Table of contents
Introduction
What is a 'ragdoll'?
From widipedia http://en.wikipedia.org/wiki/Ragdoll_physics
Early video games used manually created animations for characters' death sequences. This had the advantage of low CPU utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames. As computers increased in power, it became possible to do limited real-time physical simulations. A ragdoll is therefore a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other. When the character dies, their body begins to collapse to the ground, honouring these restrictions on each of the joints' motion, which often looks more realistic.
The term ragdoll comes from the problem that the articulated systems, due to the limits of the solvers used, tend to have little or zero joint/skeletal muscle stiffness, leading to a character collapsing much like a toy rag doll, often into comically improbable or compromising positions.
Caveat
This is not turn-key code. You will need to adapt this to your own model. The code linked below just handles the ragdoll components and not the setting up of your Ogre::SceneNodes or Ogre::AnimationStates
Pre-requisites
- Ogre 1.8 or later.
- You have a functioning application with an in-game object that you'd like to ragdoll, this object should be encapsulated in its own class and should have a animations.
- You have integrated Bullet Physics into your application, if you are using another physics engine then the concepts will be the same but the terminology may differ.
- You have looked at the Bullet Physics ragdoll demo (and the code behind it) as much of this tutorial is based on that. Here is a youtube link of that demo: http://www.youtube.com/watch?v=6306NHb9nq4
Theory
The premise is that you have an animated Ogre::Entity (henceforth known as 'creep') moving around your scene and on some event it starts ragdolling e.g when it's health gets to zero.
To accomplish this we will encapsulate our creep in a class with some functions that can be called by your engine to initialise, and later, activate ragdoll mode.
The idea is that we'll be creating a simplified version of our creep using physics shapes that are connected to each other using physics constraints. These constraints will be defined by you to mimic the creep's physiology, in this case, we'll be using a humanoid. Constraints let us approximate things like knees which act like a door hinge and your neck which is more like a ball and socket. These physics shapes that we create will have an approximate mapping to your creep's Ogre::Bone's. We won't attempt to map every bone to a physics object because this makes the process much more time consuming and may not actually make your game any better, of course, your requirements may vary. The bones we care about will henceforth be known as 'major bones'.
When the creep dies it will be in some un-foreseeable state with regard to its Ogre::AnimationState. We need the ability to copy the location and orientation of the creep's bone's at its time of death to our physics representation. At that point we cease to animate the model and instead apply Bullet's idea of the model to our Ogre::Bone's. We hand over control of our creep to Bullet.
Approach
- When the creep object is instantiated we'll create physics objects for the major bones but we won't add them to Bullet's PhysicsWorld just yet. This maps to a function called 'initRagdoll()'
- initRagdoll() also records each major bone's initial position and orientation as well as each physics object's orientation and position. Recording the intial state of everything is important because when we want to set the physics state to replicate the Ogre::AnimationState (and vice versa) we'll be dealing with relative rotations.
- It's a lot easier to setup Physics shapes for your model when it's in a T-pose because the initial state will be done using code instead of a nice GUI editor. Hopefully your model has it's binding pose as a T-pose or your modeller has at least given you an animation that sets the creep in such a state.
- There will be a function named copyModelStateToRagdoll() which is called once at time of death. Its job is to set the physics shapes to match the current position of your major bones as defined by your Ogre::AnimationState.
- There will be a function named copyRagdollStateToModel() which is called every frame while the model is ragdolling.
- There will be a function named startRagdolling() which calls copyModelStateToRagdoll(), sets your major bones to be manually controlled, disables any active animations and finally adds your physics shapes and constraints into the physics world.
- There will be a function named removeRagoll() which will clean up all the physics objects when your object is eventually destroyed.
- In copyRagdollStateToModel() we never actually set a bone's position, instead we set the model's scenenode to be that of the root bone. This is because Ogre uses your model's bounding box to decide if it should be culled from the render. If we had the situation where your scenenode was out of the camera's view but the bone's weren't then the model would disappear! As all the bones are still set to derive their position from their parents then we actually save ourselves some work by using this method.
Procedure
The first step is to figure out which bones you want to use as your major bones. The assumption is that your artist has given you .mesh and .skeleton file with no other information. To identify the bones you care about use 'Ogre Meshy' or explore the XML of the supplied files.
