2 * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
29 u32 lower
, upper
, target
, pole
;
38 struct mdl_keyframe
*anim_data
;
46 bindable_count
; /* TODO: try to place IK last in the rig from export
47 so that we dont always upload transforms for
48 useless cpu IK bones. */
51 static u32
skeleton_bone_id( struct skeleton
*skele
, const char *name
)
53 for( u32 i
=0; i
<skele
->bone_count
; i
++ )
55 if( !strcmp( skele
->bones
[i
].name
, name
))
62 * Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
64 static void keyframe_lerp_pose( mdl_keyframe
*kfa
, mdl_keyframe
*kfb
, float t
,
65 mdl_keyframe
*kfd
, int count
)
67 for( int i
=0; i
<count
; i
++ )
69 v3_lerp( kfa
[i
].co
, kfb
[i
].co
, t
, kfd
[i
].co
);
70 q_nlerp( kfa
[i
].q
, kfb
[i
].q
, t
, kfd
[i
].q
);
71 v3_lerp( kfa
[i
].s
, kfb
[i
].s
, t
, kfd
[i
].s
);
75 static void skeleton_lerp_pose( struct skeleton
*skele
,
76 mdl_keyframe
*kfa
, mdl_keyframe
*kfb
, float t
,
79 keyframe_lerp_pose( kfa
, kfb
, t
, kfd
, skele
->bone_count
-1 );
83 * Sample animation between 2 closest frames using time value. Output is a
84 * keyframe buffer that is allocated with an appropriate size
86 static void skeleton_sample_anim( struct skeleton
*skele
,
87 struct skeleton_anim
*anim
,
89 mdl_keyframe
*output
)
91 float animtime
= time
*anim
->rate
;
93 u32 frame
= ((u32
)animtime
) % anim
->length
,
94 next
= (frame
+1) % anim
->length
;
96 float t
= vg_fractf( animtime
);
98 mdl_keyframe
*base
= anim
->anim_data
+ (skele
->bone_count
-1)*frame
,
99 *nbase
= anim
->anim_data
+ (skele
->bone_count
-1)*next
;
101 skeleton_lerp_pose( skele
, base
, nbase
, t
, output
);
104 typedef enum anim_apply
107 k_anim_apply_defer_ik
,
108 k_anim_apply_deffered_only
112 static int should_apply_bone( struct skeleton
*skele
, u32 id
, anim_apply type
)
114 struct skeleton_bone
*sb
= &skele
->bones
[ id
],
115 *sp
= &skele
->bones
[ sb
->parent
];
117 if( type
== k_anim_apply_defer_ik
)
119 if( (sp
->ik
&& !sb
->ik
) || sp
->defer
)
130 else if( type
== k_anim_apply_deffered_only
)
142 * Apply block of keyframes to skeletons final pose
144 static void skeleton_apply_pose( struct skeleton
*skele
, mdl_keyframe
*pose
,
145 anim_apply passtype
)
147 m4x3_identity( skele
->final_mtx
[0] );
148 skele
->bones
[0].defer
= 0;
149 skele
->bones
[0].ik
= 0;
151 for( int i
=1; i
<skele
->bone_count
; i
++ )
153 struct skeleton_bone
*sb
= &skele
->bones
[i
],
154 *sp
= &skele
->bones
[ sb
->parent
];
156 if( !should_apply_bone( skele
, i
, passtype
) )
165 v3_sub( skele
->bones
[i
].co
, skele
->bones
[sb
->parent
].co
, temp_delta
);
168 mdl_keyframe
*kf
= &pose
[i
-1];
169 q_m3x3( kf
->q
, posemtx
);
170 v3_copy( kf
->co
, posemtx
[3] );
171 v3_add( temp_delta
, posemtx
[3], posemtx
[3] );
174 m4x3_mul( skele
->final_mtx
[ sb
->parent
], posemtx
, skele
->final_mtx
[i
] );
179 * creates the reference inverse matrix for an IK bone, as it has an initial
180 * intrisic rotation based on the direction that the IK is setup..
