ragdoll
authorhgn <hgodden00@gmail.com>
Sun, 12 Jun 2022 22:41:28 +0000 (23:41 +0100)
committerhgn <hgodden00@gmail.com>
Sun, 12 Jun 2022 22:41:28 +0000 (23:41 +0100)
character.h
main.c
ragdoll.h [new file with mode: 0644]
rigidbody.h [new file with mode: 0644]
scene.h
textures/grid_terrain.png [new file with mode: 0644]

index 70c1727a8c68308002c34ad7cb9b57edfd47846d..f5a9d676ab710686aa7cefcc9807607d1bbf2eb1 100644 (file)
@@ -3,7 +3,9 @@
 
 #include "vg/vg.h"
 #include "model.h"
+#include "scene.h"
 #include "ik.h"
+#include "rigidbody.h"
 
 SHADER_DEFINE( shader_player,
 
@@ -87,7 +89,6 @@ static const char *character_part_strings[] =
    FOREACH_PART( MAKE_STRING )
 };
 
-
 struct character
 {
    glmesh mesh;
@@ -97,6 +98,7 @@ struct character
    
    /* Auxillary information */
    v3f offsets[ PART_COUNT ];
+   rigidbody ragdoll[ PART_COUNT ];
 
    /* 
     * Controls
@@ -564,4 +566,284 @@ static void character_shader_register(void)
    SHADER_INIT(shader_player);
 }
 
