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//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#include "tier0/dbg.h" |
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#include "mathlib/mathlib.h" |
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#include "bone_setup.h" |
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#include <string.h> |
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#include "collisionutils.h" |
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#include "vstdlib/random.h" |
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#include "tier0/vprof.h" |
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#include "bone_accessor.h" |
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#include "mathlib/ssequaternion.h" |
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#include "bitvec.h" |
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#include "datamanager.h" |
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#include "convar.h" |
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#include "tier0/tslist.h" |
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#include "vphysics_interface.h" |
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#ifdef CLIENT_DLL |
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#include "posedebugger.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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class CBoneSetup |
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{ |
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public: |
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CBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger = NULL ); |
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void InitPose( Vector pos[], Quaternion q[] ); |
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void AccumulatePose( Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext ); |
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void CalcAutoplaySequences( Vector pos[], Quaternion q[], float flRealTime, CIKContext *pIKContext ); |
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private: |
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void AddSequenceLayers( Vector pos[], Quaternion q[], mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext ); |
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void AddLocalLayers( Vector pos[], Quaternion q[], mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext ); |
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public: |
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const CStudioHdr *m_pStudioHdr; |
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int m_boneMask; |
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const float *m_flPoseParameter; |
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IPoseDebugger *m_pPoseDebugger; |
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}; |
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// ----------------------------------------------------------------- |
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template <typename T> |
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class CBoneSetupMemoryPool |
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{ |
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public: |
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T *Alloc() |
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{ |
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T *p = (T *)m_FreeBlocks.Pop(); |
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if ( !p ) |
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{ |
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p = new T[MAXSTUDIOBONES]; |
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if ( ((size_t)p) % TSLIST_NODE_ALIGNMENT != 0 ) |
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{ |
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DebuggerBreak(); |
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} |
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} |
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return p; |
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} |
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void Free( T *p ) |
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{ |
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m_FreeBlocks.Push( (TSLNodeBase_t *)p ); |
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} |
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private: |
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CTSListBase m_FreeBlocks; |
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}; |
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CBoneSetupMemoryPool<Quaternion> g_QaternionPool; |
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CBoneSetupMemoryPool<Vector> g_VectorPool; |
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CBoneSetupMemoryPool<matrix3x4_t> g_MatrixPool; |
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// ----------------------------------------------------------------- |
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CBoneCache *CBoneCache::CreateResource( const bonecacheparams_t ¶ms ) |
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{ |
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short studioToCachedIndex[MAXSTUDIOBONES]; |
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short cachedToStudioIndex[MAXSTUDIOBONES]; |
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int cachedBoneCount = 0; |
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for ( int i = 0; i < params.pStudioHdr->numbones(); i++ ) |
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{ |
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// skip bones that aren't part of the boneMask (and aren't the root bone) |
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if (i != 0 && !(params.pStudioHdr->boneFlags(i) & params.boneMask)) |
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{ |
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studioToCachedIndex[i] = -1; |
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continue; |
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} |
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studioToCachedIndex[i] = cachedBoneCount; |
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cachedToStudioIndex[cachedBoneCount] = i; |
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cachedBoneCount++; |
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} |
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int tableSizeStudio = sizeof(short) * params.pStudioHdr->numbones(); |
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int tableSizeCached = sizeof(short) * cachedBoneCount; |
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int matrixSize = sizeof(matrix3x4_t) * cachedBoneCount; |
