v0;
+   v3_sub( board_origin, foot_target, v0 );
+   float t = v3_dot( v0, board_norm ) / board_norm[1];
+   foot_target[1] += t;
+   vg_line( foot_pos, foot_target, 0xff00ffff );
+   
+   v3_sub( foot_target, foot_pos, foot_target );
+   v3_normalize( foot_target );
+   float ang = acosf( v3_dot( foot_target, foot_fwd ) );
+
+   v4f qcorrection; m3x3f correction;
+   q_axis_angle( qcorrection, (v3f){0.0f,0.0f,1.0f}, -ang );
+   q_m3x3( qcorrection, correction );
+   m3x3_mul( mats[id], correction, mats[id] );
+}
+
 static void character_eval( struct character *ch )
 {
    m4x3f *mats = ch->matrices;
@@ -240,14 +245,6 @@ static void character_eval( struct character *ch )
          k_ikY, k_iknX );
    ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
          k_ikY, k_iknX );
-
-   /* Feet */
-   m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
-   m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
-   m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l], 
-         mats[k_chpart_foot_l][3] );
-   m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r], 
-         mats[k_chpart_foot_r][3] );
    
    /* Hands */
    m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
@@ -268,18 +265,30 @@ static void character_eval( struct character *ch )
    //m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
    m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
 
+   /* Feet */
+   m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
+   m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
+   m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l], 
+         mats[k_chpart_foot_l][3] );
+   m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r], 
+         mats[k_chpart_foot_r][3] );
+
+   align_to_board( ch, k_chpart_foot_l );
+   align_to_board( ch, k_chpart_foot_r );
+   
    for( int i=0; i<PART_COUNT; i++ )
       m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
 }
 
 #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
 
-struct character_rig_lower
+typedef struct character_pose character_pose;
+struct character_pose
 {
    v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
 };
 
-static struct character_rig_lower character_pose_aero =
+static character_pose pose_aero =
 {
   .b0 =  {0.0721f, 0.8167f, 0.1365f},
   .b1 =  {-0.0773f, 1.1559f, -0.1699f},
@@ -295,7 +304,7 @@ static struct character_rig_lower character_pose_aero =
   .cam = {-0.3394f, 1.2661f, 0.2936f}
 };
 
-static struct character_rig_lower character_pose_slide =
+static character_pose pose_slide =
 {
   .b0 =  {0.6732f, 0.5565f, -0.0000f},
   .b1 =  {0.8116f, 1.0547f, 0.0613f},
@@ -311,7 +320,7 @@ static struct character_rig_lower character_pose_slide =
   .cam = {0.9888f, 1.4037f, 0.6081f}
 };
 
-static struct character_rig_lower character_pose_slide1 =
+static character_pose pose_slide1 =
 {
   .b0 =  {-0.2385f, 0.6403f, 0.1368f},
   .b1 =  {-0.5151f, 1.1351f, 0.1380f},
@@ -327,7 +336,7 @@ static struct character_rig_lower character_pose_slide1 =
   .cam = {-1.0508f, 1.0769f, 0.0528f}
 };
 
-static struct character_rig_lower character_pose_aero_reverse =
+static character_pose pose_aero_reverse =
 {
   .b0 =  {0.0616f, 0.8167f, -0.1415f},
   .b1 =  {0.0148f, 1.1559f, 0.1861f},
@@ -343,7 +352,7 @@ static struct character_rig_lower character_pose_aero_reverse =
   .cam = {-0.3394f, 1.2661f, -0.2936f}
 };
 
-static struct character_rig_lower character_pose_stand =
+static character_pose pose_stand =
 {
   .b0 =  {0.1877f, 1.0663f, 0.0063f},
   .b1 =  {0.0499f, 1.5564f, -0.0584f},
@@ -359,7 +368,23 @@ static struct character_rig_lower character_pose_stand =
   .cam = {-0.3477f, 1.5884f, -0.0019f}
 };
 