Here's what our model looks like in meshy
And here's the hard way of doing things
[areay@arrakis legionary]$ OgreXMLConverter legionary.skeleton [areay@arrakis legionary]$ grep 'boneparent' legionary.skeleton.xml <boneparent bone="Bind_Hips" parent="Bind_Root" /> <boneparent bone="Bind_LeftUpLeg" parent="Bind_Hips" /> <boneparent bone="Bind_LeftLeg" parent="Bind_LeftUpLeg" /> <boneparent bone="Bind_LeftFoot" parent="Bind_LeftLeg" /> <boneparent bone="Bind_LeftToeBase" parent="Bind_LeftFoot" /> <boneparent bone="Bind_RightUpLeg" parent="Bind_Hips" /> <boneparent bone="Bind_RightLeg" parent="Bind_RightUpLeg" /> <boneparent bone="Bind_RightFoot" parent="Bind_RightLeg" /> <boneparent bone="Bind_RightToeBase" parent="Bind_RightFoot" /> <boneparent bone="Bind_Spine" parent="Bind_Root" /> <boneparent bone="Bind_Spine1" parent="Bind_Spine" /> <boneparent bone="Bind_Spine2" parent="Bind_Spine1" /> <boneparent bone="Bind_Neck" parent="Bind_Spine2" /> <boneparent bone="Bind_Head" parent="Bind_Neck" /> <boneparent bone="Bind_LeftShoulder" parent="Bind_Spine2" /> <boneparent bone="Bind_LeftArm" parent="Bind_LeftShoulder" /> <boneparent bone="Bind_LeftForeArm" parent="Bind_LeftArm" /> <boneparent bone="Bind_LeftHand" parent="Bind_LeftForeArm" /> <boneparent bone="Bind_RightShoulder" parent="Bind_Spine2" /> <boneparent bone="Bind_RightArm" parent="Bind_RightShoulder" /> <boneparent bone="Bind_RightForeArm" parent="Bind_RightArm" /> <boneparent bone="Bind_RightHand" parent="Bind_RightForeArm" /> */many more omitted*/
So this is pretty obvious, we have a bone with no parent 'Bind_Root' which we'll term our 'root bone' and a bunch of other bones. We'll use discretion here, we don't really care about shoulders or hands and although there are 3 bones for the spine we'll just use one physics object to cover all three of them.
In our creep's class header we'll define enumerations for our physics objects and physics constraints, containers for our initial values and physics objects, a boolean to decide if we're ragdolling or not and an offset which will discussed later
enum { BODYPART_HIPS =0, BODYPART_SPINE, BODYPART_HEAD, BODYPART_LEFT_UPPER_LEG, BODYPART_LEFT_LOWER_LEG, BODYPART_RIGHT_UPPER_LEG, BODYPART_RIGHT_LOWER_LEG, BODYPART_LEFT_UPPER_ARM, BODYPART_LEFT_LOWER_ARM, BODYPART_RIGHT_UPPER_ARM, BODYPART_RIGHT_LOWER_ARM, BODYPART_GUN, BODYPART_COUNT }; enum { JOINT_PELVIS_SPINE = 0, JOINT_SPINE_HEAD, JOINT_LEFT_HIP, JOINT_LEFT_KNEE, JOINT_RIGHT_HIP, JOINT_RIGHT_KNEE, JOINT_LEFT_SHOULDER, JOINT_LEFT_ELBOW, JOINT_RIGHT_SHOULDER, JOINT_RIGHT_ELBOW, JOINT_GUN, JOINT_COUNT }; Ogre::SkeletonInstance *m_pSkeleton; btCollisionShape* m_shapes[BODYPART_COUNT]; btRigidBody* m_bodies[BODYPART_COUNT]; btTypedConstraint* m_joints[JOINT_COUNT]; Ogre::Bone *m_Bones[BODYPART_COUNT]; Ogre::Quaternion m_BoneInitialOrientation[BODYPART_COUNT]; Ogre::Vector3 m_BoneInitialPosition[BODYPART_COUNT]; Ogre::Vector3 m_BodyInitialPosition[BODYPART_COUNT]; Ogre::Quaternion m_BodyInitialOrientation[BODYPART_COUNT]; bool m_bIsRagdolling; Ogre::Vector3 m_RagdollOffset;
Here's our implementation
