oops
[carveJwlIkooP6JGAAIwe30JlM.git] / skeleton.h
1 #ifndef SKELETON_H
2 #define SKELETON_H
3
4 #include "model.h"
5
6 struct skeleton
7 {
8 struct skeleton_bone
9 {
10 v3f co, end;
11 u32 parent;
12
13 int deform, ik;
14 int defer;
15
16 mdl_keyframe kf;
17 }
18 *bones;
19 m4x3f *final_mtx;
20
21 struct skeleton_ik
22 {
23 u32 lower, upper, target, pole;
24 m3x3f ia, ib;
25 }
26 *ik;
27
28 struct skeleton_anim
29 {
30 float rate;
31 u32 length;
32 struct mdl_keyframe *anim_data;
33 char name[32];
34 }
35 *anims;
36
37 u32 bone_count,
38 ik_count,
39 anim_count,
40 bindable_count; /* TODO: try to place IK last in the rig from export
41 so that we dont always upload transforms for
42 useless cpu IK bones. */
43 };
44
45 /*
46 * Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
47 */
48 static void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
49 mdl_keyframe *kfd, int count )
50 {
51 for( int i=0; i<count; i++ )
52 {
53 v3_lerp( kfa[i].co, kfb[i].co, t, kfd[i].co );
54 q_nlerp( kfa[i].q, kfb[i].q, t, kfd[i].q );
55 v3_lerp( kfa[i].s, kfb[i].s, t, kfd[i].s );
56 }
57 }
58
59 static void skeleton_lerp_pose( struct skeleton *skele,
60 mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
61 mdl_keyframe *kfd )
62 {
63 keyframe_lerp_pose( kfa, kfb, t, kfd, skele->bone_count-1 );
64 }
65
66 /*
67 * Sample animation between 2 closest frames using time value. Output is a
68 * keyframe buffer that is allocated with an appropriate size
69 */
70 static void skeleton_sample_anim( struct skeleton *skele,
71 struct skeleton_anim *anim,
72 float time,
73 mdl_keyframe *output )
74 {
75 float animtime = time*anim->rate;
76
77 u32 frame = ((u32)animtime) % anim->length,
78 next = (frame+1) % anim->length;
79
80 float t = vg_fractf( animtime );
81
82 mdl_keyframe *base = anim->anim_data + (skele->bone_count-1)*frame,
83 *nbase = anim->anim_data + (skele->bone_count-1)*next;
84
85 skeleton_lerp_pose( skele, base, nbase, t, output );
86 }
87
88 typedef enum anim_apply
89 {
90 k_anim_apply_always,
91 k_anim_apply_defer_ik,
92 k_anim_apply_deffered_only
93 }
94 anim_apply;
95
96 static int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type )
97 {
98 struct skeleton_bone *sb = &skele->bones[ id ],
99 *sp = &skele->bones[ sb->parent ];
100
101 if( type == k_anim_apply_defer_ik )
102 {
103 if( (sp->ik && !sb->ik) || sp->defer )
104 {
105 sb->defer = 1;
106 return 0;
107 }
108 else
109 {
110 sb->defer = 0;
111 return 1;
112 }
113 }
114 else if( type == k_anim_apply_deffered_only )
115 {
116 if( sb->defer )
117 return 1;
118 else
119 return 0;
120 }
121
122 return 1;
123 }
124
125 /*
126 * Apply block of keyframes to skeletons final pose
127 */
128 static void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose,
129 anim_apply passtype )
130 {
131 m4x3_identity( skele->final_mtx[0] );
132 skele->bones[0].defer = 0;
133 skele->bones[0].ik = 0;
134
135 for( int i=1; i<skele->bone_count; i++ )
136 {
137 struct skeleton_bone *sb = &skele->bones[i],
138 *sp = &skele->bones[ sb->parent ];
139
140 if( !should_apply_bone( skele, i, passtype ) )
141 continue;
142
143 sb->defer = 0;
144
145 /* process pose */
146 m4x3f posemtx;
147
148 v3f temp_delta;
149 v3_sub( skele->bones[i].co, skele->bones[sb->parent].co, temp_delta );
150
151 /* pose matrix */
152 mdl_keyframe *kf = &pose[i-1];
153 q_m3x3( kf->q, posemtx );
154 v3_copy( kf->co, posemtx[3] );
155 v3_add( temp_delta, posemtx[3], posemtx[3] );
156
157 /* final matrix */
158 m4x3_mul( skele->final_mtx[ sb->parent ], posemtx, skele->final_mtx[i] );
159 }
160 }
161
162 /*
163 * creates the reference inverse matrix for an IK bone, as it has an initial
164 * intrisic rotation based on the direction that the IK is setup..