-static struct character_rig_lower character_pose_fly =
+static character_pose pose_stand_reverse =
+{
+  .b0 =  {0.1624f, 1.0688f, -0.0632f},
+  .b1 =  {0.0499f, 1.5564f, -0.0013f},
+  .p =   {0.5423f, 1.2810f, -0.2368f},
+  .fr =  {0.0535f, 0.1312f, -0.3647f},
+  .fl =  {0.0354f, 0.1464f, 0.2917f},
+  .pl =  {-0.4325f, 0.6889f, 0.4591f},
+  .pr =  {-0.4794f, 0.7598f, -0.0842f},
+  .hl =  {0.0498f, 1.0058f, 0.2317f},
+  .hr =  {0.0188f, 0.9786f, -0.2725f},
+  .apl = {0.2898f, 1.3453f, 0.0695f},
+  .apr = {0.4715f, 1.2876f, -0.4982f},
+  .cam = {-0.3477f, 1.5884f, -0.0730f}
+};
+
+static character_pose pose_fly =
 {
   .b0 =  {0.2995f, 0.6819f, -0.1369f},
   .b1 =  {0.1618f, 1.1720f, -0.2016f},
@@ -375,8 +400,8 @@ static struct character_rig_lower character_pose_fly =
   .cam = {-0.2727f, 1.2606f, 0.3564f}
 };
 
-static void character_rig_lower_blend( struct character *ch, 
-      struct character_rig_lower *pose, float q )
+static 
+void character_pose_blend( struct character *ch, character_pose *pose, float q )
 {
    v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
    v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
@@ -392,10 +417,11 @@ static void character_rig_lower_blend( struct character *ch,
    v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
 }
 
-static void character_pose_with_tilt( struct character *ch, v3f cog,
-      struct character_rig_lower *pose, float q )
+static 
+void character_final_pose( struct character *ch, v3f cog,
+      character_pose *pose, float q )
 {
-   struct character_rig_lower npose;
+   character_pose npose;
    float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f,
          tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
 
@@ -418,7 +444,7 @@ static void character_pose_with_tilt( struct character *ch, v3f cog,
    v3_copy( pose->fl, npose.fl );
    v3_copy( pose->cam, npose.cam );
    
-   character_rig_lower_blend( ch, &npose, q );
+   character_pose_blend( ch, &npose, q );
 }
 
 static void zero_ik_basic( struct ik_basic *ik )
@@ -500,37 +526,408 @@ static void character_testpose( struct character *ch, float t )
    m4x3_identity( ch->matrices[k_chpart_wf] );
 }
 
-static void character_draw( struct character *ch )
+static void character_draw( struct character *ch, float temp )
 {
-   SHADER_USE(shader_player);
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_player, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-
-   glUniform1i( SHADER_UNIFORM( shader_player, "uTexMain" ), 0 );
-   glUniform3fv( SHADER_UNIFORM( shader_player, "uOpacityLight" ), 1,
-         ch->matrices[k_chpart_neck][3] );
+   shader_character_use();
+   shader_character_uPv( vg_pv );
 
-   GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" );
+   vg_tex2d_bind( &tex_pallet, 0 );
+   shader_character_uTexMain( 0 );
+   shader_character_uOpacity( temp );
    
    glEnable( GL_CULL_FACE );
    glCullFace( GL_BACK );
 
    mesh_bind( &ch->mesh );
 
-   for( int i=0; i<PART_COUNT; i++ )
+   for( int i=4; i<PART_COUNT; i++ )
    {
-      glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
+      shader_character_uMdl( ch->matrices[i] );
       submodel_draw( &ch->parts[i] );
    }
+
+   for( int i=0; i<2; i++ )
+   {
+      if( ch->shoes[i] )
+      {
+         shader_character_uMdl( ch->matrices[i] );
+         submodel_draw( &ch->parts[i] );
+      }
+      else
+      {
+         shader_character_uMdl( ch->matrices[i+2] );
+         submodel_draw( &ch->parts[i] );
+         shader_character_uMdl( ch->matrices[i] );
+         submodel_draw( &ch->parts[i+2] );
+      }
+   }
 }
 