void HumanCreep::initRagdoll() { btScalar pi(3.14159); btScalar pi_2(1.57079); btScalar pi_4(0.78539); m_Bones[BODYPART_HIPS] = m_pSkeleton->getBone("Bind_Root"); m_Bones[BODYPART_SPINE] = m_pSkeleton->getBone("Bind_Spine1"); m_Bones[BODYPART_HEAD] = m_pSkeleton->getBone("Bind_Head"); m_Bones[BODYPART_LEFT_UPPER_LEG] = m_pSkeleton->getBone("Bind_RightUpLeg"); m_Bones[BODYPART_LEFT_LOWER_LEG] = m_pSkeleton->getBone("Bind_RightLeg"); m_Bones[BODYPART_RIGHT_UPPER_LEG] = m_pSkeleton->getBone("Bind_LeftUpLeg"); m_Bones[BODYPART_RIGHT_LOWER_LEG] = m_pSkeleton->getBone("Bind_LeftLeg"); m_Bones[BODYPART_LEFT_UPPER_ARM] = m_pSkeleton->getBone("Bind_RightArm"); m_Bones[BODYPART_LEFT_LOWER_ARM] = m_pSkeleton->getBone("Bind_RightForeArm"); m_Bones[BODYPART_RIGHT_UPPER_ARM] = m_pSkeleton->getBone("Bind_LeftArm"); m_Bones[BODYPART_RIGHT_LOWER_ARM] = m_pSkeleton->getBone("Bind_LeftForeArm"); m_Bones[BODYPART_GUN] = m_pSkeleton->getBone("Bind_RightHand"); Ogre::AnimationState *animState = m_pEntity->getAnimationState("tPose"); animState->setEnabled(true); animState->setLoop(false); animState->setTimePosition(100.f); m_pEntity->_updateAnimation(); //critical! read this functions comments! // set bones to manually controlled and get their initial orientations too for (int i = 0; i < BODYPART_COUNT; ++i) { m_BoneInitialOrientation[i] = m_Bones[i]->_getDerivedOrientation(); m_BoneInitialPosition[i] = m_Bones[i]->_getDerivedPosition(); } animState->setEnabled(false); // Setup the geometry m_shapes[BODYPART_HIPS] = new btCapsuleShape(btScalar(0.2), btScalar(0.05)); m_shapes[BODYPART_SPINE] = new btCapsuleShape(btScalar(0.2), btScalar(0.05)); m_shapes[BODYPART_HEAD] = new btCapsuleShape(btScalar(0.1), btScalar(0.1)); m_shapes[BODYPART_LEFT_UPPER_LEG] = new btCapsuleShape(btScalar(0.1), btScalar(0.2)); m_shapes[BODYPART_LEFT_LOWER_LEG] = new btCapsuleShape(btScalar(0.1), btScalar(0.35)); m_shapes[BODYPART_RIGHT_UPPER_LEG] = new btCapsuleShape(btScalar(0.1), btScalar(0.2)); m_shapes[BODYPART_RIGHT_LOWER_LEG] = new btCapsuleShape(btScalar(0.1), btScalar(0.35)); m_shapes[BODYPART_LEFT_UPPER_ARM] = new btCapsuleShape(btScalar(0.1), btScalar(0.15)); m_shapes[BODYPART_LEFT_LOWER_ARM] = new btCapsuleShape(btScalar(0.1), btScalar(0.12)); m_shapes[BODYPART_RIGHT_UPPER_ARM] = new btCapsuleShape(btScalar(0.1), btScalar(0.15)); m_shapes[BODYPART_RIGHT_LOWER_ARM] = new btCapsuleShape(btScalar(0.1), btScalar(0.12)); m_shapes[BODYPART_GUN] = new btCapsuleShape(btScalar(0.1), btScalar(0.6)); // Setup all the rigid bodies btTransform offset; offset.setIdentity(); offset.setOrigin(btVector3(0,0,0)); btTransform transform; transform.setIdentity(); transform.setOrigin(btVector3(btScalar(0.), btScalar(0.95f), btScalar(0.))); m_bodies[BODYPART_HIPS] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_HIPS]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(0.), btScalar(1.3), btScalar(0.))); m_bodies[BODYPART_SPINE] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_SPINE]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(0.), btScalar(1.7), btScalar(0.35))); m_bodies[BODYPART_HEAD] = localCreateRigidBody(btScalar(1), offset*transform, m_shapes[BODYPART_HEAD]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(-0.15), btScalar(0.65), btScalar(0.))); m_bodies[BODYPART_LEFT_UPPER_LEG] = localCreateRigidBody(btScalar(1), offset*transform, m_shapes[BODYPART_LEFT_UPPER_LEG]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(-0.16), btScalar(0.25), btScalar(0.))); m_bodies[BODYPART_LEFT_LOWER_LEG] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_LEFT_LOWER_LEG]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(0.15), btScalar(0.65), btScalar(0.))); m_bodies[BODYPART_RIGHT_UPPER_LEG] = localCreateRigidBody(btScalar(1), offset*transform, m_