X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skeleton.h;h=9729b64c04a95b7b052ba1daa3f280f444670a44;hb=5fa590f62aa7e62a8b6b07e10556c2ecc54cdca6;hp=4fb30988f6e2e3d3ef2b9bebd5b314f92f1e629f;hpb=1361a6d6ffda17feca6395beccf269763d3a76fa;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skeleton.h b/skeleton.h index 4fb3098..9729b64 100644 --- a/skeleton.h +++ b/skeleton.h @@ -1,6 +1,9 @@ -#ifndef SKELETON_H -#define SKELETON_H +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ +#pragma once +#include "vg/vg_lines.h" #include "model.h" struct skeleton @@ -8,41 +11,227 @@ struct skeleton struct skeleton_bone { v3f co, end; - u32 children; /* maybe remove */ u32 parent; - + + u32 flags; + int defer; + mdl_keyframe kf; + mdl_bone *orig_bone; + + u32 collider; + boxf hitbox; + const char *name; } *bones; - m4x3f *final_transforms; + u32 bone_count; struct skeleton_anim { - float rate; + const char *name; u32 length; - struct mdl_keyframe *anim_data; - char name[32]; + + float rate; + mdl_keyframe *anim_data; } *anims; + u32 anim_count; + +#if 0 + m4x3f *final_mtx; +#endif - u32 bone_count, - anim_count; + struct skeleton_ik + { + u32 lower, upper, target, pole; + m3x3f ia, ib; + } + *ik; + u32 ik_count; + + u32 + collider_count, + bindable_count; }; -static void skeleton_apply_frame( m4x3f transform, - struct skeleton *skele, - struct skeleton_anim *anim, - float time ) +static u32 skeleton_bone_id( struct skeleton *skele, const char *name ) { - u32 frame = time*anim->rate; - frame = frame % anim->length; + for( u32 i=1; ibone_count; i++ ){ + if( !strcmp( skele->bones[i].name, name )) + return i; + } - mdl_keyframe *base = anim->anim_data + (skele->bone_count-1)*frame; - m4x3_copy( transform, skele->final_transforms[0] ); + vg_error( "skeleton_bone_id( *, \"%s\" );\n", name ); + vg_fatal_error( "Bone does not exist\n" ); - for( int i=1; ibone_count; i++ ) - { - struct skeleton_bone *sb = &skele->bones[i]; + return 0; +} + +static void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, + int num ) +{ + for( int i=0; ico, 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 ); +} + +static void keyframe_lerp( mdl_keyframe *kfa, mdl_keyframe *kfb, f32 t, + mdl_keyframe *kfd ){ + v3_lerp( kfa->co, kfb->co, t, kfd->co ); + q_nlerp( kfa->q, kfb->q, t, kfd->q ); + v3_lerp( kfa->s, kfb->s, t, kfd->s ); +} + +/* + * 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 <= 0.0001f ){ + keyframe_copy_pose( kfa, kfd, count ); + return; + } + else if( t >= 0.9999f ){ + keyframe_copy_pose( kfb, kfd, count ); + return; + } + + for( int i=0; ibone_count-1 ); +} + +static void skeleton_copy_pose( struct skeleton *skele, + mdl_keyframe *kfa, mdl_keyframe *kfd ) +{ + keyframe_copy_pose( kfa, kfd, skele->bone_count-1 ); +} + +/* + * Sample animation between 2 closest frames using time value. Output is a + * keyframe buffer that is allocated with an appropriate size + */ +static void skeleton_sample_anim( struct skeleton *skele, + struct skeleton_anim *anim, + float time, + mdl_keyframe *output ) +{ + f32 animtime = fmodf( time*anim->rate, anim->length ), + animframe = floorf( animtime ), + t = animtime - animframe; + + u32 frame = (u32)animframe % anim->length, + next = (frame+1) % anim->length; + + mdl_keyframe *base = anim->anim_data + (skele->bone_count-1)*frame, + *nbase = anim->anim_data + (skele->bone_count-1)*next; + + 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, + k_anim_apply_defer_ik, + k_anim_apply_deffered_only, + k_anim_apply_absolute +} +anim_apply; + +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->flags & k_bone_flag_ik) && !