stop air sound while paused
[carveJwlIkooP6JGAAIwe30JlM.git] / player_ragdoll.c
index d36bec4974ceaedd237c96861fa719f84c7ffc2b..e3345808923f0ed5e01fe15622dc2e24dc3b16c2 100644 (file)
@@ -4,12 +4,52 @@
 #include "player.h"
 #include "audio.h"
 
-static void player_ragdoll_init(void)
-{
+static int dev_ragdoll_saveload(int argc, const char *argv[]){
+   if( argc != 2 ){
+      vg_info( "Usage: ragdoll load/save filepath\n" );
+      return 1;
+   }
+
+   if( !strcmp(argv[0],"save") ){
+      FILE *fp = fopen( argv[1], "wb" );
+      if( !fp ){
+         vg_error( "Failed to open file\n" );
+         return 1;
+      }
+      fwrite( &localplayer.ragdoll.parts, 
+               sizeof(localplayer.ragdoll.parts), 1, fp );
+      fclose( fp );
+   }
+   else if( !strcmp(argv[0],"load") ){
+      FILE *fp = fopen( argv[1], "rb" );
+      if( !fp ){
+         vg_error( "Failed to open file\n" );
+         return 1;
+      }
+
+      fread( &localplayer.ragdoll.parts, 
+              sizeof(localplayer.ragdoll.parts), 1, fp );
+      fclose( fp );
+   }
+   else {
+      vg_error( "Unknown command: %s (options are: save,load)\n", argv[0] );
+      return 1;
+   }
+   
+   return 0;
+}
+
+static void player_ragdoll_init(void){
+   VG_VAR_F32( k_ragdoll_active_threshold );
+   VG_VAR_F32( k_ragdoll_angular_drag );
+   VG_VAR_F32( k_ragdoll_correction );
    VG_VAR_F32( k_ragdoll_limit_scale );
+   VG_VAR_F32( k_ragdoll_spring );
+   VG_VAR_F32( k_ragdoll_dampening );
    VG_VAR_I32( k_ragdoll_div );
    VG_VAR_I32( k_ragdoll_debug_collider );
    VG_VAR_I32( k_ragdoll_debug_constraints );
+   vg_console_reg_cmd( "ragdoll", dev_ragdoll_saveload, NULL );
 }
 
 static void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
@@ -82,9 +122,7 @@ static void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
 /*
  * Get parent index in the ragdoll
  */
-static u32 ragdoll_bone_parent( struct player_ragdoll *rd,
-                                   struct player_avatar *av, u32 bone_id )
-{
+static u32 ragdoll_bone_parent( struct player_ragdoll *rd, u32 bone_id ){
    for( u32 j=0; j<rd->part_count; j++ )
       if( rd->parts[ j ].bone_id == bone_id )
          return j;
@@ -94,21 +132,20 @@ static u32 ragdoll_bone_parent( struct player_ragdoll *rd,
 }
 
 /*
- * Setup ragdoll colliders 
+ * Setup ragdoll colliders from skeleton
  */
-static void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd,
-                                                 struct player_avatar *av )
-{
+static void setup_ragdoll_from_skeleton( struct skeleton *sk,
+                                         struct player_ragdoll *rd ){
    rd->part_count = 0;
 
-   if( !av->sk.collider_count )
+   if( !sk->collider_count )
       return;
 
    rd->position_constraints_count = 0;
    rd->cone_constraints_count = 0;
 
-   for( u32 i=1; i<av->sk.bone_count; i ++ ){
-      struct skeleton_bone *bone = &av->sk.bones[i];
+   for( u32 i=1; i<sk->bone_count; i ++ ){
+      struct skeleton_bone *bone = &sk->bones[i];
 
       /*
        * Bones with colliders
@@ -119,7 +156,10 @@ static void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd,
       if( rd->part_count > vg_list_size(rd->parts) )
          vg_fatal_error( "Playermodel has too many colliders" );
 