shapes[BODYPART_RIGHT_UPPER_LEG]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(0.16), btScalar(0.25), btScalar(0.))); m_bodies[BODYPART_RIGHT_LOWER_LEG] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_RIGHT_LOWER_LEG]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(-0.3), btScalar(1.25), btScalar(0.1))); transform.getBasis().setEulerZYX(0,0,pi_2); m_bodies[BODYPART_LEFT_UPPER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_LEFT_UPPER_ARM]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(-0.6), btScalar(1.25), btScalar(0.1))); transform.getBasis().setEulerZYX(0,0,pi_2); m_bodies[BODYPART_LEFT_LOWER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_LEFT_LOWER_ARM]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(0.3), btScalar(1.25), btScalar(0.1))); transform.getBasis().setEulerZYX(0,0,-pi_2); m_bodies[BODYPART_RIGHT_UPPER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_RIGHT_UPPER_ARM]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(0.6), btScalar(1.25), btScalar(0.1))); transform.getBasis().setEulerZYX(0,0,-pi_2); m_bodies[BODYPART_RIGHT_LOWER_ARM] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_RIGHT_LOWER_ARM]); transform.setIdentity(); transform.setOrigin(btVector3(btScalar(-1.2), btScalar(1.25), btScalar(0.1))); transform.getBasis().setEulerZYX(0,0,pi_2); m_bodies[BODYPART_GUN] = localCreateRigidBody(btScalar(1.), offset*transform, m_shapes[BODYPART_GUN]); // Setup some damping on the m_bodies for (int i = 0; i < BODYPART_COUNT; ++i) { m_bodies[i]->setDamping(0.05, 0.85); m_bodies[i]->setDeactivationTime(3.0); m_bodies[i]->setSleepingThresholds(5.6, 5.5); m_bodies[i]->setContactProcessingThreshold(0.25f); m_bodies[i]->setCcdMotionThreshold(0.05f); m_bodies[i]->setCcdSweptSphereRadius(0.06f); m_BodyInitialOrientation[i] = BtOgre::Convert::toOgre(m_bodies[i]->getOrientation()); m_BodyInitialPosition[i] = BtOgre::Convert::toOgre(m_bodies[i]->getCenterOfMassPosition()); } // Now setup the constraints btHingeConstraint* hingeC; btConeTwistConstraint* coneC; btTransform localA, localB; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,-pi_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.15), btScalar(0.))); localB.getBasis().setEulerZYX(0,-pi_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.15), btScalar(0.))); hingeC = new btHingeConstraint(*m_bodies[BODYPART_HIPS], *m_bodies[BODYPART_SPINE], localA, localB); hingeC->setLimit(btScalar(-pi_4 ), btScalar(pi_2)); m_joints[JOINT_PELVIS_SPINE] = hingeC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,0,-pi_2); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.2), btScalar(0.15))); localB.getBasis().setEulerZYX(0,0,-pi_2); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.1), btScalar(0.0))); coneC = new btConeTwistConstraint(*m_bodies[BODYPART_SPINE], *m_bodies[BODYPART_HEAD], localA, localB); coneC->setLimit(pi_4, pi_4, pi_4); m_joints[JOINT_SPINE_HEAD] = coneC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,0,pi_4*5); localA.setOrigin(btVector3(btScalar(-0.05), btScalar(-0.1), btScalar(0.))); localB.getBasis().setEulerZYX(0,0,pi_4*5); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.1), btScalar(0.))); coneC = new btConeTwistConstraint(*m_bodies[BODYPART_HIPS], *m_bodies[BODYPART_LEFT_UPPER_LEG], localA, localB); coneC->setLimit(pi_4 / 2.0f, pi_4 / 2.0f, 