#include "Character.h" #include "Animator.h" #include "CharacterMind.h" #include "Ragdoll.h" #include "Physics.h" #include "tFunctions.h" #include #include #include // ------------------------------------------------------- // CharacterBody // ------------------------------------------------------- void CharacterBody::Perform(const CharacterAction& action) { switch (action.type) { case CharacterActionType::Move: { wishDirection = glm::vec3(action.direction.x, 0.0f, action.direction.z); if (glm::length(wishDirection) > 0.0001f) { wishDirection = glm::normalize(wishDirection); turnDirection = wishDirection; } break; } } } void CharacterBody::ApplyMovement(bool grounded, float speedFactor, float dt, float referenceDt) { const bool moving = glm::length(wishDirection) > 0.0f && speedFactor > 0.0f; SetWalking(moving); wishDirection = glm::vec3(0.0f); // used up, the next Move action has to ask again // With time stopped there's nothing to apply, and the rescaling below would divide zero by zero if (!physics || dt <= 0.0f) return; // Walks the way it faces rather than straight along the input, so it turns into the direction first const float movespeed = walkSpeed * speedFactor; const glm::vec3 inputVel = moving ? GetForwardDirection() * movespeed : glm::vec3(0.0f); const float accel = 40.0f; const float damp = 0.75f; const float airControl = 0.5f; const float groundTopSpeed = movespeed * accel * referenceDt * damp / (1.0f - damp); 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; } else if (moving) { // In the air it can only steer, up to walking speed const glm::vec3 wishDir = glm::normalize(inputVel); const float current = glm::dot(glm::vec3(physics->linearvelocity.x, 0.0f, physics->linearvelocity.z), wishDir); const float add = glm::clamp(groundTopSpeed - current, 0.0f, accel * airControl * movespeed * dt); physics->linearvelocity.x += wishDir.x * add; physics->linearvelocity.z += wishDir.z * add; } } 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)); for (Animator* a : animators) a->Step(dt); // After stepping, since the animator ramps its own weight up to full when it plays if (walkAnimator) walkAnimator->blendWeight = walkBlend; 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& globals, std::unordered_map& 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& 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& corrections = parentCorrections[key]; if (!base || !layer || base == layer) return corrections; std::unordered_map baseGlobals, layerGlobals; std::unordered_map 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; } 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) return; pendingActions.clear(); mind->ProduceActions(*this, pendingActions); 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; } void Character::EnableRagdoll(Physics& physics) { if (!ragdoll) ragdoll = new Ragdoll(*body, GetRigMatrix(), physics); } 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; } 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 transforms = ragdoll ? ragdoll->GetBoneMatrices() : body->animator->m_CurrentAnimation ? body->GetBlendedBoneMatrices() : std::vector(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 }