644 lines
20 KiB
C++
644 lines
20 KiB
C++
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "tier1/convar.h"
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#include "jigglebones.h"
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#ifdef CLIENT_DLL
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#include "engine/ivdebugoverlay.h"
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#include "cdll_client_int.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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ConVar JiggleBoneDebug( "cl_jiggle_bone_debug", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
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ConVar JiggleBoneDebugYawConstraints( "cl_jiggle_bone_debug_yaw_constraints", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
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ConVar JiggleBoneDebugPitchConstraints( "cl_jiggle_bone_debug_pitch_constraints", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
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ConVar JiggleBoneInvert( "cl_jiggle_bone_invert", "0", FCVAR_CHEAT );
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ConVar JiggleBoneSanity( "cl_jiggle_bone_sanity", "1", 0, "Prevent jiggle bones from pointing directly away from their target in case of numerical instability." );
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static int s_id = 2;
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#ifdef CLIENT_DLL
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char *VarArgs( const char *format, ... );
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#else
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class CDummyOverlay
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{
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public:
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void AddLineOverlay(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration) {};
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void AddTextOverlay(const Vector &origin, float duration, const char *text) {}
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};
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SELECTANY CDummyOverlay *debugoverlay = new CDummyOverlay;
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char *VarArgs( const char *format, ... )
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{
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return NULL;
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}
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#endif
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//-----------------------------------------------------------------------------
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JiggleData *CJiggleBones::GetJiggleData( int bone, float currenttime, const Vector &initBasePos, const Vector &initTipPos )
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{
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FOR_EACH_LL( m_jiggleBoneState, it )
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{
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if ( m_jiggleBoneState[it].bone == bone )
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{
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JiggleData *data = &m_jiggleBoneState[it];
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if ( !IsFinite( data->lastUpdate ) )
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{
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Warning( "lastUpdate NaN\n" );
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}
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if ( !data->basePos.IsValid() )
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{
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Warning( "basePos NaN\n" );
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}
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if ( !data->baseLastPos.IsValid() )
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{
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Warning( "baseLastPos NaN\n" );
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}
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if ( !data->baseVel.IsValid() )
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{
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Warning( "baseVel NaN\n" );
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}
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if ( !data->baseAccel.IsValid() )
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{
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Warning( "baseAccel NaN\n" );
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}
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if ( !data->tipPos.IsValid() )
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{
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Warning( "tipPos NaN\n" );
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}
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if ( !data->tipVel.IsValid() )
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{
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Warning( "tipVel NaN\n" );
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}
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if ( !data->tipAccel.IsValid() )
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{
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Warning( "tipAccel NaN\n" );
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}
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return &m_jiggleBoneState[it];
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}
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}
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JiggleData data;
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data.Init( bone, currenttime, initBasePos, initTipPos );
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data.id = s_id++;
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int idx = m_jiggleBoneState.AddToHead( data );
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if ( idx == m_jiggleBoneState.InvalidIndex() )
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return NULL;
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return &m_jiggleBoneState[idx];
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}
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//-----------------------------------------------------------------------------
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/**
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* Do spring physics calculations and update "jiggle bone" matrix
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* (Michael Booth, Turtle Rock Studios)
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*/
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void CJiggleBones::BuildJiggleTransformations( int boneIndex, float currenttime, const mstudiojigglebone_t *jiggleInfo, const matrix3x4_t &goalMX, matrix3x4_t &boneMX )
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{
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Vector goalBasePosition;
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MatrixPosition( goalMX, goalBasePosition );
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Vector goalForward, goalUp, goalLeft;
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MatrixGetColumn( goalMX, 0, goalLeft );
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MatrixGetColumn( goalMX, 1, goalUp );
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MatrixGetColumn( goalMX, 2, goalForward );