0); m_joints[JOINT_LEFT_HIP] = coneC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,-pi_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(-0.225), btScalar(0.))); localB.getBasis().setEulerZYX(0,-pi_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.185), btScalar(0.))); hingeC = new btHingeConstraint(*m_bodies[BODYPART_LEFT_UPPER_LEG], *m_bodies[BODYPART_LEFT_LOWER_LEG], localA, localB); hingeC->setLimit(btScalar(0), btScalar(pi_2)); m_joints[JOINT_LEFT_KNEE] = hingeC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,0,-pi_4); localA.setOrigin(btVector3(btScalar(0.05), btScalar(-0.10), btScalar(0.))); localB.getBasis().setEulerZYX(0,0,-pi_4); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.1), btScalar(0.))); coneC = new btConeTwistConstraint(*m_bodies[BODYPART_HIPS], *m_bodies[BODYPART_RIGHT_UPPER_LEG], localA, localB); coneC->setLimit(pi_4 / 2.0f, pi_4 / 2.0f, 0); m_joints[JOINT_RIGHT_HIP] = coneC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,-pi_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(-0.225), btScalar(0.))); localB.getBasis().setEulerZYX(0,-pi_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(0.185), btScalar(0.))); hingeC = new btHingeConstraint(*m_bodies[BODYPART_RIGHT_UPPER_LEG], *m_bodies[BODYPART_RIGHT_LOWER_LEG], localA, localB); hingeC->setLimit(btScalar(0), btScalar(pi_2)); m_joints[JOINT_RIGHT_KNEE] = hingeC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,0,pi); localA.setOrigin(btVector3(btScalar(-0.15), btScalar(-0.1), btScalar(0.))); localB.getBasis().setEulerZYX(0,0,pi_2); localB.setOrigin(btVector3(btScalar(-0.1), btScalar(0.1), btScalar(0.))); coneC = new btConeTwistConstraint(*m_bodies[BODYPART_SPINE], *m_bodies[BODYPART_LEFT_UPPER_ARM], localA, localB); coneC->setLimit(pi_4, pi_4, 0); m_joints[JOINT_LEFT_SHOULDER] = coneC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,-pi_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.18), btScalar(0.))); localB.getBasis().setEulerZYX(0,-pi_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.14), btScalar(0.))); hingeC = new btHingeConstraint(*m_bodies[BODYPART_LEFT_UPPER_ARM], *m_bodies[BODYPART_LEFT_LOWER_ARM], localA, localB); hingeC->setLimit(btScalar(0), btScalar(pi_2)); m_joints[JOINT_LEFT_ELBOW] = hingeC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,0,0); localA.setOrigin(btVector3(btScalar(0.15), btScalar(-0.1), btScalar(0.))); localB.getBasis().setEulerZYX(0,0,pi_2); localB.setOrigin(btVector3(btScalar(0.1), btScalar(0.1), btScalar(0.))); coneC = new btConeTwistConstraint(*m_bodies[BODYPART_SPINE], *m_bodies[BODYPART_RIGHT_UPPER_ARM], localA, localB); coneC->setLimit(pi_4, pi_4, 0); m_joints[JOINT_RIGHT_SHOULDER] = coneC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,-pi_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.18), btScalar(0.))); localB.getBasis().setEulerZYX(0,-pi_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.14), btScalar(0.))); hingeC = new btHingeConstraint(*m_bodies[BODYPART_RIGHT_UPPER_ARM], *m_bodies[BODYPART_RIGHT_LOWER_ARM], localA, localB); hingeC->setLimit(btScalar(0), btScalar(pi_2)); m_joints[JOINT_RIGHT_ELBOW] = hingeC; localA.setIdentity(); localB.setIdentity(); localA.getBasis().setEulerZYX(0,-pi_2,0); localA.setOrigin(btVector3(btScalar(0.), btScalar(0.2), btScalar(0.))); localB.getBasis().setEulerZYX(0,-pi_2,0); localB.setOrigin(btVector3(btScalar(0.), btScalar(-0.3), btScalar(-0.2))); coneC = new btConeTwistConstraint(*m_bodies[BODYPART_LEFT_LOWER_ARM], *m_bodies[BODYPART_GUN], localA, localB); coneC->setLimit(pi_4, pi_4, 