X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_ragdoll.h;h=3fd552471001449920d1fe49d589f5add73352d9;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=0e48f0ce060b8d7ce06be14596ce61ffa4c57cec;hpb=2a238d32da833812e837cf38e16a7685c98db5c3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_ragdoll.h b/player_ragdoll.h index 0e48f0c..3fd5524 100644 --- a/player_ragdoll.h +++ b/player_ragdoll.h @@ -1,24 +1,48 @@ #ifndef PLAYER_RAGDOLL_H #define PLAYER_RAGDOLL_H -#include "player.h" +#define VG_GAME +#include "vg/vg.h" +#include "skeleton.h" +#include "rigidbody.h" +#include "player_model.h" +#include "world.h" + +struct player_ragdoll +{ + struct ragdoll_part + { + u32 bone_id; + + /* Collider transform relative to bone */ + m4x3f collider_mtx, + inv_collider_mtx; + + u32 use_limits; + v3f limits[2]; -VG_STATIC float k_ragdoll_floatyiness = 20.0f, - k_ragdoll_floatydrag = 1.0f, - k_ragdoll_limit_scale = 1.0f; + rigidbody rb; + u32 parent; + u32 colour; + } + parts[32]; + u32 part_count; + + rb_constr_pos position_constraints[32]; + u32 position_constraints_count; -VG_STATIC int k_ragdoll_div = 1, - ragdoll_frame = 0, - k_ragdoll_debug_collider = 1, - k_ragdoll_debug_constraints = 0; + rb_constr_swingtwist cone_constraints[32]; + u32 cone_constraints_count; + + int shoes[2]; +}; 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 ) - { + if( bone->collider == k_bone_collider_box ){ v3f delta; v3_sub( bone->hitbox[1], bone->hitbox[0], delta ); v3_muls( delta, 0.5f, delta ); @@ -31,18 +55,15 @@ VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, rp->rb.type = k_rb_shape_box; rp->colour = 0xffcccccc; } - else if( bone->flags & k_bone_flag_collider_capsule ) - { + else if( bone->collider == k_bone_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 ) - { + for( int i=0; i<3; i ++ ){ + if( fabsf( v0[i] ) > largest ){ largest = fabsf( v0[i] ); major_axis = i; } @@ -83,10 +104,11 @@ VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, /* * Get parent index in the ragdoll */ -VG_STATIC u32 ragdoll_bone_parent( struct player_model *mdl, u32 bone_id ) +VG_STATIC u32 ragdoll_bone_parent( struct player_ragdoll *rd, + struct player_avatar *av, u32 bone_id ) { - for( u32 j=0; jragdoll_count; j++ ) - if( mdl->ragdoll[ j ].bone_id == bone_id ) + for( u32 j=0; jpart_count; j++ ) + if( rd->parts[ j ].bone_id == bone_id ) return j; vg_fatal_exit_loop( "Referenced parent bone does not have a rigidbody" ); @@ -96,72 +118,67 @@ VG_STATIC u32 ragdoll_bone_parent( struct player_model *mdl, u32 bone_id ) /* * Setup ragdoll colliders */ -VG_STATIC void player_init_ragdoll(void) +VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd, + struct player_avatar *av ) { - struct player_model *mdl = &player.mdl; - mdl_context *src = &mdl->meta; + rd->part_count = 0; - if( !mdl->sk.collider_count ) - { - mdl->ragdoll_count = 0; + if( !av->sk.collider_count ) return; - } - mdl->ragdoll_count = 0; - mdl->position_constraints_count = 0; - mdl->cone_constraints_count = 0; + rd->position_constraints_count = 0; + rd->cone_constraints_count = 0; - for( u32 i=0; isk.bone_count; i ++ ) - { - struct skeleton_bone *bone = &mdl->sk.bones[i]; + for( u32 i=0; isk.bone_count; i ++ ){ + struct skeleton_bone *bone = &av->sk.bones[i]; /* * Bones with colliders */ - if( !(bone->flags & k_bone_flag_collider_any) ) + if( !