+
+/* 
+ * Ragdoll Stuff
+ */
+
+static void character_rd_box( struct character *ch, enum character_part id,
+                              v3f dims )
+{
+   v3_muls( dims, -0.5f, ch->ragdoll[id].bbx[0] );
+   v3_muls( dims,  0.5f, ch->ragdoll[id].bbx[1] );
+}
+
+struct rd_joint
+{
+   enum character_part ia, ib;
+   v3f lca, lcb;
+
+   struct rd_joint_axis
+   {
+       v3f va, vb;
+       float spring, ang;
+   }
+   min, maj;
+};
+
+static const float k_human_major = 0.9f,
+                   k_human_minor = 0.9f,
+                   k_human_major_max = 1.4f,
+                   k_human_minor_max = 0.4f;
+
+#define HUMAN_VERTICAL_DEFAULT                        \
+.min = {                                              \
+   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
+   .spring = k_human_minor, .ang = k_human_minor_max  \
+},                                                    \
+.maj = {                                              \
+   .va = {0.0f,1.0f,0.0f}, .vb = {0.0f,1.0f,0.0f},    \
+   .spring = k_human_major, .ang = k_human_major_max  \
+}
+
+#define HUMAN_ARM_LEFT                                \
+.min = {                                              \
+   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
+   .spring = k_human_minor, .ang = k_human_minor_max  \
+},                                                    \
+.maj = {                                              \
+   .va = {0.0f,0.0f,1.0f}, .vb = {0.0f,0.0f,1.0f},    \
+   .spring = k_human_major, .ang = k_human_major_max  \
+}
+
+#define HUMAN_ARM_RIGHT                               \
+.min = {                                              \
+   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
+   .spring = k_human_minor, .ang = k_human_minor_max  \
+},                                                    \
+.maj = {                                              \
+   .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f},    \
+   .spring = k_human_major, .ang = k_human_major_max  \
+}
+
+static struct rd_joint rd_joints[] =
+{
+   { .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_body0, .ib = k_chpart_leg_l0, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_leg_l0, .ib = k_chpart_leg_l1, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_body0, .ib = k_chpart_leg_r0, HUMAN_VERTICAL_DEFAULT },
+   { .ia = k_chpart_leg_r0, .ib = k_chpart_leg_r1, HUMAN_VERTICAL_DEFAULT },
+
+   { .ia = k_chpart_body1, .ib = k_chpart_arm_l0, HUMAN_ARM_LEFT },
+   { .ia = k_chpart_arm_l0, .ib = k_chpart_arm_l1, HUMAN_ARM_LEFT },
+   { .ia = k_chpart_arm_l1, .ib = k_chpart_hand_l, HUMAN_ARM_LEFT },
+
+   { .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
+   { .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
+   { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT },
+};
+
+static void character_init_ragdoll_joints( struct character *ch )
+{
+   for( int i=0; i<vg_list_size(rd_joints); i++ )
+   {
+      struct rd_joint *joint = &rd_joints[i];
+      
+      float *hinge = ch->parts[joint->ib].pivot;
+      v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
+      v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
+   }
+}
+
+static void character_init_ragdoll( struct character *ch )
+{
+   v3f *offs = ch->offsets;
+   rigidbody *rbs = ch->ragdoll;
+
+   /* CHest */
+   float chest_width = fabsf(offs[k_chpart_arm_r0][2])*2.0f,
+         chest_depth = chest_width * 0.571f,
+         chest_height = offs[k_chpart_neck][1];
+   v3f chest_dims = { chest_depth, chest_height, chest_width };
+   character_rd_box( ch, k_chpart_body1, chest_dims );
+
+   v3_copy( ch->parts[k_chpart_body1].pivot, rbs[k_chpart_body1].co );
+   rbs[k_chpart_body1].co[1] += chest_height*0.5f;
+
+   /* Torso */
+   v3f torso_dims = { chest_depth, 
+                      offs[k_chpart_body1][1]-offs[k_chpart_leg_l0][1],
+                      chest_width*0.85f };
+   v3_copy( ch->parts[k_chpart_body0].pivot, rbs[k_chpart_body0].co );
+   character_rd_box( ch, k_chpart_body0, torso_dims );
+
+   /* Neck */
+   v3f neck_dims = { chest_depth*0.5f, 
+                     offs[k_chpart_head][1], 
+                     chest_depth*0.5f };
+   v3_copy( ch->parts[k_chpart_neck].pivot, rbs[k_chpart_neck].co );
+   rbs[k_chpart_neck].co[1] += neck_dims[1]*0.5f;
+   character_rd_box( ch, k_chpart_neck, neck_dims );
+
+   /* Head */
+   v3f head_dims = { chest_width*0.5f, chest_width*0.5f, chest_width*0.5f };
+   v3_copy( ch->parts[k_chpart_head].pivot, rbs[k_chpart_head].co );
+   rbs[k_chpart_head].co[1] += head_dims[1]*0.5f;
+   character_rd_box( ch, k_chpart_head, head_dims );
+   
+   /* ARms */
+   v3f ua_dims = { 0.0f, 0.0f, fabsf(offs[k_chpart_arm_l1][2]) };
+   ua_dims[1] = 0.38f*ua_dims[2];
+   ua_dims[0] = 0.38f*ua_dims[2];
+   v3f la_dims = { ua_dims[0], ua_dims[1], fabsf(offs[k_chpart_hand_l][2]) };
+   v3f hand_dims = { ua_dims[1], ua_dims[1]*0.5f, ua_dims[1] };
+
+   character_rd_box( ch, k_chpart_arm_l0, ua_dims );
+   character_rd_box( ch, k_chpart_arm_r0, ua_dims );
+   character_rd_box( ch, k_chpart_arm_l1, la_dims );
+   character_rd_box( ch, k_chpart_arm_r1, la_dims );
+   character_rd_box( ch, k_chpart_hand_l, hand_dims );
+   character_rd_box( ch, k_chpart_hand_r, hand_dims );
+
+   v3_copy( ch->parts[k_chpart_arm_l0].pivot, rbs[k_chpart_arm_l0].co );
+   rbs[k_chpart_arm_l0].co[2] += ua_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_arm_l1].pivot, rbs[k_chpart_arm_l1].co );
