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#include "Character.h"
#include "Animator.h"
#include "CharacterMind.h"
#include "Ragdoll.h"
#include "Physics.h"
#include "tFunctions.h"
#include "Engine.h"
#include <algorithm>
#include <cfloat>
#include <cmath>
#include <glm/gtc/quaternion.hpp>
// -------------------------------------------------------
// CharacterBody
// -------------------------------------------------------
void CharacterBody::Perform(const CharacterAction& action) {
switch (action.type) {
case CharacterActionType::Move: {
sprinting = action.sprint;
if (IsDashing())
break; // the dash carries it, wherever it was going
wishDirection = glm::vec3(action.direction.x, 0.0f, action.direction.z);
if (glm::length(wishDirection) > 0.0001f) {
wishDirection = glm::normalize(wishDirection);
if (!combat.GetCurrentMove() && !combat.GetCurrentAbility() && !inAir) // mid swing it keeps facing where it swung, and in the air where it jumped
turnDirection = wishDirection;
}
// Told where to look, it keeps looking there whichever way it walks
const glm::vec3 facing(action.facing.x, 0.0f, action.facing.z);
strafing = glm::length(facing) > 0.0001f;
if (strafing)
turnDirection = glm::normalize(facing);
break;
}
case CharacterActionType::Jump:
if (!IsDashing())
jumpWanted = true;
break;
case CharacterActionType::Dash: {
// On the ground, between attacks and not too soon after the last one
if (IsDashing() || dashCooldownLeft > 0.0f || inAir || windup >= 0.0f || !physics
|| combat.GetCurrentMove() || combat.GetCurrentAbility())
break;
glm::vec3 direction(action.direction.x, 0.0f, action.direction.z);
direction = glm::length(direction) > 0.0001f ? glm::normalize(direction) : GetForwardDirection();
dashDirection = direction;
dashWindup = dashDelay * GetGameTimeScale();
dashLeft = dashTime * GetGameTimeScale();
Face(direction, true);
PlayAction(dashAnimation);
break;
}
case CharacterActionType::Ability:
if (IsDashing() || !combat.IsAbilityReady(action.slot))
break;
Face(action.direction, true);
combat.UseAbility(action.slot, action.point);
break;
case CharacterActionType::Attack:
if (IsDashing())
break;
Face(action.direction, true); // round to it before the swing starts, so the step and hitbox go that way
combat.QueueAttack();
break;
}
}
void CharacterBody::CancelDash() {
if (!IsDashing())
return;
dashWindup = 0.0f;
dashLeft = 0.0f;
dashCooldownLeft = dashCooldown * GetGameTimeScale();
StopDashAnimation();
}
void CharacterBody::StopDashAnimation() {
if (actionAnimator && dashAnimation && actionAnimator->m_CurrentAnimation == dashAnimation && actionAnimator->isPlaying)
actionAnimator->StopAnimation();
}
void CharacterBody::ApplyMovement(bool grounded, float speedFactor, float dt, float referenceDt) {
dashCooldownLeft = std::max(dashCooldownLeft - dt, 0.0f);
// Dashing it goes where the dash sends it, fastest at the start and slowing to a stop, nothing else moves it
if (IsDashing()) {
wishDirection = glm::vec3(0.0f);
jumpWanted = false;
SetWalking(false);
if (!physics || dt <= 0.0f)
return;
// Winding up it stands where it is
if (dashWindup > 0.0f) {
physics->linearvelocity.x = 0.0f;
physics->linearvelocity.z = 0.0f;
dashWindup -= dt;
if (dashWindup > 0.0f)
return;
dt = -dashWindup; // whatever's left of this frame goes to the dash itself
dashWindup = 0.0f;
}
const float length = dashTime * GetGameTimeScale();
const float speed = 2.0f * dashDistance / length * (dashLeft / length); // falls off in a straight line, covering dashDistance
physics->linearvelocity.x = dashDirection.x * speed;
physics->linearvelocity.z = dashDirection.z * speed;
physics->WakeUp();
dashLeft -= dt;
if (dashLeft <= 0.0f) {
dashLeft = 0.0f;
dashCooldownLeft = dashCooldown * GetGameTimeScale();
}
return;
}
// An ability lunging it forward takes over, like a dash does. Once it's done, standing still brings it to a stop.
float lungeSpeed = 0.0f;
if (combat.GetAbilityLunge(lungeSpeed)) { // stunned, the ability is already cut off
wishDirection = glm::vec3(0.0f);
SetWalking(false);
if (physics) {
const glm::vec3 forward = GetForwardDirection();
physics->linearvelocity.x = forward.x * lungeSpeed;
physics->linearvelocity.z = forward.z * lungeSpeed;
physics->WakeUp();
}
return;
}
const bool moving = glm::length(wishDirection) > 0.0f && speedFactor > 0.0f;
SetWalking(moving);
// The rest of the dash animation is only there for standing still, walking or jumping out of it cuts it off
if (moving || jumpWanted)
StopDashAnimation();
// Sprinting only when it's free to go full speed, not mid attack
const float sprint = sprinting && speedFactor >= 1.0f ? sprintMultiplier : 1.0f;
// Straight along the input whichever way it's facing, turning to face it as it goes
const glm::vec3 walkDirection = wishDirection;
wishDirection = glm::vec3(0.0f); // used up, the next Move action has to ask again
const bool jump = jumpWanted;
jumpWanted = false;
// Just after taking off it's still close enough to the ground to count as on it, so it's in the air regardless
takeoffTime = std::max(takeoffTime - dt, 0.0f);
inAir = !grounded || takeoffTime > 0.0f;
// Starting a jump, if it's on the ground and not in the middle of an attack. The animation starts now,
// and it leaves the ground jumpDelay into it.
if (jump && canJump && !inAir && windup < 0.0f && physics && !combat.GetCurrentMove() && !combat.GetCurrentAbility()) {
windup = jumpDelay * GetGameTimeScale();
if (jumpAnimator && jumpAnimator->m_CurrentAnimation)
jumpAnimator->PlayAnimation();
}
if (windup >= 0.0f) {
windup -= dt;
if (windup < 0.0f && !inAir && physics) {
physics->linearvelocity.y = jumpSpeed;
physics->WakeUp();
inAir = true;
takeoffTime = 0.2f;
}
}
if (walkAnimator && moving)
walkAnimator->playbackSpeed = speedFactor * statusSpeedMultiplier * (sprint > 1.0f ? sprintAnimationSpeed : 1.0f); // slower walking, slower steps
// With time stopped there's nothing to apply, and the rescaling below would divide zero by zero
if (!physics || dt <= 0.0f)
return;
const float movespeed = walkSpeed * speedFactor * sprint * statusSpeedMultiplier;
const glm::vec3 inputVel = moving ? walkDirection * movespeed : glm::vec3(0.0f);
const float accel = 40.0f;
const float damp = 0.75f;
if (grounded) {
// Damping and acceleration worked out per reference step, then rescaled so frame rate doesn't change them
const float dampStep = std::pow(damp, dt / referenceDt);
const float accelScale = referenceDt * damp * (1.0f - dampStep) / (dt * dampStep * (1.0f - damp));
physics->linearvelocity.x *= dampStep;
physics->linearvelocity.z *= dampStep;
physics->linearvelocity.x += inputVel.x * accel * dt * accelScale;
physics->linearvelocity.z += inputVel.z * accel * dt * accelScale;
}
// In the air it just carries on the way it was going when it left the ground
}
void CharacterBody::Step(float dt) {
if (glm::length(turnDirection) > 0.0001f) {
const glm::quat target = LookAt(-turnDirection);
const glm::quat current = t.GetRotationQuaternion();
const float blend = 1.0f - std::exp(-turnSpeed * dt);
t.RotateToQuaternion(glm::normalize(glm::slerp(current, target, blend)));
}
const float target = walking ? 1.0f : 0.0f;
walkBlend += (target - walkBlend) * (1.0f - std::exp(-walkFadeSpeed * dt));
const float airTarget = (inAir || windup >= 0.0f) && jumpAnimator && jumpAnimator->isPlaying ? 1.0f : 0.0f;
airBlend += (airTarget - airBlend) * (1.0f - std::exp(-airFadeSpeed * dt));
combat.Step(*this, dt);
// Clips play in real time, the way they were animated, rather than on the sped up game clock
const float animationDt = dt / GetGameTimeScale();
for (Animator* a : animators)
a->Step(animationDt);
// After stepping, since the animator ramps its own weight up to full when it plays
if (walkAnimator)
walkAnimator->blendWeight = walkBlend;
if (jumpAnimator) {
jumpAnimator->blendWeight = airBlend;
