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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/jigglebones.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/public/jigglebones.cpp')
-rw-r--r--mp/src/public/jigglebones.cpp775
1 files changed, 775 insertions, 0 deletions
diff --git a/mp/src/public/jigglebones.cpp b/mp/src/public/jigglebones.cpp
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+++ b/mp/src/public/jigglebones.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "tier1/convar.h"
+#include "jigglebones.h"
+
+#ifdef CLIENT_DLL
+#include "engine/ivdebugoverlay.h"
+#include "cdll_client_int.h"
+#endif // CLIENT_DLL
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#ifdef CLIENT_DLL
+//-----------------------------------------------------------------------------
+ConVar cl_jiggle_bone_debug( "cl_jiggle_bone_debug", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
+ConVar cl_jiggle_bone_debug_yaw_constraints( "cl_jiggle_bone_debug_yaw_constraints", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
+ConVar cl_jiggle_bone_debug_pitch_constraints( "cl_jiggle_bone_debug_pitch_constraints", "0", FCVAR_CHEAT, "Display physics-based 'jiggle bone' debugging information" );
+#endif // CLIENT_DLL
+
+ConVar cl_jiggle_bone_framerate_cutoff( "cl_jiggle_bone_framerate_cutoff", "45", 0, "Skip jiggle bone simulation if framerate drops below this value (frames/second)" );
+
+
+//-----------------------------------------------------------------------------
+JiggleData * CJiggleBones::GetJiggleData( int bone, float currenttime, const Vector &initBasePos, const Vector &initTipPos )
+{
+ FOR_EACH_LL( m_jiggleBoneState, it )
+ {
+ if ( m_jiggleBoneState[it].bone == bone )
+ {
+ return &m_jiggleBoneState[it];
+ }
+ }
+
+ JiggleData data;
+ data.Init( bone, currenttime, initBasePos, initTipPos );
+
+ int idx = m_jiggleBoneState.AddToHead( data );
+ if ( idx == m_jiggleBoneState.InvalidIndex() )
+ return NULL;
+
+ return &m_jiggleBoneState[idx];
+}
+
+
+//-----------------------------------------------------------------------------
+/**
+ * Do spring physics calculations and update "jiggle bone" matrix
+ * (Michael Booth, Turtle Rock Studios)
+ */
+void CJiggleBones::BuildJiggleTransformations( int boneIndex, float currenttime, const mstudiojigglebone_t *jiggleInfo, const matrix3x4_t &goalMX, matrix3x4_t &boneMX )
+{
+ Vector goalBasePosition;
+ MatrixPosition( goalMX, goalBasePosition );
+
+ Vector goalForward, goalUp, goalLeft;
+ MatrixGetColumn( goalMX, 0, goalLeft );
+ MatrixGetColumn( goalMX, 1, goalUp );
+ MatrixGetColumn( goalMX, 2, goalForward );
+
+ // compute goal tip position
+ Vector goalTip = goalBasePosition + jiggleInfo->length * goalForward;
+
+ JiggleData *data = GetJiggleData( boneIndex, currenttime, goalBasePosition, goalTip );
+ if ( !data )
+ {
+ return;
+ }
+
+ // if frames have been skipped since our last update, we were likely
+ // disabled and re-enabled, so re-init
+#if defined(CLIENT_DLL) || defined(GAME_DLL)
+ float timeTolerance = 1.2f * gpGlobals->frametime;
+#else
+ float timeTolerance = 0.5f;
+#endif
+
+ if ( currenttime - data->lastUpdate > timeTolerance )
+ {
+ data->Init( boneIndex, currenttime, goalBasePosition, goalTip );
+ }
+
+ if ( data->lastLeft.IsZero() )
+ {
+ data->lastLeft = goalLeft;
+ }
+
+ // limit maximum deltaT to avoid simulation blowups
+ // if framerate is too low, skip jigglebones altogether, since movement will be too
+ // large between frames to simulate with a simple Euler integration
