1 #ifndef PLAYER_RAGDOLL_C
2 #define PLAYER_RAGDOLL_C
7 static int dev_ragdoll_saveload(int argc
, const char *argv
[]){
9 vg_info( "Usage: ragdoll load/save filepath\n" );
13 if( !strcmp(argv
[0],"save") ){
14 FILE *fp
= fopen( argv
[1], "wb" );
16 vg_error( "Failed to open file\n" );
19 fwrite( &localplayer
.ragdoll
.parts
,
20 sizeof(localplayer
.ragdoll
.parts
), 1, fp
);
23 else if( !strcmp(argv
[0],"load") ){
24 FILE *fp
= fopen( argv
[1], "rb" );
26 vg_error( "Failed to open file\n" );
30 fread( &localplayer
.ragdoll
.parts
,
31 sizeof(localplayer
.ragdoll
.parts
), 1, fp
);
35 vg_error( "Unknown command: %s (options are: save,load)\n", argv
[0] );
42 static void player_ragdoll_init(void){
43 VG_VAR_F32( k_ragdoll_limit_scale
);
44 VG_VAR_I32( k_ragdoll_div
);
45 VG_VAR_I32( k_ragdoll_debug_collider
);
46 VG_VAR_I32( k_ragdoll_debug_constraints
);
47 vg_console_reg_cmd( "ragdoll", dev_ragdoll_saveload
, NULL
);
50 static void player_init_ragdoll_bone_collider( struct skeleton_bone
*bone
,
51 struct ragdoll_part
*rp
)
53 m4x3_identity( rp
->collider_mtx
);
55 if( bone
->collider
== k_bone_collider_box
){
57 v3_sub( bone
->hitbox
[1], bone
->hitbox
[0], delta
);
58 v3_muls( delta
, 0.5f
, delta
);
59 v3_add( bone
->hitbox
[0], delta
, rp
->collider_mtx
[3] );
61 v3_copy( delta
, rp
->obj
.rb
.bbx
[1] );
62 v3_muls( delta
, -1.0f
, rp
->obj
.rb
.bbx
[0] );
64 q_identity( rp
->obj
.rb
.q
);
65 rp
->obj
.type
= k_rb_shape_box
;
66 rp
->colour
= 0xffcccccc;
68 else if( bone
->collider
== k_bone_collider_capsule
){
70 v3_sub( bone
->hitbox
[1], bone
->hitbox
[0], v0
);
73 float largest
= -1.0f
;
75 for( int i
=0; i
<3; i
++ ){
76 if( fabsf( v0
[i
] ) > largest
){
77 largest
= fabsf( v0
[i
] );
83 v1
[ major_axis
] = 1.0f
;
84 v3_tangent_basis( v1
, tx
, ty
);
86 float r
= (fabsf(v3_dot(tx
,v0
)) + fabsf(v3_dot(ty
,v0
))) * 0.25f
,
87 l
= fabsf(v0
[ major_axis
]);
90 v3_muls( tx
, -1.0f
, rp
->collider_mtx
[0] );
91 v3_muls( v1
, -1.0f
, rp
->collider_mtx
[1] );
92 v3_muls( ty
, -1.0f
, rp
->collider_mtx
[2] );
93 v3_add( bone
->hitbox
[0], bone
->hitbox
[1], rp
->collider_mtx
[3] );
94 v3_muls( rp
->collider_mtx
[3], 0.5f
, rp
->collider_mtx
[3] );
96 rp
->obj
.type
= k_rb_shape_capsule
;
97 rp
->obj
.inf
.capsule
.height
= l
;
98 rp
->obj
.inf
.capsule
.radius
= r
;
100 rp
->colour
= 0xff000000 | (0xff << (major_axis
*8));
103 vg_warn( "type: %u\n", bone
->collider
);
104 vg_fatal_error( "Invalid bone collider type" );
107 m4x3_invert_affine( rp
->collider_mtx
, rp
->inv_collider_mtx
);
109 /* Position collider into rest */
110 m3x3_q( rp
->collider_mtx
, rp
->obj
.rb
.q
);
111 v3_add( rp
->collider_mtx
[3], bone
->co
, rp
->obj
.rb
.co
);
112 v3_zero( rp
->obj
.rb
.v
);
113 v3_zero( rp
->obj
.rb
.w
);
114 rb_init_object( &rp
->obj
);
118 * Get parent index in the ragdoll
120 static u32
ragdoll_bone_parent( struct player_ragdoll
*rd
, u32 bone_id
){
121 for( u32 j
=0; j
<rd
->part_count
; j
++ )
122 if( rd