if (!inAir && windup < 0.0f && airBlend < 0.01f)
jumpAnimator->isPlaying = false; // landed and faded out, off until the next jump
}
if (rig && animator->m_CurrentAnimation) {
blendedBones = animator->GetFinalBoneMatrices();
BlendBones(animator->m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f));
}
}
// Blends two parent-relative transforms, position and scale linearly and rotation along the shortest arc
static glm::mat4 BlendLocalTransforms(const glm::mat4& from, const glm::mat4& to, float t) {
const glm::vec3 fromScale(glm::length(glm::vec3(from[0])), glm::length(glm::vec3(from[1])), glm::length(glm::vec3(from[2])));
const glm::vec3 toScale(glm::length(glm::vec3(to[0])), glm::length(glm::vec3(to[1])), glm::length(glm::vec3(to[2])));
const glm::mat3 fromRotation(glm::vec3(from[0]) / fromScale.x, glm::vec3(from[1]) / fromScale.y, glm::vec3(from[2]) / fromScale.z);
const glm::mat3 toRotation(glm::vec3(to[0]) / toScale.x, glm::vec3(to[1]) / toScale.y, glm::vec3(to[2]) / toScale.z);
const glm::quat rotation = glm::normalize(glm::slerp(glm::quat_cast(fromRotation), glm::quat_cast(toRotation), t));
glm::mat4 result = glm::mat4_cast(rotation) * glm::scale(glm::mat4(1.0f), glm::mix(fromScale, toScale, t));
result[3] = glm::vec4(glm::mix(glm::vec3(from[3]), glm::vec3(to[3]), t), 1.0f);
return result;
}
// Every node's rest transform relative to the model, and its parent's name, from one clip's hierarchy
static void CollectRestPose(const AssimpNodeData& node, const glm::mat4& parentTransform, const std::string& parentName,
std::unordered_map<std::string, glm::mat4>& globals, std::unordered_map<std::string, std::string>& parents) {
const glm::mat4 global = parentTransform * node.transformation;
globals[node.name] = global;
parents[node.name] = parentName;
for (const AssimpNodeData& child : node.children)
CollectRestPose(child, global, node.name, globals, parents);
}
// A clip exported with only some bones, like an arm on its own, has them hung off whatever ancestor made it into
// the file. Its tracks are then relative to that ancestor instead of the bone's real parent. Going through the rest
// pose of both files turns one into the other, so the arm still rides on the torso.
const std::unordered_map<std::string, glm::mat4>& CharacterBody::GetParentCorrections(const Animation* layer) {
const Animation* base = animator->m_CurrentAnimation;
const auto key = std::make_pair(base, layer);
const auto cached = parentCorrections.find(key);
if (cached != parentCorrections.end())
return cached->second;
std::unordered_map<std::string, glm::mat4>& corrections = parentCorrections[key];
if (!base || !layer || base == layer)
return corrections;
std::unordered_map<std::string, glm::mat4> baseGlobals, layerGlobals;
std::unordered_map<std::string, std::string> baseParents, layerParents;
CollectRestPose(base->GetRootNode(), glm::mat4(1.0f), "", baseGlobals, baseParents);
CollectRestPose(layer->GetRootNode(), glm::mat4(1.0f), "", layerGlobals, layerParents);
for (const std::string& bone : layer->m_BoneNames) {
const auto baseParent = baseParents.find(bone);
const auto layerParent = layerParents.find(bone);
if (baseParent == baseParents.end() || layerParent == layerParents.end())
continue;
if (baseParent->second == layerParent->second)
continue;
const auto baseParentGlobal = baseGlobals.find(baseParent->second);
const auto layerParentGlobal = layerGlobals.find(layerParent->second);
const glm::mat4 from = layerParentGlobal != layerGlobals.end() ? layerParentGlobal->second : glm::mat4(1.0f);
const glm::mat4 to = baseParentGlobal != baseGlobals.end() ? baseParentGlobal->second : glm::mat4(1.0f);
corrections[bone] = glm::inverse(to) * from;
}
return corrections;
}
// Walks the base animation's hierarchy. Each bone starts from its rest pose, then every layer with a track for it
// blends in on top in weight order, before it's passed down to its children.