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int size = ( sizeof(CBoneCache) + tableSizeStudio + tableSizeCached + matrixSize + 3 ) & ~3; |
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CBoneCache *pMem = (CBoneCache *)malloc( size ); |
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Construct( pMem ); |
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pMem->Init( params, size, studioToCachedIndex, cachedToStudioIndex, cachedBoneCount ); |
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return pMem; |
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} |
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unsigned int CBoneCache::EstimatedSize( const bonecacheparams_t ¶ms ) |
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{ |
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// conservative estimate - max size |
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return ( params.pStudioHdr->numbones() * (sizeof(short) + sizeof(short) + sizeof(matrix3x4_t)) + 3 ) & ~3; |
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} |
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void CBoneCache::DestroyResource() |
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{ |
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free( this ); |
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} |
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CBoneCache::CBoneCache() |
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{ |
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m_size = 0; |
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m_cachedBoneCount = 0; |
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} |
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void CBoneCache::Init( const bonecacheparams_t ¶ms, unsigned int size, short *pStudioToCached, short *pCachedToStudio, int cachedBoneCount ) |
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{ |
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m_cachedBoneCount = cachedBoneCount; |
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m_size = size; |
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m_timeValid = params.curtime; |
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m_boneMask = params.boneMask; |
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int studioTableSize = params.pStudioHdr->numbones() * sizeof(short); |
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m_cachedToStudioOffset = studioTableSize; |
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memcpy( StudioToCached(), pStudioToCached, studioTableSize ); |
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int cachedTableSize = cachedBoneCount * sizeof(short); |
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memcpy( CachedToStudio(), pCachedToStudio, cachedTableSize ); |
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m_matrixOffset = ( m_cachedToStudioOffset + cachedTableSize + 3 ) & ~3; |
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UpdateBones( params.pBoneToWorld, params.pStudioHdr->numbones(), params.curtime ); |
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} |
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void CBoneCache::UpdateBones( const matrix3x4_t *pBoneToWorld, int numbones, float curtime ) |
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{ |
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matrix3x4_t *pBones = BoneArray(); |
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const short *pCachedToStudio = CachedToStudio(); |
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for ( int i = 0; i < m_cachedBoneCount; i++ ) |
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{ |
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int index = pCachedToStudio[i]; |
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MatrixCopy( pBoneToWorld[index], pBones[i] ); |
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} |
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m_timeValid = curtime; |
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} |
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matrix3x4_t *CBoneCache::GetCachedBone( int studioIndex ) |
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{ |
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int cachedIndex = StudioToCached()[studioIndex]; |
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if ( cachedIndex >= 0 ) |
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{ |
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return BoneArray() + cachedIndex; |
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} |
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return NULL; |
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} |
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void CBoneCache::ReadCachedBones( matrix3x4_t *pBoneToWorld ) |
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{ |
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matrix3x4_t *pBones = BoneArray(); |
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const short *pCachedToStudio = CachedToStudio(); |
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for ( int i = 0; i < m_cachedBoneCount; i++ ) |
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{ |
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MatrixCopy( pBones[i], pBoneToWorld[pCachedToStudio[i]] ); |
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} |
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} |
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void CBoneCache::ReadCachedBonePointers( matrix3x4_t **bones, int numbones ) |
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{ |
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memset( bones, 0, sizeof(matrix3x4_t *) * numbones ); |
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matrix3x4_t *pBones = BoneArray(); |
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const short *pCachedToStudio = CachedToStudio(); |
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for ( int i = 0; i < m_cachedBoneCount; i++ ) |
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{ |
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bones[pCachedToStudio[i]] = pBones + i; |
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} |
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} |
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bool CBoneCache::IsValid( float curtime, float dt ) |
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{ |
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if ( curtime - m_timeValid <= dt ) |
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return true; |
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return false; |
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} |
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// private functions |
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matrix3x4_t *CBoneCache::BoneArray() |
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{ |