+   rbs[k_chpart_arm_l1].co[2] += la_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_hand_l].pivot, rbs[k_chpart_hand_l].co );
+   rbs[k_chpart_hand_l].co[2] += hand_dims[2] * 0.5f;
+
+   v3_copy( ch->parts[k_chpart_arm_r0].pivot, rbs[k_chpart_arm_r0].co );
+   rbs[k_chpart_arm_r0].co[2] -= ua_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_arm_r1].pivot, rbs[k_chpart_arm_r1].co );
+   rbs[k_chpart_arm_r1].co[2] -= la_dims[2] * 0.5f;
+   v3_copy( ch->parts[k_chpart_hand_r].pivot, rbs[k_chpart_hand_r].co );
+   rbs[k_chpart_hand_r].co[2] -= hand_dims[2] * 0.5f;
+
+   /* LEgs */
+   v3f ul_dims = { 0.0f, fabsf(offs[k_chpart_leg_l1][1]), 0.0f };
+   ul_dims[0] = 0.38f*ul_dims[1];
+   ul_dims[2] = 0.38f*ul_dims[1];
+   v3f ll_dims = { ul_dims[0], fabsf(offs[k_chpart_foot_l][1]), ul_dims[2] };
+   v3f foot_dims = { 2.0f*ul_dims[0], ul_dims[0], ul_dims[0] };
+
+   character_rd_box( ch, k_chpart_leg_l0, ul_dims );
+   character_rd_box( ch, k_chpart_leg_r0, ul_dims );
+   character_rd_box( ch, k_chpart_leg_l1, ll_dims );
+   character_rd_box( ch, k_chpart_leg_r1, ll_dims );
+   character_rd_box( ch, k_chpart_foot_l, foot_dims );
+   character_rd_box( ch, k_chpart_foot_r, foot_dims );
+
+   v3_copy( ch->parts[k_chpart_leg_l0].pivot, rbs[k_chpart_leg_l0].co );
+   rbs[k_chpart_leg_l0].co[1] -= ul_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_leg_l1].pivot, rbs[k_chpart_leg_l1].co );
+   rbs[k_chpart_leg_l1].co[1] -= ll_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_foot_l].pivot, rbs[k_chpart_foot_l].co );
+   rbs[k_chpart_foot_l].co[1] -= foot_dims[1] * 0.5f;
+   rbs[k_chpart_foot_l].co[0] -= foot_dims[0] * 0.5f;
+
+   v3_copy( ch->parts[k_chpart_leg_r0].pivot, rbs[k_chpart_leg_r0].co );
+   rbs[k_chpart_leg_r0].co[1] -= ul_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_leg_r1].pivot, rbs[k_chpart_leg_r1].co );
+   rbs[k_chpart_leg_r1].co[1] -= ll_dims[1] * 0.5f;
+   v3_copy( ch->parts[k_chpart_foot_r].pivot, rbs[k_chpart_foot_r].co );
+   rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
+   rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
+
+   character_init_ragdoll_joints( ch );
+
+   for( int i=0; i<PART_COUNT; i++ )
+      rb_init( &ch->ragdoll[i] );
+}
+
+static void character_ragdoll_go( struct character *ch, v3f pos )
+{
+   character_init_ragdoll( ch );
+   for( int i=0; i<PART_COUNT; i++ )
+      v3_add( pos, ch->ragdoll[i].co, ch->ragdoll[i].co );
+}
+
+static void character_ragdoll_copypose( struct character *ch, v3f v )
+{
+   character_init_ragdoll(ch);
+
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      v3f offset;
+      rigidbody *rb = &ch->ragdoll[i];
+
+      v3_sub( rb->co, ch->parts[i].pivot, offset );
+
+      m4x3_mulv( ch->matrices[i], offset, rb->co );
+      m3x3_q( ch->matrices[i], rb->q );
+      v3_copy( v, rb->v );
+      v3_zero( rb->I );
+      rb->manifold_count = 0; /* ? */
+
+      rb_update_transform( rb );
+   }
+}
+
+static void character_debug_ragdoll( struct character *ch )
+{
+   rb_debug( &ch->ragdoll[k_chpart_body0], 0xffffffff );
+   rb_debug( &ch->ragdoll[k_chpart_body1], 0xffffffff );
+   rb_debug( &ch->ragdoll[k_chpart_neck], 0xff00ff00 );
+   rb_debug( &ch->ragdoll[k_chpart_head], 0xff00ff00 );
+
+   rb_debug( &ch->ragdoll[k_chpart_arm_l0], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_arm_l1], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_hand_l], 0xffffa500 );
+
+   rb_debug( &ch->ragdoll[k_chpart_arm_r0], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_arm_r1], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_hand_r], 0xff00a5ff );
+
+   rb_debug( &ch->ragdoll[k_chpart_leg_l0], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_leg_l1], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_foot_l], 0xffffa500 );
+   rb_debug( &ch->ragdoll[k_chpart_leg_r0], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_leg_r1], 0xff00a5ff );
+   rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
+}
+
+static void character_ragdoll_iter( struct character *ch, scene *sc )
+{
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      rb_build_manifold( &ch->ragdoll[i], sc );
+   }
+
+   for( int i=0; i<20; i++ )
+   {
+      float const k_springfactor = 1.0f/20.0f;
+
+      for( int j=0; j<PART_COUNT; j++ )
+         rb_constraint_manifold( &ch->ragdoll[j] );
+
+      for( int j=0; j<vg_list_size(rd_joints); j++ )
+      {
+         struct rd_joint *joint = &rd_joints[j];
+         rigidbody *rba = &ch->ragdoll[joint->ia],
+                   *rbb = &ch->ragdoll[joint->ib];
+
+         rb_constraint_position( rba, joint->lca, rbb, joint->lcb );
+         rb_constraint_angle( rba, joint->maj.va, rbb, joint->maj.vb,
+                                   joint->maj.ang, 
+                                   joint->maj.spring * k_springfactor );
+
+         rb_constraint_angle( rba, joint->min.va, rbb, joint->min.vb,
+                                   joint->min.ang, 
+                                   joint->min.spring * k_springfactor );
+      }
+   }
+
+   for( int i=0; i<PART_COUNT; i++ )
+      rb_iter( &ch->ragdoll[i] );
+
+   for( int i=0; i<PART_COUNT; i++ )
+      rb_update_transform( &ch->ragdoll[i] );
+}
+
 #endif
diff --git a/main.c b/main.c
index 61f0a584dd137bff175213a381b34a64d648c5b4..804a6cd24684f604ce504edaa9d653b1d8f323e2 100644 (file)
--- a/main.c
+++ b/main.c
@@ -67,6 +67,8 @@ static int replay_buffer_frame = 0;
 #include "ik.h"
 #include "character.h"
 #include "terrain.h"
+#include "ragdoll.h"
+#include "rigidbody.h"
 