-      struct ragdoll_part *rp = &rd->parts[ rd->part_count ++ ];
+      u32 part_id = rd->part_count;
+      rd->part_count ++;
+
+      struct ragdoll_part *rp = &rd->parts[ part_id ];
       rp->bone_id = i;
       rp->parent = 0xffffffff;
 
@@ -131,16 +171,20 @@ static void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd,
       if( !bone->parent )
          continue;
 
-      rp->parent = ragdoll_bone_parent( rd, av, bone->parent );
-      
+      rp->parent = ragdoll_bone_parent( rd, bone->parent );
       
       if( bone->orig_bone->flags & k_bone_flag_cone_constraint ){
-         struct rb_constr_pos *c = 
-            &rd->position_constraints[ rd->position_constraints_count ++ ];
+         u32 conid = rd->position_constraints_count;
+         rd->position_constraints_count ++;
 
-         struct skeleton_bone *bj = &av->sk.bones[rp->bone_id];
+         struct rb_constr_pos *c = &rd->position_constraints[ conid ];
+
+         struct skeleton_bone *bj = &sk->bones[rp->bone_id];
          struct ragdoll_part  *pp = &rd->parts[rp->parent];
-         struct skeleton_bone *bp = &av->sk.bones[pp->bone_id];
+         struct skeleton_bone *bp = &sk->bones[pp->bone_id];
+         
+         rd->constraint_associations[conid][0] = rp->parent;
+         rd->constraint_associations[conid][1] = part_id;
 
          /* Convention: rba -- parent, rbb -- child */
          c->rba = &pp->obj.rb;
@@ -186,9 +230,7 @@ static void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd,
 /*
  * Make avatar copy the ragdoll
  */
-static void copy_ragdoll_pose_to_avatar( struct player_ragdoll *rd,
-                                            struct player_avatar *av )
-{
+static void copy_ragdoll_pose_to_localplayer( struct player_ragdoll *rd ){
    for( int i=0; i<rd->part_count; i++ ){
       struct ragdoll_part *part = &rd->parts[i];
 
@@ -204,51 +246,71 @@ static void copy_ragdoll_pose_to_avatar( struct player_ragdoll *rd,
       q_m3x3( q_int, mtx );
       v3_copy( co_int, mtx[3] );
 
-      m4x3_mul( mtx, part->inv_collider_mtx, av->sk.final_mtx[part->bone_id] );
+      m4x3_mul( mtx, part->inv_collider_mtx, 
+                localplayer.final_mtx[part->bone_id] );
    }
 
-   for( u32 i=1; i<av->sk.bone_count; i++ ){
-      struct skeleton_bone *sb = &av->sk.bones[i];
+   for( u32 i=1; i<localplayer.skeleton.bone_count; i++ ){
+      struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
 
       if( sb->parent && !sb->collider ){
          v3f delta;
-         v3_sub( av->sk.bones[i].co, av->sk.bones[sb->parent].co, delta );
+         v3_sub( localplayer.skeleton.bones[i].co, 
+                 localplayer.skeleton.bones[sb->parent].co, delta );
 
          m4x3f posemtx;
          m3x3_identity( posemtx );
          v3_copy( delta, posemtx[3] );
 
          /* final matrix */
-         m4x3_mul( av->sk.final_mtx[sb->parent], posemtx, av->sk.final_mtx[i] );
+         m4x3_mul( localplayer.final_mtx[sb->parent], posemtx, 
+                   localplayer.final_mtx[i] );
       }
    }
 
-   skeleton_apply_inverses( &av->sk );
+   skeleton_apply_inverses( &localplayer.skeleton, localplayer.final_mtx );
 }
 