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return (matrix3x4_t *)( (char *)(this+1) + m_matrixOffset ); |
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} |
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short *CBoneCache::StudioToCached() |
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{ |
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return (short *)( (char *)(this+1) ); |
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} |
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short *CBoneCache::CachedToStudio() |
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{ |
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return (short *)( (char *)(this+1) + m_cachedToStudioOffset ); |
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} |
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// Construct a singleton |
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static CDataManager<CBoneCache, bonecacheparams_t, CBoneCache *, CThreadFastMutex> g_StudioBoneCache( 128 * 1024L ); |
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CBoneCache *Studio_GetBoneCache( memhandle_t cacheHandle ) |
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{ |
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AUTO_LOCK( g_StudioBoneCache.AccessMutex() ); |
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return g_StudioBoneCache.GetResource_NoLock( cacheHandle ); |
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} |
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memhandle_t Studio_CreateBoneCache( bonecacheparams_t ¶ms ) |
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{ |
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AUTO_LOCK( g_StudioBoneCache.AccessMutex() ); |
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return g_StudioBoneCache.CreateResource( params ); |
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} |
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void Studio_DestroyBoneCache( memhandle_t cacheHandle ) |
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{ |
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AUTO_LOCK( g_StudioBoneCache.AccessMutex() ); |
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g_StudioBoneCache.DestroyResource( cacheHandle ); |
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} |
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void Studio_InvalidateBoneCache( memhandle_t cacheHandle ) |
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{ |
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AUTO_LOCK( g_StudioBoneCache.AccessMutex() ); |
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CBoneCache *pCache = g_StudioBoneCache.GetResource_NoLock( cacheHandle ); |
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if ( pCache ) |
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{ |
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pCache->m_timeValid = -1.0f; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void BuildBoneChain( |
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const CStudioHdr *pStudioHdr, |
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const matrix3x4_t &rootxform, |
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const Vector pos[], |
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const Quaternion q[], |
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int iBone, |
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matrix3x4_t *pBoneToWorld ) |
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{ |
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CBoneBitList boneComputed; |
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BuildBoneChain( pStudioHdr, rootxform, pos, q, iBone, pBoneToWorld, boneComputed ); |
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return; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: return a sub frame rotation for a single bone |
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//----------------------------------------------------------------------------- |
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void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1, float &v2 ) |
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{ |
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if ( !panimvalue ) |
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{ |
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v1 = v2 = 0; |
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return; |
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} |
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// Avoids a crash reading off the end of the data |
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// There is probably a better long-term solution; Ken is going to look into it. |
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if ( ( panimvalue->num.total == 1 ) && ( panimvalue->num.valid == 1 ) ) |
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{ |
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v1 = v2 = panimvalue[1].value * scale; |
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return; |
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} |
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int k = frame; |
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// find the data list that has the frame |
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while (panimvalue->num.total <= k) |
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{ |
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k -= panimvalue->num.total; |
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panimvalue += panimvalue->num.valid + 1; |
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if ( panimvalue->num.total == 0 ) |
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{ |
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Assert( 0 ); // running off the end of the animation stream is bad |
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v1 = v2 = 0; |
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return; |
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} |
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} |
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if (panimvalue->num.valid > k) |
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{ |
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// has valid animation data |
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v1 = panimvalue[k+1].value * scale; |
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if (panimvalue->num.valid > k + 1) |
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{ |
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// has valid animation blend data |
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v2 = panimvalue[k+2].value * scale; |
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} |
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else |
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{ |