void CharacterBody::BlendBones(const AssimpNodeData& node, const glm::mat4& parentTransform) {
glm::mat4 local = node.transformation;
for (Animator* a : animators) {
if (!a->m_CurrentAnimation || a->blendWeight <= 0.0f)
continue;
if (a != animator && !a->isPlaying)
continue;
const auto& transforms = a->GetLocalTransforms();
const auto found = transforms.find(node.name);
if (found == transforms.end())
continue;
glm::mat4 layerLocal = found->second;
if (a != animator) {
const auto& corrections = GetParentCorrections(a->m_CurrentAnimation);
const auto correction = corrections.find(node.name);
if (correction != corrections.end())
layerLocal = correction->second * layerLocal;
}
local = a == animator || a->blendWeight >= 1.0f
? layerLocal
: BlendLocalTransforms(local, layerLocal, a->blendWeight);
}
glm::mat4 global = parentTransform * local;
if (node.name == "Head")
global = glm::scale(global, glm::vec3(HeadScale));
const auto info = rig->m_BoneInfoMap.find(node.name);
if (info != rig->m_BoneInfoMap.end()) {
const int index = info->second.id;
if (index >= 0 && index < (int)blendedBones.size())
blendedBones[index] = global * info->second.offset;
}
for (const AssimpNodeData& child : node.children)
BlendBones(child, global);
}
void CharacterBody::SetWalking(bool isWalking) {
walking = isWalking;
}
void CharacterBody::Face(const glm::vec3& direction, bool instantly) {
const glm::vec3 flat(direction.x, 0.0f, direction.z);
if (glm::length(flat) <= 0.0001f)
return;
turnDirection = glm::normalize(flat);
if (instantly)
t.RotateToQuaternion(LookAt(-turnDirection));
}
glm::vec3 CharacterBody::GetForwardDirection() const {
glm::vec3 forward = -t.GetFrontVector();
forward.y = 0.0f;
const float length = glm::length(forward);
if (length <= 0.0001f)
return glm::vec3(0.0f, 0.0f, -1.0f);
return forward / length;
}
// -------------------------------------------------------
// Character
// -------------------------------------------------------
void Character::Think() {
if (!mind || dead)
return;
pendingActions.clear();
mind->ProduceActions(*this, pendingActions); // still asked while stunned, so it keeps track of things
if (!CanAct())
return;
for (const CharacterAction& action : pendingActions)
body->Perform(action);
}
int Character::GetCollisionGroup() {
// Kept clear of the ragdoll's groups, which count up from 1
static int nextGroup = 1000;
if (collisionGroup == 0)
collisionGroup = nextGroup++;
return collisionGroup;
}
void Character::CreatePhysicsBody(Physics& physics, float massKg) {
if (body->physics)
return;
p* physicsBody = new p(body);
physicsBody->mass = massKg;
physicsBody->lockRotation = true; // it turns by facing where it walks, never by tipping over
physicsBody->friction = 0.0f; // walking does its own stopping
physicsBody->collisionGroup = GetCollisionGroup();
physics.AddObject(physicsBody);
body->physics = physicsBody;
world = &physics;
}
void Character::EnableRagdoll(Physics& physics) {
if (!ragdoll)
ragdoll = new Ragdoll(*body, GetRigMatrix(), physics);
}
void Character::Stun(float seconds) {
if (dead || seconds <= 0.0f)
return;
const float length = seconds * GetGameTimeScale();
if (length <= stunLeft)
return;
stunLeft = length;
body->combat.Reset();
body->CancelDash();
}
void Character::AddStatus(StatusEffect::Type type, float seconds) {
for (StatusEffect& status : statuses) {
if (status.type != type)
continue;
if (status.timeLeft >= 0.0f && (seconds < 0.0f || seconds > status.timeLeft))
status.timeLeft = seconds;
return;
}
statuses.push_back({ type, seconds });
}
void Character::RemoveStatus(StatusEffect::Type type) {
statuses.erase(std::remove_if(statuses.begin(), statuses.end(),