165 */
166 static void skeleton_inverse_for_ik( struct skeleton *skele,
167 v3f ivaxis,
168 u32 id, m3x3f inverse )
169 {
170 v3_copy( ivaxis, inverse[0] );
171 v3_copy( skele->bones[id].end, inverse[1] );
172 v3_normalize( inverse[1] );
173 v3_cross( inverse[0], inverse[1], inverse[2] );
174 m3x3_transpose( inverse, inverse );
175 }
176
177 static void skeleton_create_inverses( struct skeleton *skele )
178 {
179 /* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */
180 for( int i=0; i<skele->ik_count; i++ )
181 {
182 struct skeleton_ik *ik = &skele->ik[i];
183
184 m4x3f inverse;
185 v3f iv0, iv1, ivaxis;
186 v3_sub( skele->bones[ik->target].co, skele->bones[ik->lower].co, iv0 );
187 v3_sub( skele->bones[ik->pole].co, skele->bones[ik->lower].co, iv1 );
188 v3_cross( iv0, iv1, ivaxis );
189 v3_normalize( ivaxis );
190
191 skeleton_inverse_for_ik( skele, ivaxis, ik->lower, ik->ia );
192 skeleton_inverse_for_ik( skele, ivaxis, ik->upper, ik->ib );
193 }
194 }
195
196 static void skeleton_apply_transform( struct skeleton *skele, m4x3f transform )
197 {
198 /* bone space inverse matrix */
199 for( int i=0; i<skele->bone_count; i++ )
200 {
201 struct skeleton_bone *sb = &skele->bones[i];
202 m4x3_mul( transform, skele->final_mtx[i], skele->final_mtx[i] );
203 }
204 }
205
206 static void skeleton_apply_inverses( struct skeleton *skele )
207 {
208 for( int i=0; i<skele->bone_count; i++ )
209 {
210 struct skeleton_bone *sb = &skele->bones[i];
211 m4x3f inverse;
212 m3x3_identity( inverse );
213 v3_negate( sb->co, inverse[3] );
214
215 m4x3_mul( skele->final_mtx[i], inverse, skele->final_mtx[i] );
216 }
217 }
218
219 /*
220 * Apply all IK modifiers (2 bone ik reference from blender is supported)
221 */
222 static void skeleton_apply_ik_pass( struct skeleton *skele )
223 {
224 for( int i=0; i<skele->ik_count; i++ )
225 {
226 struct skeleton_ik *ik = &skele->ik[i];
227
228 v3f v0, /* base -> target */
229 v1, /* base -> pole */
230 vaxis;
231
232 v3f co_base,
233 co_target,
234 co_pole;
235
236 v3_copy( skele->final_mtx[ik->lower][3], co_base );
237 v3_copy( skele->final_mtx[ik->target][3], co_target );
238 v3_copy( skele->final_mtx[ik->pole][3], co_pole );
239
240 v3_sub( co_target, co_base, v0 );
241 v3_sub( co_pole, co_base, v1 );
242 v3_cross( v0, v1, vaxis );
243 v3_normalize( vaxis );
244 v3_normalize( v0 );
245 v3_cross( vaxis, v0, v1 );
246
247 /* localize problem into [x:v0,y:v1] 2d plane */
248 v2f base = { v3_dot( v0, co_base ), v3_dot( v1, co_base ) },
249 end = { v3_dot( v0, co_target ), v3_dot( v1, co_target ) },
250 knee;
251
252 /* Compute angles (basic trig)*/
253 v2f delta;
254 v2_sub( end, base, delta );
255
256 float
257 l1 = v3_length( skele->bones[ik->lower].end ),
258 l2 = v3_length( skele->bones[ik->upper].end ),
259 d = vg_clampf( v2_length(delta), fabsf(l1 - l2), l1+l2-0.00001f ),
260 c = acosf( (l1*l1 + d*d - l2*l2) / (2.0f*l1*d) ),
261 rot = atan2f( delta[1], delta[0] ) + c - VG_PIf/2.0f;
