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835 lines
25 KiB
835 lines
25 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "tier1/convar.h"
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#include "jigglebones.h"
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#ifdef CLIENT_DLL
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#include "engine/ivdebugoverlay.h"
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#include "cdll_client_int.h"
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#endif // CLIENT_DLL
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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ConVar cl_jiggle_bone_debug( "cl_jiggle_bone_debug", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
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ConVar cl_jiggle_bone_debug_yaw_constraints( "cl_jiggle_bone_debug_yaw_constraints", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
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ConVar cl_jiggle_bone_debug_pitch_constraints( "cl_jiggle_bone_debug_pitch_constraints", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
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#endif // CLIENT_DLL
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ConVar cl_jiggle_bone_framerate_cutoff( "cl_jiggle_bone_framerate_cutoff", "20", 0, "Skip jiggle bone simulation if framerate drops below this value (frames/second)" );
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//-----------------------------------------------------------------------------
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JiggleData * CJiggleBones::GetJiggleData( int bone, float currenttime, const Vector &initBasePos, const Vector &initTipPos )
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{
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FOR_EACH_LL( m_jiggleBoneState, it )
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{
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if ( m_jiggleBoneState[it].bone == bone )
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{
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return &m_jiggleBoneState[it];
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}
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}
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JiggleData data;
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data.Init( bone, currenttime, initBasePos, initTipPos );
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// Start out using jiggle bones for at least 16 frames.
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data.useGoalMatrixCount = 0;
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data.useJiggleBoneCount = 16;
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int idx = m_jiggleBoneState.AddToHead( data );
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if ( idx == m_jiggleBoneState.InvalidIndex() )
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return NULL;
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return &m_jiggleBoneState[idx];
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}
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//-----------------------------------------------------------------------------
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/**
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* Do spring physics calculations and update "jiggle bone" matrix
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* (Michael Booth, Turtle Rock Studios)
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*/
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void CJiggleBones::BuildJiggleTransformations( int boneIndex, float currenttime, const mstudiojigglebone_t *jiggleInfo, const matrix3x4_t &goalMX, matrix3x4_t &boneMX )
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{
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Vector goalBasePosition;
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MatrixPosition( goalMX, goalBasePosition );
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Vector goalForward, goalUp, goalLeft;
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MatrixGetColumn( goalMX, 0, goalLeft );
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MatrixGetColumn( goalMX, 1, goalUp );
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MatrixGetColumn( goalMX, 2, goalForward );
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// compute goal tip position
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Vector goalTip = goalBasePosition + jiggleInfo->length * goalForward;
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JiggleData *data = GetJiggleData( boneIndex, currenttime, goalBasePosition, goalTip );
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if ( !data )
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{
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return;
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}
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// if frames have been skipped since our last update, we were likely
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// disabled and re-enabled, so re-init
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#if defined(CLIENT_DLL) || defined(GAME_DLL)
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float timeTolerance = 1.2f * gpGlobals->frametime;
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#else
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float timeTolerance = 0.5f;
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#endif
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if ( currenttime - data->lastUpdate > timeTolerance )
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{
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data->Init( boneIndex, currenttime, goalBasePosition, goalTip );
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}
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if ( data->lastLeft.IsZero() )
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{
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data->lastLeft = goalLeft;
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}
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// limit maximum deltaT to avoid simulation blowups
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// if framerate is too low, skip jigglebones altogether, since movement will be too
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// large between frames to simulate with a simple Euler integration
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float deltaT = currenttime - data->lastUpdate;
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const float thousandHZ = 0.001f;
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bool bMaxDeltaT = deltaT < thousandHZ;
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bool bUseGoalMatrix = cl_jiggle_bone_framerate_cutoff.GetFloat() <= 0.0f || deltaT > ( 1.0f / cl_jiggle_bone_framerate_cutoff.GetFloat() );
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if ( bUseGoalMatrix )
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{
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// We hit the jiggle bone framerate cutoff. Reset the useGoalMatrixCount so we
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// use the goal matrix at least 32 frames and don't flash back and forth.