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if (panimvalue->num.total > k + 1) |
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{ |
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// data repeats, no blend |
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v2 = v1; |
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} |
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else |
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{ |
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// pull blend from first data block in next list |
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v2 = panimvalue[panimvalue->num.valid+2].value * scale; |
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} |
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} |
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} |
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else |
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{ |
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// get last valid data block |
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v1 = panimvalue[panimvalue->num.valid].value * scale; |
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if (panimvalue->num.total > k + 1) |
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{ |
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// data repeats, no blend |
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v2 = v1; |
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} |
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else |
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{ |
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// pull blend from first data block in next list |
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v2 = panimvalue[panimvalue->num.valid + 2].value * scale; |
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} |
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} |
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} |
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void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1 ) |
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{ |
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if ( !panimvalue ) |
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{ |
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v1 = 0; |
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return; |
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} |
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int k = frame; |
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while (panimvalue->num.total <= k) |
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{ |
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k -= panimvalue->num.total; |
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panimvalue += panimvalue->num.valid + 1; |
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if ( panimvalue->num.total == 0 ) |
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{ |
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Assert( 0 ); // running off the end of the animation stream is bad |
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v1 = 0; |
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return; |
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} |
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} |
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if (panimvalue->num.valid > k) |
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{ |
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v1 = panimvalue[k+1].value * scale; |
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} |
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else |
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{ |
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// get last valid data block |
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v1 = panimvalue[panimvalue->num.valid].value * scale; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: return a sub frame rotation for a single bone |
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//----------------------------------------------------------------------------- |
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void CalcBoneQuaternion( int frame, float s, |
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const Quaternion &baseQuat, const RadianEuler &baseRot, const Vector &baseRotScale, |
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int iBaseFlags, const Quaternion &baseAlignment, |
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const mstudioanim_t *panim, Quaternion &q ) |
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{ |
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if ( panim->flags & STUDIO_ANIM_RAWROT ) |
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{ |
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q = *(panim->pQuat48()); |
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Assert( q.IsValid() ); |
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return; |
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} |
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if ( panim->flags & STUDIO_ANIM_RAWROT2 ) |
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{ |
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q = *(panim->pQuat64()); |
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Assert( q.IsValid() ); |
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return; |
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} |
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if ( !(panim->flags & STUDIO_ANIM_ANIMROT) ) |
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{ |
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if (panim->flags & STUDIO_ANIM_DELTA) |
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{ |
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q.Init( 0.0f, 0.0f, 0.0f, 1.0f ); |
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} |
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else |
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{ |
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q = baseQuat; |
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} |
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return; |
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} |
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mstudioanim_valueptr_t *pValuesPtr = panim->pRotV(); |
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if (s > 0.001f) |
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{ |
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QuaternionAligned q1, q2; |
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RadianEuler angle1, angle2; |
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ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle1.x, angle2.x ); |
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ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle1.y, angle2.y ); |