262
263 knee[0] = sinf(-rot) * l1;
264 knee[1] = cosf(-rot) * l1;
265
266 m4x3_identity( skele->final_mtx[ik->lower] );
267 m4x3_identity( skele->final_mtx[ik->upper] );
268
269 /* create rotation matrix */
270 v3f co_knee;
271 v3_muladds( co_base, v0, knee[0], co_knee );
272 v3_muladds( co_knee, v1, knee[1], co_knee );
273 vg_line( co_base, co_knee, 0xff00ff00 );
274
275 m4x3f transform;
276 v3_copy( vaxis, transform[0] );
277 v3_muls( v0, knee[0], transform[1] );
278 v3_muladds( transform[1], v1, knee[1], transform[1] );
279 v3_normalize( transform[1] );
280 v3_cross( transform[0], transform[1], transform[2] );
281 v3_copy( co_base, transform[3] );
282
283 m3x3_mul( transform, ik->ia, transform );
284 m4x3_copy( transform, skele->final_mtx[ik->lower] );
285
286 /* upper/knee bone */
287 v3_copy( vaxis, transform[0] );
288 v3_sub( co_target, co_knee, transform[1] );
289 v3_normalize( transform[1] );
290 v3_cross( transform[0], transform[1], transform[2] );
291 v3_copy( co_knee, transform[3] );
292
293 m3x3_mul( transform, ik->ib, transform );
294 m4x3_copy( transform, skele->final_mtx[ik->upper] );
295 }
296 }
297
298 static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
299 const char *name )
300 {
301 for( int i=0; i<skele->anim_count; i++ )
302 {
303 struct skeleton_anim *anim = &skele->anims[i];
304
305 if( !strcmp( anim->name, name ) )
306 return anim;
307 }
308
309 return NULL;
310 }
311
312 /* Setup an animated skeleton from model */
313 static int skeleton_setup( struct skeleton *skele, mdl_header *mdl )
314 {
315 u32 bone_count = 1, skeleton_root = 0, ik_count = 0;
316 skele->bone_count = 0;
317 skele->bones = NULL;
318 skele->final_mtx = NULL;
319 skele->anims = NULL;
320
321 struct classtype_skeleton *inf = NULL;
322
323 for( u32 i=0; i<mdl->node_count; i++ )
324 {
325 mdl_node *pnode = mdl_node_from_id( mdl, i );
326
327 if( pnode->classtype == k_classtype_skeleton )
328 {
329 inf = mdl_get_entdata( mdl, pnode );
330 if( skele->bone_count )
331 {
332 vg_error( "Multiple skeletons in model file\n" );
333 goto error_dealloc;
334 }
335
336 skele->bone_count = inf->channels;
337 skele->ik_count = inf->ik_count;
338 skele->bones = malloc(sizeof(struct skeleton_bone)*skele->bone_count);
339 skele->ik = malloc(sizeof(struct skeleton_ik)*skele->ik_count);
340 skeleton_root = i;
341 }
342 else if( skele->bone_count )
343 {
344 int is_ik = pnode->classtype == k_classtype_ik_bone,
345 is_bone = (pnode->classtype == k_classtype_bone) || is_ik;
346
347 if( is_bone )
348 {
349 if( bone_count == skele->bone_count )
350 {
351 vg_error( "too many bones (%u/%u) @%s!\n",
352 bone_count, skele->bone_count,
353 mdl_pstr( mdl, pnode->pstr_name ));
354
355 goto error_dealloc;
356 }
357
358 struct skeleton_bone *sb = &skele->bones[bone_count];
359
360 v3_copy( pnode->co, sb->co );
361 v3_copy( pnode->s, sb->end );
362 sb->parent = pnode->parent-skeleton_root;
363