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data->useGoalMatrixCount = 32;
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}
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else if ( data->useGoalMatrixCount > 0 )
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{
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// Below the cutoff, but still need to use the goal matrix a few more times.
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bUseGoalMatrix = true;
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data->useGoalMatrixCount--;
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}
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else
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{
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// Use real jiggle bones. Woot!
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data->useJiggleBoneCount = 32;
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}
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if ( data->useJiggleBoneCount > 0 )
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{
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// Make sure we draw at least runs of 32 frames with real jiggle bones.
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data->useJiggleBoneCount--;
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data->useGoalMatrixCount = 0;
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bUseGoalMatrix = false;
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}
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if ( bMaxDeltaT )
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{
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deltaT = thousandHZ;
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}
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else if ( bUseGoalMatrix )
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{
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// disable jigglebone - just use goal matrix
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boneMX = goalMX;
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return;
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}
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// we want lastUpdate here, so if jigglebones were skipped they get reinitialized if they turn back on
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data->lastUpdate = currenttime;
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//
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// Bone tip flex
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//
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if ( jiggleInfo->flags & ( JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID ) )
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{
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// apply gravity in global space
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data->tipAccel.z -= jiggleInfo->tipMass;
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if ( jiggleInfo->flags & JIGGLE_IS_FLEXIBLE )
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{
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// decompose into local coordinates
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Vector error = goalTip - data->tipPos;
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Vector localError;
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localError.x = DotProduct( goalLeft, error );
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localError.y = DotProduct( goalUp, error );
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localError.z = DotProduct( goalForward, error );
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Vector localVel;
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localVel.x = DotProduct( goalLeft, data->tipVel );
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localVel.y = DotProduct( goalUp, data->tipVel );
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// yaw spring
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float yawAccel = jiggleInfo->yawStiffness * localError.x - jiggleInfo->yawDamping * localVel.x;
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// pitch spring
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float pitchAccel = jiggleInfo->pitchStiffness * localError.y - jiggleInfo->pitchDamping * localVel.y;
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if ( jiggleInfo->flags & JIGGLE_HAS_LENGTH_CONSTRAINT )
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{
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// drive tip towards goal tip position
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data->tipAccel += yawAccel * goalLeft + pitchAccel * goalUp;
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}
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else
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{
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// allow flex along length of spring
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localVel.z = DotProduct( goalForward, data->tipVel );
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// along spring
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float alongAccel = jiggleInfo->alongStiffness * localError.z - jiggleInfo->alongDamping * localVel.z;
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// drive tip towards goal tip position
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data->tipAccel += yawAccel * goalLeft + pitchAccel * goalUp + alongAccel * goalForward;
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}
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}
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// simple euler integration
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data->tipVel += data->tipAccel * deltaT;
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data->tipPos += data->tipVel * deltaT;
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// clear this timestep's accumulated accelerations
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data->tipAccel = vec3_origin;
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//
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// Apply optional constraints
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//
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if ( jiggleInfo->flags & ( JIGGLE_HAS_YAW_CONSTRAINT | JIGGLE_HAS_PITCH_CONSTRAINT ) )
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{
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// find components of spring vector in local coordinate system
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Vector along = data->tipPos - goalBasePosition;
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Vector localAlong;
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localAlong.x = DotProduct( goalLeft, along );
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localAlong.y = DotProduct( goalUp, along );
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localAlong.z = DotProduct( goalForward, along );
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Vector localVel;
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localVel.x = DotProduct( goalLeft, data->tipVel );
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localVel.y = DotProduct( goalUp, data->tipVel );
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localVel.z = DotProduct( goalForward, data->tipVel );
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if ( jiggleInfo->flags & JIGGLE_HAS_YAW_CONSTRAINT )
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{
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// enforce yaw constraints in local XZ plane
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float yawError = atan2( localAlong.x, localAlong.z );
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bool isAtLimit = false;
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float yaw = 0.0f;
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if ( yawError < jiggleInfo->minYaw )
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{
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// at angular limit
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isAtLimit = true;
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yaw = jiggleInfo->minYaw;
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}
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else if ( yawError > jiggleInfo->maxYaw )
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{
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// at angular limit
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isAtLimit = true;
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yaw = jiggleInfo->maxYaw;
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}
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if ( isAtLimit )
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{
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float sy, cy;
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SinCos( yaw, &sy, &cy );
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// yaw matrix
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matrix3x4_t yawMatrix;
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yawMatrix[0][0] = cy;
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yawMatrix[1][0] = 0;
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yawMatrix[2][0] = -sy;
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yawMatrix[0][1] = 0;
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yawMatrix[1][1] = 1.0f;
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yawMatrix[2][1] = 0;
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yawMatrix[0][2] = sy;
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yawMatrix[1][2] = 0;
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yawMatrix[2][2] = cy;
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yawMatrix[0][3] = 0;
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yawMatrix[1][3] = 0;
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yawMatrix[2][3] = 0;
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// global coordinates of limit
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matrix3x4_t limitMatrix;
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ConcatTransforms( goalMX, yawMatrix, limitMatrix );
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Vector limitLeft( limitMatrix.m_flMatVal[0][0],
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limitMatrix.m_flMatVal[1][0],
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limitMatrix.m_flMatVal[2][0] );
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Vector limitUp( limitMatrix.m_flMatVal[0][1],
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limitMatrix.m_flMatVal[1][1],
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limitMatrix.m_flMatVal[2][1] );
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Vector limitForward( limitMatrix.m_flMatVal[0][2],
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limitMatrix.m_flMatVal[1][2],
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limitMatrix.m_flMatVal[2][2] );
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#ifdef CLIENT_DLL
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if ( cl_jiggle_bone_debug_yaw_constraints.GetBool() )
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{
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float dT = 0.01f;
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const float axisSize = 10.0f;
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if ( debugoverlay )
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{
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitLeft, 0, 255, 255, true, dT );
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitUp, 255, 255, 0, true, dT );
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitForward, 255, 0, 255, true, dT );
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}
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}
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#endif // CLIENT_DLL
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Vector limitAlong( DotProduct( limitLeft, along ),
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DotProduct( limitUp, along ),
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DotProduct( limitForward, along ) );
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// clip to limit plane
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data->tipPos = goalBasePosition + limitAlong.y * limitUp + limitAlong.z * limitForward;
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// removed friction and velocity clipping against constraint - was causing simulation blowups (MSB 12/9/2010)
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data->tipVel.Zero();
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// update along vectors for use by pitch constraint
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along = data->tipPos - goalBasePosition;
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localAlong.x = DotProduct( goalLeft, along );
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localAlong.y = DotProduct( goalUp, along );
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localAlong.z = DotProduct( goalForward, along );
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localVel.x = DotProduct( goalLeft, data->tipVel );
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localVel.y = DotProduct( goalUp, data->tipVel );
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localVel.z = DotProduct( goalForward, data->tipVel );
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}
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}
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if ( jiggleInfo->flags & JIGGLE_HAS_PITCH_CONSTRAINT )
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{
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// enforce pitch constraints in local YZ plane
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float pitchError = atan2( localAlong.y, localAlong.z );
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bool isAtLimit = false;
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float pitch = 0.0f;
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if ( pitchError < jiggleInfo->minPitch )
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{
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// at angular limit
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isAtLimit = true;
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pitch = jiggleInfo->minPitch;
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}
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else if ( pitchError > jiggleInfo->maxPitch )
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{
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// at angular limit
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isAtLimit = true;
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pitch = jiggleInfo->maxPitch;
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}
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if ( isAtLimit )
