1 #ifndef PLAYER_RAGDOLL_H
2 #define PLAYER_RAGDOLL_H
8 #include "player_model.h"
12 struct player_ragdoll
{
16 /* Collider transform relative to bone */
33 rb_constr_pos position_constraints
[32];
34 u32 position_constraints_count
;
36 rb_constr_swingtwist cone_constraints
[32];
37 u32 cone_constraints_count
;
42 VG_STATIC
float k_ragdoll_floatyiness
= 20.0f
,
43 k_ragdoll_floatydrag
= 1.0f
,
44 k_ragdoll_limit_scale
= 1.0f
;
46 VG_STATIC
int k_ragdoll_div
= 1,
48 k_ragdoll_debug_collider
= 1,
49 k_ragdoll_debug_constraints
= 0;
51 VG_STATIC
void player_ragdoll_init(void)
53 VG_VAR_F32( k_ragdoll_limit_scale
);
54 VG_VAR_I32( k_ragdoll_div
);
55 VG_VAR_I32( k_ragdoll_debug_collider
);
56 VG_VAR_I32( k_ragdoll_debug_constraints
);
59 VG_STATIC
void player_init_ragdoll_bone_collider( struct skeleton_bone
*bone
,
60 struct ragdoll_part
*rp
)
62 m4x3_identity( rp
->collider_mtx
);
64 if( bone
->collider
== k_bone_collider_box
){
66 v3_sub( bone
->hitbox
[1], bone
->hitbox
[0], delta
);
67 v3_muls( delta
, 0.5f
, delta
);
68 v3_add( bone
->hitbox
[0], delta
, rp
->collider_mtx
[3] );
70 v3_copy( delta
, rp
->obj
.rb
.bbx
[1] );
71 v3_muls( delta
, -1.0f
, rp
->obj
.rb
.bbx
[0] );
73 q_identity( rp
->obj
.rb
.q
);
74 rp
->obj
.type
= k_rb_shape_box
;
75 rp
->colour
= 0xffcccccc;
77 else if( bone
->collider
== k_bone_collider_capsule
){
79 v3_sub( bone
->hitbox
[1], bone
->hitbox
[0], v0
);
82 float largest
= -1.0f
;
84 for( int i
=0; i
<3; i
++ ){
85 if( fabsf( v0
[i
] ) > largest
){
86 largest
= fabsf( v0
[i
] );
92 v1
[ major_axis
] = 1.0f
;
93 rb_tangent_basis( v1
, tx
, ty
);
95 float r
= (fabsf(v3_dot(tx
,v0
)) + fabsf(v3_dot(ty
,v0
))) * 0.25f
,
96 l
= fabsf(v0
[ major_axis
]);
99 v3_muls( tx
, -1.0f
, rp
->collider_mtx
[0] );
100 v3_muls( v1
, -1.0f
, rp
->collider_mtx
[1] );
101 v3_muls( ty
, -1.0f
, rp
->collider_mtx
[2] );
102 v3_add( bone
->hitbox
[0], bone
->hitbox
[1], rp
->collider_mtx
[3] );
103 v3_muls( rp
->collider_mtx
[3], 0.5f
, rp
->collider_mtx
[3] );
105 rp
->obj
.type
= k_rb_shape_capsule
;
106 rp
->obj
.inf
.capsule
.height
= l
;
107 rp
->obj
.inf
.capsule
.radius
= r
;
109 rp
->colour
= 0xff000000 | (0xff << (major_axis
*8));
112 vg_warn( "type: %u\n", bone
->collider
);
113 vg_fatal_exit_loop( "Invalid bone collider type" );
116 m4x3_invert_affine( rp
->collider_mtx
, rp
->inv_collider_mtx
);
118 /* Position collider into rest */
119 m3x3_q( rp
->collider_mtx
, rp
->obj
.rb
.q
);
120 v3_add( rp
->collider_mtx
[3], bone
->co
, rp
->obj
.rb
.co
);
121 v3_zero( rp
->obj
.rb
.v
);
122 v3_zero( rp
->obj
.rb
.w
);
123 rb_init_object( &rp
->obj
);
127 * Get parent index in the ragdoll
129 VG_STATIC u32
ragdoll_bone_parent( struct player_ragdoll
*rd
,
130 struct player_avatar
*av
, u32 bone_id
)
132 for( u32 j
=0; j
<rd
->part_count
; j
++ )
133 if( rd
->parts
[ j
].bone_id
== bone_id
)
136 vg_fatal_exit_loop( "Referenced parent bone does not have a rigidbody" );
141 * Setup ragdoll colliders
143 VG_STATIC
void player_setup_ragdoll_from_avatar( struct player_ragdoll
*rd
,
144 struct player_avatar
*av
)
148 if( !av
->sk
.collider_count
)
151 rd
->position_constraints_count