-static void character_shader_register(void)
+/* 
+ * Ragdoll Stuff
+ */
+
+static void character_rd_box( struct character *ch, enum character_part id,
+                              v3f dims )
 {
-   SHADER_INIT(shader_player);
+   v3_muls( dims, -0.5f, ch->ragdoll[id].bbx[0] );
+   v3_muls( dims,  0.5f, ch->ragdoll[id].bbx[1] );
+}
+
+struct rd_joint
+{
+   enum character_part ia, ib;
+   v3f lca, lcb;
+
+   struct rd_joint_axis
+   {
+       v3f va, vb;
+       float spring, ang;
+   }
+   min, maj;
+};
+
+static const float k_human_major = 0.5f,
+                   k_human_minor = 0.5f,
+                   k_human_major_max = 0.4f,
+                   k_human_minor_max = 0.1f;
+
+#define HUMAN_VERTICAL_DEFAULT                        \
+.min = {                                              \
+   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
+   .spring = k_human_minor, .ang = k_human_minor_max  \
+},                                                    \
+.maj = {                                              \
+   .va = {0.0f,1.0f,0.0f}, .vb = {0.0f,1.0f,0.0f},    \
+   .spring = k_human_major, .ang = k_human_major_max  \
+}
+
+#define HUMAN_ARM_LEFT                                \
+.min = {                                              \
+   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
+   .spring = k_human_minor, .ang = k_human_minor_max  \
+},                                                    \
+.maj = {                                              \
+   .va = {0.0f,0.0f,1.0f}, .vb = {0.0f,0.0f,1.0f},    \
+   .spring = k_human_major, .ang = k_human_major_max  \
+}
+
+#define HUMAN_ARM_RIGHT                               \
+.min = {                                              \
+   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
+   .spring = k_human_minor, .ang = k_human_minor_max  \
+},                                                    \
+.maj = {                                              \
+   .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f},  \
+   .spring = k_human_major, .ang = k_human_major_max  \
+}
+
+static struct rd_joint rd_joints[] =
+{
+   { .ia = k_chpart_leg_l1, .ib = k_chpart_foot_l, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_leg_r1, .ib = k_chpart_foot_r, HUMAN_VERTICAL_DEFAULT },
+
+   { .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_body0, .ib = k_chpart_leg_l0, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_leg_l0, .ib = k_chpart_leg_l1, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_body0, .ib = k_chpart_leg_r0, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_leg_r0, .ib = k_chpart_leg_r1, HUMAN_VERTICAL_DEFAULT },
+
+   { .ia = k_chpart_body1, .ib = k_chpart_arm_l0, HUMAN_ARM_LEFT },
+   { .ia = k_chpart_arm_l0, .ib = k_chpart_arm_l1, HUMAN_ARM_LEFT },
+   { .ia = k_chpart_arm_l1, .ib = k_chpart_hand_l, HUMAN_ARM_LEFT },
+
+   { .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
+   { .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
+   { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT }
+};
+
+/* Ragdoll should be in rest pose when calling this function */
+static void character_init_ragdoll_joints( struct character *ch )
+{
+   for( int i=0; i<vg_list_size(rd_joints); i++ )
+   {
+      struct rd_joint *joint = &rd_joints[i];
+      
+      float *hinge = ch->parts[joint->ib].pivot;
+      v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
+      v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