 int main( int argc, char *argv[] )
 { 
@@ -96,7 +98,7 @@ static struct gplayer
    float pitch;
 
    v3f land_target;
-   v3f land_target_log[12];
+   v3f land_target_log[22];
    int land_log_count;
    m3x3f vr;
 
@@ -127,8 +129,17 @@ static struct grender
 }
 render;
 
+rigidbody mr_box = {
+   .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }}
+};
+
+rigidbody mrs_box = {
+   .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }}
+};
+
 static void player_transform_update(void)
 {
+   q_normalize( player.rot );
    q_m3x3( player.rot, player.to_world );
    v3_copy( player.co, player.to_world[3] );
 
@@ -171,7 +182,11 @@ void vg_start(void)
    replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
 
    vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
+
+   rb_init( &mr_box );
+   rb_init( &mrs_box );
+   mrs_box.co[2] += 2.0f;
+
    vg_convar_push( (struct vg_convar){
       .name = "frame",
       .data = &replay_buffer_frame,
@@ -253,6 +268,7 @@ void vg_start(void)
    v3_normalize( lightDir );
 
    character_load( &player.mdl, "ch_default" );
+   character_init_ragdoll( &player.mdl );
    
    /* Setup scene */
    scene_init( &world.geo );
@@ -261,6 +277,9 @@ void vg_start(void)
    scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
          (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
 
+   scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
+         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+
    free( mworld );
    scene_upload( &world.geo );
    bvh_create( &world.geo );
@@ -375,9 +394,9 @@ static void player_start_air(void)
    
    m3x3_identity( player.vr );
 
-   for( int m=0;m<=5; m++ )
+   for( int m=-3;m<=12; m++ )
    {
-      float vmod = ((float)m / 5.0f)*0.09f;
+      float vmod = ((float)m / 15.0f)*0.09f;
 
       v3f pco, pco1, pv;
       v3_copy( player.co, pco );
@@ -476,11 +495,10 @@ static void player_physics_ground(void)
     * Getting surface collision points,
     * the contact manifold is a triangle for simplicity.
     */
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
+   v3f contact_front, contact_back, contact_norm, vup, vside,
        axis;
    
    float klength = 0.65f;
-   m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
    m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
    m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
    m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
@@ -522,7 +540,6 @@ static void player_physics_ground(void)
    }
 
    float resistance = v3_dot( norm, player.v );
-
    if( resistance >= 0.0f )
    {
       player_start_air();
@@ -668,18 +685,18 @@ static void player_update(void)
 {
    static int clock = 0;
 
-   clock ++;
-   if( clock >= clock_divider )
-      clock = 0;
-   else
-      return;
-
    /* temp */
    if( freecam )
    {
       player_freecam();
       return;
    }
+
+   clock ++;
+   if( clock >= clock_divider )
+      clock = 0;
+   else
+      return;
    
    if( vg_get_axis("grabl")>0.0f)
       reset_player(0,NULL);
@@ -738,7 +755,41 @@ static void player_update(void)
 void vg_update(void)
 {
    player_update();
-   bvh_debug( &world.geo, player.co );
+
+   //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f );
+
+   if( glfwGetKey( vg_window, GLFW_KEY_F ) )
+      character_ragdoll_go( &player.mdl, player.view );
+
+   if( glfwGetKey( vg_window, GLFW_KEY_G ) )
+      character_ragdoll_copypose( &player.mdl, player.v );
+
+   static int clock = 0;
+
+   clock ++;
+   if( clock >= clock_divider )
+   {
+      character_debug_ragdoll( &player.mdl );
+      character_ragdoll_iter( &player.mdl, &world.geo );
+
+
+      rb_build_manifold( &mr_box, &world.geo );
+      rb_build_manifold( &mrs_box, &world.geo );
+      rb_constraint_manifold( &mr_box );
+      rb_constraint_manifold( &mrs_box );
+      
+      rb_iter( &mr_box );
+      rb_iter( &mrs_box );
+
+      rb_debug( &mr_box, 0xffffffff );
+      rb_debug( &mrs_box, 0xff00ff00 );
+
+      rb_update_transform( &mr_box );
+      rb_update_transform( &mrs_box );
+
+      clock = 0;
+   }
+
 }
 
 static void player_animate(void)
@@ -1071,13 +1122,12 @@ void vg_render(void)
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
 
-#if 1
+#if 0
    glClear( GL_COLOR_BUFFER_BIT );
 #else
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 #endif
 
-   if( !freecam )
    draw_player();
 
    /* Draw back in the background */
diff --git a/ragdoll.h b/ragdoll.h
new file mode 100644 (file)
index 0000000..fa51b6c
--- /dev/null
+++ b/ragdoll.h
@@ -0,0 +1,9 @@
+#ifndef RAGDOLL_H
+#define RAGDOLL_H
+
+#include "vg/vg.h"
+#include "scene.h"
+
+
+
+#endif
diff --git a/rigidbody.h b/rigidbody.h
new file mode 100644 (file)
index 0000000..cf258b8
--- /dev/null
@@ -0,0 +1,348 @@
+/* SHite fphysics */
+
+#ifndef RIGIDBODY_H
+#define RIGIDBODY_H
+
+#include "vg/vg.h"
+#include "scene.h"
+
+#define k_rb_delta (1.0f/60.0f)
+
+typedef struct rigidbody rigidbody;
+struct rigidbody
+{
+   v3f co, v, I;
+   v4f q;
+   boxf bbx;
+
+   struct contact
+   {
+      v3f co, n, delta;
+      v3f t[2];
+      float bias, norm_impulse, tangent_impulse[2];
+   }
+   manifold[4];
+   int manifold_count;
+
+   m4x3f to_world, to_local;
+};
+
+static void rb_update_transform( rigidbody *rb )
+{
+   q_normalize( rb->q );
+   q_m3x3( rb->q, rb->to_world );
+   v3_copy( rb->co, rb->to_world[3] );
+
+   m4x3_invert_affine( rb->to_world, rb->to_local );
+}
+
+static void rb_init( rigidbody *rb )
+{
+   q_identity( rb->q );
+   v3_zero( rb->v );
+   v3_zero( rb->I );
+
+   rb_update_transform( rb );
+}
+
+static void rb_iter( rigidbody *rb )
+{
+   v3f gravity = { 0.0f, -9.6f, 0.0f };
+   v3_muladds( rb->v, gravity, k_rb_delta, rb->v );
+
+   /* intergrate velocity */
+   v3_muladds( rb->co, rb->v, k_rb_delta, rb->co );
+
+   v3_lerp( rb->I, (v3f){0.0f,0.0f,0.0f}, 0.0025f, rb->I );
+
+   /* inegrate inertia */
+   if( v3_length2( rb->I ) > 0.0f )
+   {
+      v4f rotation;
+      v3f axis;
+      v3_copy( rb->I, axis );
+      
+      float mag = v3_length( axis );
+      v3_divs( axis, mag, axis );
+      q_axis_angle( rotation, axis, mag*k_rb_delta );
+      q_mul( rotation, rb->q, rb->q );
+   }
+}
+
+static void rb_torque( rigidbody *rb, v3f axis, float mag )
+{
+   v3_muladds( rb->I, axis, mag*k_rb_delta, rb->I );
+}
+
+static void rb_tangent_basis( v3f n, v3f tx, v3f ty )
+{
+   /* Compute tangent basis (box2d) */
+   if( fabsf( n[0] ) >= 0.57735027f )
+   {
+      tx[0] =  n[1];
+      tx[1] = -n[0];
+      tx[2] =  0.0f;
+   }
+   else
+   {
+      tx[0] =  0.0f;
+      tx[1] =  n[2];
+      tx[2] = -n[1];
+   }
+
+   v3_normalize( tx );
+   v3_cross( n, tx, ty );
+}
+
+static void rb_build_manifold( rigidbody *rb, scene *sc )
+{
+   v3f *box = rb->bbx;
+   v3f pts[8]; 
+   float *p000 = pts[0], *p001 = pts[1], *p010 = pts[2], *p011 = pts[3],
+         *p100 = pts[4], *p101 = pts[5], *p110 = pts[6], *p111 = pts[7];
+                     
+   p000[0]=box[0][0];p000[1]=box[0][1];p000[2]=box[0][2];
+   p001[0]=box[0][0];p001[1]=box[0][1];p001[2]=box[1][2];
+   p010[0]=box[0][0];p010[1]=box[1][1];p010[2]=box[0][2];
+   p011[0]=box[0][0];p011[1]=box[1][1];p011[2]=box[1][2];
+
+   p100[0]=box[1][0];p100[1]=box[0][1];p100[2]=box[0][2];
+   p101[0]=box[1][0];p101[1]=box[0][1];p101[2]=box[1][2];
+   p110[0]=box[1][0];p110[1]=box[1][1];p110[2]=box[0][2];
+   p111[0]=box[1][0];p111[1]=box[1][1];p111[2]=box[1][2];
+
+   m4x3_mulv( rb->to_world, p000, p000 );
+   m4x3_mulv( rb->to_world, p001, p001 );
+   m4x3_mulv( rb->to_world, p010, p010 );
+   m4x3_mulv( rb->to_world, p011, p011 );
+   m4x3_mulv( rb->to_world, p100, p100 );
+   m4x3_mulv( rb->to_world, p101, p101 );
