whole
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 6483f06d4aeb2cf385e9b25cd47c76ab8673d136..652753c81d71a23335f7c13dd2d65381a169b26c 100644 (file)
@@ -1,4 +1,4 @@
-#ifndef CHARACTER_H
+#ifndef CHARACTER_H 
 #define CHARACTER_H
 
 #include "common.h"
@@ -6,6 +6,8 @@
 #include "rigidbody.h"
 #include "render.h"
 #include "skeleton.h"
+#include "world.h"
+#include "skeleton_animator.h"
 #include "shaders/viewchar.h"
 
 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
@@ -28,7 +30,10 @@ struct character
                         *anim_highg,
                         *anim_slide,
                         *anim_air,
-                        *anim_push, *anim_push_reverse;
+                        *anim_push, *anim_push_reverse,
+                        *anim_ollie, *anim_ollie_reverse,
+                        *anim_grabs, *anim_stop,
+                        *anim_walk, *anim_run, *anim_idle;
 
    u32 id_hip,
        id_ik_hand_l,
@@ -39,6 +44,20 @@ struct character
 
    v3f cam_pos;
 
+   struct ragdoll_part
+   {
+      u32 bone_id;
+      v3f offset;
+
+      u32 use_limits;
+      v3f limits[2];
+
+      rigidbody  rb;
+      u32 parent;
+   }
+   *ragdoll;
+   u32 ragdoll_count;
+
    int shoes[2];
 };
 
@@ -52,11 +71,7 @@ static int character_load( struct character *ch, const char *name )
    if( !src )
       return 0;
    
-   int error_count = 0;
    mdl_unpack_glmesh( src, &ch->mesh );
-   
-   if( !error_count )
-      vg_success( "Loaded character file '%s' with no errors\n", name );
 
    skeleton_setup( &ch->sk, src );
    ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
@@ -65,6 +80,12 @@ static int character_load( struct character *ch, const char *name )
    ch->anim_air   = skeleton_get_anim( &ch->sk, "pose_air" );
    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" );
@@ -73,6 +94,63 @@ static int character_load( struct character *ch, const char *name )
    ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
    ch->id_head = skeleton_bone_id( &ch->sk, "head" );
 
+   /* setup ragdoll */
+   
+   if( ch->sk.collider_count )
+   {
+      vg_info( "Alloc: %d\n", ch->sk.collider_count );
+      ch->ragdoll = malloc(sizeof(struct ragdoll_part) * ch->sk.collider_count);
+      ch->ragdoll_count = 0;
+
+      for( u32 i=0; i<ch->sk.bone_count; i ++ )
+      {
+         struct skeleton_bone *bone = &ch->sk.bones[i];
+         
+         if( bone->collider )
+         {
+            struct ragdoll_part *rp = &ch->ragdoll[ ch->ragdoll_count ++ ];
+            rp->bone_id = i;
+            
+            v3f delta;
+            v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
+            v3_muls( delta, 0.5f, delta );
+
+            v3_add( bone->hitbox[0], delta, rp->offset );
+
+            v3_copy( delta, rp->rb.bbx[1] );
+            v3_muls( delta, -1.0f, rp->rb.bbx[0] );
+
+            q_identity( rp->rb.q );
+            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 );
+         }
+      }
+   }
+
    free( src );
    return 1;
 }
@@ -82,8 +160,122 @@ 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_ragdoll_copypose( struct character *ch, v3f v ){}
-static void character_debug_ragdoll( struct character *ch ){}
-static void character_ragdoll_iter( struct character *ch ){}
+
+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++ )
+   {
+      struct ragdoll_part *part = &ch->ragdoll[i];
+
+      v3f pos, offset;
+      u32 bone = part->bone_id;
+      
+      m4x3_mulv( ch->sk.final_mtx[bone], ch->sk.bones[bone].co, pos );
+      m3x3_mulv( ch->sk.final_mtx[bone], part->offset, offset );
+      v3_add( pos, offset, part->rb.co );
+      m3x3_q( ch->sk.final_mtx[bone], part->rb.q );
+      v3_copy( v, part->rb.v );
+      v3_zero( part->rb.w );
+      
+      rb_update_transform( &part->rb );
+   }
+}
+
+static void character_debug_ragdoll( struct character *ch )
+{
+   for( u32 i=0; i<ch->ragdoll_count; i ++ )
+      rb_debug( &ch->ragdoll[i].rb, 0xff00ff00 );
+}
+
+static void character_ragdoll_iter( struct character *ch )
+{
+   rb_solver_reset();
+
+   for( int i=0; i<ch->ragdoll_count; i ++ )
+      rb_collide( &ch->ragdoll[i].rb, &world.rb_geo );
+
+   rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+
+   v3f rv;
+
+   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].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 );
+         }
+      }
+   }
+
+   /* CONSTRAINTS */
+   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 */
+   for( int i=0; i<ch->ragdoll_count; i++ )
+      rb_iter( &ch->ragdoll[i].rb );
+   
+   /* SHOES */
+
+   for( int i=0; i<ch->ragdoll_count; i++ )
+      rb_update_transform( &ch->ragdoll[i].rb );
+}
 
 #endif