[type](const StatusEffect& status) { return status.type == type; }), statuses.end());
}
void Character::Knockdown(float seconds) {
if (dead || ragdoll || seconds <= 0.0f)
return;
AddStatus(StatusEffect::Type::Knockdown, seconds);
body->combat.Reset();
body->CancelDash();
body->SetWalking(false);
body->PlayAction(body->knockdownAnimation, 1.0f, true);
wasKnockedDown = true;
}
bool Character::CanAct() const {
if (IsStunned())
return false;
for (const StatusEffect& status : statuses)
if (GetStatusEffectInfo(status.type).preventsActing)
return false;
return true;
}
bool Character::DodgesHits() const {
for (const StatusEffect& status : statuses)
if (GetStatusEffectInfo(status.type).dodgesHits)
return true;
return false;
}
bool Character::HasStatus(StatusEffect::Type type) const {
for (const StatusEffect& status : statuses)
if (status.type == type)
return true;
return false;
}
void Character::Step(float dt) {
stunLeft = std::max(stunLeft - dt, 0.0f);
const float realDt = dt / GetGameTimeScale();
for (StatusEffect& status : statuses)
if (status.timeLeft >= 0.0f)
status.timeLeft = std::max(status.timeLeft - realDt, 0.0f);
statuses.erase(std::remove_if(statuses.begin(), statuses.end(),
[](const StatusEffect& status) { return status.timeLeft == 0.0f; }), statuses.end());
// Back up, out of the pose it was lying in
const bool knockedDown = IsKnockedDown();
if (wasKnockedDown && !knockedDown && body->actionAnimator && body->knockdownAnimation
&& body->actionAnimator->m_CurrentAnimation == body->knockdownAnimation) {
body->actionAnimator->holdsAtEnd = false;
body->actionAnimator->StopAnimation();
}
wasKnockedDown = knockedDown;
if (ragdoll) {
ragdoll->Update(dt);
return;
}
body->Step(dt);
}
void Character::ApplyMovement(bool grounded, float dt, float referenceDt) {
// Swinging and abilities slow it down
const AttackMove* attack = body->combat.GetCurrentMove();
const Ability* ability = body->combat.GetCurrentAbility();
const float speed = IsStunned() ? 0.0f : ability ? ability->moveSpeedMultiplier : attack ? attack->moveSpeedMultiplier : 1.0f;
// Status effects all multiply together
float statusSpeed = 1.0f, gravity = 1.0f;
bool canJump = true;
for (const StatusEffect& status : statuses) {
const StatusEffectInfo& info = GetStatusEffectInfo(status.type);
statusSpeed *= info.speedMultiplier;
gravity *= info.gravityMultiplier;
canJump = canJump && !info.preventsJumping;
}
body->statusSpeedMultiplier = statusSpeed;
body->canJump = canJump;
body->ApplyMovement(grounded, speed, dt, referenceDt);
// Physics already pulls it down once, this is the rest
if (!grounded && gravity != 1.0f && world && body->physics)
body->physics->linearvelocity += world->GetGravity() * (gravity - 1.0f) * dt;
}
float Character::TakeDamage(float amount) {
if (dead || amount <= 0.0f)
return 0.0f;
health = std::min(health, maxHealth);
const float taken = std::min(amount, health);
health -= taken;
if (health <= 0.0f)
Die();
return taken;
}
float Character::Heal(float amount) {
if (dead || amount <= 0.0f)
return 0.0f;
const float before = health;
health = std::min(health + amount, maxHealth);
return std::max(health - before, 0.0f);
}
void Character::Flinch() {
if (dead || ragdoll || !body->flinchAnimation || IsKnockedDown()) // on the floor it stays lying there
return;
// It shares the action layer with attacks, so a punch can't carry on underneath it
body->combat.Reset();
body->CancelDash();
body->PlayAction(body->flinchAnimation);
}
void Character::Die() {
if (dead)
return;
// Some just pick themselves straight back up, like training dummies
if (healsOnDeath) {
health = maxHealth;
return;
}
// Stops where it is. Whatever it was doing is cut off, and it stops thinking until it's revived.