182 static void skeleton_inverse_for_ik( struct skeleton
*skele
,
184 u32 id
, m3x3f inverse
)
186 v3_copy( ivaxis
, inverse
[0] );
187 v3_copy( skele
->bones
[id
].end
, inverse
[1] );
188 v3_normalize( inverse
[1] );
189 v3_cross( inverse
[0], inverse
[1], inverse
[2] );
190 m3x3_transpose( inverse
, inverse
);
194 * Creates inverse rotation matrices which the IK system uses.
196 static void skeleton_create_inverses( struct skeleton
*skele
)
198 /* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */
199 for( int i
=0; i
<skele
->ik_count
; i
++ )
201 struct skeleton_ik
*ik
= &skele
->ik
[i
];
204 v3f iv0
, iv1
, ivaxis
;
205 v3_sub( skele
->bones
[ik
->target
].co
, skele
->bones
[ik
->lower
].co
, iv0
);
206 v3_sub( skele
->bones
[ik
->pole
].co
, skele
->bones
[ik
->lower
].co
, iv1
);
207 v3_cross( iv0
, iv1
, ivaxis
);
208 v3_normalize( ivaxis
);
210 skeleton_inverse_for_ik( skele
, ivaxis
, ik
->lower
, ik
->ia
);
211 skeleton_inverse_for_ik( skele
, ivaxis
, ik
->upper
, ik
->ib
);
216 * Apply a model matrix to all bones, should be done last
218 static void skeleton_apply_transform( struct skeleton
*skele
, m4x3f transform
)
220 for( int i
=0; i
<skele
->bone_count
; i
++ )
222 struct skeleton_bone
*sb
= &skele
->bones
[i
];
223 m4x3_mul( transform
, skele
->final_mtx
[i
], skele
->final_mtx
[i
] );
228 * Apply an inverse matrix to all bones which maps vertices from bind space into
229 * bone relative positions
231 static void skeleton_apply_inverses( struct skeleton
*skele
)
233 for( int i
=0; i
<skele
->bone_count
; i
++ )
235 struct skeleton_bone
*sb
= &skele
->bones
[i
];
237 m3x3_identity( inverse
);
238 v3_negate( sb
->co
, inverse
[3] );
240 m4x3_mul( skele
->final_mtx
[i
], inverse
, skele
->final_mtx
[i
] );
245 * Apply all IK modifiers (2 bone ik reference from blender is supported)
247 static void skeleton_apply_ik_pass( struct skeleton
*skele
)
249 for( int i
=0; i
<skele
->ik_count
; i
++ )
251 struct skeleton_ik
*ik
= &skele
->ik
[i
];
253 v3f v0
, /* base -> target */
254 v1
, /* base -> pole */
261 v3_copy( skele
->final_mtx
[ik
->lower
][3], co_base
);
262 v3_copy( skele
->final_mtx
[ik
->target
][3], co_target
);
263 v3_copy( skele
->final_mtx
[ik
->pole
][3], co_pole
);
265 v3_sub( co_target
, co_base
, v0
);
266 v3_sub( co_pole
, co_base
, v1
);
267 v3_cross( v0
, v1
, vaxis
);
268 v3_normalize( vaxis
);
270 v3_cross( vaxis
, v0
, v1
);
272 /* localize problem into [x:v0,y:v1] 2d plane */
273 v2f base
= { v3_dot( v0
, co_base
), v3_dot( v1
, co_base
) },
274 end
= { v3_dot( v0
, co_target
), v3_dot( v1
, co_target
) },
277 /* Compute angles (basic trig)*/
279 v2_sub( end
, base
, delta
);
282 l1
= v3_length( skele
->bones
[ik
->lower
].end
),
283 l2
= v3_length( skele
->bones
[ik
->upper
].end
),
284 d
= vg_clampf( v2_length(delta
), fabsf(l1
- l2
), l1
+l2
-0.00001f
),
285 c
= acosf( (l1
*l1
+ d
*d
- l2
*l2
