#include "common.h"
#include "model.h"
#include "scene.h"
+#include "world.h"
#include "ik.h"
#include "rigidbody.h"
+#include "render.h"
#include "shaders/character.h"
vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
}
+#if 1
static
void character_final_pose( struct character *ch, v3f cog,
character_pose *pose, float q )
character_pose_blend( ch, &npose, q );
}
+#else
+static
+void character_final_pose( struct character *ch, v4f rot,
+ character_pose *pose, float q )
+{
+ character_pose npose;
+
+ m4x3f tr;
+ q_m3x3( rot, tr );
+ v3_zero( tr[3] );
+
+ m4x3_mulv( tr, pose->b0, npose.b0 );
+ m4x3_mulv( tr, pose->b1, npose.b1 );
+ m4x3_mulv( tr, pose->p, npose.p );
+ m4x3_mulv( tr, pose->pl, npose.pl );
+ m4x3_mulv( tr, pose->pr, npose.pr );
+ m4x3_mulv( tr, pose->hl, npose.hl );
+ m4x3_mulv( tr, pose->hr, npose.hr );
+ m4x3_mulv( tr, pose->apl, npose.apl );
+ m4x3_mulv( tr, pose->apr, npose.apr );
+
+ v3_copy( pose->fr, npose.fr );
+ v3_copy( pose->fl, npose.fl );
+ v3_copy( pose->cam, npose.cam );
+
+ character_pose_blend( ch, &npose, q );
+}
+#endif
static void character_yaw_upper( struct character *ch, float yaw )
{
for( int i=0; i<PART_COUNT; i++ )
{
- rb_build_manifold_terrain( &ch->ragdoll[i] );
-
- /* TODO: Cars */
-#if 0
- 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]] );
-#endif
+ rb_collide( &ch->ragdoll[i], &world.rb_geo );
}
+ rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+
v3f rv;
- float shoe_vel[2];
+ float shoe_vel[2] = {0.0f,0.0f};
for( int i=0; i<2; i++ )
if( ch->shoes[i] )
shoe_vel[i] = v3_length( ch->ragdoll[i].v );
/* This used to be 20 iterations */
- for( int i=0; i<5; i++ )
+ for( int i=0; i<10; i++ )
{
float const k_springfactor = 1.0f/20.0f;
- rb_solve_contacts();
+ rb_solve_contacts( rb_contact_buffer, rb_contact_count );
for( int j=0; j<vg_list_size(rd_joints); j++ )
{