ad87fd980dd7fd604e7a9c3f818fe0923fdc2328
[carveJwlIkooP6JGAAIwe30JlM.git] / skeleton.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef SKELETON_H
6 #define SKELETON_H
7
8 #include "model.h"
9
10 struct skeleton
11 {
12 struct skeleton_bone
13 {
14 v3f co, end;
15 u32 parent;
16
17 u32 flags;
18 int defer;
19
20 mdl_keyframe kf;
21
22 u32 orig_node;
23
24 boxf hitbox;
25 const char *name;
26 }
27 *bones;
28 u32 bone_count;
29
30 struct skeleton_anim
31 {
32 const char *name;
33 u32 length;
34
35 float rate;
36 mdl_keyframe *anim_data;
37 }
38 *anims;
39 u32 anim_count;
40
41 m4x3f *final_mtx;
42
43 struct skeleton_ik
44 {
45 u32 lower, upper, target, pole;
46 m3x3f ia, ib;
47 }
48 *ik;
49 u32 ik_count;
50
51 u32
52 collider_count,
53 bindable_count;
54 };
55
56 VG_STATIC u32 skeleton_bone_id( struct skeleton *skele, const char *name )
57 {
58 for( u32 i=1; i<skele->bone_count; i++ )
59 {
60 if( !strcmp( skele->bones[i].name, name ))
61 return i;
62 }
63
64 vg_error( "skeleton_bone_id( *, \"%s\" );\n", name );
65 vg_fatal_exit_loop( "Bone does not exist\n" );
66
67 return 0;
68 }
69
70 VG_STATIC void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, int num )
71 {
72 for( int i=0; i<num; i++ )
73 kfb[i] = kfa[i];
74 }
75
76 /*
77 * Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
78 */
79 VG_STATIC void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
80 mdl_keyframe *kfd, int count )
81 {
82 if( t <= 0.01f )
83 {
84 keyframe_copy_pose( kfa, kfd, count );
85 return;
86 }
87 else if( t >= 0.99f )
88 {
89 keyframe_copy_pose( kfb, kfd, count );
90 return;
91 }
92
93 for( int i=0; i<count; i++ )
94 {
95 v3_lerp( kfa[i].co, kfb[i].co, t, kfd[i].co );
96 q_nlerp( kfa[i].q, kfb[i].q, t, kfd[i].q );
97 v3_lerp( kfa[i].s, kfb[i].s, t, kfd[i].s );
98 }
99 }
100
101 VG_STATIC void skeleton_lerp_pose( struct skeleton *skele,
102 mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
103 mdl_keyframe *kfd )
104 {
105 keyframe_lerp_pose( kfa, kfb, t, kfd, skele->bone_count-1 );
106 }
107
108 /*
109 * Sample animation between 2 closest frames using time value. Output is a
110 * keyframe buffer that is allocated with an appropriate size
111 */
112 VG_STATIC void skeleton_sample_anim( struct skeleton *skele,
113 struct skeleton_anim *anim,
114 float time,
115 mdl_keyframe *output )
116 {
117 float animtime = time*anim->rate;
118
119 u32 frame = ((u32)animtime) % anim->length,
120 next = (frame+1) % anim->length;
121
122 float t = vg_fractf( animtime );
123
124 mdl_keyframe *base = anim->anim_data + (skele->bone_count-1)*frame,
125 *nbase = anim->anim_data + (skele->bone_count-1)*next;
126
127 skeleton_lerp_pose( skele, base, nbase, t, output );
128 }
129
130 VG_STATIC int skeleton_sample_anim_clamped( struct skeleton *skele,
131 struct skeleton_anim *anim,
132 float time,
133 mdl_keyframe *output )
134 {
135 float end = (float)(anim->length-1) / anim->rate;
136 skeleton_sample_anim( skele, anim, vg_minf( end, time ), output );
137
138 if( time > end )
139 return 0;
140 else
141 return 1;
142 }
143
144 typedef enum anim_apply
145 {
146 k_anim_apply_always,