+   m4x3_mulv( rb->to_world, p110, p110 );
+   m4x3_mulv( rb->to_world, p111, p111 );
+
+   rb->manifold_count = 0;
+
+   for( int i=0; i<8; i++ )
+   {
+      float *point = pts[i];
+      struct contact *ct = &rb->manifold[rb->manifold_count];
+      
+      v3f surface;
+
+      v3_copy( point, surface );
+      bvh_scene_sample( sc, surface, ct->n );
+
+      float p = vg_minf( surface[1] - point[1], 1.0f );
+
+      if( p > 0.0f )
+      {
+         v3_add( point, surface, ct->co );
+         v3_muls( ct->co, 0.5f, ct->co );
+
+         //vg_line_pt3( ct->co, 0.0125f, 0xff0000ff );
+
+         v3_sub( ct->co, rb->co, ct->delta );
+         ct->bias = -0.2f * (1.0f/k_rb_delta) * vg_minf( 0.0f, -p+0.04f );
+         rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
+
+         ct->norm_impulse = 0.0f;
+         ct->tangent_impulse[0] = 0.0f;
+         ct->tangent_impulse[1] = 0.0f;
+
+         rb->manifold_count ++;
+         if( rb->manifold_count == 4 )
+            break;
+      }
+   }
+}
+
+static void rb_constraint_manifold( rigidbody *rb )
+{
+   float k_friction = 0.07f;
+
+   /* Friction Impulse */
+   for( int i=0; i<rb->manifold_count; i++ )
+   {
+      struct contact *ct = &rb->manifold[i];
+
+      v3f dv;
+      v3_cross( rb->I, ct->delta, dv );
+      v3_add( rb->v, dv, dv );
+      
+      for( int j=0; j<2; j++ )
+      {
+         float vt = vg_clampf( -v3_dot( dv, ct->t[j] ), 
+               -k_friction, k_friction );
+
+         vt = -v3_dot( dv, ct->t[j] );
+         
+         float temp = ct->tangent_impulse[j];
+         ct->tangent_impulse[j] = vg_clampf( temp+vt, -k_friction, k_friction );
+         vt = ct->tangent_impulse[j] - temp;
+
+         v3f impulse;
+
+         v3_muls( ct->t[j], vt, impulse );
+         v3_add( impulse, rb->v, rb->v );
+         v3_cross( ct->delta, impulse, impulse );
+         v3_add( impulse, rb->I, rb->I );
+      }
+   }
+
+   /* Normal Impulse */
+   for( int i=0; i<rb->manifold_count; i++ )
+   {
+      struct contact *ct = &rb->manifold[i];
+
+      v3f dv;
+      v3_cross( rb->I, ct->delta, dv );
+      v3_add( rb->v, dv, dv );
+
+      float vn = -v3_dot( dv, ct->n );
+      vn += ct->bias;
+
+      float temp = ct->norm_impulse;
+      ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+      vn = ct->norm_impulse - temp;
+
+      v3f impulse;
+
+      v3_muls( ct->n, vn, impulse );
+      v3_add( impulse, rb->v, rb->v );
+      v3_cross( ct->delta, impulse, impulse );
+      v3_add( impulse, rb->I, rb->I );
+   }
+}
+
+static void rb_constraint_angle( rigidbody *rba, v3f va,
+                                 rigidbody *rbb, v3f vb, 
+                                 float max, float spring )
+{
+   v3f wva, wvb;
+   m3x3_mulv( rba->to_world, va, wva );
+   m3x3_mulv( rbb->to_world, vb, wvb );
+
+   float dt = v3_dot(wva,wvb)*0.999f,
+        ang = fabsf(dt);
+
+   v3f axis;
+   v3_cross( wva, wvb, axis );
+   v3_muladds( rba->I, axis,  ang*spring*0.5f, rba->I );
+   v3_muladds( rbb->I, axis, -ang*spring*0.5f, rbb->I );
+
+   return;
+   
+   /* TODO: convert max into the dot product value so we dont have to always
+    *       evaluate acosf, only if its greater than the angle specified */
+   ang = acosf( dt );
+   if( ang > max )
+   {
+      float correction = max-ang;
+      
+      v4f rotation;