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// compute goal tip position
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Vector goalTip = goalBasePosition + jiggleInfo->length * goalForward;
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JiggleData *data = GetJiggleData( boneIndex, currenttime, goalBasePosition, goalTip );
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if ( !data )
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{
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return;
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}
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if ( currenttime - data->lastUpdate > 0.5f )
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{
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data->Init( boneIndex, currenttime, goalBasePosition, goalTip );
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}
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if ( JiggleBoneInvert.GetBool() )
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{
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data->basePos = -data->basePos;
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data->baseLastPos = -data->baseLastPos;
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data->baseVel = -data->baseVel;
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data->baseAccel = -data->baseAccel;
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data->tipPos = -data->tipPos;
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data->tipVel = -data->tipVel;
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data->tipAccel = -data->tipAccel;
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}
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#ifdef CLIENT_DLL
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if ( data->id == JiggleBoneDebug.GetInt() )
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{
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int line = 20;
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engine->Con_NPrintf( line++, "basePos %f %f %f", data->basePos.x, data->basePos.y, data->basePos.z );
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engine->Con_NPrintf( line++, "baseLastPos %f %f %f", data->baseLastPos.x, data->baseLastPos.y, data->baseLastPos.z );
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engine->Con_NPrintf( line++, "baseVel %f %f %f", data->baseVel.x, data->baseVel.y, data->baseVel.z );
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engine->Con_NPrintf( line++, "baseAccel %f %f %f", data->baseAccel.x, data->baseAccel.y, data->baseAccel.z );
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engine->Con_NPrintf( line++, "tipPos %f %f %f", data->tipPos.x, data->tipPos.y, data->tipPos.z );
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engine->Con_NPrintf( line++, "tipVel %f %f %f", data->tipVel.x, data->tipVel.y, data->tipVel.z );
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engine->Con_NPrintf( line++, "tipAccel %f %f %f", data->tipAccel.x, data->tipAccel.y, data->tipAccel.z );
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}
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#endif
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if ( JiggleBoneSanity.GetBool() )
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{
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Vector goalDir = goalTip - goalBasePosition;
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goalDir.NormalizeInPlace();
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Vector dataDir = data->tipPos - goalBasePosition;
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dataDir.NormalizeInPlace();
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float dot = goalDir.Dot( dataDir );
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if ( dot < -0.9f ) // if we end up pointing almost completely away, just reset
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{
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data->Init( boneIndex, currenttime, goalBasePosition, goalTip );
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}
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}
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//Vector bodyVel;
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//EstimateAbsVelocity( bodyVel );
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// limit maximum deltaT to avoid simulation blowups
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// if framerate gets very low, jiggle will run in slow motion
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const float thirtyHZ = 0.0333f;
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const float thousandHZ = 0.001f;
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float deltaT = clamp( currenttime - data->lastUpdate, thousandHZ, thirtyHZ );
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data->lastUpdate = currenttime;
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//
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// Bone tip flex
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//
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if (jiggleInfo->flags & (JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID))
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{
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// apply gravity in global space
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data->tipAccel.z -= jiggleInfo->tipMass;
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if (jiggleInfo->flags & JIGGLE_IS_FLEXIBLE)
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{
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// decompose into local coordinates
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Vector error = goalTip - data->tipPos;
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Vector localError;
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localError.x = DotProduct( goalLeft, error );
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localError.y = DotProduct( goalUp, error );
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localError.z = DotProduct( goalForward, error );
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Vector localVel;
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localVel.x = DotProduct( goalLeft, data->tipVel );
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localVel.y = DotProduct( goalUp, data->tipVel );
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localVel.z = 0.0f; // TODO: this was uninitialized, but is being used
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// yaw spring
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float yawAccel = jiggleInfo->yawStiffness * localError.x - jiggleInfo->yawDamping * localVel.x;
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// pitch spring
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float pitchAccel = jiggleInfo->pitchStiffness * localError.y - jiggleInfo->pitchDamping * localVel.y;
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if (jiggleInfo->flags & JIGGLE_HAS_LENGTH_CONSTRAINT)
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{
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// drive tip towards goal tip position
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data->tipAccel += yawAccel * goalLeft + pitchAccel * goalUp;
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}
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else
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{
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// allow flex along length of spring