147 k_anim_apply_defer_ik,
148 k_anim_apply_deffered_only
149 }
150 anim_apply;
151
152 VG_STATIC int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type )
153 {
154 struct skeleton_bone *sb = &skele->bones[ id ],
155 *sp = &skele->bones[ sb->parent ];
156
157 if( type == k_anim_apply_defer_ik )
158 {
159 if( ((sp->flags & k_bone_flag_ik) && !(sb->flags & k_bone_flag_ik))
160 || sp->defer )
161 {
162 sb->defer = 1;
163 return 0;
164 }
165 else
166 {
167 sb->defer = 0;
168 return 1;
169 }
170 }
171 else if( type == k_anim_apply_deffered_only )
172 {
173 if( sb->defer )
174 return 1;
175 else
176 return 0;
177 }
178
179 return 1;
180 }
181
182 /*
183 * Apply block of keyframes to skeletons final pose
184 */
185 VG_STATIC void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose,
186 anim_apply passtype )
187 {
188 m4x3_identity( skele->final_mtx[0] );
189 skele->bones[0].defer = 0;
190 skele->bones[0].flags &= ~k_bone_flag_ik;
191
192 for( int i=1; i<skele->bone_count; i++ )
193 {
194 struct skeleton_bone *sb = &skele->bones[i],
195 *sp = &skele->bones[ sb->parent ];
196
197 if( !should_apply_bone( skele, i, passtype ) )
198 continue;
199
200 sb->defer = 0;
201
202 /* process pose */
203 m4x3f posemtx;
204
205 v3f temp_delta;
206 v3_sub( skele->bones[i].co, skele->bones[sb->parent].co, temp_delta );
207
208 /* pose matrix */
209 mdl_keyframe *kf = &pose[i-1];
210 q_m3x3( kf->q, posemtx );
211 v3_copy( kf->co, posemtx[3] );
212 v3_add( temp_delta, posemtx[3], posemtx[3] );
213
214 /* final matrix */
215 m4x3_mul( skele->final_mtx[ sb->parent ], posemtx, skele->final_mtx[i] );
216 }
217 }
218
219 /*
220 * creates the reference inverse matrix for an IK bone, as it has an initial
221 * intrisic rotation based on the direction that the IK is setup..
222 */
223 VG_STATIC void skeleton_inverse_for_ik( struct skeleton *skele,
224 v3f ivaxis,
225 u32 id, m3x3f inverse )
226 {
227 v3_copy( ivaxis, inverse[0] );
228 v3_copy( skele->bones[id].end, inverse[1] );
229 v3_normalize( inverse[1] );
230 v3_cross( inverse[0], inverse[1], inverse[2] );
231 m3x3_transpose( inverse, inverse );
232 }
233
234 /*
235 * Creates inverse rotation matrices which the IK system uses.
236 */
237 VG_STATIC void skeleton_create_inverses( struct skeleton *skele )
238 {
239 /* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */
240 for( int i=0; i<skele->ik_count; i++ )
241 {
242 struct skeleton_ik *ik = &skele->ik[i];
243
244 m4x3f inverse;
245 v3f iv0, iv1, ivaxis;
246 v3_sub( skele->bones[ik->target].co, skele->bones[ik->lower].co, iv0 );
247 v3_sub( skele->bones[ik->pole].co, skele->bones[ik->lower].co, iv1 );
248 v3_cross( iv0, iv1, ivaxis );
249 v3_normalize( ivaxis );
250
251 skeleton_inverse_for_ik( skele, ivaxis, ik->lower, ik->ia );
252 skeleton_inverse_for_ik( skele, ivaxis, ik->upper, ik->ib );
253 }
254 }
255
256 /*
257 * Apply a model matrix to all bones, should be done last
258 */
259 VG_STATIC void skeleton_apply_transform( struct skeleton *skele, m4x3f transform )
260 {
261 for( int i=0; i<skele->bone_count; i++ )
262 {
263 struct skeleton_bone *sb = &skele->bones[i];