(sb->flags & k_bone_flag_ik)) + || sp->defer ) + { + sb->defer = 1; + return 0; + } + else{ + sb->defer = 0; + return 1; + } + } + else if( type == k_anim_apply_deffered_only ){ + if( sb->defer ) + return 1; + else + return 0; + } + + return 1; +} + +/* + * Apply block of keyframes to skeletons final pose + */ +static void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose, + anim_apply passtype, m4x3f *final_mtx ){ + if( passtype == k_anim_apply_absolute ){ + for( u32 i=1; ibone_count; i++ ){ + mdl_keyframe *kf = &pose[i-1]; + + v3f *posemtx = final_mtx[i]; + + q_m3x3( kf->q, posemtx ); + m3x3_scale( posemtx, kf->s ); + v3_copy( kf->co, posemtx[3] ); + } + return; + } + + m4x3_identity( final_mtx[0] ); + skele->bones[0].defer = 0; + skele->bones[0].flags &= ~k_bone_flag_ik; + + for( u32 i=1; ibone_count; i++ ){ + struct skeleton_bone *sb = &skele->bones[i], + *sp = &skele->bones[sb->parent]; + + if( !should_apply_bone( skele, i, passtype ) ) + continue; + + sb->defer = 0; /* process pose */ m4x3f posemtx; @@ -50,146 +239,347 @@ static void skeleton_apply_frame( m4x3f transform, v3f temp_delta; v3_sub( skele->bones[i].co, skele->bones[sb->parent].co, temp_delta ); - /* pose matrix */ - mdl_keyframe *kf = base+i-1; - + mdl_keyframe *kf = &pose[i-1]; q_m3x3( kf->q, posemtx ); + m3x3_scale( posemtx, kf->s ); v3_copy( kf->co, posemtx[3] ); v3_add( temp_delta, posemtx[3], posemtx[3] ); /* final matrix */ - m4x3_mul( skele->final_transforms[ sb->parent ], posemtx, - skele->final_transforms[i] ); + m4x3_mul( final_mtx[ sb->parent ], posemtx, final_mtx[i] ); } +} - /* armature space -> bone space matrix ( for verts ) */ - for( int i=1; ibone_count; i++ ) - { - m4x3f abmtx; - m3x3_identity( abmtx ); - v3_negate( skele->bones[i].co, abmtx[3] ); - m4x3_mul( skele->final_transforms[i], abmtx, - skele->final_transforms[i] ); +/* + * Take the final matrices and decompose it into an absolute positioned anim + */ +static void skeleton_decompose_mtx_absolute( struct skeleton *skele, + mdl_keyframe *anim, + m4x3f *final_mtx ){ + for( u32 i=1; ibone_count; i++ ){ + struct skeleton_bone *sb = &skele->bones[i]; + mdl_keyframe *kf = &anim[i-1]; + m4x3_decompose( final_mtx[i], kf->co, kf->q, kf->s ); } } -static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, - const char *name ) +/* + * 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, + v3f ivaxis, + u32 id, m3x3f inverse ) { - for( int i=0; ianim_count; i++ ) - { + v3_copy( ivaxis, inverse[0] ); + v3_copy( skele->bones[id].end, inverse[1] ); + v3_normalize( inverse[1] ); + v3_cross( inverse[0], inverse[1], inverse[2] ); + 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] */ + for( u32 i=0; iik_count; i++ ){ + struct skeleton_ik *ik = &skele->ik[i]; + + 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_cross( iv0, iv1, ivaxis ); + v3_normalize( ivaxis ); + + skeleton_inverse_for_ik( skele, ivaxis, ik->lower, ik->ia ); + skeleton_inverse_for_ik( skele, ivaxis, ik->upper, ik->ib ); + } +} + +/* + * Apply a model matrix to all bones, should be done last + */ +static +void skeleton_apply_transform( struct skeleton *skele, m4x3f transform, + m4x3f *final_mtx ) +{ + for( u32 i=0; ibone_count; i++ ){ + struct skeleton_bone *sb = &skele->bones[i]; + m4x3_mul( transform, final_mtx[i], final_mtx[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, m4x3f *final_mtx ){ + for( u32 i=0; ibone_count; i++ ){ + struct skeleton_bone *sb = &skele->bones[i]; + m4x3f inverse; + m3x3_identity( inverse ); + v3_negate( sb->co, inverse[3] ); + + m4x3_mul( final_mtx[i], inverse, final_mtx[i] ); + } +} + +/* + * Apply all