gate frame fix
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
index 3421d3a4df9117a648f5446182cf08811c3fa73a..df05295611492ecb41cbafafd266bf9623830c50 100644 (file)
@@ -4,8 +4,10 @@
 #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" };
@@ -432,6 +434,7 @@ void character_pose_blend( struct character *ch, character_pose *pose, float q )
    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 )
@@ -464,6 +467,34 @@ void character_final_pose( struct character *ch, v3f cog,
    
    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 )
 {
@@ -886,18 +917,7 @@ static void character_ragdoll_iter( struct character *ch )
 
    for( int i=0; i<PART_COUNT; i++ )
    {
-      rb_build_manifold_terrain( &ch->ragdoll[i] );
-
-      /* TODO: Cars, piece-to-piece collision */
-#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 );
@@ -910,7 +930,7 @@ static void character_ragdoll_iter( struct character *ch )
          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;