+   }
+
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      float *pivot = ch->parts[i].pivot;
+      v3_sub( ch->ragdoll[i].co, pivot, ch->ragdoll[i].delta );
+   }
+}
+
+static void character_init_ragdoll( struct character *ch )
+{
+   v3f *offs = ch->offsets;
+   rigidbody *rbs = ch->ragdoll;
+
+   /* CHest */
+   float chest_width = fabsf(offs[k_chpart_arm_r0][2])*2.0f,
+         chest_depth = chest_width * 0.571f,
+         chest_height = offs[k_chpart_neck][1];
+   v3f chest_dims = { chest_depth, chest_height, chest_width };
+   character_rd_box( ch, k_chpart_body1, chest_dims );
+
+   v3_copy( ch->parts[k_chpart_body1].pivot, rbs[k_chpart_body1].co );
+   rbs[k_chpart_body1].co[1] += chest_height*0.5f;
+
+   /* Torso */
+   v3f torso_dims = { chest_depth, 
+                      offs[k_chpart_body1][1]-offs[k_chpart_leg_l0][1],
+                      chest_width*0.85f };
+   v3_copy( ch->parts[k_chpart_body0].pivot, rbs[k_chpart_body0].co );
+   character_rd_box( ch, k_chpart_body0, torso_dims );
+
+   /* Neck */
+   v3f neck_dims = { chest_depth*0.5f, 
+                     offs[k_chpart_head][1], 
+                     chest_depth*0.5f };
+   v3_copy( ch->parts[k_chpart_neck].pivot, rbs[k_chpart_neck].co );
+   rbs[k_chpart_neck].co[1] += neck_dims[1]*0.5f;
+   character_rd_box( ch, k_chpart_neck, neck_dims );
+
+   /* Head */
+   v3f head_dims = { chest_width*0.5f, chest_width*0.5f, chest_width*0.5f };
+   v3_copy( ch->parts[k_chpart_head].pivot, rbs[k_chpart_head].co );
+   rbs[k_chpart_head].co[1] += head_dims[1]*0.5f;
+   character_rd_box( ch, k_chpart_head, head_dims );
+   
+   /* ARms */
+   v3f ua_dims = { 0.0f, 0.0f, fabsf(offs[k_chpart_arm_l1][2]) };
+   ua_dims[1] = 0.38f*ua_dims[2];
+   ua_dims[0] = 0.38f*ua_dims[2];
+   v3f la_dims = { ua_dims[0], ua_dims[1], fabsf(offs[k_chpart_hand_l][2]) };
+   v3f hand_dims = { ua_dims[1], ua_dims[1]*0.5f, ua_dims[1] };
+
+   character_rd_box( ch, k_chpart_arm_l0, ua_dims );
+   character_rd_box( ch, k_chpart_arm_r0, ua_dims );
+   character_rd_box( ch, k_chpart_arm_l1, la_dims );
+   character_rd_box( ch, k_chpart_arm_r1, la_dims );
+   character_rd_box( ch, k_chpart_hand_l, hand_dims );
+   character_rd_box( ch, k_chpart_hand_r, hand_dims );
+
+   v3_copy( ch->parts[k_chpart_arm_l0].pivot, rbs[k_chpart_arm_l0].co );
+   rbs[k_chpart_arm_l0].co[2] += ua_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_arm_l1].pivot, rbs[k_chpart_arm_l1].co );
+   rbs[k_chpart_arm_l1].co[2] += la_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_hand_l].pivot, rbs[k_chpart_hand_l].co );
+   rbs[k_chpart_hand_l].co[2] += hand_dims[2] * 0.5f;
+
+   v3_copy( ch->parts[k_chpart_arm_r0].pivot, rbs[k_chpart_arm_r0].co );
+   rbs[k_chpart_arm_r0].co[2] -= ua_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_arm_r1].pivot, rbs[k_chpart_arm_r1].co );
+   rbs[k_chpart_arm_r1].co[2] -= la_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_hand_r].pivot, rbs[k_chpart_hand_r].co );
+   rbs[k_chpart_hand_r].co[2] -= hand_dims[2] * 0.5f;
+
+   /* LEgs */
+   v3f ul_dims = { 0.0f, fabsf(offs[k_chpart_leg_l1][1]), 0.0f };
+   ul_dims[0] = 0.38f*ul_dims[1];
+   ul_dims[2] = 0.38f*ul_dims[1];
+   v3f ll_dims = { ul_dims[0], fabsf(offs[k_chpart_foot_l][1]), ul_dims[2] };
+   v3f foot_dims = { 2.0f*ul_dims[0], ul_dims[0], ul_dims[0] };
+
+   character_rd_box( ch, k_chpart_leg_l0, ul_dims );
+   character_rd_box( ch, k_chpart_leg_r0, ul_dims );