+ float deltaT = currenttime - data->lastUpdate;
+
+ const float thousandHZ = 0.001f;
+ if ( deltaT < thousandHZ )
+ {
+ deltaT = thousandHZ;
+ }
+ else if ( cl_jiggle_bone_framerate_cutoff.GetFloat() <= 0.0f || deltaT > ( 1.0f / cl_jiggle_bone_framerate_cutoff.GetFloat() ) )
+ {
+ // disable jigglebone - just use goal matrix
+ boneMX = goalMX;
+ return;
+ }
+
+ // we want lastUpdate here, so if jigglebones were skipped they get reinitialized if they turn back on
+ data->lastUpdate = currenttime;
+
+ //
+ // Bone tip flex
+ //
+ if ( jiggleInfo->flags & ( JIGGLE_IS_FLEXIBLE | JIGGLE_IS_RIGID ) )
+ {
+ // apply gravity in global space
+ data->tipAccel.z -= jiggleInfo->tipMass;
+
+ if ( jiggleInfo->flags & JIGGLE_IS_FLEXIBLE )
+ {
+ // decompose into local coordinates
+ Vector error = goalTip - data->tipPos;
+
+ Vector localError;
+ localError.x = DotProduct( goalLeft, error );
+ localError.y = DotProduct( goalUp, error );
+ localError.z = DotProduct( goalForward, error );
+
+ Vector localVel;
+ localVel.x = DotProduct( goalLeft, data->tipVel );
+ localVel.y = DotProduct( goalUp, data->tipVel );
+
+ // yaw spring
+ float yawAccel = jiggleInfo->yawStiffness * localError.x - jiggleInfo->yawDamping * localVel.x;
+
+ // pitch spring
+ float pitchAccel = jiggleInfo->pitchStiffness * localError.y - jiggleInfo->pitchDamping * localVel.y;
+
+ if ( jiggleInfo->flags & JIGGLE_HAS_LENGTH_CONSTRAINT )
+ {
+ // drive tip towards goal tip position
+ data->tipAccel += yawAccel * goalLeft + pitchAccel * goalUp;
+ }
+ else
+ {
+ // allow flex along length of spring
+ localVel.z = DotProduct( goalForward, data->tipVel );
+
+ // along spring
+ float alongAccel = jiggleInfo->alongStiffness * localError.z - jiggleInfo->alongDamping * localVel.z;
+
+ // drive tip towards goal tip position
+ data->tipAccel += yawAccel * goalLeft + pitchAccel * goalUp + alongAccel * goalForward;
+ }
+ }
+
+
+ // simple euler integration
+ data->tipVel += data->tipAccel * deltaT;
+ data->tipPos += data->tipVel * deltaT;
+
+ // clear this timestep's accumulated accelerations
+ data->tipAccel = vec3_origin;
+
+ //
+ // Apply optional constraints
+ //
+ if ( jiggleInfo->flags & ( JIGGLE_HAS_YAW_CONSTRAINT | JIGGLE_HAS_PITCH_CONSTRAINT ) )
+ {
+ // find components of spring vector in local coordinate system
+ Vector along = data->tipPos - goalBasePosition;
+ Vector localAlong;
+ localAlong.x = DotProduct( goalLeft, along );
+ localAlong.y = DotProduct( goalUp, along );
+ localAlong.z = DotProduct( goalForward, along );
+
+ Vector localVel;
+ localVel.x = DotProduct( goalLeft, data->tipVel );
+ localVel.y = DotProduct( goalUp, data->tipVel );
+ localVel.z = DotProduct( goalForward, data->tipVel );
+
+ if ( jiggleInfo->flags & JIGGLE_HAS_YAW_CONSTRAINT )
+ {
+ // enforce yaw constraints in local XZ plane
+ float yawError = atan2( localAlong.x, localAlong.z );
+
+ bool isAtLimit = false;
+ float yaw = 0.0f;
+
+ if ( yawError < jiggleInfo->minYaw )
+ {
+ // at angular limit
+ isAtLimit = true;
+ yaw = jiggleInfo->minYaw;
+ }
+ else if ( yawError > jiggleInfo->maxYaw )
+ {
+ // at angular limit
+ isAtLimit = true;
+ yaw = jiggleInfo->maxYaw;
+ }
+
+ if ( isAtLimit )
+ {
+ float sy, cy;
+ SinCos( yaw, &sy, &cy );
+
+ // yaw matrix
+ matrix3x4_t yawMatrix;
+
+ yawMatrix[0][0] = cy;
+ yawMatrix[1][0] = 0;
+ yawMatrix[2][0] = -sy;
+
+ yawMatrix[0][1] = 0;
+ yawMatrix[1][1] = 1.0f;
+ yawMatrix[2][1] = 0;
+
+ yawMatrix[0][2] = sy;
+ yawMatrix[1][2] = 0;
+ yawMatrix[2][2] = cy;
+
+ yawMatrix[0][3] = 0;
+ yawMatrix[1][3] = 0;
+ yawMatrix[2][3] = 0;