0); m_joints[JOINT_GUN] = coneC; } void HumanCreep::copyModelStateToRagdoll() { for (int i = 0; i < BODYPART_COUNT; ++i) { btTransform &t = m_bodies[i]->getWorldTransform(); t.setRotation(BtOgre::Convert::toBullet(m_pModelNode->_getDerivedOrientation() * m_Bones[i]->_getDerivedOrientation() * m_BoneInitialOrientation[i].Inverse()) * t.getRotation()); t.setOrigin(BtOgre::Convert::toBullet(m_pModelNode->_getDerivedPosition() + (m_pModelNode->_getDerivedOrientation() * m_Bones[i]->_getDerivedPosition()) * m_Scale)); } } void HumanCreep::copyRagdollStateToModel() { Ogre::Vector3 dest = BtOgre::Convert::toOgre(m_bodies[0]->getWorldTransform().getOrigin()) - m_RagdollOffset; m_pModelNode->_setDerivedPosition(dest); for (int i = 0; i < BODYPART_COUNT; ++i) { m_Bones[i]->setOrientation(m_pModelNode->_getDerivedOrientation().Inverse() * (BtOgre::Convert::toOgre(m_bodies[i]->getOrientation())) * m_BodyInitialOrientation[i].Inverse() * m_BoneInitialOrientation[i]); } } void HumanCreep::removeRagdoll() { m_bAreRagdollBodiesValid = false; // Remove all constraints for ( int i = 0; i < JOINT_COUNT; ++i) { m_pPhysicsWorld->removeConstraint(m_joints[i]); delete m_joints[i]; m_joints[i] = 0; } // Remove all bodies and shapes for ( int i = 0; i < BODYPART_COUNT; ++i) { m_pPhysicsWorld->removeRigidBody(m_bodies[i]); delete m_bodies[i]->getMotionState(); delete m_bodies[i]; m_bodies[i] = 0; delete m_shapes[i]; m_shapes[i] = 0; } } void HumanCreep::startRagdolling() { copyModelStateToRagdoll(); m_RagdollOffset = m_pModelNode->_getDerivedOrientation() * m_Bones[0]->getPosition() * m_Scale; m_bIsRagdolling = true; // set bones to manually controlled and get their initial orientations too for (int i = 0; i < BODYPART_COUNT; ++i) { Ogre::Quaternion quat = m_Bones[i]->_getDerivedOrientation(); m_Bones[i]->setManuallyControlled(true); m_Bones[i]->setInheritOrientation(false); m_Bones[i]->setOrientation(quat); m_pPhysicsWorld->addRigidBody(m_bodies[i]); } for (int i = 0; i < JOINT_COUNT; ++i) { m_pGameStatePlay->m_pPhysicsWorld->addConstraint(m_joints[i], true); } //destroy any existing physics body if (m_pPhysicsRigidBody != NULL) { m_pGameStatePlay->destroyPhysicsBody(m_pPhysicsRigidBody); m_pPhysicsRigidBody = NULL; } //We don't want the model to just fall down as if it were standing still when it died, it should appear to continue moving in the direction it was when it was killed. // In addition to this we have been supplied with a 'death vector' from the killing blow that will hurry the model onwards. m_bodies[BODYPART_HEAD]->applyCentralImpulse(btVector3(BtOgre::Convert::toBullet(getHeading() * 10 + 10 * m_DeathVector))); m_bodies[BODYPART_SPINE]->applyCentralImpulse(btVector3(BtOgre::Convert::toBullet(getHeading() * 20 + 10 * m_DeathVector))); m_bodies[BODYPART_HIPS]->applyCentralImpulse(btVector3(BtOgre::Convert::toBullet(getHeading() * 15 + 10 * m_DeathVector))); m_LastBloodPos = m_pModelNode->_getDerivedPosition(); } btRigidBody* HumanCreep::localCreateRigidBody (btScalar mass, const btTransform& startTransform, btCollisionShape* shape) { btVector3 localInertia(0,0,0); shape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT); return body; } void HumanCreep::update(Ogre::Real timeSinceLastFrameSeconds) { if (m_bIsRagdolling) { copyRagdollStateToModel(); } }
Here's how the physics shapes map to the model
And here's the whole thing from a work-in-progress: