remove references to glide in master
[carveJwlIkooP6JGAAIwe30JlM.git] / skeleton.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef SKELETON_H
6 #define SKELETON_H
7
8 #include "model.h"
9
10 struct skeleton
11 {
12 struct skeleton_bone
13 {
14 v3f co, end;
15 u32 parent;
16
17 u32 flags;
18 int defer;
19
20 mdl_keyframe kf;
21 mdl_bone *orig_bone;
22
23 u32 collider;
24 boxf hitbox;
25 const char *name;
26 }
27 *bones;
28 u32 bone_count;
29
30 struct skeleton_anim
31 {
32 const char *name;
33 u32 length;
34
35 float rate;
36 mdl_keyframe *anim_data;
37 }
38 *anims;
39 u32 anim_count;
40
41 #if 0
42 m4x3f *final_mtx;
43 #endif
44
45 struct skeleton_ik
46 {
47 u32 lower, upper, target, pole;
48 m3x3f ia, ib;
49 }
50 *ik;
51 u32 ik_count;
52
53 u32
54 collider_count,
55 bindable_count;
56 };
57
58 static u32 skeleton_bone_id( struct skeleton *skele, const char *name )
59 {
60 for( u32 i=1; i<skele->bone_count; i++ ){
61 if( !strcmp( skele->bones[i].name, name ))
62 return i;
63 }
64
65 vg_error( "skeleton_bone_id( *, \"%s\" );\n", name );
66 vg_fatal_error( "Bone does not exist\n" );
67
68 return 0;
69 }
70
71 static void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb,
72 int num )
73 {
74 for( int i=0; i<num; i++ )
75 kfb[i] = kfa[i];
76 }
77
78
79 /* apply a rotation from the perspective of root */
80 static void keyframe_rotate_around( mdl_keyframe *kf,
81 v3f origin, v3f offset, v4f q )
82 {
83 v3f v0, co;
84 v3_add( kf->co, offset, co );
85 v3_sub( co, origin, v0 );
86 q_mulv( q, v0, v0 );
87 v3_add( v0, origin, co );
88 v3_sub( co, offset, kf->co );
89
90 q_mul( q, kf->q, kf->q );
91 q_normalize( kf->q );
92 }
93
94 static void keyframe_lerp( mdl_keyframe *kfa, mdl_keyframe *kfb, f32 t,
95 mdl_keyframe *kfd ){
96 v3_lerp( kfa->co, kfb->co, t, kfd->co );
97 q_nlerp( kfa->q, kfb->q, t, kfd->q );
98 v3_lerp( kfa->s, kfb->s, t, kfd->s );
99 }
100
101 /*
102 * Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
103 */
104 static void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb,
105 float t, mdl_keyframe *kfd, int count ){
106 if( t <= 0.0001f ){
107 keyframe_copy_pose( kfa, kfd, count );
108 return;
109 }
110 else if( t >= 0.9999f ){
111 keyframe_copy_pose( kfb, kfd, count );
112 return;
113 }
114
115 for( int i=0; i<count; i++ )
116 keyframe_lerp( kfa+i, kfb+i, t, kfd+i );
117 }
118
119 static
120 void skeleton_lerp_pose( struct skeleton *skele,
121 mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
122 mdl_keyframe *kfd )
123 {
124 keyframe_lerp_pose( kfa, kfb, t, kfd, skele->bone_count-1 );
125 }
126
127 static void skeleton_copy_pose( struct skeleton *skele,
128 mdl_keyframe *kfa, mdl_keyframe *kfd )
129 {
130 keyframe_copy_pose( kfa, kfd, skele->bone_count-1 );
131 }
132
133 /*
134 * Sample animation between 2 closest frames using time value. Output is a
135 * keyframe buffer that is allocated with an appropriate size
136 */
137 static void skeleton_sample_anim( struct skeleton *skele,
138 struct skeleton_anim *anim,
139 float time,
140 mdl_keyframe *output )
141 {
142 f32 animtime = fmodf( time*anim->rate, anim->length ),
143 animframe = floorf( animtime ),
144 t = animtime - animframe;
145
