update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / player_ragdoll.h
index 0e48f0ce060b8d7ce06be14596ce61ffa4c57cec..08ab5e75d9ff56ce37129ed4b7ed248d7c3d913e 100644 (file)
-#ifndef PLAYER_RAGDOLL_H
-#define PLAYER_RAGDOLL_H
-
-#include "player.h"
-
-VG_STATIC float k_ragdoll_floatyiness = 20.0f,
-                k_ragdoll_floatydrag  = 1.0f,
-                k_ragdoll_limit_scale = 1.0f;
-
-VG_STATIC int   k_ragdoll_div = 1,
-                ragdoll_frame = 0,
-                k_ragdoll_debug_collider = 1,
-                k_ragdoll_debug_constraints = 0;
-
-VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
-                                                  struct ragdoll_part *rp )
-{
-   m4x3_identity( rp->collider_mtx );
-
-   if( bone->flags & k_bone_flag_collider_box )
-   {
-      v3f delta;
-      v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
-      v3_muls( delta, 0.5f, delta );
-      v3_add( bone->hitbox[0], delta, rp->collider_mtx[3] );
-
-      v3_copy( delta, rp->rb.bbx[1] );
-      v3_muls( delta, -1.0f, rp->rb.bbx[0] );
-
-      q_identity( rp->rb.q );
-      rp->rb.type = k_rb_shape_box;
-      rp->colour = 0xffcccccc;
-   }
-   else if( bone->flags & k_bone_flag_collider_capsule )
-   {
-      v3f v0, v1, tx, ty;
-      v3_sub( bone->hitbox[1], bone->hitbox[0], v0 );
-
-      int major_axis = 0;
-      float largest = -1.0f;
-
-      for( int i=0; i<3; i ++ )
-      {
-         if( fabsf( v0[i] ) > largest )
-         {
-            largest = fabsf( v0[i] );
-            major_axis = i;
-         }
-      }
-      
-      v3_zero( v1 );
-      v1[ major_axis ] = 1.0f;
-      rb_tangent_basis( v1, tx, ty );
-      
-      float r = (fabsf(v3_dot(tx,v0)) + fabsf(v3_dot(ty,v0))) * 0.25f,
-            l = fabsf(v0[ major_axis ]);
-      
-      /* orientation */
-      v3_muls( tx, -1.0f, rp->collider_mtx[0] );
-      v3_muls( v1, -1.0f, rp->collider_mtx[1] );
-      v3_muls( ty, -1.0f, rp->collider_mtx[2] );
-      v3_add( bone->hitbox[0], bone->hitbox[1], rp->collider_mtx[3] );
-      v3_muls( rp->collider_mtx[3], 0.5f, rp->collider_mtx[3] );
-
-      rp->rb.type = k_rb_shape_capsule;
-      rp->rb.inf.capsule.height = l;
-      rp->rb.inf.capsule.radius = r;
-
-      rp->colour = 0xff000000 | (0xff << (major_axis*8));
-   }
-   else
-      vg_fatal_exit_loop( "Invalid bone collider type" );
-
-   m4x3_invert_affine( rp->collider_mtx, rp->inv_collider_mtx );
-
-   /* Position collider into rest */
-   m3x3_q( rp->collider_mtx, rp->rb.q );
-   v3_add( rp->collider_mtx[3], bone->co, rp->rb.co );
-   rp->rb.is_world = 0;
-   rb_init( &rp->rb );
-}
-
-/*
- * Get parent index in the ragdoll
- */
-VG_STATIC u32 ragdoll_bone_parent( struct player_model *mdl, u32 bone_id )
-{
-   for( u32 j=0; j<mdl->ragdoll_count; j++ )
-      if( mdl->ragdoll[ j ].bone_id == bone_id )
-         return j;
-
-   vg_fatal_exit_loop( "Referenced parent bone does not have a rigidbody" );
-   return 0;
-}
-
-/*
- * Setup ragdoll colliders 
- */
-VG_STATIC void player_init_ragdoll(void)
-{
-   struct player_model *mdl = &player.mdl;
-   mdl_context *src = &mdl->meta;
-
-   if( !mdl->sk.collider_count )
-   {
-      mdl->ragdoll_count = 0;
-      return;
-   }
-
-   mdl->ragdoll_count = 0;
-   mdl->position_constraints_count = 0;
-   mdl->cone_constraints_count = 0;
-
-   for( u32 i=0; i<mdl->sk.bone_count; i ++ )
-   {
-      struct skeleton_bone *bone = &mdl->sk.bones[i];
-
-      /*
-       * Bones with colliders
-       */
-      if( !(bone->flags & k_bone_flag_collider_any) )
-         continue;
-
-      if( mdl->ragdoll_count > vg_list_size(player.mdl.ragdoll) )
-         vg_fatal_exit_loop( "Playermodel has too many colliders" );
-
-      struct ragdoll_part *rp = &mdl->ragdoll[ mdl->ragdoll_count ++ ];
-      rp->bone_id = i;
-      rp->parent = 0xffffffff;
-
-      player_init_ragdoll_bone_collider( bone, rp );
-      
-      struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
-      struct classtype_bone *inf = mdl_get_entdata( src, pnode );
-      
-      /*
-       * Bones with collider and parent
-       */
-      if( !bone->parent )
-         continue;
-
-      rp->parent = ragdoll_bone_parent( mdl, bone->parent );
-      
-      /* Always assign a point-to-point constraint */
-      struct rb_constr_pos *c = 
-         &mdl->position_constraints[ mdl->position_constraints_count ++ ];
-
-      struct skeleton_bone *bj = &mdl->sk.bones[rp->bone_id];
-      struct ragdoll_part  *pp = &mdl->ragdoll[rp->parent];
-      struct skeleton_bone *bp = &mdl->sk.bones[pp->bone_id];
-
-      /* Convention: rba -- parent, rbb -- child */
-      c->rba = &pp->rb;
-      c->rbb = &rp->rb;
-
-      v3f delta;
-      v3_sub( bj->co, bp->co, delta );
-      m4x3_mulv( rp->inv_collider_mtx, (v3f){0.0f,0.0f,0.0f}, c->lcb );
-      m4x3_mulv( pp->inv_collider_mtx, delta, c->lca );
-      
-      if( inf->flags & k_bone_flag_cone_constraint )
-      {
-         struct rb_constr_swingtwist *a = 
-            &mdl->cone_constraints[ mdl->cone_constraints_count ++ ];
-         a->rba = &pp->rb;
-         a->rbb = &rp->rb;
-         a->conet = cosf( inf->conet )-0.0001f;
-         
-         /* Store constraint in local space vectors */
-         m3x3_mulv( c->rba->to_local, inf->conevx, a->conevx );
-         m3x3_mulv( c->rba->to_local, inf->conevy, a->conevy );
-         m3x3_mulv( c->rbb->to_local, inf->coneva, a->coneva );
-         v3_copy( c->lca, a->view_offset );
-         
-         v3_cross( inf->coneva, inf->conevy, a->conevxb );
-         m3x3_mulv( c->rbb->to_local, a->conevxb, a->conevxb );
-
-         v3_normalize( a->conevxb );
-         v3_normalize( a->conevx );
-         v3_normalize( a->conevy );
-         v3_normalize( a->coneva );
-
-         a->conevx[3] = v3_length( inf->conevx );
-         a->conevy[3] = v3_length( inf->conevy );
-
-         rp->use_limits = 1;
-      }
-   }
-}
+#pragma once
 