IK modifiers (2 bone ik reference from blender is supported) + */ +static void skeleton_apply_ik_pass( struct skeleton *skele, m4x3f *final_mtx ){ + for( u32 i=0; iik_count; i++ ){ + struct skeleton_ik *ik = &skele->ik[i]; + + v3f v0, /* base -> target */ + v1, /* base -> pole */ + vaxis; + + v3f co_base, + co_target, + co_pole; + + v3_copy( final_mtx[ik->lower][3], co_base ); + v3_copy( final_mtx[ik->target][3], co_target ); + v3_copy( final_mtx[ik->pole][3], co_pole ); + + v3_sub( co_target, co_base, v0 ); + v3_sub( co_pole, co_base, v1 ); + v3_cross( v0, v1, vaxis ); + v3_normalize( vaxis ); + v3_normalize( v0 ); + v3_cross( vaxis, v0, v1 ); + + /* localize problem into [x:v0,y:v1] 2d plane */ + v2f base = { v3_dot( v0, co_base ), v3_dot( v1, co_base ) }, + end = { v3_dot( v0, co_target ), v3_dot( v1, co_target ) }, + knee; + + /* Compute angles (basic trig)*/ + v2f delta; + v2_sub( end, base, delta ); + + float + l1 = v3_length( skele->bones[ik->lower].end ), + l2 = v3_length( skele->bones[ik->upper].end ), + d = vg_clampf( v2_length(delta), fabsf(l1 - l2), l1+l2-0.00001f ), + c = acosf( (l1*l1 + d*d - l2*l2) / (2.0f*l1*d) ), + rot = atan2f( delta[1], delta[0] ) + c - VG_PIf/2.0f; + + knee[0] = sinf(-rot) * l1; + knee[1] = cosf(-rot) * l1; + + m4x3_identity( final_mtx[ik->lower] ); + m4x3_identity( final_mtx[ik->upper] ); + + /* create rotation matrix */ + v3f co_knee; + v3_muladds( co_base, v0, knee[0], co_knee ); + v3_muladds( co_knee, v1, knee[1], co_knee ); + vg_line( co_base, co_knee, 0xff00ff00 ); + + m4x3f transform; + v3_copy( vaxis, transform[0] ); + v3_muls( v0, knee[0], transform[1] ); + v3_muladds( transform[1], v1, knee[1], transform[1] ); + v3_normalize( transform[1] ); + v3_cross( transform[0], transform[1], transform[2] ); + v3_copy( co_base, transform[3] ); + + m3x3_mul( transform, ik->ia, transform ); + m4x3_copy( transform, final_mtx[ik->lower] ); + + /* upper/knee bone */ + v3_copy( vaxis, transform[0] ); + v3_sub( co_target, co_knee, transform[1] ); + v3_normalize( transform[1] ); + v3_cross( transform[0], transform[1], transform[2] ); + v3_copy( co_knee, transform[3] ); + + m3x3_mul( transform, ik->ib, transform ); + m4x3_copy( transform, final_mtx[ik->upper] ); + } +} + +/* + * 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, m4x3f *final_mtx ){ + skeleton_apply_pose( skele, pose, k_anim_apply_defer_ik, final_mtx ); + skeleton_apply_ik_pass( skele, final_mtx ); + skeleton_apply_pose( skele, pose, k_anim_apply_deffered_only, final_mtx ); + skeleton_apply_inverses( skele, final_mtx ); + skeleton_apply_transform( skele, transform, final_mtx ); +} + +/* + * Get an animation by name + */ +static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, + const char *name ){ + for( u32 i=0; ianim_count; i++ ){ struct skeleton_anim *anim = &skele->anims[i]; if( !strcmp( anim->name, name ) ) return anim; } + vg_error( "skeleton_get_anim( *, \"%s\" )\n", name ); + vg_fatal_error( "Invalid animation name\n" ); + 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; +static void skeleton_alloc_from( struct skeleton *skele, + void *lin_alloc, + mdl_context *mdl, + mdl_armature *armature ){ + skele->bone_count = armature->bone_count+1; + skele->anim_count = armature->anim_count; + skele->ik_count = 0; + skele->collider_count = 0; + + for( u32 i=0; ibone_count; i++ ){ + mdl_bone *bone = mdl_arritm( &mdl->bones, armature->bone_start+i ); + + if( bone->flags & k_bone_flag_ik ) + skele->ik_count ++; + + if( bone->collider ) + skele->collider_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 ); + + 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 ); +} + +static void skeleton_fatal_err(void){ + vg_fatal_error( "Skeleton setup failed" ); +} + +/* Setup an animated skeleton from model. mdl's metadata should stick around */ +static void skeleton_setup( struct skeleton *skele, + void *lin_alloc, mdl_context *mdl ){ + u32 ik_count = 0, collider_count = 0; skele->bone_count = 0; skele->bones = NULL; - skele->final_transforms = NULL; + //skele->final_mtx = NULL; skele->anims = NULL; - struct classtype_skeleton *inf = NULL; + if( !mdl->armatures.count ){ + vg_error( "No skeleton in model\n" ); + skeleton_fatal_err(); + } - for( u32 i=0; inode_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); + mdl_armature *armature = mdl_arritm( &mdl->armatures, 0 ); + skeleton_alloc_from( skele, lin_alloc, mdl, armature ); - if( pnode->classtype == k_classtype_skeleton ) - { - inf = mdl_get_entdata( mdl, pnode ); - if( skele->bone_count ) - { - vg_error( "Multiple skeletons in model file\n" ); - free( skele->bones ); - return 0; - } + for( u32 i=0; ibone_count; i++ ){ + mdl_bone *bone = mdl_arritm( &mdl->bones, armature->bone_start+i ); + struct skeleton_bone *sb = &skele->bones[i+1]; + + v3_copy( bone->co, sb->co ); + v3_copy( bone->end, sb->end ); + + sb->parent = bone->parent; + sb->name = mdl_pstr( mdl, bone->pstr_name ); + sb->flags = bone->flags; + sb->collider = bone->collider; + sb->orig_bone = bone; + + if( sb->flags & k_bone_flag_ik ){ + skele->bones[ sb->parent ].flags |= k_bone_flag_ik; - skele->bone_count = inf->channels; - skele->bones = malloc(sizeof(struct skeleton_bone)*skele->bone_count); - skeleton_root = i; - } - else if( skele->bone_count ) - { - if( pnode->classtype == k_classtype_bone ) - { - 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; - } - else - { - break; + if( ik_count == skele->ik_count ){ + vg_error( "Too many ik bones, corrupt model file\n" ); + skeleton_fatal_err(); } + + struct skeleton_ik *ik = &skele->ik[ ik_count ++ ]; + ik->upper = i+1; + ik->lower = bone->parent; + ik->target = bone->ik_target; + ik->pole = bone->ik_pole; } - } - if( !inf ) - { - vg_error( "No skeleton in model\n" ); - return 0; - } + box_copy( bone->hitbox, sb->hitbox ); - if( bone_count != skele->bone_count ) - { - vg_error( "Loaded %u bones out of %u\n", bone_count, skele->bone_count ); - return 0; + if( bone->collider ){ + if( collider_count == skele->collider_count ){ + vg_error( "Too many collider bones\n" ); + skeleton_fatal_err(); + } + + collider_count ++; + } } /* 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_transforms = 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( u32 i=0; ianim_count; i++ ){ mdl_animation *anim = - mdl_animation_from_id( mdl, inf->anim_start+i ); + mdl_arritm( &mdl->animations, armature->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_arritm( &mdl->keyframes, 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; + vg_success( " %u colliders\n", skele->collider_count ); } -static void skeleton_debug( struct skeleton *skele ) -{ - for( int i=0; ibone_count; i ++ ) - { +static void skeleton_debug( struct skeleton *skele, m4x3f *final_mtx ){ + for( u32 i=1; ibone_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_transforms[i], p0, p0 ); - m4x3_mulv( skele->final_transforms[i], p1, p1 ); - vg_line( p0, p1, 0xff0000ff ); + m4x3_mulv( final_mtx[i], p0, p0 ); + m4x3_mulv( final_mtx[i], p1, p1 ); + + if( sb->flags & k_bone_flag_deform ){ + if( sb->flags & k_bone_flag_ik ){ + vg_line( p0, p1, 0xff0000ff ); + } + else{ + vg_line( p0, p1, 0xffcccccc ); + } + } + else + vg_line( p0, p1, 0xff00ffff ); } } - -#endif /* SKELETON_H */