audio occlusion
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
1 #ifndef CHARACTER_H
2 #define CHARACTER_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "rigidbody.h"
7 #include "render.h"
8 #include "skeleton.h"
9 #include "world.h"
10 #include "skeleton_animator.h"
11 #include "shaders/viewchar.h"
12
13 static float k_ragdoll_floatyiness = 10.0f,
14 k_ragdoll_floatydrag = 1.0f;
15
16 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
17
18 static void character_register(void)
19 {
20 shader_viewchar_register();
21 }
22
23 static void character_init(void)
24 {
25 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
26 }
27
28 struct character
29 {
30 glmesh mesh;
31 struct skeleton sk;
32 struct skeleton_anim *anim_stand,
33 *anim_highg,
34 *anim_slide,
35 *anim_air,
36 *anim_push, *anim_push_reverse,
37 *anim_ollie, *anim_ollie_reverse,
38 *anim_grabs, *anim_stop,
39 *anim_walk, *anim_run, *anim_idle;
40
41 u32 id_hip,
42 id_ik_hand_l,
43 id_ik_hand_r,
44 id_ik_elbow_l,
45 id_ik_elbow_r,
46 id_head;
47
48 v3f cam_pos;
49
50 struct ragdoll_part
51 {
52 u32 bone_id;
53 v3f offset;
54
55 u32 use_limits;
56 v3f limits[2];
57
58 rigidbody rb;
59 u32 parent;
60 }
61 *ragdoll;
62 u32 ragdoll_count;
63
64 int shoes[2];
65 };
66
67 static int character_load( struct character *ch, const char *name )
68 {
69 char buf[64];
70
71 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
72 mdl_header *src = mdl_load( buf );
73
74 if( !src )
75 return 0;
76
77 mdl_unpack_glmesh( src, &ch->mesh );
78
79 skeleton_setup( &ch->sk, src );
80 ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
81 ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
82 ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
83 ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
84 ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
85 ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
86 ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
87 ch->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" );
88 ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" );
89 ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" );
90 ch->anim_run = skeleton_get_anim( &ch->sk, "run" );
91 ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" );
92
93 ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
94 ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
95 ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
96 ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
97 ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
98 ch->id_head = skeleton_bone_id( &ch->sk, "head" );
99
100 /* setup ragdoll */
101
102 if( ch->sk.collider_count )
103 {
104 vg_info( "Alloc: %d\n", ch->sk.collider_count );
105 ch->ragdoll = malloc(sizeof(struct ragdoll_part) * ch->sk.collider_count);
106 ch->ragdoll_count = 0;
107
108 for( u32 i=0; i<ch->sk.bone_count; i ++ )
109 {
110 struct skeleton_bone *bone = &ch->sk.bones[i];
111
112 if( bone->collider )
113 {
114 struct ragdoll_part *rp = &ch->ragdoll[ ch->ragdoll_count ++ ];
115 rp->bone_id = i;
116
117 v3f delta;
118 v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
119 v3_muls( delta, 0.5f, delta );
120
121 v3_add( bone->hitbox[0], delta, rp->offset );
122
123 v3_copy( delta, rp->rb.bbx[1] );
124 v3_muls( delta, -1.0f, rp->rb.bbx[0] );
125
126 q_identity( rp->rb.q );
127 v3_add( bone->co, rp->offset, rp->rb.co );
128 rp->rb.type = k_rb_shape_box;
129 rp->rb.is_world = 0;
130 rp->parent = 0xffffffff;
131
132 if( bone->parent )
133 {
134 for( u32 j=0; j<ch->ragdoll_count; j++ )
135 {
136 if( ch->ragdoll[ j ].bone_id == bone->parent )
137 {
138 rp->parent = j;
139 break;
140 }
141 }
142 }
143
144 /* TODO: refactor to use this style elswhere */
145 struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
146 struct classtype_bone *bone_inf = mdl_get_entdata( src, pnode );
147
148 rp->use_limits = bone_inf->use_limits;