 /*
- * Make the player model copy the ragdoll
+ * Copyright (C) 2021-2024 Mt.ZERO Software - All Rights Reserved
+ *
+ * Ragdoll system
  */
-VG_STATIC void player_model_copy_ragdoll(void)
-{
-   struct player_model *mdl = &player.mdl;
 
-   for( int i=0; i<mdl->ragdoll_count; i++ )
-   {
-      struct ragdoll_part *part = &mdl->ragdoll[i];
-      m4x3f offset;
-      m3x3_identity(offset);
-      m4x3_mul( part->rb.to_world, part->inv_collider_mtx, 
-                  mdl->sk.final_mtx[part->bone_id] );
-   }
-
-   skeleton_apply_inverses( &mdl->sk );
-}
-
-/*
- * Make the ragdoll copy the player model
- */
-VG_STATIC void player_ragdoll_copy_model( v3f v )
-{
-   struct player_model *mdl = &player.mdl;
+#include "player_api.h"
+#include "skeleton.h"
+#include "vg/vg_rigidbody.h"
+#include "vg/vg_rigidbody_constraints.h"
 
-   for( int i=0; i<mdl->ragdoll_count; i++ )
-   {
-      struct ragdoll_part *part = &mdl->ragdoll[i];
-
-      v3f pos, offset;
-      u32 bone = part->bone_id;
-
-      m4x3_mulv( mdl->sk.final_mtx[bone], mdl->sk.bones[bone].co, pos );
-      m3x3_mulv( mdl->sk.final_mtx[bone], part->collider_mtx[3], offset );
-      v3_add( pos, offset, part->rb.co );
-
-      m3x3f r;
-      m3x3_mul( mdl->sk.final_mtx[bone], part->collider_mtx, r );
-      m3x3_q( r, part->rb.q );
-
-      v3_copy( v, part->rb.v );
-      v3_zero( part->rb.w );
+struct player_ragdoll{
+   struct ragdoll_part{
+      u32 bone_id;
       
-      rb_update_transform( &part->rb );
-   }
-}
+      /* Collider transform relative to bone */
+      m4x3f collider_mtx,
+            inv_collider_mtx;
 
-/*
- * Draw rigidbody colliders for ragdoll
- */
-VG_STATIC void player_debug_ragdoll(void)
-{
-   struct player_model *mdl = &player.mdl;
-}
+      v4f prev_q;
+      v3f prev_co;
 