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ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle1.z, angle2.z ); |
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if (!(panim->flags & STUDIO_ANIM_DELTA)) |
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{ |
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angle1.x = angle1.x + baseRot.x; |
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angle1.y = angle1.y + baseRot.y; |
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angle1.z = angle1.z + baseRot.z; |
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angle2.x = angle2.x + baseRot.x; |
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angle2.y = angle2.y + baseRot.y; |
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angle2.z = angle2.z + baseRot.z; |
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} |
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Assert( angle1.IsValid() && angle2.IsValid() ); |
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if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z) |
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{ |
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AngleQuaternion( angle1, q1 ); |
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AngleQuaternion( angle2, q2 ); |
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#ifdef _X360 |
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fltx4 q1simd, q2simd, qsimd; |
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q1simd = LoadAlignedSIMD( q1 ); |
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q2simd = LoadAlignedSIMD( q2 ); |
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qsimd = QuaternionBlendSIMD( q1simd, q2simd, s ); |
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StoreUnalignedSIMD( q.Base(), qsimd ); |
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#else |
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QuaternionBlend( q1, q2, s, q ); |
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#endif |
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} |
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else |
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{ |
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AngleQuaternion( angle1, q ); |
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} |
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} |
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else |
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{ |
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RadianEuler angle; |
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ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle.x ); |
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ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle.y ); |
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ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle.z ); |
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if (!(panim->flags & STUDIO_ANIM_DELTA)) |
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{ |
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angle.x = angle.x + baseRot.x; |
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angle.y = angle.y + baseRot.y; |
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angle.z = angle.z + baseRot.z; |
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} |
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Assert( angle.IsValid() ); |
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AngleQuaternion( angle, q ); |
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} |
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Assert( q.IsValid() ); |
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// align to unified bone |
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if (!(panim->flags & STUDIO_ANIM_DELTA) && (iBaseFlags & BONE_FIXED_ALIGNMENT)) |
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{ |
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QuaternionAlign( baseAlignment, q, q ); |
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} |
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} |
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inline void CalcBoneQuaternion( int frame, float s, |
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const mstudiobone_t *pBone, |
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const mstudiolinearbone_t *pLinearBones, |
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const mstudioanim_t *panim, Quaternion &q ) |
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{ |
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if (pLinearBones) |
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|
{ |
|
|
CalcBoneQuaternion( frame, s, pLinearBones->quat(panim->bone), pLinearBones->rot(panim->bone), pLinearBones->rotscale(panim->bone), pLinearBones->flags(panim->bone), pLinearBones->qalignment(panim->bone), panim, q ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcBoneQuaternion( frame, s, pBone->quat, pBone->rot, pBone->rotscale, pBone->flags, pBone->qAlignment, panim, q ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: return a sub frame position for a single bone |
|
|
//----------------------------------------------------------------------------- |
|
|
void CalcBonePosition( int frame, float s, |
|
|
const Vector &basePos, const Vector &baseBoneScale, |
|
|
const mstudioanim_t *panim, Vector &pos ) |
|
|
{ |
|
|
if (panim->flags & STUDIO_ANIM_RAWPOS) |
|
|
{ |
|
|
pos = *(panim->pPos()); |
|
|
Assert( pos.IsValid() ); |
|
|
|
|
|
return; |
|
|
} |
|
|
else if (!(panim->flags & STUDIO_ANIM_ANIMPOS)) |
|
|
{ |
|
|
if (panim->flags & STUDIO_ANIM_DELTA) |
|
|
{ |
|
|
pos.Init( 0.0f, 0.0f, 0.0f ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
pos = basePos; |
|
|
} |
|
|
return; |
|
|
} |
|
|
|
|
|
mstudioanim_valueptr_t *pPosV = panim->pPosV(); |
|
|
int j; |
|
|
|
|
|
if (s > 0.001f) |
|
|
{ |
|
|
float v1, v2; |
|
|
for (j = 0; j < 3; j++) |
|
|
{ |
|
|
ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], v1, v2 ); |
|
|
pos[j] = v1 * (1.0 - s) + v2 * s; |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
for (j = 0; j < 3; j++) |
|
|
{ |
|
|
ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], pos[j] ); |
|
|
} |
|
|
} |
|
|
|
|
|
if (!(panim->flags & STUDIO_ANIM_DELTA)) |
|
|
{ |
|
|
pos.x = pos.x + basePos.x; |
|
|
pos.y = pos.y + basePos.y; |
|
|
pos.z = pos.z + basePos.z; |
|
|
} |
|
|
|
|
|
Assert( pos.IsValid() ); |
|
|
} |
|
|
|
|
|
|
|
|
inline void CalcBonePosition( int frame, float s, |
|
|
const mstudiobone_t *pBone, |
|
|
const mstudiolinearbone_t *pLinearBones, |
|
|
const mstudioanim_t *panim, Vector &pos ) |
|
|
{ |
|
|
if (pLinearBones) |
|
|
{ |
|
|
CalcBonePosition( frame, s, pLinearBones->pos(panim->bone), pLinearBones->posscale(panim->bone), panim, pos ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcBonePosition( frame, s, pBone->pos, pBone->posscale, panim, pos ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