= 0;
152 rd
->cone_constraints_count
= 0;
154 for( u32 i
=1; i
<av
->sk
.bone_count
; i
++ ){
155 struct skeleton_bone
*bone
= &av
->sk
.bones
[i
];
158 * Bones with colliders
160 if( !(bone
->collider
) )
163 if( rd
->part_count
> vg_list_size(rd
->parts
) )
164 vg_fatal_exit_loop( "Playermodel has too many colliders" );
166 struct ragdoll_part
*rp
= &rd
->parts
[ rd
->part_count
++ ];
168 rp
->parent
= 0xffffffff;
170 player_init_ragdoll_bone_collider( bone
, rp
);
173 * Bones with collider and parent
178 rp
->parent
= ragdoll_bone_parent( rd
, av
, bone
->parent
);
181 if( bone
->orig_bone
->flags
& k_bone_flag_cone_constraint
){
182 struct rb_constr_pos
*c
=
183 &rd
->position_constraints
[ rd
->position_constraints_count
++ ];
185 struct skeleton_bone
*bj
= &av
->sk
.bones
[rp
->bone_id
];
186 struct ragdoll_part
*pp
= &rd
->parts
[rp
->parent
];
187 struct skeleton_bone
*bp
= &av
->sk
.bones
[pp
->bone_id
];
189 /* Convention: rba -- parent, rbb -- child */
190 c
->rba
= &pp
->obj
.rb
;
191 c
->rbb
= &rp
->obj
.rb
;
194 v3_sub( bj
->co
, bp
->co
, delta
);
195 m4x3_mulv( rp
->inv_collider_mtx
, (v3f
){0.0f
,0.0f
,0.0f
}, c
->lcb
);
196 m4x3_mulv( pp
->inv_collider_mtx
, delta
, c
->lca
);
199 mdl_bone
*inf
= bone
->orig_bone
;
201 struct rb_constr_swingtwist
*a
=
202 &rd
->cone_constraints
[ rd
->cone_constraints_count
++ ];
204 a
->rba
= &pp
->obj
.rb
;
205 a
->rbb
= &rp
->obj
.rb
;
206 a
->conet
= cosf( inf
->conet
)-0.0001f
;
208 /* Store constraint in local space vectors */
209 m3x3_mulv( c
->rba
->to_local
, inf
->conevx
, a
->conevx
);
210 m3x3_mulv( c
->rba
->to_local
, inf
->conevy
, a
->conevy
);
211 m3x3_mulv( c
->rbb
->to_local
, inf
->coneva
, a
->coneva
);
212 v3_copy( c
->lca
, a
->view_offset
);
214 v3_cross( inf
->coneva
, inf
->conevy
, a
->conevxb
);
215 m3x3_mulv( c
->rbb
->to_local
, a
->conevxb
, a
->conevxb
);
217 v3_normalize( a
->conevxb
);
218 v3_normalize( a
->conevx
);
219 v3_normalize( a
->conevy
);
220 v3_normalize( a
->coneva
);
222 a
->conevx
[3] = v3_length( inf
->conevx
);
223 a
->conevy
[3] = v3_length( inf
->conevy
);
231 * Make avatar copy the ragdoll
233 VG_STATIC
void copy_ragdoll_pose_to_avatar( struct player_ragdoll
*rd
,
234 struct player_avatar
*av
)
236 for( int i
=0; i
<rd
->part_count
; i
++ ){
237 struct ragdoll_part
*part
= &rd
->parts
[i
];
244 float substep
= vg
.time_fixed_extrapolate
;
245 v3_lerp( part
->prev_co
, part
->obj
.rb
.co
, substep
, co_int
);
246 q_nlerp( part
->prev_q
, part
->obj
.rb
.q
, substep
, q_int
);
248 q_m3x3( q_int
, mtx
);
249 v3_copy( co_int
, mtx
[3] );
251 m4x3_mul( mtx
, part
->inv_collider_mtx
, av
->sk
.final_mtx
[part
->bone_id
] );
254 for( u32 i
=1; i
<av
->sk
.bone_count
; i
++ ){
255 struct skeleton_bone
*sb
= &av
->sk
.bones
[i
];
257 if( sb
->parent
&& !sb
->collider
){
259 v3_sub( av
->sk
.bones
[i
].co
, av
->sk
.bones
[sb
->parent
].co
, delta
);
262 m3x3_identity( posemtx
);
263 v3_copy( delta
, posemtx
[3] );
266 m4x3_mul( av
->sk
.final_mtx
[sb
->parent
], posemtx
, av
->sk
.final_mtx
[i
] );
270 skeleton_apply_inverses( &av
->sk
);
274 * Make the ragdoll copy the player model