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localVel.z = DotProduct( goalForward, data->tipVel );
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// along spring
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float alongAccel = jiggleInfo->alongStiffness * localError.z - jiggleInfo->alongDamping * localVel.z;
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// drive tip towards goal tip position
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data->tipAccel += yawAccel * goalLeft + pitchAccel * goalUp + alongAccel * goalForward;
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}
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}
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// simple euler integration
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data->tipVel += data->tipAccel * deltaT;
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data->tipPos += data->tipVel * deltaT;
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// clear this timestep's accumulated accelerations
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data->tipAccel = vec3_origin;
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//
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// Apply optional constraints
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//
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if (jiggleInfo->flags & (JIGGLE_HAS_YAW_CONSTRAINT | JIGGLE_HAS_PITCH_CONSTRAINT))
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{
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// find components of spring vector in local coordinate system
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Vector along = data->tipPos - goalBasePosition;
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Vector localAlong;
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localAlong.x = DotProduct( goalLeft, along );
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localAlong.y = DotProduct( goalUp, along );
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localAlong.z = DotProduct( goalForward, along );
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Vector localVel;
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localVel.x = DotProduct( goalLeft, data->tipVel );
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localVel.y = DotProduct( goalUp, data->tipVel );
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localVel.z = DotProduct( goalForward, data->tipVel );
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if (jiggleInfo->flags & JIGGLE_HAS_YAW_CONSTRAINT)
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{
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// enforce yaw constraints in local XZ plane
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float yawError = atan2( localAlong.x, localAlong.z );
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bool isAtLimit = false;
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float yaw = 0.0f;
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if (yawError < jiggleInfo->minYaw)
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{
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// at angular limit
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isAtLimit = true;
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yaw = jiggleInfo->minYaw;
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}
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else if (yawError > jiggleInfo->maxYaw)
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{
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// at angular limit
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isAtLimit = true;
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yaw = jiggleInfo->maxYaw;
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}
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if (isAtLimit)
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{
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float sy, cy;
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SinCos( yaw, &sy, &cy );
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// yaw matrix
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matrix3x4_t yawMatrix;
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yawMatrix[0][0] = cy;
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yawMatrix[1][0] = 0;
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yawMatrix[2][0] = -sy;
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yawMatrix[0][1] = 0;
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yawMatrix[1][1] = 1.0f;
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yawMatrix[2][1] = 0;
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yawMatrix[0][2] = sy;
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yawMatrix[1][2] = 0;
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yawMatrix[2][2] = cy;
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yawMatrix[0][3] = 0;
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yawMatrix[1][3] = 0;
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yawMatrix[2][3] = 0;
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// global coordinates of limit
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matrix3x4_t limitMatrix;
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ConcatTransforms( goalMX, yawMatrix, limitMatrix );
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Vector limitLeft( limitMatrix.m_flMatVal[0][0],
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limitMatrix.m_flMatVal[1][0],
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limitMatrix.m_flMatVal[2][0] );
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Vector limitUp( limitMatrix.m_flMatVal[0][1],
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limitMatrix.m_flMatVal[1][1],
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limitMatrix.m_flMatVal[2][1] );
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Vector limitForward( limitMatrix.m_flMatVal[0][2],
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limitMatrix.m_flMatVal[1][2],
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limitMatrix.m_flMatVal[2][2] );
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if (JiggleBoneDebugYawConstraints.GetBool())
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{
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float dT = 0.01f;
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const float axisSize = 10.0f;
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitLeft, 0, 255, 255, true, dT );
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitUp, 255, 255, 0, true, dT );
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitForward, 255, 0, 255, true, dT );
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}
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Vector limitAlong( DotProduct( limitLeft, along ),
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DotProduct( limitUp, along ),
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DotProduct( limitForward, along ) );
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// clip to limit plane
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data->tipPos = goalBasePosition + limitAlong.y * limitUp + limitAlong.z * limitForward;
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// yaw friction - rubbing along limit plane
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Vector limitVel;
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limitVel.x = 0.0f; // TODO: this was uninitialized, and is used when yawBounce is non-zero!