dead = true;
deaths++;
health = 0.0f;
body->SetWalking(false);
body->combat.Reset();
body->CancelDash();
}
void Character::Revive() {
if (!dead)
return;
delete ragdoll;
ragdoll = nullptr;
dead = false;
health = maxHealth;
stunLeft = 0.0f;
// Timed status effects are gone, ones that last forever stay
statuses.erase(std::remove_if(statuses.begin(), statuses.end(),
[](const StatusEffect& status) { return status.timeLeft >= 0.0f; }), statuses.end());
body->combat.Reset();
if (p* box = body->physics) {
box->EnableCollision();
box->EnableVelocity();
box->linearvelocity = glm::vec3(0.0f);
box->WakeUp();
}
}
bool Character::GetActionBoneTransform(const Animation* animation, const std::string& bone, glm::mat4& transform) const {
const Animator* action = body ? body->actionAnimator : nullptr;
if (ragdoll || !action || !action->isPlaying || !animation || action->m_CurrentAnimation != animation || !body->rig)
return false;
const auto info = body->rig->m_BoneInfoMap.find(bone);
if (info == body->rig->m_BoneInfoMap.end())
return false;
const std::vector<glm::mat4>& bones = action->GetFinalBoneMatrices();
const int index = info->second.id;
if (index < 0 || index >= (int)bones.size())
return false;
// The skinning matrix takes the bone's rest pose to where it is now, so undoing the rest pose leaves where it is
transform = GetRigMatrix() * bones[index] * glm::inverse(info->second.offset);
return true;
}
bool Character::GetBoneTransform(const std::string& bone, glm::mat4& transform) const {
if (ragdoll || !body || !body->rig)
return false;
const auto info = body->rig->m_BoneInfoMap.find(bone);
if (info == body->rig->m_BoneInfoMap.end())
return false;
const std::vector<glm::mat4>& bones = body->GetBlendedBoneMatrices();
const int index = info->second.id;
if (index < 0 || index >= (int)bones.size())
return false;
transform = GetRigMatrix() * bones[index] * glm::inverse(info->second.offset);
return true;
}
glm::mat4 Character::GetRigMatrix() const {
// body->t's scale is the hitbox only; the rig is drawn at visualScale so it fills that hitbox
return body->t.GetTranslationMatrix() * body->t.GetRotationMatrix()
* glm::scale(glm::mat4(1.0f), glm::vec3(visualScale));
}
bool Character::GetWorldBounds(BoundingBox& bounds) const {
if (!body)
return false;
if (ragdoll && !ragdoll->GetParts().empty()) {
bounds.min = glm::vec3(FLT_MAX);
bounds.max = glm::vec3(-FLT_MAX);
for (const Ragdoll::Part* part : ragdoll->GetParts()) {
const BoundingBox partBounds = part->transform.t.GetAABB();
bounds.min = glm::min(bounds.min, partBounds.min);
bounds.max = glm::max(bounds.max, partBounds.max);
}
return true;
}
// The rig is about 2 units across natively in every direction it reaches, arms out included.
// A cube that size around the body covers any pose and any turn.
const glm::vec3 reach(visualScale);
bounds.min = body->t.GetTranslation() - reach;
bounds.max = body->t.GetTranslation() + reach;
return true;
}
void Character::ApplyTemplate(const CharacterTemplate& from) {
characterTemplate = &from;
if (from.rig)
body->SetRig(from.rig);
if (from.idleAnimation) {
body->SetAnimation(from.idleAnimation);
body->animator->loops = true;
}
if (from.walkAnimation)
body->SetWalkAnimation(from.walkAnimation);
body->jumpDelay = from.jumpDelay;
if (from.jumpAnimation)
body->SetJumpAnimation(from.jumpAnimation);
else if (body->jumpAnimator)
body->jumpAnimator->ClearAnimation(); // jumps without one
body->flinchAnimation = from.flinchAnimation;
body->knockdownAnimation = from.knockdownAnimation;
body->combat.Reset();
body->combat.combo = from.combo;
body->combat.comboName = from.comboName;
body->combat.abilities = from.abilities;
healsOnDeath = from.healsOnDeath;
body->walkSpeed = from.walkSpeed;
body->sprintMultiplier = from.sprintMultiplier;
body->dashAnimation = from.dashAnimation;
body->dashDistance = from.dashDistance;
body->dashDelay = from.dashDelay;
body->dashTime = from.dashTime;
body->dashCooldown = from.dashCooldown;
maxHealth = from.maxHealth;
if (!dead)
health = maxHealth;
}
Character::Character() {
body = new CharacterBody();
mind = nullptr;
shadertype = ShaderType::RigShader;
}
void Character::Render(Shader& shader) {
if (!body || !body->rig || !body->animator) return;
const std::vector<glm::mat4> transforms = ragdoll ? ragdoll->GetBoneMatrices()
: body->animator->m_CurrentAnimation ? body->GetBlendedBoneMatrices()
: std::vector<glm::mat4>(100, glm::mat4(1.0f));
shader.SetMat4Array("finalBonesMatrices", transforms.data(), glm::min((int)transforms.size(), 100));
shader.Set4F("colorOverride", colorOverride);
surface.Apply(shader, 1, glm::vec3(visualScale));
shader.Set1F("metallic", metallic);
shader.Set1F("roughness", roughness);
shader.Set1F("ao", ao);
body->rig->Render(shader, ragdoll ? glm::mat4(1.0f) : GetRigMatrix()); // ragdoll bones are already in world space
shader.Set4F("colorOverride", glm::vec4(0.0f)); // don't leak into other rig draws
}