#ifndef PLAYER_RAGDOLL_H
#define PLAYER_RAGDOLL_H
-#include "player.h"
-
-static float k_ragdoll_floatyiness = 10.0f,
- k_ragdoll_floatydrag = 1.0f;
-
-/*
- * Setup ragdoll colliders
- */
-static void player_init_ragdoll( mdl_header *src )
-{
- struct player_model *mdl = &player.mdl;
-
- if( !mdl->sk.collider_count )
- {
- mdl->ragdoll_count = 0;
- return;
- }
-
- mdl->ragdoll = malloc(sizeof(struct ragdoll_part) * mdl->sk.collider_count);
- mdl->ragdoll_count = 0;
-
- for( u32 i=0; i<mdl->sk.bone_count; i ++ )
- {
- struct skeleton_bone *bone = &mdl->sk.bones[i];
-
- if( bone->collider )
- {
- struct ragdoll_part *rp = &mdl->ragdoll[ mdl->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<mdl->ragdoll_count; j++ )
- {
- if( mdl->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 );
- }
- }
-}
-
-/*
- * Make the player model copy the ragdoll
- */
-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);
- v3_negate( part->offset, offset[3] );
- m4x3_mul( part->rb.to_world, offset, mdl->sk.final_mtx[part->bone_id] );
- }
-
- skeleton_apply_inverses( &mdl->sk );
-}
-
-/*
- * Make the ragdoll copy the player model
- */
-static void player_ragdoll_copy_model( v3f v )
-{
- struct player_model *mdl = &player.mdl;
-
- 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->offset, offset );
- v3_add( pos, offset, part->rb.co );
- m3x3_q( mdl->sk.final_mtx[bone], part->rb.q );
- v3_copy( v, part->rb.v );
- v3_zero( part->rb.w );
+#include "player_api.h"
+#include "skeleton.h"
+#include "rigidbody.h"
+#include "player_render.h"
+
+struct player_ragdoll{
+ struct ragdoll_part{
+ u32 bone_id;
- rb_update_transform( &part->rb );
- }
-}
-
-/*
- * Draw rigidbody colliders for ragdoll
- */
-static void player_debug_ragdoll(void)
-{
- struct player_model *mdl = &player.mdl;
-
- for( u32 i=0; i<mdl->ragdoll_count; i ++ )
- rb_debug( &mdl->ragdoll[i].rb, 0xff00ff00 );
-}
-
-/*
- * Ragdoll physics step
- */
-static void player_ragdoll_iter(void)
-{
- struct player_model *mdl = &player.mdl;
- rb_solver_reset();
-
- for( int i=0; i<mdl->ragdoll_count; i ++ )
- rb_collide( &mdl->ragdoll[i].rb, &world.rb_geo );
-
- rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
-
- v3f rv;
-
-#if 0
- float shoe_vel[2] = {0.0f,0.0f};
- for( int i=0; i<2; i++ )
- if( mdl->shoes[i] )
- shoe_vel[i] = v3_length( mdl->ragdoll[i].rb.v );
-#endif
-
- 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];
+ /* Collider transform relative to bone */
+ m4x3f collider_mtx,
+ inv_collider_mtx;
- if( pj->parent != 0xffffffff )
- {
- struct ragdoll_part *pp = &mdl->ragdoll[pj->parent];
- struct skeleton_bone *bp = &mdl->sk.bones[pp->bone_id];
+ v4f prev_q;
+ v3f prev_co;
- v3f lca, lcb;
- v3_negate( pj->offset, lca );
- v3_add( bp->co, pp->offset, lcb );
- v3_sub( bj->co, lcb, lcb );
+ u32 use_limits;
+ v3f limits[2];
- 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<10; i++ )
- {
- rb_solve_contacts( rb_contact_buffer, rb_contact_count );
-
- 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( (pj->parent != 0xffffffff) && pj->use_limits )
- {
- struct ragdoll_part *pp = &mdl->ragdoll[pj->parent];
- struct skeleton_bone *bp = &mdl->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 );
- }
- }
+ rb_object obj;
+ u32 parent;
+ u32 colour;
}
-
- /* INTEGRATION */
- for( int i=0; i<mdl->ragdoll_count; i++ )
- rb_iter( &mdl->ragdoll[i].rb );
-
- /* SHOES */
- for( int i=0; i<mdl->ragdoll_count; i++ )
- rb_update_transform( &mdl->ragdoll[i].rb );
-}
+ 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];
+};
+
+static float k_ragdoll_floatyiness = 20.0f,
+ k_ragdoll_floatydrag = 1.0f,
+ k_ragdoll_limit_scale = 1.0f,
+ k_ragdoll_spring = 127.0f,
+ k_ragdoll_dampening = 15.0f,
+ k_ragdoll_correction = 0.5f,
+ k_ragdoll_angular_drag = 0.08f,
+ k_ragdoll_active_threshold = 5.0f;
+
+static int k_ragdoll_div = 1,
+ ragdoll_frame = 0,
+ k_ragdoll_debug_collider = 1,
+ k_ragdoll_debug_constraints = 0;
+
+enum player_die_type {
+ k_player_die_type_generic,
+ k_player_die_type_head,
+ k_player_die_type_feet
+};
+
+static void player_ragdoll_init(void);
+static void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
+ struct ragdoll_part *rp );
+static u32 ragdoll_bone_parent( struct player_ragdoll *rd, u32 bone_id );
+static void setup_ragdoll_from_skeleton( struct skeleton *sk,
+ struct player_ragdoll *rd );
+static void copy_ragdoll_pose_to_localplayer( struct player_ragdoll *rd );
+static void copy_localplayer_to_ragdoll( struct player_ragdoll *rd,
+ enum player_die_type type );
+
+static void player_debug_ragdoll(void);
+static void player_ragdoll_iter( struct player_ragdoll *rd );
#endif /* PLAYER_RAGDOLL_H */