276 VG_STATIC
void copy_avatar_pose_to_ragdoll( struct player_avatar
*av
,
277 struct player_ragdoll
*rd
,
280 for( int i
=0; i
<rd
->part_count
; i
++ ){
281 struct ragdoll_part
*part
= &rd
->parts
[i
];
284 u32 bone
= part
->bone_id
;
286 m4x3_mulv( av
->sk
.final_mtx
[bone
], av
->sk
.bones
[bone
].co
, pos
);
287 m3x3_mulv( av
->sk
.final_mtx
[bone
], part
->collider_mtx
[3], offset
);
288 v3_add( pos
, offset
, part
->obj
.rb
.co
);
291 m3x3_mul( av
->sk
.final_mtx
[bone
], part
->collider_mtx
, r
);
292 m3x3_q( r
, part
->obj
.rb
.q
);
294 v3_copy( velocity
, part
->obj
.rb
.v
);
295 v3_zero( part
->obj
.rb
.w
);
297 v3_copy( part
->obj
.rb
.co
, part
->prev_co
);
298 v4_copy( part
->obj
.rb
.q
, part
->prev_q
);
300 rb_update_transform( &part
->obj
.rb
);
305 * Draw rigidbody colliders for ragdoll
307 VG_STATIC
void player_debug_ragdoll(void)
312 * Ragdoll physics step
314 VG_STATIC
void player_ragdoll_iter( struct player_ragdoll
*rd
)
316 world_instance
*world
= get_active_world();
321 if( ragdoll_frame
>= k_ragdoll_div
){
328 float contact_velocities
[256];
330 for( int i
=0; i
<rd
->part_count
; i
++ ){
331 v4_copy( rd
->parts
[i
].obj
.rb
.q
, rd
->parts
[i
].prev_q
);
332 v3_copy( rd
->parts
[i
].obj
.rb
.co
, rd
->parts
[i
].prev_co
);
334 if( rb_global_has_space() ){
335 rb_ct
*buf
= rb_global_buffer();
339 if( rd
->parts
[i
].obj
.type
== k_rb_shape_capsule
){
340 l
= rb_capsule__scene( rd
->parts
[i
].obj
.rb
.to_world
,
341 &rd
->parts
[i
].obj
.inf
.capsule
,
342 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
344 else if( rd
->parts
[i
].obj
.type
== k_rb_shape_box
){
345 l
= rb_box__scene( rd
->parts
[i
].obj
.rb
.to_world
,
346 rd
->parts
[i
].obj
.rb
.bbx
,
347 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
351 for( int j
=0; j
<l
; j
++ ){
352 buf
[j
].rba
= &rd
->parts
[i
].obj
.rb
;
353 buf
[j
].rbb
= &world
->rb_geo
.rb
;
356 rb_contact_count
+= l
;
363 for( int i
=0; i
<rd
->part_count
-1; i
++ ){
364 for( int j
=i
+1; j
<rd
->part_count
; j
++ ){
365 if( rd
->parts
[j
].parent
!= i
){
366 if( !rb_global_has_space() )
369 if( rd
->parts
[j
].obj
.type
!= k_rb_shape_capsule
)
372 if( rd
->parts
[i
].obj
.type
!= k_rb_shape_capsule
)
375 rb_ct
*buf
= rb_global_buffer();
377 int l
= rb_capsule__capsule( rd
->parts
[i
].obj
.rb
.to_world
,
378 &rd
->parts
[i
].obj
.inf
.capsule
,
379 rd
->parts
[j
].obj
.rb
.to_world
,
380 &rd
->parts
[j
].obj
.inf
.capsule
,
383 for( int k
=0; k
<l
; k
++ ){
384 buf
[k
].rba
= &rd
->parts
[i
].obj
.rb
;
385 buf
[k
].rbb
= &rd
->parts
[j
].obj
.rb
;
388 rb_contact_count
+= l
;
393 for( int j
=0; j
<rd
->part_count
; j
++ ){
394 struct ragdoll_part
*pj
= &rd
->parts
[j
];
397 v4f plane
= {0.0f
,1.0f
,0.0f
,0.0f
};
398 rb_effect_simple_bouyency( &pj
->obj
.rb
, plane
,
399 k_ragdoll_floatyiness
,
400 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
, 0.25f
);
460 rb_correct_position_constraints( rd
->position_constraints
,
461 rd
->position_constraints_count
, 0.5f
);
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
[rand()%5], stress
->co
, 20.0f
, 1.0f
);
498 #endif /* PLAYER_RAGDOLL_H */