146 u32 frame = (u32)animframe % anim->length,
147 next = (frame+1) % anim->length;
148
149 mdl_keyframe *base = anim->anim_data + (skele->bone_count-1)*frame,
150 *nbase = anim->anim_data + (skele->bone_count-1)*next;
151
152 skeleton_lerp_pose( skele, base, nbase, t, output );
153 }
154
155 static int skeleton_sample_anim_clamped( struct skeleton *skele,
156 struct skeleton_anim *anim,
157 float time,
158 mdl_keyframe *output )
159 {
160 float end = (float)(anim->length-1) / anim->rate;
161 skeleton_sample_anim( skele, anim, vg_minf( end, time ), output );
162
163 if( time > end )
164 return 0;
165 else
166 return 1;
167 }
168
169 typedef enum anim_apply
170 {
171 k_anim_apply_always,
172 k_anim_apply_defer_ik,
173 k_anim_apply_deffered_only,
174 k_anim_apply_absolute
175 }
176 anim_apply;
177
178 static
179 int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type )
180 {
181 struct skeleton_bone *sb = &skele->bones[ id ],
182 *sp = &skele->bones[ sb->parent ];
183
184 if( type == k_anim_apply_defer_ik ){
185 if( ((sp->flags & k_bone_flag_ik) && !(sb->flags & k_bone_flag_ik))
186 || sp->defer )
187 {
188 sb->defer = 1;
189 return 0;
190 }
191 else{
192 sb->defer = 0;
193 return 1;
194 }
195 }
196 else if( type == k_anim_apply_deffered_only ){
197 if( sb->defer )
198 return 1;
199 else
200 return 0;
201 }
202
203 return 1;
204 }
205
206 /*
207 * Apply block of keyframes to skeletons final pose
208 */
209 static void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose,
210 anim_apply passtype, m4x3f *final_mtx ){
211 if( passtype == k_anim_apply_absolute ){
212 for( u32 i=1; i<skele->bone_count; i++ ){
213 mdl_keyframe *kf = &pose[i-1];
214
215 v3f *posemtx = final_mtx[i];
216
217 q_m3x3( kf->q, posemtx );
218 m3x3_scale( posemtx, kf->s );
219 v3_copy( kf->co, posemtx[3] );
220 }
221 return;
222 }
223
224 m4x3_identity( final_mtx[0] );
225 skele->bones[0].defer = 0;
226 skele->bones[0].flags &= ~k_bone_flag_ik;
227
228 for( u32 i=1; i<skele->bone_count; i++ ){
229 struct skeleton_bone *sb = &skele->bones[i],
230 *sp = &skele->bones[sb->parent];
231
232 if( !should_apply_bone( skele, i, passtype ) )
233 continue;
234
235 sb->defer = 0;
236
237 /* process pose */
238 m4x3f posemtx;
239
240 v3f temp_delta;
241 v3_sub( skele->bones[i].co, skele->bones[sb->parent].co, temp_delta );
242
243 /* pose matrix */
244 mdl_keyframe *kf = &pose[i-1];
245 q_m3x3( kf->q, posemtx );
246 m3x3_scale( posemtx, kf->s );
247 v3_copy( kf->co, posemtx[3] );
248 v3_add( temp_delta, posemtx[3], posemtx[3] );
249
250 /* final matrix */
251 m4x3_mul( final_mtx[ sb->parent ], posemtx, final_mtx[i] );
252 }
253 }
254
255 /*
256 * Take the final matrices and decompose it into an absolute positioned anim
257 */
258 static void skeleton_decompose_mtx_absolute( struct skeleton *skele,
259 mdl_keyframe *anim,
260 m4x3f *final_mtx ){
261 for( u32 i=1; i<skele->bone_count; i++ ){
262 struct skeleton_bone *sb = &skele->bones[i];
263 mdl_keyframe *kf = &anim[i-1];
264 m4x3_decompose( final_mtx[i], kf->co, kf->q, kf->s );
265 }
266 }
267
268 /*
269 * creates the reference inverse matrix for an IK bone, as it has an initial
270 * intrisic rotation based on the direction that the IK is setup..
271 */
272 static void skeleton_inverse_for_ik( struct skeleton *skele,
273 v3f ivaxis,
274 u32 id, m3x3f inverse )
275 {
276 v3_copy( ivaxis, inverse[0] );
277 v3_copy( skele->bones[id].end, inverse[1] );
278 v3_normalize( inverse[1] );
279 v3_cross( inverse[0], inverse[1], inverse[2] );
280 m3x3_transpose( inverse, inverse );
281 }
282
283 /*
284 * Creates inverse rotation matrices which the IK system uses.
285 */
286 static void skeleton_create_inverses( struct skeleton *skele )
287 {
288 /* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */
289 for( u32 i=0; i<skele->ik_count; i++ ){
290 struct skeleton_ik *ik = &skele->ik[i];
291
292 m4x3f inverse;
293 v3f iv0, iv1, ivaxis;
294 v3_sub( skele->bones[ik->target].co, skele->bones[ik->lower].co, iv0 );
295 v3_sub( skele->bones[ik->pole].co, skele->bones[ik->lower].co, iv1 );
296 v3_cross( iv0, iv1, ivaxis );
297 v3_normalize( ivaxis );
298
299 skeleton_inverse_for_ik( skele, ivaxis, ik->lower, ik->ia );
300 skeleton_inverse_for_ik( skele, ivaxis, ik->upper, ik->ib );
301 }
302 }
303
304 /*
305 * Apply a model matrix to all bones, should be done last
306 */
307 static
308 void skeleton_apply_transform( struct skeleton *skele, m4x3f transform,
309 m4x3f *final_mtx )
310 {
311 for( u32 i=0; i<skele->bone_count; i++ ){
312 struct skeleton_bone *sb = &skele->bones[i];
313 m4x3_mul( transform, final_mtx[i], final_mtx[i] );
314 }
315 }
316
317 /*
318 * Apply an inverse matrix to all bones which maps vertices from bind space into
319 * bone relative positions
320 */
321 static void skeleton_apply_inverses( struct skeleton *skele, m4x3f *final_mtx ){
322 for( u32 i=0; i<skele->bone_count; i++ ){
323 struct skeleton_bone *sb = &skele->bones[i];
324 m4x3f inverse;
325 m3x3_identity( inverse );
326 v3_negate( sb->co, inverse[3] );
327
328 m4x3_mul( final_mtx[i], inverse, final_mtx[i] );
329 }
330 }
331
332 /*
333 * Apply all IK modifiers (2 bone ik reference from blender is supported)
334 */
335 static void skeleton_apply_ik_pass( struct skeleton *skele, m4x3f *final_mtx ){
336 for( u32 i=0; i<skele->ik_count; i++ ){
337 struct skeleton_ik *ik = &skele->ik[i];
338
339 v3f v0, /* base -> target */
340 v1, /* base -> pole */
341 vaxis;
342
343 v3f co_base,
344 co_target,
345 co_pole;
346
347 v3_copy( final_mtx[ik->lower][3], co_base );
348 v3_copy( final_mtx[ik->target][3], co_target );
349 v3_copy( final_mtx[ik->pole][3], co_pole );
350
351 v3_sub( co_target, co_base, v0 );
352 v3_sub( co_pole, co_base, v1 );
353 v3_cross( v0, v1, vaxis );
354 v3_normalize( vaxis );
355 v3_normalize( v0 );
356 v3_cross( vaxis, v0, v1 );
357
358 /* localize problem into [x:v0,y:v1] 2d plane */
359 v2f base = { v3_dot( v0, co_base ), v3_dot( v1, co_base ) },
360 end = { v3_dot( v0, co_target ), v3_dot( v1, co_target ) },
361 knee;
362
363 /* Compute angles (basic trig)*/
364 v2f delta;
365 v2_sub( end, base, delta );
366
367 float
368 l1 = v3_length( skele->bones[ik->lower].end ),
369 l2 = v3_length( skele->bones[ik->upper].end ),
370 d = vg_clampf( v2_length(delta), fabsf(l1 - l2), l1+l2-0.00001f ),
371 c = acosf( (l1*l1 + d*d - l2*l2) / (2.0f*l1*d) ),
372 rot = atan2f( delta[1], delta[0] ) + c - VG_PIf/2.0f;
373
374 knee[0] = sinf(-rot) * l1;
375 knee[1] = cosf(-rot) * l1;
376
377 m4x3_identity( final_mtx[ik->lower] );
378 m4x3_identity( final_mtx[ik->upper] );
379
380 /* create rotation matrix */
381 v3f co_knee;
382 v3_muladds( co_base, v0, knee[0], co_knee );
383 v3_muladds( co_knee, v1, knee[1], co_knee );
384 vg_line( co_base, co_knee, 0xff00ff00 );
385
386 m4x3f transform;
387 v3_copy( vaxis, transform[0] );
388 v3_muls( v0, knee[0], transform[1] );
389 v3_muladds( transform[1], v1, knee[1], transform[1] );
390 v3_normalize( transform[1] );
391 v3_cross( transform[0], transform[1], transform[2] );
392 v3_copy( co_base, transform[3] );
393
394 m3x3_mul( transform, ik->ia, transform );
395 m4x3_copy( transform, final_mtx[ik->lower] );
396
397 /* upper/knee bone */
398 v3_copy( vaxis, transform[0] );
399 v3_sub( co_target, co_knee, transform[1] );
400 v3_normalize( transform[1] );
401 v3_cross( transform[0], transform[1], transform[2] );
402 v3_copy( co_knee, transform[3] );
403
404 m3x3_mul( transform, ik->ib, transform );
405 m4x3_copy( transform, final_mtx[ik->upper] );
406 }
407 }
408
409 /*
410 * Applies the typical operations that you want for an IK rig:
411 * Pose, IK, Pose(deferred), Inverses, Transform
412 */
413 static void skeleton_apply_standard( struct skeleton *skele, mdl_keyframe *pose,
414 m4x3f transform, m4x3f *final_mtx ){
415 skeleton_apply_pose( skele, pose, k_anim_apply_defer_ik, final_mtx );
416 skeleton_apply_ik_pass( skele, final_mtx );
417 skeleton_apply_pose( skele, pose, k_anim_apply_deffered_only, final_mtx );
418 skeleton_apply_inverses( skele, final_mtx );
419 skeleton_apply_transform( skele, transform, final_mtx );
420 }
421
422 /*
423 * Get an animation by name
424 */
425 static struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
426 const char *name ){
427 for( u32 i=0; i<skele->anim_count; i++ ){
428 struct skeleton_anim *anim = &skele->anims[i];
429
430 if( !strcmp( anim->name, name ) )
431 return anim;
432 }
433
434 vg_error( "skeleton_get_anim( *, \"%s\" )\n", name );
435 vg_fatal_error( "Invalid animation name\n" );
436
437 return NULL;
438 }
439
440 static void skeleton_alloc_from( struct skeleton *skele,
441 void *lin_alloc,
442 mdl_context *mdl,
443 mdl_armature *armature ){
444 skele->bone_count = armature->bone_count+1;
445 skele->anim_count = armature->anim_count;
446 skele->ik_count = 0;
447 skele->collider_count = 0;
448
449 for( u32 i=0; i<armature->bone_count; i++ ){
450 mdl_bone *bone = mdl_arritm( &mdl->bones, armature->bone_start+i );
451
452 if( bone->flags & k_bone_flag_ik )
453 skele->ik_count ++;
454
455 if( bone->collider )
456 skele->collider_count ++;
457 }
458
459 u32 bone_size = sizeof(struct skeleton_bone) * skele->bone_count,
460 ik_size = sizeof(struct skeleton_ik) * skele->ik_count,
461 mtx_size = sizeof(m4x3f) * skele->bone_count,
462 anim_size = sizeof(struct skeleton_anim) * skele->anim_count;
463
464 skele->bones = vg_linear_alloc( lin_alloc, bone_size );
465 skele->ik = vg_linear_alloc( lin_alloc, ik_size );
466 //skele->final_mtx = vg_linear_alloc( lin_alloc, mtx_size );
467 skele->anims = vg_linear_alloc( lin_alloc, anim_size );
468
469 memset( skele->bones, 0, bone_size );
470 memset( skele->ik, 0, ik_size );
471 //memset( skele->final_mtx, 0, mtx_size );
472 memset( skele->anims, 0, anim_size );
473 }
474
