before the storm
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 542c7b2f3a4efad3457cacdc07ec6307ff6eff7c..1673581a98aedb719d7c9dcc455328281d9202bb 100644 (file)
@@ -1,4 +1,8 @@
-#ifndef CHARACTER_H
+/*
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef CHARACTER_H 
 #define CHARACTER_H
 
 #include "common.h"
@@ -10,6 +14,9 @@
 #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)
@@ -31,7 +38,9 @@ struct character
                         *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,
@@ -46,7 +55,12 @@ struct character
    {
       u32 bone_id;
       v3f offset;
-      rigidbody rb;
+
+      u32 use_limits;
+      v3f limits[2];
+
+      rigidbody  rb;
+      u32 parent;
    }
    *ragdoll;
    u32 ragdoll_count;
@@ -74,6 +88,11 @@ static int character_load( struct character *ch, const char *name )
    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" );
@@ -112,6 +131,27 @@ static int character_load( struct character *ch, const char *name )
             v3_add( bone->co, rp->offset, rp->rb.co );
             rp->rb.type = k_rb_shape_box;
             rp->rb.is_world = 0;
+            rp->parent = 0xffffffff;
+
+            if( bone->parent )
+            {
+               for( u32 j=0; j<ch->ragdoll_count; j++ )
+               {
+                  if( ch->ragdoll[ j ].bone_id == bone->parent )
+                  {
+                     rp->parent = j;
+                     break;
+                  }
+               }
+            }
+            
+            /* TODO: refactor to use this style elswhere */
+            struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
+            struct classtype_bone *bone_inf = mdl_get_entdata( src, pnode );
+
+            rp->use_limits = bone_inf->use_limits;
+            v3_copy( bone_inf->angle_limits[0], rp->limits[0] );
+            v3_copy( bone_inf->angle_limits[1], rp->limits[1] );
 
             rb_init( &rp->rb );
          }
@@ -127,6 +167,21 @@ static void character_draw( struct character *ch, float temp, m4x3f camera ){}
 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++ )
@@ -169,10 +224,59 @@ static void character_ragdoll_iter( struct character *ch )
       if( ch->shoes[i] )
          shoe_vel[i] = v3_length( ch->ragdoll[i].rb.v );
    
+   for( int j=0; j<ch->ragdoll_count; j++ )
+   {
+      struct ragdoll_part *pj = &ch->ragdoll[j];
+      struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
+
+      if( pj->parent != 0xffffffff )
+      {
+         struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
+         struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
+
+         v3f lca, lcb;
+         v3_negate( pj->offset, lca );
+         v3_add( bp->co, pp->offset, lcb );
+         v3_sub( bj->co, lcb, lcb );
+
+         rb_debug_constraint_position( &pj->rb, lca, &pp->rb, lcb );
+
+         if( pj->use_limits )
+         {
+            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 */
-   for( int i=0; i<5; i++ )
+   for( int i=0; i<10; i++ )
    {
       rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+
+      for( int j=0; j<ch->ragdoll_count; j++ )
+      {
+         struct ragdoll_part *pj = &ch->ragdoll[j];
+         struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
+
+         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];
+
+            v3f lca, lcb;
+            v3_negate( pj->offset, lca );
+            v3_add( bp->co, pp->offset, lcb );
+            v3_sub( bj->co, lcb, lcb );
+
+            rb_constraint_position( &pj->rb, lca, &pp->rb, lcb );
+
+            rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
+         }
+      }
    }
 
    /* INTEGRATION */