void SetupSingleBoneMatrix( |
|
|
CStudioHdr *pOwnerHdr, |
|
|
int nSequence, |
|
|
int iFrame, |
|
|
int iBone, |
|
|
matrix3x4_t &mBoneLocal ) |
|
|
{ |
|
|
mstudioseqdesc_t &seqdesc = pOwnerHdr->pSeqdesc( nSequence ); |
|
|
mstudioanimdesc_t &animdesc = pOwnerHdr->pAnimdesc( seqdesc.anim( 0, 0 ) ); |
|
|
int iLocalFrame = iFrame; |
|
|
mstudioanim_t *panim = animdesc.pAnim( &iLocalFrame ); |
|
|
float s = 0; |
|
|
mstudiobone_t *pbone = pOwnerHdr->pBone( iBone ); |
|
|
|
|
|
Quaternion boneQuat; |
|
|
Vector bonePos; |
|
|
|
|
|
// search for bone |
|
|
while (panim && panim->bone != iBone) |
|
|
{ |
|
|
panim = panim->pNext(); |
|
|
} |
|
|
|
|
|
// look up animation if found, if not, initialize |
|
|
if (panim && seqdesc.weight(iBone) > 0) |
|
|
{ |
|
|
CalcBoneQuaternion( iLocalFrame, s, pbone, NULL, panim, boneQuat ); |
|
|
CalcBonePosition ( iLocalFrame, s, pbone, NULL, panim, bonePos ); |
|
|
} |
|
|
else if (animdesc.flags & STUDIO_DELTA) |
|
|
{ |
|
|
boneQuat.Init( 0.0f, 0.0f, 0.0f, 1.0f ); |
|
|
bonePos.Init( 0.0f, 0.0f, 0.0f ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
boneQuat = pbone->quat; |
|
|
bonePos = pbone->pos; |
|
|
} |
|
|
|
|
|
QuaternionMatrix( boneQuat, bonePos, mBoneLocal ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
static void CalcDecompressedAnimation( const mstudiocompressedikerror_t *pCompressed, int iFrame, float fraq, Vector &pos, Quaternion &q ) |
|
|
{ |
|
|
if (fraq > 0.0001f) |
|
|
{ |
|
|
Vector p1, p2; |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], p1.x, p2.x ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], p1.y, p2.y ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], p1.z, p2.z ); |
|
|
pos = p1 * (1 - fraq) + p2 * fraq; |
|
|
|
|
|
Quaternion q1, q2; |
|
|
RadianEuler angle1, angle2; |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle1.x, angle2.x ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle1.y, angle2.y ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle1.z, angle2.z ); |
|
|
|
|
|
if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z) |
|
|
{ |
|
|
AngleQuaternion( angle1, q1 ); |
|
|
AngleQuaternion( angle2, q2 ); |
|
|
QuaternionBlend( q1, q2, fraq, q ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
AngleQuaternion( angle1, q ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], pos.x ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], pos.y ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], pos.z ); |
|
|
|
|
|
RadianEuler angle; |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle.x ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle.y ); |
|
|
ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle.z ); |
|
|
|
|
|
AngleQuaternion( angle, q ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: translate animations done in a non-standard parent space |
|
|
//----------------------------------------------------------------------------- |
|
|
static void CalcLocalHierarchyAnimation( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
matrix3x4_t *boneToWorld, |
|
|
CBoneBitList &boneComputed, |
|
|
Vector *pos, |
|
|
Quaternion *q, |
|
|
//const mstudioanimdesc_t &animdesc, |
|
|
const mstudiobone_t *pbone, |
|
|
mstudiolocalhierarchy_t *pHierarchy, |
|
|
int iBone, |
|
|
int iNewParent, |
|
|
float cycle, |
|
|
int iFrame, |
|
|
float flFraq, |
|
|
int boneMask |
|
|
) |
|
|
{ |
|
|
#ifdef STAGING_ONLY |
|
|
Assert( iNewParent == -1 || (iNewParent >= 0 && iNewParent < MAXSTUDIOBONES) ); |
|
|
Assert( iBone > 0 ); |
|
|
Assert( iBone < MAXSTUDIOBONES ); |
|
|
#endif // STAGING_ONLY |
|
|
|
|
|
Vector localPos; |
|
|
Quaternion localQ; |
|
|
|
|
|
// make fake root transform |
|
|
static ALIGN16 matrix3x4_t rootXform ALIGN16_POST ( 1.0f, 0, 0, 0, 0, 1.0f, 0, 0, 0, 0, 1.0f, 0 ); |
|
|
|
|
|
// FIXME: missing check to see if seq has a weight for this bone |
|
|
float weight = 1.0f; |
|
|
|
|
|
// check to see if there's a ramp on the influence |
|
|
if ( pHierarchy->tail - pHierarchy->peak < 1.0f ) |
|
|
{ |
|
|
float index = cycle; |
|
|
|
|
|
if (pHierarchy->end > 1.0f && index < pHierarchy->start) |
|
|
index += 1.0f; |
|
|
|
|
|
if (index < pHierarchy->start) |
|
|
return; |
|
|
if (index >= pHierarchy->end) |
|
|
return; |
|
|
|
|
|
if (index < pHierarchy->peak && pHierarchy->start != pHierarchy->peak) |
|
|
{ |
|
|
weight = (index - pHierarchy->start) / (pHierarchy->peak - pHierarchy->start); |
|
|
} |
|
|
else if (index > pHierarchy->tail && pHierarchy->end != pHierarchy->tail) |
|
|
{ |
|
|
weight = (pHierarchy->end - index) / (pHierarchy->end - pHierarchy->tail); |
|
|
} |
|
|
|
|
|
weight = SimpleSpline( weight ); |
|
|
} |
|
|
|
|
|
CalcDecompressedAnimation( pHierarchy->pLocalAnim(), iFrame - pHierarchy->iStart, flFraq, localPos, localQ ); |
|
|
|
|
|
BuildBoneChain( pStudioHdr, rootXform, pos, q, iBone, boneToWorld, boneComputed ); |
|
|
|
|
|
matrix3x4_t localXform; |
|
|
AngleMatrix( localQ, localPos, localXform ); |
|
|
|
|
|
if ( iNewParent != -1 ) |
|
|
{ |
|
|
BuildBoneChain( pStudioHdr, rootXform, pos, q, iNewParent, boneToWorld, boneComputed ); |
|
|
ConcatTransforms( boneToWorld[iNewParent], localXform, boneToWorld[iBone] ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
boneToWorld[iBone] = localXform; |
|
|
} |
|
|
|
|
|
// back solve |
|
|
Vector p1; |
|
|
Quaternion q1; |
|
|
int n = pbone[iBone].parent; |
|
|
if (n == -1) |
|
|
{ |
|
|
if (weight == 1.0f) |
|
|
{ |
|
|
MatrixAngles( boneToWorld[iBone], q[iBone], pos[iBone] ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
MatrixAngles( boneToWorld[iBone], q1, p1 ); |
|
|
QuaternionSlerp( q[iBone], q1, weight, q[iBone] ); |
|
|
pos[iBone] = Lerp( weight, p1, pos[iBone] ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
matrix3x4_t worldToBone; |
|
|
MatrixInvert( boneToWorld[n], worldToBone ); |
|
|
|
|
|
matrix3x4_t local; |
|
|
ConcatTransforms( worldToBone, boneToWorld[iBone], local ); |
|
|
if (weight == 1.0f) |
|
|
{ |
|
|
MatrixAngles( local, q[iBone], pos[iBone] ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
MatrixAngles( local, q1, p1 ); |
|
|
QuaternionSlerp( q[iBone], q1, weight, q[iBone] ); |
|
|
pos[iBone] = Lerp( weight, p1, pos[iBone] ); |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Calc Zeroframe Data |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
static void CalcZeroframeData( const CStudioHdr *pStudioHdr, const studiohdr_t *pAnimStudioHdr, const virtualgroup_t *pAnimGroup, const mstudiobone_t *pAnimbone, mstudioanimdesc_t &animdesc, float fFrame, Vector *pos, Quaternion *q, int boneMask, float flWeight ) |
|
|
{ |
|
|
byte *pData = animdesc.pZeroFrameData(); |
|
|
|
|
|
if (!pData) |
|
|
return; |
|
|
|
|
|
int i, j; |
|
|
|
|
|
// Msg("zeroframe %s\n", animdesc.pszName() ); |
|
|
if (animdesc.zeroframecount == 1) |
|
|
{ |
|
|
for (j = 0; j < pAnimStudioHdr->numbones; j++) |
|
|
{ |
|
|
if (pAnimGroup) |
|
|
i = pAnimGroup->masterBone[j]; |
|
|
else |
|
|
i = j; |
|
|
|
|
|
if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS) |
|
|
{ |
|
|
if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
Vector p = *(Vector48 *)pData; |
|
|
pos[i] = pos[i] * (1.0f - flWeight) + p * flWeight; |
|
|
Assert( pos[i].IsValid() ); |
|
|
} |
|
|
pData += sizeof( Vector48 ); |
|
|
} |
|
|
if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT) |
|
|
{ |
|
|
if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
Quaternion q0 = *(Quaternion64 *)pData; |
|
|
QuaternionBlend( q[i], q0, flWeight, q[i] ); |
|
|
Assert( q[i].IsValid() ); |
|
|
} |
|
|
pData += sizeof( Quaternion64 ); |
|
|
} |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
float s1; |
|
|
int index = fFrame / animdesc.zeroframespan; |
|
|
if (index >= animdesc.zeroframecount - 1) |
|
|
{ |
|
|
index = animdesc.zeroframecount - 2; |
|
|
s1 = 1.0f; |
|
|
} |
|
|
else |
|
|
{ |
|
|
s1 = clamp( (fFrame - index * animdesc.zeroframespan) / animdesc.zeroframespan, 0.0f, 1.0f ); |
|
|
} |
|
|
int i0 = max( index - 1, 0 ); |
|
|
int i1 = index; |
|
|
int i2 = min( index + 1, animdesc.zeroframecount - 1 ); |
|
|
for (j = 0; j < pAnimStudioHdr->numbones; j++) |
|
|
{ |
|
|
if (pAnimGroup) |
|
|
i = pAnimGroup->masterBone[j]; |
|
|
else |
|
|
i = j; |
|
|
|
|
|
if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS) |
|
|
{ |
|
|
if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
Vector p0 = *(((Vector48 *)pData) + i0); |
|
|
Vector p1 = *(((Vector48 *)pData) + i1); |
|
|
Vector p2 = *(((Vector48 *)pData) + i2); |
|
|
Vector p3; |
|
|
Hermite_Spline( p0, p1, p2, s1, p3 ); |
|
|
pos[i] = pos[i] * (1.0f - flWeight) + p3 * flWeight; |
|
|
Assert( pos[i].IsValid() ); |
|
|
} |
|
|
pData += sizeof( Vector48 ) * animdesc.zeroframecount; |
|
|
} |
|
|
if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT) |
|
|
{ |
|
|
if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
Quaternion q0 = *(((Quaternion64 *)pData) + i0); |
|
|
Quaternion q1 = *(((Quaternion64 *)pData) + i1); |
|
|
Quaternion q2 = *(((Quaternion64 *)pData) + i2); |
|
|
if (flWeight == 1.0f) |
|
|
{ |
|
|
Hermite_Spline( q0, q1, q2, s1, q[i] ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
Quaternion q3; |
|
|
Hermite_Spline( q0, q1, q2, s1, q3 ); |
|
|
QuaternionBlend( q[i], q3, flWeight, q[i] ); |
|
|
} |
|
|
Assert( q[i].IsValid() ); |
|
|
} |
|
|
pData += sizeof( Quaternion64 ) * animdesc.zeroframecount; |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Find and decode a sub-frame of animation, remapping the skeleton bone indexes |
|
|
//----------------------------------------------------------------------------- |
|
|
static void CalcVirtualAnimation( virtualmodel_t *pVModel, const CStudioHdr *pStudioHdr, Vector *pos, Quaternion *q, |
|
|
mstudioseqdesc_t &seqdesc, int sequence, int animation, |
|
|
float cycle, int boneMask ) |
|
|
{ |
|
|
//int i, k; |
|
|
|
|
|
const mstudiobone_t *pbone; |
|
|
const virtualgroup_t *pSeqGroup; |
|
|
const studiohdr_t *pSeqStudioHdr; |
|
|
const mstudiolinearbone_t *pSeqLinearBones; |
|
|
const mstudiobone_t *pSeqbone; |
|
|
const mstudioanim_t *panim; |
|
|
const studiohdr_t *pAnimStudioHdr; |
|
|
const mstudiolinearbone_t *pAnimLinearBones; |
|
|
const mstudiobone_t *pAnimbone; |
|
|
const virtualgroup_t *pAnimGroup; |
|
|
|
|
|
pSeqGroup = pVModel->pSeqGroup( sequence ); |
|
|
int baseanimation = pStudioHdr->iRelativeAnim( sequence, animation ); |
|
|
mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( baseanimation ); |
|
|
pSeqStudioHdr = ((CStudioHdr *)pStudioHdr)->pSeqStudioHdr( sequence ); |
|
|
pSeqLinearBones = pSeqStudioHdr->pLinearBones(); |
|
|
pSeqbone = pSeqStudioHdr->pBone( 0 ); |
|
|
pAnimGroup = pVModel->pAnimGroup( baseanimation ); |
|
|
pAnimStudioHdr = ((CStudioHdr *)pStudioHdr)->pAnimStudioHdr( baseanimation ); |
|
|
pAnimLinearBones = pAnimStudioHdr->pLinearBones(); |
|
|
pAnimbone = pAnimStudioHdr->pBone( 0 ); |
|
|
|
|
|
int iFrame; |
|
|
float s; |
|
|
|
|
|
float fFrame = cycle * (animdesc.numframes - 1); |
|
|
|
|
|
iFrame = (int)fFrame; |
|
|
s = (fFrame - iFrame); |
|
|
|
|
|
int iLocalFrame = iFrame; |
|
|
float flStall; |
|
|
panim = animdesc.pAnim( &iLocalFrame, flStall ); |
|
|
|
|
|
float *pweight = seqdesc.pBoneweight( 0 ); |
|
|
pbone = pStudioHdr->pBone( 0 ); |
|
|
|
|
|
for (int i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
if (pStudioHdr->boneFlags(i) & boneMask) |
|
|
{ |
|
|
int j = pSeqGroup->boneMap[i]; |
|
|
if (j >= 0 && pweight[j] > 0.0f) |
|
|
{ |
|
|
if (animdesc.flags & STUDIO_DELTA) |
|
|
{ |
|
|
q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f ); |
|
|
pos[i].Init( 0.0f, 0.0f, 0.0f ); |
|
|
} |
|
|
else if (pSeqLinearBones) |
|
|
{ |
|
|
q[i] = pSeqLinearBones->quat(j); |
|
|
pos[i] = pSeqLinearBones->pos(j); |
|
|
} |
|
|
else |
|
|
{ |
|
|
q[i] = pSeqbone[j].quat; |
|
|
pos[i] = pSeqbone[j].pos; |
|
|
} |
|
|
#ifdef STUDIO_ENABLE_PERF_COUNTERS |
|
|
pStudioHdr->m_nPerfUsedBones++; |
|
|
#endif |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
// if the animation isn't available, look for the zero frame cache |
|
|
if (!panim) |
|
|
{ |
|
|
CalcZeroframeData( ((CStudioHdr *)pStudioHdr), pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, 1.0 ); |
|
|
return; |
|
|
} |
|
|
|
|
|
// FIXME: change encoding so that bone -1 is never the case |
|
|
while (panim && panim->bone < 255) |
|
|
{ |
|
|
int j = pAnimGroup->masterBone[panim->bone]; |
|
|
if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) ) |
|
|
{ |
|
|
int k = pSeqGroup->boneMap[j]; |
|
|
|
|
|
if (k >= 0 && pweight[k] > 0.0f) |
|
|
{ |
|
|
CalcBoneQuaternion( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, q[j] ); |
|
|
CalcBonePosition ( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, pos[j] ); |
|
|
#ifdef STUDIO_ENABLE_PERF_COUNTERS |
|
|
pStudioHdr->m_nPerfAnimatedBones++; |
|
|
#endif |
|
|
} |
|
|
} |
|
|
panim = panim->pNext(); |
|
|
} |
|
|
|
|
|
// cross fade in previous zeroframe data |
|
|
if (flStall > 0.0f) |
|
|
{ |
|
|
CalcZeroframeData( pStudioHdr, pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, flStall ); |
|
|
} |
|
|
|
|
|
// calculate a local hierarchy override |
|
|
if (animdesc.numlocalhierarchy) |
|
|
{ |
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
|
|
|
int i; |
|
|
for (i = 0; i < animdesc.numlocalhierarchy; i++) |
|
|
{ |
|
|
mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i ); |
|
|
|
|
|
if ( !pHierarchy ) |
|
|
break; |
|
|
|
|
|
int iBone = pAnimGroup->masterBone[pHierarchy->iBone]; |
|
|
if (iBone >= 0 && (pStudioHdr->boneFlags(iBone) & boneMask)) |
|
|
{ |
|
|
if ( pHierarchy->iNewParent != -1 ) |
|
|
{ |
|
|
int iNewParent = pAnimGroup->masterBone[pHierarchy->iNewParent]; |
|
|
if (iNewParent >= 0 && (pStudioHdr->boneFlags(iNewParent) & boneMask)) |
|
|
{ |
|
|
CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, iBone, iNewParent, cycle, iFrame, s, boneMask ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, iBone, -1, cycle, iFrame, s, boneMask ); |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Find and decode a sub-frame of animation |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