->parts
[ j
].bone_id
== bone_id
)
125 vg_fatal_error( "Referenced parent bone does not have a rigidbody" );
130 * Setup ragdoll colliders from skeleton
132 static void setup_ragdoll_from_skeleton( struct skeleton
*sk
,
133 struct player_ragdoll
*rd
){
136 if( !sk
->collider_count
)
139 rd
->position_constraints_count
= 0;
140 rd
->cone_constraints_count
= 0;
142 for( u32 i
=1; i
<sk
->bone_count
; i
++ ){
143 struct skeleton_bone
*bone
= &sk
->bones
[i
];
146 * Bones with colliders
148 if( !(bone
->collider
) )
151 if( rd
->part_count
> vg_list_size(rd
->parts
) )
152 vg_fatal_error( "Playermodel has too many colliders" );
154 struct ragdoll_part
*rp
= &rd
->parts
[ rd
->part_count
++ ];
156 rp
->parent
= 0xffffffff;
158 player_init_ragdoll_bone_collider( bone
, rp
);
161 * Bones with collider and parent
166 rp
->parent
= ragdoll_bone_parent( rd
, bone
->parent
);
168 if( bone
->orig_bone
->flags
& k_bone_flag_cone_constraint
){
169 struct rb_constr_pos
*c
=
170 &rd
->position_constraints
[ rd
->position_constraints_count
++ ];
172 struct skeleton_bone
*bj
= &sk
->bones
[rp
->bone_id
];
173 struct ragdoll_part
*pp
= &rd
->parts
[rp
->parent
];
174 struct skeleton_bone
*bp
= &sk
->bones
[pp
->bone_id
];
176 /* Convention: rba -- parent, rbb -- child */
177 c
->rba
= &pp
->obj
.rb
;
178 c
->rbb
= &rp
->obj
.rb
;
181 v3_sub( bj
->co
, bp
->co
, delta
);
182 m4x3_mulv( rp
->inv_collider_mtx
, (v3f
){0.0f
,0.0f
,0.0f
}, c
->lcb
);
183 m4x3_mulv( pp
->inv_collider_mtx
, delta
, c
->lca
);
186 mdl_bone
*inf
= bone
->orig_bone
;
188 struct rb_constr_swingtwist
*a
=
189 &rd
->cone_constraints
[ rd
->cone_constraints_count
++ ];
191 a
->rba
= &pp
->obj
.rb
;
192 a
->rbb
= &rp
->obj
.rb
;
193 a
->conet
= cosf( inf
->conet
)-0.0001f
;
195 /* Store constraint in local space vectors */
196 m3x3_mulv( c
->rba
->to_local
, inf
->conevx
, a
->conevx
);
197 m3x3_mulv( c
->rba
->to_local
, inf
->conevy
, a
->conevy
);
198 m3x3_mulv( c
->rbb
->to_local
, inf
->coneva
, a
->coneva
);
199 v3_copy( c
->lca
, a
->view_offset
);
201 v3_cross( inf
->coneva
, inf
->conevy
, a
->conevxb
);
202 m3x3_mulv( c
->rbb
->to_local
, a
->conevxb
, a
->conevxb
);
204 v3_normalize( a
->conevxb
);
205 v3_normalize( a
->conevx
);
206 v3_normalize( a
->conevy
);
207 v3_normalize( a
->coneva
);
209 a
->conevx
[3] = v3_length( inf
->conevx
);
210 a
->conevy
[3] = v3_length( inf
->conevy
);
218 * Make avatar copy the ragdoll
220 static void copy_ragdoll_pose_to_localplayer( struct player_ragdoll
*rd
){
221 for( int i
=0; i
<rd
->part_count
; i
++ ){
222 struct ragdoll_part
*part
= &rd
->parts
[i
];
229 float substep
= vg
.time_fixed_extrapolate
;
230 v3_lerp( part
->prev_co
, part
->obj
.rb
.co
, substep
, co_int
);
231 q_nlerp( part
->prev_q
, part
->obj
.rb
.q
, substep
, q_int
);
233 q_m3x3( q_int
, mtx
);
234 v3_copy( co_int
, mtx
[3] );
236 m4x3_mul( mtx
, part
->inv_collider_mtx
,
237 localplayer
.final_mtx
[part
->bone_id
] );
240 for( u32 i