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{
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float sp, cp;
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SinCos( pitch, &sp, &cp );
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// pitch matrix
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matrix3x4_t pitchMatrix;
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pitchMatrix[0][0] = 1.0f;
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pitchMatrix[1][0] = 0;
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pitchMatrix[2][0] = 0;
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pitchMatrix[0][1] = 0;
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pitchMatrix[1][1] = cp;
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pitchMatrix[2][1] = -sp;
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pitchMatrix[0][2] = 0;
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pitchMatrix[1][2] = sp;
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pitchMatrix[2][2] = cp;
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pitchMatrix[0][3] = 0;
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pitchMatrix[1][3] = 0;
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pitchMatrix[2][3] = 0;
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// global coordinates of limit
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matrix3x4_t limitMatrix;
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ConcatTransforms( goalMX, pitchMatrix, limitMatrix );
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Vector limitLeft( limitMatrix.m_flMatVal[0][0],
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limitMatrix.m_flMatVal[1][0],
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limitMatrix.m_flMatVal[2][0] );
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Vector limitUp( limitMatrix.m_flMatVal[0][1],
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limitMatrix.m_flMatVal[1][1],
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limitMatrix.m_flMatVal[2][1] );
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Vector limitForward( limitMatrix.m_flMatVal[0][2],
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limitMatrix.m_flMatVal[1][2],
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limitMatrix.m_flMatVal[2][2] );
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#ifdef CLIENT_DLL
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if (cl_jiggle_bone_debug_pitch_constraints.GetBool())
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{
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float dT = 0.01f;
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const float axisSize = 10.0f;
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if ( debugoverlay )
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{
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitLeft, 0, 255, 255, true, dT );
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitUp, 255, 255, 0, true, dT );
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitForward, 255, 0, 255, true, dT );
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}
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}
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#endif // CLIENT_DLL
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Vector limitAlong( DotProduct( limitLeft, along ),
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DotProduct( limitUp, along ),
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DotProduct( limitForward, along ) );
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// clip to limit plane
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data->tipPos = goalBasePosition + limitAlong.x * limitLeft + limitAlong.z * limitForward;
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// removed friction and velocity clipping against constraint - was causing simulation blowups (MSB 12/9/2010)
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data->tipVel.Zero();
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}
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}
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}
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// needed for matrix assembly below
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Vector forward = data->tipPos - goalBasePosition;
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forward.NormalizeInPlace();
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if ( jiggleInfo->flags & JIGGLE_HAS_ANGLE_CONSTRAINT )
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{
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// enforce max angular error
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Vector error = goalTip - data->tipPos;
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float dot = DotProduct( forward, goalForward );
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float angleBetween = acos( dot );
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if ( dot < 0.0f )
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{
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angleBetween = 2.0f * M_PI - angleBetween;
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}
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if ( angleBetween > jiggleInfo->angleLimit )
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{
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// at angular limit
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float maxBetween = jiggleInfo->length * sin( jiggleInfo->angleLimit );
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Vector delta = goalTip - data->tipPos;
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delta.NormalizeInPlace();
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data->tipPos = goalTip - maxBetween * delta;
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forward = data->tipPos - goalBasePosition;
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forward.NormalizeInPlace();
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}
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}
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if ( jiggleInfo->flags & JIGGLE_HAS_LENGTH_CONSTRAINT )
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{
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// enforce spring length
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data->tipPos = goalBasePosition + jiggleInfo->length * forward;
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// zero velocity along forward bone axis
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data->tipVel -= DotProduct( data->tipVel, forward ) * forward;
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}
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//
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// Build bone matrix to align along current tip direction
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//
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Vector left = CrossProduct( goalUp, forward );
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left.NormalizeInPlace();
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if ( DotProduct( left, data->lastLeft ) < 0.0f )
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{
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// The bone has rotated so far its on the other side of the up vector
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// resulting in the cross product result flipping 180 degrees around the up
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// vector. Flip it back.