(bone->collider) ) continue; - if( mdl->ragdoll_count > vg_list_size(player.mdl.ragdoll) ) + if( rd->part_count > vg_list_size(rd->parts) ) vg_fatal_exit_loop( "Playermodel has too many colliders" ); - struct ragdoll_part *rp = &mdl->ragdoll[ mdl->ragdoll_count ++ ]; + struct ragdoll_part *rp = &rd->parts[ rd->part_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 ); + rp->parent = ragdoll_bone_parent( rd, av, bone->parent ); + - /* Always assign a point-to-point constraint */ - struct rb_constr_pos *c = - &mdl->position_constraints[ mdl->position_constraints_count ++ ]; + if( bone->orig_bone->flags & k_bone_flag_cone_constraint ){ + struct rb_constr_pos *c = + &rd->position_constraints[ rd->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]; + struct skeleton_bone *bj = &av->sk.bones[rp->bone_id]; + struct ragdoll_part *pp = &rd->parts[rp->parent]; + struct skeleton_bone *bp = &av->sk.bones[pp->bone_id]; - /* Convention: rba -- parent, rbb -- child */ - c->rba = &pp->rb; - c->rbb = &rp->rb; + /* 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 ); + + + mdl_bone *inf = bone->orig_bone; - 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 ++ ]; + &rd->cone_constraints[ rd->cone_constraints_count ++ ]; + a->rba = &pp->rb; a->rbb = &rp->rb; a->conet = cosf( inf->conet )-0.0001f; @@ -189,47 +206,44 @@ VG_STATIC void player_init_ragdoll(void) } /* - * Make the player model copy the ragdoll + * Make avatar copy the ragdoll */ -VG_STATIC void player_model_copy_ragdoll(void) +VG_STATIC void copy_ragdoll_pose_to_avatar( struct player_ragdoll *rd, + struct player_avatar *av ) { - struct player_model *mdl = &player.mdl; - - for( int i=0; iragdoll_count; i++ ) - { - struct ragdoll_part *part = &mdl->ragdoll[i]; + for( int i=0; ipart_count; i++ ){ + struct ragdoll_part *part = &rd->parts[i]; m4x3f offset; m3x3_identity(offset); m4x3_mul( part->rb.to_world, part->inv_collider_mtx, - mdl->sk.final_mtx[part->bone_id] ); + av->sk.final_mtx[part->bone_id] ); } - skeleton_apply_inverses( &mdl->sk ); + skeleton_apply_inverses( &av->sk ); } /* * Make the ragdoll copy the player model */ -VG_STATIC void player_ragdoll_copy_model( v3f v ) +VG_STATIC void copy_avatar_pose_to_ragdoll( struct player_avatar *av, + struct player_ragdoll *rd, + v3f velocity ) { - struct player_model *mdl = &player.mdl; - - for( int i=0; iragdoll_count; i++ ) - { - struct ragdoll_part *part = &mdl->ragdoll[i]; + for( int i=0; ipart_count; i++ ){ + struct ragdoll_part *part = &rd->parts[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 ); + 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->rb.co ); m3x3f r; - m3x3_mul( mdl->sk.final_mtx[bone], part->collider_mtx, r ); + m3x3_mul( av->sk.final_mtx[bone], part->collider_mtx, r ); m3x3_q( r, part->rb.q ); - v3_copy( v, part->rb.v ); + v3_copy( velocity, part->rb.v ); v3_zero( part->rb.w ); rb_update_transform( &part->rb ); @@ -241,38 +255,91 @@ VG_STATIC void player_ragdoll_copy_model( v3f v ) */ VG_STATIC void player_debug_ragdoll(void) { - struct player_model *mdl = &player.mdl; } /* * Ragdoll physics step */ -VG_STATIC void player_ragdoll_iter(void) +VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) { - struct player_model *mdl = &player.mdl; + world_instance *world = get_active_world(); int run_sim = 0; ragdoll_frame ++; - if( ragdoll_frame >= k_ragdoll_div ) - { + if( ragdoll_frame >= k_ragdoll_div ){ ragdoll_frame = 0; run_sim = 1; } rb_solver_reset(); - for( int i=0; iragdoll_count; i ++ ) - rb_collide( &mdl->ragdoll[i].rb, &world.rb_geo ); + for( int i=0; ipart_count; i ++ ){ + if( rb_global_has_space() ){ + rb_ct *buf = rb_global_buffer(); + + int l; + + if( rd->parts[i].rb.type == k_rb_shape_capsule ){ + l = rb_capsule__scene( rd->parts[i].rb.to_world, + &rd->parts[i].rb.inf.capsule, + NULL, &world->rb_geo.inf.scene, buf ); + } + else if( rd->parts[i].rb.type == k_rb_shape_box ){ + l = rb_box__scene( rd->parts[i].rb.to_world, + rd->parts[i].rb.bbx, + NULL, &world->rb_geo.inf.scene, buf ); + } + else continue; + + for( int j=0; jparts[i].rb; + buf[j].rbb = &world->rb_geo; + } + + rb_contact_count += l; + } + } /* - * COLLISION DETECTION + * self-collision */ - for( int i=0; iragdoll_count-1; i ++ ) - { - for( int j=i+1; jragdoll_count; j ++ ) - { - if( mdl->ragdoll[j].parent != i ) - rb_collide( &mdl->ragdoll[i].rb, &mdl->ragdoll[j].rb ); + for( int i=0; ipart_count-1; i ++ ){ + for( int j=i+1; jpart_count; j ++ ){ + if( rd->parts[j].parent != i ){ + if( !rb_global_has_space() ) + break; + + if( rd->parts[j].rb.type != k_rb_shape_capsule ) + continue; + + if( rd->parts[i].rb.type != k_rb_shape_capsule ) + continue; + + rb_ct *buf = rb_global_buffer(); + + int l = rb_capsule__capsule( rd->parts[i].rb.to_world, + &rd->parts[i].rb.inf.capsule, + rd->parts[j].rb.to_world, + &rd->parts[j].rb.inf.capsule, + buf ); + + for( int k=0; kparts[i].rb; + buf[k].rbb = &rd->parts[j].rb; + } + + rb_contact_count += l; + } + } + } + + for( int j=0; jpart_count; j++ ){ + struct ragdoll_part *pj = &rd->parts[j]; + + 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 ); } } @@ -280,67 +347,48 @@ VG_STATIC void player_ragdoll_iter(void) * PRESOLVE */ rb_presolve_contacts( rb_contact_buffer, rb_contact_count ); - rb_presolve_swingtwist_constraints( mdl->cone_constraints, - mdl->cone_constraints_count ); + rb_presolve_swingtwist_constraints( rd->cone_constraints, + rd->cone_constraints_count ); /* * DEBUG */ - if( k_ragdoll_debug_collider ) - { - for( u32 i=0; iragdoll_count; i ++ ) - rb_debug( &mdl->ragdoll[i].rb, mdl->ragdoll[i].colour ); + if( k_ragdoll_debug_collider ){ + for( u32 i=0; ipart_count; i ++ ) + rb_debug( &rd->parts[i].rb, rd->parts[i].colour ); } - if( k_ragdoll_debug_constraints ) - { - rb_debug_position_constraints( mdl->position_constraints, - mdl->position_constraints_count ); + if( k_ragdoll_debug_constraints ){ + rb_debug_position_constraints( rd->position_constraints, + rd->position_constraints_count ); - rb_debug_swingtwist_constraints( mdl->cone_constraints, - mdl->cone_constraints_count ); + rb_debug_swingtwist_constraints( rd->cone_constraints, + rd->cone_constraints_count ); } -#if 0 - for( int j=0; jragdoll_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 ); - } - } -#endif - /* * SOLVE CONSTRAINTS */ - if( run_sim ) - { - for( int i=0; i<25; i++ ) - { + if( run_sim ){ + for( int i=0; i<16; 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 ); + rb_solve_swingtwist_constraints( rd->cone_constraints, + rd->cone_constraints_count ); + rb_solve_position_constraints( rd->position_constraints, + rd->position_constraints_count ); } - for( int i=0; iragdoll_count; i++ ) - rb_iter( &mdl->ragdoll[i].rb ); + for( int i=0; ipart_count; i++ ) + rb_iter( &rd->parts[i].rb ); - for( int i=0; iragdoll_count; i++ ) - rb_update_transform( &mdl->ragdoll[i].rb ); + for( int i=0; ipart_count; i++ ) + rb_update_transform( &rd->parts[i].rb ); - rb_correct_swingtwist_constraints( mdl->cone_constraints, - mdl->cone_constraints_count, 0.25f ); + rb_correct_swingtwist_constraints( rd->cone_constraints, + rd->cone_constraints_count, 0.25f ); - rb_correct_position_constraints( mdl->position_constraints, - mdl->position_constraints_count, 0.5f ); + rb_correct_position_constraints( rd->position_constraints, + rd->position_constraints_count, 0.5f ); } }