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limitVel.y = DotProduct( limitUp, data->tipVel );
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limitVel.z = DotProduct( limitForward, data->tipVel );
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data->tipAccel -= jiggleInfo->yawFriction * (limitVel.y * limitUp + limitVel.z * limitForward);
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// update velocity reaction to hitting constraint
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data->tipVel = -jiggleInfo->yawBounce * limitVel.x * limitLeft + limitVel.y * limitUp + limitVel.z * limitForward;
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// update along vectors for use by pitch constraint
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along = data->tipPos - goalBasePosition;
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localAlong.x = DotProduct( goalLeft, along );
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localAlong.y = DotProduct( goalUp, along );
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localAlong.z = DotProduct( goalForward, along );
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localVel.x = DotProduct( goalLeft, data->tipVel );
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localVel.y = DotProduct( goalUp, data->tipVel );
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localVel.z = DotProduct( goalForward, data->tipVel );
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}
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}
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if (jiggleInfo->flags & JIGGLE_HAS_PITCH_CONSTRAINT)
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{
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// enforce pitch constraints in local YZ plane
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float pitchError = atan2( localAlong.y, localAlong.z );
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bool isAtLimit = false;
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float pitch = 0.0f;
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if (pitchError < jiggleInfo->minPitch)
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{
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// at angular limit
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isAtLimit = true;
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pitch = jiggleInfo->minPitch;
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}
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else if (pitchError > jiggleInfo->maxPitch)
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{
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// at angular limit
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isAtLimit = true;
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pitch = jiggleInfo->maxPitch;
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}
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if (isAtLimit)
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{
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float sp, cp;
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SinCos( pitch, &sp, &cp );
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// pitch matrix
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matrix3x4_t pitchMatrix;
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pitchMatrix[0][0] = 1.0f;
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pitchMatrix[1][0] = 0;
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pitchMatrix[2][0] = 0;
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pitchMatrix[0][1] = 0;
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pitchMatrix[1][1] = cp;
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pitchMatrix[2][1] = -sp;
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pitchMatrix[0][2] = 0;
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pitchMatrix[1][2] = sp;
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pitchMatrix[2][2] = cp;
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pitchMatrix[0][3] = 0;
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pitchMatrix[1][3] = 0;
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pitchMatrix[2][3] = 0;
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// global coordinates of limit
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matrix3x4_t limitMatrix;
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ConcatTransforms( goalMX, pitchMatrix, limitMatrix );
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Vector limitLeft( limitMatrix.m_flMatVal[0][0],