264 m4x3_mul( transform, skele->final_mtx[i], skele->final_mtx[i] );
265 }
266 }
267
268 /*
269 * Apply an inverse matrix to all bones which maps vertices from bind space into
270 * bone relative positions
271 */
272 VG_STATIC void skeleton_apply_inverses( struct skeleton *skele )
273 {
274 for( int i=0; i<skele->bone_count; i++ )
275 {
276 struct skeleton_bone *sb = &skele->bones[i];
277 m4x3f inverse;
278 m3x3_identity( inverse );
279 v3_negate( sb->co, inverse[3] );
280
281 m4x3_mul( skele->final_mtx[i], inverse, skele->final_mtx[i] );
282 }
283 }
284
285 /*
286 * Apply all IK modifiers (2 bone ik reference from blender is supported)
287 */
288 VG_STATIC void skeleton_apply_ik_pass( struct skeleton *skele )
289 {
290 for( int i=0; i<skele->ik_count; i++ )
291 {
292 struct skeleton_ik *ik = &skele->ik[i];
293
294 v3f v0, /* base -> target */
295 v1, /* base -> pole */
296 vaxis;
297
298 v3f co_base,
299 co_target,
300 co_pole;
301
302 v3_copy( skele->final_mtx[ik->lower][3], co_base );
303 v3_copy( skele->final_mtx[ik->target][3], co_target );
304 v3_copy( skele->final_mtx[ik->pole][3], co_pole );
305
306 v3_sub( co_target, co_base, v0 );
307 v3_sub( co_pole, co_base, v1 );
308 v3_cross( v0, v1, vaxis );
309 v3_normalize( vaxis );
310 v3_normalize( v0 );
311 v3_cross( vaxis, v0, v1 );
312
313 /* localize problem into [x:v0,y:v1] 2d plane */
314 v2f base = { v3_dot( v0, co_base ), v3_dot( v1, co_base ) },
315 end = { v3_dot( v0, co_target ), v3_dot( v1, co_target ) },
316 knee;
317
318 /* Compute angles (basic trig)*/
319 v2f delta;
320 v2_sub( end, base, delta );
321
322 float
323 l1 = v3_length( skele->bones[ik->lower].end ),
324 l2 = v3_length( skele->bones[ik->upper].end ),
325 d = vg_clampf( v2_length(delta), fabsf(l1 - l2), l1+l2-0.00001f ),
326 c = acosf( (l1*l1 + d*d - l2*l2) / (2.0f*l1*d) ),
327 rot = atan2f( delta[1], delta[0] ) + c - VG_PIf/2.0f;
328
329 knee[0] = sinf(-rot) * l1;
330 knee[1] = cosf(-rot) * l1;
331
332 m4x3_identity( skele->final_mtx[ik->lower] );
333 m4x3_identity( skele->final_mtx[ik->upper] );
334
335 /* create rotation matrix */
336 v3f co_knee;
337 v3_muladds( co_base, v0, knee[0], co_knee );
338 v3_muladds( co_knee, v1, knee[1], co_knee );
339 vg_line( co_base, co_knee, 0xff00ff00 );
340
341 m4x3f transform;
342 v3_copy( vaxis, transform[0] );
343 v3_muls( v0, knee[0], transform[1] );
344 v3_muladds( transform[1], v1, knee[1], transform[1] );
345 v3_normalize( transform[1] );
346 v3_cross( transform[0], transform[1], transform[2] );
347 v3_copy( co_base, transform[3] );
348
349 m3x3_mul( transform, ik->ia, transform );
350 m4x3_copy( transform, skele->final_mtx[ik->lower] );
351
352 /* upper/knee bone */
353 v3_copy( vaxis, transform[0] );
354 v3_sub( co_target, co_knee, transform[1] );
355 v3_normalize( transform[1] );
356 v3_cross( transform[0], transform[1], transform[2] );
357 v3_copy( co_knee, transform[3] );
358
359 m3x3_mul( transform, ik->ib, transform );
360 m4x3_copy( transform, skele->final_mtx[ik->upper] );
361 }
362 }
363
364 /*
365 * Applies the typical operations that you want for an IK rig:
