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