Files
combattest/Ragdoll.h
T
2026-11-08 07:45:01 -05:00

57 lines
1.6 KiB
C++

#ifndef RAGDOLL_CLASS
#define RAGDOLL_CLASS
#include <vector>
#include <glm/glm.hpp>
#include "t.h"
class CharacterBody;
class CollisionMesh;
class Physics;
class p;
struct BallJoint;
// Splits a character's rig into rigid bodies joined by ball joints.
// Each part collides using the rig triangles skinned mostly to its bones.
class Ragdoll {
public:
struct Part {
t_package transform; // scale is the part's bounding box, orientation starts at identity
p* body = nullptr;
CollisionMesh* mesh = nullptr;
glm::vec3 restPosition = glm::vec3(0.0f);
};
// rigMatrix is the model matrix the rig was being drawn with
Ragdoll(CharacterBody& characterBody, const glm::mat4& rigMatrix, Physics& physics);
// Takes its parts and joints back out of the physics
~Ragdoll();
Ragdoll(const Ragdoll&) = delete;
Ragdoll& operator=(const Ragdoll&) = delete;
// Call once a frame after the physics steps
void Update(float dt);
// Bone matrices in world space, draw the rig with an identity model matrix
std::vector<glm::mat4> GetBoneMatrices() const;
const std::vector<Part*>& GetParts() const { return parts; }
private:
void Reset();
Physics* physics = nullptr;
std::vector<Part*> parts;
std::vector<BallJoint*> joints;
std::vector<int> boneParts; // part index of each bone
std::vector<glm::mat4> restBones; // world space bone matrices at the moment of going limp
std::vector<glm::mat4> restInverses; // inverse of each part's starting transform
int group = 0;
float settleTimer = 0.0f;
};
#endif