) / (2.0f
*l1
*d
) ),
286 rot
= atan2f( delta
[1], delta
[0] ) + c
- VG_PIf
/2.0f
;
288 knee
[0] = sinf(-rot
) * l1
;
289 knee
[1] = cosf(-rot
) * l1
;
291 m4x3_identity( skele
->final_mtx
[ik
->lower
] );
292 m4x3_identity( skele
->final_mtx
[ik
->upper
] );
294 /* create rotation matrix */
296 v3_muladds( co_base
, v0
, knee
[0], co_knee
);
297 v3_muladds( co_knee
, v1
, knee
[1], co_knee
);
298 vg_line( co_base
, co_knee
, 0xff00ff00 );
301 v3_copy( vaxis
, transform
[0] );
302 v3_muls( v0
, knee
[0], transform
[1] );
303 v3_muladds( transform
[1], v1
, knee
[1], transform
[1] );
304 v3_normalize( transform
[1] );
305 v3_cross( transform
[0], transform
[1], transform
[2] );
306 v3_copy( co_base
, transform
[3] );
308 m3x3_mul( transform
, ik
->ia
, transform
);
309 m4x3_copy( transform
, skele
->final_mtx
[ik
->lower
] );
311 /* upper/knee bone */
312 v3_copy( vaxis
, transform
[0] );
313 v3_sub( co_target
, co_knee
, transform
[1] );
314 v3_normalize( transform
[1] );
315 v3_cross( transform
[0], transform
[1], transform
[2] );
316 v3_copy( co_knee
, transform
[3] );
318 m3x3_mul( transform
, ik
->ib
, transform
);
319 m4x3_copy( transform
, skele
->final_mtx
[ik
->upper
] );
324 * Applies the typical operations that you want for an IK rig:
325 * Pose, IK, Pose(deferred), Inverses, Transform
327 static void skeleton_apply_standard( struct skeleton
*skele
, mdl_keyframe
*pose
,
330 skeleton_apply_pose( skele
, pose
, k_anim_apply_defer_ik
);
331 skeleton_apply_ik_pass( skele
);
332 skeleton_apply_pose( skele
, pose
, k_anim_apply_deffered_only
);
333 skeleton_apply_inverses( skele
);
334 skeleton_apply_transform( skele
, transform
);
338 * Get an animation by name
340 static struct skeleton_anim
*skeleton_get_anim( struct skeleton
*skele
,
343 for( int i
=0; i
<skele
->anim_count
; i
++ )
345 struct skeleton_anim
*anim
= &skele
->anims
[i
];
347 if( !strcmp( anim
->name
, name
) )
354 /* Setup an animated skeleton from model */
355 static int skeleton_setup( struct skeleton
*skele
, mdl_header
*mdl
)
357 u32 bone_count
= 1, skeleton_root
= 0, ik_count
= 0;
358 skele
->bone_count
= 0;
360 skele
->final_mtx
= NULL
;
363 struct classtype_skeleton
*inf
= NULL
;
365 for( u32 i
=0; i
<mdl
->node_count
; i
++ )
367 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
369 if( pnode
->classtype
== k_classtype_skeleton
)
371 inf
= mdl_get_entdata( mdl
, pnode
);
372 if( skele
->bone_count
)
374 vg_error( "Multiple skeletons in model file\n" );
378 skele
->bone_count
= inf
->channels
;
379 skele
->ik_count
= inf
->ik_count
;
380 skele
->bones
= malloc(sizeof(struct skeleton_bone
)*skele
->bone_count
);
381 skele
->ik
= malloc(sizeof(struct skeleton_ik
)*skele
->ik_count
);
384 else if( skele
->bone_count
)
386 int is_ik
= pnode
->classtype
== k_classtype_ik_bone
,
387 is_bone
= (pnode
->classtype
== k_classtype_bone
) || is_ik
;
391 if( bone_count