-/*
- * Ragdoll physics step
- */
-VG_STATIC void player_ragdoll_iter(void)
-{
-   struct player_model *mdl = &player.mdl;
+      u32 use_limits;
+      v3f limits[2];
 
-   int run_sim = 0;
-   ragdoll_frame ++;
+      u32 parent;
+      u32 colour;
 
-   if( ragdoll_frame >= k_ragdoll_div )
-   {
-      ragdoll_frame = 0;
-      run_sim = 1;
-   }
+      rigidbody rb;
+      enum bone_collider type;
 
-   rb_solver_reset();
-   for( int i=0; i<mdl->ragdoll_count; i ++ )
-      rb_collide( &mdl->ragdoll[i].rb, &world.rb_geo );
-
-   /* 
-    * COLLISION DETECTION
-    */
-   for( int i=0; i<mdl->ragdoll_count-1; i ++ )
-   {
-      for( int j=i+1; j<mdl->ragdoll_count; j ++ )
-      {
-         if( mdl->ragdoll[j].parent != i )
-            rb_collide( &mdl->ragdoll[i].rb, &mdl->ragdoll[j].rb );
-      }
-   }
-
-   /*
-    * PRESOLVE
-    */
-   rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
-   rb_presolve_swingtwist_constraints( mdl->cone_constraints,
-                                       mdl->cone_constraints_count );
-
-   /* 
-    * DEBUG
-    */
-   if( k_ragdoll_debug_collider )
-   {
-      for( u32 i=0; i<mdl->ragdoll_count; i ++ )
-         rb_debug( &mdl->ragdoll[i].rb, mdl->ragdoll[i].colour );
-   }
-
-   if( k_ragdoll_debug_constraints )
-   {
-      rb_debug_position_constraints( mdl->position_constraints, 
-                                     mdl->position_constraints_count );
-
-      rb_debug_swingtwist_constraints( mdl->cone_constraints,
-                                       mdl->cone_constraints_count );
-   }
-
-#if 0
-   for( int j=0; j<mdl->ragdoll_count; j++ )
-   {
-      struct ragdoll_part *pj = &mdl->ragdoll[j];
-      struct skeleton_bone *bj = &mdl->sk.bones[pj->bone_id];
-
-      if( run_sim )
-      {
-         v4f plane = {0.0f,1.0f,0.0f,0.0f};
-         rb_effect_simple_bouyency( &pj->rb, plane, k_ragdoll_floatyiness,
-                                                    k_ragdoll_floatydrag );
+      union {
+         rb_capsule capsule;
+         boxf box;
       }
+      inf;
    }
-#endif
-
-   /*
-    * SOLVE CONSTRAINTS 
-    */
-   if( run_sim )
-   {
-      for( int i=0; i<25; i++ )
-      {
-         rb_solve_contacts( rb_contact_buffer, rb_contact_count );
-         rb_solve_swingtwist_constraints( mdl->cone_constraints, 
-                                          mdl->cone_constraints_count );
-         rb_solve_position_constraints( mdl->position_constraints, 
-                                        mdl->position_constraints_count );
-      }
-
-      for( int i=0; i<mdl->ragdoll_count; i++ )
-         rb_iter( &mdl->ragdoll[i].rb );
-
-      for( int i=0; i<mdl->ragdoll_count; i++ )
-         rb_update_transform( &mdl->ragdoll[i].rb );
-
-      rb_correct_swingtwist_constraints( mdl->cone_constraints, 
-                                         mdl->cone_constraints_count, 0.25f );
-
-      rb_correct_position_constraints( mdl->position_constraints,
-                                       mdl->position_constraints_count, 0.5f );
-   }
-
-}
-
-#endif /* PLAYER_RAGDOLL_H */
+   parts[32];
+   u32 part_count;
+
+   rb_constr_pos  position_constraints[32];
+   u32            position_constraints_count;
+
+   rb_constr_swingtwist cone_constraints[32];
+   u32                  cone_constraints_count;
+
+   /* TODO: Fix duplicated data */
+   u32 constraint_associations[32][2];
+   int shoes[2];
+};
+
+enum player_die_type {
+   k_player_die_type_generic,
+   k_player_die_type_head,
+   k_player_die_type_feet
+};
+
+void player_ragdoll_init(void);
+void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
+                                           struct ragdoll_part *rp );
+u32 ragdoll_bone_parent( struct player_ragdoll *rd, u32 bone_id );
+void setup_ragdoll_from_skeleton( struct skeleton *sk,
+                                  struct player_ragdoll *rd );
+void copy_ragdoll_pose_to_localplayer( struct player_ragdoll *rd );
+void copy_localplayer_to_ragdoll( struct player_ragdoll *rd, 
+                                  enum player_die_type type );
+                                   
+void player_debug_ragdoll(void);
+void player_ragdoll_iter( struct player_ragdoll *rd );