X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skeleton.h;h=dc506abdde0df3b0908dcbddc4c5ccd7e6712d88;hb=9eb3de757a997becb8406417a4bf613f4cb04900;hp=2595cda8c6476254700f6da43eac496dd4ffbd24;hpb=59c926ee69a041fbe9450b302e11072d39abb432;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skeleton.h b/skeleton.h index 2595cda..dc506ab 100644 --- a/skeleton.h +++ b/skeleton.h @@ -61,7 +61,7 @@ VG_STATIC u32 skeleton_bone_id( struct skeleton *skele, const char *name ) } 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; } @@ -165,7 +165,8 @@ typedef enum anim_apply { 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; @@ -203,6 +204,18 @@ int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type ) 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; ibone_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; @@ -233,6 +246,18 @@ VG_STATIC void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose, } } +/* + * 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; ibone_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.. @@ -403,7 +428,7 @@ VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, } 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; } @@ -437,11 +462,16 @@ VG_STATIC void skeleton_alloc_from( struct skeleton *skele, 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 */