 /*
  * Make the ragdoll copy the player model
  */
-static void copy_avatar_pose_to_ragdoll( struct player_avatar *av,
-                                            struct player_ragdoll *rd,
-                                            v3f velocity )
-{
+static void copy_localplayer_to_ragdoll( struct player_ragdoll *rd, 
+                                         enum player_die_type type ){
+   v3f centroid;
+
+   v3f *bone_mtx = localplayer.final_mtx[localplayer.id_hip];
+   m4x3_mulv( bone_mtx, 
+              localplayer.skeleton.bones[localplayer.id_hip].co, centroid );
+
    for( int i=0; i<rd->part_count; i++ ){
       struct ragdoll_part *part = &rd->parts[i];
 
       v3f pos, offset;
       u32 bone = part->bone_id;
 
-      m4x3_mulv( av->sk.final_mtx[bone], av->sk.bones[bone].co, pos );
-      m3x3_mulv( av->sk.final_mtx[bone], part->collider_mtx[3], offset );
+      v3f *bone_mtx = localplayer.final_mtx[bone];
+
+      m4x3_mulv( bone_mtx, localplayer.skeleton.bones[bone].co, pos );
+      m3x3_mulv( bone_mtx, part->collider_mtx[3], offset );
       v3_add( pos, offset, part->obj.rb.co );
 
       m3x3f r;
-      m3x3_mul( av->sk.final_mtx[bone], part->collider_mtx, r );
+      m3x3_mul( bone_mtx, part->collider_mtx, r );
       m3x3_q( r, part->obj.rb.q );
 
-      v3_copy( velocity, part->obj.rb.v );
-      v3_zero( part->obj.rb.w );
+      v3f ra, v;
+      v3_sub( part->obj.rb.co, centroid, ra );
+      v3_cross( localplayer.rb.w, ra, v );
+      v3_add( localplayer.rb.v, v, part->obj.rb.v );
+
+      if( type == k_player_die_type_feet ){
+         if( (bone == localplayer.id_foot_l) || 
+             (bone == localplayer.id_foot_r) ){
+            v3_zero( part->obj.rb.v );
+         }
+      }
+
+      v3_copy( localplayer.rb.w, part->obj.rb.w );
 
       v3_copy( part->obj.rb.co, part->prev_co );
       v4_copy( part->obj.rb.q, part->prev_q );
@@ -257,18 +319,10 @@ static void copy_avatar_pose_to_ragdoll( struct player_avatar *av,
    }
 }
 
-/*
- * Draw rigidbody colliders for ragdoll
- */
-static void player_debug_ragdoll(void)
-{
-}
-
 /*
  * Ragdoll physics step
  */
-static void player_ragdoll_iter( struct player_ragdoll *rd )
-{
+static void player_ragdoll_iter( struct player_ragdoll *rd ){
    world_instance *world = world_current_instance();
 
    int run_sim = 0;
@@ -396,10 +450,10 @@ static void player_ragdoll_iter( struct player_ragdoll *rd )
    }
 
    /*
-    * SOLVE CONSTRAINTS 
+    * SOLVE CONSTRAINTS  & Integrate
     */
    if( run_sim ){
-      for( int i=0; i<16; i++ ){
+      for( int i=0; i<12; i++ ){
          rb_solve_contacts( rb_contact_buffer, rb_contact_count );
          rb_solve_swingtwist_constraints( rd->cone_constraints, 
                                           rd->cone_constraints_count );
@@ -407,17 +461,30 @@ static void player_ragdoll_iter( struct player_ragdoll *rd )
                                         rd->position_constraints_count );
       }
 
-      for( int i=0; i<rd->part_count; i++ )
+      for( int i=0; i<rd->part_count; i++ ){
          rb_iter( &rd->parts[i].obj.rb );
 
+         v3f w;
+         v3_copy( rd->parts[i].obj.rb.w, w );
+         if( v3_length2( w ) > 0.00001f ){
+            v3_normalize( w );
+            v3_muladds( rd->parts[i].obj.rb.w, w, -k_ragdoll_angular_drag,
+                        rd->parts[i].obj.rb.w );
+         }
+      }
+
       for( int i=0; i<rd->part_count; i++ )
          rb_update_transform( &rd->parts[i].obj.rb );
 
