-static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
- const char *name )
-{
- for( int i=0; i<skele->anim_count; i++ )
- {
- struct skeleton_anim *anim = &skele->anims[i];
-
- if( !strcmp( anim->name, name ) )
- return anim;
- }
-
- return NULL;
-}
-
-/* Setup an animated skeleton from model */
-static int skeleton_setup( struct skeleton *skele, mdl_header *mdl )
-{
- u32 bone_count = 1, skeleton_root = 0, ik_count = 0;
- skele->bone_count = 0;
- skele->bones = NULL;
- skele->final_mtx = NULL;
- skele->anims = NULL;
-
- struct classtype_skeleton *inf = NULL;
-
- for( u32 i=0; i<mdl->node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id( mdl, i );
-
- if( pnode->classtype == k_classtype_skeleton )
- {
- inf = mdl_get_entdata( mdl, pnode );
- if( skele->bone_count )
- {
- vg_error( "Multiple skeletons in model file\n" );
- goto error_dealloc;
- }
-
- skele->bone_count = inf->channels;
- skele->ik_count = inf->ik_count;
- skele->bones = malloc(sizeof(struct skeleton_bone)*skele->bone_count);
- skele->ik = malloc(sizeof(struct skeleton_ik)*skele->ik_count);
- skeleton_root = i;
- }
- else if( skele->bone_count )
- {
- int is_ik = pnode->classtype == k_classtype_ik_bone,
- is_bone = (pnode->classtype == k_classtype_bone) || is_ik;
-
- if( is_bone )
- {
- if( bone_count == skele->bone_count )
- {
- vg_error( "too many bones (%u/%u) @%s!\n",
- bone_count, skele->bone_count,
- mdl_pstr( mdl, pnode->pstr_name ));
-
- goto error_dealloc;
- }
-
- struct skeleton_bone *sb = &skele->bones[bone_count];
-
- v3_copy( pnode->co, sb->co );
- v3_copy( pnode->s, sb->end );
- sb->parent = pnode->parent-skeleton_root;
-
- if( is_ik )
- {
- struct classtype_ik_bone *ik_inf = mdl_get_entdata( mdl, pnode );
- sb->deform = ik_inf->deform;
- sb->ik = 1; /* TODO: place into new IK array */
- skele->bones[ sb->parent ].ik = 1;
-
- if( ik_count == skele->ik_count )
- {
- vg_error( "Too many ik bones, corrupt model file\n" );
- goto error_dealloc;
- }
-
- struct skeleton_ik *ik = &skele->ik[ ik_count ++ ];
- ik->upper = bone_count;
- ik->lower = sb->parent;
- ik->target = ik_inf->target;
- ik->pole = ik_inf->pole;
- }
- else
- {
- struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode );
- sb->deform = bone_inf->deform;
- sb->ik = 0;
- }
-
- bone_count ++;
- }
- else
- {
- break;
- }
- }
- }
-
- if( !inf )
- {
- vg_error( "No skeleton in model\n" );
- return 0;
- }
-
- if( bone_count != skele->bone_count )
- {
- vg_error( "Loaded %u bones out of %u\n", bone_count, skele->bone_count );
- goto error_dealloc;
- }
-
- if( ik_count != skele->ik_count )
- {
- vg_error( "Loaded %u ik bones out of %u\n", ik_count, skele->ik_count );
- goto error_dealloc;
- }
-
- /* fill in implicit root bone */
- v3_zero( skele->bones[0].co );
- v3_copy( (v3f){0.0f,1.0f,0.0f}, skele->bones[0].end );
- skele->bones[0].parent = 0xffffffff;
-
- skele->final_mtx = malloc( sizeof(m4x3f) * skele->bone_count );
- skele->anim_count = inf->anim_count;
- skele->anims = malloc( sizeof(struct skeleton_anim) * inf->anim_count);
-
- for( int i=0; i<inf->anim_count; i++ )
- {
- mdl_animation *anim =
- mdl_animation_from_id( mdl, inf->anim_start+i );
-
- skele->anims[i].rate = anim->rate;
- skele->anims[i].length = anim->length;
- strncpy( skele->anims[i].name, mdl_pstr(mdl, anim->pstr_name), 32 );
-
- u32 total_keyframes = (skele->bone_count-1)*anim->length;
- size_t block_size = sizeof(mdl_keyframe) * total_keyframes;
- mdl_keyframe *dst = malloc( block_size );
-
- skele->anims[i].anim_data = dst;
- memcpy( dst, mdl_get_animdata( mdl, anim ), block_size );
- }
-
- skeleton_create_inverses( skele );
- vg_success( "Loaded skeleton with %u bones\n", skele->bone_count );
- return 1;
-
-error_dealloc:
- free( skele->bones );
- free( skele->ik );
- return 0;
-}
-
-static void skeleton_debug( struct skeleton *skele )
-{
- for( int i=0; i<skele->bone_count; i ++ )
- {
- struct skeleton_bone *sb = &skele->bones[i];
-
- v3f p0, p1;
- v3_copy( sb->co, p0 );
- v3_add( p0, sb->end, p1 );
- //vg_line( p0, p1, 0xffffffff );
-
- m4x3_mulv( skele->final_mtx[i], p0, p0 );
- m4x3_mulv( skele->final_mtx[i], p1, p1 );
-
- if( sb->deform )
- {
- if( sb->ik )
- {
- vg_line( p0, p1, 0xff0000ff );
- }
- else
- {
- vg_line( p0, p1, 0xffcccccc );
- }
- }
- else
- vg_line( p0, p1, 0xff00ffff );
- }
-}
-
-#endif /* SKELETON_H */
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-#if 0
-#ifndef SKELETON_H
-#define SKELETON_H
-
-#include "model.h"
-
-struct skeleton
-{
- struct skeleton_bone
- {
- v3f co, end;
- u32 parent;
-
- /* info, not real */
- int deform, ik;
- int defer;
-
- mdl_keyframe kf;
- }
- *bones;
- m4x3f *final_transforms;
-
- struct skeleton_ik
- {
- u32 lower, upper, target, pole;
- }
- *ik;
-
- struct skeleton_anim
- {
- float rate;
- u32 length;
- struct mdl_keyframe *anim_data;
- char name[32];
- }
- *anims;
-
- u32 bone_count,
- ik_count,
- anim_count,
- bindable_count; /* TODO: try to place IK last in the rig from export
- so that we dont always upload transforms for
- useless cpu IK bones. */
-};
-
-/*
- * Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
- */
-static void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
- mdl_keyframe *kfd, int count )
-{
- for( int i=0; i<count; i++ )
- {
- v3_lerp( kfa[i].co, kfb[i].co, t, kfd[i].co );
- q_nlerp( kfa[i].q, kfb[i].q, t, kfd[i].q );
- v3_lerp( kfa[i].s, kfb[i].s, t, kfd[i].s );
- }
-}
-
-static void skeleton_lerp_pose( struct skeleton *skele,
- mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
- mdl_keyframe *kfd )
-{
- keyframe_lerp_pose( kfa, kfb, t, kfd, skele->bone_count-1 );
-}
-