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limitMatrix.m_flMatVal[1][0],
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limitMatrix.m_flMatVal[2][0] );
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Vector limitUp( limitMatrix.m_flMatVal[0][1],
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limitMatrix.m_flMatVal[1][1],
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limitMatrix.m_flMatVal[2][1] );
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Vector limitForward( limitMatrix.m_flMatVal[0][2],
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limitMatrix.m_flMatVal[1][2],
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limitMatrix.m_flMatVal[2][2] );
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|
||
|
if (JiggleBoneDebugPitchConstraints.GetBool())
|
||
|
{
|
||
|
float dT = 0.01f;
|
||
|
const float axisSize = 10.0f;
|
||
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitLeft, 0, 255, 255, true, dT );
|
||
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitUp, 255, 255, 0, true, dT );
|
||
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitForward, 255, 0, 255, true, dT );
|
||
|
}
|
||
|
|
||
|
Vector limitAlong( DotProduct( limitLeft, along ),
|
||
|
DotProduct( limitUp, along ),
|
||
|
DotProduct( limitForward, along ) );
|
||
|
|
||
|
// clip to limit plane
|
||
|
data->tipPos = goalBasePosition + limitAlong.x * limitLeft + limitAlong.z * limitForward;
|
||
|
|
||
|
// pitch friction - rubbing along limit plane
|
||
|
Vector limitVel;
|
||
|
limitVel.x = 0.0f; // TODO: this was uninitialized, but is being used
|
||
|
limitVel.y = DotProduct( limitUp, data->tipVel );
|
||
|
limitVel.z = DotProduct( limitForward, data->tipVel );
|
||
|
|
||
|
data->tipAccel -= jiggleInfo->pitchFriction * (limitVel.x * limitLeft + limitVel.z * limitForward);
|
||
|
|
||
|
// update velocity reaction to hitting constraint
|
||
|
data->tipVel = limitVel.x * limitLeft - jiggleInfo->pitchBounce * limitVel.y * limitUp + limitVel.z * limitForward;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// needed for matrix assembly below
|
||
|
Vector forward = data->tipPos - goalBasePosition;
|
||
|
forward.NormalizeInPlace();
|
||
|
|
||
|
if (jiggleInfo->flags & JIGGLE_HAS_ANGLE_CONSTRAINT)
|
||
|
{
|
||
|
// enforce max angular error
|
||
|
Vector error = goalTip - data->tipPos;
|
||
|
float dot = DotProduct( forward, goalForward );
|
||
|
float angleBetween = acos( dot );
|
||
|
if (dot < 0.0f)
|
||
|
{
|
||
|
angleBetween = 2.0f * M_PI - angleBetween;
|
||
|
}
|
||
|
|
||
|
if (angleBetween > jiggleInfo->angleLimit)
|
||
|
{
|
||
|
// at angular limit
|
||
|
float maxBetween = jiggleInfo->length * sin( jiggleInfo->angleLimit );
|
||
|
|
||
|
Vector delta = goalTip - data->tipPos;
|
||
|
delta.NormalizeInPlace();
|
||
|
|
||
|
data->tipPos = goalTip - maxBetween * delta;
|
||
|
|
||
|
forward = data->tipPos - goalBasePosition;
|
||
|
forward.NormalizeInPlace();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (jiggleInfo->flags & JIGGLE_HAS_LENGTH_CONSTRAINT)
|
||
|
{
|
||
|
// enforce spring length
|
||
|
data->tipPos = goalBasePosition + jiggleInfo->length * forward;
|
||
|
|
||
|
// zero velocity along forward bone axis
|
||
|
data->tipVel -= DotProduct( data->tipVel, forward ) * forward;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Build bone matrix to align along current tip direction
|
||
|
//
|
||
|
Vector left = CrossProduct( goalUp, forward );
|
||
|
left.NormalizeInPlace();
|
||
|
|
||
|
Vector up = CrossProduct( forward, left );
|
||
|
|
||
|
boneMX[0][0] = left.x;
|
||
|
boneMX[1][0] = left.y;
|
||
|
boneMX[2][0] = left.z;
|
||
|
boneMX[0][1] = up.x;
|
||
|
boneMX[1][1] = up.y;
|
||
|
boneMX[2][1] = up.z;
|
||
|
boneMX[0][2] = forward.x;
|
||
|
boneMX[1][2] = forward.y;
|
||
|
boneMX[2][2] = forward.z;
|
||
|
|
||
|
boneMX[0][3] = goalBasePosition.x;
|
||
|
boneMX[1][3] = goalBasePosition.y;
|
||
|
boneMX[2][3] = goalBasePosition.z;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// Bone base flex
|
||
|
//
|
||
|
if (jiggleInfo->flags & JIGGLE_HAS_BASE_SPRING)
|
||
|
{
|
||
|
// gravity
|
||
|
data->baseAccel.z -= jiggleInfo->baseMass;
|
||
|
|
||
|
// simple spring
|
||
|
Vector error = goalBasePosition - data->basePos;
|
||
|
data->baseAccel += jiggleInfo->baseStiffness * error - jiggleInfo->baseDamping * data->baseVel;
|
||
|
|
||
|
data->baseVel += data->baseAccel * deltaT;
|
||
|
data->basePos += data->baseVel * deltaT;
|
||
|
|
||
|
// clear this timestep's accumulated accelerations
|
||
|
data->baseAccel = vec3_origin;