=1; i
<localplayer
.skeleton
.bone_count
; i
++ ){
241 struct skeleton_bone
*sb
= &localplayer
.skeleton
.bones
[i
];
243 if( sb
->parent
&& !sb
->collider
){
245 v3_sub( localplayer
.skeleton
.bones
[i
].co
,
246 localplayer
.skeleton
.bones
[sb
->parent
].co
, delta
);
249 m3x3_identity( posemtx
);
250 v3_copy( delta
, posemtx
[3] );
253 m4x3_mul( localplayer
.final_mtx
[sb
->parent
], posemtx
,
254 localplayer
.final_mtx
[i
] );
258 skeleton_apply_inverses( &localplayer
.skeleton
, localplayer
.final_mtx
);
262 * Make the ragdoll copy the player model
264 static void copy_localplayer_to_ragdoll( struct player_ragdoll
*rd
,
265 enum player_die_type type
){
268 v3f
*bone_mtx
= localplayer
.final_mtx
[localplayer
.id_hip
];
270 localplayer
.skeleton
.bones
[localplayer
.id_hip
].co
, centroid
);
272 for( int i
=0; i
<rd
->part_count
; i
++ ){
273 struct ragdoll_part
*part
= &rd
->parts
[i
];
276 u32 bone
= part
->bone_id
;
278 v3f
*bone_mtx
= localplayer
.final_mtx
[bone
];
280 m4x3_mulv( bone_mtx
, localplayer
.skeleton
.bones
[bone
].co
, pos
);
281 m3x3_mulv( bone_mtx
, part
->collider_mtx
[3], offset
);
282 v3_add( pos
, offset
, part
->obj
.rb
.co
);
285 m3x3_mul( bone_mtx
, part
->collider_mtx
, r
);
286 m3x3_q( r
, part
->obj
.rb
.q
);
289 v3_sub( part
->obj
.rb
.co
, centroid
, ra
);
290 v3_cross( localplayer
.rb
.w
, ra
, v
);
291 v3_add( localplayer
.rb
.v
, v
, part
->obj
.rb
.v
);
293 if( type
== k_player_die_type_feet
){
294 if( (bone
== localplayer
.id_foot_l
) ||
295 (bone
== localplayer
.id_foot_r
) ){
296 v3_zero( part
->obj
.rb
.v
);
300 v3_copy( localplayer
.rb
.w
, part
->obj
.rb
.w
);
302 v3_copy( part
->obj
.rb
.co
, part
->prev_co
);
303 v4_copy( part
->obj
.rb
.q
, part
->prev_q
);
305 rb_update_transform( &part
->obj
.rb
);
310 * Ragdoll physics step
312 static void player_ragdoll_iter( struct player_ragdoll
*rd
){
313 world_instance
*world
= world_current_instance();
318 if( ragdoll_frame
>= k_ragdoll_div
){
325 float contact_velocities
[256];
327 for( int i
=0; i
<rd
->part_count
; i
++ ){
328 v4_copy( rd
->parts
[i
].obj
.rb
.q
, rd
->parts
[i
].prev_q
);
329 v3_copy( rd
->parts
[i
].obj
.rb
.co
, rd
->parts
[i
].prev_co
);
331 if( rb_global_has_space() ){
332 rb_ct
*buf
= rb_global_buffer();
336 if( rd
->parts
[i
].obj
.type
== k_rb_shape_capsule
){
337 l
= rb_capsule__scene( rd
->parts
[i
].obj
.rb
.to_world
,
338 &rd
->parts
[i
].obj
.inf
.capsule
,
339 NULL
, &world
->rb_geo
.inf
.scene
, buf
,
340 k_material_flag_ghosts
);
342 else if( rd
->parts
[i
].obj
.type
== k_rb_shape_box
){
343 l
= rb_box__scene( rd
->parts
[i
].obj
.rb
.to_world
,
344 rd
->parts
[i
].obj
.rb
.bbx
,
345 NULL
, &world
->rb_geo
.inf
.scene
, buf
,
346 k_material_flag_ghosts
);
350 for( int j
=0; j
<l
; j
++ ){
351 buf
[j
].rba
= &rd
->parts
[i
].obj
.rb
;
352 buf
[j
].rbb
= &world
->rb_geo
.rb
;
355 rb_contact_count
+= l
;
362 for( int i
=0; i
<rd
->part_count
-1; i
++ ){
363 for( int j
=i
+1; j
