X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=player_ragdoll.c;h=e3345808923f0ed5e01fe15622dc2e24dc3b16c2;hb=53b534974303043efaf1d887711fcd349f6a2885;hp=f0a6f88c7b5de75bd31888f0fe70a699d6e7d72b;hpb=fdfd087053eb596f1e9123951af8acee94d8cd99;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_ragdoll.c b/player_ragdoll.c index f0a6f88..e334580 100644 --- a/player_ragdoll.c +++ b/player_ragdoll.c @@ -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, @@ -116,7 +156,10 @@ static void setup_ragdoll_from_skeleton( struct skeleton *sk, 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; @@ -131,12 +174,17 @@ static void setup_ragdoll_from_skeleton( struct skeleton *sk, 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 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 = &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; @@ -226,12 +274,20 @@ static void copy_ragdoll_pose_to_localplayer( struct player_ragdoll *rd ){ /* * Make the ragdoll copy the player model */ -static void copy_localplayer_to_ragdoll( struct player_ragdoll *rd, v3f v ){ +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; ipart_count; i++ ){ struct ragdoll_part *part = &rd->parts[i]; v3f pos, offset; u32 bone = part->bone_id; + v3f *bone_mtx = localplayer.final_mtx[bone]; m4x3_mulv( bone_mtx, localplayer.skeleton.bones[bone].co, pos ); @@ -242,8 +298,19 @@ static void copy_localplayer_to_ragdoll( struct player_ragdoll *rd, v3f v ){ m3x3_mul( bone_mtx, part->collider_mtx, r ); m3x3_q( r, part->obj.rb.q ); - v3_copy( v, 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 ); @@ -383,10 +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 ); @@ -394,17 +461,30 @@ static void player_ragdoll_iter( struct player_ragdoll *rd ){ rd->position_constraints_count ); } - for( int i=0; ipart_count; i++ ) + for( int i=0; ipart_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; ipart_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; @@ -428,6 +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; icone_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;