-      rb_correct_swingtwist_constraints( rd->cone_constraints, 
-                                         rd->cone_constraints_count, 0.25f );
+      for( int i=0; i<5; i ++ ){
+         rb_correct_swingtwist_constraints( rd->cone_constraints, 
+                                            rd->cone_constraints_count,
+                                            k_ragdoll_correction * 0.25f );
 
-      rb_correct_position_constraints( rd->position_constraints,
-                                       rd->position_constraints_count, 0.5f );
+         rb_correct_position_constraints( rd->position_constraints,
+                                          rd->position_constraints_count, 
+                                          k_ragdoll_correction * 0.5f );
+      }
    }
 
    rb_ct *stress = NULL;
@@ -441,6 +508,68 @@ static void player_ragdoll_iter( struct player_ragdoll *rd )
 
    static u32 temp_filter = 0;
 
+   /* 
+    * motorized joints 
+    */
+   if( run_sim && 
+         (v3_length2(player_dead.v_lpf)>(k_ragdoll_active_threshold*
+                                         k_ragdoll_active_threshold)) ){
+      assert( rd->cone_constraints_count == rd->position_constraints_count );
+
+      mdl_keyframe anim[32];
+      skeleton_sample_anim( &localplayer.skeleton, player_dead.anim_bail,
+                            0.0f, anim );
+
+      for( u32 i=0; i<rd->cone_constraints_count; i ++ ){
+         rb_constr_swingtwist *st = &rd->cone_constraints[i];
+         rb_constr_pos *pc = &rd->position_constraints[i];
+
+         v3f va, vap;
+
+         m3x3_mulv( st->rbb->to_world, st->coneva, va );
+
+         /* calculate va as seen in rest position, from the perspective of the
+          * parent object, mapped to pose world space using the parents 
+          * transform. thats our target */
+
+         u32 id_p = rd->constraint_associations[i][0],
+             id_a = rd->constraint_associations[i][1];
+
+         struct ragdoll_part *pa = &rd->parts[ id_a ],
+                             *pp = &rd->parts[ id_p ];
+
+         mdl_keyframe *kf = &anim[ pa->bone_id-1 ];
+         m3x3_mulv( pa->collider_mtx, st->coneva, vap );
+         q_mulv( kf->q, vap, vap );
+
+         /* This could be a transfer function */
+         m3x3_mulv( pp->inv_collider_mtx, vap, vap );
+         m3x3_mulv( st->rba->to_world, vap, vap );
+
+         f32 d = v3_dot( vap, va ),
+             a = acosf( vg_clampf( d, -1.0f, 1.0f ) );
+
+         v3f axis;
+         v3_cross( vap, va, axis );
+
+         f32 Fs = -a * k_ragdoll_spring,
+             Fd = -v3_dot( st->rbb->w, axis ) * k_ragdoll_dampening,
+             F  = Fs+Fd;
+
+         v3f torque;
+         v3_muls( axis, F, torque );
+         v3_muladds( st->rbb->w, torque, k_rb_delta, st->rbb->w );
+
+         /* apply a adjustment to keep velocity at joint 0 */
+#if 0
+         v3f wcb, vcb;
+         m3x3_mulv( st->rbb->to_world, pc->lcb, wcb );
+         v3_cross( torque, wcb, vcb );
+         v3_muladds( st->rbb->v, vcb, k_rb_delta, st->rbb->v );
+#endif
+      }
+   }
+
    if( temp_filter ){
       temp_filter --;
       return;
@@ -449,7 +578,8 @@ static void player_ragdoll_iter( struct player_ragdoll *rd )
    if( stress ){
       temp_filter = 20;
       audio_lock();
-      audio_oneshot_3d( &audio_hits[vg_randu32()%5], stress->co, 20.0f, 1.0f );
+      audio_oneshot_3d( &audio_hits[vg_randu32(&vg.rand)%5], 
+                        stress->co, 20.0f, 1.0f );
       audio_unlock();
    }
 }