X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_ragdoll.c;h=6dc171d0f28c73944b13254d43fe76f1634cfe9d;hb=refs%2Fheads%2Frigidbody;hp=3dc7ba6e51d8b2e657b84234f386502787d50642;hpb=35b57a341eb37d863ec69e4f011a88b7bfba5c01;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_ragdoll.c b/player_ragdoll.c index 3dc7ba6..6dc171d 100644 --- a/player_ragdoll.c +++ b/player_ragdoll.c @@ -1,34 +1,81 @@ -#ifndef PLAYER_RAGDOLL_C -#define PLAYER_RAGDOLL_C +#pragma once +#include "vg/vg_rigidbody.h" +#include "vg/vg_rigidbody_collision.h" +#include "vg/vg_rigidbody_constraints.h" +#include "scene_rigidbody.h" #include "player.h" #include "audio.h" -VG_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 ); } -VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, +static void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, struct ragdoll_part *rp ) { + f32 k_density = 8.0f, + k_inertia_scale = 2.0f; + m4x3_identity( rp->collider_mtx ); + rp->type = bone->collider; if( bone->collider == k_bone_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->obj.rb.bbx[1] ); - v3_muls( delta, -1.0f, rp->obj.rb.bbx[0] ); + v3_muls( delta, -1.0f, rp->inf.box[0] ); + v3_copy( delta, rp->inf.box[1] ); - q_identity( rp->obj.rb.q ); - rp->obj.type = k_rb_shape_box; rp->colour = 0xffcccccc; + + rb_setbody_box( &rp->rb, rp->inf.box, k_density, k_inertia_scale ); } else if( bone->collider == k_bone_collider_capsule ){ v3f v0, v1, tx, ty; @@ -48,9 +95,9 @@ VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, v1[ major_axis ] = 1.0f; v3_tangent_basis( v1, tx, ty ); - float r = (fabsf(v3_dot(tx,v0)) + fabsf(v3_dot(ty,v0))) * 0.25f, - l = fabsf(v0[ major_axis ]); - + rp->inf.capsule.r = (fabsf(v3_dot(tx,v0)) + fabsf(v3_dot(ty,v0))) * 0.25f; + rp->inf.capsule.h = fabsf(v0[ major_axis ]); + /* orientation */ v3_muls( tx, -1.0f, rp->collider_mtx[0] ); v3_muls( v1, -1.0f, rp->collider_mtx[1] ); @@ -58,11 +105,10 @@ VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, 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->obj.type = k_rb_shape_capsule; - rp->obj.inf.capsule.height = l; - rp->obj.inf.capsule.radius = r; - rp->colour = 0xff000000 | (0xff << (major_axis*8)); + + rb_setbody_capsule( &rp->rb, rp->inf.capsule.r, rp->inf.capsule.h, + k_density, k_inertia_scale ); } else{ vg_warn( "type: %u\n", bone->collider ); @@ -72,19 +118,17 @@ VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, m4x3_invert_affine( rp->collider_mtx, rp->inv_collider_mtx ); /* Position collider into rest */ - m3x3_q( rp->collider_mtx, rp->obj.rb.q ); - v3_add( rp->collider_mtx[3], bone->co, rp->obj.rb.co ); - v3_zero( rp->obj.rb.v ); - v3_zero( rp->obj.rb.w ); - rb_init_object( &rp->obj ); + m3x3_q( rp->collider_mtx, rp->rb.q ); + v3_add( rp->collider_mtx[3], bone->co, rp->rb.co ); + v3_zero( rp->rb.v ); + v3_zero( rp->rb.w ); + rb_update_matrices( &rp->rb ); } /* * Get parent index in the ragdoll */ -VG_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; jpart_count; j++ ) if( rd->parts[ j ].bone_id == bone_id ) return j; @@ -94,21 +138,20 @@ VG_STATIC u32 ragdoll_bone_parent( struct player_ragdoll *rd, } /* - * Setup ragdoll colliders + * Setup ragdoll colliders from skeleton */ -VG_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; isk.bone_count; i ++ ){ - struct skeleton_bone *bone = &av->sk.bones[i]; + for( u32 i=1; ibone_count; i ++ ){ + struct skeleton_bone *bone = &sk->bones[i]; /* * Bones with colliders @@ -119,7 +162,10 @@ VG_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; @@ -131,20 +177,24 @@ VG_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 rb_constr_pos *c = &rd->position_constraints[ conid ]; - struct skeleton_bone *bj = &av->sk.bones[rp->bone_id]; + 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; - c->rbb = &rp->obj.rb; + c->rba = &pp->rb; + c->rbb = &rp->rb; v3f delta; v3_sub( bj->co, bp->co, delta ); @@ -157,8 +207,8 @@ VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd, struct rb_constr_swingtwist *a = &rd->cone_constraints[ rd->cone_constraints_count ++ ]; - a->rba = &pp->obj.rb; - a->rbb = &rp->obj.rb; + a->rba = &pp->rb; + a->rbb = &rp->rb; a->conet = cosf( inf->conet )-0.0001f; /* Store constraint in local space vectors */ @@ -186,9 +236,7 @@ VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd, /* * Make avatar copy the ragdoll */ -VG_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; ipart_count; i++ ){ struct ragdoll_part *part = &rd->parts[i]; @@ -198,77 +246,89 @@ VG_STATIC void copy_ragdoll_pose_to_avatar( struct player_ragdoll *rd, v3f co_int; float substep = vg.time_fixed_extrapolate; - v3_lerp( part->prev_co, part->obj.rb.co, substep, co_int ); - q_nlerp( part->prev_q, part->obj.rb.q, substep, q_int ); + v3_lerp( part->prev_co, part->rb.co, substep, co_int ); + q_nlerp( part->prev_q, part->rb.q, substep, q_int ); 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; isk.bone_count; i++ ){ - struct skeleton_bone *sb = &av->sk.bones[i]; + for( u32 i=1; iparent && !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 */ -VG_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; ipart_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 ); - v3_add( pos, offset, part->obj.rb.co ); + 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->rb.co ); m3x3f r; - m3x3_mul( av->sk.final_mtx[bone], part->collider_mtx, r ); - m3x3_q( r, part->obj.rb.q ); + m3x3_mul( bone_mtx, part->collider_mtx, r ); + m3x3_q( r, part->rb.q ); + + v3f ra, v; + v3_sub( part->rb.co, centroid, ra ); + v3_cross( localplayer.rb.w, ra, v ); + v3_add( localplayer.rb.v, v, part->rb.v ); + + if( type == k_player_die_type_feet ){ + if( (bone == localplayer.id_foot_l) || + (bone == localplayer.id_foot_r) ){ + v3_zero( part->rb.v ); + } + } - v3_copy( velocity, part->obj.rb.v ); - v3_zero( part->obj.rb.w ); + v3_copy( localplayer.rb.w, part->rb.w ); - v3_copy( part->obj.rb.co, part->prev_co ); - v4_copy( part->obj.rb.q, part->prev_q ); + v3_copy( part->rb.co, part->prev_co ); + v4_copy( part->rb.q, part->prev_q ); - rb_update_transform( &part->obj.rb ); + rb_update_matrices( &part->rb ); } } -/* - * Draw rigidbody colliders for ragdoll - */ -VG_STATIC void player_debug_ragdoll(void) -{ -} - /* * Ragdoll physics step */ -VG_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; @@ -283,32 +343,36 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) float contact_velocities[256]; + rigidbody _null = {0}; + _null.inv_mass = 0.0f; + m3x3_zero( _null.iI ); + for( int i=0; ipart_count; i ++ ){ - v4_copy( rd->parts[i].obj.rb.q, rd->parts[i].prev_q ); - v3_copy( rd->parts[i].obj.rb.co, rd->parts[i].prev_co ); + v4_copy( rd->parts[i].rb.q, rd->parts[i].prev_q ); + v3_copy( rd->parts[i].rb.co, rd->parts[i].prev_co ); if( rb_global_has_space() ){ rb_ct *buf = rb_global_buffer(); int l; - if( rd->parts[i].obj.type == k_rb_shape_capsule ){ - l = rb_capsule__scene( rd->parts[i].obj.rb.to_world, - &rd->parts[i].obj.inf.capsule, - NULL, &world->rb_geo.inf.scene, buf, + if( rd->parts[i].type == k_bone_collider_capsule ){ + l = rb_capsule__scene( rd->parts[i].rb.to_world, + &rd->parts[i].inf.capsule, + NULL, world->geo_bh, buf, k_material_flag_ghosts ); } - else if( rd->parts[i].obj.type == k_rb_shape_box ){ - l = rb_box__scene( rd->parts[i].obj.rb.to_world, - rd->parts[i].obj.rb.bbx, - NULL, &world->rb_geo.inf.scene, buf, + else if( rd->parts[i].type == k_bone_collider_box ){ + l = rb_box__scene( rd->parts[i].rb.to_world, + rd->parts[i].inf.box, + NULL, world->geo_bh, buf, k_material_flag_ghosts ); } else