+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef SKELETON_H
#define SKELETON_H
int defer;
mdl_keyframe kf;
+
+ u32 orig_node;
+
+ int collider;
+ boxf hitbox;
+
+ char name[16];
}
*bones;
m4x3f *final_mtx;
u32 bone_count,
ik_count,
+ collider_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. */
};
+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 )
{
/* 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;
+ u32 bone_count = 1, skeleton_root = 0, ik_count = 0, collider_count = 0;
skele->bone_count = 0;
skele->bones = NULL;
skele->final_mtx = NULL;
skele->bone_count = inf->channels;
skele->ik_count = inf->ik_count;
+ skele->collider_count = inf->collider_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;
+ int is_bone = pnode->classtype == k_classtype_bone;
if( is_bone )
{
}
struct skeleton_bone *sb = &skele->bones[bone_count];
+ struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode );
+ int is_ik = bone_inf->ik_target;
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 );
+ sb->deform = bone_inf->deform;
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;
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;
+ ik->target = bone_inf->ik_target;
+ ik->pole = bone_inf->ik_pole;
}
else
{
- struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode );
- sb->deform = bone_inf->deform;
sb->ik = 0;
}
+ sb->collider = bone_inf->collider;
+ sb->orig_node = i;
+ box_copy( bone_inf->hitbox, sb->hitbox );
+
+ if( bone_inf->collider )
+ {
+ if( collider_count == skele->collider_count )
+ {
+ vg_error( "Too many collider bones\n" );
+ goto error_dealloc;
+ }
+
+ collider_count ++;
+ }
+
bone_count ++;
}
else
return 0;
}
+ if( collider_count != skele->collider_count )
+ {
+ vg_error( "Loaded %u colliders out of %u\n", collider_count,
+ skele->collider_count );
+ goto error_dealloc;
+ }
+
if( bone_count != skele->bone_count )
{
vg_error( "Loaded %u bones out of %u\n", bone_count, skele->bone_count );
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->bones[0].collider = 0;
skele->final_mtx = malloc( sizeof(m4x3f) * skele->bone_count );
skele->anim_count = inf->anim_count;
skeleton_create_inverses( skele );
vg_success( "Loaded skeleton with %u bones\n", skele->bone_count );
+ vg_success( " %u colliders\n", skele->collider_count );
return 1;
error_dealloc: