X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skeleton.h;h=4f35d58e25d50681b462cfac7596f3a8b02991da;hb=2a238d32da833812e837cf38e16a7685c98db5c3;hp=e143fa2ec2038f34fb0d4fb5f890f10d568c8151;hpb=6a4dafa6fe9a3dd4bb88698bbe964154364390ec;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skeleton.h b/skeleton.h index e143fa2..4f35d58 100644 --- a/skeleton.h +++ b/skeleton.h @@ -1,3 +1,7 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #ifndef SKELETON_H #define SKELETON_H @@ -10,12 +14,30 @@ struct skeleton v3f co, end; u32 parent; - int deform, ik; + u32 flags; int defer; mdl_keyframe kf; + + u32 orig_node; + + boxf hitbox; + const char *name; } *bones; + u32 bone_count; + + struct skeleton_anim + { + const char *name; + u32 length; + + float rate; + mdl_keyframe *anim_data; + } + *anims; + u32 anim_count; + m4x3f *final_mtx; struct skeleton_ik @@ -24,30 +46,47 @@ struct skeleton m3x3f ia, ib; } *ik; + u32 ik_count; - struct skeleton_anim + u32 + collider_count, + bindable_count; +}; + +VG_STATIC u32 skeleton_bone_id( struct skeleton *skele, const char *name ) +{ + for( u32 i=1; ibone_count; i++ ) { - float rate; - u32 length; - struct mdl_keyframe *anim_data; - char name[32]; + if( !strcmp( skele->bones[i].name, name )) + return i; } - *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. */ -}; + return 0; +} + +VG_STATIC void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, int num ) +{ + for( int i=0; i= 0.99f ) + { + keyframe_copy_pose( kfb, kfd, count ); + return; + } + for( int i=0; ilength-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, @@ -93,14 +146,15 @@ typedef enum anim_apply } anim_apply; -static int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type ) +VG_STATIC int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type ) { struct skeleton_bone *sb = &skele->bones[ id ], *sp = &skele->bones[ sb->parent ]; if( type == k_anim_apply_defer_ik ) { - if( (sp->ik && !sb->ik) || sp->defer ) + if( ((sp->flags & k_bone_flag_ik) && !(sb->flags & k_bone_flag_ik)) + || sp->defer ) { sb->defer = 1; return 0; @@ -125,12 +179,12 @@ static int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type ) /* * Apply block of keyframes to skeletons final pose */ -static void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose, +VG_STATIC void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose, anim_apply passtype ) { m4x3_identity( skele->final_mtx[0] ); skele->bones[0].defer = 0; - skele->bones[0].ik = 0; + skele->bones[0].flags &= ~k_bone_flag_ik; for( int i=1; ibone_count; i++ ) { @@ -163,7 +217,7 @@ static void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose, * 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.. */ -static void skeleton_inverse_for_ik( struct skeleton *skele, +VG_STATIC void skeleton_inverse_for_ik( struct skeleton *skele, v3f ivaxis, u32 id, m3x3f inverse ) { @@ -174,7 +228,10 @@ static void skeleton_inverse_for_ik( struct skeleton *skele, m3x3_transpose( inverse, inverse ); } -static void skeleton_create_inverses( struct skeleton *skele ) +/* + * Creates inverse rotation matrices which the IK system uses. + */ +VG_STATIC void skeleton_create_inverses( struct skeleton *skele ) { /* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */ for( int i=0; iik_count; i++ ) @@ -184,7 +241,7 @@ static void skeleton_create_inverses( struct skeleton *skele ) m4x3f inverse; v3f iv0, iv1, ivaxis; v3_sub( skele->bones[ik->target].co, skele->bones[ik->lower].co, iv0 ); - v3_sub( skele->bones[ik->pole].co, skele->bones[ik->lower].co, iv1 ); + v3_sub( skele->bones[ik->pole].co, skele->bones[ik->lower].co, iv1 ); v3_cross( iv0, iv1, ivaxis ); v3_normalize( ivaxis ); @@ -193,9 +250,11 @@ static void skeleton_create_inverses( struct skeleton *skele ) } } -static void skeleton_apply_transform( struct skeleton *skele, m4x3f transform ) +/* + * Apply a model matrix to all bones, should be done last + */ +VG_STATIC void skeleton_apply_transform( struct skeleton *skele, m4x3f transform ) { - /* bone space inverse matrix */ for( int i=0; ibone_count; i++ ) { struct skeleton_bone *sb = &skele->bones[i]; @@ -203,7 +262,11 @@ static void skeleton_apply_transform( struct skeleton *skele, m4x3f transform ) } } -static void skeleton_apply_inverses( struct skeleton *skele ) +/* + * Apply an inverse matrix to all bones which maps vertices from bind space into + * bone relative positions + */ +VG_STATIC void skeleton_apply_inverses( struct skeleton *skele ) { for( int i=0; ibone_count; i++ ) { @@ -219,7 +282,7 @@ static void skeleton_apply_inverses( struct skeleton *skele ) /* * Apply all IK modifiers (2 bone ik reference from blender is supported) */ -static void skeleton_apply_ik_pass( struct skeleton *skele ) +VG_STATIC void skeleton_apply_ik_pass( struct skeleton *skele ) { for( int i=0; iik_count; i++ ) { @@ -295,7 +358,24 @@ static void skeleton_apply_ik_pass( struct skeleton *skele ) } } -static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, +/* + * Applies the typical operations that you want for an IK rig: + * Pose, IK, Pose(deferred), Inverses, Transform + */ +VG_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 + */ +VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, const char *name ) { for( int i=0; ianim_count; i++ ) @@ -309,10 +389,36 @@ static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, return NULL; } -/* Setup an animated skeleton from model */ -static int skeleton_setup( struct skeleton *skele, mdl_header *mdl ) +VG_STATIC void skeleton_alloc_from( struct skeleton *skele, + void *lin_alloc, + struct classtype_skeleton *inf ) +{ + skele->bone_count = inf->channels; + skele->ik_count = inf->ik_count; + skele->collider_count = inf->collider_count; + skele->anim_count = inf->anim_count; + + u32 bone_size = sizeof(struct skeleton_bone) * skele->bone_count, + ik_size = sizeof(struct skeleton_ik) * skele->ik_count, + mtx_size = sizeof(m4x3f) * skele->bone_count, + anim_size = sizeof(struct skeleton_anim) * skele->anim_count; + + skele->bones = vg_linear_alloc( lin_alloc, bone_size ); + 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 ); +} + +VG_STATIC void skeleton_fatal_err(void) +{ + vg_fatal_exit_loop( "Skeleton setup failed" ); +} + +/* Setup an animated skeleton from model. mdl's metadata should stick around */ +VG_STATIC void skeleton_setup( struct skeleton *skele, + void *lin_alloc, mdl_context *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; @@ -320,29 +426,19 @@ static int skeleton_setup( struct skeleton *skele, mdl_header *mdl ) struct classtype_skeleton *inf = NULL; - for( u32 i=0; inode_count; i++ ) + for( u32 i=0; iinfo.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_alloc_from( skele, lin_alloc, inf ); 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 ) { @@ -352,39 +448,47 @@ static int skeleton_setup( struct skeleton *skele, mdl_header *mdl ) bone_count, skele->bone_count, mdl_pstr( mdl, pnode->pstr_name )); - goto error_dealloc; + skeleton_fatal_err(); } struct skeleton_bone *sb = &skele->bones[bone_count]; + struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode ); v3_copy( pnode->co, sb->co ); v3_copy( pnode->s, sb->end ); sb->parent = pnode->parent-skeleton_root; + sb->name = mdl_pstr( mdl, pnode->pstr_name ); + sb->flags = bone_inf->flags; - if( is_ik ) + if( sb->flags & k_bone_flag_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; + skele->bones[ sb->parent ].flags |= k_bone_flag_ik; if( ik_count == skele->ik_count ) { vg_error( "Too many ik bones, corrupt model file\n" ); - goto error_dealloc; + skeleton_fatal_err(); } 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 + + sb->orig_node = i; + box_copy( bone_inf->hitbox, sb->hitbox ); + + if( bone_inf->flags & k_bone_flag_collider_any ) { - struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode ); - sb->deform = bone_inf->deform; - sb->ik = 0; + if( collider_count == skele->collider_count ) + { + vg_error( "Too many collider bones\n" ); + skeleton_fatal_err(); + } + + collider_count ++; } bone_count ++; @@ -399,58 +503,57 @@ static int skeleton_setup( struct skeleton *skele, mdl_header *mdl ) if( !inf ) { vg_error( "No skeleton in model\n" ); - return 0; + skeleton_fatal_err(); + } + + if( collider_count != skele->collider_count ) + { + vg_error( "Loaded %u colliders out of %u\n", collider_count, + skele->collider_count ); + skeleton_fatal_err(); } if( bone_count != skele->bone_count ) { vg_error( "Loaded %u bones out of %u\n", bone_count, skele->bone_count ); - goto error_dealloc; + vg_fatal_exit_loop( "Skeleton setup failed" ); + skeleton_fatal_err(); } if( ik_count != skele->ik_count ) { vg_error( "Loaded %u ik bones out of %u\n", ik_count, skele->ik_count ); - goto error_dealloc; + skeleton_fatal_err(); } /* 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->bones[0].flags = 0; + skele->bones[0].name = "[root]"; - 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; ianim_count; i++ ) + /* process animation quick refs */ + for( int i=0; ianim_count; i++ ) { - mdl_animation *anim = - mdl_animation_from_id( mdl, inf->anim_start+i ); + mdl_animation *anim = &mdl->anim_buffer[ 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 ); + skele->anims[i].rate = anim->rate; + skele->anims[i].length = anim->length; + skele->anims[i].name = mdl_pstr(mdl, anim->pstr_name); + skele->anims[i].anim_data = &mdl->keyframe_buffer[ anim->offset ]; - 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 ); + vg_info( "animation[ %f, %u ] '%s'\n", anim->rate, + anim->length, + skele->anims[i].name ); } 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; + vg_success( " %u colliders\n", skele->collider_count ); } -static void skeleton_debug( struct skeleton *skele ) +VG_STATIC void skeleton_debug( struct skeleton *skele ) { for( int i=0; ibone_count; i ++ ) { @@ -464,9 +567,9 @@ static void skeleton_debug( struct skeleton *skele ) m4x3_mulv( skele->final_mtx[i], p0, p0 ); m4x3_mulv( skele->final_mtx[i], p1, p1 ); - if( sb->deform ) + if( sb->flags & k_bone_flag_deform ) { - if( sb->ik ) + if( sb->flags & k_bone_flag_ik ) { vg_line( p0, p1, 0xff0000ff ); }