continue; for( int j=0; jparts[i].obj.rb; - buf[j].rbb = &world->rb_geo.rb; + buf[j].rba = &rd->parts[i].rb; + buf[j].rbb = &_null; } rb_contact_count += l; @@ -324,23 +388,23 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) if( !rb_global_has_space() ) break; - if( rd->parts[j].obj.type != k_rb_shape_capsule ) + if( rd->parts[j].type != k_bone_collider_capsule ) continue; - if( rd->parts[i].obj.type != k_rb_shape_capsule ) + if( rd->parts[i].type != k_bone_collider_capsule ) continue; rb_ct *buf = rb_global_buffer(); - int l = rb_capsule__capsule( rd->parts[i].obj.rb.to_world, - &rd->parts[i].obj.inf.capsule, - rd->parts[j].obj.rb.to_world, - &rd->parts[j].obj.inf.capsule, + int l = rb_capsule__capsule( rd->parts[i].rb.to_world, + &rd->parts[i].inf.capsule, + rd->parts[j].rb.to_world, + &rd->parts[j].inf.capsule, buf ); for( int k=0; kparts[i].obj.rb; - buf[k].rbb = &rd->parts[j].obj.rb; + buf[k].rba = &rd->parts[i].rb; + buf[k].rbb = &rd->parts[j].rb; } rb_contact_count += l; @@ -353,7 +417,7 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) struct ragdoll_part *pj = &rd->parts[j]; if( run_sim ){ - rb_effect_simple_bouyency( &pj->obj.rb, world->water.plane, + rb_effect_simple_bouyency( &pj->rb, world->water.plane, k_ragdoll_floatyiness, k_ragdoll_floatydrag ); } @@ -383,8 +447,18 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) * DEBUG */ if( k_ragdoll_debug_collider ){ - for( u32 i=0; ipart_count; i ++ ) - rb_object_debug( &rd->parts[i].obj, rd->parts[i].colour ); + for( u32 i=0; ipart_count; i ++ ){ + struct ragdoll_part *rp = &rd->parts[i]; + + if( rp->type == k_bone_collider_capsule ){ + vg_line_capsule( rp->rb.to_world, + rp->inf.capsule.r, rp->inf.capsule.h, rp->colour ); + } + else if( rp->type == k_bone_collider_box ){ + vg_line_boxf_transformed( rp->rb.to_world, + rp->inf.box, rp->colour ); + } + } } if( k_ragdoll_debug_constraints ){ @@ -396,28 +470,43 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) } /* - * SOLVE CONSTRAINTS + * SOLVE CONSTRAINTS & Integrate */ if( run_sim ){ - for( int i=0; i<16; i++ ){ - rb_solve_contacts( rb_contact_buffer, rb_contact_count ); - rb_solve_swingtwist_constraints( rd->cone_constraints, - rd->cone_constraints_count ); + /* the solver is not very quickly converging so... */ + for( int i=0; i<40; i++ ){ + if( i<20 ){ + rb_solve_contacts( rb_contact_buffer, rb_contact_count ); + rb_solve_swingtwist_constraints( rd->cone_constraints, + rd->cone_constraints_count ); + rb_postsolve_swingtwist_constraints( rd->cone_constraints, + rd->cone_constraints_count ); + } rb_solve_position_constraints( rd->position_constraints, rd->position_constraints_count ); } - for( int i=0; ipart_count; i++ ) - rb_iter( &rd->parts[i].obj.rb ); - - for( int i=0; ipart_count; i++ ) - rb_update_transform( &rd->parts[i].obj.rb ); - + rb_correct_position_constraints( rd->position_constraints, + rd->position_constraints_count, + k_ragdoll_correction * 0.5f ); rb_correct_swingtwist_constraints( rd->cone_constraints, - rd->cone_constraints_count, 0.25f ); + rd->cone_constraints_count, + k_ragdoll_correction * 0.25f ); + + for( int i=0; ipart_count; i++ ){ + rb_iter( &rd->parts[i].rb ); + + v3f w; + v3_copy( rd->parts[i].rb.w, w ); + if( v3_length2( w ) > 0.00001f ){ + v3_normalize( w ); + v3_muladds( rd->parts[i].rb.w, w, -k_ragdoll_angular_drag, + rd->parts[i].rb.w ); + } + } - rb_correct_position_constraints( rd->position_constraints, - rd->position_constraints_count, 0.5f ); + for( int i=0; ipart_count; i++ ) + rb_update_matrices( &rd->parts[i].rb ); } rb_ct *stress = NULL; @@ -441,6 +530,68 @@ VG_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; @@ -449,9 +600,8 @@ VG_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(); } } - -#endif /* PLAYER_RAGDOLL_C */