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8238 lines
221 KiB
8238 lines
221 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// studiomdl.c: generates a studio .mdl file from a .qc script |
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// models/<scriptname>.mdl. |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#pragma warning( disable : 4244 ) |
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#pragma warning( disable : 4237 ) |
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#pragma warning( disable : 4305 ) |
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#include <stdio.h> |
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#include <stdlib.h> |
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#include <sys/stat.h> |
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#include <math.h> |
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#include <float.h> |
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#include "cmdlib.h" |
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#include "scriplib.h" |
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#include "mathlib/mathlib.h" |
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#include "studio.h" |
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#include "studiomdl.h" |
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#include "bone_setup.h" |
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#include "tier1/strtools.h" |
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#include "mathlib/vmatrix.h" |
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#include "mdlobjects/dmeboneflexdriver.h" |
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class CBoneRenderBounds |
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{ |
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public: |
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Vector m_Mins; // In bone space. |
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Vector m_Maxs; |
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}; |
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// this is computed once so render models and their physics hulls get translated by the same amount |
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static Vector g_PropCenterOffset(0,0,0); |
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//---------------------------------------------------------------------- |
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// underlay: |
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// studiomdl : delta = new_anim * ( -1 * base_anim ) |
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// engine : result = (w * delta) * base_anim |
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// |
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// overlay |
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// |
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// studiomdl : delta = (-1 * base_anim ) * new_anim |
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// engine : result = base_anim * (w * delta) |
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// |
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//---------------------------------------------------------------------- |
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void QuaternionSMAngles( float s, Quaternion const &p, Quaternion const &q, RadianEuler &angles ) |
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{ |
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Quaternion qt; |
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QuaternionSM( s, p, q, qt ); |
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QuaternionAngles( qt, angles ); |
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} |
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void QuaternionMAAngles( Quaternion const &p, float s, Quaternion const &q, RadianEuler &angles ) |
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{ |
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Quaternion qt; |
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QuaternionMA( p, s, q, qt ); |
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QuaternionAngles( qt, angles ); |
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} |
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// q = p * (-q * p) |
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//----------------------------------------------------------------------------- |
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// Purpose: subtract linear motion from root bone animations |
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// fixup missing frames from looping animations |
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// create "delta" animations |
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//----------------------------------------------------------------------------- |
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int g_rootIndex = 0; |
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void buildAnimationWeights( void ); |
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void extractLinearMotion( s_animation_t *panim, int motiontype, int iStartFrame, int iEndFrame, int iSrcFrame, s_animation_t *pRefAnim, int iRefFrame /* , Vector pos, QAngle angles */ ); |
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void fixupMissingFrame( s_animation_t *panim ); |
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void realignLooping( s_animation_t *panim ); |
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void extractUnusedMotion( s_animation_t *panim ); |
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// TODO: psrc and pdest as terms are ambigious, replace with something better |
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void setAnimationWeight( s_animation_t *panim, int index ); |
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void processMatch( s_animation_t *psrc, s_animation_t *pdest, int flags ); |
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void worldspaceBlend( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags ); |
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void processAutoorigin( s_animation_t *psrc, s_animation_t *pdest, int flags, int srcframe, int destframe, int bone ); |
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void subtractBaseAnimations( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags ); |
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void fixupLoopingDiscontinuities( s_animation_t *panim, int start, int end ); |
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void matchBlend( s_animation_t *pDestAnim, s_animation_t *pSrcAnimation, int iSrcFrame, int iDestFrame, int iPre, int iPost ); |
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void makeAngle( s_animation_t *panim, float angle ); |
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void fixupIKErrors( s_animation_t *panim, s_ikrule_t *pRule ); |
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void createDerivative( s_animation_t *panim, float scale ); |
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void clearAnimations( s_animation_t *panim ); |
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void counterRotateBone( s_animation_t *panim, int bone, QAngle target ); |
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void localHierarchy( s_animation_t *panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end ); |
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void linearDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags ); |
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void splineDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags ); |
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void reencodeAnimation( s_animation_t *panim, int frameskip ); |
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void forceNumframes( s_animation_t *panim, int frames ); |
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void forceAnimationLoop( s_animation_t *panim ); |
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void solveBone( s_animation_t *panim, int iFrame, int iBone, matrix3x4_t* pBoneToWorld ); |
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void ClearModel (void) |
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{ |
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} |
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void processAnimations() |
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{ |
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int i, j; |
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// find global root bone. |
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if ( strlen( rootname ) ) |
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{ |
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g_rootIndex = findGlobalBone( rootname ); |
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if (g_rootIndex == -1) |
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g_rootIndex = 0; |
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} |
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buildAnimationWeights( ); |
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for (i = 0; i < g_numani; i++) |
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{ |
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s_animation_t *panim = g_panimation[i]; |
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extractUnusedMotion( panim ); // FIXME: this should be part of LinearMotion() |
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setAnimationWeight( panim, 0 ); |
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int startframe = 0; |
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if (panim->fudgeloop) |
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{ |
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fixupMissingFrame( panim ); |
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} |
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for (j = 0; j < panim->numcmds; j++) |
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{ |
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s_animcmd_t *pcmd = &panim->cmds[j]; |
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switch( pcmd->cmd ) |
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{ |
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case CMD_WEIGHTS: |
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setAnimationWeight( panim, pcmd->u.weightlist.index ); |
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break; |
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case CMD_SUBTRACT: |
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panim->flags |= STUDIO_DELTA; |
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subtractBaseAnimations( pcmd->u.subtract.ref, panim, pcmd->u.subtract.frame, pcmd->u.subtract.flags ); |
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break; |
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case CMD_AO: |
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{ |
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int bone = g_rootIndex; |
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if (pcmd->u.ao.pBonename != NULL) |
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{ |
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bone = findGlobalBone( pcmd->u.ao.pBonename ); |
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if (bone == -1) |
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{ |
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MdlError("unable to find bone %s to alignbone\n", pcmd->u.ao.pBonename ); |
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} |
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} |
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processAutoorigin( pcmd->u.ao.ref, panim, pcmd->u.ao.motiontype, pcmd->u.ao.srcframe, pcmd->u.ao.destframe, bone ); |
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} |
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break; |
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case CMD_MATCH: |
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processMatch( pcmd->u.match.ref, panim, false ); |
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break; |
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case CMD_FIXUP: |
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fixupLoopingDiscontinuities( panim, pcmd->u.fixuploop.start, pcmd->u.fixuploop.end ); |
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break; |
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case CMD_ANGLE: |
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makeAngle( panim, pcmd->u.angle.angle ); |
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break; |
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case CMD_IKFIXUP: |
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break; |
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case CMD_IKRULE: |
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// processed later |
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break; |
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case CMD_MOTION: |
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{ |
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extractLinearMotion( |
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panim, |
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pcmd->u.motion.motiontype, |
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startframe, |
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pcmd->u.motion.iEndFrame, |
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pcmd->u.motion.iEndFrame, |
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panim, |
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startframe ); |
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startframe = pcmd->u.motion.iEndFrame; |
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} |
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break; |
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case CMD_REFMOTION: |
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{ |
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extractLinearMotion( |
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panim, |
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pcmd->u.motion.motiontype, |
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startframe, |
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pcmd->u.motion.iEndFrame, |
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pcmd->u.motion.iSrcFrame, |
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pcmd->u.motion.pRefAnim, |
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pcmd->u.motion.iRefFrame ); |
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startframe = pcmd->u.motion.iEndFrame; |
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} |
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break; |
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case CMD_DERIVATIVE: |
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{ |
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createDerivative( |
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panim, |
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pcmd->u.derivative.scale ); |
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} |
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break; |
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case CMD_NOANIMATION: |
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{ |
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clearAnimations( panim ); |
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} |
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break; |
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case CMD_LINEARDELTA: |
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{ |
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panim->flags |= STUDIO_DELTA; |
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linearDelta( panim, panim, panim->numframes - 1, pcmd->u.linear.flags ); |
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} |
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break; |
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case CMD_COMPRESS: |
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{ |
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reencodeAnimation( panim, pcmd->u.compress.frames ); |
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} |
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break; |
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case CMD_NUMFRAMES: |
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{ |
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forceNumframes( panim, pcmd->u.numframes.frames ); |
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} |
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break; |
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case CMD_COUNTERROTATE: |
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{ |
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int bone = findGlobalBone( pcmd->u.counterrotate.pBonename ); |
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if (bone != -1) |
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{ |
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QAngle target; |
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if (!pcmd->u.counterrotate.bHasTarget) |
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{ |
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matrix3x4_t rootxform; |
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matrix3x4_t defaultBoneToWorld; |
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AngleMatrix( panim->rotation, rootxform ); |
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ConcatTransforms( rootxform, g_bonetable[bone].boneToPose, defaultBoneToWorld ); |
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MatrixAngles( defaultBoneToWorld, target ); |
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} |
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else |
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{ |
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target.Init( pcmd->u.counterrotate.targetAngle[0], pcmd->u.counterrotate.targetAngle[1], pcmd->u.counterrotate.targetAngle[2] ); |
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} |
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counterRotateBone( panim, bone, target ); |
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} |
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else |
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{ |
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MdlError("unable to find bone %s to counterrotate\n", pcmd->u.counterrotate.pBonename ); |
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} |
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} |
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break; |
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case CMD_WORLDSPACEBLEND: |
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worldspaceBlend( pcmd->u.world.ref, panim, pcmd->u.world.startframe, pcmd->u.world.loops ); |
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break; |
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case CMD_MATCHBLEND: |
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matchBlend( panim, pcmd->u.match.ref, pcmd->u.match.srcframe, pcmd->u.match.destframe, pcmd->u.match.destpre, pcmd->u.match.destpost ); |
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break; |
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case CMD_LOCALHIERARCHY: |
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localHierarchy( panim, pcmd->u.localhierarchy.pBonename, pcmd->u.localhierarchy.pParentname, pcmd->u.localhierarchy.start, pcmd->u.localhierarchy.peak, pcmd->u.localhierarchy.tail, pcmd->u.localhierarchy.end ); |
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// localHierarchy( panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end ); |
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break; |
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} |
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} |
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if (panim->motiontype) |
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{ |
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int lastframe; |
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if (!(panim->flags & STUDIO_LOOPING) ) |
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{ |
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// roll back 0.2 seconds to try to prevent popping |
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int frames = panim->fps * panim->motionrollback; |
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lastframe = max( min( startframe + 1, panim->numframes - 1), panim->numframes - frames - 1 ); |
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//printf("%s : %d %d (%d)\n", panim->name, startframe, lastframe, panim->numframes - 1 ); |
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} |
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else |
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{ |
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lastframe = panim->numframes - 1; |
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} |
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extractLinearMotion( panim, panim->motiontype, startframe, lastframe, panim->numframes - 1, panim, startframe ); |
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startframe = panim->numframes - 1; |
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} |
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realignLooping( panim ); |
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forceAnimationLoop( panim ); |
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} |
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// merge weightlists |
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for (i = 0; i < g_sequence.Count(); i++) |
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{ |
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int k, n; |
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for (n = 0; n < g_numbones; n++) |
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{ |
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g_sequence[i].weight[n] = 0.0; |
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for (j = 0; j < g_sequence[i].groupsize[0]; j++) |
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{ |
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for (k = 0; k < g_sequence[i].groupsize[1]; k++) |
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{ |
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g_sequence[i].weight[n] = max( g_sequence[i].weight[n], g_sequence[i].panim[j][k]->weight[n] ); |
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} |
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} |
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} |
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} |
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} |
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/* |
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void lookupLinearMotion( s_animation_t *panim, int motiontype, int startframe, int endframe, Vector &p1, Vector &p2 ) |
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{ |
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Vector p0 = panim->sanim[startframe][g_rootIndex].pos; |
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p2 = panim->sanim[endframe][g_rootIndex].pos[0]; |
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float fFrame = (startframe + endframe) / 2.0; |
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int iFrame = (int)fFrame; |
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float s = fFrame - iFrame; |
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p1 = panim->sanim[iFrame][g_rootIndex].pos * (1 - s) + panim->sanim[iFrame+1][g_rootIndex].pos * s; |
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} |
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*/ |
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// 0.375 * v1 + 0.125 * v2 - d2 = 0.5 * v1 + 0.5 * v2 - d3; |
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// 0.375 * v1 - 0.5 * v1 = 0.5 * v2 - d3 - 0.125 * v2 + d2; |
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// 0.375 * v1 - 0.5 * v1 = 0.5 * v2 - d3 - 0.125 * v2 + d2; |
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// -0.125 * v1 = 0.375 * v2 - d3 + d2; |
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// v1 = (0.375 * v2 - d3 + d2) / -0.125; |
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// -3 * (0.375 * v2 - d3 + d2) + 0.125 * v2 - d2 = 0 |
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// -3 * (0.375 * v2 - d3 + d2) + 0.125 * v2 - d2 = 0 |
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// -1 * v2 + 3 * d3 - 3 * d2 - d2 = 0 |
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// v2 = 3 * d3 - 4 * d2 |
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// 0.5 * v1 + 0.5 * v2 - d3 |
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// -4 * (0.375 * v2 - d3 + d2) + 0.5 * v2 - d3 = 0 |
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// -1.5 * v2 + 4 * d3 - 4 * d2 + 0.5 * v2 - d3 = 0 |
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// v2 = 4 * d3 - 4 * d2 - d3 |
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// v2 = 3 * d3 - 4 * d2 |
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// 0.5 * v1 + 0.5 * (3 * d3 - 4 * d2) - d3 = 0 |
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// v1 + (3 * d3 - 4 * d2) - 2 * d3 = 0 |
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// v1 = -3 * d3 + 4 * d2 + 2 * d3 |
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// v1 = -1 * d3 + 4 * d2 |
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void ConvertToAnimLocal( s_animation_t *panim, Vector &pos, QAngle &angles ) |
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{ |
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matrix3x4_t bonematrix; |
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matrix3x4_t adjmatrix; |
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// convert explicit position/angle into animation relative values |
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AngleMatrix( angles, pos, bonematrix ); |
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AngleMatrix( panim->rotation, panim->adjust, adjmatrix ); |
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MatrixInvert( adjmatrix, adjmatrix ); |
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ConcatTransforms( adjmatrix, bonematrix, bonematrix ); |
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MatrixAngles( bonematrix, angles, pos ); |
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// pos = pos * panim->scale; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: find the linear movement/rotation between two frames, subtract that |
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// out of the animation and add it back on as a "piecewise movement" command |
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// panim - current animation |
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// motiontype - what to extract |
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// iStartFrame - first frame to apply motion over |
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// iEndFrame - last end frame to apply motion over |
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// iSrcFrame - match refFrame against what frame of the current animation |
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// pRefAnim - reference animtion |
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// iRefFrame - frame of reference animation to match |
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//----------------------------------------------------------------------------- |
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void extractLinearMotion( s_animation_t *panim, int motiontype, int iStartFrame, int iEndFrame, int iSrcFrame, s_animation_t *pRefAnim, int iRefFrame /* , Vector pos, QAngle angles */ ) |
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{ |
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int j, k; |
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matrix3x4_t adjmatrix; |
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// Can't extract motion with only 1 frame of animation! |
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if ( panim->numframes <= 1 ) |
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{ |
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MdlError( "Can't extract motion from sequence %s (%s). Check your QC options!\n", panim->name, panim->filename ); |
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} |
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if (panim->numpiecewisekeys >= MAXSTUDIOMOVEKEYS) |
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{ |
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MdlError( "Too many piecewise movement keys in %s (%s)\n", panim->name, panim->filename ); |
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} |
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if (iEndFrame > panim->numframes - 1) |
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iEndFrame = panim->numframes - 1; |
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if (iSrcFrame > panim->numframes - 1) |
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iSrcFrame = panim->numframes - 1; |
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if (iStartFrame >= iEndFrame) |
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{ |
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MdlWarning("Motion extraction ignored, no frames remaining in %s (%s)\n", panim->name, panim->filename ); |
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return; |
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} |
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float fFrame = (iStartFrame + iSrcFrame) / 2.0; |
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int iMidFrame = (int)fFrame; |
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float s = fFrame - iMidFrame; |
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// find rotation |
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RadianEuler rot( 0, 0, 0 ); |
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if (motiontype & (STUDIO_LXR | STUDIO_LYR | STUDIO_LZR)) |
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{ |
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Quaternion q0; |
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Quaternion q1; |
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Quaternion q2; |
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AngleQuaternion( pRefAnim->sanim[iRefFrame][g_rootIndex].rot, q0 ); |
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AngleQuaternion( panim->sanim[iMidFrame][g_rootIndex].rot, q1 ); // only used for rotation checking |
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AngleQuaternion( panim->sanim[iSrcFrame][g_rootIndex].rot, q2 ); |
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Quaternion deltaQ1; |
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QuaternionMA( q1, -1, q0, deltaQ1 ); |
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Quaternion deltaQ2; |
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QuaternionMA( q2, -1, q0, deltaQ2 ); |
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// FIXME: this is still wrong, but it should be slightly more robust |
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RadianEuler a3; |
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if (motiontype & STUDIO_LXR) |
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{ |
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Quaternion q4; |
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q4.Init( deltaQ2.x, 0, 0, deltaQ2.w ); |
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QuaternionNormalize( q4 ); |
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QuaternionAngles( q4, a3 ); |
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rot.x = a3.x; |
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} |
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if (motiontype & STUDIO_LYR) |
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{ |
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Quaternion q4; |
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q4.Init( 0, deltaQ2.y, 0, deltaQ2.w ); |
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QuaternionNormalize( q4 ); |
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QuaternionAngles( q4, a3 ); |
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rot.y = a3.y; |
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} |
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if (motiontype & STUDIO_LZR) |
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{ |
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Quaternion q4; |
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q4.Init( 0, 0, deltaQ2.z, deltaQ2.w ); |
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QuaternionNormalize( q4 ); |
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QuaternionAngles( q4, a3 ); |
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// check for possible rotations >180 degrees by looking at the |
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// halfway point and seeing if it's rotating a different direction |
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// than the shortest path to the end point |
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Quaternion q5; |
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RadianEuler a5; |
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q5.Init( 0, 0, deltaQ1.z, deltaQ1.w ); |
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QuaternionNormalize( q5 ); |
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QuaternionAngles( q5, a5 ); |
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if (a3.z > M_PI) a5.z -= 2*M_PI; |
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if (a3.z < -M_PI) a5.z += 2*M_PI; |
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if (a5.z > M_PI) a5.z -= 2*M_PI; |
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if (a5.z < -M_PI) a5.z += 2*M_PI; |
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if (a5.z > M_PI/4 && a3.z < 0) |
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{ |
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a3.z += 2*M_PI; |
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} |
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if (a5.z < -M_PI/4 && a3.z > 0) |
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{ |
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a3.z -= 2*M_PI; |
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} |
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rot.z = a3.z; |
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} |
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} |
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// find movement |
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Vector p0; |
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AngleMatrix(rot, adjmatrix ); |
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VectorRotate( pRefAnim->sanim[iRefFrame][g_rootIndex].pos, adjmatrix, p0 ); |
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Vector p2 = panim->sanim[iSrcFrame][g_rootIndex].pos; |
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Vector p1 = panim->sanim[iMidFrame][g_rootIndex].pos * (1 - s) + panim->sanim[iMidFrame+1][g_rootIndex].pos * s; |
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// ConvertToAnimLocal( panim, pos, angles ); // FIXME: unused |
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p2 = p2 - p0; |
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p1 = p1 - p0; |
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if (!(motiontype & STUDIO_LX)) { p2.x = 0; p1.x = 0; }; |
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if (!(motiontype & STUDIO_LY)) { p2.y = 0; p1.y = 0; }; |
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if (!(motiontype & STUDIO_LZ)) { p2.z = 0; p1.z = 0; }; |
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// printf("%s %.1f %.1f %.1f\n", g_bonetable[g_rootIndex].name, p2.x, p2.y, p2.z ); |
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float d1 = p1.Length(); |
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float d2 = p2.Length(); |
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float v0 = -1 * d2 + 4 * d1; |
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float v1 = 3 * d2 - 4 * d1; |
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if ( g_verbose ) |
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{ |
|
printf("%s : %d - %d : %.1f %.1f %.1f\n", panim->name, iStartFrame, iEndFrame, p2.x, p2.y, RAD2DEG( rot[2] ) ); |
|
} |
|
|
|
int numframes = iEndFrame - iStartFrame + 1; |
|
if (numframes < 1) |
|
return; |
|
|
|
float n = numframes - 1; |
|
|
|
//printf("%f %f : ", v0, v1 ); |
|
|
|
if (motiontype & STUDIO_LINEAR) |
|
{ |
|
v0 = v1 = p2.Length(); |
|
} |
|
else if (v0 < 0.0f) |
|
{ |
|
v0 = 0.0; |
|
v1 = p2.Length() * 2.0; |
|
} |
|
else if (v1 < 0.0) |
|
{ |
|
v0 = p2.Length() * 2.0; |
|
v1 = 0.0; |
|
} |
|
else if ((v0+v1) > 0.01 && (fabs(v0-v1) / (v0+v1)) < 0.2) |
|
{ |
|
// if they're within 10% of each other, assum no acceleration |
|
v0 = v1 = p2.Length(); |
|
} |
|
|
|
//printf("%f %f\n", v0, v1 ); |
|
|
|
Vector v = p2; |
|
VectorNormalize( v ); |
|
|
|
Vector A, B, C; |
|
if (motiontype & STUDIO_QUADRATIC_MOTION) |
|
{ |
|
SolveInverseQuadratic( 0, 0, 0.5, p1.x, 1.0, p2.x, A.x, B.x, C.x ); |
|
SolveInverseQuadratic( 0, 0, 0.5, p1.y, 1.0, p2.y, A.y, B.y, C.y ); |
|
SolveInverseQuadratic( 0, 0, 0.5, p1.z, 1.0, p2.z, A.z, B.z, C.z ); |
|
} |
|
|
|
Vector adjpos; |
|
RadianEuler adjangle; |
|
matrix3x4_t bonematrix; |
|
for (j = 0; j < numframes; j++) |
|
{ |
|
float t = (j / n); |
|
|
|
if (motiontype & STUDIO_QUADRATIC_MOTION) |
|
{ |
|
adjpos.x = t * t * A.x + t * B.x + C.x; |
|
adjpos.y = t * t * A.y + t * B.y + C.y; |
|
adjpos.z = t * t * A.z + t * B.z + C.z; |
|
} |
|
else |
|
{ |
|
VectorScale( v, v0 * t + 0.5 * (v1 - v0) * t * t, adjpos ); |
|
} |
|
|
|
VectorScale( rot, t, adjangle ); |
|
|
|
AngleMatrix( adjangle, adjpos, adjmatrix ); |
|
MatrixInvert( adjmatrix, adjmatrix ); |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
// printf(" %.1f %.1f %.1f : ", adjpos[0], adjpos[1], RAD2DEG( adjangle[2] )); |
|
|
|
// printf(" %.1f %.1f %.1f\n", adjpos[0], adjpos[1], adjpos[2] ); |
|
|
|
AngleMatrix( panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos, bonematrix ); |
|
ConcatTransforms( adjmatrix, bonematrix, bonematrix ); |
|
|
|
MatrixAngles( bonematrix, panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos ); |
|
// printf("%d : %.1f %.1f %.1f\n", j, panim->sanim[j+iStartFrame][k].pos.x, panim->sanim[j+iStartFrame][k].pos.y, RAD2DEG( panim->sanim[j+iStartFrame][k].rot.z ) ); |
|
} |
|
} |
|
} |
|
|
|
for (; j+iStartFrame < panim->numframes; j++) |
|
{ |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
AngleMatrix( panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos, bonematrix ); |
|
ConcatTransforms( adjmatrix, bonematrix, bonematrix ); |
|
MatrixAngles( bonematrix, panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos ); |
|
} |
|
} |
|
} |
|
|
|
// create piecewise motion paths |
|
|
|
s_linearmove_t *pmove = &panim->piecewisemove[panim->numpiecewisekeys++]; |
|
|
|
pmove->endframe = iEndFrame; |
|
|
|
pmove->flags = motiontype; |
|
|
|
// concatinate xforms |
|
if (panim->numpiecewisekeys > 1) |
|
{ |
|
AngleMatrix( adjangle, adjpos, bonematrix ); |
|
AngleMatrix( pmove[-1].rot, pmove[-1].pos, adjmatrix ); |
|
ConcatTransforms( adjmatrix, bonematrix, bonematrix ); |
|
MatrixAngles( bonematrix, pmove[0].rot, pmove[0].pos ); |
|
pmove->vector = pmove[0].pos - pmove[-1].pos; |
|
} |
|
else |
|
{ |
|
VectorCopy( adjpos, pmove[0].pos ); |
|
VectorCopy( adjangle, pmove[0].rot ); |
|
pmove->vector = pmove[0].pos; |
|
} |
|
VectorNormalize( pmove->vector ); |
|
|
|
// printf("%d : %.1f %.1f %.1f\n", iEndFrame, pmove[0].pos.x, pmove[0].pos.y, RAD2DEG( pmove[0].rot.z ) ); |
|
|
|
pmove->v0 = v0; |
|
pmove->v1 = v1; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: process the "piecewise movement" commands and return where the animation |
|
// would move to on a given frame (assuming frame 0 is at the origin) |
|
//----------------------------------------------------------------------------- |
|
|
|
Vector calcPosition( s_animation_t *panim, int iFrame ) |
|
{ |
|
Vector vecPos; |
|
|
|
vecPos.Init(); |
|
|
|
if (panim->numpiecewisekeys == 0) |
|
return vecPos; |
|
|
|
if (panim->numframes == 1) |
|
return vecPos; |
|
|
|
int iLoops = 0; |
|
while (iFrame >= (panim->numframes - 1)) |
|
{ |
|
iLoops++; |
|
iFrame = iFrame - (panim->numframes - 1); |
|
} |
|
|
|
float prevframe = 0.0f; |
|
|
|
for (int i = 0; i < panim->numpiecewisekeys; i++) |
|
{ |
|
s_linearmove_t *pmove = &panim->piecewisemove[i]; |
|
|
|
if (pmove->endframe >= iFrame) |
|
{ |
|
float f = (iFrame - prevframe) / (pmove->endframe - prevframe); |
|
|
|
float d = pmove->v0 * f + 0.5 * (pmove->v1 - pmove->v0) * f * f; |
|
|
|
vecPos = vecPos + d * pmove->vector; |
|
if (iLoops != 0) |
|
{ |
|
s_linearmove_t *pmove = &panim->piecewisemove[panim->numpiecewisekeys - 1]; |
|
vecPos = vecPos + iLoops * pmove->pos; |
|
} |
|
return vecPos; |
|
} |
|
else |
|
{ |
|
prevframe = pmove->endframe; |
|
vecPos = pmove->pos; |
|
} |
|
} |
|
return vecPos; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: calculate how far an animation travels between two frames |
|
//----------------------------------------------------------------------------- |
|
|
|
Vector calcMovement( s_animation_t *panim, int iFrom, int iTo ) |
|
{ |
|
Vector p1 = calcPosition( panim, iFrom ); |
|
Vector p2 = calcPosition( panim, iTo ); |
|
|
|
return p2 - p1; |
|
} |
|
|
|
#if 0 |
|
// FIXME: add in correct motion!!! |
|
int iFrame = pRule->peak - pRule->start - k; |
|
if (pRule->start + k > panim->numframes - 1) |
|
{ |
|
iFrame = iFrame + 1; |
|
} |
|
Vector pos = footfall; |
|
if (panim->numframes > 1) |
|
pos = pos + panim->piecewisemove[0].pos * (iFrame) / (panim->numframes - 1.0f); |
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: try to calculate a "missing" frame of animation, i.e the overlapping frame |
|
//----------------------------------------------------------------------------- |
|
|
|
void fixupMissingFrame( s_animation_t *panim ) |
|
{ |
|
// the animations DIDN'T have the end frame the same as the start frame, so fudge it |
|
int size = g_numbones * sizeof( s_bone_t ); |
|
int j = panim->numframes; |
|
|
|
float scale = 1 / (j - 1.0f); |
|
|
|
panim->sanim[j] = (s_bone_t *)kalloc( 1, size ); |
|
|
|
Vector deltapos; |
|
|
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
VectorSubtract( panim->sanim[j-1][k].pos, panim->sanim[0][k].pos, deltapos ); |
|
VectorMA( panim->sanim[j-1][k].pos, scale, deltapos, panim->sanim[j][k].pos ); |
|
VectorCopy( panim->sanim[0][k].rot, panim->sanim[j][k].rot ); |
|
} |
|
|
|
panim->numframes = j + 1; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: shift the frames of the animation so that it starts on the desired frame |
|
//----------------------------------------------------------------------------- |
|
|
|
void realignLooping( s_animation_t *panim ) |
|
{ |
|
int j, k; |
|
|
|
// realign looping animations |
|
if (panim->numframes > 1 && panim->looprestart) |
|
{ |
|
if (panim->looprestart >= panim->numframes) |
|
{ |
|
MdlError( "loopstart (%d) out of range for animation %s (%d)", panim->looprestart, panim->name, panim->numframes ); |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
int n; |
|
|
|
Vector shiftpos[MAXSTUDIOANIMFRAMES]; |
|
RadianEuler shiftrot[MAXSTUDIOANIMFRAMES]; |
|
|
|
// printf("%f %f %f\n", motion[0], motion[1], motion[2] ); |
|
for (j = 0; j < panim->numframes - 1; j++) |
|
{ |
|
n = (j + panim->looprestart) % (panim->numframes - 1); |
|
VectorCopy( panim->sanim[n][k].pos, shiftpos[j] ); |
|
VectorCopy( panim->sanim[n][k].rot, shiftrot[j] ); |
|
} |
|
|
|
n = panim->looprestart; |
|
j = panim->numframes - 1; |
|
VectorCopy( panim->sanim[n][k].pos, shiftpos[j] ); |
|
VectorCopy( panim->sanim[n][k].rot, shiftrot[j] ); |
|
|
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
VectorCopy( shiftpos[j], panim->sanim[j][k].pos ); |
|
VectorCopy( shiftrot[j], panim->sanim[j][k].rot ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void extractUnusedMotion( s_animation_t *panim ) |
|
{ |
|
int j, k; |
|
|
|
int type = panim->motiontype; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
float motion[6]; |
|
motion[0] = panim->sanim[0][k].pos[0]; |
|
motion[1] = panim->sanim[0][k].pos[1]; |
|
motion[2] = panim->sanim[0][k].pos[2]; |
|
motion[3] = panim->sanim[0][k].rot[0]; |
|
motion[4] = panim->sanim[0][k].rot[1]; |
|
motion[5] = panim->sanim[0][k].rot[2]; |
|
|
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
if (type & STUDIO_X) |
|
panim->sanim[j][k].pos[0] = motion[0]; |
|
if (type & STUDIO_Y) |
|
panim->sanim[j][k].pos[1] = motion[1]; |
|
if (type & STUDIO_Z) |
|
panim->sanim[j][k].pos[2] = motion[2]; |
|
if (type & STUDIO_XR) |
|
panim->sanim[j][k].rot[0] = motion[3]; |
|
if (type & STUDIO_YR) |
|
panim->sanim[j][k].rot[1] = motion[4]; |
|
if (type & STUDIO_ZR) |
|
panim->sanim[j][k].rot[2] = motion[5]; |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: find the difference between the src and dest animations, then add that |
|
// difference to all the frames of the dest animation. |
|
//----------------------------------------------------------------------------- |
|
|
|
void processMatch( s_animation_t *psrc, s_animation_t *pdest, int flags ) |
|
{ |
|
int j, k; |
|
|
|
// process "match" |
|
Vector delta_pos[MAXSTUDIOSRCBONES]; |
|
Quaternion delta_q[MAXSTUDIOSRCBONES]; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (flags) |
|
VectorSubtract( psrc->sanim[0][k].pos, pdest->sanim[0][k].pos, delta_pos[k] ); |
|
QuaternionSM( -1, pdest->sanim[0][k].rot, psrc->sanim[0][k].rot, delta_q[k] ); |
|
} |
|
|
|
// printf("%.2f %.2f %.2f\n", adj.x, adj.y, adj.z ); |
|
for (j = 0; j < pdest->numframes; j++) |
|
{ |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (pdest->weight[k] > 0) |
|
{ |
|
if (flags) |
|
VectorAdd( pdest->sanim[j][k].pos, delta_pos[k], pdest->sanim[j][k].pos ); |
|
QuaternionMAAngles( pdest->sanim[j][k].rot, 1.0, delta_q[k], pdest->sanim[j][k].rot ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: blend the psrc animation overtop the pdest animation, but blend the |
|
// quaternions in world space instead of parent bone space. |
|
// Also, blend bone lengths, but only for non root animations. |
|
//----------------------------------------------------------------------------- |
|
|
|
void worldspaceBlend( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags ) |
|
{ |
|
int j, k, n; |
|
|
|
// process "match" |
|
Quaternion srcQ[MAXSTUDIOSRCBONES]; |
|
Vector srcPos[MAXSTUDIOSRCBONES]; |
|
Vector tmp; |
|
|
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOBONES]; |
|
matrix3x4_t destBoneToWorld[MAXSTUDIOBONES]; |
|
|
|
if (!flags) |
|
{ |
|
CalcBoneTransforms( psrc, srcframe, srcBoneToWorld ); |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
MatrixAngles( srcBoneToWorld[k], srcQ[k], tmp ); |
|
srcPos[k] = psrc->sanim[srcframe][k].pos; |
|
} |
|
} |
|
|
|
Quaternion targetQ, destQ; |
|
|
|
// printf("%.2f %.2f %.2f\n", adj.x, adj.y, adj.z ); |
|
for (j = 0; j < pdest->numframes; j++) |
|
{ |
|
if (flags) |
|
{ |
|
// pull from a looping source |
|
float flCycle = (float)j / (pdest->numframes - 1); |
|
flCycle += (float)srcframe / (psrc->numframes - 1); |
|
CalcBoneTransformsCycle( psrc, psrc, flCycle, srcBoneToWorld ); |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
MatrixAngles( srcBoneToWorld[k], srcQ[k], tmp ); |
|
|
|
n = g_bonetable[k].parent; |
|
if (n == -1) |
|
{ |
|
MatrixPosition( srcBoneToWorld[k], srcPos[k] ); |
|
} |
|
else |
|
{ |
|
matrix3x4_t worldToBone; |
|
MatrixInvert( srcBoneToWorld[n], worldToBone ); |
|
|
|
matrix3x4_t local; |
|
ConcatTransforms( worldToBone, srcBoneToWorld[k], local ); |
|
MatrixPosition( local, srcPos[k] ); |
|
} |
|
} |
|
} |
|
|
|
|
|
CalcBoneTransforms( pdest, j, destBoneToWorld ); |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (pdest->weight[k] > 0) |
|
{ |
|
// blend the boneToWorld transforms in world space |
|
MatrixAngles( destBoneToWorld[k], destQ, tmp ); |
|
QuaternionSlerp( destQ, srcQ[k], pdest->weight[k], targetQ ); |
|
|
|
AngleMatrix( targetQ, tmp, destBoneToWorld[k] ); |
|
} |
|
|
|
// back solve |
|
n = g_bonetable[k].parent; |
|
if (n == -1) |
|
{ |
|
MatrixAngles( destBoneToWorld[k], pdest->sanim[j][k].rot, tmp ); |
|
|
|
// FIXME: it's not clear if this should blend position or not....it'd be |
|
// better if weight lists could do quat and pos independently. |
|
} |
|
else |
|
{ |
|
matrix3x4_t worldToBone; |
|
MatrixInvert( destBoneToWorld[n], worldToBone ); |
|
|
|
matrix3x4_t local; |
|
ConcatTransforms( worldToBone, destBoneToWorld[k], local ); |
|
MatrixAngles( local, pdest->sanim[j][k].rot, tmp ); |
|
|
|
// blend bone lengths (local space) |
|
pdest->sanim[j][k].pos = Lerp( pdest->posweight[k], pdest->sanim[j][k].pos, srcPos[k] ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: match one animations position/orientation to another animations position/orientation |
|
//----------------------------------------------------------------------------- |
|
|
|
void processAutoorigin( s_animation_t *psrc, s_animation_t *pdest, int motiontype, int srcframe, int destframe, int bone ) |
|
{ |
|
int j, k; |
|
matrix3x4_t adjmatrix; |
|
|
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOBONES]; |
|
matrix3x4_t destBoneToWorld[MAXSTUDIOBONES]; |
|
|
|
CalcBoneTransforms( psrc, srcframe, srcBoneToWorld ); |
|
CalcBoneTransforms( pdest, destframe, destBoneToWorld ); |
|
|
|
// find rotation |
|
RadianEuler rot( 0, 0, 0 ); |
|
|
|
Quaternion q0; |
|
Quaternion q2; |
|
Vector srcPos; |
|
Vector destPos; |
|
|
|
MatrixAngles( srcBoneToWorld[bone], q0, srcPos ); |
|
MatrixAngles( destBoneToWorld[bone], q2, destPos ); |
|
|
|
if (motiontype & (STUDIO_LXR | STUDIO_LYR | STUDIO_LZR | STUDIO_XR | STUDIO_YR | STUDIO_ZR)) |
|
{ |
|
Quaternion deltaQ2; |
|
QuaternionMA( q2, -1, q0, deltaQ2 ); |
|
|
|
RadianEuler a3; |
|
if (motiontype & (STUDIO_LXR | STUDIO_XR)) |
|
{ |
|
Quaternion q4; |
|
q4.Init( deltaQ2.x, 0, 0, deltaQ2.w ); |
|
QuaternionNormalize( q4 ); |
|
QuaternionAngles( q4, a3 ); |
|
rot.x = a3.x; |
|
} |
|
if (motiontype & (STUDIO_LYR | STUDIO_YR)) |
|
{ |
|
Quaternion q4; |
|
q4.Init( 0, deltaQ2.y, 0, deltaQ2.w ); |
|
QuaternionNormalize( q4 ); |
|
QuaternionAngles( q4, a3 ); |
|
rot.y = a3.y; |
|
} |
|
if (motiontype & (STUDIO_LZR | STUDIO_ZR)) |
|
{ |
|
Quaternion q4; |
|
q4.Init( 0, 0, deltaQ2.z, deltaQ2.w ); |
|
QuaternionNormalize( q4 ); |
|
QuaternionAngles( q4, a3 ); |
|
rot.z = a3.z; |
|
} |
|
if ((motiontype & STUDIO_XR) && (motiontype & STUDIO_YR) && (motiontype & STUDIO_ZR)) |
|
{ |
|
QuaternionAngles( deltaQ2, rot ); |
|
} |
|
} |
|
|
|
// find movement |
|
Vector p0 = srcPos; |
|
Vector p2; |
|
AngleMatrix(rot, adjmatrix ); |
|
MatrixInvert( adjmatrix, adjmatrix ); |
|
VectorRotate( destPos, adjmatrix, p2 ); |
|
|
|
Vector adj = p0 - p2; |
|
|
|
if (!(motiontype & (STUDIO_X | STUDIO_LX))) |
|
adj.x = 0; |
|
if (!(motiontype & (STUDIO_Y | STUDIO_LY))) |
|
adj.y = 0; |
|
if (!(motiontype & (STUDIO_Z | STUDIO_LZ))) |
|
adj.z = 0; |
|
|
|
PositionMatrix( adj, adjmatrix ); |
|
|
|
if (g_verbose && bone != g_rootIndex) |
|
{ |
|
printf("%s aligning to %s - %.2f %.2f %.2f\n", pdest->name, g_bonetable[bone].name, adj.x, adj.y, adj.z ); |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
for (j = 0; j < pdest->numframes; j++) |
|
{ |
|
matrix3x4_t bonematrix; |
|
AngleMatrix( pdest->sanim[j][k].rot, pdest->sanim[j][k].pos, bonematrix ); |
|
ConcatTransforms( adjmatrix, bonematrix, bonematrix ); |
|
MatrixAngles( bonematrix, pdest->sanim[j][k].rot, pdest->sanim[j][k].pos ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: subtract one animaiton from animation to create an animation of the "difference" |
|
//----------------------------------------------------------------------------- |
|
|
|
void subtractBaseAnimations( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags ) |
|
{ |
|
int j, k; |
|
|
|
// create delta animations |
|
s_bone_t src[MAXSTUDIOSRCBONES]; |
|
|
|
if (srcframe >= psrc->numframes) |
|
{ |
|
MdlError( "subtract frame %d out of range for %s\n", srcframe, psrc->name ); |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
VectorCopy( psrc->sanim[srcframe][k].pos, src[k].pos ); |
|
VectorCopy( psrc->sanim[srcframe][k].rot, src[k].rot ); |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
for (j = 0; j < pdest->numframes; j++) |
|
{ |
|
if (pdest->weight[k] > 0) |
|
{ |
|
/* |
|
printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
k, |
|
src[k].pos[0], src[k].pos[1], src[k].pos[2], |
|
src[k].rot[0], src[k].rot[1], src[k].rot[2] ); |
|
|
|
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
RAD2DEG(pdest->sanim[j][k].pos[0]), RAD2DEG(pdest->sanim[j][k].pos[1]), RAD2DEG(pdest->sanim[j][k].pos[2]), |
|
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) ); |
|
*/ |
|
|
|
// calc differences between two rotations |
|
if (flags & STUDIO_POST) |
|
{ |
|
// find pdest in src's reference frame |
|
QuaternionSMAngles( -1, src[k].rot, pdest->sanim[j][k].rot, pdest->sanim[j][k].rot ); |
|
VectorSubtract( pdest->sanim[j][k].pos, src[k].pos, pdest->sanim[j][k].pos ); |
|
} |
|
else |
|
{ |
|
// find src in pdest's reference frame? |
|
QuaternionMAAngles( pdest->sanim[j][k].rot, -1, src[k].rot, pdest->sanim[j][k].rot ); |
|
VectorSubtract( src[k].pos, pdest->sanim[j][k].pos, pdest->sanim[j][k].pos ); |
|
} |
|
|
|
/* |
|
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
pdest->sanim[j][k].pos[0], pdest->sanim[j][k].pos[1], pdest->sanim[j][k].pos[2], |
|
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) ); |
|
*/ |
|
} |
|
} |
|
} |
|
|
|
#if 0 |
|
// cleanup weightlists |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
panim->weight[k] = 0.0; |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_weightlist[panim->weightlist].weight[k] > 0.0) |
|
{ |
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
if (fabs(panim->sanim[j][k].pos[0]) > 0.001 || |
|
fabs(panim->sanim[j][k].pos[1]) > 0.001 || |
|
fabs(panim->sanim[j][k].pos[2]) > 0.001 || |
|
fabs(panim->sanim[j][k].rot[0]) > 0.001 || |
|
fabs(panim->sanim[j][k].rot[1]) > 0.001 || |
|
fabs(panim->sanim[j][k].rot[2]) > 0.001) |
|
{ |
|
panim->weight[k] = g_weightlist[panim->weightlist].weight[k]; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
|
|
void QuaternionSlerp( const RadianEuler &r0, const RadianEuler &r1, float t, RadianEuler &r2 ) |
|
{ |
|
Quaternion q0, q1, q2; |
|
AngleQuaternion( r0, q0 ); |
|
AngleQuaternion( r1, q1 ); |
|
QuaternionSlerp( q0, q1, t, q2 ); |
|
QuaternionAngles( q2, r2 ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: subtract each frame running interpolation of the first frame to the last frame |
|
//----------------------------------------------------------------------------- |
|
|
|
void linearDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags ) |
|
{ |
|
int j, k; |
|
|
|
// create delta animations |
|
s_bone_t src0[MAXSTUDIOSRCBONES]; |
|
s_bone_t src1[MAXSTUDIOSRCBONES]; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
VectorCopy( psrc->sanim[0][k].pos, src0[k].pos ); |
|
VectorCopy( psrc->sanim[0][k].rot, src0[k].rot ); |
|
VectorCopy( psrc->sanim[srcframe][k].pos, src1[k].pos ); |
|
VectorCopy( psrc->sanim[srcframe][k].rot, src1[k].rot ); |
|
} |
|
|
|
if (pdest->numframes == 1) |
|
{ |
|
MdlWarning( "%s too short for splinedelta\n", pdest->name ); |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
for (j = 0; j < pdest->numframes; j++) |
|
{ |
|
float s = 1; |
|
if (pdest->numframes > 1) |
|
{ |
|
s = (float)j / (pdest->numframes - 1); |
|
} |
|
|
|
// make it a spline curve |
|
if (flags & STUDIO_AL_SPLINE) |
|
{ |
|
s = 3 * s * s - 2 * s * s * s; |
|
} |
|
|
|
if (pdest->weight[k] > 0) |
|
{ |
|
/* |
|
printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
k, |
|
src[k].pos[0], src[k].pos[1], src[k].pos[2], |
|
src[k].rot[0], src[k].rot[1], src[k].rot[2] ); |
|
|
|
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
RAD2DEG(pdest->sanim[j][k].pos[0]), RAD2DEG(pdest->sanim[j][k].pos[1]), RAD2DEG(pdest->sanim[j][k].pos[2]), |
|
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) ); |
|
*/ |
|
|
|
s_bone_t src; |
|
|
|
src.pos = src0[k].pos * (1 - s) + src1[k].pos * s; |
|
QuaternionSlerp( src0[k].rot, src1[k].rot, s, src.rot ); |
|
|
|
// calc differences between two rotations |
|
if (flags & STUDIO_AL_POST) |
|
{ |
|
// find pdest in src's reference frame |
|
QuaternionSMAngles( -1, src.rot, pdest->sanim[j][k].rot, pdest->sanim[j][k].rot ); |
|
VectorSubtract( pdest->sanim[j][k].pos, src.pos, pdest->sanim[j][k].pos ); |
|
} |
|
else |
|
{ |
|
// find src in pdest's reference frame? |
|
QuaternionMAAngles( pdest->sanim[j][k].rot, -1, src.rot, pdest->sanim[j][k].rot ); |
|
VectorSubtract( src.pos, pdest->sanim[j][k].pos, pdest->sanim[j][k].pos ); |
|
} |
|
|
|
/* |
|
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
pdest->sanim[j][k].pos[0], pdest->sanim[j][k].pos[1], pdest->sanim[j][k].pos[2], |
|
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) ); |
|
*/ |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: turn the animation into a lower fps encoded version |
|
//----------------------------------------------------------------------------- |
|
|
|
void reencodeAnimation( s_animation_t *panim, int frameskip ) |
|
{ |
|
int j, k, n; |
|
|
|
n = 1; |
|
for (j = frameskip; j < panim->numframes; j += frameskip) |
|
{ |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
panim->sanim[n][k] = panim->sanim[j][k]; |
|
} |
|
n++; |
|
} |
|
panim->numframes = n; |
|
|
|
panim->fps = panim->fps / frameskip; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: clip or pad the animation as nessesary to be a specified number of frames |
|
//----------------------------------------------------------------------------- |
|
|
|
void forceNumframes( s_animation_t *panim, int numframes ) |
|
{ |
|
int j; |
|
|
|
int size = g_numbones * sizeof( s_bone_t ); |
|
|
|
// copy |
|
for (j = panim->numframes; j < numframes; j++) |
|
{ |
|
panim->sanim[j] = (s_bone_t *)kalloc( 1, size ); |
|
memcpy( panim->sanim[j], panim->sanim[panim->numframes-1], size ); |
|
} |
|
|
|
panim->numframes = numframes; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: subtract each frame from the previous to calculate the animations derivative |
|
//----------------------------------------------------------------------------- |
|
|
|
void createDerivative( s_animation_t *panim, float scale ) |
|
{ |
|
int j, k; |
|
|
|
s_bone_t orig[MAXSTUDIOSRCBONES]; |
|
|
|
j = panim->numframes - 1; |
|
if (panim->flags & STUDIO_LOOPING) |
|
{ |
|
j--; |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
VectorCopy( panim->sanim[j][k].pos, orig[k].pos ); |
|
VectorCopy( panim->sanim[j][k].rot, orig[k].rot ); |
|
} |
|
|
|
for (j = panim->numframes - 1; j >= 0; j--) |
|
{ |
|
s_bone_t *psrc; |
|
s_bone_t *pdest; |
|
|
|
if (j - 1 >= 0) |
|
{ |
|
psrc = panim->sanim[j-1]; |
|
} |
|
else |
|
{ |
|
psrc = orig; |
|
} |
|
pdest = panim->sanim[j]; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (panim->weight[k] > 0) |
|
{ |
|
/* |
|
{ |
|
printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
k, |
|
psrc[k].pos[0], psrc[k].pos[1], psrc[k].pos[2], |
|
RAD2DEG(psrc[k].rot[0]), RAD2DEG(psrc[k].rot[1]), RAD2DEG(psrc[k].rot[2]) ); |
|
|
|
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
pdest[k].pos[0], pdest[k].pos[1], pdest[k].pos[2], |
|
RAD2DEG(pdest[k].rot[0]), RAD2DEG(pdest[k].rot[1]), RAD2DEG(pdest[k].rot[2]) ); |
|
} |
|
*/ |
|
|
|
// find pdest in src's reference frame |
|
QuaternionSMAngles( -1, psrc[k].rot, pdest[k].rot, pdest[k].rot ); |
|
VectorSubtract( pdest[k].pos, psrc[k].pos, pdest[k].pos ); |
|
|
|
// rescale results (not sure what basis physics system is expecting) |
|
{ |
|
// QuaternionScale( pdest[k].rot, scale, pdest[k].rot ); |
|
Quaternion q; |
|
AngleQuaternion( pdest[k].rot, q ); |
|
QuaternionScale( q, scale, q ); |
|
QuaternionAngles( q, pdest[k].rot ); |
|
VectorScale( pdest[k].pos, scale, pdest[k].pos ); |
|
} |
|
|
|
/* |
|
{ |
|
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n", |
|
pdest[k].pos[0], pdest[k].pos[1], pdest[k].pos[2], |
|
RAD2DEG(pdest[k].rot[0]), RAD2DEG(pdest[k].rot[1]), RAD2DEG(pdest[k].rot[2]) ); |
|
} |
|
*/ |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: subtract each frame from the previous to calculate the animations derivative |
|
//----------------------------------------------------------------------------- |
|
|
|
void clearAnimations( s_animation_t *panim ) |
|
{ |
|
panim->flags |= STUDIO_DELTA; |
|
panim->flags |= STUDIO_ALLZEROS; |
|
|
|
panim->numframes = 1; |
|
panim->startframe = 0; |
|
panim->endframe = 1; |
|
|
|
int k; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
panim->sanim[0][k].pos = Vector( 0, 0, 0 ); |
|
panim->sanim[0][k].rot = RadianEuler( 0, 0, 0 ); |
|
panim->weight[k] = 0.0; |
|
panim->posweight[k] = 0.0; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: remove all world rotation from a bone |
|
//----------------------------------------------------------------------------- |
|
|
|
void counterRotateBone( s_animation_t *panim, int iBone, QAngle target ) |
|
{ |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
Vector pos; |
|
matrix3x4_t defaultBoneToWorld; |
|
|
|
int j; |
|
|
|
AngleMatrix( target, defaultBoneToWorld ); |
|
|
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
CalcBoneTransforms( panim, j, boneToWorld ); |
|
|
|
MatrixPosition( boneToWorld[iBone], pos ); |
|
PositionMatrix( pos, defaultBoneToWorld ); |
|
boneToWorld[iBone] = defaultBoneToWorld; |
|
|
|
solveBone( panim, j, iBone, boneToWorld ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: build transforms in source space, assuming source bones |
|
//----------------------------------------------------------------------------- |
|
void BuildRawTransforms( const s_source_t *psource, const char *pAnimationName, |
|
int frame, float scale, Vector const &shift, RadianEuler const &rotate, int flags, matrix3x4_t* boneToWorld ) |
|
{ |
|
int k; |
|
Vector tmp; |
|
Vector pos; |
|
RadianEuler rot; |
|
matrix3x4_t bonematrix; |
|
|
|
matrix3x4_t rootxform; |
|
|
|
AngleMatrix( rotate, rootxform ); |
|
|
|
const s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, pAnimationName ); |
|
if ( !pSourceAnim ) |
|
{ |
|
MdlError( "Unknown animation name %s\n", pAnimationName ); |
|
return; |
|
} |
|
|
|
if ( flags & STUDIO_LOOPING ) |
|
{ |
|
if ( frame ) |
|
{ |
|
while ( frame < 0) |
|
frame += pSourceAnim->numframes; |
|
frame = frame % pSourceAnim->numframes; |
|
} |
|
} |
|
else |
|
{ |
|
frame = clamp( frame, 0, pSourceAnim->numframes - 1 ); |
|
} |
|
|
|
// build source space local to world transforms |
|
for (k = 0; k < psource->numbones; k++) |
|
{ |
|
VectorScale( pSourceAnim->rawanim.Element(frame)[k].pos, scale, pos ); |
|
VectorCopy( pSourceAnim->rawanim.Element(frame)[k].rot, rot ); |
|
|
|
if ( psource->localBone[k].parent == -1 ) |
|
{ |
|
// translate |
|
VectorSubtract( pos, shift, tmp ); |
|
|
|
// rotate |
|
VectorRotate( tmp, rootxform, pos ); |
|
|
|
matrix3x4_t m; |
|
AngleMatrix( rot, m ); |
|
ConcatTransforms( rootxform, m, bonematrix ); |
|
MatrixAngles( bonematrix, rot ); |
|
clip_rotations( rot ); |
|
} |
|
|
|
AngleMatrix( rot, pos, bonematrix ); |
|
|
|
if ( psource->localBone[k].parent == -1 ) |
|
{ |
|
MatrixCopy( bonematrix, boneToWorld[k] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms( boneToWorld[psource->localBone[k].parent], bonematrix, boneToWorld[k] ); |
|
// ConcatTransforms( worldToBone[psource->localBone[k].parent], boneToWorld[k], bonematrix ); |
|
// B * C => A |
|
// C <= B-1 * A |
|
} |
|
} |
|
} |
|
|
|
|
|
void BuildRawTransforms( const s_source_t *psource, const char *pAnimationName, int frame, matrix3x4_t* boneToWorld ) |
|
{ |
|
BuildRawTransforms( psource, pAnimationName, frame, 1.0f, Vector( 0, 0, 0 ), RadianEuler( 0, 0, 0 ), 0, boneToWorld ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: convert source bone animation into global bone animation |
|
//----------------------------------------------------------------------------- |
|
void TranslateAnimations( const s_source_t *pSource, const matrix3x4_t *pSrcBoneToWorld, matrix3x4_t *pDestBoneToWorld ) |
|
{ |
|
matrix3x4_t bonematrix; |
|
|
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
int q = pSource->boneGlobalToLocal[k]; |
|
if ( q == -1 ) |
|
{ |
|
// unknown bone, copy over defaults |
|
if ( g_bonetable[k].parent >= 0 ) |
|
{ |
|
AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, bonematrix ); |
|
ConcatTransforms( pDestBoneToWorld[g_bonetable[k].parent], bonematrix, pDestBoneToWorld[k] ); |
|
} |
|
else |
|
{ |
|
AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, pDestBoneToWorld[k] ); |
|
} |
|
} |
|
else |
|
{ |
|
ConcatTransforms( pSrcBoneToWorld[q], g_bonetable[k].srcRealign, pDestBoneToWorld[k] ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: convert source bone animation into global bone animation |
|
//----------------------------------------------------------------------------- |
|
void ConvertAnimation( const s_source_t *psource, const char *pAnimationName, int frame, float scale, Vector const &shift, RadianEuler const &rotate, s_bone_t *dest ) |
|
{ |
|
int k; |
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
//matrix3x4_t srcWorldToBone[MAXSTUDIOSRCBONES]; |
|
matrix3x4_t destBoneToWorld[MAXSTUDIOSRCBONES]; |
|
matrix3x4_t destWorldToBone[MAXSTUDIOSRCBONES]; |
|
|
|
matrix3x4_t bonematrix; |
|
|
|
BuildRawTransforms( psource, pAnimationName, frame, scale, shift, rotate, 0, srcBoneToWorld ); |
|
|
|
/* |
|
for (k = 0; k < psource->numbones; k++) |
|
{ |
|
MatrixInvert( srcBoneToWorld[k], srcWorldToBone[k] ); |
|
} |
|
*/ |
|
|
|
TranslateAnimations( psource, srcBoneToWorld, destBoneToWorld ); |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
MatrixInvert( destBoneToWorld[k], destWorldToBone[k] ); |
|
} |
|
|
|
// convert source_space_local_to_world transforms to shared_space_local_to_world transforms |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( destBoneToWorld[k], bonematrix ); |
|
} |
|
else |
|
{ |
|
// convert my transform into parent relative space |
|
ConcatTransforms( destWorldToBone[g_bonetable[k].parent], destBoneToWorld[k], bonematrix ); |
|
|
|
// printf("%s : %s\n", psource->localBone[q2].name, psource->localBone[q].name ); |
|
|
|
// B * C => A |
|
// C <= B-1 * A |
|
} |
|
|
|
MatrixAngles( bonematrix, dest[k].rot, dest[k].pos ); |
|
|
|
clip_rotations( dest[k].rot ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: copy the raw animation data from the source files into the individual animations |
|
//----------------------------------------------------------------------------- |
|
void RemapAnimations(void) |
|
{ |
|
int i, j; |
|
|
|
// copy source animations |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
s_animation_t *panim = g_panimation[i]; |
|
|
|
s_source_t *psource = panim->source; |
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, panim->animationname ); |
|
int size = g_numbones * sizeof( s_bone_t ); |
|
|
|
int n = panim->startframe - pSourceAnim->startframe; |
|
// printf("%s %d:%d\n", g_panimation[i]->filename, g_panimation[i]->startframe, pSourceAnim->startframe ); |
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
panim->sanim[j] = (s_bone_t *)kalloc( 1, size ); |
|
|
|
ConvertAnimation( psource, panim->animationname, n + j, panim->scale, panim->adjust, panim->rotation, panim->sanim[j] ); |
|
} |
|
} |
|
} |
|
|
|
void buildAnimationWeights() |
|
{ |
|
int i, j, k; |
|
|
|
// rlink animation weights |
|
for (i = 0; i < g_numweightlist; i++) |
|
{ |
|
if (i == 0) |
|
{ |
|
// initialize weights |
|
for (j = 0; j < g_numbones; j++) |
|
{ |
|
if (g_bonetable[j].parent != -1) |
|
{ |
|
// set child bones to uninitialized |
|
g_weightlist[i].weight[j] = -1; |
|
} |
|
else if (i == 0) |
|
{ |
|
// set root bones to 1 |
|
g_weightlist[i].weight[j] = 1; |
|
g_weightlist[i].posweight[j] = 1; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
// initialize weights |
|
for (j = 0; j < g_numbones; j++) |
|
{ |
|
if (g_bonetable[j].parent != -1) |
|
{ |
|
// set child bones to uninitialized |
|
g_weightlist[i].weight[j] = g_weightlist[0].weight[j]; |
|
g_weightlist[i].posweight[j] = g_weightlist[0].posweight[j]; |
|
} |
|
else |
|
{ |
|
// set root bones to 0 |
|
g_weightlist[i].weight[j] = 0; |
|
g_weightlist[i].posweight[j] = 0; |
|
} |
|
} |
|
} |
|
|
|
// match up weights |
|
for (j = 0; j < g_weightlist[i].numbones; j++) |
|
{ |
|
k = findGlobalBone( g_weightlist[i].bonename[j] ); |
|
if (k == -1) |
|
{ |
|
MdlError("unknown bone reference '%s' in weightlist '%s'\n", g_weightlist[i].bonename[j], g_weightlist[i].name ); |
|
} |
|
g_weightlist[i].weight[k] = g_weightlist[i].boneweight[j]; |
|
g_weightlist[i].posweight[k] = g_weightlist[i].boneposweight[j]; |
|
} |
|
} |
|
|
|
for (i = 0; i < g_numweightlist; i++) |
|
{ |
|
// copy weights forward |
|
for (j = 0; j < g_numbones; j++) |
|
{ |
|
if (g_weightlist[i].weight[j] < 0.0) |
|
{ |
|
if (g_bonetable[j].parent != -1) |
|
{ |
|
g_weightlist[i].weight[j] = g_weightlist[i].weight[g_bonetable[j].parent]; |
|
g_weightlist[i].posweight[j] = g_weightlist[i].posweight[g_bonetable[j].parent]; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void setAnimationWeight( s_animation_t *panim, int index ) |
|
{ |
|
// copy weightlists to animations |
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
panim->weight[k] = g_weightlist[index].weight[k]; |
|
panim->posweight[k] = g_weightlist[index].posweight[k]; |
|
} |
|
} |
|
|
|
void addDeltas( s_animation_t *panim, int frame, float s, Vector delta_pos[], Quaternion delta_q[] ) |
|
{ |
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
if (panim->weight[k] > 0) |
|
{ |
|
QuaternionSMAngles( s, delta_q[k], panim->sanim[frame][k].rot, panim->sanim[frame][k].rot ); |
|
VectorMA( panim->sanim[frame][k].pos, s, delta_pos[k], panim->sanim[frame][k].pos ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: find the difference between the overlapping frames and spread out |
|
// the difference over multiple frames. |
|
// start: negative number, specifies how far back from the end to start blending |
|
// end: positive number, specifies how many frames from the beginning to blend |
|
//----------------------------------------------------------------------------- |
|
|
|
void fixupLoopingDiscontinuities( s_animation_t *panim, int start, int end ) |
|
{ |
|
int j, k, m, n; |
|
|
|
// fix C0 errors on looping animations |
|
m = panim->numframes - 1; |
|
|
|
Vector delta_pos[MAXSTUDIOSRCBONES]; |
|
Quaternion delta_q[MAXSTUDIOSRCBONES]; |
|
|
|
// skip if there's nothing to smooth |
|
if (m == 0) |
|
return; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
VectorSubtract( panim->sanim[m][k].pos, panim->sanim[0][k].pos, delta_pos[k] ); |
|
QuaternionMA( panim->sanim[m][k].rot, -1, panim->sanim[0][k].rot, delta_q[k] ); |
|
QAngle ang; |
|
QuaternionAngles( delta_q[k], ang ); |
|
// printf("%2d %.1f %.1f %.1f\n", k, ang.x, ang.y, ang.z ); |
|
} |
|
|
|
// HACK: skip fixup for motion that'll be matched with linear extraction |
|
// FIXME: remove when "global" extraction moved into normal ordered processing loop |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
if (panim->motiontype & STUDIO_LX) |
|
delta_pos[k].x = 0.0; |
|
if (panim->motiontype & STUDIO_LY) |
|
delta_pos[k].y = 0.0; |
|
if (panim->motiontype & STUDIO_LZ) |
|
delta_pos[k].z = 0.0; |
|
// FIXME: add rotation |
|
} |
|
} |
|
|
|
// make sure loop doesn't exceed animation length |
|
if (end-start > panim->numframes) |
|
{ |
|
end = panim->numframes + start; |
|
if (end < 0) |
|
{ |
|
end = 0; |
|
start = -(panim->numframes - 1); |
|
} |
|
} |
|
|
|
// FIXME: figure out S |
|
float s = 0; |
|
float nf = end - start; |
|
|
|
for (j = start + 1; j <= 0; j++) |
|
{ |
|
n = j - start; |
|
s = (n / nf); |
|
s = 3 * s * s - 2 * s * s * s; |
|
// printf("%d : %d (%lf)\n", m+j, n, -s ); |
|
addDeltas( panim, m+j, -s, delta_pos, delta_q ); |
|
} |
|
|
|
for (j = 0; j < end; j++) |
|
{ |
|
n = end - j; |
|
s = (n / nf); |
|
s = 3 * s * s - 2 * s * s * s; |
|
//printf("%d : %d (%lf)\n", j, n, s ); |
|
addDeltas( panim, j, s, delta_pos, delta_q ); |
|
} |
|
} |
|
|
|
|
|
|
|
void matchBlend( s_animation_t *pDestAnim, s_animation_t *pSrcAnimation, int iSrcFrame, int iDestFrame, int iPre, int iPost ) |
|
{ |
|
int j, k; |
|
|
|
if (pDestAnim->flags & STUDIO_LOOPING) |
|
{ |
|
iPre = max( iPre, -pDestAnim->numframes ); |
|
iPost = min( iPost, pDestAnim->numframes ); |
|
} |
|
else |
|
{ |
|
iPre = max( iPre, -iDestFrame ); |
|
iPost = min( iPost, pDestAnim->numframes - iDestFrame ); |
|
} |
|
|
|
Vector delta_pos[MAXSTUDIOSRCBONES]; |
|
Quaternion delta_q[MAXSTUDIOSRCBONES]; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
VectorSubtract( pSrcAnimation->sanim[iSrcFrame][k].pos, pDestAnim->sanim[iDestFrame][k].pos, delta_pos[k] ); |
|
QuaternionMA( pSrcAnimation->sanim[iSrcFrame][k].rot, -1, pDestAnim->sanim[iDestFrame][k].rot, delta_q[k] ); |
|
/* |
|
QAngle ang; |
|
QuaternionAngles( delta_q[k], ang ); |
|
printf("%2d %.1f %.1f %.1f\n", k, ang.x, ang.y, ang.z ); |
|
*/ |
|
} |
|
|
|
// HACK: skip fixup for motion that'll be matched with linear extraction |
|
// FIXME: remove when "global" extraction moved into normal ordered processing loop |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
if (pDestAnim->motiontype & STUDIO_LX) |
|
delta_pos[k].x = 0.0; |
|
if (pDestAnim->motiontype & STUDIO_LY) |
|
delta_pos[k].y = 0.0; |
|
if (pDestAnim->motiontype & STUDIO_LZ) |
|
delta_pos[k].z = 0.0; |
|
// FIXME: add rotation |
|
} |
|
} |
|
|
|
// FIXME: figure out S |
|
float s = 0; |
|
|
|
for (j = iPre; j <= iPost; j++) |
|
{ |
|
if (j < 0) |
|
{ |
|
s = j / (float)(iPre-1); |
|
} |
|
else |
|
{ |
|
s = j / (float)(iPost+1); |
|
} |
|
s = SimpleSpline( 1 - s ); |
|
k = iDestFrame + j; |
|
if (k < 0) |
|
{ |
|
k += (pDestAnim->numframes - 1); |
|
} |
|
else |
|
{ |
|
k = k % (pDestAnim->numframes - 1); |
|
} |
|
//printf("%d : %d (%lf)\n", iDestFrame + j, k, s ); |
|
addDeltas( pDestAnim, k, s, delta_pos, delta_q ); |
|
// make sure final frame of a looping animation matches frame 0 |
|
if ((pDestAnim->flags & STUDIO_LOOPING) && k == 0) |
|
{ |
|
addDeltas( pDestAnim, pDestAnim->numframes - 1, s, delta_pos, delta_q ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: copy the first frame overtop the last frame |
|
//----------------------------------------------------------------------------- |
|
|
|
void forceAnimationLoop( s_animation_t *panim ) |
|
{ |
|
int k, m, n; |
|
|
|
// force looping animations to be looping |
|
if (panim->flags & STUDIO_LOOPING) |
|
{ |
|
n = 0; |
|
m = panim->numframes - 1; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
int type = panim->motiontype; |
|
|
|
if (!(type & STUDIO_LX)) |
|
panim->sanim[m][k].pos[0] = panim->sanim[n][k].pos[0]; |
|
if (!(type & STUDIO_LY)) |
|
panim->sanim[m][k].pos[1] = panim->sanim[n][k].pos[1]; |
|
if (!(type & STUDIO_LZ)) |
|
panim->sanim[m][k].pos[2] = panim->sanim[n][k].pos[2]; |
|
|
|
if (!(type & STUDIO_LXR)) |
|
panim->sanim[m][k].rot[0] = panim->sanim[n][k].rot[0]; |
|
if (!(type & STUDIO_LYR)) |
|
panim->sanim[m][k].rot[1] = panim->sanim[n][k].rot[1]; |
|
if (!(type & STUDIO_LZR)) |
|
panim->sanim[m][k].rot[2] = panim->sanim[n][k].rot[2]; |
|
} |
|
} |
|
|
|
// printf("\n"); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: calculate an single bones animation in a different parent's reference frame |
|
//----------------------------------------------------------------------------- |
|
|
|
void localHierarchy( s_animation_t *panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end ) |
|
{ |
|
s_localhierarchy_t *pRule; |
|
|
|
pRule = &panim->localhierarchy[ panim->numlocalhierarchy ]; |
|
panim->numlocalhierarchy++; |
|
|
|
pRule->start = start; |
|
pRule->peak = peak; |
|
pRule->tail = tail; |
|
pRule->end = end; |
|
|
|
if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0) |
|
{ |
|
pRule->tail = panim->numframes - 1; |
|
pRule->end = panim->numframes - 1; |
|
} |
|
|
|
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail == -1 && pRule->end != -1) |
|
{ |
|
pRule->peak = (pRule->start + pRule->end) / 2; |
|
pRule->tail = (pRule->start + pRule->end) / 2; |
|
} |
|
|
|
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail != -1) |
|
{ |
|
pRule->peak = (pRule->start + pRule->tail) / 2; |
|
} |
|
|
|
if (pRule->peak != -1 && pRule->tail == -1 && pRule->end != -1) |
|
{ |
|
pRule->tail = (pRule->peak + pRule->end) / 2; |
|
} |
|
|
|
if (pRule->peak == -1) |
|
{ |
|
pRule->start = 0; |
|
pRule->peak = 0; |
|
} |
|
|
|
if (pRule->tail == -1) |
|
{ |
|
pRule->tail = panim->numframes - 1; |
|
pRule->end = panim->numframes - 1; |
|
} |
|
|
|
// check for wrapping |
|
if (pRule->peak < pRule->start) |
|
{ |
|
pRule->peak += panim->numframes - 1; |
|
} |
|
if (pRule->tail < pRule->peak) |
|
{ |
|
pRule->tail += panim->numframes - 1; |
|
} |
|
if (pRule->end < pRule->tail) |
|
{ |
|
pRule->end += panim->numframes - 1; |
|
} |
|
|
|
|
|
pRule->localData.numerror = pRule->end - pRule->start + 1; |
|
if (pRule->end >= panim->numframes) |
|
pRule->localData.numerror = pRule->localData.numerror + 2; |
|
|
|
pRule->localData.pError = (s_streamdata_t *)kalloc( pRule->localData.numerror, sizeof( s_streamdata_t )); |
|
|
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
matrix3x4_t worldToBone; |
|
matrix3x4_t local; |
|
|
|
pRule->bone = findGlobalBone( pBonename ); |
|
if (pRule->bone == -1) |
|
{ |
|
MdlError("anim '%s' references unknown bone '%s' in localhierarchy\n", panim->name, pBonename ); |
|
} |
|
|
|
if (strlen( pParentname ) == 0) |
|
{ |
|
pRule->newparent = -1; |
|
} |
|
else |
|
{ |
|
pRule->newparent = findGlobalBone( pParentname ); |
|
if (pRule->newparent == -1) |
|
{ |
|
MdlError("anim '%s' references unknown bone '%s' in localhierarchy\n", panim->name, pParentname ); |
|
} |
|
} |
|
|
|
int k; |
|
const char *pAnimationName = panim->animationname; |
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( panim->source, pAnimationName ); |
|
|
|
|
|
for (k = 0; k < pRule->localData.numerror; k++) |
|
{ |
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
BuildRawTransforms( panim->source, pAnimationName, k + pRule->start + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld ); |
|
|
|
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld ); |
|
|
|
if (pRule->newparent != -1) |
|
{ |
|
MatrixInvert( boneToWorld[pRule->newparent], worldToBone ); |
|
ConcatTransforms( worldToBone, boneToWorld[pRule->bone], local ); |
|
} |
|
else |
|
{ |
|
MatrixCopy( boneToWorld[pRule->bone], local ); |
|
} |
|
|
|
MatrixAngles( local, pRule->localData.pError[k].q, pRule->localData.pError[k].pos ); |
|
|
|
/* |
|
QAngle ang; |
|
QuaternionAngles( pRule->errorData.pError[k].q, ang ); |
|
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n", |
|
k, |
|
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z, |
|
ang.x, ang.y, ang.z ); |
|
*/ |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: rotate the animation so that it's moving in the specified angle |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void makeAngle( s_animation_t *panim, float angle ) |
|
{ |
|
float da = 0.0f; |
|
|
|
if (panim->numpiecewisekeys != 0) |
|
{ |
|
// look for movement in total piecewise movement |
|
Vector pos = panim->piecewisemove[panim->numpiecewisekeys-1].pos; |
|
if (pos[0] != 0 || pos[1] != 0) |
|
{ |
|
float a = atan2( pos[1], pos[0] ) * (180 / M_PI); |
|
da = angle - a; |
|
} |
|
|
|
for (int i = 0; i < panim->numpiecewisekeys; i++) |
|
{ |
|
VectorYawRotate( panim->piecewisemove[i].pos, da, panim->piecewisemove[i].pos ); |
|
VectorYawRotate( panim->piecewisemove[i].vector, da, panim->piecewisemove[i].vector ); |
|
} |
|
} |
|
else |
|
{ |
|
// look for movement in root bone |
|
Vector pos = panim->sanim[(panim->numframes - 1)][g_rootIndex].pos - panim->sanim[0][g_rootIndex].pos; |
|
if (pos[0] != 0 || pos[1] != 0) |
|
{ |
|
float a = atan2( pos[1], pos[0] ) * (180 / M_PI); |
|
da = angle - a; |
|
} |
|
} |
|
|
|
/* |
|
if (da > -0.01 && da < 0.01) |
|
return; |
|
*/ |
|
|
|
matrix3x4_t rootxform; |
|
matrix3x4_t src; |
|
matrix3x4_t dest; |
|
|
|
AngleMatrix( QAngle( 0, da, 0), rootxform ); |
|
|
|
for (int j = 0; j < panim->numframes; j++) |
|
{ |
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
AngleMatrix( panim->sanim[j][k].rot, panim->sanim[j][k].pos, src ); |
|
ConcatTransforms( rootxform, src, dest ); |
|
MatrixAngles( dest, panim->sanim[j][k].rot, panim->sanim[j][k].pos ); |
|
} |
|
} |
|
} |
|
|
|
// FIXME: not finished |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: convert pBoneToWorld back into rot/pos data |
|
//----------------------------------------------------------------------------- |
|
|
|
void solveBone( |
|
s_animation_t *panim, |
|
int iFrame, |
|
int iBone, |
|
matrix3x4_t* pBoneToWorld |
|
) |
|
{ |
|
int iParent = g_bonetable[iBone].parent; |
|
|
|
if (iParent == -1) |
|
{ |
|
MatrixAngles( pBoneToWorld[iBone], panim->sanim[iFrame][iBone].rot, panim->sanim[iFrame][iBone].pos ); |
|
return; |
|
} |
|
|
|
matrix3x4_t worldToBone; |
|
MatrixInvert( pBoneToWorld[iParent], worldToBone ); |
|
|
|
matrix3x4_t local; |
|
ConcatTransforms( worldToBone, pBoneToWorld[iBone], local ); |
|
|
|
iFrame = iFrame % panim->numframes; |
|
|
|
MatrixAngles( local, panim->sanim[iFrame][iBone].rot, panim->sanim[iFrame][iBone].pos ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: calc the influence of a ik rule for a specific point in the animation cycle |
|
//----------------------------------------------------------------------------- |
|
|
|
float IKRuleWeight( s_ikrule_t *pRule, float flCycle ) |
|
{ |
|
if (pRule->end > 1.0f && flCycle < pRule->start) |
|
{ |
|
flCycle = flCycle + 1.0f; |
|
} |
|
|
|
float value = 0.0f; |
|
if (flCycle < pRule->start) |
|
{ |
|
return 0.0f; |
|
} |
|
else if (flCycle < pRule->peak ) |
|
{ |
|
value = (flCycle - pRule->start) / (pRule->peak - pRule->start); |
|
} |
|
else if (flCycle < pRule->tail ) |
|
{ |
|
return 1.0f; |
|
} |
|
else if (flCycle < pRule->end ) |
|
{ |
|
value = 1.0f - ((flCycle - pRule->tail) / (pRule->end - pRule->tail)); |
|
} |
|
return 3.0f * value * value - 2.0f * value * value * value; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Lock the ik target to a specific location in order to clean up bad animations (shouldn't be needed). |
|
//----------------------------------------------------------------------------- |
|
void fixupIKErrors( s_animation_t *panim, s_ikrule_t *pRule ) |
|
{ |
|
int k; |
|
|
|
if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0) |
|
{ |
|
pRule->tail = panim->numframes - 1; |
|
pRule->end = panim->numframes - 1; |
|
} |
|
|
|
// check for wrapping |
|
if (pRule->peak < pRule->start) |
|
{ |
|
pRule->peak += panim->numframes - 1; |
|
} |
|
if (pRule->tail < pRule->peak) |
|
{ |
|
pRule->tail += panim->numframes - 1; |
|
} |
|
if (pRule->end < pRule->tail) |
|
{ |
|
pRule->end += panim->numframes - 1; |
|
} |
|
|
|
if (pRule->contact == -1) |
|
{ |
|
pRule->contact = pRule->peak; |
|
} |
|
|
|
if (panim->numframes <= 1) |
|
return; |
|
|
|
pRule->errorData.numerror = pRule->end - pRule->start + 1; |
|
|
|
switch( pRule->type ) |
|
{ |
|
case IK_SELF: |
|
#if 0 |
|
// this code has never been run..... |
|
{ |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
matrix3x4_t worldToBone; |
|
matrix3x4_t local; |
|
Vector targetPos; |
|
Quaternion targetQuat; |
|
|
|
pRule->bone = findGlobalBone( pRule->bonename ); |
|
if (pRule->bone == -1) |
|
{ |
|
MdlError("unknown bone '%s' in ikrule\n", pRule->bonename ); |
|
} |
|
|
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
BuildRawTransforms( panim->source, pRule->contact + panim->startframe - panim->source->startframe, srcBoneToWorld ); |
|
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld ); |
|
|
|
MatrixInvert( boneToWorld[pRule->bone], worldToBone ); |
|
ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local ); |
|
MatrixAngles( local, targetQuat, targetPos ); |
|
|
|
for (k = 0; k < pRule->errorData.numerror; k++) |
|
{ |
|
BuildRawTransforms( panim->source, k + pRule->start + panim->startframe - panim->source->startframe, srcBoneToWorld ); |
|
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld ); |
|
|
|
float cycle = (panim->numframes <= 1) ? 0 : (k + pRule->start) / (panim->numframes - 1); |
|
float s = IKRuleWeight( pRule, cycle ); |
|
|
|
Quaternion curQuat; |
|
Vector curPos; |
|
|
|
// convert into rule bone space |
|
MatrixInvert( boneToWorld[pRule->bone], worldToBone ); |
|
ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local ); |
|
MatrixAngles( local, curQuat, curPos ); |
|
|
|
// find blended rule bone relative position |
|
Vector rulePos = curPos * s + targetPos * (1.0 - s); |
|
Quaternion ruleQuat; |
|
QuaternionSlerp( curQuat, targetQuat, s, ruleQuat ); |
|
QuaternionMatrix( ruleQuat, rulePos, local ); |
|
|
|
Vector worldPos; |
|
VectorTransform( rulePos, boneToWorld[pRule->bone], worldPos ); |
|
|
|
// printf("%d (%d) : %.1f %.1f %1.f\n", k + pRule->start, pRule->peak, pos.x, pos.y, pos.z ); |
|
Studio_SolveIK( |
|
g_ikchain[pRule->chain].link[0].bone, |
|
g_ikchain[pRule->chain].link[1].bone, |
|
g_ikchain[pRule->chain].link[2].bone, |
|
worldPos, |
|
boneToWorld ); |
|
|
|
// slam final matrix |
|
// FIXME: this isn't taking into account the IK may have failed |
|
ConcatTransforms( boneToWorld[pRule->bone], local, boneToWorld[g_ikchain[pRule->chain].link[2].bone] ); |
|
|
|
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[0].bone, boneToWorld ); |
|
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[1].bone, boneToWorld ); |
|
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[2].bone, boneToWorld ); |
|
} |
|
} |
|
#endif |
|
break; |
|
case IK_WORLD: |
|
case IK_GROUND: |
|
{ |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
|
|
int bone = g_ikchain[pRule->chain].link[2].bone; |
|
CalcBoneTransforms( panim, pRule->contact, boneToWorld ); |
|
// FIXME: add in motion |
|
|
|
Vector footfall; |
|
MatrixGetColumn( boneToWorld[bone], 3, footfall ); |
|
|
|
//printf("%d %d %d %d (%d)\n", pRule->start, pRule->peak, pRule->tail, pRule->end, pRule->errorData.numerror ); |
|
for (k = 0; k < pRule->errorData.numerror; k++) |
|
{ |
|
CalcBoneTransforms( panim, k + pRule->start, boneToWorld ); |
|
|
|
float cycle = (panim->numframes <= 1) ? 0 : (float)(k + pRule->start) / (panim->numframes - 1); |
|
float s = IKRuleWeight( pRule, cycle ); |
|
s = 1.0; // FIXME - the weight rule is wrong |
|
|
|
Vector orig; |
|
MatrixPosition( boneToWorld[g_ikchain[pRule->chain].link[2].bone], orig ); |
|
|
|
Vector pos = (footfall + calcMovement( panim, k + pRule->start, pRule->contact )) * s + orig * (1.0 - s); |
|
|
|
//printf("%d (%.1f:%.1f) : %.1f %.1f %1.f\n", k + pRule->start, cycle, s, pos.x, pos.y, pos.z ); |
|
|
|
Studio_SolveIK( |
|
g_ikchain[pRule->chain].link[0].bone, |
|
g_ikchain[pRule->chain].link[1].bone, |
|
g_ikchain[pRule->chain].link[2].bone, |
|
pos, |
|
boneToWorld ); |
|
|
|
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[0].bone, boneToWorld ); |
|
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[1].bone, boneToWorld ); |
|
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[2].bone, boneToWorld ); |
|
} |
|
} |
|
} |
|
forceAnimationLoop( panim ); // !!! |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: map the vertex animations to their equivalent vertex in the base animations |
|
//----------------------------------------------------------------------------- |
|
static void ComputeSideAndScale( const s_flexkey_t &flexKey, s_vertanim_t *pVAnim, float *pSide, float *pScale ) |
|
{ |
|
*pScale = 1.0f; |
|
*pSide = 0.0f; |
|
|
|
if ( flexKey.split > 0.0f ) |
|
{ |
|
if ( pVAnim->pos.x > flexKey.split ) |
|
{ |
|
*pScale = 0.0f; |
|
} |
|
else if ( pVAnim->pos.x < -flexKey.split ) |
|
{ |
|
*pScale = 1.0f; |
|
} |
|
else |
|
{ |
|
float t = ( flexKey.split - pVAnim->pos.x ) / (2.0 * flexKey.split); |
|
*pScale = 3.0f * t * t - 2.0f * t * t * t; |
|
// printf( "%.1f : %.2f\n", pSrcAnim->pos.x, *pScale ); |
|
} |
|
} |
|
else if ( flexKey.split < 0.0f ) |
|
{ |
|
if ( pVAnim->pos.x < flexKey.split) |
|
{ |
|
*pScale = 0.0f; |
|
} |
|
else if ( pVAnim->pos.x > -flexKey.split) |
|
{ |
|
*pScale = 1.0f; |
|
} |
|
else |
|
{ |
|
float t = ( flexKey.split - pVAnim->pos.x ) / ( 2.0f * flexKey.split ); |
|
*pScale = 3.0f * t * t - 2.0f * t * t * t; |
|
// printf( "%.1f : %.2f\n", pSrcAnim->pos.x, *pScale ); |
|
} |
|
} |
|
|
|
if ( flexKey.flexpair != 0) |
|
{ |
|
// paired flexes are full scale but variable side to side |
|
*pSide = 1.0 - *pScale; |
|
*pScale = 1.0; |
|
} |
|
else |
|
{ |
|
// unpaired flexes are variable scale, one sided |
|
*pSide = 0; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: map the vertex animations to their equivalent vertex in the base animations |
|
//----------------------------------------------------------------------------- |
|
static void ComputeVertexAnimationSpeed( s_flexkey_t& flexKey ) |
|
{ |
|
// calc max total scale for deltas |
|
float flScale = 0.0f; |
|
for ( int m = 0; m < flexKey.numvanims; m++ ) |
|
{ |
|
float s =flexKey.vanim[m].pos.Length(); |
|
|
|
if ( s > flScale ) |
|
{ |
|
flScale = s; |
|
} |
|
} |
|
if ( flScale == 0.0f ) |
|
{ |
|
flScale = 0.01f; |
|
} |
|
|
|
// set |
|
for ( int m = 0; m < flexKey.numvanims; m++ ) |
|
{ |
|
if ( flexKey.decay == 0.0f ) |
|
{ |
|
flexKey.vanim[m].speed = 1.0f; |
|
} |
|
else |
|
{ |
|
flexKey.vanim[m].speed = clamp( flexKey.vanim[m].pos.Length() / (flScale * flexKey.decay), 0.0f, 1.0f ); |
|
} |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: map the vertex animations to their equivalent vertex in the base animations |
|
//----------------------------------------------------------------------------- |
|
static void BuildVAnimFlags( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, int nCurrentFlexKey ) |
|
{ |
|
pVSourceAnim->vanim_flag = (int *)kalloc( pVSource->numvertices, sizeof( int )); |
|
for ( int n = nCurrentFlexKey; n < g_numflexkeys; n++ ) |
|
{ |
|
// make sure it's the current flex file and that it's not frame 0 (happens with eyeball stuff). |
|
if ( g_flexkey[n].source != pVSource ) |
|
continue; |
|
|
|
if ( Q_stricmp( g_flexkey[n].animationname, pVSourceAnim->animationname ) ) |
|
continue; |
|
|
|
const s_sourceanim_t *pAnim = FindSourceAnim( g_flexkey[n].source, g_flexkey[n].animationname ); |
|
if ( !pAnim ) |
|
continue; |
|
|
|
if ( pAnim->newStyleVertexAnimations != pVSourceAnim->newStyleVertexAnimations ) |
|
continue; |
|
|
|
if ( !pAnim->newStyleVertexAnimations && g_flexkey[n].frame == 0 ) |
|
continue; |
|
|
|
int k = g_flexkey[n].frame; |
|
for ( int m = 0; m < pVSourceAnim->numvanims[k]; m++ ) |
|
{ |
|
pVSourceAnim->vanim_flag[ pVSourceAnim->vanim[k][m].vertex ] = 1; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Build an array indexed by model vertex which indicates which vanim vertex corresponds best to it |
|
//----------------------------------------------------------------------------- |
|
static void BuildModelToVAnimMap( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, s_loddata_t *pmLodSource, bool bNewVertexAnimations, int *pModelToVAnim ) |
|
{ |
|
static float imapdist[MAXSTUDIOVERTS]; // distance from src vert to vanim vert |
|
static float imapdot[MAXSTUDIOVERTS]; // dot product of src norm to vanim normal |
|
Vector tmp; |
|
|
|
// find frame 0 vertices to closest g_model vertex |
|
for ( int j = 0; j < pmLodSource->numvertices; j++ ) |
|
{ |
|
imapdist[j] = 1E30; |
|
imapdot[j] = -1.0; |
|
pModelToVAnim[j] = -1; |
|
} |
|
|
|
int nMinLod = min( g_minLod, g_ScriptLODs.Count() - 1 ); |
|
|
|
for ( int j = 0; j < pVSource->numvertices; j++ ) |
|
{ |
|
float flMinDist = 1E30; |
|
int n = -1; |
|
for ( int k = 0; k < pmLodSource->numvertices; k++ ) |
|
{ |
|
// go ahead and skip vertices that are just going to be stripped later |
|
// TODO: take this out when the lod clamping stuff gets moved into the LOD code instead of being a post process |
|
if ( nMinLod && !( pmLodSource->vertex[k].lodFlag & (0xFFFFFF << nMinLod) ) ) |
|
continue; |
|
|
|
const Vector& vecModelPos = bNewVertexAnimations ? pVSource->vertex[j].position : pVSourceAnim->vanim[0][j].pos; |
|
|
|
// TODO: Length() gives inconsistent results in release build |
|
VectorSubtract( pmLodSource->vertex[k].position, vecModelPos, tmp ); |
|
float flDist = tmp.LengthSqr(); |
|
if ( flDist >= 0.15f ) |
|
continue; |
|
|
|
const Vector& vecModelNormal = bNewVertexAnimations ? pVSource->vertex[j].normal : pVSourceAnim->vanim[0][j].normal; |
|
float flDot = DotProduct( pmLodSource->vertex[k].normal, vecModelNormal ); |
|
if ( flDist < imapdist[k] || ( flDist == imapdist[k] && flDot > imapdot[k])) |
|
{ |
|
imapdist[k] = flDist; |
|
imapdot[k] = flDot; |
|
pModelToVAnim[k] = j; |
|
} |
|
|
|
if ( flDist < flMinDist ) |
|
{ |
|
flMinDist = flDist; |
|
n = j; |
|
} |
|
} |
|
|
|
if ( flMinDist > 0.01 ) |
|
{ |
|
// printf("vert %d dist %.4f\n", j, minDist ); |
|
// printf("%.4f %.4f %.4f\n", pvsource->vanim[0][j].pos[0], pvsource->vanim[0][j].pos[1], pvsource->vanim[0][j].pos[2] ); |
|
} |
|
|
|
// VectorSubtract( modelpos[n], pvsource->vanim[0][j].pos, matchdelta[j] ); |
|
|
|
if ( n == -1 ) |
|
{ |
|
// printf("no match for animated vertex %d : %.4f %.4f %.4f\n", j, pVSourceAnim->vanim[0][j].pos[0], pVSourceAnim->vanim[0][j].pos[1], pVSourceAnim->vanim[0][j].pos[2] ); |
|
} |
|
} |
|
|
|
/* |
|
for (j = 0; j < pmsource->numvertices; j++) |
|
{ |
|
printf("%4d : %7.4f %7.4f : %5d", j, imapdist[j], imapdot[j], model_to_vanim_vert_imap[j] ); |
|
printf(" : %8.4f %8.4f %8.4f", modelpos[j][0], modelpos[j][1], modelpos[j][2] ); |
|
printf("\n"); |
|
} |
|
*/ |
|
|
|
/* |
|
for (j = 0; j < pmsource->numvertices; j++) |
|
{ |
|
if (fabs( modelpos[j][2] - 64.36) > 0.01) |
|
continue; |
|
|
|
printf("%4d : %8.4f %8.4f %8.4f\n", j, modelpos[j][0], modelpos[j][1], modelpos[j][2] ); |
|
} |
|
|
|
for (j = 0; j < pvsource->numvertices; j++) |
|
{ |
|
if (!pvsource->vanim_flag[j]) |
|
continue; |
|
|
|
printf("%4d : %8.2f %8.2f %8.2f : ", j, pvsource->vanim[0][j].pos[0], pvsource->vanim[0][j].pos[1], pvsource->vanim[0][j].pos[2] ); |
|
for (k = 0; k < pmsource->numvertices; k++) |
|
{ |
|
if (model_to_vanim_vert_imap[k] == j) |
|
printf(" %d", k ); |
|
} |
|
printf("\n"); |
|
} |
|
*/ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Build an array indexed by model vertex which indicates which vanim vertex corresponds best to it |
|
//----------------------------------------------------------------------------- |
|
static void BuildVAnimMap( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, s_loddata_t *pmLodSource, const int *pModelToVAnim ) |
|
{ |
|
// indexed by vertex anim vertex index |
|
static int *mapp[MAXSTUDIOVERTS*4]; |
|
|
|
// count number of times each vanim vert connectes to a model vert |
|
int n = 0; |
|
pVSourceAnim->vanim_mapcount = (int *)kalloc( pVSource->numvertices, sizeof( int ) ); |
|
for ( int j = 0; j < pmLodSource->numvertices; j++ ) |
|
{ |
|
if ( pModelToVAnim[j] != -1 ) |
|
{ |
|
pVSourceAnim->vanim_mapcount[ pModelToVAnim[j] ]++; |
|
n++; |
|
} |
|
} |
|
|
|
pVSourceAnim->vanim_map = (int **)kalloc( pVSource->numvertices, sizeof( int * )); |
|
int *vmap = (int *)kalloc( n, sizeof( int ) ); |
|
|
|
// build mapping arrays |
|
for ( int j = 0; j < pVSource->numvertices; j++ ) |
|
{ |
|
if ( pVSourceAnim->vanim_mapcount[j] ) |
|
{ |
|
pVSourceAnim->vanim_map[j] = vmap; |
|
mapp[j] = vmap; |
|
vmap += pVSourceAnim->vanim_mapcount[j]; |
|
} |
|
else if ( pVSourceAnim->vanim_flag[j] ) |
|
{ |
|
// printf("%d animates but no matching vertex\n", j ); |
|
} |
|
} |
|
|
|
for ( int j = 0; j < pmLodSource->numvertices; j++ ) |
|
{ |
|
if (pModelToVAnim[j] != -1) |
|
{ |
|
*(mapp[ pModelToVAnim[j] ]++) = j; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes the number of unique desination vanims, allocates space for it |
|
//----------------------------------------------------------------------------- |
|
static void AllocateDestVAnim( s_flexkey_t &flexKey, s_sourceanim_t *pVSourceAnim ) |
|
{ |
|
int nVAnimCount = pVSourceAnim->numvanims[ flexKey.frame ]; |
|
s_vertanim_t *pVAnim = pVSourceAnim->vanim[ flexKey.frame ]; |
|
|
|
// frame 0 is special. Always assume zero vertex animations |
|
if ( !pVSourceAnim->newStyleVertexAnimations && flexKey.frame == 0 ) |
|
{ |
|
nVAnimCount = 0; |
|
} |
|
|
|
// count total possible remapped animations |
|
int nNumDestVAnims = 0; |
|
for ( int m = 0; m < nVAnimCount; m++) |
|
{ |
|
nNumDestVAnims += pVSourceAnim->vanim_mapcount[ pVAnim[m].vertex ]; |
|
} |
|
|
|
// allocate room to all possible resulting deltas |
|
s_vertanim_t *pDestAnim = (s_vertanim_t *)kalloc( nNumDestVAnims, sizeof( s_vertanim_t ) ); |
|
flexKey.vanim = pDestAnim; |
|
flexKey.vanimtype = STUDIO_VERT_ANIM_NORMAL; // default |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: map the vertex animations to their equivalent vertex in the base animations |
|
//----------------------------------------------------------------------------- |
|
void RemapVertexAnimations(void) |
|
{ |
|
int i, j, k; |
|
int n, m; |
|
s_source_t *pvsource; // vertex animation source |
|
const char *pAnimationName; |
|
s_sourceanim_t *pSourceAnim; |
|
s_loddata_t *pmLodSource; // original model source |
|
Vector tmp; |
|
|
|
// index by vertex in targets root LOD |
|
static int model_to_vanim_vert_imap[MAXSTUDIOVERTS]; // model vert to vanim vert mapping |
|
|
|
// for all the sources of flexes, find a mapping of vertex animations to base model. |
|
// There can be multiple "vertices" in the base model for each animated vertex since vertices |
|
// are duplicated along material boundaries. |
|
for ( i = 0; i < g_numflexkeys; i++ ) |
|
{ |
|
s_source_t *pVSource = g_flexkey[i].source; |
|
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname ); |
|
|
|
// We only do old-style vertex animations |
|
if ( pVSourceAnim->newStyleVertexAnimations ) |
|
continue; |
|
|
|
// skip if it's already been done or if has doesn't have any animations |
|
if ( pVSourceAnim->vanim_flag ) |
|
continue; |
|
|
|
// flag all the vertices that animate (builds the vanim_flag field of the source anim) |
|
BuildVAnimFlags( pVSource, pVSourceAnim, i ); |
|
|
|
s_loddata_t *pLodData = g_model[ g_flexkey[i].imodel ]->m_pLodData; |
|
|
|
// Map vertex indices specified in the model to ones specified in the vanim data |
|
BuildModelToVAnimMap( pVSource, pVSourceAnim, pLodData, false, model_to_vanim_vert_imap ); |
|
|
|
// Build the vanim_mapcount, vanim_map fields of the source anim |
|
BuildVAnimMap( pVSource, pVSourceAnim, pLodData, model_to_vanim_vert_imap ); |
|
} |
|
|
|
#if 0 |
|
s_vertanim_t *defaultanims = NULL; |
|
|
|
if (g_defaultflexkey) |
|
{ |
|
defaultanims = g_defaultflexkey->source->vanim[g_defaultflexkey->frame]; |
|
} |
|
else |
|
{ |
|
defaultanims = g_flexkey[0].source->vanim[0]; |
|
} |
|
#endif |
|
|
|
// reset model to be default animations |
|
if ( g_defaultflexkey ) |
|
{ |
|
pvsource = g_defaultflexkey->source; |
|
pAnimationName = g_defaultflexkey->animationname; |
|
pSourceAnim = FindSourceAnim( pvsource, pAnimationName ); |
|
pmLodSource = g_model[g_defaultflexkey->imodel]->m_pLodData; |
|
|
|
int numsrcanims = pSourceAnim->numvanims[g_defaultflexkey->frame]; |
|
s_vertanim_t *psrcanim = pSourceAnim->vanim[g_defaultflexkey->frame]; |
|
|
|
for (m = 0; m < numsrcanims; m++) |
|
{ |
|
if ( pSourceAnim->vanim_mapcount[psrcanim->vertex]) // bah, only do it for ones that found a match! |
|
{ |
|
for (n = 0; n < pSourceAnim->vanim_mapcount[psrcanim->vertex]; n++) |
|
{ |
|
// copy "default" pos to original model |
|
k = pSourceAnim->vanim_map[psrcanim->vertex][n]; |
|
VectorCopy( psrcanim->pos, pmLodSource->vertex[k].position ); |
|
VectorCopy( psrcanim->normal, pmLodSource->vertex[k].normal ); |
|
|
|
// copy "default" pos to frame 0 of vertex animation source |
|
// FIXME: this needs to copy to all sources of vertex animation. |
|
// FIXME: the "default" pose needs to be in each vertex animation source since it's likely that the vertices won't be numbered the same in each file. |
|
VectorCopy( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos ); |
|
VectorCopy( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal ); |
|
} |
|
} |
|
psrcanim++; |
|
} |
|
} |
|
|
|
static bool doesMove[MAXSTUDIOVERTS]; |
|
int numMoved; |
|
|
|
memset( doesMove, 0, MAXSTUDIOVERTS * sizeof( bool ) ); |
|
numMoved = 0; |
|
|
|
for (i = 0; i < g_numflexkeys; i++) |
|
{ |
|
pvsource = g_flexkey[i].source; |
|
pAnimationName = g_flexkey[i].animationname; |
|
pSourceAnim = FindSourceAnim( pvsource, pAnimationName ); |
|
if ( pSourceAnim->newStyleVertexAnimations ) |
|
continue; |
|
|
|
pmLodSource = g_model[g_flexkey[i].imodel]->m_pLodData; |
|
|
|
// Allocate g_flexkey[i].vanim |
|
AllocateDestVAnim( g_flexkey[i], pSourceAnim ); |
|
|
|
s_vertanim_t *psrcanim = pSourceAnim->vanim[g_flexkey[i].frame]; |
|
s_vertanim_t *pdestanim = g_flexkey[i].vanim; |
|
|
|
// frame 0 is special. Always assume zero vertex animations |
|
int numsrcanims = ( g_flexkey[i].frame != 0 ) ? pSourceAnim->numvanims[g_flexkey[i].frame] : 0; |
|
|
|
for (m = 0; m < numsrcanims; m++, psrcanim++) |
|
{ |
|
Vector delta, ndelta; |
|
float flSide, flScale; |
|
ComputeSideAndScale( g_flexkey[i], psrcanim, &flSide, &flScale ); |
|
|
|
// bah, only do it for ones that found a match! |
|
if ( flScale <= 0.0f || !pSourceAnim->vanim_mapcount[psrcanim->vertex] ) |
|
continue; |
|
|
|
j = pSourceAnim->vanim_map[psrcanim->vertex][0]; |
|
|
|
//VectorSubtract( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos, tmp ); |
|
//VectorTransform( tmp, pmsource->bonefixup[k].im, delta ); |
|
VectorSubtract( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos, delta ); |
|
|
|
//VectorSubtract( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal, tmp ); |
|
//VectorTransform( tmp, pmsource->bonefixup[k].im, ndelta ); |
|
VectorSubtract( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal, ndelta ); |
|
|
|
// if the changes are too small, skip 'em |
|
// FIXME: the clamp needs to be paired with the other matching positions. |
|
// currently this is set to the float16 min value. Sucky. |
|
if (DotProduct( delta, delta ) <= (0.001f*0.001f) /* 0.0001 */ && DotProduct( ndelta, ndelta ) <= 0.001) |
|
{ |
|
// printf("%4d %6.4f %6.4f %6.4f\n", pdestanim->vertex, delta.x, delta.y, delta.z ); |
|
continue; |
|
} |
|
|
|
for (n = 0; n < pSourceAnim->vanim_mapcount[psrcanim->vertex]; n++) |
|
{ |
|
pdestanim->vertex = pSourceAnim->vanim_map[psrcanim->vertex][n]; |
|
VectorScale( delta, flScale, pdestanim->pos ); |
|
VectorScale( ndelta, flScale, pdestanim->normal ); |
|
pdestanim->side = flSide; |
|
|
|
// count all the unique verts that actually move |
|
if (!doesMove[pdestanim->vertex]) |
|
{ |
|
doesMove[pdestanim->vertex] = true; |
|
numMoved++; |
|
} |
|
|
|
/* |
|
printf("%4d %6.2f %6.2f %6.2f : %4d %5.2f %5.2f %5.2f\n", |
|
pdestanim->vertex, |
|
// pmsource->vertex[pdestanim->vertex][0], pmsource->vertex[pdestanim->vertex][1], pmsource->vertex[pdestanim->vertex][2], |
|
modelpos[pdestanim->vertex][0], modelpos[pdestanim->vertex][1], modelpos[pdestanim->vertex][2], |
|
psrcanim->vertex, |
|
pdestanim->pos[0], pdestanim->pos[1], pdestanim->pos[2] ); |
|
*/ |
|
g_flexkey[i].numvanims++; |
|
pdestanim++; |
|
} |
|
} |
|
|
|
ComputeVertexAnimationSpeed( g_flexkey[i] ); |
|
} |
|
|
|
if (numMoved > MAXSTUDIOFLEXVERTS) |
|
{ |
|
MdlError( "Too many flexed verts %d (%d)\n", numMoved, MAXSTUDIOFLEXVERTS ); |
|
} |
|
else if (numMoved > 0 && !g_quiet) |
|
{ |
|
printf("Max flex verts %d\n", numMoved ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: map the vertex animations to their equivalent vertex in the base animations |
|
//----------------------------------------------------------------------------- |
|
static int FlexKeysSortFunc( const void *pv1, const void *pv2 ) |
|
{ |
|
const s_flexkey_t *pKey1 = (const s_flexkey_t*)pv1; |
|
const s_flexkey_t *pKey2 = (const s_flexkey_t*)pv2; |
|
|
|
if ( pKey1->source != pKey2->source ) |
|
return (size_t)pKey1->source - (size_t)pKey2->source; |
|
return Q_stricmp( pKey1->animationname, pKey2->animationname ); |
|
} |
|
|
|
static int SortFlexKeys( s_flexkey_t **ppSortedFlexKeys ) |
|
{ |
|
int nSortedFlexKeyCount = 0; |
|
for ( int i = 0; i < g_numflexkeys; i++ ) |
|
{ |
|
s_source_t *pVSource = g_flexkey[i].source; |
|
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname ); |
|
|
|
// We only do new-style vertex animations |
|
if ( !pVSourceAnim->newStyleVertexAnimations ) |
|
continue; |
|
|
|
ppSortedFlexKeys[nSortedFlexKeyCount++] = &g_flexkey[i]; |
|
} |
|
|
|
if ( nSortedFlexKeyCount > 0 ) |
|
{ |
|
qsort( ppSortedFlexKeys, nSortedFlexKeyCount, sizeof(s_flexkey_t*), FlexKeysSortFunc ); |
|
} |
|
|
|
return nSortedFlexKeyCount; |
|
} |
|
|
|
static void RemapVertexAnimationsNewVersion(void) |
|
{ |
|
// index by vertex in targets root LOD |
|
static int model_to_vanim_vert_imap[MAXSTUDIOVERTS]; |
|
|
|
// Sort flexkeys by source |
|
s_flexkey_t **ppSortedFlexKeys = (s_flexkey_t**)_alloca( g_numflexkeys * sizeof(s_flexkey_t*) ); |
|
int nSortedFlexKeyCount = SortFlexKeys( ppSortedFlexKeys ); |
|
if ( nSortedFlexKeyCount == 0 ) |
|
return; |
|
|
|
// for all the sources of flexes, find a mapping of vertex animations to base model. |
|
// There can be multiple "vertices" in the base model for each animated vertex since vertices |
|
// are duplicated along material boundaries. |
|
s_source_t *pVLastSource = NULL; |
|
for ( int i = 0; i < nSortedFlexKeyCount; i++ ) |
|
{ |
|
s_flexkey_t *pFlexKey = ppSortedFlexKeys[i]; |
|
s_source_t *pVSource = pFlexKey->source; |
|
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, pFlexKey->animationname ); |
|
s_loddata_t *pLodSource = g_model[ pFlexKey->imodel ]->m_pLodData; |
|
|
|
if ( pVSource != pVLastSource ) |
|
{ |
|
// Map vertex indices specified in the model to ones specified in the vanim data |
|
BuildModelToVAnimMap( pVSource, NULL, pLodSource, true, model_to_vanim_vert_imap ); |
|
pVLastSource = pVSource; |
|
} |
|
|
|
// We only do new-style vertex animations |
|
Assert( pVSourceAnim->newStyleVertexAnimations ); |
|
|
|
// skip if it's already been done or if has doesn't have any animations |
|
if ( pVSourceAnim->vanim_flag ) |
|
continue; |
|
|
|
pVSourceAnim->vanim_flag = (int *)kalloc( pVSource->numvertices, sizeof( int )); |
|
|
|
// flag all the vertices that animate (builds the vanim_flag field of the source anim) |
|
int j; |
|
for ( j = i+1; j < nSortedFlexKeyCount; ++j ) |
|
{ |
|
if ( ( ppSortedFlexKeys[j]->source != pVSource ) || |
|
Q_stricmp( ppSortedFlexKeys[j]->animationname, pFlexKey->animationname ) ) |
|
break; |
|
} |
|
|
|
for ( ; i < j; ++i ) |
|
{ |
|
int k = ppSortedFlexKeys[i]->frame; |
|
for ( int m = 0; m < pVSourceAnim->numvanims[k]; m++ ) |
|
{ |
|
pVSourceAnim->vanim_flag[ pVSourceAnim->vanim[k][m].vertex ] = 1; |
|
} |
|
} |
|
--i; |
|
|
|
// Build the vanim_mapcount, vanim_map fields of the source anim |
|
BuildVAnimMap( pVSource, pVSourceAnim, pLodSource, model_to_vanim_vert_imap ); |
|
} |
|
|
|
int nNumMoved = 0; |
|
static bool pDoesMove[MAXSTUDIOVERTS]; |
|
memset( pDoesMove, 0, MAXSTUDIOVERTS * sizeof( bool ) ); |
|
|
|
for ( int i = 0; i < g_numflexkeys; i++ ) |
|
{ |
|
s_source_t *pVSource = g_flexkey[i].source; |
|
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname ); |
|
if ( !pVSourceAnim->newStyleVertexAnimations ) |
|
continue; |
|
|
|
// Allocate g_flexkey[i].vanim |
|
AllocateDestVAnim( g_flexkey[i], pVSourceAnim ); |
|
|
|
int nNumSrcVAnims = pVSourceAnim->numvanims[ g_flexkey[i].frame ]; |
|
s_vertanim_t *pSrcVAnim = pVSourceAnim->vanim[ g_flexkey[i].frame ]; |
|
s_vertanim_t *pDestVAnim = g_flexkey[i].vanim; |
|
|
|
for ( int m = 0; m < nNumSrcVAnims; m++, pSrcVAnim++ ) |
|
{ |
|
// bah, only do it for ones that found a match! |
|
if ( !pVSourceAnim->vanim_mapcount[pSrcVAnim->vertex] ) |
|
continue; |
|
|
|
// if the changes are too small, skip 'em |
|
// FIXME: the clamp needs to be paired with the other matching positions. |
|
// currently this is set to the float16 min value. Sucky. |
|
if ( DotProduct( pSrcVAnim->pos, pSrcVAnim->pos ) <= (0.001f*0.001f) /* 0.0001 */ && DotProduct( pSrcVAnim->normal, pSrcVAnim->normal ) <= 0.001f && pSrcVAnim->wrinkle <= 0.001f ) |
|
{ |
|
// printf("%4d %6.4f %6.4f %6.4f\n", pDestAnim->vertex, delta.x, delta.y, delta.z ); |
|
continue; |
|
} |
|
|
|
for ( int n = 0; n < pVSourceAnim->vanim_mapcount[pSrcVAnim->vertex]; n++ ) |
|
{ |
|
memcpy( pDestVAnim, pSrcVAnim, sizeof(s_vertanim_t) ); |
|
pDestVAnim->vertex = pVSourceAnim->vanim_map[pSrcVAnim->vertex][n]; |
|
|
|
if ( pDestVAnim->wrinkle != 0.0f ) |
|
{ |
|
g_flexkey[i].vanimtype = STUDIO_VERT_ANIM_WRINKLE; |
|
} |
|
|
|
// count all the unique verts that actually move |
|
if ( !pDoesMove[pDestVAnim->vertex] ) |
|
{ |
|
pDoesMove[pDestVAnim->vertex] = true; |
|
nNumMoved++; |
|
} |
|
|
|
g_flexkey[i].numvanims++; |
|
pDestVAnim++; |
|
} |
|
} |
|
} |
|
|
|
if ( nNumMoved > MAXSTUDIOFLEXVERTS ) |
|
{ |
|
MdlError( "Too many flexed verts %d (%d)\n", nNumMoved, MAXSTUDIOFLEXVERTS ); |
|
} |
|
else if ( nNumMoved > 0 && !g_quiet ) |
|
{ |
|
printf("Max flex verts %d\n", nNumMoved ); |
|
} |
|
} |
|
|
|
|
|
// Finds the bone index for a particular source |
|
extern int FindLocalBoneNamed( const s_source_t *pSource, const char *pName ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: finds the bone index in the global bone table |
|
//----------------------------------------------------------------------------- |
|
|
|
int findGlobalBone( const char *name ) |
|
{ |
|
name = RenameBone( name ); |
|
for ( int k = 0; k < g_numbones; k++ ) |
|
{ |
|
if ( !Q_stricmp( g_bonetable[k].name, name ) ) |
|
return k; |
|
} |
|
|
|
return -1; |
|
} |
|
|
|
|
|
bool IsGlobalBoneXSI( const char *name, const char *bonename ) |
|
{ |
|
name = RenameBone( name ); |
|
|
|
int len = strlen( name ); |
|
|
|
int len2 = strlen( bonename ); |
|
if ( len2 == len && strchr( bonename, '.' ) == NULL && stricmp( bonename, name ) == 0 ) |
|
return true; |
|
|
|
if (len2 > len) |
|
{ |
|
|
|
if (bonename[len2-len-1] == '.') |
|
{ |
|
if (stricmp( &bonename[len2-len], name ) == 0) |
|
{ |
|
return true; |
|
} |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
|
|
int findGlobalBoneXSI( const char *name ) |
|
{ |
|
int k; |
|
|
|
name = RenameBone( name ); |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (IsGlobalBoneXSI( name, g_bonetable[k].name )) |
|
{ |
|
return k; |
|
} |
|
} |
|
|
|
return -1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Acculumate quaternions and try to find the swept area of rotation |
|
// so that a "midpoint" of the rotation area can be found |
|
//----------------------------------------------------------------------------- |
|
|
|
void findAnimQuaternionAlignment( int k, int i, Quaternion &qBase, Quaternion &qMin, Quaternion &qMax ) |
|
{ |
|
int j; |
|
|
|
AngleQuaternion( g_panimation[i]->sanim[0][k].rot, qBase ); |
|
qMin = qBase; |
|
float dMin = 1.0; |
|
qMax = qBase; |
|
float dMax = 1.0; |
|
|
|
for (j = 1; j < g_panimation[i]->numframes; j++) |
|
{ |
|
Quaternion q; |
|
|
|
AngleQuaternion( g_panimation[i]->sanim[j][k].rot, q ); |
|
QuaternionAlign( qBase, q, q ); |
|
|
|
float d0 = QuaternionDotProduct( q, qBase ); |
|
float d1 = QuaternionDotProduct( q, qMin ); |
|
float d2 = QuaternionDotProduct( q, qMax ); |
|
|
|
/* |
|
if (i != 0) |
|
printf("%f %f %f : %f\n", d0, d1, d2, QuaternionDotProduct( qMin, qMax ) ); |
|
*/ |
|
if (d1 >= d0) |
|
{ |
|
if (d0 < dMin) |
|
{ |
|
qMin = q; |
|
dMin = d0; |
|
if (dMax == 1.0) |
|
{ |
|
QuaternionMA( qBase, -0.01, qMin, qMax ); |
|
QuaternionAlign( qBase, qMax, qMax ); |
|
} |
|
} |
|
} |
|
else if (d2 >= d0) |
|
{ |
|
if (d0 < dMax) |
|
{ |
|
qMax = q; |
|
dMax = d0; |
|
} |
|
} |
|
|
|
/* |
|
if (i != 0) |
|
printf("%f ", QuaternionDotProduct( qMin, qMax ) ); |
|
*/ |
|
|
|
QuaternionSlerpNoAlign( qMin, qMax, 0.5, qBase ); |
|
Assert( qBase.IsValid() ); |
|
|
|
/* |
|
if (i != 0) |
|
{ |
|
QAngle ang; |
|
QuaternionAngles( qMin, ang ); |
|
printf("(%.1f %.1f %.1f) ", ang.x, ang.y, ang.z ); |
|
QuaternionAngles( qMax, ang ); |
|
printf("(%.1f %.1f %.1f) ", ang.x, ang.y, ang.z ); |
|
QuaternionAngles( qBase, ang ); |
|
printf("(%.1f %.1f %.1f)\n", ang.x, ang.y, ang.z ); |
|
} |
|
*/ |
|
|
|
dMin = QuaternionDotProduct( qBase, qMin ); |
|
dMax = QuaternionDotProduct( qBase, qMax ); |
|
} |
|
|
|
// printf("%s (%s): %.3f :%.3f\n", g_bonetable[k].name, g_panimation[i]->name, QuaternionDotProduct( qMin, qMax ), QuaternionDotProduct( qMin, qBase ) ); |
|
/* |
|
if (i != 0) |
|
exit(0); |
|
*/ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: For specific bones, try to find the total valid area of rotation so |
|
// that their mid point of rotation can be used at run time to "pre-align" |
|
// the quaternions so that rotations > 180 degrees don't get blended the |
|
// "short way round". |
|
//----------------------------------------------------------------------------- |
|
|
|
void limitBoneRotations( void ) |
|
{ |
|
int i, j, k; |
|
|
|
for (i = 0; i < g_numlimitrotation; i++) |
|
{ |
|
Quaternion qBase; |
|
|
|
k = findGlobalBone( g_limitrotation[i].name ); |
|
if (k == -1) |
|
{ |
|
MdlError("unknown bone \"%s\" in $limitrotation\n", g_limitrotation[i].name ); |
|
} |
|
|
|
AngleQuaternion( g_bonetable[k].rot, qBase ); |
|
|
|
if (g_limitrotation[i].numseq == 0) |
|
{ |
|
for (j = 0; j < g_numani; j++) |
|
{ |
|
if (!(g_panimation[j]->flags & STUDIO_DELTA) && g_panimation[j]->numframes > 3) |
|
{ |
|
Quaternion qBase2, qMin2, qMax2; |
|
findAnimQuaternionAlignment( k, j, qBase2, qMin2, qMax2 ); |
|
|
|
QuaternionAdd( qBase, qBase2, qBase ); |
|
} |
|
} |
|
QuaternionNormalize( qBase ); |
|
} |
|
else |
|
{ |
|
for (j = 0; j < g_limitrotation[i].numseq; j++) |
|
{ |
|
|
|
} |
|
} |
|
|
|
/* |
|
QAngle ang; |
|
QuaternionAngles( qBase, ang ); |
|
printf("%s : (%.1f %.1f %.1f) \n", g_bonetable[k].name, ang.x, ang.y, ang.z ); |
|
*/ |
|
|
|
g_bonetable[k].qAlignment = qBase; |
|
g_bonetable[k].flags |= BONE_FIXED_ALIGNMENT; |
|
|
|
// QuaternionAngles( qBase, g_panimation[0]->sanim[0][k].rot ); |
|
} |
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: For specific bones, try to find the total valid area of rotation so |
|
// that their mid point of rotation can be used at run time to "pre-align" |
|
// the quaternions so that rotations > 180 degrees don't get blended the |
|
// "short way round". |
|
//----------------------------------------------------------------------------- |
|
|
|
void limitIKChainLength( void ) |
|
{ |
|
int i, j, k; |
|
matrix3x4_t boneToWorld[MAXSTUDIOSRCBONES]; // bone transformation matrix |
|
|
|
for (k = 0; k < g_numikchains; k++) |
|
{ |
|
bool needsFixup = false; |
|
bool hasKnees = false; |
|
|
|
Vector kneeDir = g_ikchain[k].link[0].kneeDir; |
|
if (kneeDir.Length() > 0.0) |
|
{ |
|
hasKnees = true; |
|
} |
|
else |
|
{ |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
s_animation_t *panim = g_panimation[i]; |
|
|
|
if (panim->flags & STUDIO_DELTA) |
|
continue; |
|
|
|
if (panim->flags & STUDIO_HIDDEN) |
|
continue; |
|
|
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
CalcBoneTransforms( panim, j, boneToWorld ); |
|
|
|
Vector worldThigh; |
|
Vector worldKnee; |
|
Vector worldFoot; |
|
|
|
MatrixPosition( boneToWorld[ g_ikchain[k].link[0].bone ], worldThigh ); |
|
MatrixPosition( boneToWorld[ g_ikchain[k].link[1].bone ], worldKnee ); |
|
MatrixPosition( boneToWorld[ g_ikchain[k].link[2].bone ], worldFoot ); |
|
|
|
float l1 = (worldKnee-worldThigh).Length(); |
|
float l2 = (worldFoot-worldKnee).Length(); |
|
float l3 = (worldFoot-worldThigh).Length(); |
|
|
|
Vector ikHalf = (worldFoot+worldThigh) * 0.5; |
|
|
|
// FIXME: what to do when the knee completely straight? |
|
Vector ikKneeDir = worldKnee - ikHalf; |
|
VectorNormalize( ikKneeDir ); |
|
// ikTargetKnee = ikKnee + ikKneeDir * l1; |
|
|
|
// leg too straight to figure out knee? |
|
if (l3 > (l1 + l2) * 0.999) |
|
{ |
|
needsFixup = true; |
|
} |
|
else |
|
{ |
|
// rotate knee into local space |
|
Vector tmp; |
|
VectorIRotate( ikKneeDir, boneToWorld[ g_ikchain[k].link[0].bone ], tmp ); |
|
float bend = (((DotProduct( worldThigh - worldKnee, worldFoot - worldKnee ) ) / (l1 * l3)) + 1) / 2.0; |
|
kneeDir += tmp * bend; |
|
hasKnees = true; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if (!needsFixup) |
|
continue; |
|
|
|
if (!hasKnees) |
|
{ |
|
MdlWarning( "ik rules for %s but no clear knee direction\n", g_ikchain[k].name ); |
|
continue; |
|
} |
|
|
|
VectorNormalize( kneeDir ); |
|
g_ikchain[k].link[0].kneeDir = kneeDir; |
|
|
|
if (g_verbose) |
|
{ |
|
printf("knee %s %f %f %f\n", g_ikchain[k].name, kneeDir.x, kneeDir.y, kneeDir.z ); |
|
} |
|
|
|
#if 0 |
|
// don't bother for now, storing the knee direction should fix the runtime problems. |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
s_animation_t *panim = g_panimation[i]; |
|
|
|
if (panim->flags & STUDIO_DELTA) |
|
continue; |
|
|
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
CalcBoneTransforms( panim, j, boneToWorld ); |
|
|
|
Vector worldFoot; |
|
MatrixPosition( boneToWorld[ g_ikchain[k].link[2].bone ], worldFoot ); |
|
|
|
Vector targetKneeDir; |
|
VectorRotate( kneeDir, boneToWorld[ g_ikchain[k].link[0].bone ], targetKneeDir ); |
|
|
|
// run it through the normal IK solver, this should move the foot positions to someplace legal |
|
Studio_SolveIK( g_ikchain[k].link[0].bone, g_ikchain[k].link[1].bone, g_ikchain[k].link[2].bone, worldFoot, targetKneeDir, boneToWorld ); |
|
|
|
solveBone( panim, j, g_ikchain[k].link[0].bone, boneToWorld ); |
|
solveBone( panim, j, g_ikchain[k].link[1].bone, boneToWorld ); |
|
solveBone( panim, j, g_ikchain[k].link[2].bone, boneToWorld ); |
|
} |
|
} |
|
#endif |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: build "next node" table that links every transition "node" to |
|
// every other transition "node", if possible |
|
//----------------------------------------------------------------------------- |
|
void MakeTransitions( ) |
|
{ |
|
int i, j, k; |
|
bool iHit = g_bMultistageGraph; |
|
|
|
// add in direct node transitions |
|
for (i = 0; i < g_sequence.Count(); i++) |
|
{ |
|
if (g_sequence[i].entrynode != g_sequence[i].exitnode) |
|
{ |
|
g_xnode[g_sequence[i].entrynode-1][g_sequence[i].exitnode-1] = g_sequence[i].exitnode; |
|
if (g_sequence[i].nodeflags) |
|
{ |
|
g_xnode[g_sequence[i].exitnode-1][g_sequence[i].entrynode-1] = g_sequence[i].entrynode; |
|
} |
|
} |
|
} |
|
|
|
// calculate multi-stage transitions |
|
while (iHit) |
|
{ |
|
iHit = false; |
|
for (i = 1; i <= g_numxnodes; i++) |
|
{ |
|
for (j = 1; j <= g_numxnodes; j++) |
|
{ |
|
// if I can't go there directly |
|
if (i != j && g_xnode[i-1][j-1] == 0) |
|
{ |
|
for (k = 1; k <= g_numxnodes; k++) |
|
{ |
|
// but I found someone who knows how that I can get to |
|
if (g_xnode[k-1][j-1] > 0 && g_xnode[i-1][k-1] > 0) |
|
{ |
|
// then go to them |
|
g_xnode[i-1][j-1] = -g_xnode[i-1][k-1]; |
|
iHit = true; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
// reset previous pass so the links can be used in the next pass |
|
for (i = 1; i <= g_numxnodes; i++) |
|
{ |
|
for (j = 1; j <= g_numxnodes; j++) |
|
{ |
|
g_xnode[i-1][j-1] = abs( g_xnode[i-1][j-1] ); |
|
} |
|
} |
|
} |
|
|
|
// add in allowed "skips" |
|
for (i = 0; i < g_numxnodeskips; i++) |
|
{ |
|
g_xnode[g_xnodeskip[i][0]-1][g_xnodeskip[i][1]-1] = 0; |
|
} |
|
|
|
if (g_bDumpGraph) |
|
{ |
|
for (j = 1; j <= g_numxnodes; j++) |
|
{ |
|
printf("%2d : %s\n", j, g_xnodename[j] ); |
|
} |
|
printf(" " ); |
|
for (j = 1; j <= g_numxnodes; j++) |
|
{ |
|
printf("%2d ", j ); |
|
} |
|
printf("\n" ); |
|
|
|
for (i = 1; i <= g_numxnodes; i++) |
|
{ |
|
printf("%2d: ", i ); |
|
for (j = 1; j <= g_numxnodes; j++) |
|
{ |
|
printf("%2d ", g_xnode[i-1][j-1] ); |
|
} |
|
printf("\n" ); |
|
} |
|
} |
|
} |
|
|
|
|
|
int VectorCompareEpsilon(const Vector& v1, const Vector& v2, float epsilon) |
|
{ |
|
int i; |
|
|
|
for (i=0 ; i<3 ; i++) |
|
if (fabs(v1[i] - v2[i]) > epsilon) |
|
return 0; |
|
|
|
return 1; |
|
} |
|
|
|
int RadianEulerCompareEpsilon(const RadianEuler& v1, const RadianEuler& v2, float epsilon) |
|
{ |
|
int i; |
|
|
|
for (i=0 ; i<3 ; i++) |
|
{ |
|
// clamp to 2pi |
|
float a1 = fmod(v1[i],(float) (2*M_PI)); |
|
float a2 = fmod(v2[i],(float) (2*M_PI)); |
|
float delta = fabs(a1-a2); |
|
|
|
// use the smaller angle (359 == 1 degree off) |
|
if ( delta > M_PI ) |
|
{ |
|
delta = 2*M_PI - delta; |
|
} |
|
|
|
if (delta > epsilon) |
|
return 0; |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
bool AnimationDifferent( const Vector& startPos, const RadianEuler& startRot, const Vector& pos, const RadianEuler& rot ) |
|
{ |
|
if ( !VectorCompareEpsilon( startPos, pos, 0.01 ) ) |
|
return true; |
|
if ( !RadianEulerCompareEpsilon( startRot, rot, 0.01 ) ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
bool BoneHasAnimation( const char *pName ) |
|
{ |
|
bool first = true; |
|
Vector pos; |
|
RadianEuler rot; |
|
|
|
if ( !g_numani ) |
|
return false; |
|
|
|
int globalIndex = findGlobalBone( pName ); |
|
|
|
// don't check root bones for animation |
|
if (globalIndex >= 0 && g_bonetable[globalIndex].parent == -1) |
|
return true; |
|
|
|
// find used bones per g_model |
|
for (int i = 0; i < g_numani; i++) |
|
{ |
|
s_source_t *psource = g_panimation[i]->source; |
|
const char *pAnimationName = g_panimation[i]->animationname; |
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, pAnimationName ); |
|
|
|
int boneIndex = FindLocalBoneNamed(psource, pName); |
|
|
|
// not in this source? |
|
if (boneIndex < 0) |
|
continue; |
|
|
|
// this is not right, but enough of the bones are moved unintentionally between |
|
// animations that I put this in to catch them. |
|
first = true; |
|
int n = g_panimation[i]->startframe - pSourceAnim->startframe; |
|
// printf("%s %d:%d\n", g_panimation[i]->filename, g_panimation[i]->startframe, psource->startframe ); |
|
for (int j = 0; j < g_panimation[i]->numframes; j++) |
|
{ |
|
if ( first ) |
|
{ |
|
VectorCopy( pSourceAnim->rawanim[j+n][boneIndex].pos, pos ); |
|
VectorCopy( pSourceAnim->rawanim[j+n][boneIndex].rot, rot ); |
|
first = false; |
|
} |
|
else |
|
{ |
|
if ( AnimationDifferent( pos, rot, pSourceAnim->rawanim[j+n][boneIndex].pos, pSourceAnim->rawanim[j+n][boneIndex].rot ) ) |
|
return true; |
|
} |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
bool BoneHasAttachments( char const *pname ) |
|
{ |
|
for (int k = 0; k < g_numattachments; k++) |
|
{ |
|
if ( !stricmp( g_attachment[k].bonename, pname ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
bool BoneIsProcedural( char const *pname ) |
|
{ |
|
int k; |
|
|
|
for (k = 0; k < g_numaxisinterpbones; k++) |
|
{ |
|
if (! stricmp( g_axisinterpbones[k].bonename, pname ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
for (k = 0; k < g_numquatinterpbones; k++) |
|
{ |
|
if (IsGlobalBoneXSI( g_quatinterpbones[k].bonename, pname ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
for (k = 0; k < g_numaimatbones; k++) |
|
{ |
|
if (IsGlobalBoneXSI( g_aimatbones[k].bonename, pname ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
for (k = 0; k < g_numjigglebones; k++) |
|
{ |
|
if (! stricmp( g_jigglebones[k].bonename, pname ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
bool BoneIsIK( char const *pname ) |
|
{ |
|
int k; |
|
|
|
// tag bones used by ikchains |
|
for (k = 0; k < g_numikchains; k++) |
|
{ |
|
if ( !stricmp( g_ikchain[k].bonename, pname ) ) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool BoneShouldCollapse( char const *pname ) |
|
{ |
|
int k; |
|
|
|
for (k = 0; k < g_collapse.Count(); k++) |
|
{ |
|
if (stricmp( g_collapse[k], pname ) == 0) |
|
{ |
|
return true; |
|
} |
|
} |
|
|
|
return (!BoneHasAnimation( pname ) && !BoneIsProcedural( pname ) && !BoneIsIK( pname ) /* && !BoneHasAttachments( pname ) */); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Collapse vertex assignments up to parent on bones that are not needed |
|
// This can optimize a model substantially if the animator is using |
|
// lots of helper bones with no animation. |
|
//----------------------------------------------------------------------------- |
|
void CollapseBones( void ) |
|
{ |
|
int j, k; |
|
int count = 0; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if ( g_bonetable[k].bDontCollapse ) |
|
continue; |
|
|
|
if ( (g_bonetable[k].flags != 0 || g_bonetable[k].bPreDefined) && !BoneShouldCollapse( g_bonetable[k].name ) ) |
|
{ |
|
// printf("skipping %s : %d\n", g_bonetable[k].name, g_bonetable[k].flags ); |
|
continue; |
|
} |
|
|
|
count++; |
|
|
|
if( !g_quiet && g_verbose ) |
|
{ |
|
printf("collapsing %s\n", g_bonetable[k].name ); |
|
} |
|
|
|
g_numbones--; |
|
int m = g_bonetable[k].parent; |
|
|
|
for (j = k; j < g_numbones; j++) |
|
{ |
|
g_bonetable[j] = g_bonetable[j+1]; |
|
if (g_bonetable[j].parent == k) |
|
{ |
|
g_bonetable[j].parent = m; |
|
} |
|
else if (g_bonetable[j].parent >= k) |
|
{ |
|
g_bonetable[j].parent = g_bonetable[j].parent - 1; |
|
} |
|
} |
|
k--; |
|
} |
|
|
|
if( !g_quiet && count) |
|
{ |
|
printf("Collapsed %d bones\n", count ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: replace all animation, rotation and translation, etc. with a single bone |
|
//----------------------------------------------------------------------------- |
|
void MakeStaticProp() |
|
{ |
|
int i, j, k; |
|
matrix3x4_t rotated; |
|
|
|
AngleMatrix( g_defaultrotation, rotated ); |
|
|
|
// FIXME: missing attachment point recalcs! |
|
|
|
// replace bone 0 with "static_prop" bone and attach everything to it. |
|
for (i = 0; i < g_numsources; i++) |
|
{ |
|
s_source_t *psource = g_source[i]; |
|
|
|
strcpy( psource->localBone[0].name, "static_prop" ); |
|
psource->localBone[0].parent = -1; |
|
|
|
for (k = 1; k < psource->numbones; k++) |
|
{ |
|
psource->localBone[k].parent = -1; |
|
} |
|
|
|
rotated[0][3] = g_defaultadjust[0]; |
|
rotated[1][3] = g_defaultadjust[1]; |
|
rotated[2][3] = g_defaultadjust[2]; |
|
|
|
Vector mins, maxs; |
|
ClearBounds( mins, maxs ); |
|
|
|
for (j = 0; j < psource->numvertices; j++) |
|
{ |
|
for (k = 0; k < psource->vertex[j].boneweight.numbones; k++) |
|
{ |
|
// attach everything to root |
|
psource->vertex[j].boneweight.bone[k] = 0; |
|
} |
|
|
|
// **shift everything into identity space** |
|
// position |
|
Vector tmp; |
|
VectorTransform( psource->vertex[j].position, rotated, tmp ); |
|
VectorCopy( tmp, psource->vertex[j].position ); |
|
|
|
// normal |
|
VectorRotate( psource->vertex[j].normal, rotated, tmp ); |
|
VectorCopy( tmp, psource->vertex[j].normal ); |
|
|
|
// tangentS |
|
VectorRotate( psource->vertex[j].tangentS.AsVector3D(), rotated, tmp ); |
|
VectorCopy( tmp, psource->vertex[j].tangentS.AsVector3D() ); |
|
|
|
// incrementally compute identity space bbox |
|
AddPointToBounds( psource->vertex[j].position, mins, maxs ); |
|
} |
|
|
|
if ( g_centerstaticprop ) |
|
{ |
|
const char *pAttachmentName = "placementOrigin"; |
|
bool bFound = false; |
|
for ( k = 0; k < g_numattachments; k++ ) |
|
{ |
|
if ( !Q_stricmp( g_attachment[k].name, pAttachmentName ) ) |
|
{ |
|
bFound = true; |
|
break; |
|
} |
|
} |
|
|
|
if ( !bFound ) |
|
{ |
|
g_PropCenterOffset = -0.5f * (mins + maxs); |
|
} |
|
|
|
for ( j = 0; j < psource->numvertices; j++ ) |
|
{ |
|
psource->vertex[j].position += g_PropCenterOffset; |
|
} |
|
|
|
if ( !bFound ) |
|
{ |
|
// now add an attachment point to store this offset |
|
Q_strncpy( g_attachment[g_numattachments].name, pAttachmentName, sizeof(g_attachment[g_numattachments].name) ); |
|
Q_strncpy( g_attachment[g_numattachments].bonename, "static_prop", sizeof(g_attachment[g_numattachments].name) ); |
|
g_attachment[g_numattachments].bone = 0; |
|
g_attachment[g_numattachments].type = 0; |
|
AngleMatrix( vec3_angle, g_PropCenterOffset, g_attachment[g_numattachments].local ); |
|
g_numattachments++; |
|
} |
|
} |
|
|
|
// force the animation to be identity |
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, "BindPose" ); |
|
pSourceAnim->rawanim[0][0].pos = Vector( 0, 0, 0 ); |
|
pSourceAnim->rawanim[0][0].rot = RadianEuler( 0, 0, 0 ); |
|
|
|
// make an identity boneToPose transform |
|
AngleMatrix( QAngle( 0, 0, 0 ), psource->boneToPose[0] ); |
|
|
|
// make it all a single frame animation |
|
pSourceAnim->numframes = 1; |
|
pSourceAnim->startframe = 0; |
|
pSourceAnim->endframe = 1; |
|
} |
|
|
|
// throw away all animations |
|
g_numani = 1; |
|
g_panimation[0]->numframes = 1; |
|
g_panimation[0]->startframe = 0; |
|
g_panimation[0]->endframe = 1; |
|
Q_strncpy( g_panimation[0]->animationname, "BindPose", sizeof(g_panimation[0]->animationname) ); |
|
g_panimation[0]->rotation = RadianEuler( 0, 0, 0 ); |
|
g_panimation[0]->adjust = Vector( 0, 0, 0 ); |
|
|
|
// throw away all vertex animations |
|
g_numflexkeys = 0; |
|
g_defaultflexkey = NULL; |
|
|
|
// Recalc attachment points: |
|
for( i = 0; i < g_numattachments; i++ ) |
|
{ |
|
if( g_centerstaticprop && ( i == g_numattachments - 1 ) ) |
|
continue; |
|
|
|
ConcatTransforms( rotated, g_attachment[i].local, g_attachment[i].local ); |
|
|
|
Q_strncpy( g_attachment[i].bonename, "static_prop", sizeof(g_attachment[i].name) ); |
|
g_attachment[i].bone = 0; |
|
g_attachment[i].type = 0; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Marks the boneref all the way up the bone hierarchy |
|
//----------------------------------------------------------------------------- |
|
static void UpdateBonerefRecursive( s_source_t *psource, int nBoneIndex, int nFlags ) |
|
{ |
|
if ( nFlags == 0 ) |
|
return; |
|
|
|
psource->boneref[nBoneIndex] |= nFlags; |
|
|
|
// Chain the flag up the parent |
|
int n = psource->localBone[nBoneIndex].parent; |
|
while (n != -1) |
|
{ |
|
psource->boneref[n] |= psource->boneref[nBoneIndex]; |
|
n = psource->localBone[n].parent; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the axis of the bone after remapping. Axis 0:X, 1:Y, 2:Z |
|
// If the bone has a parent, axis is returned as is, if bone does not |
|
// have a parent then the $upaxis determines how the axes are mapped. |
|
// Only $upaxis Y is supported (see comment in Cmd_UpAxis). |
|
//----------------------------------------------------------------------------- |
|
int GetRemappedBoneAxis( int nBoneIndex, int nAxis ) |
|
{ |
|
if ( nBoneIndex < 0 || nBoneIndex >= g_numbones ) |
|
return nAxis; |
|
|
|
if ( g_bonetable[nBoneIndex].parent >= 0 ) |
|
return nAxis; |
|
|
|
// Y Up |
|
if ( g_defaultrotation.x == static_cast< float >( M_PI / 2.0f ) && g_defaultrotation.y == 0.0f && g_defaultrotation.z == static_cast< float >( M_PI / 2.0f ) ) |
|
{ |
|
static const int nAxisMap[3] = { 1, 2, 0 }; |
|
return nAxisMap[ nAxis ]; |
|
} |
|
|
|
// Default Z Up |
|
return nAxis; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Map the flex driver bones to the global bone table |
|
// Also cleans up any that do not match to a global bone |
|
//----------------------------------------------------------------------------- |
|
void MapFlexDriveBonesToGlobalBoneTable() |
|
{ |
|
CDmeBoneFlexDriverList *pDmeBoneFlexDriverList = GetElement< CDmeBoneFlexDriverList >( g_hDmeBoneFlexDriverList ); |
|
if ( !pDmeBoneFlexDriverList ) |
|
return; |
|
|
|
// Loop backwards so we can remove elements as we go |
|
for ( int i = pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Count() - 1; i >= 0; --i ) |
|
{ |
|
CDmeBoneFlexDriver *pDmeBoneFlexDriver = pDmeBoneFlexDriverList->m_eBoneFlexDriverList[i]; |
|
if ( !pDmeBoneFlexDriver ) |
|
{ |
|
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i ); |
|
continue; |
|
} |
|
|
|
for ( int j = 0; j < g_numbones; ++j ) |
|
{ |
|
if ( !Q_stricmp( g_bonetable[j].name, pDmeBoneFlexDriver->m_sBoneName.Get() ) ) |
|
{ |
|
if ( g_bonetable[j].flags & BONE_ALWAYS_PROCEDURAL ) |
|
{ |
|
MdlWarning( "DmeBoneFlexDriver Bone: %s is marked procedural, Ignoring flex drivers\n", pDmeBoneFlexDriver->m_sBoneName.Get() ); |
|
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i ); |
|
pDmeBoneFlexDriver = NULL; |
|
} |
|
|
|
pDmeBoneFlexDriver->SetValue( "__boneIndex", j ); |
|
// Map the axis for Y up stuff |
|
for ( int k = 0; k < pDmeBoneFlexDriver->m_eControlList.Count(); ++k ) |
|
{ |
|
pDmeBoneFlexDriver->m_eControlList[k]->m_nBoneComponent = GetRemappedBoneAxis( j, pDmeBoneFlexDriver->m_eControlList[k]->m_nBoneComponent ); |
|
} |
|
break; |
|
} |
|
} |
|
|
|
// Was removed because it was referencing a procedural bone |
|
if ( !pDmeBoneFlexDriver ) |
|
continue; |
|
|
|
CDmAttribute *pBoneIndexAttr = pDmeBoneFlexDriver->GetAttribute( "__boneIndex" ); |
|
if ( pBoneIndexAttr ) |
|
{ |
|
pBoneIndexAttr->AddFlag( FATTRIB_DONTSAVE ); |
|
} |
|
else |
|
{ |
|
MdlWarning( "DmeBoneFlexDriver Bone: %s - No Bone Found With That Name, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get() ); |
|
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Tag bones in the specified source that are used as a bone flex driver |
|
// Also cleans up any empty bone flex driver elements |
|
// Also tags the DmeBoneFlexDriverControl with |
|
//----------------------------------------------------------------------------- |
|
void TagFlexDriverBones( s_source_t *pSource ) |
|
{ |
|
CDmeBoneFlexDriverList *pDmeBoneFlexDriverList = GetElement< CDmeBoneFlexDriverList >( g_hDmeBoneFlexDriverList ); |
|
if ( !pDmeBoneFlexDriverList ) |
|
return; |
|
|
|
// Loop backwards so we can remove elements as we go |
|
for ( int i = pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Count() - 1; i >= 0; --i ) |
|
{ |
|
CDmeBoneFlexDriver *pDmeBoneFlexDriver = pDmeBoneFlexDriverList->m_eBoneFlexDriverList[i]; |
|
if ( !pDmeBoneFlexDriver ) |
|
{ |
|
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i ); |
|
continue; |
|
} |
|
|
|
for ( int j = pDmeBoneFlexDriver->m_eControlList.Count() - 1; j >= 0; --j ) |
|
{ |
|
CDmeBoneFlexDriverControl *pDmeBoneFlexDriverControl = pDmeBoneFlexDriver->m_eControlList[j]; |
|
if ( !pDmeBoneFlexDriverControl ) |
|
{ |
|
pDmeBoneFlexDriver->m_eControlList.Remove( j ); |
|
continue; |
|
} |
|
|
|
if ( pDmeBoneFlexDriverControl->m_nBoneComponent < STUDIO_BONE_FLEX_TX || pDmeBoneFlexDriverControl->m_nBoneComponent > STUDIO_BONE_FLEX_TZ ) |
|
{ |
|
MdlWarning( "DmeBoneFlexDriver Bone: %s - Flex Controller: %s, Bone Component Out Of Range: %d [0-2], Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get(), pDmeBoneFlexDriverControl->m_sFlexControllerName.Get(), pDmeBoneFlexDriverControl->m_nBoneComponent.Get() ); |
|
pDmeBoneFlexDriver->m_eControlList.Remove( j ); |
|
continue; |
|
} |
|
|
|
for ( int k = 0; k < g_numflexcontrollers; ++k ) |
|
{ |
|
if ( !Q_stricmp( g_flexcontroller[k].name, pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() ) ) |
|
{ |
|
pDmeBoneFlexDriverControl->SetValue( "__flexControlIndex", k ); |
|
break; |
|
} |
|
} |
|
|
|
if ( !pDmeBoneFlexDriverControl->HasAttribute( "__flexControlIndex" ) ) |
|
{ |
|
MdlWarning( "DmeBoneFlexDriver Bone: %s - No Flex Controller Named: %s, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get(), pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() ); |
|
pDmeBoneFlexDriver->m_eControlList.Remove( j ); |
|
} |
|
} |
|
|
|
if ( pDmeBoneFlexDriver->m_eControlList.Count() <= 0 ) |
|
{ |
|
MdlWarning( "DmeBoneFlexDriver Bone: %s - No Flex Controllers Defined, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get() ); |
|
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i ); |
|
continue; |
|
} |
|
|
|
for ( int j = 0; j < pSource->numbones; ++j ) |
|
{ |
|
if ( !Q_stricmp( pSource->localBone[j].name, pDmeBoneFlexDriver->m_sBoneName.Get() ) ) |
|
{ |
|
// Mark used by all LODs |
|
pSource->boneflags[j] |= BONE_USED_BY_VERTEX_MASK; |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: set "boneref" for all the source bones used by vertices, attachments, eyeballs, etc. |
|
//----------------------------------------------------------------------------- |
|
void TagUsedBones( ) |
|
{ |
|
int i, j, k; |
|
int n; |
|
|
|
// find used bones per g_model |
|
for (i = 0; i < g_numsources; i++) |
|
{ |
|
s_source_t *psource = g_source[i]; |
|
|
|
for (k = 0; k < MAXSTUDIOSRCBONES; k++) |
|
{ |
|
psource->boneflags[k] = 0; |
|
psource->boneref[k] = 0; |
|
} |
|
|
|
if (!psource->isActiveModel) |
|
continue; |
|
|
|
// printf("active: %s\n", psource->filename ); |
|
for (j = 0; j < psource->numvertices; j++) |
|
{ |
|
for (k = 0; k < psource->vertex[j].boneweight.numbones; k++) |
|
{ |
|
psource->boneflags[psource->vertex[j].boneweight.bone[k]] |= BONE_USED_BY_VERTEX_LOD0; |
|
} |
|
} |
|
} |
|
|
|
// find used bones per g_model |
|
for (i = 0; i < g_numsources; i++) |
|
{ |
|
s_source_t *psource = g_source[i]; |
|
|
|
// FIXME: this is in the wrong place. The attachment may be rigid and it never defined in a reference file |
|
for (k = 0; k < g_numattachments; k++) |
|
{ |
|
for (j = 0; j < psource->numbones; j++) |
|
{ |
|
if ( !stricmp( g_attachment[k].bonename, psource->localBone[j].name ) ) |
|
{ |
|
// this bone is a keeper with or without associated vertices |
|
// because an attachment point depends on it. |
|
if (g_attachment[k].type & IS_RIGID) |
|
{ |
|
for (n = j; n != -1; n = psource->localBone[n].parent) |
|
{ |
|
if (psource->boneflags[n] & BONE_USED_BY_VERTEX_LOD0) |
|
{ |
|
psource->boneflags[n] |= BONE_USED_BY_ATTACHMENT; |
|
break; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT; |
|
} |
|
} |
|
} |
|
} |
|
|
|
for (k = 0; k < g_numikchains; k++) |
|
{ |
|
for (j = 0; j < psource->numbones; j++) |
|
{ |
|
if ( !stricmp( g_ikchain[k].bonename, psource->localBone[j].name ) ) |
|
{ |
|
// this bone is a keeper with or without associated vertices |
|
// because a ikchain depends on it. |
|
psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT; |
|
} |
|
} |
|
} |
|
|
|
for (k = 0; k < g_nummouths; k++) |
|
{ |
|
for (j = 0; j < psource->numbones; j++) |
|
{ |
|
if ( !stricmp( g_mouth[k].bonename, psource->localBone[j].name ) ) |
|
{ |
|
// this bone is a keeper with or without associated vertices |
|
// because a mouth shader depends on it. |
|
psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT; |
|
} |
|
} |
|
} |
|
|
|
// Tag all bones marked as being used by bonemerge |
|
int nBoneMergeCount = g_BoneMerge.Count(); |
|
for ( k = 0; k < nBoneMergeCount; ++k ) |
|
{ |
|
for ( j = 0; j < psource->numbones; j++ ) |
|
{ |
|
if ( stricmp( g_BoneMerge[k].bonename, psource->localBone[j].name ) ) |
|
continue; |
|
|
|
psource->boneflags[j] |= BONE_USED_BY_BONE_MERGE; |
|
} |
|
} |
|
|
|
// Tag bones used as bone flex drivers, these need to be client side only |
|
TagFlexDriverBones( psource ); |
|
|
|
// NOTE: This must come last; after all flags have been set! |
|
// tag bonerefs as being used the union of the boneflags all their children |
|
for (k = 0; k < psource->numbones; k++) |
|
{ |
|
UpdateBonerefRecursive( psource, k, psource->boneflags[k] ); |
|
} |
|
} |
|
|
|
// tag all eyeball bones |
|
for (i = 0; i < g_nummodelsbeforeLOD; i++) |
|
{ |
|
s_source_t *psource = g_model[i]->source; |
|
for (k = 0; k < g_model[i]->numeyeballs; k++) |
|
{ |
|
psource->boneref[g_model[i]->eyeball[k].bone] |= BONE_USED_BY_ATTACHMENT; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: change the names in the source files for bones that max auto-renamed on us |
|
//----------------------------------------------------------------------------- |
|
void RenameBones( ) |
|
{ |
|
int i, j, k; |
|
|
|
// rename source bones if needed |
|
for (i = 0; i < g_numsources; i++) |
|
{ |
|
for (j = 0; j < g_source[i]->numbones; j++) |
|
{ |
|
for (k = 0; k < g_numrenamedbones; k++) |
|
{ |
|
if (!stricmp( g_source[i]->localBone[j].name, g_renamedbone[k].from)) |
|
{ |
|
strcpy( g_source[i]->localBone[j].name, g_renamedbone[k].to ); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
const char *RenameBone( const char *pName ) |
|
{ |
|
for ( int k = 0; k < g_numrenamedbones; k++) |
|
{ |
|
if ( !Q_stricmp( pName, g_renamedbone[k].from ) ) |
|
return g_renamedbone[k].to; |
|
} |
|
return pName; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Tags bones in the global bone table |
|
//----------------------------------------------------------------------------- |
|
void TagUsedImportedBones() |
|
{ |
|
// NOTE: This has to happen because some bones referenced by bonemerge |
|
// can be set up using the importbones feature |
|
int k, j; |
|
|
|
// Tag all bones marked as being used by bonemerge |
|
int nBoneMergeCount = g_BoneMerge.Count(); |
|
for ( k = 0; k < nBoneMergeCount; ++k ) |
|
{ |
|
for ( j = 0; j < g_numbones; j++ ) |
|
{ |
|
if ( stricmp( g_BoneMerge[k].bonename, g_bonetable[j].name ) ) |
|
continue; |
|
|
|
g_bonetable[j].flags |= BONE_USED_BY_BONE_MERGE; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: look through all the sources and build a table of used bones |
|
//----------------------------------------------------------------------------- |
|
int BuildGlobalBonetable( ) |
|
{ |
|
int i, j, k, n; |
|
int iError = 0; |
|
|
|
g_numbones = 0; |
|
|
|
for (i = 0; i < MAXSTUDIOSRCBONES; i++) |
|
{ |
|
SetIdentityMatrix( g_bonetable[i].srcRealign ); |
|
} |
|
|
|
// insert predefined bones first |
|
for (i = 0; i < g_numimportbones; i++) |
|
{ |
|
k = findGlobalBone( g_importbone[i].name ); |
|
if (k == -1) |
|
{ |
|
k = g_numbones; |
|
V_strcpy_safe( g_bonetable[k].name, g_importbone[i].name ); |
|
if ( strlen( g_importbone[i].parent ) == 0 ) |
|
{ |
|
g_bonetable[k].parent = -1; |
|
} |
|
else |
|
{ |
|
// FIXME: This won't work if the imported bone refers to |
|
// another imported bone which is further along in the list |
|
g_bonetable[k].parent = findGlobalBone( g_importbone[i].parent ); |
|
if ( g_bonetable[k].parent == -1 ) |
|
{ |
|
Warning("Imported bone %s tried to access parent bone %s and failed!\n", |
|
g_importbone[i].name, g_importbone[i].parent ); |
|
} |
|
} |
|
g_bonetable[k].bPreDefined = true; |
|
g_bonetable[k].rawLocal = g_importbone[i].rawLocal; |
|
g_bonetable[k].rawLocalOriginal = g_bonetable[k].rawLocal; |
|
g_numbones++; |
|
} |
|
g_bonetable[k].bDontCollapse = true; |
|
g_bonetable[k].srcRealign = g_importbone[i].srcRealign; |
|
g_bonetable[k].bPreAligned = true; |
|
} |
|
|
|
TagUsedImportedBones(); |
|
|
|
// union of all used bones |
|
for ( i = 0; i < g_numsources; i++ ) |
|
{ |
|
s_source_t *psource = g_source[i]; |
|
|
|
// skip sources with no bones |
|
if (psource->numbones == 0) |
|
continue; |
|
|
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, "BindPose" ); |
|
if ( !pSourceAnim ) |
|
{ |
|
pSourceAnim = &psource->m_Animations[0]; |
|
} |
|
BuildRawTransforms( psource, pSourceAnim->animationname, 0, srcBoneToWorld ); |
|
|
|
for ( j = 0; j < psource->numbones; j++ ) |
|
{ |
|
if ( g_collapse_bones_aggressive ) |
|
{ |
|
if ( psource->boneflags[j] == 0 ) |
|
continue; |
|
} |
|
else |
|
{ |
|
if ( psource->boneref[j] == 0 ) |
|
continue; |
|
} |
|
|
|
k = findGlobalBone( psource->localBone[j].name ); |
|
if (k == -1) |
|
{ |
|
// create new bone |
|
k = g_numbones; |
|
V_strcpy_safe( g_bonetable[k].name, psource->localBone[j].name ); |
|
if ((n = psource->localBone[j].parent) != -1) |
|
g_bonetable[k].parent = findGlobalBone( psource->localBone[n].name ); |
|
else |
|
g_bonetable[k].parent = -1; |
|
g_bonetable[k].bonecontroller = 0; |
|
g_bonetable[k].flags = psource->boneflags[j]; |
|
|
|
if ( g_bonetable[k].parent == -1 || !g_bonetable[g_bonetable[k].parent].bPreAligned ) |
|
{ |
|
AngleMatrix( pSourceAnim->rawanim[0][j].rot, pSourceAnim->rawanim[0][j].pos, g_bonetable[k].rawLocal ); |
|
g_bonetable[k].rawLocalOriginal = g_bonetable[k].rawLocal; |
|
} |
|
else |
|
{ |
|
// convert the local relative position into a realigned relative position |
|
matrix3x4_t srcParentBoneToWorld; |
|
ConcatTransforms( srcBoneToWorld[n], g_bonetable[g_bonetable[k].parent].srcRealign, srcParentBoneToWorld ); |
|
matrix3x4_t invSrcParentBoneToWorld; |
|
MatrixInvert( srcParentBoneToWorld, invSrcParentBoneToWorld ); |
|
ConcatTransforms( invSrcParentBoneToWorld, srcBoneToWorld[j], g_bonetable[k].rawLocal ); |
|
} |
|
|
|
g_bonetable[k].boneToPose.Invalidate(); |
|
|
|
// printf("%d : %s (%s)\n", k, g_bonetable[k].name, g_bonetable[g_bonetable[k].parent].name ); |
|
g_numbones++; |
|
continue; |
|
} |
|
|
|
if (g_bOverridePreDefinedBones && g_bonetable[k].bPreDefined) |
|
{ |
|
g_bonetable[k].flags |= psource->boneflags[j]; |
|
|
|
ConcatTransforms( srcBoneToWorld[j], g_bonetable[k].srcRealign, g_bonetable[k].boneToPose ); |
|
|
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( g_bonetable[k].boneToPose, g_bonetable[k].rawLocal ); |
|
} |
|
else |
|
{ |
|
matrix3x4_t tmp; |
|
MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, tmp ); |
|
ConcatTransforms( tmp, g_bonetable[k].boneToPose, g_bonetable[k].rawLocal ); |
|
} |
|
continue; |
|
} |
|
|
|
// accumlate flags |
|
g_bonetable[k].flags |= psource->boneflags[j]; |
|
} |
|
} |
|
|
|
return iError; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
|
|
void BuildGlobalBoneToPose( ) |
|
{ |
|
int k; |
|
|
|
// build reference pose |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( g_bonetable[k].rawLocal, g_bonetable[k].boneToPose ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms (g_bonetable[g_bonetable[k].parent].boneToPose, g_bonetable[k].rawLocal, g_bonetable[k].boneToPose); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
|
|
void RebuildLocalPose( ) |
|
{ |
|
int k; |
|
|
|
matrix3x4_t boneToPose[MAXSTUDIOBONES]; |
|
|
|
// build reference pose |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
MatrixCopy( g_bonetable[k].boneToPose, boneToPose[k] ); |
|
} |
|
|
|
matrix3x4_t poseToBone[MAXSTUDIOBONES]; |
|
|
|
// rebuild local pose |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( boneToPose[k], g_bonetable[k].rawLocal ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms (poseToBone[g_bonetable[k].parent], boneToPose[k], g_bonetable[k].rawLocal ); |
|
} |
|
MatrixAngles( g_bonetable[k].rawLocal, g_bonetable[k].rot, g_bonetable[k].pos ); |
|
MatrixCopy( boneToPose[k], g_bonetable[k].boneToPose ); |
|
MatrixInvert( boneToPose[k], poseToBone[k] ); |
|
|
|
// printf("%d \"%s\" %d\n", k, g_bonetable[k].name, g_bonetable[k].parent ); |
|
} |
|
//exit(0); |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: attach bones to different parents if needed |
|
//----------------------------------------------------------------------------- |
|
|
|
void EnforceHierarchy( ) |
|
{ |
|
int i, j, k; |
|
|
|
// force changes to hierarchy |
|
for (i = 0; i < g_numforcedhierarchy; i++) |
|
{ |
|
j = findGlobalBone( g_forcedhierarchy[i].parentname ); |
|
k = findGlobalBone( g_forcedhierarchy[i].childname ); |
|
|
|
if (j == -1 && strlen( g_forcedhierarchy[i].parentname ) > 0 ) |
|
{ |
|
MdlError( "unknown bone: \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].parentname ); |
|
} |
|
if (k == -1) |
|
{ |
|
MdlError( "unknown bone: \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].childname ); |
|
} |
|
|
|
/* |
|
if (j > k) |
|
{ |
|
MdlError( "parent \"%s\" declared after child \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].parentname, g_forcedhierarchy[i].childname ); |
|
} |
|
*/ |
|
|
|
/* |
|
if (strlen(g_forcedhierarchy[i].subparentname) != 0) |
|
{ |
|
int n, m; |
|
|
|
m = findGlobalBone( g_forcedhierarchy[i].subparentname ); |
|
if (m != -1) |
|
{ |
|
MdlError( "inserted bone \"%s\" matches name of existing bone in hierarchy\n", g_forcedhierarchy[i].parentname, g_forcedhierarchy[i].subparentname ); |
|
} |
|
|
|
printf("inserting bone \"%s\"\n", g_forcedhierarchy[i].subparentname ); |
|
|
|
// shift the bone list up |
|
for (n = g_numbones; n > k; n--) |
|
{ |
|
g_bonetable[n] = g_bonetable[n-1]; |
|
if (g_bonetable[n].parent >= k) |
|
{ |
|
g_bonetable[n].parent = g_bonetable[n].parent + 1; |
|
} |
|
MatrixCopy( boneToPose[n-1], boneToPose[n] ); |
|
} |
|
g_numbones++; |
|
|
|
// add the bone |
|
strcpy( g_bonetable[k].name, g_forcedhierarchy[i].subparentname ); |
|
g_bonetable[k].parent = j; |
|
g_bonetable[k].split = true; |
|
g_bonetable[k+1].parent = k; |
|
|
|
// split the bone |
|
Quaternion q1, q2; |
|
Vector p; |
|
MatrixAngles( boneToPose[k], q1, p ); // FIXME: badly named! |
|
|
|
// !!!! |
|
// QuaternionScale( q1, 0.5, q2 ); |
|
// q2.Init( 0, 0, 0, 1 ); |
|
// AngleQuaternion( QAngle( 0, 0, 0 ), q2 ); |
|
//QuaternionMatrix( q2, p, boneToPose[k] ); |
|
QuaternionMatrix( q1, p, boneToPose[k] ); |
|
QuaternionMatrix( q1, p, boneToPose[k+1] ); |
|
} |
|
else |
|
*/ |
|
{ |
|
g_bonetable[k].parent = j; |
|
} |
|
} |
|
|
|
|
|
// resort hierarchy |
|
bool bSort = true; |
|
int count = 0; |
|
|
|
while (bSort) |
|
{ |
|
count++; |
|
bSort = false; |
|
for (i = 0; i < g_numbones; i++) |
|
{ |
|
if (g_bonetable[i].parent > i) |
|
{ |
|
// swap |
|
j = g_bonetable[i].parent; |
|
s_bonetable_t tmp; |
|
tmp = g_bonetable[i]; |
|
g_bonetable[i] = g_bonetable[j]; |
|
g_bonetable[j] = tmp; |
|
|
|
// relink parents |
|
for (k = i; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent == i) |
|
{ |
|
g_bonetable[k].parent = j; |
|
} |
|
else if (g_bonetable[k].parent == j) |
|
{ |
|
g_bonetable[k].parent = i; |
|
} |
|
} |
|
|
|
bSort = true; |
|
} |
|
} |
|
if (count > 1000) |
|
{ |
|
MdlError( "Circular bone hierarchy\n"); |
|
} |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: find procedural bones and tag for inclusion even if they don't animate |
|
//----------------------------------------------------------------------------- |
|
|
|
void TagProceduralBones( ) |
|
{ |
|
int j; |
|
|
|
// look for AxisInterp bone definitions |
|
int numaxisinterpbones = 0; |
|
for (j = 0; j < g_numaxisinterpbones; j++) |
|
{ |
|
g_axisinterpbones[j].bone = findGlobalBone( g_axisinterpbones[j].bonename ); |
|
g_axisinterpbones[j].control = findGlobalBone( g_axisinterpbones[j].controlname ); |
|
|
|
if (g_axisinterpbones[j].bone == -1) |
|
{ |
|
if (!g_quiet) |
|
{ |
|
printf("axisinterpbone \"%s\" unused\n", g_axisinterpbones[j].bonename ); |
|
} |
|
continue; // optimized out, don't complain |
|
} |
|
|
|
if (g_axisinterpbones[j].control == -1) |
|
{ |
|
MdlError( "Missing control bone \"%s\" for procedural bone \"%s\"\n", g_axisinterpbones[j].bonename, g_axisinterpbones[j].controlname ); |
|
} |
|
|
|
g_bonetable[g_axisinterpbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules |
|
g_axisinterpbonemap[numaxisinterpbones++] = j; |
|
} |
|
g_numaxisinterpbones = numaxisinterpbones; |
|
|
|
// look for QuatInterp bone definitions |
|
int numquatinterpbones = 0; |
|
for (j = 0; j < g_numquatinterpbones; j++) |
|
{ |
|
g_quatinterpbones[j].bone = findGlobalBoneXSI( g_quatinterpbones[j].bonename ); |
|
g_quatinterpbones[j].control = findGlobalBoneXSI( g_quatinterpbones[j].controlname ); |
|
|
|
if (g_quatinterpbones[j].bone == -1) |
|
{ |
|
if (!g_quiet && !g_bCreateMakefile ) |
|
{ |
|
printf("quatinterpbone \"%s\" unused\n", g_quatinterpbones[j].bonename ); |
|
} |
|
continue; // optimized out, don't complain |
|
} |
|
|
|
if (g_quatinterpbones[j].control == -1) |
|
{ |
|
MdlError( "Missing control bone \"%s\" for procedural bone \"%s\"\n", g_quatinterpbones[j].bonename, g_quatinterpbones[j].controlname ); |
|
} |
|
|
|
g_bonetable[g_quatinterpbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules |
|
g_quatinterpbonemap[numquatinterpbones++] = j; |
|
} |
|
g_numquatinterpbones = numquatinterpbones; |
|
// look for AimAt bone definitions |
|
int numaimatbones = 0; |
|
for (j = 0; j < g_numaimatbones; j++) |
|
{ |
|
g_aimatbones[j].bone = findGlobalBoneXSI( g_aimatbones[j].bonename ); |
|
|
|
if (g_aimatbones[j].bone == -1) |
|
{ |
|
if (!g_quiet && !g_bCreateMakefile ) |
|
{ |
|
printf("<aimconstraint> \"%s\" unused\n", g_aimatbones[j].bonename ); |
|
} |
|
continue; // optimized out, don't complain |
|
} |
|
|
|
g_aimatbones[j].parent = findGlobalBoneXSI( g_aimatbones[j].parentname ); |
|
|
|
if (g_aimatbones[j].parent == -1) |
|
{ |
|
MdlError( "Missing parent control bone \"%s\" for procedural bone \"%s\"\n", g_aimatbones[j].parentname, g_aimatbones[j].bonename ); |
|
} |
|
|
|
// Look for the aim bone as an attachment first |
|
|
|
g_aimatbones[j].aimAttach = -1; |
|
|
|
for ( int ai( 0 ); ai < g_numattachments; ++ai ) |
|
{ |
|
if ( strcmp( g_attachment[ ai ].name, g_aimatbones[j].aimname ) == 0 ) |
|
{ |
|
g_aimatbones[j].aimAttach = ai; |
|
break; |
|
} |
|
} |
|
|
|
if ( g_aimatbones[j].aimAttach == -1 ) |
|
{ |
|
g_aimatbones[j].aimBone = findGlobalBoneXSI( g_aimatbones[j].aimname ); |
|
|
|
if ( g_aimatbones[j].aimBone == -1 ) |
|
{ |
|
MdlError( "Missing aim control attachment or bone \"%s\" for procedural bone \"%s\"\n", |
|
g_aimatbones[j].aimname, g_aimatbones[j].bonename ); |
|
} |
|
} |
|
|
|
g_bonetable[g_aimatbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules |
|
g_aimatbonemap[numaimatbones++] = j; |
|
} |
|
|
|
// look for Jiggle bone definitions |
|
int numjigglebones = 0; |
|
for (j = 0; j < g_numjigglebones; j++) |
|
{ |
|
g_jigglebones[j].bone = findGlobalBone( g_jigglebones[j].bonename ); |
|
|
|
if (g_jigglebones[j].bone == -1) |
|
{ |
|
if (!g_quiet) |
|
{ |
|
printf("jigglebone \"%s\" unused\n", g_jigglebones[j].bonename ); |
|
} |
|
continue; // optimized out, don't complain |
|
} |
|
|
|
g_bonetable[g_jigglebones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules |
|
g_jigglebonemap[numjigglebones++] = j; |
|
} |
|
g_numjigglebones = numjigglebones; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: convert original procedural bone info into correct values for existing skeleton |
|
//----------------------------------------------------------------------------- |
|
void RemapProceduralBones( ) |
|
{ |
|
int j; |
|
|
|
// look for QuatInterp bone definitions |
|
for (j = 0; j < g_numquatinterpbones; j++) |
|
{ |
|
s_quatinterpbone_t *pInterp = &g_quatinterpbones[g_quatinterpbonemap[j]]; |
|
|
|
int origParent = findGlobalBoneXSI( pInterp->parentname ); |
|
int origControlParent = findGlobalBoneXSI( pInterp->controlparentname ); |
|
|
|
if (origParent == -1) |
|
{ |
|
MdlError( "procedural bone \"%s\", can't find orig parent \"%s\"\n\n", pInterp->bonename, pInterp->parentname ); |
|
} |
|
|
|
if (origControlParent == -1) |
|
{ |
|
MdlError( "procedural bone \"%s\", can't find control parent \"%s\n\n", pInterp->bonename, pInterp->controlparentname ); |
|
} |
|
|
|
if ( g_bonetable[pInterp->bone].parent != origParent) |
|
{ |
|
MdlError( "unknown procedural bone parent remapping\n" ); |
|
} |
|
|
|
if ( g_bonetable[pInterp->control].parent != origControlParent) |
|
{ |
|
MdlError( "procedural bone \"%s\", parent remapping error, control parent was \"%s\", is now \"%s\"\n", |
|
pInterp->bonename, |
|
pInterp->controlparentname, |
|
g_bonetable[g_bonetable[pInterp->control].parent].name ); |
|
} |
|
|
|
// remap triggers and movements/rotations due to skeleton changes and realignment |
|
for (int k = 0; k < pInterp->numtriggers; k++) |
|
{ |
|
int parent = g_bonetable[pInterp->control].parent; |
|
|
|
// triggers are the "control" bone relative to the control's parent bone |
|
if (parent != -1) |
|
{ |
|
matrix3x4_t invControlParentRealign; |
|
MatrixInvert( g_bonetable[parent].srcRealign, invControlParentRealign ); |
|
|
|
matrix3x4_t srcControlParentBoneToPose; |
|
ConcatTransforms( g_bonetable[parent].boneToPose, invControlParentRealign, srcControlParentBoneToPose ); |
|
|
|
matrix3x4_t srcControlRelative; |
|
QuaternionMatrix( pInterp->trigger[k], srcControlRelative ); |
|
|
|
matrix3x4_t srcControlBoneToPose; |
|
ConcatTransforms( srcControlParentBoneToPose, srcControlRelative, srcControlBoneToPose ); |
|
|
|
matrix3x4_t destControlParentBoneToPose; |
|
ConcatTransforms( srcControlParentBoneToPose, g_bonetable[parent].srcRealign, destControlParentBoneToPose ); |
|
|
|
matrix3x4_t destControlBoneToPose; |
|
ConcatTransforms( srcControlBoneToPose, g_bonetable[pInterp->control].srcRealign, destControlBoneToPose ); |
|
|
|
matrix3x4_t invDestControlParentBoneToPose; |
|
MatrixInvert( destControlParentBoneToPose, invDestControlParentBoneToPose ); |
|
|
|
matrix3x4_t destControlRelative; |
|
ConcatTransforms( invDestControlParentBoneToPose, destControlBoneToPose, destControlRelative ); |
|
|
|
Vector tmp; |
|
MatrixAngles( destControlRelative, pInterp->trigger[k], tmp ); |
|
|
|
/* |
|
Vector pos; |
|
RadianEuler angles; |
|
|
|
|
|
MatrixAngles( srcControlRelative, angles, pos ); |
|
printf("srcControlRelative : %7.2f %7.2f %7.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ) ); |
|
|
|
MatrixAngles( destControlRelative, angles, pos ); |
|
printf("destControlRelative : %7.2f %7.2f %7.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ) ); |
|
|
|
printf("\n"); |
|
*/ |
|
} |
|
|
|
// movements are relative to the bone's parent |
|
parent = g_bonetable[pInterp->bone].parent; |
|
if (parent != -1) |
|
{ |
|
//printf("procedural bone \"%s\"\n", pInterp->bonename ); |
|
//printf("pre : %7.2f %7.2f %7.2f\n", pInterp->pos[k].x, pInterp->pos[k].y, pInterp->pos[k].z ); |
|
// get local transform |
|
matrix3x4_t srcParentRelative; |
|
QuaternionMatrix( pInterp->quat[k], pInterp->pos[k] + pInterp->basepos, srcParentRelative ); |
|
|
|
// get original boneToPose |
|
matrix3x4_t invSrcRealign; |
|
MatrixInvert( g_bonetable[parent].srcRealign, invSrcRealign ); |
|
matrix3x4_t origParentBoneToPose; |
|
ConcatTransforms( g_bonetable[parent].boneToPose, invSrcRealign, origParentBoneToPose ); |
|
|
|
// move bone adjustment into world position |
|
matrix3x4_t srcBoneToWorld; |
|
ConcatTransforms( origParentBoneToPose, srcParentRelative, srcBoneToWorld ); |
|
|
|
// calculate local transform |
|
matrix3x4_t parentPoseToBone; |
|
MatrixInvert( g_bonetable[parent].boneToPose, parentPoseToBone ); |
|
matrix3x4_t destBoneToWorld; |
|
ConcatTransforms( parentPoseToBone, srcBoneToWorld, destBoneToWorld ); |
|
|
|
// save out the local transform |
|
MatrixAngles( destBoneToWorld, pInterp->quat[k], pInterp->pos[k] ); |
|
|
|
pInterp->pos[k] += g_bonetable[pInterp->control].pos * pInterp->percentage; |
|
|
|
//printf("post : %7.2f %7.2f %7.2f\n", pInterp->pos[k].x, pInterp->pos[k].y, pInterp->pos[k].z ); |
|
} |
|
|
|
} |
|
} |
|
|
|
// look for aimatbones |
|
for (j = 0; j < g_numaimatbones; j++) |
|
{ |
|
s_aimatbone_t *pAimAtBone = &g_aimatbones[g_aimatbonemap[j]]; |
|
|
|
int origParent = findGlobalBoneXSI( pAimAtBone->parentname ); |
|
|
|
if (origParent == -1) |
|
{ |
|
MdlError( "<aimconstraint> bone \"%s\", can't find parent bone \"%s\"\n\n", pAimAtBone->bonename, pAimAtBone->parentname ); |
|
} |
|
|
|
int origAim( -1 ); |
|
|
|
for ( int ai( 0 ); ai < g_numattachments; ++ai ) |
|
{ |
|
if ( strcmp( g_attachment[ ai ].name, pAimAtBone->aimname ) == 0 ) |
|
{ |
|
origAim = ai; |
|
break; |
|
} |
|
} |
|
|
|
if (origAim == -1) |
|
{ |
|
MdlError( "<aimconstraint> bone \"%s\", can't find aim bone \"%s\n\n", pAimAtBone->bonename, pAimAtBone->aimname ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: propogate procedural bone usage up its chain |
|
//----------------------------------------------------------------------------- |
|
void MarkProceduralBoneChain() |
|
{ |
|
int j; |
|
int k; |
|
int fBoneFlags; |
|
|
|
// look for QuatInterp bone definitions |
|
for (j = 0; j < g_numquatinterpbones; j++) |
|
{ |
|
s_quatinterpbone_t *pInterp = &g_quatinterpbones[g_quatinterpbonemap[j]]; |
|
|
|
fBoneFlags = g_bonetable[pInterp->bone].flags & BONE_USED_MASK; |
|
|
|
// propogate the procedural bone usage up its hierarchy |
|
k = pInterp->control; |
|
while (k != -1) |
|
{ |
|
g_bonetable[k].flags |= fBoneFlags; |
|
k = g_bonetable[k].parent; |
|
} |
|
|
|
// propogate the procedural bone usage up its hierarchy |
|
k = pInterp->bone; |
|
while (k != -1) |
|
{ |
|
g_bonetable[k].flags |= fBoneFlags; |
|
k = g_bonetable[k].parent; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: go through all source files and link local bone indices and global bonetable indicies |
|
//----------------------------------------------------------------------------- |
|
static int MapSourcesToGlobalBonetable( ) |
|
{ |
|
int i, j, k; |
|
int iError = 0; |
|
|
|
// map each source bone list to master list |
|
for (i = 0; i < g_numsources; i++) |
|
{ |
|
s_source_t *pSource = g_source[i]; |
|
|
|
memset( pSource->boneLocalToGlobal, 0xFF, sizeof(pSource->boneLocalToGlobal) ); |
|
memset( pSource->boneGlobalToLocal, 0xFF, sizeof(pSource->boneGlobalToLocal) ); |
|
|
|
for ( j = 0; j < pSource->numbones; j++ ) |
|
{ |
|
k = findGlobalBone( pSource->localBone[j].name ); |
|
if ( k >= 0 ) |
|
{ |
|
pSource->boneLocalToGlobal[j] = k; |
|
pSource->boneGlobalToLocal[k] = j; |
|
continue; |
|
} |
|
|
|
int m = pSource->localBone[j].parent; |
|
while ( m != -1 && ( k = findGlobalBone( pSource->localBone[m].name ) ) == -1 ) |
|
{ |
|
m = pSource->localBone[m].parent; |
|
} |
|
if (k == -1) |
|
{ |
|
/* |
|
if (!g_quiet) |
|
{ |
|
printf("unable to find connection for collapsed bone \"%s\" \n", pSource->localBone[j].name ); |
|
} |
|
*/ |
|
k = 0; |
|
} |
|
pSource->boneLocalToGlobal[j] = k; |
|
} |
|
} |
|
return iError; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: go through bone and find any that arent aligned on the X axis |
|
//----------------------------------------------------------------------------- |
|
void RealignBones( ) |
|
{ |
|
int k; |
|
|
|
int childbone[MAXSTUDIOBONES]; |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
childbone[k] = -1; |
|
} |
|
|
|
// force bones with IK rules to realign themselves |
|
for (int i = 0; i < g_numikchains; i++) |
|
{ |
|
k = g_ikchain[i].link[0].bone; |
|
if (childbone[k] == -1 || childbone[k] == g_ikchain[i].link[1].bone) |
|
{ |
|
childbone[k] = g_ikchain[i].link[1].bone; |
|
} |
|
else |
|
{ |
|
MdlError("Trying to realign bone \"%s\" with two children \"%s\", \"%s\"\n", |
|
g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[g_ikchain[i].link[1].bone].name ); |
|
} |
|
|
|
k = g_ikchain[i].link[1].bone; |
|
if (childbone[k] == -1 || childbone[k] == g_ikchain[i].link[2].bone) |
|
{ |
|
childbone[k] = g_ikchain[i].link[2].bone; |
|
} |
|
else |
|
{ |
|
MdlError("Trying to realign bone \"%s\" with two children \"%s\", \"%s\"\n", |
|
g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[g_ikchain[i].link[2].bone].name ); |
|
} |
|
} |
|
|
|
if (g_realignbones) |
|
{ |
|
int children[MAXSTUDIOBONES]; |
|
|
|
// count children |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
children[k] = 0; |
|
} |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent != -1) |
|
{ |
|
children[g_bonetable[k].parent]++; |
|
} |
|
} |
|
|
|
// if my parent bone only has one child, then tell it to align to me |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent != -1 && children[g_bonetable[k].parent] == 1) |
|
{ |
|
childbone[g_bonetable[k].parent] = k; |
|
} |
|
} |
|
} |
|
|
|
matrix3x4_t boneToPose[MAXSTUDIOBONES]; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
MatrixCopy( g_bonetable[k].boneToPose, boneToPose[k] ); |
|
} |
|
|
|
// look for bones that aren't on a primary X axis |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
// printf("%s %.4f %.4f %.4f (%d)\n", g_bonetable[k].name, g_bonetable[k].pos.x, g_bonetable[k].pos.y, g_bonetable[k].pos.z, children[k] ); |
|
if (!g_bonetable[k].bPreAligned && childbone[k] != -1) |
|
{ |
|
float d = g_bonetable[childbone[k]].pos.Length(); |
|
|
|
// check to see that it's on positive X |
|
if (d - g_bonetable[childbone[k]].pos.x > 0.01) |
|
{ |
|
Vector v2; |
|
Vector v3; |
|
// printf("%s:%s %.4f %.4f %.4f\n", g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[childbone[k]].pos.x, g_bonetable[childbone[k]].pos.y, g_bonetable[childbone[k]].pos.z ); |
|
|
|
Vector forward, left, up; |
|
|
|
// calc X axis |
|
MatrixGetColumn( g_bonetable[childbone[k]].boneToPose, 3, v2 ); |
|
MatrixGetColumn( g_bonetable[k].boneToPose, 3, v3 ); |
|
forward = v2 - v3; |
|
VectorNormalize( forward ); |
|
|
|
// try to align to existing bone/boundingbox by finding most perpendicular |
|
// existing axis and aligning the new Z axis to it. |
|
Vector forward2, left2, up2; |
|
MatrixGetColumn( boneToPose[k], 0, forward2 ); |
|
MatrixGetColumn( boneToPose[k], 1, left2 ); |
|
MatrixGetColumn( boneToPose[k], 2, up2 ); |
|
float d1 = fabs(DotProduct( forward, forward2 )); |
|
float d2 = fabs(DotProduct( forward, left2 )); |
|
float d3 = fabs(DotProduct( forward, up2 )); |
|
if (d1 <= d2 && d1 <= d3) |
|
{ |
|
up = CrossProduct( forward, forward2 ); |
|
VectorNormalize( up ); |
|
} |
|
else if (d2 <= d1 && d2 <= d3) |
|
{ |
|
up = CrossProduct( forward, left2 ); |
|
VectorNormalize( up ); |
|
} |
|
else |
|
{ |
|
up = CrossProduct( forward, up2 ); |
|
VectorNormalize( up ); |
|
} |
|
left = CrossProduct( up, forward ); |
|
|
|
// setup matrix |
|
MatrixSetColumn( forward, 0, boneToPose[k] ); |
|
MatrixSetColumn( left, 1, boneToPose[k] ); |
|
MatrixSetColumn( up, 2, boneToPose[k] ); |
|
|
|
// check orthonormality of matrix |
|
d = fabs( DotProduct( forward, left ) ) |
|
+ fabs( DotProduct( left, up ) ) |
|
+ fabs( DotProduct( up, forward ) ) |
|
+ fabs( DotProduct( boneToPose[k][0], boneToPose[k][1] ) ) |
|
+ fabs( DotProduct( boneToPose[k][1], boneToPose[k][2] ) ) |
|
+ fabs( DotProduct( boneToPose[k][2], boneToPose[k][0] ) ); |
|
|
|
if (d > 0.0001) |
|
{ |
|
MdlError( "error with realigning bone %s\n", g_bonetable[k].name ); |
|
} |
|
|
|
// printf("%f %f %f\n", DotProduct( boneToPose[k][0], boneToPose[k][1] ), DotProduct( boneToPose[k][1], boneToPose[k][2] ), DotProduct( boneToPose[k][2], boneToPose[k][0] ) ); |
|
|
|
// printf("%f %f %f\n", DotProduct( forward, left ), DotProduct( left, up ), DotProduct( up, forward ) ); |
|
|
|
// VectorMatrix( forward, boneToPose[k] ); |
|
|
|
MatrixSetColumn( v3, 3, boneToPose[k] ); |
|
} |
|
} |
|
} |
|
|
|
for (int i = 0; i < g_numforcedrealign; i++) |
|
{ |
|
k = findGlobalBone( g_forcedrealign[i].name ); |
|
if (k == -1) |
|
{ |
|
MdlError( "unknown bone %s in $forcedrealign\n", g_forcedrealign[i].name ); |
|
} |
|
|
|
matrix3x4_t local; |
|
matrix3x4_t tmp; |
|
|
|
AngleMatrix( g_forcedrealign[i].rot, local ); |
|
ConcatTransforms( boneToPose[k], local, tmp ); |
|
MatrixCopy( tmp, boneToPose[k] ); |
|
} |
|
|
|
// build realignment transforms |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (!g_bonetable[k].bPreAligned) |
|
{ |
|
matrix3x4_t poseToBone; |
|
|
|
MatrixInvert( g_bonetable[k].boneToPose, poseToBone ); |
|
ConcatTransforms( poseToBone, boneToPose[k], g_bonetable[k].srcRealign ); |
|
|
|
MatrixCopy( boneToPose[k], g_bonetable[k].boneToPose ); |
|
} |
|
} |
|
|
|
// printf("\n"); |
|
|
|
// rebuild default angles, position, etc. |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (!g_bonetable[k].bPreAligned) |
|
{ |
|
matrix3x4_t bonematrix; |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( g_bonetable[k].boneToPose, bonematrix ); |
|
} |
|
else |
|
{ |
|
matrix3x4_t poseToBone; |
|
// convert my transform into parent relative space |
|
MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, poseToBone ); |
|
ConcatTransforms( poseToBone, g_bonetable[k].boneToPose, bonematrix ); |
|
} |
|
|
|
MatrixAngles( bonematrix, g_bonetable[k].rot, g_bonetable[k].pos ); |
|
} |
|
} |
|
|
|
// exit(0); |
|
|
|
// printf("\n"); |
|
|
|
// build reference pose |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
matrix3x4_t bonematrix; |
|
AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, bonematrix ); |
|
// MatrixCopy( g_bonetable[k].rawLocal, bonematrix ); |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( bonematrix, g_bonetable[k].boneToPose ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms (g_bonetable[g_bonetable[k].parent].boneToPose, bonematrix, g_bonetable[k].boneToPose); |
|
} |
|
/* |
|
Vector v1; |
|
MatrixGetColumn( g_bonetable[k].boneToPose, 3, v1 ); |
|
printf("%s %.4f %.4f %.4f\n", g_bonetable[k].name, v1.x, v1.y, v1.z ); |
|
*/ |
|
} |
|
} |
|
|
|
void CenterBonesOnVerts( void ) |
|
{ |
|
Vector bmin[MAXSTUDIOBONES]; |
|
Vector bmax[MAXSTUDIOBONES]; |
|
|
|
int i, j, k, n; |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
bmin[k] = Vector( 1, 1, 1 ) * 99999999.0; |
|
bmax[k] = Vector( 1, 1, 1 ) * -99999999.0; |
|
} |
|
|
|
// find domain of all the vertices |
|
for (i = 0; i < g_numsources; i++) |
|
{ |
|
s_source_t *pSource = g_source[i]; |
|
if ( !pSource->vertex ) |
|
continue; |
|
|
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( pSource, "BindPose" ); |
|
if ( !pSourceAnim ) |
|
{ |
|
pSourceAnim = &pSource->m_Animations[0]; |
|
} |
|
|
|
pSource->m_GlobalVertices.AddMultipleToTail( pSource->numvertices ); |
|
|
|
Vector p; |
|
for (j = 0; j < pSource->numvertices; j++) |
|
{ |
|
for (n = 0; n < pSource->m_GlobalVertices[j].boneweight.numbones; n++) |
|
{ |
|
k = pSource->m_GlobalVertices[j].boneweight.bone[n]; |
|
p = pSource->m_GlobalVertices[j].position; |
|
|
|
bmin[k] = bmin[k].Min( p ); |
|
bmax[k] = bmax[k].Max( p ); |
|
} |
|
} |
|
} |
|
|
|
// copy min/maxs up to parent |
|
for (k = g_numbones - 1; k >= 0; k--) |
|
{ |
|
if (bmin[k].x > bmax[k].x) |
|
{ |
|
for (j = k + 1; j < g_numbones; j++) |
|
{ |
|
if (g_bonetable[j].parent == k) |
|
{ |
|
bmin[k] = bmin[k].Min( bmin[j] ); |
|
bmax[k] = bmax[k].Max( bmax[j] ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (bmin[k].x <= bmax[k].x) |
|
{ |
|
Vector center = (bmin[k] + bmax[k]) * 0.5; |
|
|
|
// printf("%d %.1f %.1f %.1f\n", k, center.x, center.y, center.z ); |
|
matrix3x4_t updateCenter; |
|
MatrixCopy( g_bonetable[k].boneToPose, updateCenter ); |
|
PositionMatrix( center, updateCenter ); |
|
|
|
matrix3x4_t invPoseToBone; |
|
MatrixInvert( g_bonetable[k].boneToPose, invPoseToBone ); |
|
ConcatTransforms( invPoseToBone, updateCenter, g_bonetable[k].srcRealign ); |
|
|
|
MatrixCopy( updateCenter, g_bonetable[k].boneToPose ); |
|
} |
|
} |
|
|
|
// rebuild default angles, position, etc. |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (!g_bonetable[k].bPreAligned) |
|
{ |
|
matrix3x4_t bonematrix; |
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( g_bonetable[k].boneToPose, bonematrix ); |
|
} |
|
else |
|
{ |
|
matrix3x4_t poseToBone; |
|
// convert my transform into parent relative space |
|
MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, poseToBone ); |
|
ConcatTransforms( poseToBone, g_bonetable[k].boneToPose, bonematrix ); |
|
} |
|
|
|
MatrixAngles( bonematrix, g_bonetable[k].rot, g_bonetable[k].pos ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: find all the different bones used in all the source files and map everything |
|
// to a common bonetable. |
|
//----------------------------------------------------------------------------- |
|
void RemapBones( ) |
|
{ |
|
int iError = 0; |
|
|
|
if ( g_staticprop ) |
|
{ |
|
MakeStaticProp( ); |
|
} |
|
else if ( g_centerstaticprop ) |
|
{ |
|
MdlWarning("Ignoring option $autocenter. Only supported on $staticprop models!!!\n" ); |
|
} |
|
|
|
TagUsedBones( ); |
|
|
|
RenameBones( ); |
|
|
|
iError = BuildGlobalBonetable( ); |
|
|
|
BuildGlobalBoneToPose( ); |
|
|
|
EnforceHierarchy( ); |
|
|
|
{ |
|
int k, n; |
|
for ( k = 0; k < g_numbones; k++ ) |
|
{ |
|
// tag parent bones as being in the same way as their children |
|
n = g_bonetable[k].parent; |
|
while (n != -1) |
|
{ |
|
g_bonetable[n].flags |= g_bonetable[k].flags; |
|
n = g_bonetable[n].parent; |
|
} |
|
} |
|
} |
|
|
|
if ( g_collapse_bones || g_numimportbones ) |
|
{ |
|
CollapseBones( ); |
|
} |
|
|
|
|
|
if ( g_numbones >= MAXSTUDIOBONES ) |
|
{ |
|
MdlError( "Too many bones used in model, used %d, max %d\n", g_numbones, MAXSTUDIOBONES ); |
|
} |
|
|
|
/* |
|
for (i = 0; i < g_numbones; i++) |
|
{ |
|
printf("%2d %s %d\n", i, g_bonetable[i].name, g_bonetable[i].parent ); |
|
} |
|
*/ |
|
|
|
RebuildLocalPose( ); |
|
|
|
TagProceduralBones( ); |
|
|
|
if ( iError && !(ignore_warnings) ) |
|
{ |
|
MdlError( "Exiting due to errors\n" ); |
|
} |
|
MapSourcesToGlobalBonetable( ); |
|
|
|
if ( iError && !(ignore_warnings) ) |
|
{ |
|
MdlError( "Exiting due to errors\n" ); |
|
} |
|
|
|
// Map the bone names to global bone indices for all BoneFlexDrivers |
|
MapFlexDriveBonesToGlobalBoneTable(); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: calculate the bone to world transforms for a processed animation |
|
//----------------------------------------------------------------------------- |
|
void CalcBoneTransforms( s_animation_t *panimation, int frame, matrix3x4_t* pBoneToWorld ) |
|
{ |
|
CalcBoneTransforms( panimation, g_panimation[0], frame, pBoneToWorld ); |
|
} |
|
|
|
|
|
void CalcBoneTransforms( s_animation_t *panimation, s_animation_t *pbaseanimation, int frame, matrix3x4_t* pBoneToWorld ) |
|
{ |
|
if ((panimation->flags & STUDIO_LOOPING) && panimation->numframes > 1) |
|
{ |
|
while (frame >= (panimation->numframes - 1)) |
|
{ |
|
frame = frame - (panimation->numframes - 1); |
|
} |
|
} |
|
if (frame < 0 || frame >= panimation->numframes) |
|
{ |
|
MdlError("requested out of range frame on animation \"%s\" : %d (%d)\n", panimation->name, frame, panimation->numframes ); |
|
} |
|
|
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
Vector angle; |
|
matrix3x4_t bonematrix; |
|
|
|
if (!(panimation->flags & STUDIO_DELTA)) |
|
{ |
|
AngleMatrix( panimation->sanim[frame][k].rot, panimation->sanim[frame][k].pos, bonematrix ); |
|
} |
|
else if (pbaseanimation) |
|
{ |
|
Quaternion q1, q2, q3; |
|
Vector p3; |
|
|
|
//AngleQuaternion( g_bonetable[k].rot, q1 ); |
|
AngleQuaternion( pbaseanimation->sanim[0][k].rot, q1 ); |
|
AngleQuaternion( panimation->sanim[frame][k].rot, q2 ); |
|
|
|
float s = panimation->weight[k]; |
|
|
|
QuaternionMA( q1, s, q2, q3 ); |
|
//p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos; |
|
p3 = pbaseanimation->sanim[0][k].pos + s * panimation->sanim[frame][k].pos; |
|
|
|
AngleMatrix( q3, p3, bonematrix ); |
|
} |
|
else |
|
{ |
|
Quaternion q1, q2, q3; |
|
Vector p3; |
|
|
|
AngleQuaternion( g_bonetable[k].rot, q1 ); |
|
AngleQuaternion( panimation->sanim[frame][k].rot, q2 ); |
|
|
|
float s = panimation->weight[k]; |
|
|
|
QuaternionMA( q1, s, q2, q3 ); |
|
//p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos; |
|
p3 = pbaseanimation->sanim[0][k].pos + s * g_bonetable[k].pos; |
|
|
|
AngleMatrix( q3, p3, bonematrix ); |
|
} |
|
|
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( bonematrix, pBoneToWorld[k] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: calculate the bone to world transforms for a processed animation |
|
//----------------------------------------------------------------------------- |
|
|
|
void CalcBoneTransformsCycle( s_animation_t *panimation, s_animation_t *pbaseanimation, float flCycle, matrix3x4_t* pBoneToWorld ) |
|
{ |
|
float fFrame = flCycle * (panimation->numframes - 1); |
|
int iFrame = (int)fFrame; |
|
float s = (fFrame - iFrame); |
|
|
|
int iFrame1 = iFrame % (panimation->numframes - 1); |
|
int iFrame2 = (iFrame + 1) % (panimation->numframes - 1); |
|
|
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
Quaternion q1, q2, q3; |
|
Vector p3; |
|
matrix3x4_t bonematrix; |
|
|
|
// if (!(panimation->flags & STUDIO_DELTA)) |
|
{ |
|
AngleQuaternion( panimation->sanim[iFrame1][k].rot, q1 ); |
|
AngleQuaternion( panimation->sanim[iFrame2][k].rot, q2 ); |
|
QuaternionSlerp( q1, q2, s, q3 ); |
|
|
|
VectorLerp( panimation->sanim[iFrame1][k].pos, panimation->sanim[iFrame2][k].pos, s, p3 ); |
|
|
|
AngleMatrix( q3, p3, bonematrix ); |
|
} |
|
/* |
|
else |
|
{ |
|
Vector p3; |
|
|
|
//AngleQuaternion( g_bonetable[k].rot, q1 ); |
|
AngleQuaternion( pbaseanimation->sanim[0][k].rot, q1 ); |
|
AngleQuaternion( panimation->sanim[frame][k].rot, q2 ); |
|
|
|
float s = panimation->weight[k]; |
|
|
|
QuaternionMA( q1, s, q2, q3 ); |
|
//p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos; |
|
p3 = pbaseanimation->sanim[0][k].pos + s * panimation->sanim[frame][k].pos; |
|
|
|
AngleMatrix( q3, p3, bonematrix ); |
|
} |
|
*/ |
|
|
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( bonematrix, pBoneToWorld[k] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: calculate the bone to world transforms for a processed sequence |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void SlerpBones( |
|
Quaternion q1[MAXSTUDIOBONES], |
|
Vector pos1[MAXSTUDIOBONES], |
|
int sequence, |
|
const Quaternion q2[MAXSTUDIOBONES], |
|
const Vector pos2[MAXSTUDIOBONES], |
|
float s ) |
|
{ |
|
int i; |
|
Quaternion q3, q4; |
|
float s1, s2; |
|
|
|
s_sequence_t *pseqdesc = &g_sequence[sequence]; |
|
|
|
if (s <= 0.0f) |
|
{ |
|
return; |
|
} |
|
else if (s > 1.0f) |
|
{ |
|
s = 1.0f; |
|
} |
|
|
|
if (pseqdesc->flags & STUDIO_DELTA) |
|
{ |
|
for (i = 0; i < g_numbones; i++) |
|
{ |
|
|
|
s2 = s * pseqdesc->weight[i]; // blend in based on this bones weight |
|
if (s2 > 0.0) |
|
{ |
|
if (pseqdesc->flags & STUDIO_POST) |
|
{ |
|
QuaternionMA( q1[i], s2, q2[i], q1[i] ); |
|
|
|
// FIXME: are these correct? |
|
pos1[i][0] = pos1[i][0] + pos2[i][0] * s2; |
|
pos1[i][1] = pos1[i][1] + pos2[i][1] * s2; |
|
pos1[i][2] = pos1[i][2] + pos2[i][2] * s2; |
|
} |
|
else |
|
{ |
|
QuaternionSM( s2, q2[i], q1[i], q1[i] ); |
|
|
|
// FIXME: are these correct? |
|
pos1[i][0] = pos1[i][0] + pos2[i][0] * s2; |
|
pos1[i][1] = pos1[i][1] + pos2[i][1] * s2; |
|
pos1[i][2] = pos1[i][2] + pos2[i][2] * s2; |
|
} |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
for (i = 0; i <g_numbones; i++) |
|
{ |
|
s2 = s * pseqdesc->weight[i]; // blend in based on this animations weights |
|
if (s2 > 0.0) |
|
{ |
|
s1 = 1.0 - s2; |
|
|
|
if (g_bonetable[i].flags & BONE_FIXED_ALIGNMENT) |
|
{ |
|
QuaternionSlerpNoAlign( q2[i], q1[i], s1, q3 ); |
|
} |
|
else |
|
{ |
|
QuaternionSlerp( q2[i], q1[i], s1, q3 ); |
|
} |
|
q1[i][0] = q3[0]; |
|
q1[i][1] = q3[1]; |
|
q1[i][2] = q3[2]; |
|
q1[i][3] = q3[3]; |
|
pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s2; |
|
pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s2; |
|
pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s2; |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
void CalcPoseSingle( Vector pos[], Quaternion q[], int sequence, float frame ) |
|
{ |
|
s_sequence_t *pseqdesc = &g_sequence[sequence]; |
|
|
|
s_animation_t *panim = pseqdesc->panim[0][0]; |
|
|
|
// FIXME: is this modulo correct? |
|
int iframe = ((int)frame) % panim->numframes; |
|
|
|
for (int k = 0; k < g_numbones; k++) |
|
{ |
|
// FIXME: this isn't doing a fractional frame |
|
AngleQuaternion( panim->sanim[iframe][k].rot, q[k] ); |
|
pos[k] = panim->sanim[iframe][k].pos; |
|
} |
|
} |
|
|
|
void AccumulateSeqLayers( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight ); |
|
|
|
void AccumulatePose( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight ) |
|
{ |
|
Vector pos2[MAXSTUDIOBONES]; |
|
Quaternion q2[MAXSTUDIOBONES]; |
|
|
|
// printf("accumulate %s : %.1f\n", g_sequence[sequence].name, frame ); |
|
|
|
CalcPoseSingle( pos2, q2, sequence, frame ); |
|
|
|
SlerpBones( q, pos, sequence, q2, pos2, flWeight ); |
|
|
|
AccumulateSeqLayers( pos, q, sequence, frame, flWeight ); |
|
} |
|
|
|
void AccumulateSeqLayers( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight ) |
|
{ |
|
s_sequence_t *pseqdesc = &g_sequence[sequence]; |
|
|
|
for (int i = 0; i < pseqdesc->numautolayers; i++) |
|
{ |
|
s_autolayer_t *pLayer = &pseqdesc->autolayer[i]; |
|
|
|
float layerFrame = frame; |
|
float layerWeight = flWeight; |
|
|
|
if (pLayer->start != pLayer->end) |
|
{ |
|
float s = 1.0; |
|
float index; |
|
|
|
if (!(pLayer->flags & STUDIO_AL_POSE)) |
|
{ |
|
index = frame; |
|
} |
|
else |
|
{ |
|
int iPose = pLayer->pose; |
|
if (iPose != -1) |
|
{ |
|
index = 0; // undefined? |
|
} |
|
else |
|
{ |
|
index = 0; |
|
} |
|
} |
|
|
|
if (index < pLayer->start) |
|
continue; |
|
if (index >= pLayer->end) |
|
continue; |
|
|
|
if (index < pLayer->peak && pLayer->start != pLayer->peak) |
|
{ |
|
s = (index - pLayer->start) / (pLayer->peak - pLayer->start); |
|
} |
|
else if (index > pLayer->tail && pLayer->end != pLayer->tail) |
|
{ |
|
s = (pLayer->end - index) / (pLayer->end - pLayer->tail); |
|
} |
|
|
|
if (pLayer->flags & STUDIO_AL_SPLINE) |
|
{ |
|
s = 3 * s * s - 2 * s * s * s; |
|
} |
|
|
|
if ((pLayer->flags & STUDIO_AL_XFADE) && (frame > pLayer->tail)) |
|
{ |
|
layerWeight = ( s * flWeight ) / ( 1 - flWeight + s * flWeight ); |
|
} |
|
else if (pLayer->flags & STUDIO_AL_NOBLEND) |
|
{ |
|
layerWeight = s; |
|
} |
|
else |
|
{ |
|
layerWeight = flWeight * s; |
|
} |
|
|
|
if (!(pLayer->flags & STUDIO_AL_POSE)) |
|
{ |
|
layerFrame = ((frame - pLayer->start) / (pLayer->end - pLayer->start)) * (g_sequence[pLayer->sequence].panim[0][0]->numframes - 1); |
|
} |
|
else |
|
{ |
|
layerFrame = (frame / g_sequence[sequence].panim[0][0]->numframes - 1) * (g_sequence[pLayer->sequence].panim[0][0]->numframes - 1); |
|
} |
|
} |
|
|
|
AccumulatePose( pos, q, pLayer->sequence, layerFrame, layerWeight ); |
|
} |
|
} |
|
|
|
|
|
void CalcSeqTransforms( int sequence, int frame, matrix3x4_t* pBoneToWorld ) |
|
{ |
|
int k; |
|
Vector pos[MAXSTUDIOBONES]; |
|
Quaternion q[MAXSTUDIOBONES]; |
|
|
|
// CalcPoseSingle( pos, q, 0, 0 ); |
|
/* |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
//AngleQuaternion( g_bonetable[k].rot, q[k] ); |
|
//pos[k] = g_bonetable[k].pos; |
|
AngleQuaternion( g_bonetable[k].rot, q[k] ); |
|
pos[k] = g_bonetable[k].pos; |
|
} |
|
*/ |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
//AngleQuaternion( g_bonetable[k].rot, q[k] ); |
|
//pos[k] = g_bonetable[k].pos; |
|
AngleQuaternion( g_bonetable[k].rot, q[k] ); |
|
pos[k] = g_bonetable[k].pos; |
|
} |
|
|
|
|
|
AccumulatePose( pos, q, sequence, frame, 1.0 ); |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
matrix3x4_t bonematrix; |
|
|
|
QuaternionMatrix( q[k], pos[k], bonematrix ); |
|
|
|
if (g_bonetable[k].parent == -1) |
|
{ |
|
MatrixCopy( bonematrix, pBoneToWorld[k] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
|
|
void CalcBonePos( s_animation_t *panimation, int frame, int bone, Vector &pos ) |
|
{ |
|
matrix3x4_t boneToWorld[MAXSTUDIOSRCBONES]; // bone transformation matrix |
|
|
|
CalcBoneTransforms( panimation, frame, boneToWorld ); |
|
|
|
pos.x = boneToWorld[bone][0][3]; |
|
pos.y = boneToWorld[bone][1][3]; |
|
pos.z = boneToWorld[bone][2][3]; |
|
} |
|
|
|
|
|
#define SMALL_FLOAT 1e-12 |
|
|
|
// NOTE: This routine was taken (and modified) from NVidia's BlinnReflection demo |
|
// Creates basis vectors, based on a vertex and index list. |
|
// See the NVidia white paper 'GDC2K PerPixel Lighting' for a description |
|
// of how this computation works |
|
static void CalcTriangleTangentSpace( s_source_t *pSrc, int v1, int v2, int v3, |
|
Vector &sVect, Vector &tVect ) |
|
{ |
|
/* |
|
static bool firstTime = true; |
|
static FILE *fp = NULL; |
|
if( firstTime ) |
|
{ |
|
firstTime = false; |
|
fp = fopen( "crap.out", "w" ); |
|
} |
|
*/ |
|
|
|
Vector2D t0( pSrc->vertex[v1].texcoord[0], pSrc->vertex[v1].texcoord[1] ); |
|
Vector2D t1( pSrc->vertex[v2].texcoord[0], pSrc->vertex[v2].texcoord[1] ); |
|
Vector2D t2( pSrc->vertex[v3].texcoord[0], pSrc->vertex[v3].texcoord[1] ); |
|
Vector p0( pSrc->vertex[v1].position[0], pSrc->vertex[v1].position[1], pSrc->vertex[v1].position[2] ); |
|
Vector p1( pSrc->vertex[v2].position[0], pSrc->vertex[v2].position[1], pSrc->vertex[v2].position[2] ); |
|
Vector p2( pSrc->vertex[v3].position[0], pSrc->vertex[v3].position[1], pSrc->vertex[v3].position[2] ); |
|
CalcTriangleTangentSpace( p0, p1, p2, t0, t1, t2, sVect, tVect ); |
|
|
|
/* |
|
// Calculate flat normal |
|
Vector flatNormal; |
|
edge01 = p1 - p0; |
|
edge02 = p2 - p0; |
|
CrossProduct( edge02, edge01, flatNormal ); |
|
VectorNormalize( flatNormal ); |
|
|
|
// Get the average position |
|
Vector avgPos = ( p0 + p1 + p2 ) / 3.0f; |
|
|
|
// Draw the svect |
|
Vector endS = avgPos + sVect * .2f; |
|
fprintf( fp, "2\n" ); |
|
fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", endS[0], endS[1], endS[2] ); |
|
fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] ); |
|
|
|
// Draw the tvect |
|
Vector endT = avgPos + tVect * .2f; |
|
fprintf( fp, "2\n" ); |
|
fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", endT[0], endT[1], endT[2] ); |
|
fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] ); |
|
|
|
// Draw the normal |
|
Vector endN = avgPos + flatNormal * .2f; |
|
fprintf( fp, "2\n" ); |
|
fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", endN[0], endN[1], endN[2] ); |
|
fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", avgPos[0], avgPos[1], avgPos[2] ); |
|
|
|
// Draw the wireframe of the triangle in white. |
|
fprintf( fp, "2\n" ); |
|
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] ); |
|
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] ); |
|
fprintf( fp, "2\n" ); |
|
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] ); |
|
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] ); |
|
fprintf( fp, "2\n" ); |
|
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] ); |
|
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] ); |
|
|
|
// Draw a slightly shrunken version of the geometry to hide surfaces |
|
Vector tmp0 = p0 - flatNormal * .1f; |
|
Vector tmp1 = p1 - flatNormal * .1f; |
|
Vector tmp2 = p2 - flatNormal * .1f; |
|
fprintf( fp, "3\n" ); |
|
fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp0[0], tmp0[1], tmp0[2] ); |
|
fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp1[0], tmp1[1], tmp1[2] ); |
|
fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp2[0], tmp2[1], tmp2[2] ); |
|
|
|
fflush( fp ); |
|
*/ |
|
} |
|
|
|
typedef CUtlVector<int> CIntVector; |
|
|
|
void CalcModelTangentSpaces( s_source_t *pSrc ) |
|
{ |
|
// Build a map from vertex to a list of triangles that share the vert. |
|
int meshID; |
|
for( meshID = 0; meshID < pSrc->nummeshes; meshID++ ) |
|
{ |
|
s_mesh_t *pMesh = &pSrc->mesh[pSrc->meshindex[meshID]]; |
|
CUtlVector<CIntVector> vertToTriMap; |
|
vertToTriMap.AddMultipleToTail( pMesh->numvertices ); |
|
int triID; |
|
for( triID = 0; triID < pMesh->numfaces; triID++ ) |
|
{ |
|
s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset]; |
|
vertToTriMap[pFace->a].AddToTail( triID ); |
|
vertToTriMap[pFace->b].AddToTail( triID ); |
|
vertToTriMap[pFace->c].AddToTail( triID ); |
|
} |
|
|
|
// Calculate the tangent space for each triangle. |
|
CUtlVector<Vector> triSVect; |
|
CUtlVector<Vector> triTVect; |
|
triSVect.AddMultipleToTail( pMesh->numfaces ); |
|
triTVect.AddMultipleToTail( pMesh->numfaces ); |
|
for( triID = 0; triID < pMesh->numfaces; triID++ ) |
|
{ |
|
s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset]; |
|
CalcTriangleTangentSpace( pSrc, |
|
pMesh->vertexoffset + pFace->a, |
|
pMesh->vertexoffset + pFace->b, |
|
pMesh->vertexoffset + pFace->c, |
|
triSVect[triID], triTVect[triID] ); |
|
} |
|
|
|
// calculate an average tangent space for each vertex. |
|
int vertID; |
|
for( vertID = 0; vertID < pMesh->numvertices; vertID++ ) |
|
{ |
|
const Vector &normal = pSrc->vertex[vertID+pMesh->vertexoffset].normal; |
|
Vector4D &finalSVect = pSrc->vertex[vertID+pMesh->vertexoffset].tangentS; |
|
Vector sVect, tVect; |
|
|
|
sVect.Init( 0.0f, 0.0f, 0.0f ); |
|
tVect.Init( 0.0f, 0.0f, 0.0f ); |
|
for( triID = 0; triID < vertToTriMap[vertID].Size(); triID++ ) |
|
{ |
|
sVect += triSVect[vertToTriMap[vertID][triID]]; |
|
tVect += triTVect[vertToTriMap[vertID][triID]]; |
|
} |
|
|
|
// In the case of zbrush, everything needs to be treated as smooth. |
|
if( g_bZBrush ) |
|
{ |
|
int vertID2; |
|
Vector vertPos1( pSrc->vertex[vertID].position[0], pSrc->vertex[vertID].position[1], pSrc->vertex[vertID].position[2] ); |
|
for( vertID2 = 0; vertID2 < pMesh->numvertices; vertID2++ ) |
|
{ |
|
if( vertID2 == vertID ) |
|
{ |
|
continue; |
|
} |
|
Vector vertPos2( pSrc->vertex[vertID2].position[0], pSrc->vertex[vertID2].position[1], pSrc->vertex[vertID2].position[2] ); |
|
if( vertPos1 == vertPos2 ) |
|
{ |
|
int triID2; |
|
for( triID2 = 0; triID2 < vertToTriMap[vertID2].Size(); triID2++ ) |
|
{ |
|
sVect += triSVect[vertToTriMap[vertID2][triID2]]; |
|
tVect += triTVect[vertToTriMap[vertID2][triID2]]; |
|
} |
|
} |
|
} |
|
} |
|
|
|
// make an orthonormal system. |
|
// need to check if we are left or right handed. |
|
Vector tmpVect; |
|
CrossProduct( sVect, tVect, tmpVect ); |
|
bool leftHanded = DotProduct( tmpVect, normal ) < 0.0f; |
|
if( !leftHanded ) |
|
{ |
|
CrossProduct( normal, sVect, tVect ); |
|
CrossProduct( tVect, normal, sVect ); |
|
VectorNormalize( sVect ); |
|
VectorNormalize( tVect ); |
|
finalSVect[0] = sVect[0]; |
|
finalSVect[1] = sVect[1]; |
|
finalSVect[2] = sVect[2]; |
|
finalSVect[3] = 1.0f; |
|
} |
|
else |
|
{ |
|
CrossProduct( sVect, normal, tVect ); |
|
CrossProduct( normal, tVect, sVect ); |
|
VectorNormalize( sVect ); |
|
VectorNormalize( tVect ); |
|
finalSVect[0] = sVect[0]; |
|
finalSVect[1] = sVect[1]; |
|
finalSVect[2] = sVect[2]; |
|
finalSVect[3] = -1.0f; |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Generate a model vertex from a source vertex |
|
//----------------------------------------------------------------------------- |
|
static void InitRemappedVertex( s_source_t *pSource, matrix3x4_t *pDestBoneToWorld, const s_vertexinfo_t &srcVertex, s_vertexinfo_t &dstVertex ) |
|
{ |
|
Vector tmp1, tmp2, vdest, ndest; |
|
|
|
memcpy( &dstVertex, &srcVertex, sizeof(s_vertexinfo_t) ); |
|
dstVertex.boneweight.numbones = 0; |
|
|
|
vdest.Init(); |
|
ndest.Init(); |
|
|
|
int n; |
|
for ( n = 0; n < srcVertex.boneweight.numbones; n++ ) |
|
{ |
|
// src bone |
|
int q = srcVertex.boneweight.bone[n]; |
|
|
|
// mapping to global bone |
|
int k = pSource->boneLocalToGlobal[q]; |
|
if ( k == -1 ) |
|
{ |
|
VectorCopy( srcVertex.position, vdest ); |
|
VectorCopy( srcVertex.normal, ndest ); |
|
break; |
|
// printf("%s:%s (%d) missing global\n", psource->filename, psource->localBone[q].name, q ); |
|
} |
|
|
|
// If the global bone is already in the list, then this vertex |
|
// contains influences from multiple local bones which have been collapsed |
|
// into a single global bone |
|
int m; |
|
for ( m = 0; m < dstVertex.boneweight.numbones; m++ ) |
|
{ |
|
if ( k == dstVertex.boneweight.bone[m] ) |
|
{ |
|
// bone got collapsed out |
|
dstVertex.boneweight.weight[m] += srcVertex.boneweight.weight[n]; |
|
break; |
|
} |
|
} |
|
if ( m == dstVertex.boneweight.numbones ) |
|
{ |
|
// add new bone |
|
dstVertex.boneweight.bone[m] = k; |
|
dstVertex.boneweight.weight[m] = srcVertex.boneweight.weight[n]; |
|
dstVertex.boneweight.numbones++; |
|
} |
|
|
|
// convert vertex into original models' bone local space |
|
VectorITransform( srcVertex.position, pDestBoneToWorld[k], tmp1 ); |
|
// convert that into global world space using stardard pose |
|
VectorTransform( tmp1, g_bonetable[k].boneToPose, tmp2 ); |
|
// accumulate |
|
VectorMA( vdest, srcVertex.boneweight.weight[n], tmp2, vdest ); |
|
|
|
// convert normal into original models' bone local space |
|
VectorIRotate( srcVertex.normal, pDestBoneToWorld[k], tmp1 ); |
|
// convert that into global world space using stardard pose |
|
VectorRotate( tmp1, g_bonetable[k].boneToPose, tmp2 ); |
|
// accumulate |
|
VectorMA( ndest, srcVertex.boneweight.weight[n], tmp2, ndest ); |
|
} |
|
|
|
// printf("%d %.2f %.2f %.2f\n", j, vdest.x, vdest.y, vdest.z ); |
|
|
|
// save, normalize |
|
VectorCopy( vdest, dstVertex.position ); |
|
VectorNormalize( ndest ); |
|
VectorCopy( ndest, dstVertex.normal ); |
|
|
|
// FIXME: Remapping will whack tangentS. Need to recompute tangents after remapping |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// When read off disk, s_source_t contains bone indices local to the source |
|
// we need to make the bone indices use the global bone list |
|
//----------------------------------------------------------------------------- |
|
void RemapVerticesToGlobalBones( ) |
|
{ |
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
matrix3x4_t destBoneToWorld[MAXSTUDIOSRCBONES]; |
|
|
|
for (int i = 0; i < g_numsources; i++) |
|
{ |
|
s_source_t *pSource = g_source[i]; |
|
if ( !pSource->vertex ) |
|
continue; |
|
|
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( pSource, "BindPose" ); |
|
if ( !pSourceAnim ) |
|
{ |
|
pSourceAnim = &pSource->m_Animations[0]; |
|
} |
|
BuildRawTransforms( pSource, pSourceAnim->animationname, 0, srcBoneToWorld ); |
|
TranslateAnimations( pSource, srcBoneToWorld, destBoneToWorld ); |
|
|
|
pSource->m_GlobalVertices.AddMultipleToTail( pSource->numvertices ); |
|
|
|
for ( int j = 0; j < pSource->numvertices; j++ ) |
|
{ |
|
InitRemappedVertex( pSource, destBoneToWorld, pSource->vertex[j], pSource->m_GlobalVertices[j] ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Links bone controllers |
|
//----------------------------------------------------------------------------- |
|
|
|
static void FindAutolayers() |
|
{ |
|
int i; |
|
for (i = 0; i < g_sequence.Count(); i++) |
|
{ |
|
int k; |
|
for (k = 0; k < g_sequence[i].numautolayers; k++) |
|
{ |
|
int j; |
|
for ( j = 0; j < g_sequence.Count(); j++) |
|
{ |
|
if (stricmp( g_sequence[i].autolayer[k].name, g_sequence[j].name) == 0) |
|
{ |
|
g_sequence[i].autolayer[k].sequence = j; |
|
break; |
|
} |
|
} |
|
if (j == g_sequence.Count()) |
|
{ |
|
MdlError( "sequence \"%s\" cannot find autolayer sequence \"%s\"\n", |
|
g_sequence[i].name, g_sequence[i].autolayer[k].name ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Links bone controllers |
|
//----------------------------------------------------------------------------- |
|
|
|
static void LinkBoneControllers() |
|
{ |
|
for (int i = 0; i < g_numbonecontrollers; i++) |
|
{ |
|
int j = findGlobalBone( g_bonecontroller[i].name ); |
|
if (j == -1) |
|
{ |
|
MdlError("unknown g_bonecontroller link '%s'\n", g_bonecontroller[i].name ); |
|
} |
|
g_bonecontroller[i].bone = j; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Links screen aligned bones |
|
//----------------------------------------------------------------------------- |
|
|
|
static void TagScreenAlignedBones() |
|
{ |
|
for (int i = 0; i < g_numscreenalignedbones; i++) |
|
{ |
|
int j = findGlobalBone( g_screenalignedbone[i].name ); |
|
if (j == -1) |
|
{ |
|
MdlError("unknown g_screenalignedbone link '%s'\n", g_screenalignedbone[i].name ); |
|
} |
|
|
|
g_bonetable[j].flags |= g_screenalignedbone[i].flags; |
|
printf("tagging bone: %s as screen aligned (index %i, flags:%x)\n", g_bonetable[j].name, j, g_bonetable[j].flags ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Links attachments |
|
//----------------------------------------------------------------------------- |
|
|
|
static void LinkAttachments() |
|
{ |
|
int i, j, k; |
|
|
|
// attachments may be connected to bones that can be optimized out |
|
// so search through all the sources and move to a valid location |
|
|
|
matrix3x4_t boneToPose; |
|
matrix3x4_t world; |
|
matrix3x4_t poseToBone; |
|
|
|
for (i = 0; i < g_numattachments; i++) |
|
{ |
|
bool found = false; |
|
// search through known bones |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if ( !stricmp( g_attachment[i].bonename, g_bonetable[k].name )) |
|
{ |
|
g_attachment[i].bone = k; |
|
MatrixCopy( g_bonetable[k].boneToPose, boneToPose ); |
|
MatrixInvert( boneToPose, poseToBone ); |
|
// printf("%s : %d\n", g_bonetable[k].name, k ); |
|
found = true; |
|
break; |
|
} |
|
} |
|
|
|
if (!found) |
|
{ |
|
// search all the loaded sources for the first occurance of the named bone |
|
for (j = 0; j < g_numsources && !found; j++) |
|
{ |
|
for (k = 0; k < g_source[j]->numbones && !found; k++) |
|
{ |
|
if ( !stricmp( g_attachment[i].bonename, g_source[j]->localBone[k].name ) ) |
|
{ |
|
MatrixCopy( g_source[j]->boneToPose[k], boneToPose ); |
|
|
|
// check to make sure that this bone is actually referenced in the output model |
|
// if not, try parent bone until we find a referenced bone in this chain |
|
while (k != -1 && g_source[j]->boneGlobalToLocal[g_source[j]->boneLocalToGlobal[k]] != k) |
|
{ |
|
k = g_source[j]->localBone[k].parent; |
|
} |
|
if (k == -1) |
|
{ |
|
MdlError( "unable to find valid bone for attachment %s:%s\n", |
|
g_attachment[i].name, |
|
g_attachment[i].bonename ); |
|
} |
|
|
|
MatrixInvert( g_source[j]->boneToPose[k], poseToBone ); |
|
g_attachment[i].bone = g_source[j]->boneLocalToGlobal[k]; |
|
found = true; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if (!found) |
|
{ |
|
MdlError("unknown attachment link '%s'\n", g_attachment[i].bonename ); |
|
} |
|
// printf("%s: %s / %s\n", g_attachment[i].name, g_attachment[i].bonename, g_bonetable[g_attachment[i].bone].name ); |
|
|
|
if (g_attachment[i].type & IS_ABSOLUTE) |
|
{ |
|
MatrixCopy( g_attachment[i].local, world ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms( boneToPose, g_attachment[i].local, world ); |
|
} |
|
|
|
ConcatTransforms( poseToBone, world, g_attachment[i].local ); |
|
} |
|
|
|
// flag all bones used by attachments |
|
for (i = 0; i < g_numattachments; i++) |
|
{ |
|
j = g_attachment[i].bone; |
|
while (j != -1) |
|
{ |
|
g_bonetable[j].flags |= BONE_USED_BY_ATTACHMENT; |
|
j = g_bonetable[j].parent; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Links mouths |
|
//----------------------------------------------------------------------------- |
|
|
|
static void LinkMouths() |
|
{ |
|
for (int i = 0; i < g_nummouths; i++) |
|
{ |
|
int j; |
|
for ( j = 0; j < g_numbones; j++) |
|
{ |
|
if (g_mouth[i].bonename[0] && stricmp( g_mouth[i].bonename, g_bonetable[j].name) == 0) |
|
break; |
|
} |
|
if (j >= g_numbones) |
|
{ |
|
MdlError("unknown mouth link '%s'\n", g_mouth[i].bonename ); |
|
} |
|
g_mouth[i].bone = j; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
static float CalcPoseParameterValue( int control, RadianEuler &angle, Vector &pos ) |
|
{ |
|
switch( control ) |
|
{ |
|
case STUDIO_X: |
|
return pos.x; |
|
case STUDIO_Y: |
|
return pos.y; |
|
case STUDIO_Z: |
|
return pos.z; |
|
case STUDIO_XR: |
|
return RAD2DEG( angle.x ); |
|
case STUDIO_YR: |
|
return RAD2DEG( angle.y ); |
|
case STUDIO_ZR: |
|
return RAD2DEG( angle.z ); |
|
} |
|
return 0.0; |
|
} |
|
|
|
static void CalcPoseParameters( void ) |
|
{ |
|
int i; |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
RadianEuler angles; |
|
Vector pos; |
|
|
|
for (i = 0; i < g_sequence.Count(); i++) |
|
{ |
|
s_sequence_t *pseq = &g_sequence[i]; |
|
|
|
for (int iPose = 0; iPose < 2; iPose++) |
|
{ |
|
if (pseq->groupsize[iPose] > 1) |
|
{ |
|
if (pseq->paramattachment[iPose] != -1) |
|
{ |
|
int j0 = pseq->paramindex[iPose]; |
|
int n0 = pseq->paramattachment[iPose]; |
|
int k0 = g_attachment[n0].bone; |
|
|
|
matrix3x4_t boneToWorldRel; |
|
matrix3x4_t boneToWorldMid; |
|
matrix3x4_t worldToBoneMid; |
|
matrix3x4_t boneRel; |
|
|
|
// printf("%s\n", pseq->name ); |
|
|
|
if (pseq->paramanim == NULL) |
|
{ |
|
pseq->paramanim = g_panimation[0]; |
|
} |
|
|
|
if (pseq->paramcompanim == NULL) |
|
{ |
|
pseq->paramcompanim = pseq->paramanim; |
|
} |
|
|
|
|
|
// calculate what "zero" looks like to the attachment |
|
CalcBoneTransforms( pseq->paramanim, 0, boneToWorld ); |
|
ConcatTransforms( boneToWorld[k0], g_attachment[n0].local, boneToWorldMid ); |
|
MatrixAngles( boneToWorldMid, angles, pos ); |
|
// printf("%s : %s : %6.2f %6.2f %6.2f : %6.2f %6.2f %6.2f\n", pseq->name, g_pose[j0].name, RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ), pos.x, pos.y, pos.z ); |
|
MatrixInvert( boneToWorldMid, worldToBoneMid ); |
|
|
|
if ( g_verbose ) |
|
{ |
|
printf("%s : %s", pseq->name, g_pose[j0].name ); |
|
} |
|
|
|
// for 2D animation, figure out what opposite row/column to use |
|
// FIXME: make these 2D instead of 2 1D! |
|
int m[2]; |
|
bool found = false; |
|
if (pseq->paramcenter != NULL) |
|
{ |
|
for (int i0 = 0; !found && i0 < pseq->groupsize[0]; i0++) |
|
{ |
|
for (int i1 = 0; !found && i1 < pseq->groupsize[1]; i1++) |
|
{ |
|
if (pseq->panim[i0][i1] == pseq->paramcenter) |
|
{ |
|
m[0] = i0; |
|
m[1] = i1; |
|
found = true; |
|
} |
|
} |
|
} |
|
} |
|
if (!found) |
|
{ |
|
m[1-iPose] = (pseq->groupsize[1-iPose]) / 2; |
|
} |
|
|
|
// find changes to attachment |
|
for (m[iPose] = 0; m[iPose] < pseq->groupsize[iPose]; m[iPose]++) |
|
{ |
|
CalcBoneTransforms( pseq->panim[m[0]][m[1]], pseq->paramcompanim, 0, boneToWorld ); |
|
ConcatTransforms( boneToWorld[k0], g_attachment[n0].local, boneToWorldRel ); |
|
ConcatTransforms( worldToBoneMid, boneToWorldRel, boneRel ); |
|
MatrixAngles( boneRel, angles, pos ); |
|
// printf("%6.2f %6.2f %6.2f : %6.2f %6.2f %6.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ), pos.x, pos.y, pos.z ); |
|
|
|
float v = CalcPoseParameterValue( pseq->paramcontrol[iPose], angles, pos ); |
|
|
|
if ( g_verbose ) |
|
{ |
|
printf(" %6.2f", v ); |
|
} |
|
|
|
if (iPose == 0) |
|
{ |
|
pseq->param0[m[iPose]] = v; |
|
} |
|
else |
|
{ |
|
pseq->param1[m[iPose]] = v; |
|
} |
|
|
|
|
|
// pseq->param1[i0][i1] = CalcPoseParameterValue( pseq->paramcontrol[1], angles, pos ); |
|
|
|
if (m[iPose] == 0) |
|
{ |
|
pseq->paramstart[iPose] = (iPose == 0) ? pseq->param0[m[iPose]] : pseq->param1[m[iPose]]; |
|
} |
|
if (m[iPose] == pseq->groupsize[iPose] - 1) |
|
{ |
|
pseq->paramend[iPose] = (iPose == 0) ? pseq->param0[m[iPose]] : pseq->param1[m[iPose]]; |
|
} |
|
} |
|
|
|
if ( g_verbose ) |
|
{ |
|
printf("\n"); |
|
} |
|
|
|
if (fabs( pseq->paramstart[iPose] - pseq->paramend[iPose]) < 0.01 ) |
|
{ |
|
MdlError( "calcblend failed in %s\n", pseq->name ); |
|
} |
|
|
|
g_pose[j0].min = min( g_pose[j0].min, pseq->paramstart[iPose] ); |
|
g_pose[j0].max = max( g_pose[j0].max, pseq->paramstart[iPose] ); |
|
g_pose[j0].min = min( g_pose[j0].min, pseq->paramend[iPose] ); |
|
g_pose[j0].max = max( g_pose[j0].max, pseq->paramend[iPose] ); |
|
} |
|
else |
|
{ |
|
|
|
for (int m = 0; m < pseq->groupsize[iPose]; m++) |
|
{ |
|
float f = (m / (float)(pseq->groupsize[iPose] - 1.0)); |
|
if (iPose == 0) |
|
{ |
|
pseq->param0[m] = pseq->paramstart[iPose] * (1.0 - f) + pseq->paramend[iPose] * f; |
|
} |
|
else |
|
{ |
|
pseq->param1[m] = pseq->paramstart[iPose] * (1.0 - f) + pseq->paramend[iPose] * f; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
// exit(0); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Link ikchains |
|
//----------------------------------------------------------------------------- |
|
|
|
static void LinkIKChains( ) |
|
{ |
|
int i, k; |
|
|
|
// create IK links |
|
for (i = 0; i < g_numikchains; i++) |
|
{ |
|
g_ikchain[i].numlinks = 3; |
|
|
|
k = findGlobalBone( g_ikchain[i].bonename ); |
|
if (k == -1) |
|
{ |
|
MdlError("unknown bone '%s' in ikchain '%s'\n", g_ikchain[i].bonename, g_ikchain[i].name ); |
|
} |
|
g_ikchain[i].link[2].bone = k; |
|
g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT; |
|
|
|
k = g_bonetable[k].parent; |
|
if (k == -1) |
|
{ |
|
MdlError("ikchain '%s' too close to root, no parent knee/elbow\n", g_ikchain[i].name ); |
|
} |
|
g_ikchain[i].link[1].bone = k; |
|
g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT; |
|
|
|
k = g_bonetable[k].parent; |
|
if (k == -1) |
|
{ |
|
MdlError("ikchain '%s' too close to root, no parent hip/shoulder\n", g_ikchain[i].name ); |
|
} |
|
g_ikchain[i].link[0].bone = k; |
|
g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT; |
|
|
|
// FIXME: search for toes |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Link ikchains |
|
//----------------------------------------------------------------------------- |
|
|
|
static void LinkIKLocks( ) |
|
{ |
|
int i, j; |
|
|
|
// create IK links |
|
for (i = 0; i < g_numikautoplaylocks; i++) |
|
{ |
|
for (j = 0; j < g_numikchains; j++) |
|
{ |
|
if (stricmp( g_ikchain[j].name, g_ikautoplaylock[i].name) == 0) |
|
{ |
|
break; |
|
} |
|
} |
|
if (j == g_numikchains) |
|
{ |
|
MdlError("unknown chain '%s' in ikautoplaylock\n", g_ikautoplaylock[i].name ); |
|
} |
|
|
|
g_ikautoplaylock[i].chain = j; |
|
} |
|
|
|
int k; |
|
|
|
for (k = 0; k < g_sequence.Count(); k++) |
|
{ |
|
for (i = 0; i < g_sequence[k].numiklocks; i++) |
|
{ |
|
for (j = 0; j < g_numikchains; j++) |
|
{ |
|
if (stricmp( g_ikchain[j].name, g_sequence[k].iklock[i].name) == 0) |
|
{ |
|
break; |
|
} |
|
} |
|
if (j == g_numikchains) |
|
{ |
|
MdlError("unknown chain '%s' in sequence iklock\n", g_sequence[k].iklock[i].name ); |
|
} |
|
|
|
g_sequence[k].iklock[i].chain = j; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Process IK links |
|
//----------------------------------------------------------------------------- |
|
|
|
s_ikrule_t *FindPrevIKRule( s_animation_t *panim, int iRule ) |
|
{ |
|
int i, j; |
|
|
|
s_ikrule_t *pRule = &panim->ikrule[iRule]; |
|
|
|
for (i = 1; i < panim->numikrules; i++) |
|
{ |
|
j = ( iRule - i + panim->numikrules) % panim->numikrules; |
|
if (panim->ikrule[j].chain == pRule->chain) |
|
return &panim->ikrule[j]; |
|
} |
|
return pRule; |
|
} |
|
|
|
s_ikrule_t *FindNextIKRule( s_animation_t *panim, int iRule ) |
|
{ |
|
int i, j; |
|
|
|
s_ikrule_t *pRule = &panim->ikrule[iRule]; |
|
|
|
for (i = 1; i < panim->numikrules; i++) |
|
{ |
|
j = (iRule + i ) % panim->numikrules; |
|
if (panim->ikrule[j].chain == pRule->chain) |
|
return &panim->ikrule[j]; |
|
} |
|
return pRule; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: don't allow bones to change their length if they're predefined. |
|
// go through all the animations and reset them, but move anything on an ikchain back to where it was. |
|
//----------------------------------------------------------------------------- |
|
static void LockBoneLengths() |
|
{ |
|
int i, j, k; |
|
|
|
int n; |
|
|
|
if (!g_bLockBoneLengths) |
|
return; |
|
|
|
Vector origLocalPos[MAXSTUDIOBONES]; |
|
|
|
// find original lengths |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
MatrixPosition( g_bonetable[k].rawLocalOriginal, origLocalPos[k] ); |
|
|
|
if ( g_verbose ) |
|
{ |
|
Vector prev, delta; |
|
MatrixPosition( g_bonetable[k].rawLocal, prev ); |
|
delta = prev - origLocalPos[k]; |
|
printf("%s - %f %f %f\n", g_bonetable[k].name, delta.x, delta.y, delta.z ); |
|
} |
|
} |
|
|
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
s_animation_t *panim = g_panimation[i]; |
|
|
|
if (panim->flags & STUDIO_DELTA) |
|
continue; |
|
|
|
for (j = 0; j < panim->numframes; j++) |
|
{ |
|
matrix3x4_t boneToWorldOriginal[MAXSTUDIOBONES]; |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
|
|
// calc original transformations |
|
CalcBoneTransforms( panim, j, boneToWorldOriginal ); |
|
|
|
// force bones back to original lengths |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].parent != -1) |
|
{ |
|
//Vector delta = panim->sanim[j][k].pos - origLocalPos[k]; |
|
//printf("%f %f %f\n", delta.x, delta.y, delta.z ); |
|
panim->sanim[j][k].pos = origLocalPos[k]; |
|
} |
|
} |
|
|
|
// calc new transformations |
|
CalcBoneTransforms( panim, j, boneToWorld ); |
|
|
|
for (n = 0; n < g_numikchains; n++) |
|
{ |
|
if (panim->weight[g_ikchain[n].link[2].bone] > 0) |
|
{ |
|
Vector worldPos; |
|
MatrixPosition( boneToWorldOriginal[g_ikchain[n].link[2].bone], worldPos ); |
|
|
|
Studio_SolveIK( |
|
g_ikchain[n].link[0].bone, |
|
g_ikchain[n].link[1].bone, |
|
g_ikchain[n].link[2].bone, |
|
worldPos, |
|
boneToWorld ); |
|
|
|
solveBone( panim, j, g_ikchain[n].link[0].bone, boneToWorld ); |
|
solveBone( panim, j, g_ikchain[n].link[1].bone, boneToWorld ); |
|
solveBone( panim, j, g_ikchain[n].link[2].bone, boneToWorld ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: go through all the IK rules and calculate the animated path the IK'd |
|
// end point moves relative to its IK target. |
|
//----------------------------------------------------------------------------- |
|
static void ProcessIKRules( ) |
|
{ |
|
int i, j, k; |
|
|
|
// copy source animations |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
s_animation_t *panim = g_panimation[i]; |
|
const char *pAnimationName = g_panimation[i]->animationname; |
|
s_sourceanim_t *pSourceAnim = FindSourceAnim( panim->source, pAnimationName ); |
|
|
|
for (j = 0; j < panim->numcmds; j++) |
|
{ |
|
if ( panim->cmds[j].cmd == CMD_IKFIXUP ) |
|
{ |
|
fixupIKErrors( panim, panim->cmds[j].u.ikfixup.pRule ); |
|
} |
|
|
|
if (panim->cmds[j].cmd != CMD_IKRULE) |
|
continue; |
|
|
|
if (panim->numikrules >= MAXSTUDIOIKRULES) |
|
{ |
|
MdlError("Too many IK rules in %s (%s)\n", panim->name, panim->filename ); |
|
} |
|
s_ikrule_t *pRule = &panim->ikrule[panim->numikrules++]; |
|
|
|
// make a copy of the rule; |
|
*pRule = *panim->cmds[j].u.ikrule.pRule; |
|
} |
|
|
|
for (j = 0; j < panim->numikrules; j++) |
|
{ |
|
s_ikrule_t *pRule = &panim->ikrule[j]; |
|
|
|
if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0) |
|
{ |
|
pRule->tail = panim->numframes - 1; |
|
pRule->end = panim->numframes - 1; |
|
} |
|
|
|
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail == -1 && pRule->end != -1) |
|
{ |
|
pRule->peak = (pRule->start + pRule->end) / 2; |
|
pRule->tail = (pRule->start + pRule->end) / 2; |
|
} |
|
|
|
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail != -1) |
|
{ |
|
pRule->peak = (pRule->start + pRule->tail) / 2; |
|
} |
|
|
|
if (pRule->peak != -1 && pRule->tail == -1 && pRule->end != -1) |
|
{ |
|
pRule->tail = (pRule->peak + pRule->end) / 2; |
|
} |
|
|
|
if (pRule->peak == -1) |
|
{ |
|
pRule->start = 0; |
|
pRule->peak = 0; |
|
} |
|
|
|
if (pRule->tail == -1) |
|
{ |
|
pRule->tail = panim->numframes - 1; |
|
pRule->end = panim->numframes - 1; |
|
} |
|
|
|
if (pRule->contact == -1) |
|
{ |
|
pRule->contact = pRule->peak; |
|
} |
|
|
|
// huh, make up start and end numbers |
|
if (pRule->start == -1) |
|
{ |
|
s_ikrule_t *pPrev = FindPrevIKRule( panim, j ); |
|
|
|
if (pPrev->slot == pRule->slot) |
|
{ |
|
if (pRule->peak < pPrev->tail) |
|
{ |
|
pRule->start = pRule->peak + (pPrev->tail - pRule->peak) / 2; |
|
} |
|
else |
|
{ |
|
pRule->start = pRule->peak + (pPrev->tail - pRule->peak + panim->numframes - 1) / 2; |
|
} |
|
pRule->start = (pRule->start + panim->numframes / 2) % (panim->numframes - 1); |
|
pPrev->end = (pRule->start + panim->numframes - 1) % (panim->numframes - 1); |
|
} |
|
else |
|
{ |
|
pRule->start = pPrev->tail; |
|
pPrev->end = pRule->peak; |
|
} |
|
// printf("%s : %d (%d) : %d %d %d %d\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end ); |
|
} |
|
|
|
// huh, make up start and end numbers |
|
if (pRule->end == -1) |
|
{ |
|
s_ikrule_t *pNext = FindNextIKRule( panim, j ); |
|
|
|
if (pNext->slot == pRule->slot) |
|
{ |
|
if (pNext->peak < pRule->tail) |
|
{ |
|
pNext->start = pNext->peak + (pRule->tail - pNext->peak) / 2; |
|
} |
|
else |
|
{ |
|
pNext->start = pNext->peak + (pRule->tail - pNext->peak + panim->numframes - 1) / 2; |
|
} |
|
pNext->start = (pNext->start + panim->numframes / 2) % (panim->numframes - 1); |
|
pRule->end = (pNext->start + panim->numframes - 1) % (panim->numframes - 1); |
|
} |
|
else |
|
{ |
|
pNext->start = pRule->tail; |
|
pRule->end = pNext->peak; |
|
} |
|
// printf("%s : %d (%d) : %d %d %d %d\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end ); |
|
} |
|
|
|
// check for wrapping |
|
if (pRule->peak < pRule->start) |
|
{ |
|
pRule->peak += panim->numframes - 1; |
|
} |
|
if (pRule->tail < pRule->peak) |
|
{ |
|
pRule->tail += panim->numframes - 1; |
|
} |
|
if (pRule->end < pRule->tail) |
|
{ |
|
pRule->end += panim->numframes - 1; |
|
} |
|
if (pRule->contact < pRule->start) |
|
{ |
|
pRule->contact += panim->numframes - 1; |
|
} |
|
|
|
/* |
|
printf("%s : %d (%d) : %d %d %d %d : %s\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end, |
|
pRule->usesequence ? "usesequence" : pRule->usesource ? "source" : "" ); |
|
*/ |
|
|
|
pRule->errorData.numerror = pRule->end - pRule->start + 1; |
|
if (pRule->end >= panim->numframes) |
|
pRule->errorData.numerror = pRule->errorData.numerror + 2; |
|
|
|
pRule->errorData.pError = (s_streamdata_t *)kalloc( pRule->errorData.numerror, sizeof( s_streamdata_t )); |
|
|
|
int n = 0; |
|
|
|
if (pRule->usesequence) |
|
{ |
|
// FIXME: bah, this is horrendously hacky, add a damn back pointer |
|
for (n = 0; n < g_sequence.Count(); n++) |
|
{ |
|
if (g_sequence[n].panim[0][0] == panim) |
|
break; |
|
} |
|
} |
|
|
|
switch( pRule->type ) |
|
{ |
|
case IK_SELF: |
|
{ |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
matrix3x4_t worldToBone; |
|
matrix3x4_t local; |
|
|
|
if (strlen(pRule->bonename) == 0) |
|
{ |
|
pRule->bone = -1; |
|
} |
|
else |
|
{ |
|
|
|
pRule->bone = findGlobalBone( pRule->bonename ); |
|
if (pRule->bone == -1) |
|
{ |
|
MdlError("unknown bone '%s' in ikrule\n", pRule->bonename ); |
|
} |
|
} |
|
|
|
for (k = 0; k < pRule->errorData.numerror; k++) |
|
{ |
|
if (pRule->usesequence) |
|
{ |
|
CalcSeqTransforms( n, k + pRule->start, boneToWorld ); |
|
} |
|
else if (pRule->usesource) |
|
{ |
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
BuildRawTransforms( panim->source, pAnimationName, k + pRule->start + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld ); |
|
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld ); |
|
} |
|
else |
|
{ |
|
CalcBoneTransforms( panim, k + pRule->start, boneToWorld ); |
|
} |
|
|
|
|
|
if (pRule->bone != -1) |
|
{ |
|
MatrixInvert( boneToWorld[pRule->bone], worldToBone ); |
|
ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local ); |
|
} |
|
else |
|
{ |
|
MatrixCopy( boneToWorld[g_ikchain[pRule->chain].link[2].bone], local ); |
|
} |
|
|
|
MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos ); |
|
|
|
/* |
|
QAngle ang; |
|
QuaternionAngles( pRule->errorData.pError[k].q, ang ); |
|
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n", |
|
k, |
|
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z, |
|
ang.x, ang.y, ang.z ); |
|
*/ |
|
} |
|
} |
|
break; |
|
case IK_WORLD: |
|
break; |
|
case IK_ATTACHMENT: |
|
{ |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
matrix3x4_t worldToBone; |
|
matrix3x4_t local; |
|
|
|
int bone = g_ikchain[pRule->chain].link[2].bone; |
|
CalcBoneTransforms( panim, pRule->contact, boneToWorld ); |
|
// FIXME: add in motion |
|
|
|
// pRule->pos = footfall; |
|
// pRule->q = RadianEuler( 0, 0, 0 ); |
|
|
|
if (strlen(pRule->bonename) == 0) |
|
{ |
|
if (pRule->bone != -1) |
|
{ |
|
pRule->bone = bone; |
|
} |
|
} |
|
else |
|
{ |
|
pRule->bone = findGlobalBone( pRule->bonename ); |
|
if (pRule->bone == -1) |
|
{ |
|
MdlError("unknown bone '%s' in ikrule\n", pRule->bonename ); |
|
} |
|
} |
|
|
|
if (pRule->bone != -1) |
|
{ |
|
// FIXME: look for local bones... |
|
CalcBoneTransforms( panim, pRule->contact, boneToWorld ); |
|
MatrixAngles( boneToWorld[pRule->bone], pRule->q, pRule->pos ); |
|
} |
|
|
|
#if 0 |
|
printf("%d %.1f %.1f %.1f\n", |
|
pRule->peak, |
|
pRule->pos.x, pRule->pos.y, pRule->pos.z ); |
|
#endif |
|
|
|
for (k = 0; k < pRule->errorData.numerror; k++) |
|
{ |
|
int t = k + pRule->start; |
|
|
|
if (pRule->usesequence) |
|
{ |
|
CalcSeqTransforms( n, t, boneToWorld ); |
|
} |
|
else if (pRule->usesource) |
|
{ |
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
BuildRawTransforms( panim->source, pAnimationName, t + panim->startframe - pSourceAnim->startframe, srcBoneToWorld ); |
|
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld ); |
|
} |
|
else |
|
{ |
|
CalcBoneTransforms( panim, t, boneToWorld ); |
|
} |
|
|
|
Vector pos = pRule->pos + calcMovement( panim, t, pRule->contact ); |
|
|
|
// printf("%2d : %2d : %4.2f %6.1f %6.1f %6.1f\n", k, t, s, pos.x, pos.y, pos.z ); |
|
|
|
|
|
AngleMatrix( pRule->q, pos, local ); |
|
MatrixInvert( local, worldToBone ); |
|
|
|
// calc position error |
|
ConcatTransforms( worldToBone, boneToWorld[bone], local ); |
|
MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos ); |
|
|
|
#if 0 |
|
QAngle ang; |
|
QuaternionAngles( pRule->errorData.pError[k].q, ang ); |
|
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n", |
|
k + pRule->start, |
|
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z, |
|
ang.x, ang.y, ang.z ); |
|
#endif |
|
} |
|
} |
|
break; |
|
case IK_GROUND: |
|
{ |
|
matrix3x4_t boneToWorld[MAXSTUDIOBONES]; |
|
matrix3x4_t worldToBone; |
|
matrix3x4_t local; |
|
|
|
int bone = g_ikchain[pRule->chain].link[2].bone; |
|
|
|
if (pRule->usesequence) |
|
{ |
|
CalcSeqTransforms( n, pRule->contact, boneToWorld ); |
|
} |
|
else if (pRule->usesource) |
|
{ |
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
BuildRawTransforms( panim->source, pAnimationName, pRule->contact + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld ); |
|
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld ); |
|
} |
|
else |
|
{ |
|
CalcBoneTransforms( panim, pRule->contact, boneToWorld ); |
|
} |
|
|
|
// FIXME: add in motion |
|
|
|
Vector footfall; |
|
VectorTransform( g_ikchain[pRule->chain].center, boneToWorld[bone], footfall ); |
|
footfall.z = pRule->floor; |
|
|
|
AngleMatrix( RadianEuler( 0, 0, 0 ), footfall, local ); |
|
MatrixInvert( local, worldToBone ); |
|
|
|
pRule->pos = footfall; |
|
pRule->q = RadianEuler( 0, 0, 0 ); |
|
|
|
#if 0 |
|
printf("%d %.1f %.1f %.1f\n", |
|
pRule->peak, |
|
pRule->pos.x, pRule->pos.y, pRule->pos.z ); |
|
#endif |
|
|
|
float s; |
|
for (k = 0; k < pRule->errorData.numerror; k++) |
|
{ |
|
int t = k + pRule->start; |
|
/* |
|
if (t > pRule->end) |
|
{ |
|
t = t - (panim->numframes - 1); |
|
} |
|
*/ |
|
|
|
if (pRule->usesequence) |
|
{ |
|
CalcSeqTransforms( n, t, boneToWorld ); |
|
} |
|
else if (pRule->usesource) |
|
{ |
|
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES]; |
|
BuildRawTransforms( panim->source, pAnimationName, pRule->contact + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld ); |
|
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld ); |
|
} |
|
else |
|
{ |
|
CalcBoneTransforms( panim, t, boneToWorld ); |
|
} |
|
Vector pos = pRule->pos + calcMovement( panim, t, pRule->contact ); |
|
s = 0.0; |
|
|
|
Vector cur; |
|
VectorTransform( g_ikchain[pRule->chain].center, boneToWorld[bone], cur ); |
|
cur.z = pos.z; |
|
|
|
if (t < pRule->start || t >= pRule->end) |
|
{ |
|
// s = (float)(t - pRule->start) / (pRule->peak - pRule->start); |
|
// pos = startPos * (1 - s) + pos * s; |
|
pos = cur; |
|
} |
|
else if (t < pRule->peak) |
|
{ |
|
s = (float)(pRule->peak - t) / (pRule->peak - pRule->start); |
|
s = 3 * s * s - 2 * s * s * s; |
|
pos = pos * (1 - s) + cur * s; |
|
} |
|
else if (t > pRule->tail) |
|
{ |
|
s = (float)(t - pRule->tail) / (pRule->end - pRule->tail); |
|
s = 3 * s * s - 2 * s * s * s; |
|
pos = pos * (1 - s) + cur * s; |
|
//pos = endPos - calcMovement( panim, t, pRule->tail ); |
|
} |
|
|
|
//MatrixPosition( boneToWorld[bone], pos ); |
|
//pos.z = pRule->floor; |
|
|
|
// printf("%2d : %2d : %4.2f %6.1f %6.1f %6.1f\n", k, t, s, pos.x, pos.y, pos.z ); |
|
|
|
|
|
AngleMatrix( pRule->q, pos, local ); |
|
MatrixInvert( local, worldToBone ); |
|
|
|
// calc position error |
|
ConcatTransforms( worldToBone, boneToWorld[bone], local ); |
|
MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos ); |
|
|
|
#if 0 |
|
QAngle ang; |
|
QuaternionAngles( pRule->errorData.pError[k].q, ang ); |
|
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n", |
|
k + pRule->start, |
|
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z, |
|
ang.x, ang.y, ang.z ); |
|
#endif |
|
} |
|
} |
|
break; |
|
case IK_RELEASE: |
|
case IK_UNLATCH: |
|
break; |
|
} |
|
} |
|
|
|
if ((panim->flags & STUDIO_DELTA) || panim->noAutoIK) |
|
continue; |
|
|
|
// auto release ik chains that are moved but not referenced and have no explicit rules |
|
int count[16]; |
|
|
|
for (j = 0; j < g_numikchains; j++) |
|
{ |
|
count[j] = 0; |
|
} |
|
|
|
for (j = 0; j < panim->numikrules; j++) |
|
{ |
|
count[panim->ikrule[j].chain]++; |
|
} |
|
|
|
for (j = 0; j < g_numikchains; j++) |
|
{ |
|
if (count[j] == 0 && panim->weight[g_ikchain[j].link[2].bone] > 0.0) |
|
{ |
|
// printf("%s - %s\n", panim->name, g_ikchain[j].name ); |
|
k = panim->numikrules++; |
|
panim->ikrule[k].chain = j; |
|
panim->ikrule[k].slot = j; |
|
panim->ikrule[k].type = IK_RELEASE; |
|
panim->ikrule[k].start = 0; |
|
panim->ikrule[k].peak = 0; |
|
panim->ikrule[k].tail = panim->numframes - 1; |
|
panim->ikrule[k].end = panim->numframes - 1; |
|
} |
|
} |
|
} |
|
// exit(0); |
|
|
|
|
|
// realign IK across multiple animations |
|
for (i = 0; i < g_sequence.Count(); i++) |
|
{ |
|
for (j = 0; j < g_sequence[i].groupsize[0]; j++) |
|
{ |
|
for (k = 0; k < g_sequence[i].groupsize[1]; k++) |
|
{ |
|
g_sequence[i].numikrules = max( g_sequence[i].numikrules, g_sequence[i].panim[j][k]->numikrules ); |
|
} |
|
} |
|
|
|
// check for mismatched ik rules |
|
s_animation_t *panim1 = g_sequence[i].panim[0][0]; |
|
for (j = 0; j < g_sequence[i].groupsize[0]; j++) |
|
{ |
|
for (k = 0; k < g_sequence[i].groupsize[1]; k++) |
|
{ |
|
s_animation_t *panim2 = g_sequence[i].panim[j][k]; |
|
if (panim1->numikrules != panim2->numikrules) |
|
{ |
|
MdlError( "%s - mismatched number of IK rules: \"%s\" \"%s\"\n", |
|
g_sequence[i].name, panim1->name, panim2->name ); |
|
} |
|
for (int n = 0; n < panim1->numikrules; n++) |
|
{ |
|
if ((panim1->ikrule[n].type != panim2->ikrule[n].type) || |
|
(panim1->ikrule[n].chain != panim2->ikrule[n].chain) || |
|
(panim1->ikrule[n].slot != panim2->ikrule[n].slot)) |
|
{ |
|
MdlError( "%s - mismatched IK rule %d: \n\"%s\" : %d %d %d\n\"%s\" : %d %d %d\n", |
|
g_sequence[i].name, n, |
|
panim1->name, panim1->ikrule[n].type, panim1->ikrule[n].chain, panim1->ikrule[n].slot, |
|
panim2->name, panim2->ikrule[n].type, panim2->ikrule[n].chain, panim2->ikrule[n].slot ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// FIXME: this doesn't check alignment!!! |
|
for (j = 0; j < g_sequence[i].groupsize[0]; j++) |
|
{ |
|
for (k = 0; k < g_sequence[i].groupsize[1]; k++) |
|
{ |
|
for (int n = 0; n < g_sequence[i].panim[j][k]->numikrules; n++) |
|
{ |
|
g_sequence[i].panim[j][k]->ikrule[n].index = n; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// CompressAnimations |
|
//----------------------------------------------------------------------------- |
|
|
|
static void CompressAnimations( ) |
|
{ |
|
int i, j, k, n, m; |
|
|
|
// find scales for all bones |
|
for (j = 0; j < g_numbones; j++) |
|
{ |
|
// printf("%s : ", g_bonetable[j].name ); |
|
for (k = 0; k < 6; k++) |
|
{ |
|
float minv, maxv, scale; |
|
float total_minv, total_maxv; |
|
|
|
if (k < 3) |
|
{ |
|
minv = -128.0; |
|
maxv = 128.0; |
|
total_maxv = total_minv = g_bonetable[j].pos[k]; |
|
} |
|
else |
|
{ |
|
minv = -M_PI / 8.0; |
|
maxv = M_PI / 8.0; |
|
total_maxv = total_minv = g_bonetable[j].rot[k-3]; |
|
} |
|
|
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
for (n = 0; n < g_panimation[i]->numframes; n++) |
|
{ |
|
float v = 0.0f; |
|
switch(k) |
|
{ |
|
case 0: |
|
case 1: |
|
case 2: |
|
if (g_panimation[i]->flags & STUDIO_DELTA) |
|
{ |
|
v = g_panimation[i]->sanim[n][j].pos[k]; |
|
} |
|
else |
|
{ |
|
v = ( g_panimation[i]->sanim[n][j].pos[k] - g_bonetable[j].pos[k] ); |
|
|
|
if (g_panimation[i]->sanim[n][j].pos[k] < total_minv) |
|
total_minv = g_panimation[i]->sanim[n][j].pos[k]; |
|
if (g_panimation[i]->sanim[n][j].pos[k] > total_maxv) |
|
total_maxv = g_panimation[i]->sanim[n][j].pos[k]; |
|
} |
|
break; |
|
case 3: |
|
case 4: |
|
case 5: |
|
if (g_panimation[i]->flags & STUDIO_DELTA) |
|
{ |
|
v = g_panimation[i]->sanim[n][j].rot[k-3]; |
|
} |
|
else |
|
{ |
|
v = ( g_panimation[i]->sanim[n][j].rot[k-3] - g_bonetable[j].rot[k-3] ); |
|
} |
|
while (v >= M_PI) |
|
v -= M_PI * 2; |
|
while (v < -M_PI) |
|
v += M_PI * 2; |
|
break; |
|
} |
|
if (v < minv) |
|
minv = v; |
|
if (v > maxv) |
|
maxv = v; |
|
} |
|
} |
|
if (minv < maxv) |
|
{ |
|
if (-minv> maxv) |
|
{ |
|
scale = minv / -32768.0; |
|
} |
|
else |
|
{ |
|
scale = maxv / 32767; |
|
} |
|
} |
|
else |
|
{ |
|
scale = 1.0 / 32.0; |
|
} |
|
switch(k) |
|
{ |
|
case 0: |
|
case 1: |
|
case 2: |
|
g_bonetable[j].posscale[k] = scale; |
|
g_bonetable[j].posrange[k] = total_maxv - total_minv; |
|
break; |
|
case 3: |
|
case 4: |
|
case 5: |
|
// printf("(%.1f %.1f)", RAD2DEG(minv), RAD2DEG(maxv) ); |
|
// printf("(%.1f)", RAD2DEG(maxv-minv) ); |
|
g_bonetable[j].rotscale[k-3] = scale; |
|
break; |
|
} |
|
// printf("%.0f ", 1.0 / scale ); |
|
} |
|
// printf("\n" ); |
|
} |
|
|
|
|
|
// reduce animations |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
s_animation_t *panim = g_panimation[i]; |
|
s_source_t *psource = panim->source; |
|
|
|
if (g_bCheckLengths) |
|
{ |
|
printf("%s\n", panim->name ); |
|
} |
|
|
|
// setup animation interior sections |
|
int iSectionFrames = panim->numframes; |
|
if ( panim->numframes >= g_minSectionFrameLimit ) |
|
{ |
|
iSectionFrames = g_sectionFrames; |
|
panim->sectionframes = g_sectionFrames; |
|
panim->numsections = (int)(panim->numframes / panim->sectionframes) + 2; |
|
} |
|
else |
|
{ |
|
panim->sectionframes = 0; |
|
panim->numsections = 1; |
|
} |
|
|
|
for (int w = 0; w < panim->numsections; w++) |
|
{ |
|
int iStartFrame = w * iSectionFrames; |
|
int iEndFrame = (w + 1) * iSectionFrames; |
|
|
|
iStartFrame = min( iStartFrame, panim->numframes - 1 ); |
|
iEndFrame = min( iEndFrame, panim->numframes - 1 ); |
|
|
|
// printf("%s : %d %d\n", panim->name, iStartFrame, iEndFrame ); |
|
|
|
for (j = 0; j < g_numbones; j++) |
|
{ |
|
for (k = 0; k < 6; k++) |
|
{ |
|
panim->anim[w][j].num[k] = 0; |
|
panim->anim[w][j].data[k] = NULL; |
|
} |
|
|
|
// skip bones that are always procedural |
|
if (g_bonetable[j].flags & BONE_ALWAYS_PROCEDURAL) |
|
{ |
|
// panim->weight[j] = 0.0; |
|
continue; |
|
} |
|
|
|
// skip bones that have no influence |
|
if (panim->weight[j] < 0.001) |
|
continue; |
|
|
|
float checkmin[6], checkmax[6]; |
|
for (k = 0; k < 6; k++) |
|
{ |
|
checkmin[k] = 9999; |
|
checkmax[k] = -9999; |
|
} |
|
|
|
for (k = 0; k < 6; k++) |
|
{ |
|
mstudioanimvalue_t *pcount, *pvalue; |
|
float v; |
|
short value[MAXSTUDIOANIMFRAMES]; |
|
mstudioanimvalue_t data[MAXSTUDIOANIMFRAMES]; |
|
|
|
// find deltas from default pose |
|
for (n = 0; n <= iEndFrame - iStartFrame; n++) |
|
{ |
|
s_bone_t *psrcdata = &panim->sanim[n+iStartFrame][j]; |
|
switch(k) |
|
{ |
|
case 0: /* X Position */ |
|
case 1: /* Y Position */ |
|
case 2: /* Z Position */ |
|
if (panim->flags & STUDIO_DELTA) |
|
{ |
|
value[n] = psrcdata->pos[k] / g_bonetable[j].posscale[k]; |
|
// pre-scale pos delta since format only has room for "overall" weight |
|
float r = panim->posweight[j] / panim->weight[j]; |
|
value[n] *= r; |
|
} |
|
else |
|
{ |
|
value[n] = ( psrcdata->pos[k] - g_bonetable[j].pos[k] ) / g_bonetable[j].posscale[k]; |
|
} |
|
|
|
checkmin[k] = min( value[n] * g_bonetable[j].posscale[k], checkmin[k] ); |
|
checkmax[k] = max( value[n] * g_bonetable[j].posscale[k], checkmax[k] ); |
|
break; |
|
case 3: /* X Rotation */ |
|
case 4: /* Y Rotation */ |
|
case 5: /* Z Rotation */ |
|
if (panim->flags & STUDIO_DELTA) |
|
{ |
|
v = psrcdata->rot[k-3]; |
|
} |
|
else |
|
{ |
|
v = ( psrcdata->rot[k-3] - g_bonetable[j].rot[k-3] ); |
|
} |
|
|
|
while (v >= M_PI) |
|
v -= M_PI * 2; |
|
while (v < -M_PI) |
|
v += M_PI * 2; |
|
|
|
checkmin[k] = min( v, checkmin[k] ); |
|
checkmax[k] = max( v, checkmax[k] ); |
|
value[n] = v / g_bonetable[j].rotscale[k-3]; |
|
break; |
|
} |
|
} |
|
if (n == 0) |
|
MdlError("no animation frames: \"%s\"\n", psource->filename ); |
|
|
|
// FIXME: this compression algorithm needs work |
|
|
|
// initialize animation RLE block |
|
memset( data, 0, sizeof( data ) ); |
|
pcount = data; |
|
pvalue = pcount + 1; |
|
|
|
pcount->num.valid = 1; |
|
pcount->num.total = 1; |
|
pvalue->value = value[0]; |
|
pvalue++; |
|
|
|
// build a RLE of deltas from the default pose |
|
for (m = 1; m < n; m++) |
|
{ |
|
if (pcount->num.total == 255) |
|
{ |
|
// chain too long, force a new entry |
|
pcount = pvalue; |
|
pvalue = pcount + 1; |
|
pcount->num.valid++; |
|
pvalue->value = value[m]; |
|
pvalue++; |
|
} |
|
// insert value if they're not equal, |
|
// or if we're not on a run and the run is less than 3 units |
|
else if ((value[m] != value[m-1]) |
|
|| ((pcount->num.total == pcount->num.valid) && ((m < n - 1) && value[m] != value[m+1]))) |
|
{ |
|
if (pcount->num.total != pcount->num.valid) |
|
{ |
|
//if (j == 0) printf("%d:%d ", pcount->num.valid, pcount->num.total ); |
|
pcount = pvalue; |
|
pvalue = pcount + 1; |
|
} |
|
pcount->num.valid++; |
|
pvalue->value = value[m]; |
|
pvalue++; |
|
} |
|
pcount->num.total++; |
|
} |
|
//if (j == 0) printf("%d:%d\n", pcount->num.valid, pcount->num.total ); |
|
|
|
panim->anim[w][j].num[k] = pvalue - data; |
|
if (panim->anim[w][j].num[k] == 2 && value[0] == 0) |
|
{ |
|
panim->anim[w][j].num[k] = 0; |
|
} |
|
else |
|
{ |
|
panim->anim[w][j].data[k] = (mstudioanimvalue_t *)kalloc( pvalue - data, sizeof( mstudioanimvalue_t ) ); |
|
memmove( panim->anim[w][j].data[k], data, (pvalue - data) * sizeof( mstudioanimvalue_t ) ); |
|
} |
|
// printf("%d(%d) ", g_source[i]->panim[q]->numanim[j][k], n ); |
|
} |
|
|
|
if (g_bCheckLengths) |
|
{ |
|
char *tmp[6] = { "X", "Y", "Z", "XR", "YR", "ZR" }; |
|
n = 0; |
|
for (k = 0; k < 3; k++) |
|
{ |
|
if (checkmin[k] != 0) |
|
{ |
|
if (n == 0) |
|
printf("%s :", g_bonetable[j].name ); |
|
|
|
printf("%s(%.1f: %.1f %.1f) ", tmp[k], g_bonetable[j].pos[k], checkmin[k], checkmax[k] ); |
|
n = 1; |
|
} |
|
} |
|
if (n) |
|
printf("\n"); |
|
} |
|
} |
|
} |
|
|
|
if (panim->numsections == 1) |
|
{ |
|
panim->sectionframes = 0; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Compress a single animation stream |
|
//----------------------------------------------------------------------------- |
|
|
|
static void CompressSingle( s_animationstream_t *pStream ) |
|
{ |
|
int k, n, m; |
|
|
|
if (pStream->numerror == 0) |
|
return; |
|
|
|
// printf("%s : ", g_bonetable[j].name ); |
|
for (k = 0; k < 6; k++) |
|
{ |
|
float minv, maxv, scale; |
|
RadianEuler ang; |
|
|
|
if (k < 3) |
|
{ |
|
minv = -128.0; |
|
maxv = 128.0; |
|
} |
|
else |
|
{ |
|
minv = -M_PI / 8.0; |
|
maxv = M_PI / 8.0; |
|
} |
|
|
|
for (n = 0; n < pStream->numerror; n++) |
|
{ |
|
float v = 0.0f; |
|
switch(k) |
|
{ |
|
case 0: |
|
case 1: |
|
case 2: |
|
v = pStream->pError[n].pos[k]; |
|
break; |
|
case 3: |
|
case 4: |
|
case 5: |
|
QuaternionAngles( pStream->pError[n].q, ang ); |
|
v = ang[k-3]; |
|
while (v >= M_PI) |
|
v -= M_PI * 2; |
|
while (v < -M_PI) |
|
v += M_PI * 2; |
|
break; |
|
} |
|
if (v < minv) |
|
minv = v; |
|
if (v > maxv) |
|
maxv = v; |
|
} |
|
// printf("%f %f\n", minv, maxv ); |
|
if (minv < maxv) |
|
{ |
|
if (-minv> maxv) |
|
{ |
|
scale = minv / -32768.0; |
|
} |
|
else |
|
{ |
|
scale = maxv / 32767; |
|
} |
|
} |
|
else |
|
{ |
|
scale = 1.0 / 32.0; |
|
} |
|
|
|
pStream->scale[k] = scale; |
|
|
|
mstudioanimvalue_t *pcount, *pvalue; |
|
float v; |
|
short value[MAXSTUDIOANIMFRAMES]; |
|
mstudioanimvalue_t data[MAXSTUDIOANIMFRAMES]; |
|
|
|
// find deltas from default pose |
|
for (n = 0; n < pStream->numerror; n++) |
|
{ |
|
switch(k) |
|
{ |
|
case 0: /* X Position */ |
|
case 1: /* Y Position */ |
|
case 2: /* Z Position */ |
|
value[n] = pStream->pError[n].pos[k] / pStream->scale[k]; |
|
break; |
|
case 3: /* X Rotation */ |
|
case 4: /* Y Rotation */ |
|
case 5: /* Z Rotation */ |
|
QuaternionAngles( pStream->pError[n].q, ang ); |
|
v = ang[k-3]; |
|
while (v >= M_PI) |
|
v -= M_PI * 2; |
|
while (v < -M_PI) |
|
v += M_PI * 2; |
|
value[n] = v / pStream->scale[k]; |
|
break; |
|
} |
|
} |
|
|
|
// initialize animation RLE block |
|
pStream->numanim[k] = 0; |
|
|
|
memset( data, 0, sizeof( data ) ); |
|
pcount = data; |
|
pvalue = pcount + 1; |
|
|
|
pcount->num.valid = 1; |
|
pcount->num.total = 1; |
|
pvalue->value = value[0]; |
|
pvalue++; |
|
|
|
// build a RLE of deltas from the default pose |
|
for (m = 1; m < n; m++) |
|
{ |
|
if (pcount->num.total == 255) |
|
{ |
|
// chain too long, force a new entry |
|
pcount = pvalue; |
|
pvalue = pcount + 1; |
|
pcount->num.valid++; |
|
pvalue->value = value[m]; |
|
pvalue++; |
|
} |
|
// insert value if they're not equal, |
|
// or if we're not on a run and the run is less than 3 units |
|
else if ((value[m] != value[m-1]) |
|
|| ((pcount->num.total == pcount->num.valid) && ((m < n - 1) && value[m] != value[m+1]))) |
|
{ |
|
if (pcount->num.total != pcount->num.valid) |
|
{ |
|
//if (j == 0) printf("%d:%d ", pcount->num.valid, pcount->num.total ); |
|
pcount = pvalue; |
|
pvalue = pcount + 1; |
|
} |
|
pcount->num.valid++; |
|
pvalue->value = value[m]; |
|
pvalue++; |
|
} |
|
pcount->num.total++; |
|
} |
|
//if (j == 0) printf("%d:%d\n", pcount->num.valid, pcount->num.total ); |
|
|
|
pStream->numanim[k] = pvalue - data; |
|
pStream->anim[k] = (mstudioanimvalue_t *)kalloc( pvalue - data, sizeof( mstudioanimvalue_t ) ); |
|
memmove( pStream->anim[k], data, (pvalue - data) * sizeof( mstudioanimvalue_t ) ); |
|
// printf("%d (%d) : %d\n", pRule->numanim[k], n, pRule->errorData.numerror ); |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Compress all the IK data |
|
//----------------------------------------------------------------------------- |
|
|
|
static void CompressIKErrors( ) |
|
{ |
|
int i, j; |
|
|
|
// find scales for all bones |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
for (j = 0; j < g_panimation[i]->numikrules; j++) |
|
{ |
|
s_ikrule_t *pRule = &g_panimation[i]->ikrule[j]; |
|
|
|
if (pRule->errorData.numerror == 0) |
|
continue; |
|
|
|
CompressSingle( &pRule->errorData ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Compress all the Local Hierarchy data |
|
//----------------------------------------------------------------------------- |
|
|
|
static void CompressLocalHierarchy( ) |
|
{ |
|
int i, j; |
|
|
|
// find scales for all bones |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
for (j = 0; j < g_panimation[i]->numlocalhierarchy; j++) |
|
{ |
|
s_localhierarchy_t *pRule = &g_panimation[i]->localhierarchy[j]; |
|
|
|
if (pRule->localData.numerror == 0) |
|
continue; |
|
|
|
CompressSingle( &pRule->localData ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
struct BonePriority_s |
|
{ |
|
int m_nGlobalBoneId; |
|
float m_nGlobalBoneWeight; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Sort by bone weight |
|
//----------------------------------------------------------------------------- |
|
int compareBonePriority( const void *a, const void *b ) |
|
{ |
|
return |
|
reinterpret_cast< const BonePriority_s * >( a )->m_nGlobalBoneWeight < reinterpret_cast< const BonePriority_s * >( b )->m_nGlobalBoneWeight ? -1 : |
|
reinterpret_cast< const BonePriority_s * >( a )->m_nGlobalBoneWeight > reinterpret_cast< const BonePriority_s * >( b )->m_nGlobalBoneWeight ? 1 : 0; |
|
}; |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Dump A $definebone line, ensuring any parents are already dumped |
|
//----------------------------------------------------------------------------- |
|
void DumpDefineBone( int nBoneId, bool *pBoneDumpedList ) |
|
{ |
|
Assert( nBoneId < g_numbones ); |
|
|
|
if ( pBoneDumpedList[ nBoneId ] ) |
|
return; |
|
|
|
const s_bonetable_t &bone = g_bonetable[ nBoneId ]; |
|
|
|
// Ensure the parent bone is dumped before the child |
|
if ( bone.parent >= 0 ) |
|
{ |
|
DumpDefineBone( bone.parent, pBoneDumpedList ); |
|
} |
|
|
|
printf( "$definebone " ); |
|
|
|
printf( "\"%s\" ", bone.name ); |
|
if ( bone.parent != -1 ) |
|
{ |
|
printf( "\"%s\" ", g_bonetable[ bone.parent ].name ); |
|
} |
|
else |
|
{ |
|
printf( "\"\" " ); |
|
} |
|
|
|
Vector pos; |
|
QAngle angles; |
|
|
|
pos = bone.pos; |
|
angles.Init( RAD2DEG( bone.rot.y ), RAD2DEG( bone.rot.z ), RAD2DEG( bone.rot.x ) ); |
|
printf( "%f %f %f %f %f %f", pos.x, pos.y, pos.z, angles.x, angles.y, angles.z ); |
|
|
|
MatrixAngles( bone.srcRealign, angles, pos ); |
|
printf( " %f %f %f %f %f %f", pos.x, pos.y, pos.z, angles.x, angles.y, angles.z ); |
|
|
|
printf( "\n" ); |
|
|
|
pBoneDumpedList[ nBoneId ] = true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Dump a $definebones .qci file with the bones in an optimal order |
|
// i.e. Bones that are removed or replaced in LODs are later in the list |
|
// bones that are used all of the time are at the top of the list |
|
//----------------------------------------------------------------------------- |
|
void DumpDefineBones() |
|
{ |
|
BonePriority_s *pBonePriorityList = reinterpret_cast< BonePriority_s * >( stackalloc( g_numbones * sizeof( BonePriority_s ) ) ); |
|
|
|
for ( int i = 0; i < g_numbones; ++i ) |
|
{ |
|
BonePriority_s &bonePriority = pBonePriorityList[ i ]; |
|
bonePriority.m_nGlobalBoneId = i; |
|
bonePriority.m_nGlobalBoneWeight = 0.0f; |
|
} |
|
|
|
for ( int i = 0; i < g_ScriptLODs.Count(); ++i ) |
|
{ |
|
const LodScriptData_t &scriptLOD = g_ScriptLODs[ i ]; |
|
|
|
for ( int j = 0; j < scriptLOD.boneReplacements.Count(); ++j ) |
|
{ |
|
// Ignore Shadow LOD |
|
if ( scriptLOD.switchValue <= 0.0f ) |
|
continue; |
|
|
|
const int nBoneId = findGlobalBone( scriptLOD.boneReplacements[ j ].GetSrcName() ); |
|
if ( nBoneId < 0 ) |
|
{ |
|
Warning( "Can't Find BoneReplacement Bone %s\n", scriptLOD.boneReplacements[ j ].GetSrcName() ); |
|
continue; |
|
} |
|
|
|
pBonePriorityList[ nBoneId ].m_nGlobalBoneWeight += scriptLOD.switchValue; |
|
} |
|
} |
|
|
|
// bones used by hitboxes and attachments should always go first since they're used by the server |
|
for ( int i = 0; i < g_numbones; ++i ) |
|
{ |
|
if ( g_bonetable[i].flags & (BONE_USED_BY_HITBOX | BONE_USED_BY_ATTACHMENT | BONE_USED_BY_BONE_MERGE )) |
|
{ |
|
pBonePriorityList[ i ].m_nGlobalBoneWeight = -1.0f; |
|
} |
|
} |
|
|
|
qsort( pBonePriorityList, g_numbones, sizeof( BonePriority_s ), compareBonePriority ); |
|
|
|
bool *pBoneDumpedList = reinterpret_cast< bool * >( stackalloc( g_numbones * sizeof( bool ) ) ); |
|
memset( pBoneDumpedList, 0, g_numbones * sizeof( bool ) ); |
|
|
|
for (int i = 0; i < g_numbones; i++) |
|
{ |
|
const BonePriority_s &bonePriority = pBonePriorityList[ i ]; |
|
const int nBoneId = bonePriority.m_nGlobalBoneId; |
|
|
|
if (g_bonetable[ nBoneId ].flags & BONE_ALWAYS_PROCEDURAL) |
|
{ |
|
pBoneDumpedList[ nBoneId ] = true; |
|
continue; |
|
} |
|
|
|
DumpDefineBone( nBoneId, pBoneDumpedList ); |
|
} |
|
} |
|
|
|
|
|
void ReLinkAttachments() |
|
{ |
|
int i; |
|
int j; |
|
int k; |
|
|
|
// relink per-model attachments, eyeballs |
|
for (i = 0; i < g_nummodelsbeforeLOD; i++) |
|
{ |
|
s_source_t *psource = g_model[i]->source; |
|
for (j = 0; j < g_model[i]->numattachments; j++) |
|
{ |
|
k = findGlobalBone( g_model[i]->attachment[j].bonename ); |
|
if (k == -1) |
|
{ |
|
MdlError("unknown model attachment link '%s'\n", g_model[i]->attachment[j].bonename ); |
|
} |
|
g_model[i]->attachment[j].bone = j; |
|
} |
|
|
|
for (j = 0; j < g_model[i]->numeyeballs; j++) |
|
{ |
|
g_model[i]->eyeball[j].bone = psource->boneLocalToGlobal[g_model[i]->eyeball[j].bone]; |
|
} |
|
} |
|
} |
|
|
|
void CheckEyeballSetup() |
|
{ |
|
|
|
for (int i = 0; i < g_nummodelsbeforeLOD; i++) |
|
{ |
|
for (int j = 0; j < g_model[i]->numeyeballs; j++) |
|
{ |
|
s_eyeball_t *peyeball = &g_model[i]->eyeball[j]; |
|
if (peyeball->upperlidflexdesc == -1) |
|
{ |
|
// MdlWarning( "eyeball %s missing upperlid data\n", peyeball->name ); |
|
|
|
int dummy = Add_Flexdesc( "dummy_eyelid" ); |
|
|
|
peyeball->upperlidflexdesc = dummy; |
|
peyeball->upperflexdesc[0] = dummy; |
|
peyeball->uppertarget[0] = -1; |
|
peyeball->upperflexdesc[1] = dummy; |
|
peyeball->uppertarget[1] = 0; |
|
peyeball->upperflexdesc[2] = dummy; |
|
peyeball->uppertarget[2] = 1; |
|
} |
|
|
|
if (peyeball->lowerlidflexdesc == -1) |
|
{ |
|
// MdlWarning( "eyeball %s missing lower data\n", peyeball->name ); |
|
|
|
int dummy = Add_Flexdesc( "dummy_eyelid" ); |
|
|
|
peyeball->lowerlidflexdesc = dummy; |
|
peyeball->lowerflexdesc[0] = dummy; |
|
peyeball->lowertarget[0] = -1; |
|
peyeball->lowerflexdesc[1] = dummy; |
|
peyeball->lowertarget[1] = 0; |
|
peyeball->lowerflexdesc[2] = dummy; |
|
peyeball->lowertarget[2] = 1; |
|
} |
|
} |
|
} |
|
|
|
|
|
} |
|
|
|
void SetupHitBoxes() |
|
{ |
|
int i; |
|
int j; |
|
int k; |
|
int n; |
|
|
|
// set hitgroups |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
g_bonetable[k].group = -9999; |
|
} |
|
for (j = 0; j < g_numhitgroups; j++) |
|
{ |
|
k = findGlobalBone( g_hitgroup[j].name ); |
|
if (k != -1) |
|
{ |
|
g_bonetable[k].group = g_hitgroup[j].group; |
|
} |
|
else |
|
{ |
|
MdlError( "cannot find bone %s for hitgroup %d\n", g_hitgroup[j].name, g_hitgroup[j].group ); |
|
} |
|
} |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].group == -9999) |
|
{ |
|
if (g_bonetable[k].parent != -1) |
|
g_bonetable[k].group = g_bonetable[g_bonetable[k].parent].group; |
|
else |
|
g_bonetable[k].group = 0; |
|
} |
|
} |
|
|
|
if ( g_hitboxsets.Size() == 0 ) |
|
{ |
|
int index = g_hitboxsets.AddToTail(); |
|
|
|
s_hitboxset *set = &g_hitboxsets[ index ]; |
|
memset( set, 0, sizeof( *set) ); |
|
strcpy( set->hitboxsetname, "default" ); |
|
|
|
gflags |= STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX; |
|
|
|
// find intersection box volume for each bone |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
for (j = 0; j < 3; j++) |
|
{ |
|
if (g_bUseBoneInBBox) |
|
{ |
|
g_bonetable[k].bmin[j] = 0.0; |
|
g_bonetable[k].bmax[j] = 0.0; |
|
} |
|
else |
|
{ |
|
g_bonetable[k].bmin[j] = 9999.0; |
|
g_bonetable[k].bmax[j] = -9999.0; |
|
} |
|
} |
|
} |
|
// try all the connect vertices |
|
for (i = 0; i < g_nummodelsbeforeLOD; i++) |
|
{ |
|
s_loddata_t *pLodData = g_model[i]->m_pLodData; |
|
if ( !pLodData ) |
|
continue; |
|
|
|
Vector p; |
|
for (j = 0; j < pLodData->numvertices; j++) |
|
{ |
|
for (n = 0; n < pLodData->vertex[j].boneweight.numbones; n++) |
|
{ |
|
k = pLodData->vertex[j].boneweight.bone[n]; |
|
VectorITransform( pLodData->vertex[j].position, g_bonetable[k].boneToPose, p ); |
|
|
|
if (p[0] < g_bonetable[k].bmin[0]) g_bonetable[k].bmin[0] = p[0]; |
|
if (p[1] < g_bonetable[k].bmin[1]) g_bonetable[k].bmin[1] = p[1]; |
|
if (p[2] < g_bonetable[k].bmin[2]) g_bonetable[k].bmin[2] = p[2]; |
|
if (p[0] > g_bonetable[k].bmax[0]) g_bonetable[k].bmax[0] = p[0]; |
|
if (p[1] > g_bonetable[k].bmax[1]) g_bonetable[k].bmax[1] = p[1]; |
|
if (p[2] > g_bonetable[k].bmax[2]) g_bonetable[k].bmax[2] = p[2]; |
|
} |
|
} |
|
} |
|
// add in all your children as well |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if ((j = g_bonetable[k].parent) != -1) |
|
{ |
|
if (g_bonetable[k].pos[0] < g_bonetable[j].bmin[0]) g_bonetable[j].bmin[0] = g_bonetable[k].pos[0]; |
|
if (g_bonetable[k].pos[1] < g_bonetable[j].bmin[1]) g_bonetable[j].bmin[1] = g_bonetable[k].pos[1]; |
|
if (g_bonetable[k].pos[2] < g_bonetable[j].bmin[2]) g_bonetable[j].bmin[2] = g_bonetable[k].pos[2]; |
|
if (g_bonetable[k].pos[0] > g_bonetable[j].bmax[0]) g_bonetable[j].bmax[0] = g_bonetable[k].pos[0]; |
|
if (g_bonetable[k].pos[1] > g_bonetable[j].bmax[1]) g_bonetable[j].bmax[1] = g_bonetable[k].pos[1]; |
|
if (g_bonetable[k].pos[2] > g_bonetable[j].bmax[2]) g_bonetable[j].bmax[2] = g_bonetable[k].pos[2]; |
|
} |
|
} |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
if (g_bonetable[k].bmin[0] < g_bonetable[k].bmax[0] - 1 |
|
&& g_bonetable[k].bmin[1] < g_bonetable[k].bmax[1] - 1 |
|
&& g_bonetable[k].bmin[2] < g_bonetable[k].bmax[2] - 1) |
|
{ |
|
set->hitbox[set->numhitboxes].bone = k; |
|
set->hitbox[set->numhitboxes].group = g_bonetable[k].group; |
|
VectorCopy( g_bonetable[k].bmin, set->hitbox[set->numhitboxes].bmin ); |
|
VectorCopy( g_bonetable[k].bmax, set->hitbox[set->numhitboxes].bmax ); |
|
|
|
if (dump_hboxes) |
|
{ |
|
printf("$hbox %d \"%s\" %.2f %.2f %.2f %.2f %.2f %.2f\n", |
|
set->hitbox[set->numhitboxes].group, |
|
g_bonetable[set->hitbox[set->numhitboxes].bone].name, |
|
set->hitbox[set->numhitboxes].bmin[0], set->hitbox[set->numhitboxes].bmin[1], set->hitbox[set->numhitboxes].bmin[2], |
|
set->hitbox[set->numhitboxes].bmax[0], set->hitbox[set->numhitboxes].bmax[1], set->hitbox[set->numhitboxes].bmax[2] ); |
|
|
|
} |
|
set->numhitboxes++; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
gflags &= ~STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX; |
|
|
|
for (int s = 0; s < g_hitboxsets.Size(); s++ ) |
|
{ |
|
s_hitboxset *set = &g_hitboxsets[ s ]; |
|
|
|
for (j = 0; j < set->numhitboxes; j++) |
|
{ |
|
k = findGlobalBone( set->hitbox[j].name ); |
|
if (k != -1) |
|
{ |
|
set->hitbox[j].bone = k; |
|
} |
|
else |
|
{ |
|
MdlError( "cannot find bone %s for bbox\n", set->hitbox[j].name ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
for (int s = 0; s < g_hitboxsets.Size(); s++ ) |
|
{ |
|
s_hitboxset *set = &g_hitboxsets[ s ]; |
|
|
|
// flag all bones used by hitboxes |
|
for (j = 0; j < set->numhitboxes; j++) |
|
{ |
|
k = set->hitbox[j].bone; |
|
while (k != -1) |
|
{ |
|
g_bonetable[k].flags |= BONE_USED_BY_HITBOX; |
|
k = g_bonetable[k].parent; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void SetupFullBoneRenderBounds( CUtlVector<CBoneRenderBounds> &boneRenderBounds ) |
|
{ |
|
boneRenderBounds.SetSize( g_numbones ); |
|
|
|
|
|
// First, add the ones already calculated from vertices. |
|
for ( int i=0; i < g_numbones; i++ ) |
|
{ |
|
CBoneRenderBounds *pOut = &boneRenderBounds[i]; |
|
pOut->m_Mins = g_bonetable[i].bmin; |
|
pOut->m_Maxs = g_bonetable[i].bmax; |
|
} |
|
|
|
// Note: shared animation files will need to include the hitboxes or else their sequence |
|
// boxes won't use this stuff. |
|
// Now add hitboxes. |
|
for ( int i=0; i < g_hitboxsets.Count(); i++ ) |
|
{ |
|
const s_hitboxset *pSet = &g_hitboxsets[i]; |
|
|
|
for ( int k=0; k < pSet->numhitboxes; k++ ) |
|
{ |
|
const s_bbox_t *pIn = &pSet->hitbox[k]; |
|
|
|
if ( pIn->bone >= 0 ) |
|
{ |
|
CBoneRenderBounds *pOut = &boneRenderBounds[pIn->bone]; |
|
VectorMin( pIn->bmin, pOut->m_Mins, pOut->m_Mins ); |
|
VectorMax( pIn->bmax, pOut->m_Maxs, pOut->m_Maxs ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
void CalcSequenceBoundingBoxes() |
|
{ |
|
int i; |
|
int j; |
|
int k; |
|
int n; |
|
int m; |
|
|
|
CUtlVector<CBoneRenderBounds> boneRenderBounds; |
|
SetupFullBoneRenderBounds( boneRenderBounds ); |
|
|
|
// find bounding box for each g_sequence |
|
for (i = 0; i < g_numani; i++) |
|
{ |
|
Vector bmin, bmax; |
|
|
|
// find intersection box volume for each bone |
|
for (j = 0; j < 3; j++) |
|
{ |
|
bmin[j] = 9999.0; |
|
bmax[j] = -9999.0; |
|
} |
|
|
|
for (j = 0; j < g_panimation[i]->numframes; j++) |
|
{ |
|
matrix3x4_t bonetransform[MAXSTUDIOBONES]; // bone transformation matrix |
|
matrix3x4_t posetransform[MAXSTUDIOBONES]; // bone transformation matrix |
|
matrix3x4_t bonematrix; // local transformation matrix |
|
Vector pos; |
|
|
|
CalcBoneTransforms( g_panimation[i], j, bonetransform ); |
|
|
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
MatrixInvert( g_bonetable[k].boneToPose, bonematrix ); |
|
ConcatTransforms (bonetransform[k], bonematrix, posetransform[k]); |
|
} |
|
|
|
// include hitboxes as well. |
|
for (k = 0; k < g_numbones; k++) |
|
{ |
|
Vector tmpMin, tmpMax; |
|
TransformAABB( bonetransform[k], boneRenderBounds[k].m_Mins, boneRenderBounds[k].m_Maxs, tmpMin, tmpMax ); |
|
VectorMin( tmpMin, bmin, bmin ); |
|
VectorMax( tmpMax, bmax, bmax ); |
|
} |
|
|
|
// include vertices |
|
for (k = 0; k < g_nummodelsbeforeLOD; k++) |
|
{ |
|
s_loddata_t *pLodData = g_model[k]->m_pLodData; |
|
|
|
// skip blank empty model |
|
if ( !pLodData ) |
|
continue; |
|
|
|
for (n = 0; n < pLodData->numvertices; n++) |
|
{ |
|
Vector tmp; |
|
pos = Vector( 0, 0, 0 ); |
|
for (m = 0; m < pLodData->vertex[n].boneweight.numbones; m++) |
|
{ |
|
VectorTransform( pLodData->vertex[n].position, posetransform[pLodData->vertex[n].boneweight.bone[m]], tmp ); // bug: should use all bones! |
|
VectorMA( pos, pLodData->vertex[n].boneweight.weight[m], tmp, pos ); |
|
} |
|
|
|
VectorMin( pos, bmin, bmin ); |
|
VectorMax( pos, bmax, bmax ); |
|
} |
|
} |
|
} |
|
|
|
if (bmin.x < g_vecMinWorldspace.x || bmin.y < g_vecMinWorldspace.y || bmin.z < g_vecMinWorldspace.z || bmax.x > g_vecMaxWorldspace.x || bmax.y > g_vecMaxWorldspace.y || bmax.z > g_vecMaxWorldspace.z) |
|
{ |
|
MdlWarning("%s : bounding box out of range : %.0f %.0f %.0f : %.0f %.0f %.0f\n", |
|
g_panimation[i]->name, |
|
bmin.x, bmin.y, bmin.z, bmax.z, bmax.y, bmax.z ); |
|
|
|
VectorMax( bmin, g_vecMinWorldspace, bmin ); |
|
VectorMin( bmax, g_vecMaxWorldspace, bmax ); |
|
} |
|
|
|
VectorCopy( bmin, g_panimation[i]->bmin ); |
|
VectorCopy( bmax, g_panimation[i]->bmax ); |
|
|
|
/* |
|
printf("%s : %.0f %.0f %.0f %.0f %.0f %.0f\n", |
|
g_panimation[i]->name, bmin[0], bmax[0], bmin[1], bmax[1], bmin[2], bmax[2] ); |
|
*/ |
|
|
|
// printf("%s %.2f\n", g_sequence[i].name, g_sequence[i].panim[0]->pos[9][0][0] / g_bonetable[9].pos[0] ); |
|
} |
|
|
|
for (i = 0; i < g_sequence.Count(); i++) |
|
{ |
|
Vector bmin, bmax; |
|
|
|
// find intersection box volume for each bone |
|
for (j = 0; j < 3; j++) |
|
{ |
|
bmin[j] = 9999.0; |
|
bmax[j] = -9999.0; |
|
} |
|
|
|
for (j = 0; j < g_sequence[i].groupsize[0]; j++) |
|
{ |
|
for (k = 0; k < g_sequence[i].groupsize[1]; k++) |
|
{ |
|
s_animation_t *panim = g_sequence[i].panim[j][k]; |
|
|
|
if (panim->bmin[0] < bmin[0]) bmin[0] = panim->bmin[0]; |
|
if (panim->bmin[1] < bmin[1]) bmin[1] = panim->bmin[1]; |
|
if (panim->bmin[2] < bmin[2]) bmin[2] = panim->bmin[2]; |
|
if (panim->bmax[0] > bmax[0]) bmax[0] = panim->bmax[0]; |
|
if (panim->bmax[1] > bmax[1]) bmax[1] = panim->bmax[1]; |
|
if (panim->bmax[2] > bmax[2]) bmax[2] = panim->bmax[2]; |
|
} |
|
} |
|
|
|
VectorCopy( bmin, g_sequence[i].bmin ); |
|
VectorCopy( bmax, g_sequence[i].bmax ); |
|
} |
|
} |
|
|
|
void SetIlluminationPosition() |
|
{ |
|
// find center of domain |
|
if (!illumpositionset) |
|
{ |
|
// Only use the 0th sequence; that should be the idle sequence |
|
VectorFill( illumposition, 0 ); |
|
if (g_sequence.Count() != 0) |
|
{ |
|
VectorAdd( g_sequence[0].bmin, g_sequence[0].bmax, illumposition ); |
|
illumposition *= 0.5f; |
|
} |
|
illumpositionset = true; |
|
} |
|
} |
|
|
|
void SimplifyModel() |
|
{ |
|
if (g_sequence.Count() == 0 && g_numincludemodels == 0) |
|
{ |
|
MdlError( "model has no sequences\n"); |
|
} |
|
|
|
// have to load the lod sources before remapping bones so that the remap |
|
// happens for all LODs. |
|
LoadLODSources(); |
|
|
|
RemapBones(); |
|
|
|
LinkIKChains(); |
|
|
|
LinkIKLocks(); |
|
|
|
RealignBones(); |
|
|
|
ConvertBoneTreeCollapsesToReplaceBones(); |
|
|
|
// export bones |
|
if (g_definebones) |
|
{ |
|
DumpDefineBones(); |
|
exit( 0 ); |
|
} |
|
|
|
// translate: |
|
// replacebone "bone0" "bone1" |
|
// replacebone "bone1" "bone2" |
|
// replacebone "bone2" "bone3" |
|
// to: |
|
// replacebone "bone0" "bone3" |
|
// replacebone "bone1" "bone3" |
|
// replacebone "bone2" "bone3" |
|
FixupReplacedBones(); |
|
|
|
RemapVerticesToGlobalBones(); |
|
|
|
if (g_bCenterBonesOnVerts) |
|
{ |
|
CenterBonesOnVerts(); |
|
} |
|
|
|
// remap lods to root, building aggregate final pools |
|
// mark bones used by an lod |
|
UnifyLODs(); |
|
|
|
if ( g_bPrintBones ) |
|
{ |
|
printf( "Hardware bone usage:\n" ); |
|
} |
|
SpewBoneUsageStats(); |
|
|
|
MarkParentBoneLODs(); |
|
|
|
if ( g_bPrintBones ) |
|
{ |
|
printf( "CPU bone usage:\n" ); |
|
} |
|
SpewBoneUsageStats(); |
|
|
|
RemapAnimations(); |
|
|
|
processAnimations(); |
|
|
|
limitBoneRotations(); |
|
|
|
limitIKChainLength(); |
|
|
|
RemapProceduralBones(); |
|
|
|
MakeTransitions(); |
|
RemapVertexAnimations(); |
|
RemapVertexAnimationsNewVersion(); |
|
|
|
FindAutolayers(); |
|
|
|
// link bonecontrollers |
|
LinkBoneControllers(); |
|
|
|
// link screen aligned bones |
|
TagScreenAlignedBones(); |
|
|
|
// link attachments |
|
LinkAttachments(); |
|
|
|
// link mouths |
|
LinkMouths(); |
|
|
|
// procedural bone needs to propogate its bone usage up its chain |
|
// ensures runtime sets up dependent bone hierarchy |
|
MarkProceduralBoneChain(); |
|
|
|
LockBoneLengths(); |
|
|
|
ProcessIKRules(); |
|
|
|
CompressIKErrors( ); |
|
|
|
CompressLocalHierarchy( ); |
|
|
|
CalcPoseParameters(); |
|
|
|
ReLinkAttachments(); |
|
|
|
CheckEyeballSetup(); |
|
|
|
SetupHitBoxes(); |
|
|
|
CompressAnimations( ); |
|
|
|
CalcSequenceBoundingBoxes(); |
|
|
|
SetIlluminationPosition(); |
|
|
|
if ( g_bBuildPreview ) |
|
{ |
|
gflags |= STUDIOHDR_FLAGS_BUILT_IN_PREVIEW_MODE; |
|
} |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|