+   character_rd_box( ch, k_chpart_leg_l1, ll_dims );
+   character_rd_box( ch, k_chpart_leg_r1, ll_dims );
+   character_rd_box( ch, k_chpart_foot_l, foot_dims );
+   character_rd_box( ch, k_chpart_foot_r, foot_dims );
+
+   v3_copy( ch->parts[k_chpart_leg_l0].pivot, rbs[k_chpart_leg_l0].co );
+   rbs[k_chpart_leg_l0].co[1] -= ul_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_leg_l1].pivot, rbs[k_chpart_leg_l1].co );
+   rbs[k_chpart_leg_l1].co[1] -= ll_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_foot_l].pivot, rbs[k_chpart_foot_l].co );
+   rbs[k_chpart_foot_l].co[1] -= foot_dims[1] * 0.5f;
+   rbs[k_chpart_foot_l].co[0] -= foot_dims[0] * 0.5f;
+
+   v3_copy( ch->parts[k_chpart_leg_r0].pivot, rbs[k_chpart_leg_r0].co );
+   rbs[k_chpart_leg_r0].co[1] -= ul_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_leg_r1].pivot, rbs[k_chpart_leg_r1].co );
+   rbs[k_chpart_leg_r1].co[1] -= ll_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_foot_r].pivot, rbs[k_chpart_foot_r].co );
+   rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
+   rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
+
+   character_rd_box( ch, k_chpart_sock_l, foot_dims );
+   character_rd_box( ch, k_chpart_sock_r, foot_dims );
+   v3_copy( rbs[k_chpart_foot_l].co, rbs[k_chpart_sock_l].co );
+   v3_copy( rbs[k_chpart_foot_r].co, rbs[k_chpart_sock_r].co );
+
+   box_copy( (boxf){{-0.2f,-0.2f,-0.7f},{0.2f,0.2f,0.7f}}, 
+         rbs[k_chpart_board].bbx );
+
+   for( int i=0; i<PART_COUNT; i++ )
+      rb_init( &ch->ragdoll[i] );
+
+   character_init_ragdoll_joints( ch );
+}
+
+static void character_ragdoll_go( struct character *ch, v3f pos )
+{
+   character_init_ragdoll( ch );
+   for( int i=0; i<PART_COUNT; i++ )
+      v3_add( pos, ch->ragdoll[i].co, ch->ragdoll[i].co );
+}
+
+static void character_ragdoll_copypose( struct character *ch, v3f v )
+{
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      rigidbody *rb = &ch->ragdoll[i];
+
+      m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
+      m3x3_q( ch->matrices[i], rb->q );
+      v3_copy( v, rb->v );
+      v3_zero( rb->I );
+      rb->manifold_count = 0; /* ? */
+
+      rb_update_transform( rb );
+   }
+
+   float vel = v3_length(v);
+
+   ch->shoes[0] = 1;
+   ch->shoes[1] = 1;
+}
+
+static void character_mimic_ragdoll( struct character *ch )
+{
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      rigidbody *rb = &ch->ragdoll[i];
+      v3f *mat = ch->matrices[i];
+      
+      m3x3_copy( rb->to_world, mat );
+      v3f inv_delta;
+      v3_negate( rb->delta, inv_delta );
+      m4x3_mulv( rb->to_world, inv_delta, mat[3] );
+   }
+
+   /* Attach wheels to board */
+   m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wb] );
+   m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wf] );
+   m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wb],
+                                            ch->matrices[k_chpart_wb][3] );
+   m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wf],
+                                            ch->matrices[k_chpart_wf][3] );
+}
+
+static void character_debug_ragdoll( struct character *ch )
+{
+   rb_debug( &ch->ragdoll[k_chpart_body0], 0xffffffff );
+   rb_debug( &ch->ragdoll[k_chpart_body1], 0xffffffff );
+   rb_debug( &ch->ragdoll[k_chpart_neck], 0xff00ff00 );
+   rb_debug( &ch->ragdoll[k_chpart_head], 0xff00ff00 );
+