+
+ // global coordinates of limit
+ matrix3x4_t limitMatrix;
+ ConcatTransforms( goalMX, yawMatrix, limitMatrix );
+
+ Vector limitLeft( limitMatrix.m_flMatVal[0][0],
+ limitMatrix.m_flMatVal[1][0],
+ limitMatrix.m_flMatVal[2][0] );
+
+ Vector limitUp( limitMatrix.m_flMatVal[0][1],
+ limitMatrix.m_flMatVal[1][1],
+ limitMatrix.m_flMatVal[2][1] );
+
+ Vector limitForward( limitMatrix.m_flMatVal[0][2],
+ limitMatrix.m_flMatVal[1][2],
+ limitMatrix.m_flMatVal[2][2] );
+
+#ifdef CLIENT_DLL
+ if ( cl_jiggle_bone_debug_yaw_constraints.GetBool() )
+ {
+ float dT = 0.01f;
+ const float axisSize = 10.0f;
+ debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitLeft, 0, 255, 255, true, dT );
+ debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitUp, 255, 255, 0, true, dT );
+ debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitForward, 255, 0, 255, true, dT );
+ }
+#endif // CLIENT_DLL
+
+ Vector limitAlong( DotProduct( limitLeft, along ),
+ DotProduct( limitUp, along ),
+ DotProduct( limitForward, along ) );
+
+ // clip to limit plane
+ data->tipPos = goalBasePosition + limitAlong.y * limitUp + limitAlong.z * limitForward;
+
+ // removed friction and velocity clipping against constraint - was causing simulation blowups (MSB 12/9/2010)
+ data->tipVel.Zero();
+
+ // update along vectors for use by pitch constraint
+ along = data->tipPos - goalBasePosition;
+ localAlong.x = DotProduct( goalLeft, along );
+ localAlong.y = DotProduct( goalUp, along );
+ localAlong.z = DotProduct( goalForward, along );
+
+ localVel.x = DotProduct( goalLeft, data->tipVel );
+ localVel.y = DotProduct( goalUp, data->tipVel );
+ localVel.z = DotProduct( goalForward, data->tipVel );
+ }
+ }
+
+
+ if ( jiggleInfo->flags & JIGGLE_HAS_PITCH_CONSTRAINT )
+ {
+ // enforce pitch constraints in local YZ plane
+ float pitchError = atan2( localAlong.y, localAlong.z );
+
+ bool isAtLimit = false;
+ float pitch = 0.0f;
+
+ if ( pitchError < jiggleInfo->minPitch )
+ {
+ // at angular limit
+ isAtLimit = true;
+ pitch = jiggleInfo->minPitch;
+ }
+ else if ( pitchError > jiggleInfo->maxPitch )
+ {
+ // at angular limit
+ isAtLimit = true;
+ pitch = jiggleInfo->maxPitch;
+ }
+
+ if ( isAtLimit )
+ {
+ float sp, cp;
+ SinCos( pitch, &sp, &cp );
+
+ // pitch matrix
+ matrix3x4_t pitchMatrix;
+
+ pitchMatrix[0][0] = 1.0f;
+ pitchMatrix[1][0] = 0;
+ pitchMatrix[2][0] = 0;
+
+ pitchMatrix[0][1] = 0;
+ pitchMatrix[1][1] = cp;
+ pitchMatrix[2][1] = -sp;
+
+ pitchMatrix[0][2] = 0;
+ pitchMatrix[1][2] = sp;
+ pitchMatrix[2][2] = cp;
+
+ pitchMatrix[0][3] = 0;
+ pitchMatrix[1][3] = 0;
+ pitchMatrix[2][3] = 0;
+
+ // global coordinates of limit
+ matrix3x4_t limitMatrix;
+ ConcatTransforms( goalMX, pitchMatrix, limitMatrix );
+
+ Vector limitLeft( limitMatrix.m_flMatVal[0][0],
+ limitMatrix.m_flMatVal[1][0],
+ limitMatrix.m_flMatVal[2][0] );
+
+ Vector limitUp( limitMatrix.m_flMatVal[0][1],
+ limitMatrix.m_flMatVal[1][1],
+ limitMatrix.m_flMatVal[2][1] );
+
+ Vector limitForward( limitMatrix.m_flMatVal[0][2],
+ limitMatrix.m_flMatVal[1][2],
+ limitMatrix.m_flMatVal[2][2] );
+
+#ifdef CLIENT_DLL
+ if (cl_jiggle_bone_debug_pitch_constraints.GetBool())
+ {
+ float dT = 0.01f;
+ const float axisSize = 10.0f;
+ debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitLeft, 0, 255, 255, true, dT );
+ debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitUp, 255, 255, 0, true, dT );
+ debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + axisSize * limitForward, 255, 0, 255, true, dT );
+ }