+      q_axis_angle( rotation, axis, -correction*0.125f );
+      q_mul( rotation, rba->q, rba->q );
+
+      q_axis_angle( rotation, axis,  correction*0.125f );
+      q_mul( rotation, rbb->q, rbb->q );
+   }
+}
+
+static void rb_constraint_position( rigidbody *ra, v3f lca,
+                                    rigidbody *rb, v3f lcb )
+{
+   /* C = (COa + Ra*LCa) - (COb + Rb*LCb) = 0 */
+
+   v3f wca, wcb;
+   m3x3_mulv( ra->to_world, lca, wca );
+   m3x3_mulv( rb->to_world, lcb, wcb );
+
+   v3f delta;
+   v3_add( wcb, rb->co, delta );
+   v3_sub( delta, wca, delta );
+   v3_sub( delta, ra->co, delta );
+
+   v3_muladds( ra->co, delta,  0.5f, ra->co );
+   v3_muladds( rb->co, delta, -0.5f, rb->co );
+
+   v3f rcv;
+   v3_sub( ra->v, rb->v, rcv );
+
+   v3f rcv_Ra, rcv_Rb;
+   v3_cross( ra->I, wca, rcv_Ra );
+   v3_cross( rb->I, wcb, rcv_Rb );
+   v3_add( rcv_Ra, rcv, rcv );
+   v3_sub( rcv, rcv_Rb, rcv );
+   
+   v3f impulse;
+   v3_muls( rcv, 0.5f, impulse );
+   v3_add( impulse, rb->v, rb->v );
+   v3_cross( wcb, impulse, impulse );
+   v3_add( impulse, rb->I, rb->I );
+
+   v3_muls( rcv, -0.5f, impulse );
+   v3_add( impulse, ra->v, ra->v );
+   v3_cross( wca, impulse, impulse );
+   v3_add( impulse, ra->I, ra->I );
+
+
+#if 0
+   v3f impulse;
+   v3_muls( delta, 0.5f*spring, impulse );
+
+   v3_add( impulse, ra->v, ra->v );
+   v3_cross( wca, impulse, impulse );
+   v3_add( impulse, ra->I, ra->I );
+
+   v3_muls( delta, -0.5f*spring, impulse );
+
+   v3_add( impulse, rb->v, rb->v );
+   v3_cross( wcb, impulse, impulse );
+   v3_add( impulse, rb->I, rb->I );
+#endif
+}
+
+static void rb_debug( rigidbody *rb, u32 colour )
+{
+   v3f *box = rb->bbx;
+   v3f p000, p001, p010, p011, p100, p101, p110, p111;
+
+   p000[0]=box[0][0];p000[1]=box[0][1];p000[2]=box[0][2];
+   p001[0]=box[0][0];p001[1]=box[0][1];p001[2]=box[1][2];
+   p010[0]=box[0][0];p010[1]=box[1][1];p010[2]=box[0][2];
+   p011[0]=box[0][0];p011[1]=box[1][1];p011[2]=box[1][2];
+
+   p100[0]=box[1][0];p100[1]=box[0][1];p100[2]=box[0][2];
+   p101[0]=box[1][0];p101[1]=box[0][1];p101[2]=box[1][2];
+   p110[0]=box[1][0];p110[1]=box[1][1];p110[2]=box[0][2];
+   p111[0]=box[1][0];p111[1]=box[1][1];p111[2]=box[1][2];
+
+   m4x3_mulv( rb->to_world, p000, p000 );
+   m4x3_mulv( rb->to_world, p001, p001 );
+   m4x3_mulv( rb->to_world, p010, p010 );
+   m4x3_mulv( rb->to_world, p011, p011 );
+   m4x3_mulv( rb->to_world, p100, p100 );
+   m4x3_mulv( rb->to_world, p101, p101 );
+   m4x3_mulv( rb->to_world, p110, p110 );
+   m4x3_mulv( rb->to_world, p111, p111 );
+   
+   vg_line( p000, p001, colour );
+   vg_line( p001, p011, colour );
+   vg_line( p011, p010, colour );
+   vg_line( p010, p000, colour );
+
+   vg_line( p100, p101, colour );
+   vg_line( p101, p111, colour );
+   vg_line( p111, p110, colour );
+   vg_line( p110, p100, colour );
+
+   vg_line( p100, p000, colour );
+   vg_line( p101, p001, colour );
+   vg_line( p110, p010, colour );
+   vg_line( p111, p011, colour );
+
+   vg_line( p000, p110, colour );
+   vg_line( p100, p010, colour );
+}
+
+#endif /* RIGIDBODY_H */
diff --git a/scene.h b/scene.h
index 10015f5fa43eca1494ca1540b8c5c03025d81a6b..23307ada74647c2a2516c41f6f9ff40e1ba2a80e 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -971,6 +971,23 @@ static void bvh_subdiv( scene *s, u32 inode )
 
    float split = node->bbx[0][axis] + extent[axis]*0.5f;
 
+   /* To beat: 121,687 / 136,579 
+    *          136,375
+    */
+
+   float avg = 0.0;
+   for( u32 t=0; t<node->count; t++ )
+   {
+      u32 *ti = &s->indices[(node->start+t)*3];
+      float a = s->verts[ti[0]].co[axis],
+             b = s->verts[ti[1]].co[axis],
+             c = s->verts[ti[2]].co[axis];
+      avg += (a+b+c)/3.0;
+   }
+   avg /= (float)node->count;
+
+   split = avg;
+
    i32 i = node->start,
        j = i + node->count-1;
    
@@ -1090,55 +1107,6 @@ static void bvh_debug( scene *s, v3f pos )
    bvh_debug_node( s, 0, pos, 0x4000ffa8 );
 }
 
-static int bvh_scene_sample_node( scene *s, u32 inode, v3f pos, v3f norm )
-{
-   bvh_node *node = &s->bvh.nodes[ inode ];
-
-   if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
-       (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) )
-   {
-      if( !node->count )
-      {
-         if( bvh_scene_sample_node( s, node->il, pos, norm )) return 1;
-         if( bvh_scene_sample_node( s, node->ir, pos, norm )) return 1;
-      }
-      else
-      {
-         for( u32 i=0; i<node->count; i++ )
-         {
-            u32 idx = (node->start+i)*3;
-            model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
-                       *pb = &s->verts[ s->indices[ idx+1 ] ],
-                       *pc = &s->verts[ s->indices[ idx+2 ] ];
-            
-            float height;
-            if( triangle_raycast2d( pa->co, pb->co, pc->co, pos, &height ))
-            {
-               pos[1] = height;
-               
-               if( norm )
-               {
-                  v3f v0, v1;
-                  v3_sub( pa->co, pb->co, v0 );
-                  v3_sub( pc->co, pb->co, v1 );
-                  v3_cross( v1, v0, norm );
-                  v3_normalize( norm );
-               }
-
-               return 1;
-            }
-         }
-      }
-   }
-
-   return 0;
-}
-
-static int bvh_scene_sample( scene *s, v3f pos, v3f norm)
-{
-   return bvh_scene_sample_node( s, 0, pos, norm );
-}
-
 typedef struct ray_hit ray_hit;
 struct ray_hit
 {
@@ -1248,7 +1216,7 @@ static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
 
    if( count )
    {
-      vg_line( co, pb, 0xff00ffff );
+      //vg_line( co, pb, 0xff00ffff );
 
       v3f v0, v1;
       
@@ -1263,9 +1231,81 @@ static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
       v3_muladds( co, dir, hit->dist, hit->pos );
    }
    else
-      vg_line( co, pb, 0xff0000ff );
+   {
+      //vg_line( co, pb, 0xff0000ff );
+   }
 
    return count;
 }
 
+static int bvh_scene_sample_node_h( scene *s, u32 inode, v3f pos, v3f norm )
+{
+   bvh_node *node = &s->bvh.nodes[ inode ];
+
+   if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
+       (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) )
+   {
+      if( !node->count )
+      {
+         if( bvh_scene_sample_node_h( s, node->il, pos, norm )) return 1;
+         if( bvh_scene_sample_node_h( s, node->ir, pos, norm )) return 1;
+      }
+      else
+      {
+         for( u32 i=0; i<node->count; i++ )
+         {
+            u32 idx = (node->start+i)*3;
+            model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
+                       *pb = &s->verts[ s->indices[ idx+1 ] ],
+                       *pc = &s->verts[ s->indices[ idx+2 ] ];
+            
+            float height;
+            if( triangle_raycast2d( pa->co, pb->co, pc->co, pos, &height ))
+            {
+               pos[1] = height;
+               
+               if( norm )
+               {
+                  v3f v0, v1;
+                  v3_sub( pa->co, pb->co, v0 );
+                  v3_sub( pc->co, pb->co, v1 );
+                  v3_cross( v1, v0, norm );
+                  v3_normalize( norm );
+               }
+
+               return 1;
+            }
+         }
+      }
+   }
+
+   return 0;
+}
+
+static int bvh_scene_sample_h( scene *s, v3f pos, v3f norm)
+{
+   return bvh_scene_sample_node_h( s, 0, pos, norm );
+}
+
+static int bvh_scene_sample( scene *s, v3f pos, v3f norm )
+{
+   ray_hit hit;
+   hit.dist = INFINITY;
+
+   v3f ray_pos;
+   v3_add( pos, (v3f){0.0f,16000.0f,0.0f}, ray_pos );
+
+   if( bvh_raycast( s, ray_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+   {
+      pos[1] = hit.pos[1];
+
+      if( norm )
+         v3_copy( hit.normal, norm );
+
+      return 1;
+   }
+
+   return 0;
+}
+
 #endif
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