+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef SKELETON_H
#define SKELETON_H
int defer;
mdl_keyframe kf;
+
+ char name[16];
}
*bones;
m4x3f *final_mtx;
useless cpu IK bones. */
};
+static u32 skeleton_bone_id( struct skeleton *skele, const char *name )
+{
+ for( u32 i=0; i<skele->bone_count; i++ )
+ {
+ if( !strcmp( skele->bones[i].name, name ))
+ return i;
+ }
+ return 0;
+}
+
+static void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, int num )
+{
+ for( int i=0; i<num; i++ )
+ kfb[i] = kfa[i];
+}
+
/*
* 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 )
{
+ if( t <= 0.01f )
+ {
+ keyframe_copy_pose( kfa, kfd, count );
+ return;
+ }
+ else if( t >= 0.99f )
+ {
+ keyframe_copy_pose( kfb, kfd, count );
+ return;
+ }
+
for( int i=0; i<count; i++ )
{
v3_lerp( kfa[i].co, kfb[i].co, t, kfd[i].co );
skeleton_lerp_pose( skele, base, nbase, t, output );
}
+static int skeleton_sample_anim_clamped( struct skeleton *skele,
+ struct skeleton_anim *anim,
+ float time,
+ mdl_keyframe *output )
+{
+ float end = (float)(anim->length-1) / anim->rate;
+ skeleton_sample_anim( skele, anim, vg_minf( end, time ), output );
+
+ if( time > end )
+ return 0;
+ else
+ return 1;
+}
+
typedef enum anim_apply
{
k_anim_apply_always,
m3x3_transpose( inverse, inverse );
}
+/*
+ * Creates inverse rotation matrices which the IK system uses.
+ */
static void skeleton_create_inverses( struct skeleton *skele )
{
/* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */
}
}
+/*
+ * Apply a model matrix to all bones, should be done last
+ */
static void skeleton_apply_transform( struct skeleton *skele, m4x3f transform )
{
- /* bone space inverse matrix */
for( int i=0; i<skele->bone_count; i++ )
{
struct skeleton_bone *sb = &skele->bones[i];
}
}
+/*
+ * Apply an inverse matrix to all bones which maps vertices from bind space into
+ * bone relative positions
+ */
static void skeleton_apply_inverses( struct skeleton *skele )
{
for( int i=0; i<skele->bone_count; i++ )
}
}
+/*
+ * Applies the typical operations that you want for an IK rig:
+ * Pose, IK, Pose(deferred), Inverses, Transform
+ */
+static void skeleton_apply_standard( struct skeleton *skele, mdl_keyframe *pose,
+ m4x3f transform )
+{
+ skeleton_apply_pose( skele, pose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( skele );
+ skeleton_apply_pose( skele, pose, k_anim_apply_deffered_only );
+ skeleton_apply_inverses( skele );
+ skeleton_apply_transform( skele, transform );
+}
+
+/*
+ * Get an animation by name
+ */
static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
const char *name )
{
v3_copy( pnode->co, sb->co );
v3_copy( pnode->s, sb->end );
sb->parent = pnode->parent-skeleton_root;
+ strncpy( sb->name, mdl_pstr(mdl,pnode->pstr_name), 15 );
if( is_ik )
{