|
||
|
|
||
|
// constrain to limits
|
||
|
error = data->basePos - goalBasePosition;
|
||
|
Vector localError;
|
||
|
localError.x = DotProduct( goalLeft, error );
|
||
|
localError.y = DotProduct( goalUp, error );
|
||
|
localError.z = DotProduct( goalForward, error );
|
||
|
|
||
|
Vector localVel;
|
||
|
localVel.x = DotProduct( goalLeft, data->baseVel );
|
||
|
localVel.y = DotProduct( goalUp, data->baseVel );
|
||
|
localVel.z = DotProduct( goalForward, data->baseVel );
|
||
|
|
||
|
// horizontal constraint
|
||
|
if (localError.x < jiggleInfo->baseMinLeft)
|
||
|
{
|
||
|
localError.x = jiggleInfo->baseMinLeft;
|
||
|
|
||
|
// friction
|
||
|
data->baseAccel -= jiggleInfo->baseLeftFriction * (localVel.y * goalUp + localVel.z * goalForward);
|
||
|
}
|
||
|
else if (localError.x > jiggleInfo->baseMaxLeft)
|
||
|
{
|
||
|
localError.x = jiggleInfo->baseMaxLeft;
|
||
|
|
||
|
// friction
|
||
|
data->baseAccel -= jiggleInfo->baseLeftFriction * (localVel.y * goalUp + localVel.z * goalForward);
|
||
|
}
|
||
|
|
||
|
if (localError.y < jiggleInfo->baseMinUp)
|
||
|
{
|
||
|
localError.y = jiggleInfo->baseMinUp;
|
||
|
|
||
|
// friction
|
||
|
data->baseAccel -= jiggleInfo->baseUpFriction * (localVel.x * goalLeft + localVel.z * goalForward);
|
||
|
}
|
||
|
else if (localError.y > jiggleInfo->baseMaxUp)
|
||
|
{
|
||
|
localError.y = jiggleInfo->baseMaxUp;
|
||
|
|
||
|
// friction
|
||
|
data->baseAccel -= jiggleInfo->baseUpFriction * (localVel.x * goalLeft + localVel.z * goalForward);
|
||
|
}
|
||
|
|
||
|
if (localError.z < jiggleInfo->baseMinForward)
|
||
|
{
|
||
|
localError.z = jiggleInfo->baseMinForward;
|
||
|
|
||
|
// friction
|
||
|
data->baseAccel -= jiggleInfo->baseForwardFriction * (localVel.x * goalLeft + localVel.y * goalUp);
|
||
|
}
|
||
|
else if (localError.z > jiggleInfo->baseMaxForward)
|
||
|
{
|
||
|
localError.z = jiggleInfo->baseMaxForward;
|
||
|
|
||
|
// friction
|
||
|
data->baseAccel -= jiggleInfo->baseForwardFriction * (localVel.x * goalLeft + localVel.y * goalUp);
|
||
|
}
|
||
|
|
||
|
data->basePos = goalBasePosition + localError.x * goalLeft + localError.y * goalUp + localError.z * goalForward;
|
||
|
|
||
|
|
||
|
// fix up velocity
|
||
|
data->baseVel = (data->basePos - data->baseLastPos) / deltaT;
|
||
|
data->baseLastPos = data->basePos;
|
||
|
|
||
|
|
||
|
if (!(jiggleInfo->flags & (JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID)))
|
||
|
{
|
||
|
// no tip flex - use bone's goal orientation
|
||
|
boneMX = goalMX;
|
||
|
}
|
||
|
|
||
|
// update bone position
|
||
|
MatrixSetColumn( data->basePos, 3, boneMX );
|
||
|
}
|
||
|
else if (!(jiggleInfo->flags & (JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID)))
|
||
|
{
|
||
|
// no flex at all - just use goal matrix
|
||
|
boneMX = goalMX;
|
||
|
}
|
||
|
|
||
|
|
||
|
// debug display
|
||
|
if ( JiggleBoneDebug.GetInt() == 1 || JiggleBoneDebug.GetInt() == data->id )
|
||
|
{
|
||
|
float dT = 0.01f;
|
||
|
const float axisSize = 5.0f;
|
||
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * goalLeft, 255, 0, 0, true, dT );
|
||
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * goalUp, 0, 255, 0, true, dT );
|
||
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * goalForward, 0, 0, 255, true, dT );
|
||
|
|
||
|
debugoverlay->AddTextOverlay( goalBasePosition, dT, VarArgs( "%d", data->id ) );
|
||
|
|
||
|
const float sz = 1.0f;
|
||
|
|
||
|
if (jiggleInfo->flags & (JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID))
|
||
|
{
|
||
|
debugoverlay->AddLineOverlay( goalBasePosition,
|
||
|
data->tipPos, 255, 255, 0, true, dT );
|
||
|
|
||
|
debugoverlay->AddLineOverlay( data->tipPos + Vector( -sz, 0, 0 ),
|
||
|
data->tipPos + Vector( sz, 0, 0 ), 0, 255, 255, true, dT );
|
||
|
debugoverlay->AddLineOverlay( data->tipPos + Vector( 0, -sz, 0 ),
|
||
|
data->tipPos + Vector( 0, sz, 0 ), 0, 255, 255, true, dT );
|
||
|
debugoverlay->AddLineOverlay( data->tipPos + Vector( 0, 0, -sz ),
|
||
|
data->tipPos + Vector( 0, 0, sz ), 0, 255, 255, true, dT );
|
||
|
}
|
||
|
|
||
|
if (jiggleInfo->flags & JIGGLE_HAS_BASE_SPRING)
|
||
|
{
|
||
|
debugoverlay->AddLineOverlay( data->basePos + Vector( -sz, 0, 0 ),
|
||
|
data->basePos + Vector( sz, 0, 0 ), 255, 0, 255, true, dT );
|
||
|
debugoverlay->AddLineOverlay( data->basePos + Vector( 0, -sz, 0 ),
|
||
|
data->basePos + Vector( 0, sz, 0 ), 255, 0, 255, true, dT );
|
||
|
debugoverlay->AddLineOverlay( data->basePos + Vector( 0, 0, -sz ),
|
||
|
data->basePos + Vector( 0, 0, sz ), 255, 0, 255, true, dT );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|