<rd
->part_count
; j
++ ){
364 if( rd
->parts
[j
].parent
!= i
){
365 if( !rb_global_has_space() )
368 if( rd
->parts
[j
].obj
.type
!= k_rb_shape_capsule
)
371 if( rd
->parts
[i
].obj
.type
!= k_rb_shape_capsule
)
374 rb_ct
*buf
= rb_global_buffer();
376 int l
= rb_capsule__capsule( rd
->parts
[i
].obj
.rb
.to_world
,
377 &rd
->parts
[i
].obj
.inf
.capsule
,
378 rd
->parts
[j
].obj
.rb
.to_world
,
379 &rd
->parts
[j
].obj
.inf
.capsule
,
382 for( int k
=0; k
<l
; k
++ ){
383 buf
[k
].rba
= &rd
->parts
[i
].obj
.rb
;
384 buf
[k
].rbb
= &rd
->parts
[j
].obj
.rb
;
387 rb_contact_count
+= l
;
392 if( world
->water
.enabled
){
393 for( int j
=0; j
<rd
->part_count
; j
++ ){
394 struct ragdoll_part
*pj
= &rd
->parts
[j
];
397 rb_effect_simple_bouyency( &pj
->obj
.rb
, world
->water
.plane
,
398 k_ragdoll_floatyiness
,
399 k_ragdoll_floatydrag
);
407 for( u32 i
=0; i
<rb_contact_count
; i
++ ){
408 rb_ct
*ct
= &rb_contact_buffer
[i
];
411 v3_sub( ct
->co
, ct
->rba
->co
, ra
);
412 v3_sub( ct
->co
, ct
->rbb
->co
, rb
);
413 rb_rcv( ct
->rba
, ct
->rbb
, ra
, rb
, rv
);
414 float vn
= v3_dot( rv
, ct
->n
);
416 contact_velocities
[i
] = vn
;
419 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
420 rb_presolve_swingtwist_constraints( rd
->cone_constraints
,
421 rd
->cone_constraints_count
);
426 if( k_ragdoll_debug_collider
){
427 for( u32 i
=0; i
<rd
->part_count
; i
++ )
428 rb_object_debug( &rd
->parts
[i
].obj
, rd
->parts
[i
].colour
);
431 if( k_ragdoll_debug_constraints
){
432 rb_debug_position_constraints( rd
->position_constraints
,
433 rd
->position_constraints_count
);
435 rb_debug_swingtwist_constraints( rd
->cone_constraints
,
436 rd
->cone_constraints_count
);
443 for( int i
=0; i
<16; i
++ ){
444 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
445 rb_solve_swingtwist_constraints( rd
->cone_constraints
,
446 rd
->cone_constraints_count
);
447 rb_solve_position_constraints( rd
->position_constraints
,
448 rd
->position_constraints_count
);
451 for( int i
=0; i
<rd
->part_count
; i
++ )
452 rb_iter( &rd
->parts
[i
].obj
.rb
);
454 for( int i
=0; i
<rd
->part_count
; i
++ )
455 rb_update_transform( &rd
->parts
[i
].obj
.rb
);
457 rb_correct_swingtwist_constraints( rd
->cone_constraints
,
458 rd
->cone_constraints_count
, 0.125f
);
460 rb_correct_position_constraints( rd
->position_constraints
,
461 rd
->position_constraints_count
, 0.25f
);
464 rb_ct
*stress
= NULL
;
465 float max_stress
= 1.0f
;
467 for( u32 i
=0; i
<rb_contact_count
; i
++ ){
468 rb_ct
*ct
= &rb_contact_buffer
[i
];
471 v3_sub( ct
->co
, ct
->rba
->co
, ra
);
472 v3_sub( ct
->co
, ct
->rbb
->co
, rb
);
473 rb_rcv( ct
->rba
, ct
->rbb
, ra
, rb
, rv
);
474 float vn
= v3_dot( rv
, ct
->n
);
476 float s
= fabsf(vn
- contact_velocities
[i
]);
477 if( s
> max_stress
){
483 static u32 temp_filter
= 0;
493 audio_oneshot_3d( &audio_hits
[vg_randu32(&vg
.rand
)%5],
494 stress
->co
, 20.0f
, 1.0f
);
499 #endif /* PLAYER_RAGDOLL_C */