289 lines
12 KiB
C++
289 lines
12 KiB
C++
#include "Character.h"
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#include "Animator.h"
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#include "CharacterMind.h"
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#include "Ragdoll.h"
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#include "Physics.h"
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#include "tFunctions.h"
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#include <cfloat>
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#include <cmath>
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#include <glm/gtc/quaternion.hpp>
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// -------------------------------------------------------
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// CharacterBody
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// -------------------------------------------------------
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void CharacterBody::Perform(const CharacterAction& action) {
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switch (action.type) {
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case CharacterActionType::Move: {
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wishDirection = glm::vec3(action.direction.x, 0.0f, action.direction.z);
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if (glm::length(wishDirection) > 0.0001f) {
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wishDirection = glm::normalize(wishDirection);
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turnDirection = wishDirection;
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}
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break;
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}
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}
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}
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void CharacterBody::ApplyMovement(bool grounded, float speedFactor, float dt, float referenceDt) {
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const bool moving = glm::length(wishDirection) > 0.0f && speedFactor > 0.0f;
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SetWalking(moving);
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wishDirection = glm::vec3(0.0f); // used up, the next Move action has to ask again
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// With time stopped there's nothing to apply, and the rescaling below would divide zero by zero
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if (!physics || dt <= 0.0f)
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return;
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// Walks the way it faces rather than straight along the input, so it turns into the direction first
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const float movespeed = walkSpeed * speedFactor;
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const glm::vec3 inputVel = moving ? GetForwardDirection() * movespeed : glm::vec3(0.0f);
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const float accel = 40.0f;
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const float damp = 0.75f;
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const float airControl = 0.5f;
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const float groundTopSpeed = movespeed * accel * referenceDt * damp / (1.0f - damp);
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if (grounded) {
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// Damping and acceleration worked out per reference step, then rescaled so frame rate doesn't change them
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const float dampStep = std::pow(damp, dt / referenceDt);
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const float accelScale = referenceDt * damp * (1.0f - dampStep) / (dt * dampStep * (1.0f - damp));
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physics->linearvelocity.x *= dampStep;
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physics->linearvelocity.z *= dampStep;
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physics->linearvelocity.x += inputVel.x * accel * dt * accelScale;
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physics->linearvelocity.z += inputVel.z * accel * dt * accelScale;
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}
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else if (moving) {
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// In the air it can only steer, up to walking speed
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const glm::vec3 wishDir = glm::normalize(inputVel);
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const float current = glm::dot(glm::vec3(physics->linearvelocity.x, 0.0f, physics->linearvelocity.z), wishDir);
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const float add = glm::clamp(groundTopSpeed - current, 0.0f, accel * airControl * movespeed * dt);
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physics->linearvelocity.x += wishDir.x * add;
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physics->linearvelocity.z += wishDir.z * add;
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}
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}
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void CharacterBody::Step(float dt) {
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if (glm::length(turnDirection) > 0.0001f) {
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const glm::quat target = LookAt(-turnDirection);
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const glm::quat current = t.GetRotationQuaternion();
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const float blend = 1.0f - std::exp(-turnSpeed * dt);
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t.RotateToQuaternion(glm::normalize(glm::slerp(current, target, blend)));
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}
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const float target = walking ? 1.0f : 0.0f;
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walkBlend += (target - walkBlend) * (1.0f - std::exp(-walkFadeSpeed * dt));
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for (Animator* a : animators)
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a->Step(dt);
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// After stepping, since the animator ramps its own weight up to full when it plays
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if (walkAnimator)
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walkAnimator->blendWeight = walkBlend;
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if (rig && animator->m_CurrentAnimation) {
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blendedBones = animator->GetFinalBoneMatrices();
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BlendBones(animator->m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f));
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}
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}
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// Blends two parent-relative transforms, position and scale linearly and rotation along the shortest arc
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static glm::mat4 BlendLocalTransforms(const glm::mat4& from, const glm::mat4& to, float t) {
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const glm::vec3 fromScale(glm::length(glm::vec3(from[0])), glm::length(glm::vec3(from[1])), glm::length(glm::vec3(from[2])));
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const glm::vec3 toScale(glm::length(glm::vec3(to[0])), glm::length(glm::vec3(to[1])), glm::length(glm::vec3(to[2])));
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const glm::mat3 fromRotation(glm::vec3(from[0]) / fromScale.x, glm::vec3(from[1]) / fromScale.y, glm::vec3(from[2]) / fromScale.z);
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const glm::mat3 toRotation(glm::vec3(to[0]) / toScale.x, glm::vec3(to[1]) / toScale.y, glm::vec3(to[2]) / toScale.z);
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const glm::quat rotation = glm::normalize(glm::slerp(glm::quat_cast(fromRotation), glm::quat_cast(toRotation), t));
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glm::mat4 result = glm::mat4_cast(rotation) * glm::scale(glm::mat4(1.0f), glm::mix(fromScale, toScale, t));
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result[3] = glm::vec4(glm::mix(glm::vec3(from[3]), glm::vec3(to[3]), t), 1.0f);
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return result;
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}
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// Every node's rest transform relative to the model, and its parent's name, from one clip's hierarchy
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static void CollectRestPose(const AssimpNodeData& node, const glm::mat4& parentTransform, const std::string& parentName,
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std::unordered_map<std::string, glm::mat4>& globals, std::unordered_map<std::string, std::string>& parents) {
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const glm::mat4 global = parentTransform * node.transformation;
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globals[node.name] = global;
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parents[node.name] = parentName;
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for (const AssimpNodeData& child : node.children)
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CollectRestPose(child, global, node.name, globals, parents);
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}
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// A clip exported with only some bones, like an arm on its own, has them hung off whatever ancestor made it into
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// the file. Its tracks are then relative to that ancestor instead of the bone's real parent. Going through the rest
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// pose of both files turns one into the other, so the arm still rides on the torso.
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const std::unordered_map<std::string, glm::mat4>& CharacterBody::GetParentCorrections(const Animation* layer) {
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const Animation* base = animator->m_CurrentAnimation;
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const auto key = std::make_pair(base, layer);
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const auto cached = parentCorrections.find(key);
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if (cached != parentCorrections.end())
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return cached->second;
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std::unordered_map<std::string, glm::mat4>& corrections = parentCorrections[key];
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if (!base || !layer || base == layer)
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return corrections;
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std::unordered_map<std::string, glm::mat4> baseGlobals, layerGlobals;
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std::unordered_map<std::string, std::string> baseParents, layerParents;
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CollectRestPose(base->GetRootNode(), glm::mat4(1.0f), "", baseGlobals, baseParents);
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CollectRestPose(layer->GetRootNode(), glm::mat4(1.0f), "", layerGlobals, layerParents);
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for (const std::string& bone : layer->m_BoneNames) {
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const auto baseParent = baseParents.find(bone);
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const auto layerParent = layerParents.find(bone);
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if (baseParent == baseParents.end() || layerParent == layerParents.end())
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continue;
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if (baseParent->second == layerParent->second)
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continue;
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const auto baseParentGlobal = baseGlobals.find(baseParent->second);
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const auto layerParentGlobal = layerGlobals.find(layerParent->second);
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const glm::mat4 from = layerParentGlobal != layerGlobals.end() ? layerParentGlobal->second : glm::mat4(1.0f);
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const glm::mat4 to = baseParentGlobal != baseGlobals.end() ? baseParentGlobal->second : glm::mat4(1.0f);
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corrections[bone] = glm::inverse(to) * from;
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}
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return corrections;
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}
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// Walks the base animation's hierarchy. Each bone starts from its rest pose, then every layer with a track for it
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// blends in on top in weight order, before it's passed down to its children.