475 static void skeleton_fatal_err(void){
476 vg_fatal_error( "Skeleton setup failed" );
477 }
478
479 /* Setup an animated skeleton from model. mdl's metadata should stick around */
480 static void skeleton_setup( struct skeleton *skele,
481 void *lin_alloc, mdl_context *mdl ){
482 u32 ik_count = 0, collider_count = 0;
483 skele->bone_count = 0;
484 skele->bones = NULL;
485 //skele->final_mtx = NULL;
486 skele->anims = NULL;
487
488 if( !mdl->armatures.count ){
489 vg_error( "No skeleton in model\n" );
490 skeleton_fatal_err();
491 }
492
493 mdl_armature *armature = mdl_arritm( &mdl->armatures, 0 );
494 skeleton_alloc_from( skele, lin_alloc, mdl, armature );
495
496 for( u32 i=0; i<armature->bone_count; i++ ){
497 mdl_bone *bone = mdl_arritm( &mdl->bones, armature->bone_start+i );
498 struct skeleton_bone *sb = &skele->bones[i+1];
499
500 v3_copy( bone->co, sb->co );
501 v3_copy( bone->end, sb->end );
502
503 sb->parent = bone->parent;
504 sb->name = mdl_pstr( mdl, bone->pstr_name );
505 sb->flags = bone->flags;
506 sb->collider = bone->collider;
507 sb->orig_bone = bone;
508
509 if( sb->flags & k_bone_flag_ik ){
510 skele->bones[ sb->parent ].flags |= k_bone_flag_ik;
511
512 if( ik_count == skele->ik_count ){
513 vg_error( "Too many ik bones, corrupt model file\n" );
514 skeleton_fatal_err();
515 }
516
517 struct skeleton_ik *ik = &skele->ik[ ik_count ++ ];
518 ik->upper = i+1;
519 ik->lower = bone->parent;
520 ik->target = bone->ik_target;
521 ik->pole = bone->ik_pole;
522 }
523
524 box_copy( bone->hitbox, sb->hitbox );
525
526 if( bone->collider ){
527 if( collider_count == skele->collider_count ){
528 vg_error( "Too many collider bones\n" );
529 skeleton_fatal_err();
530 }
531
532 collider_count ++;
533 }
534 }
535
536 /* fill in implicit root bone */
537 v3_zero( skele->bones[0].co );
538 v3_copy( (v3f){0.0f,1.0f,0.0f}, skele->bones[0].end );
539 skele->bones[0].parent = 0xffffffff;
540 skele->bones[0].flags = 0;
541 skele->bones[0].name = "[root]";
542
543 /* process animation quick refs */
544 for( u32 i=0; i<skele->anim_count; i++ ){
545 mdl_animation *anim =
546 mdl_arritm( &mdl->animations, armature->anim_start+i );
547
548 skele->anims[i].rate = anim->rate;
549 skele->anims[i].length = anim->length;
550 skele->anims[i].name = mdl_pstr(mdl, anim->pstr_name);
551 skele->anims[i].anim_data =
552 mdl_arritm( &mdl->keyframes, anim->offset );
553
554 vg_info( "animation[ %f, %u ] '%s'\n", anim->rate,
555 anim->length,
556 skele->anims[i].name );
557 }
558
559 skeleton_create_inverses( skele );
560 vg_success( "Loaded skeleton with %u bones\n", skele->bone_count );
561 vg_success( " %u colliders\n", skele->collider_count );
562 }
563
564 static void skeleton_debug( struct skeleton *skele, m4x3f *final_mtx ){
565 for( u32 i=1; i<skele->bone_count; i ++ ){
566 struct skeleton_bone *sb = &skele->bones[i];
567
568 v3f p0, p1;
569 v3_copy( sb->co, p0 );
570 v3_add( p0, sb->end, p1 );
571
572 m4x3_mulv( final_mtx[i], p0, p0 );
573 m4x3_mulv( final_mtx[i], p1, p1 );
574
575 if( sb->flags & k_bone_flag_deform ){
576 if( sb->flags & k_bone_flag_ik ){
577 vg_line( p0, p1, 0xff0000ff );
578 }
579 else{
580 vg_line( p0, p1, 0xffcccccc );
581 }
582 }
583 else
584 vg_line( p0, p1, 0xff00ffff );
585 }
586 }
587
588 #endif /* SKELETON_H */