366 * Pose, IK, Pose(deferred), Inverses, Transform
367 */
368 VG_STATIC void skeleton_apply_standard( struct skeleton *skele, mdl_keyframe *pose,
369 m4x3f transform )
370 {
371 skeleton_apply_pose( skele, pose, k_anim_apply_defer_ik );
372 skeleton_apply_ik_pass( skele );
373 skeleton_apply_pose( skele, pose, k_anim_apply_deffered_only );
374 skeleton_apply_inverses( skele );
375 skeleton_apply_transform( skele, transform );
376 }
377
378 /*
379 * Get an animation by name
380 */
381 VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
382 const char *name )
383 {
384 for( int i=0; i<skele->anim_count; i++ )
385 {
386 struct skeleton_anim *anim = &skele->anims[i];
387
388 if( !strcmp( anim->name, name ) )
389 return anim;
390 }
391
392 vg_error( "skeleton_get_anim( *, \"%s\" )\n", name );
393 vg_fatal_exit_loop( "Invalid animation name\n" );
394
395 return NULL;
396 }
397
398 VG_STATIC void skeleton_alloc_from( struct skeleton *skele,
399 void *lin_alloc,
400 struct classtype_skeleton *inf )
401 {
402 skele->bone_count = inf->channels;
403 skele->ik_count = inf->ik_count;
404 skele->collider_count = inf->collider_count;
405 skele->anim_count = inf->anim_count;
406
407 u32 bone_size = sizeof(struct skeleton_bone) * skele->bone_count,
408 ik_size = sizeof(struct skeleton_ik) * skele->ik_count,
409 mtx_size = sizeof(m4x3f) * skele->bone_count,
410 anim_size = sizeof(struct skeleton_anim) * skele->anim_count;
411
412 skele->bones = vg_linear_alloc( lin_alloc, bone_size );
413 skele->ik = vg_linear_alloc( lin_alloc, ik_size );
414 skele->final_mtx = vg_linear_alloc( lin_alloc, mtx_size );
415 skele->anims = vg_linear_alloc( lin_alloc, anim_size );
416 }
417
418 VG_STATIC void skeleton_fatal_err(void)
419 {
420 vg_fatal_exit_loop( "Skeleton setup failed" );
421 }
422
423 /* Setup an animated skeleton from model. mdl's metadata should stick around */
424 VG_STATIC void skeleton_setup( struct skeleton *skele,
425 void *lin_alloc, mdl_context *mdl )
426 {
427 u32 bone_count = 1, skeleton_root = 0, ik_count = 0, collider_count = 0;
428 skele->bone_count = 0;
429 skele->bones = NULL;
430 skele->final_mtx = NULL;
431 skele->anims = NULL;
432
433 struct classtype_skeleton *inf = NULL;
434
435 for( u32 i=0; i<mdl->info.node_count; i++ )
436 {
437 mdl_node *pnode = mdl_node_from_id( mdl, i );
438
439 if( pnode->classtype == k_classtype_skeleton )
440 {
441 inf = mdl_get_entdata( mdl, pnode );
442 skeleton_alloc_from( skele, lin_alloc, inf );
443 skeleton_root = i;
444 }
445 else if( skele->bone_count )
446 {
447 int is_bone = pnode->classtype == k_classtype_bone;
448
449 if( is_bone )
450 {
451 if( bone_count == skele->bone_count )
452 {
453 vg_error( "too many bones (%u/%u) @%s!\n",
454 bone_count, skele->bone_count,
455 mdl_pstr( mdl, pnode->pstr_name ));
456
457 skeleton_fatal_err();
458 }
459
460 struct skeleton_bone *sb = &skele->bones[bone_count];
461 struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode );
462
463 v3_copy( pnode->co, sb->co );
464 v3_copy( pnode->s, sb->end );
465 sb->parent = pnode->parent-skeleton_root;