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void CharacterBody::BlendBones(const AssimpNodeData& node, const glm::mat4& parentTransform) {
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glm::mat4 local = node.transformation;
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for (Animator* a : animators) {
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if (!a->m_CurrentAnimation || a->blendWeight <= 0.0f)
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continue;
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if (a != animator && !a->isPlaying)
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continue;
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const auto& transforms = a->GetLocalTransforms();
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const auto found = transforms.find(node.name);
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if (found == transforms.end())
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continue;
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glm::mat4 layerLocal = found->second;
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if (a != animator) {
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const auto& corrections = GetParentCorrections(a->m_CurrentAnimation);
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const auto correction = corrections.find(node.name);
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if (correction != corrections.end())
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layerLocal = correction->second * layerLocal;
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}
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local = a == animator || a->blendWeight >= 1.0f
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? layerLocal
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: BlendLocalTransforms(local, layerLocal, a->blendWeight);
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}
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glm::mat4 global = parentTransform * local;
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if (node.name == "Head")
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global = glm::scale(global, glm::vec3(HeadScale));
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const auto info = rig->m_BoneInfoMap.find(node.name);
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if (info != rig->m_BoneInfoMap.end()) {
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const int index = info->second.id;
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if (index >= 0 && index < (int)blendedBones.size())
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blendedBones[index] = global * info->second.offset;
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}
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for (const AssimpNodeData& child : node.children)
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BlendBones(child, global);
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}
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void CharacterBody::SetWalking(bool isWalking) {
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walking = isWalking;
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}
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glm::vec3 CharacterBody::GetForwardDirection() const {
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glm::vec3 forward = -t.GetFrontVector();
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forward.y = 0.0f;
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const float length = glm::length(forward);
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if (length <= 0.0001f)
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return glm::vec3(0.0f, 0.0f, -1.0f);
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return forward / length;
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}
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// -------------------------------------------------------
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// Character
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// -------------------------------------------------------
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void Character::Think() {
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if (!mind)
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return;
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pendingActions.clear();
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mind->ProduceActions(*this, pendingActions);
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for (const CharacterAction& action : pendingActions)
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body->Perform(action);
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}
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int Character::GetCollisionGroup() {
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// Kept clear of the ragdoll's groups, which count up from 1
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static int nextGroup = 1000;
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if (collisionGroup == 0)
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collisionGroup = nextGroup++;
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return collisionGroup;
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}
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void Character::CreatePhysicsBody(Physics& physics, float massKg) {
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if (body->physics)
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return;
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p* physicsBody = new p(body);
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physicsBody->mass = massKg;
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physicsBody->lockRotation = true; // it turns by facing where it walks, never by tipping over
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physicsBody->friction = 0.0f; // walking does its own stopping
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physicsBody->collisionGroup = GetCollisionGroup();
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physics.AddObject(physicsBody);
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body->physics = physicsBody;
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}
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void Character::EnableRagdoll(Physics& physics) {
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if (!ragdoll)
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ragdoll = new Ragdoll(*body, GetRigMatrix(), physics);
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}
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glm::mat4 Character::GetRigMatrix() const {
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// body->t's scale is the hitbox only; the rig is drawn at visualScale so it fills that hitbox
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return body->t.GetTranslationMatrix() * body->t.GetRotationMatrix()
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* glm::scale(glm::mat4(1.0f), glm::vec3(visualScale));
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}
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bool Character::GetWorldBounds(BoundingBox& bounds) const {
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if (!body)
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return false;
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if (ragdoll && !ragdoll->GetParts().empty()) {
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bounds.min = glm::vec3(FLT_MAX);
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bounds.max = glm::vec3(-FLT_MAX);
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for (const Ragdoll::Part* part : ragdoll->GetParts()) {
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const BoundingBox partBounds = part->transform.t.GetAABB();
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bounds.min = glm::min(bounds.min, partBounds.min);
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bounds.max = glm::max(bounds.max, partBounds.max);
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}
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return true;
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}
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// The rig is about 2 units across natively in every direction it reaches, arms out included.
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// A cube that size around the body covers any pose and any turn.
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const glm::vec3 reach(visualScale);
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bounds.min = body->t.GetTranslation() - reach;
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bounds.max = body->t.GetTranslation() + reach;
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return true;
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}
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Character::Character() {
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body = new CharacterBody();
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mind = nullptr;
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shadertype = ShaderType::RigShader;
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}
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void Character::Render(Shader& shader) {
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if (!body || !body->rig || !body->animator) return;
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const std::vector<glm::mat4> transforms = ragdoll ? ragdoll->GetBoneMatrices()
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: body->animator->m_CurrentAnimation ? body->GetBlendedBoneMatrices()
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: std::vector<glm::mat4>(100, glm::mat4(1.0f));
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shader.SetMat4Array("finalBonesMatrices", transforms.data(), glm::min((int)transforms.size(), 100));
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shader.Set4F("colorOverride", colorOverride);
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surface.Apply(shader, 1, glm::vec3(visualScale));
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shader.Set1F("metallic", metallic);
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shader.Set1F("roughness", roughness);
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shader.Set1F("ao", ao);
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body->rig->Render(shader, ragdoll ? glm::mat4(1.0f) : GetRigMatrix()); // ragdoll bones are already in world space
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shader.Set4F("colorOverride", glm::vec4(0.0f)); // don't leak into other rig draws
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} |