== skele
->bone_count
)
393 vg_error( "too many bones (%u/%u) @%s!\n",
394 bone_count
, skele
->bone_count
,
395 mdl_pstr( mdl
, pnode
->pstr_name
));
400 struct skeleton_bone
*sb
= &skele
->bones
[bone_count
];
402 v3_copy( pnode
->co
, sb
->co
);
403 v3_copy( pnode
->s
, sb
->end
);
404 sb
->parent
= pnode
->parent
-skeleton_root
;
405 strncpy( sb
->name
, mdl_pstr(mdl
,pnode
->pstr_name
), 15 );
409 struct classtype_ik_bone
*ik_inf
= mdl_get_entdata( mdl
, pnode
);
410 sb
->deform
= ik_inf
->deform
;
411 sb
->ik
= 1; /* TODO: place into new IK array */
412 skele
->bones
[ sb
->parent
].ik
= 1;
414 if( ik_count
== skele
->ik_count
)
416 vg_error( "Too many ik bones, corrupt model file\n" );
420 struct skeleton_ik
*ik
= &skele
->ik
[ ik_count
++ ];
421 ik
->upper
= bone_count
;
422 ik
->lower
= sb
->parent
;
423 ik
->target
= ik_inf
->target
;
424 ik
->pole
= ik_inf
->pole
;
428 struct classtype_bone
*bone_inf
= mdl_get_entdata( mdl
, pnode
);
429 sb
->deform
= bone_inf
->deform
;
444 vg_error( "No skeleton in model\n" );
448 if( bone_count
!= skele
->bone_count
)
450 vg_error( "Loaded %u bones out of %u\n", bone_count
, skele
->bone_count
);
454 if( ik_count
!= skele
->ik_count
)
456 vg_error( "Loaded %u ik bones out of %u\n", ik_count
, skele
->ik_count
);
460 /* fill in implicit root bone */
461 v3_zero( skele
->bones
[0].co
);
462 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, skele
->bones
[0].end
);
463 skele
->bones
[0].parent
= 0xffffffff;
465 skele
->final_mtx
= malloc( sizeof(m4x3f
) * skele
->bone_count
);
466 skele
->anim_count
= inf
->anim_count
;
467 skele
->anims
= malloc( sizeof(struct skeleton_anim
) * inf
->anim_count
);
469 for( int i
=0; i
<inf
->anim_count
; i
++ )
471 mdl_animation
*anim
=
472 mdl_animation_from_id( mdl
, inf
->anim_start
+i
);
474 skele
->anims
[i
].rate
= anim
->rate
;
475 skele
->anims
[i
].length
= anim
->length
;
476 strncpy( skele
->anims
[i
].name
, mdl_pstr(mdl
, anim
->pstr_name
), 32 );
478 u32 total_keyframes
= (skele
->bone_count
-1)*anim
->length
;
479 size_t block_size
= sizeof(mdl_keyframe
) * total_keyframes
;
480 mdl_keyframe
*dst
= malloc( block_size
);
482 skele
->anims
[i
].anim_data
= dst
;
483 memcpy( dst
, mdl_get_animdata( mdl
, anim
), block_size
);
486 skeleton_create_inverses( skele
);
487 vg_success( "Loaded skeleton with %u bones\n", skele
->bone_count
);
491 free( skele
->bones
);
496 static void skeleton_debug( struct skeleton
*skele
)
498 for( int i
=0; i
<skele
->bone_count
; i
++ )
500 struct skeleton_bone
*sb
= &skele
->bones
[i
];
503 v3_copy( sb
->co
, p0
);
504 v3_add( p0
, sb
->end
, p1
);
505 //vg_line( p0, p1, 0xffffffff );
507 m4x3_mulv( skele
->final_mtx
[i
], p0
, p0
);
508 m4x3_mulv( skele
->final_mtx
[i
], p1
, p1
);
514 vg_line( p0
, p1
, 0xff0000ff );
518 vg_line( p0
, p1
, 0xffcccccc );
522 vg_line( p0
, p1
, 0xff00ffff );
526 #endif /* SKELETON_H */