+   rb_debug( &ch->ragdoll[k_chpart_arm_l0], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_arm_l1], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_hand_l], 0xffffa500 );
+
+   rb_debug( &ch->ragdoll[k_chpart_arm_r0], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_arm_r1], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_hand_r], 0xff00a5ff );
+
+   rb_debug( &ch->ragdoll[k_chpart_leg_l0], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_leg_l1], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_foot_l], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_leg_r0], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_leg_r1], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
+}
+
+static void character_ragdoll_iter( struct character *ch )
+{
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      rb_manifold_reset( &ch->ragdoll[i] );
+      rb_build_manifold_terrain( &ch->ragdoll[i] );
+
+      u32 colliders[16];
+      int len = bh_select( &world.bhcubes, ch->ragdoll[i].bbx_world, 
+            colliders, 16 );
+      
+      for( int j=0; j<len; j++ )
+         rb_build_manifold_rb_static( &ch->ragdoll[i], 
+               &world.temp_rbs[colliders[j]] );
+   }
+
+   v3f rv;
+
+   float shoe_vel[2];
+   for( int i=0; i<2; i++ )
+      if( ch->shoes[i] )
+         shoe_vel[i] = v3_length( ch->ragdoll[i].v );
+
+   for( int i=0; i<20; i++ )
+   {
+      float const k_springfactor = 1.0f/20.0f;
+
+      for( int j=0; j<PART_COUNT; j++ )
+         rb_constraint_manifold( &ch->ragdoll[j] );
+
+      for( int j=0; j<vg_list_size(rd_joints); j++ )
+      {
+         struct rd_joint *joint = &rd_joints[j];
+         rigidbody *rba = &ch->ragdoll[joint->ia],
+                   *rbb = &ch->ragdoll[joint->ib];
+
+         rb_constraint_position( rba, joint->lca, rbb, joint->lcb );
+         rb_constraint_angle( rba, joint->maj.va, rbb, joint->maj.vb,
+                                   joint->maj.ang, 
+                                   joint->maj.spring * k_springfactor );
+
+         rb_constraint_angle( rba, joint->min.va, rbb, joint->min.vb,
+                                   joint->min.ang, 
+                                   joint->min.spring * k_springfactor );
+      }
+   }
+
+   for( int j=0; j<vg_list_size(rd_joints); j++ )
+   {
+      struct rd_joint *joint = &rd_joints[j];
+      rigidbody *rba = &ch->ragdoll[joint->ia],
+                *rbb = &ch->ragdoll[joint->ib];
+      rb_angle_limit_force( rba, joint->min.va, rbb, joint->min.vb,
+                                 joint->min.ang );
+      rb_angle_limit_force( rba, joint->maj.va, rbb, joint->maj.vb,
+                                 joint->maj.ang );
+   }
+
+   for( int i=0; i<PART_COUNT; i++ )
+      rb_iter( &ch->ragdoll[i] );
+   
+   for( int i=0; i<2; i++ )
+   {
+      if( ch->shoes[i] )
+      {
+         float a = v3_length( ch->ragdoll[i].v ) - shoe_vel[i];
+
+         if( a > 2.0f )
+         {
+            ch->shoes[i] = 0;
+            
+            rigidbody *src = &ch->ragdoll[k_chpart_foot_l];
+            rigidbody *dst = &ch->ragdoll[k_chpart_sock_l];
+
+            v3_copy( src->co, dst->co );
+            v3_copy( src->v, dst->v );
+            v3_copy( src->q, dst->q );
+            v3_copy( src->I, dst->I );
+         }
+      }
+   }
+
+   for( int i=0; i<PART_COUNT; i++ )
+      rb_update_transform( &ch->ragdoll[i] );
 }
 
-#undef FOREACH_PART
-#undef MAKE_ENUM
-#undef MAKE_STRING
-#undef ADD_ONE
 #endif