466 sb->name = mdl_pstr( mdl, pnode->pstr_name );
467 sb->flags = bone_inf->flags;
468
469 if( sb->flags & k_bone_flag_ik )
470 {
471 skele->bones[ sb->parent ].flags |= k_bone_flag_ik;
472
473 if( ik_count == skele->ik_count )
474 {
475 vg_error( "Too many ik bones, corrupt model file\n" );
476 skeleton_fatal_err();
477 }
478
479 struct skeleton_ik *ik = &skele->ik[ ik_count ++ ];
480 ik->upper = bone_count;
481 ik->lower = sb->parent;
482 ik->target = bone_inf->ik_target;
483 ik->pole = bone_inf->ik_pole;
484 }
485
486 sb->orig_node = i;
487 box_copy( bone_inf->hitbox, sb->hitbox );
488
489 if( bone_inf->flags & k_bone_flag_collider_any )
490 {
491 if( collider_count == skele->collider_count )
492 {
493 vg_error( "Too many collider bones\n" );
494 skeleton_fatal_err();
495 }
496
497 collider_count ++;
498 }
499
500 bone_count ++;
501 }
502 else
503 {
504 break;
505 }
506 }
507 }
508
509 if( !inf )
510 {
511 vg_error( "No skeleton in model\n" );
512 skeleton_fatal_err();
513 }
514
515 if( collider_count != skele->collider_count )
516 {
517 vg_error( "Loaded %u colliders out of %u\n", collider_count,
518 skele->collider_count );
519 skeleton_fatal_err();
520 }
521
522 if( bone_count != skele->bone_count )
523 {
524 vg_error( "Loaded %u bones out of %u\n", bone_count, skele->bone_count );
525 vg_fatal_exit_loop( "Skeleton setup failed" );
526 skeleton_fatal_err();
527 }
528
529 if( ik_count != skele->ik_count )
530 {
531 vg_error( "Loaded %u ik bones out of %u\n", ik_count, skele->ik_count );
532 skeleton_fatal_err();
533 }
534
535 /* fill in implicit root bone */
536 v3_zero( skele->bones[0].co );
537 v3_copy( (v3f){0.0f,1.0f,0.0f}, skele->bones[0].end );
538 skele->bones[0].parent = 0xffffffff;
539 skele->bones[0].flags = 0;
540 skele->bones[0].name = "[root]";
541
542 /* process animation quick refs */
543 for( int i=0; i<skele->anim_count; i++ )
544 {
545 mdl_animation *anim = &mdl->anim_buffer[ inf->anim_start + i ];
546
547 skele->anims[i].rate = anim->rate;
548 skele->anims[i].length = anim->length;
549 skele->anims[i].name = mdl_pstr(mdl, anim->pstr_name);
550 skele->anims[i].anim_data = &mdl->keyframe_buffer[ anim->offset ];
551
552 vg_info( "animation[ %f, %u ] '%s'\n", anim->rate,
553 anim->length,
554 skele->anims[i].name );
555 }
556
557 skeleton_create_inverses( skele );
558 vg_success( "Loaded skeleton with %u bones\n", skele->bone_count );
559 vg_success( " %u colliders\n", skele->collider_count );
560 }
561
562 VG_STATIC void skeleton_debug( struct skeleton *skele )
563 {
564 for( int i=0; i<skele->bone_count; i ++ )
565 {
566 struct skeleton_bone *sb = &skele->bones[i];
567
568 v3f p0, p1;
569 v3_copy( sb->co, p0 );
570 v3_add( p0, sb->end, p1 );
571 //vg_line( p0, p1, 0xffffffff );
572
573 m4x3_mulv( skele->final_mtx[i], p0, p0 );
574 m4x3_mulv( skele->final_mtx[i], p1, p1 );
575
576 if( sb->flags & k_bone_flag_deform )
577 {
578 if( sb->flags & k_bone_flag_ik )
579 {
580 vg_line( p0, p1, 0xff0000ff );
581 }
582 else
583 {
584 vg_line( p0, p1, 0xffcccccc );
585 }
586 }
587 else
588 vg_line( p0, p1, 0xff00ffff );
589 }
590 }
591
592 #endif /* SKELETON_H */