+#endif // CLIENT_DLL
+
+ Vector limitAlong( DotProduct( limitLeft, along ),
+ DotProduct( limitUp, along ),
+ DotProduct( limitForward, along ) );
+
+ // clip to limit plane
+ data->tipPos = goalBasePosition + limitAlong.x * limitLeft + limitAlong.z * limitForward;
+
+ // removed friction and velocity clipping against constraint - was causing simulation blowups (MSB 12/9/2010)
+ data->tipVel.Zero();
+ }
+ }
+ }
+
+ // needed for matrix assembly below
+ Vector forward = data->tipPos - goalBasePosition;
+ forward.NormalizeInPlace();
+
+ if ( jiggleInfo->flags & JIGGLE_HAS_ANGLE_CONSTRAINT )
+ {
+ // enforce max angular error
+ Vector error = goalTip - data->tipPos;
+ float dot = DotProduct( forward, goalForward );
+ float angleBetween = acos( dot );
+ if ( dot < 0.0f )
+ {
+ angleBetween = 2.0f * M_PI - angleBetween;
+ }
+
+ if ( angleBetween > jiggleInfo->angleLimit )
+ {
+ // at angular limit
+ float maxBetween = jiggleInfo->length * sin( jiggleInfo->angleLimit );
+
+ Vector delta = goalTip - data->tipPos;
+ delta.NormalizeInPlace();
+
+ data->tipPos = goalTip - maxBetween * delta;
+
+ forward = data->tipPos - goalBasePosition;
+ forward.NormalizeInPlace();
+ }
+ }
+
+ if ( jiggleInfo->flags & JIGGLE_HAS_LENGTH_CONSTRAINT )
+ {
+ // enforce spring length
+ data->tipPos = goalBasePosition + jiggleInfo->length * forward;
+
+ // zero velocity along forward bone axis
+ data->tipVel -= DotProduct( data->tipVel, forward ) * forward;
+ }
+
+ //
+ // Build bone matrix to align along current tip direction
+ //
+ Vector left = CrossProduct( goalUp, forward );
+ left.NormalizeInPlace();
+
+ if ( DotProduct( left, data->lastLeft ) < 0.0f )
+ {
+ // The bone has rotated so far its on the other side of the up vector
+ // resulting in the cross product result flipping 180 degrees around the up
+ // vector. Flip it back.
+ left = -left;
+ }
+ data->lastLeft = left;
+
+#ifdef CLIENT_DLL
+ if ( cl_jiggle_bone_debug.GetBool() )
+ {
+ debugoverlay->AddLineOverlay( goalBasePosition, goalBasePosition + 10.0f * data->lastLeft, 255, 0, 255, true, 0.01f );
+ }
+#endif
+
+ Vector up = CrossProduct( forward, left );
+
+ boneMX[0][0] = left.x;
+ boneMX[1][0] = left.y;
+ boneMX[2][0] = left.z;
+ boneMX[0][1] = up.x;
+ boneMX[1][1] = up.y;
+ boneMX[2][1] = up.z;
+ boneMX[0][2] = forward.x;
+ boneMX[1][2] = forward.y;
+ boneMX[2][2] = forward.z;
+
+ boneMX[0][3] = goalBasePosition.x;
+ boneMX[1][3] = goalBasePosition.y;
+ boneMX[2][3] = goalBasePosition.z;
+ }
+
+
+ //
+ // Bone base flex
+ //
+ if ( jiggleInfo->flags & JIGGLE_HAS_BASE_SPRING )
+ {
+ // gravity
+ data->baseAccel.z -= jiggleInfo->baseMass;
+
+ // simple spring
+ Vector error = goalBasePosition - data->basePos;
+ data->baseAccel += jiggleInfo->baseStiffness * error - jiggleInfo->baseDamping * data->baseVel;
+
+ data->baseVel += data->baseAccel * deltaT;
+ data->basePos += data->baseVel * deltaT;
+
+ // clear this timestep's accumulated accelerations
+ data->baseAccel = vec3_origin;
+
+ // constrain to limits
+ error = data->basePos - goalBasePosition;
+ Vector localError;
+ localError.x = DotProduct( goalLeft, error );
+ 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() )
+ {
+ 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() )
+ {
+ 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;
+ 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;
+ 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 ) )
+ {
+ 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 )
+ {
+ 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
+}
+