149 v3_copy( bone_inf->angle_limits[0], rp->limits[0] );
150 v3_copy( bone_inf->angle_limits[1], rp->limits[1] );
151
152 rb_init( &rp->rb );
153 }
154 }
155 }
156
157 free( src );
158 return 1;
159 }
160
161 static void character_eval( struct character *ch ){}
162 static void character_draw( struct character *ch, float temp, m4x3f camera ){}
163 static void character_init_ragdoll_joints( struct character *ch ){}
164 static void character_init_ragdoll( struct character *ch ){}
165 static void character_ragdoll_go( struct character *ch, v3f pos ){}
166
167 static void character_mimic_ragdoll( struct character *ch )
168 {
169 for( int i=0; i<ch->ragdoll_count; i++ )
170 {
171 struct ragdoll_part *part = &ch->ragdoll[i];
172 m4x3f offset;
173 m3x3_identity(offset);
174 v3_negate( part->offset, offset[3] );
175 m4x3_mul( part->rb.to_world, offset, ch->sk.final_mtx[part->bone_id] );
176 }
177
178 skeleton_apply_inverses( &ch->sk );
179 }
180
181 static void character_ragdoll_copypose( struct character *ch, v3f v )
182 {
183 for( int i=0; i<ch->ragdoll_count; i++ )
184 {
185 struct ragdoll_part *part = &ch->ragdoll[i];
186
187 v3f pos, offset;
188 u32 bone = part->bone_id;
189
190 m4x3_mulv( ch->sk.final_mtx[bone], ch->sk.bones[bone].co, pos );
191 m3x3_mulv( ch->sk.final_mtx[bone], part->offset, offset );
192 v3_add( pos, offset, part->rb.co );
193 m3x3_q( ch->sk.final_mtx[bone], part->rb.q );
194 v3_copy( v, part->rb.v );
195 v3_zero( part->rb.w );
196
197 rb_update_transform( &part->rb );
198 }
199 }
200
201 static void character_debug_ragdoll( struct character *ch )
202 {
203 for( u32 i=0; i<ch->ragdoll_count; i ++ )
204 rb_debug( &ch->ragdoll[i].rb, 0xff00ff00 );
205 }
206
207 static void character_ragdoll_iter( struct character *ch )
208 {
209 rb_solver_reset();
210
211 for( int i=0; i<ch->ragdoll_count; i ++ )
212 rb_collide( &ch->ragdoll[i].rb, &world.rb_geo );
213
214 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
215
216 v3f rv;
217
218 float shoe_vel[2] = {0.0f,0.0f};
219 for( int i=0; i<2; i++ )
220 if( ch->shoes[i] )
221 shoe_vel[i] = v3_length( ch->ragdoll[i].rb.v );
222
223 for( int j=0; j<ch->ragdoll_count; j++ )
224 {
225 struct ragdoll_part *pj = &ch->ragdoll[j];
226 struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
227
228 if( pj->parent != 0xffffffff )
229 {
230 struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
231 struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
232
233 v3f lca, lcb;
234 v3_negate( pj->offset, lca );
235 v3_add( bp->co, pp->offset, lcb );
236 v3_sub( bj->co, lcb, lcb );
237
238 rb_debug_constraint_position( &pj->rb, lca, &pp->rb, lcb );
239
240 if( pj->use_limits )
241 {
242 rb_debug_constraint_limits( &pj->rb, &pp->rb, lca, pj->limits );
243 }
244 }
245
246 v4f plane = {0.0f,1.0f,0.0f,0.0f};
247 rb_effect_simple_bouyency( &pj->rb, plane, k_ragdoll_floatyiness,
248 k_ragdoll_floatydrag );
249 }
250
251 /* CONSTRAINTS */
252 for( int i=0; i<10; i++ )
253 {
254 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
255
256 for( int j=0; j<ch->ragdoll_count; j++ )
257 {
258 struct ragdoll_part *pj = &ch->ragdoll[j];
259 struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
260
261 if( pj->parent != 0xffffffff && pj->use_limits )
262 {
263 struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
264 struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
265
266 v3f lca, lcb;
267 v3_negate( pj->offset, lca );
268 v3_add( bp->co, pp->offset, lcb );
269 v3_sub( bj->co, lcb, lcb );
270
271 rb_constraint_position( &pj->rb, lca, &pp->rb, lcb );
272
273 rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
274 }
275 }
276 }
277
278 /* INTEGRATION */
279 for( int i=0; i<ch->ragdoll_count; i++ )
280 rb_iter( &ch->ragdoll[i].rb );
281
282 /* SHOES */
283
284 for( int i=0; i<ch->ragdoll_count; i++ )
285 rb_update_transform( &ch->ragdoll[i].rb );
286 }
287
288 #endif