364 if( is_ik )
365 {
366 struct classtype_ik_bone *ik_inf = mdl_get_entdata( mdl, pnode );
367 sb->deform = ik_inf->deform;
368 sb->ik = 1; /* TODO: place into new IK array */
369 skele->bones[ sb->parent ].ik = 1;
370
371 if( ik_count == skele->ik_count )
372 {
373 vg_error( "Too many ik bones, corrupt model file\n" );
374 goto error_dealloc;
375 }
376
377 struct skeleton_ik *ik = &skele->ik[ ik_count ++ ];
378 ik->upper = bone_count;
379 ik->lower = sb->parent;
380 ik->target = ik_inf->target;
381 ik->pole = ik_inf->pole;
382 }
383 else
384 {
385 struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode );
386 sb->deform = bone_inf->deform;
387 sb->ik = 0;
388 }
389
390 bone_count ++;
391 }
392 else
393 {
394 break;
395 }
396 }
397 }
398
399 if( !inf )
400 {
401 vg_error( "No skeleton in model\n" );
402 return 0;
403 }
404
405 if( bone_count != skele->bone_count )
406 {
407 vg_error( "Loaded %u bones out of %u\n", bone_count, skele->bone_count );
408 goto error_dealloc;
409 }
410
411 if( ik_count != skele->ik_count )
412 {
413 vg_error( "Loaded %u ik bones out of %u\n", ik_count, skele->ik_count );
414 goto error_dealloc;
415 }
416
417 /* fill in implicit root bone */
418 v3_zero( skele->bones[0].co );
419 v3_copy( (v3f){0.0f,1.0f,0.0f}, skele->bones[0].end );
420 skele->bones[0].parent = 0xffffffff;
421
422 skele->final_mtx = malloc( sizeof(m4x3f) * skele->bone_count );
423 skele->anim_count = inf->anim_count;
424 skele->anims = malloc( sizeof(struct skeleton_anim) * inf->anim_count);
425
426 for( int i=0; i<inf->anim_count; i++ )
427 {
428 mdl_animation *anim =
429 mdl_animation_from_id( mdl, inf->anim_start+i );
430
431 skele->anims[i].rate = anim->rate;
432 skele->anims[i].length = anim->length;
433 strncpy( skele->anims[i].name, mdl_pstr(mdl, anim->pstr_name), 32 );
434
435 u32 total_keyframes = (skele->bone_count-1)*anim->length;
436 size_t block_size = sizeof(mdl_keyframe) * total_keyframes;
437 mdl_keyframe *dst = malloc( block_size );
438
439 skele->anims[i].anim_data = dst;
440 memcpy( dst, mdl_get_animdata( mdl, anim ), block_size );
441 }
442
443 skeleton_create_inverses( skele );
444 vg_success( "Loaded skeleton with %u bones\n", skele->bone_count );
445 return 1;
446
447 error_dealloc:
448 free( skele->bones );
449 free( skele->ik );
450 return 0;
451 }
452
453 static void skeleton_debug( struct skeleton *skele )
454 {
455 for( int i=0; i<skele->bone_count; i ++ )
456 {
457 struct skeleton_bone *sb = &skele->bones[i];
458
459 v3f p0, p1;
460 v3_copy( sb->co, p0 );
461 v3_add( p0, sb->end, p1 );
462 //vg_line( p0, p1, 0xffffffff );
463
464 m4x3_mulv( skele->final_mtx[i], p0, p0 );
465 m4x3_mulv( skele->final_mtx[i], p1, p1 );
466
467 if( sb->deform )
468 {
469 if( sb->ik )
470 {
471 vg_line( p0, p1, 0xff0000ff );
472 }
473 else
474 {
475 vg_line( p0, p1, 0xffcccccc );
476 }
477 }
478 else
479 vg_line( p0, p1, 0xff00ffff );
480 }
481 }
482
483 #endif /* SKELETON_H */