}
vg_error( "skeleton_bone_id( *, \"%s\" );\n", name );
- vg_fatal_exit_loop( "Bone does not exist\n" );
+ vg_fatal_error( "Bone does not exist\n" );
return 0;
}
kfb[i] = kfa[i];
}
+
+/* apply a rotation from the perspective of root */
+VG_STATIC void keyframe_rotate_around( mdl_keyframe *kf,
+ v3f origin, v3f offset, v4f q )
+{
+ v3f v0, co;
+ v3_add( kf->co, offset, co );
+ v3_sub( co, origin, v0 );
+ q_mulv( q, v0, v0 );
+ v3_add( v0, origin, co );
+ v3_sub( co, offset, kf->co );
+
+ q_mul( q, kf->q, kf->q );
+ q_normalize( kf->q );
+}
+
/*
* Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
*/
{
k_anim_apply_always,
k_anim_apply_defer_ik,
- k_anim_apply_deffered_only
+ k_anim_apply_deffered_only,
+ k_anim_apply_absolute
}
anim_apply;
VG_STATIC void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose,
anim_apply passtype )
{
+ if( passtype == k_anim_apply_absolute ){
+ for( u32 i=1; i<skele->bone_count; i++ ){
+ mdl_keyframe *kf = &pose[i-1];
+
+ v3f *posemtx = skele->final_mtx[i];
+
+ q_m3x3( kf->q, posemtx );
+ v3_copy( kf->co, posemtx[3] );
+ }
+ return;
+ }
+
m4x3_identity( skele->final_mtx[0] );
skele->bones[0].defer = 0;
skele->bones[0].flags &= ~k_bone_flag_ik;
}
}
+/*
+ * Take the final matrices and decompose it into an absolute positioned anim
+ */
+VG_STATIC void skeleton_decompose_mtx_absolute( struct skeleton *skele,
+ mdl_keyframe *anim ){
+ for( u32 i=1; i<skele->bone_count; i++ ){
+ struct skeleton_bone *sb = &skele->bones[i];
+ mdl_keyframe *kf = &anim[i-1];
+ m4x3_decompose( skele->final_mtx[i], kf->co, kf->q, kf->s );
+ }
+}
+
/*
* creates the reference inverse matrix for an IK bone, as it has an initial
* intrisic rotation based on the direction that the IK is setup..
}
vg_error( "skeleton_get_anim( *, \"%s\" )\n", name );
- vg_fatal_exit_loop( "Invalid animation name\n" );
+ vg_fatal_error( "Invalid animation name\n" );
return NULL;
}
skele->ik = vg_linear_alloc( lin_alloc, ik_size );
skele->final_mtx = vg_linear_alloc( lin_alloc, mtx_size );
skele->anims = vg_linear_alloc( lin_alloc, anim_size );
+
+ memset( skele->bones, 0, bone_size );
+ memset( skele->ik, 0, ik_size );
+ memset( skele->final_mtx, 0, mtx_size );
+ memset( skele->anims, 0, anim_size );
}
VG_STATIC void skeleton_fatal_err(void)
{
- vg_fatal_exit_loop( "Skeleton setup failed" );
+ vg_fatal_error( "Skeleton setup failed" );
}
/* Setup an animated skeleton from model. mdl's metadata should stick around */