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left = -left;
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}
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data->lastLeft = left;
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#ifdef CLIENT_DLL
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if ( cl_jiggle_bone_debug.GetBool() )
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{
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if ( debugoverlay )
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{
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debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + 10.0f * data->lastLeft, 255, 0, 255, true, 0.01f );
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}
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}
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#endif
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Vector up = CrossProduct( forward, left );
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boneMX[0][0] = left.x;
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boneMX[1][0] = left.y;
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boneMX[2][0] = left.z;
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boneMX[0][1] = up.x;
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boneMX[1][1] = up.y;
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boneMX[2][1] = up.z;
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boneMX[0][2] = forward.x;
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boneMX[1][2] = forward.y;
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boneMX[2][2] = forward.z;
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boneMX[0][3] = goalBasePosition.x;
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boneMX[1][3] = goalBasePosition.y;
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boneMX[2][3] = goalBasePosition.z;
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}
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//
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// Bone base flex
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//
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if ( jiggleInfo->flags & JIGGLE_HAS_BASE_SPRING )
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{
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// gravity
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data->baseAccel.z -= jiggleInfo->baseMass;
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// simple spring
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Vector error = goalBasePosition - data->basePos;
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data->baseAccel += jiggleInfo->baseStiffness * error - jiggleInfo->baseDamping * data->baseVel;
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data->baseVel += data->baseAccel * deltaT;
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data->basePos += data->baseVel * deltaT;
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// clear this timestep's accumulated accelerations
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data->baseAccel = vec3_origin;
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// constrain to limits
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error = data->basePos - goalBasePosition;
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Vector localError;
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localError.x = DotProduct( goalLeft, error );
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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_BOING )
|
|
{
|
|
// estimate velocity
|
|
Vector vel = goalBasePosition - data->lastBoingPos;
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( cl_jiggle_bone_debug.GetBool() )
|
|
{
|
|
if ( debugoverlay )
|
|
{
|
|
debugoverlay->AddLineOverlay( data->lastBoingPos, goalBasePosition, 0, 128, ( gpGlobals->framecount & 0x1 ) ? 0 : 200, true, 999.9f );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
data->lastBoingPos = goalBasePosition;
|
|
|
|
float speed = vel.NormalizeInPlace();
|
|
if ( speed < 0.00001f )
|
|
{
|
|
vel = Vector( 0, 0, 1.0f );
|
|
speed = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
speed /= deltaT;
|
|
}
|
|
|
|
data->boingTime += deltaT;
|
|
|
|
// if velocity changed a lot, we impacted and should *boing*
|
|
const float minSpeed = 5.0f; // 15.0f;
|
|
const float minReBoingTime = 0.5f;
|
|
if ( ( speed > minSpeed || data->boingSpeed > minSpeed ) && data->boingTime > minReBoingTime )
|
|
{
|
|
if ( fabs( data->boingSpeed - speed ) > jiggleInfo->boingImpactSpeed || DotProduct( vel, data->boingVelDir ) < jiggleInfo->boingImpactAngle )
|
|
{
|
|
data->boingTime = 0.0f;
|
|
data->boingDir = -vel;
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( cl_jiggle_bone_debug.GetBool() )
|
|
{
|
|
if ( debugoverlay )
|
|
{
|
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + 5.0f * data->boingDir, 255, 255, 0, true, 999.9f );
|
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + Vector( 0.1, 0, 0 ), 128, 128, 0, true, 999.9f );
|
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + Vector( 0, 0.1, 0 ), 128, 128, 0, true, 999.9f );
|
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + Vector( 0, 0, 0.1 ), 128, 128, 0, true, 999.9f );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
data->boingVelDir = vel;
|
|
data->boingSpeed = speed;
|
|
|
|
float damping = 1.0f - ( jiggleInfo->boingDampingRate * data->boingTime );
|
|
if ( damping < 0.01f )
|
|
{
|
|
// boing has entirely damped out
|
|
boneMX = goalMX;
|
|
}
|
|
else
|
|
{
|
|
damping *= damping;
|
|
damping *= damping;
|
|
|
|
float flex = jiggleInfo->boingAmplitude * cos( jiggleInfo->boingFrequency * data->boingTime ) * damping;
|
|
|
|
float squash = 1.0f + flex;
|
|
float stretch = 1.0f - flex;
|
|
|
|
|
|
boneMX[0][0] = goalLeft.x;
|
|
boneMX[1][0] = goalLeft.y;
|
|
boneMX[2][0] = goalLeft.z;
|
|
|
|
boneMX[0][1] = goalUp.x;
|
|
boneMX[1][1] = goalUp.y;
|
|
boneMX[2][1] = goalUp.z;
|
|
|
|
boneMX[0][2] = goalForward.x;
|
|
boneMX[1][2] = goalForward.y;
|
|
boneMX[2][2] = goalForward.z;
|
|
|
|
boneMX[0][3] = 0.0f;
|
|
boneMX[1][3] = 0.0f;
|
|
boneMX[2][3] = 0.0f;
|
|
|
|
|
|
// build transform into "boing space", where Z is along primary boing axis
|
|
Vector boingSide;
|
|
if ( fabs( data->boingDir.x ) < 0.9f )
|
|
{
|
|
boingSide = CrossProduct( data->boingDir, Vector( 1.0f, 0, 0 ) );
|
|
}
|
|
else
|
|
{
|
|
boingSide = CrossProduct( data->boingDir, Vector( 0, 0, 1.0f ) );
|
|
}
|
|
boingSide.NormalizeInPlace();
|
|
|
|
Vector boingOtherSide = CrossProduct( data->boingDir, boingSide );
|
|
|
|
matrix3x4_t xfrmToBoingCoordsMX;
|
|
|
|
xfrmToBoingCoordsMX[0][0] = boingSide.x;
|
|
xfrmToBoingCoordsMX[0][1] = boingSide.y;
|
|
xfrmToBoingCoordsMX[0][2] = boingSide.z;
|
|
|
|
xfrmToBoingCoordsMX[1][0] = boingOtherSide.x;
|
|
xfrmToBoingCoordsMX[1][1] = boingOtherSide.y;
|
|
xfrmToBoingCoordsMX[1][2] = boingOtherSide.z;
|
|
|
|
xfrmToBoingCoordsMX[2][0] = data->boingDir.x;
|
|
xfrmToBoingCoordsMX[2][1] = data->boingDir.y;
|
|
xfrmToBoingCoordsMX[2][2] = data->boingDir.z;
|
|
|
|
xfrmToBoingCoordsMX[0][3] = 0.0f;
|
|
xfrmToBoingCoordsMX[1][3] = 0.0f;
|
|
xfrmToBoingCoordsMX[2][3] = 0.0f;
|
|
|
|
// build squash and stretch transform in "boing space"
|
|
matrix3x4_t boingMX;
|
|
|
|
boingMX[0][0] = squash;
|
|
boingMX[1][0] = 0.0f;
|
|
boingMX[2][0] = 0.0f;
|
|
|
|
boingMX[0][1] = 0.0f;
|
|
boingMX[1][1] = squash;
|
|
boingMX[2][1] = 0.0f;
|
|
|
|
boingMX[0][2] = 0.0f;
|
|
boingMX[1][2] = 0.0f;
|
|
boingMX[2][2] = stretch;
|
|
|
|
boingMX[0][3] = 0.0f;
|
|
boingMX[1][3] = 0.0f;
|
|
boingMX[2][3] = 0.0f;
|
|
|
|
// transform back from boing space (inverse is transpose since orthogonal)
|
|
matrix3x4_t xfrmFromBoingCoordsMX;
|
|
xfrmFromBoingCoordsMX[0][0] = xfrmToBoingCoordsMX[0][0];
|
|
xfrmFromBoingCoordsMX[1][0] = xfrmToBoingCoordsMX[0][1];
|
|
xfrmFromBoingCoordsMX[2][0] = xfrmToBoingCoordsMX[0][2];
|
|
|
|
xfrmFromBoingCoordsMX[0][1] = xfrmToBoingCoordsMX[1][0];
|
|
xfrmFromBoingCoordsMX[1][1] = xfrmToBoingCoordsMX[1][1];
|
|
xfrmFromBoingCoordsMX[2][1] = xfrmToBoingCoordsMX[1][2];
|
|
|
|
xfrmFromBoingCoordsMX[0][2] = xfrmToBoingCoordsMX[2][0];
|
|
xfrmFromBoingCoordsMX[1][2] = xfrmToBoingCoordsMX[2][1];
|
|
xfrmFromBoingCoordsMX[2][2] = xfrmToBoingCoordsMX[2][2];
|
|
|
|
xfrmFromBoingCoordsMX[0][3] = 0.0f;
|
|
xfrmFromBoingCoordsMX[1][3] = 0.0f;
|
|
xfrmFromBoingCoordsMX[2][3] = 0.0f;
|
|
|
|
// put it all together
|
|
matrix3x4_t xfrmMX;
|
|
MatrixMultiply( xfrmToBoingCoordsMX, boingMX, xfrmMX );
|
|
MatrixMultiply( xfrmMX, xfrmFromBoingCoordsMX, xfrmMX );
|
|
MatrixMultiply( boneMX, xfrmMX, boneMX );
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( cl_jiggle_bone_debug.GetBool() )
|
|
{
|
|
float dT = 0.01f;
|
|
if ( debugoverlay )
|
|
{
|
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + 50.0f * data->boingDir, 255, 255, 0, true, dT );
|
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + 50.0f * boingSide, 255, 0, 255, true, dT );
|
|
debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + 50.0f * boingOtherSide, 0, 255, 255, true, dT );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
boneMX[0][3] = goalBasePosition.x;
|
|
boneMX[1][3] = goalBasePosition.y;
|
|
boneMX[2][3] = goalBasePosition.z;
|
|
}
|
|
}
|
|
else if ( !( jiggleInfo->flags & ( JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID ) ) )
|
|
{
|
|
// no flex at all - just use goal matrix
|
|
boneMX = goalMX;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
// debug display for client only so server doesn't try to also draw it
|
|
if ( cl_jiggle_bone_debug.GetBool() )
|
|
{
|
|
float dT = 0.01f;
|
|
const float axisSize = 5.0f;
|
|
if ( debugoverlay )
|
|
{
|
|
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 );
|
|
}
|
|
|
|
if ( cl_jiggle_bone_debug.GetInt() > 1 )
|
|
{
|
|
DevMsg( "Jiggle bone #%d, basePos( %3.2f, %3.2f, %3.2f ), tipPos( %3.2f, %3.2f, %3.2f ), left( %3.2f, %3.2f, %3.2f ), up( %3.2f, %3.2f, %3.2f ), forward( %3.2f, %3.2f, %3.2f )\n",
|
|
data->bone,
|
|
goalBasePosition.x, goalBasePosition.y, goalBasePosition.z,
|
|
data->tipPos.x, data->tipPos.y, data->tipPos.z,
|
|
goalLeft.x, goalLeft.y, goalLeft.z,
|
|
goalUp.x, goalUp.y, goalUp.z,
|
|
goalForward.x, goalForward.y, goalForward.z );
|
|
}
|
|
|
|
const float sz = 1.0f;
|
|
|
|
if ( jiggleInfo->flags & ( JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID ) )
|
|
{
|
|
if ( debugoverlay )
|
|
{
|
|
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 )
|
|
{
|
|
if ( debugoverlay )
|
|
{
|
|
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 );
|
|
}
|
|
}
|
|
|
|
|
|
if ( jiggleInfo->flags & JIGGLE_IS_BOING )
|
|
{
|
|
if ( cl_jiggle_bone_debug.GetInt() > 2 )
|
|
{
|
|
DevMsg( " boingSpeed = %3.2f, boingVelDir( %3.2f, %3.2f, %3.2f )\n", data->boingVelDir.Length() / deltaT, data->boingVelDir.x, data->boingVelDir.y, data->boingVelDir.z );
|
|
}
|
|
}
|
|
}
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|