static void CalcAnimation( const CStudioHdr *pStudioHdr, Vector *pos, Quaternion *q, |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
int sequence, int animation, |
|
|
float cycle, int boneMask ) |
|
|
{ |
|
|
#ifdef STUDIO_ENABLE_PERF_COUNTERS |
|
|
pStudioHdr->m_nPerfAnimationLayers++; |
|
|
#endif |
|
|
|
|
|
virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel(); |
|
|
|
|
|
if (pVModel) |
|
|
{ |
|
|
CalcVirtualAnimation( pVModel, pStudioHdr, pos, q, seqdesc, sequence, animation, cycle, boneMask ); |
|
|
return; |
|
|
} |
|
|
|
|
|
mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( animation ); |
|
|
mstudiobone_t *pbone = pStudioHdr->pBone( 0 ); |
|
|
const mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones(); |
|
|
|
|
|
// int i; |
|
|
int iFrame; |
|
|
float s; |
|
|
|
|
|
float fFrame = cycle * (animdesc.numframes - 1); |
|
|
|
|
|
iFrame = (int)fFrame; |
|
|
s = (fFrame - iFrame); |
|
|
|
|
|
int iLocalFrame = iFrame; |
|
|
float flStall; |
|
|
mstudioanim_t *panim = animdesc.pAnim( &iLocalFrame, flStall ); |
|
|
|
|
|
float *pweight = seqdesc.pBoneweight( 0 ); |
|
|
|
|
|
// if the animation isn't available, look for the zero frame cache |
|
|
if (!panim) |
|
|
{ |
|
|
// Msg("zeroframe %s\n", animdesc.pszName() ); |
|
|
// pre initialize |
|
|
for (int i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++) |
|
|
{ |
|
|
if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
if (animdesc.flags & STUDIO_DELTA) |
|
|
{ |
|
|
q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f ); |
|
|
pos[i].Init( 0.0f, 0.0f, 0.0f ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
q[i] = pbone->quat; |
|
|
pos[i] = pbone->pos; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, 1.0 ); |
|
|
|
|
|
return; |
|
|
} |
|
|
|
|
|
// BUGBUG: the sequence, the anim, and the model can have all different bone mappings. |
|
|
for (int i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++) |
|
|
{ |
|
|
if (panim && panim->bone == i) |
|
|
{ |
|
|
if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
CalcBoneQuaternion( iLocalFrame, s, pbone, pLinearBones, panim, q[i] ); |
|
|
CalcBonePosition ( iLocalFrame, s, pbone, pLinearBones, panim, pos[i] ); |
|
|
#ifdef STUDIO_ENABLE_PERF_COUNTERS |
|
|
pStudioHdr->m_nPerfAnimatedBones++; |
|
|
pStudioHdr->m_nPerfUsedBones++; |
|
|
#endif |
|
|
} |
|
|
panim = panim->pNext(); |
|
|
} |
|
|
else if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
if (animdesc.flags & STUDIO_DELTA) |
|
|
{ |
|
|
q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f ); |
|
|
pos[i].Init( 0.0f, 0.0f, 0.0f ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
q[i] = pbone->quat; |
|
|
pos[i] = pbone->pos; |
|
|
} |
|
|
#ifdef STUDIO_ENABLE_PERF_COUNTERS |
|
|
pStudioHdr->m_nPerfUsedBones++; |
|
|
#endif |
|
|
} |
|
|
} |
|
|
|
|
|
// cross fade in previous zeroframe data |
|
|
if (flStall > 0.0f) |
|
|
{ |
|
|
CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, flStall ); |
|
|
} |
|
|
|
|
|
if (animdesc.numlocalhierarchy) |
|
|
{ |
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
|
|
|
int i; |
|
|
for (i = 0; i < animdesc.numlocalhierarchy; i++) |
|
|
{ |
|
|
mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i ); |
|
|
|
|
|
if ( !pHierarchy ) |
|
|
break; |
|
|
|
|
|
if (pStudioHdr->boneFlags(pHierarchy->iBone) & boneMask) |
|
|
{ |
|
|
if (pStudioHdr->boneFlags(pHierarchy->iNewParent) & boneMask) |
|
|
{ |
|
|
CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, pHierarchy->iBone, pHierarchy->iNewParent, cycle, iFrame, s, boneMask ); |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: qt = ( s * p ) * q |
|
|
//----------------------------------------------------------------------------- |
|
|
void QuaternionSM( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt ) |
|
|
{ |
|
|
Quaternion p1, q1; |
|
|
|
|
|
QuaternionScale( p, s, p1 ); |
|
|
QuaternionMult( p1, q, q1 ); |
|
|
QuaternionNormalize( q1 ); |
|
|
qt[0] = q1[0]; |
|
|
qt[1] = q1[1]; |
|
|
qt[2] = q1[2]; |
|
|
qt[3] = q1[3]; |
|
|
} |
|
|
|
|
|
#if ALLOW_SIMD_QUATERNION_MATH |
|
|
FORCEINLINE fltx4 QuaternionSMSIMD( float s, const fltx4 &p, const fltx4 &q ) |
|
|
{ |
|
|
fltx4 p1, q1, result; |
|
|
p1 = QuaternionScaleSIMD( p, s ); |
|
|
q1 = QuaternionMultSIMD( p1, q ); |
|
|
result = QuaternionNormalizeSIMD( q1 ); |
|
|
return result; |
|
|
} |
|
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: qt = p * ( s * q ) |
|
|
//----------------------------------------------------------------------------- |
|
|
void QuaternionMA( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt ) |
|
|
{ |
|
|
Quaternion p1, q1; |
|
|
|
|
|
QuaternionScale( q, s, q1 ); |
|
|
QuaternionMult( p, q1, p1 ); |
|
|
QuaternionNormalize( p1 ); |
|
|
qt[0] = p1[0]; |
|
|
qt[1] = p1[1]; |
|
|
qt[2] = p1[2]; |
|
|
qt[3] = p1[3]; |
|
|
} |
|
|
|
|
|
#if ALLOW_SIMD_QUATERNION_MATH |
|
|
FORCEINLINE fltx4 QuaternionMASIMD( const fltx4 &p, float s, const fltx4 &q ) |
|
|
{ |
|
|
fltx4 p1, q1, result; |
|
|
q1 = QuaternionScaleSIMD( q, s ); |
|
|
p1 = QuaternionMultSIMD( p, q1 ); |
|
|
result = QuaternionNormalizeSIMD( p1 ); |
|
|
return result; |
|
|
} |
|
|
#endif |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: qt = p + s * q |
|
|
//----------------------------------------------------------------------------- |
|
|
void QuaternionAccumulate( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt ) |
|
|
{ |
|
|
Quaternion q2; |
|
|
QuaternionAlign( p, q, q2 ); |
|
|
|
|
|
qt[0] = p[0] + s * q2[0]; |
|
|
qt[1] = p[1] + s * q2[1]; |
|
|
qt[2] = p[2] + s * q2[2]; |
|
|
qt[3] = p[3] + s * q2[3]; |
|
|
} |
|
|
|
|
|
#if ALLOW_SIMD_QUATERNION_MATH |
|
|
FORCEINLINE fltx4 QuaternionAccumulateSIMD( const fltx4 &p, float s, const fltx4 &q ) |
|
|
{ |
|
|
fltx4 q2, s4, result; |
|
|
q2 = QuaternionAlignSIMD( p, q ); |
|
|
s4 = ReplicateX4( s ); |
|
|
result = MaddSIMD( s4, q2, p ); |
|
|
return result; |
|
|
} |
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: blend together in world space q1,pos1 with q2,pos2. Return result in q1,pos1. |
|
|
// 0 returns q1, pos1. 1 returns q2, pos2 |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void WorldSpaceSlerp( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
Quaternion q1[MAXSTUDIOBONES], |
|
|
Vector pos1[MAXSTUDIOBONES], |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
int sequence, |
|
|
const Quaternion q2[MAXSTUDIOBONES], |
|
|
const Vector pos2[MAXSTUDIOBONES], |
|
|
float s, |
|
|
int boneMask ) |
|
|
{ |
|
|
int i, j; |
|
|
float s1; // weight of parent for q2, pos2 |
|
|
float s2; // weight for q2, pos2 |
|
|
|
|
|
// make fake root transform |
|
|
matrix3x4_t rootXform; |
|
|
SetIdentityMatrix( rootXform ); |
|
|
|
|
|
// matrices for q2, pos2 |
|
|
matrix3x4_t *srcBoneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList srcBoneComputed; |
|
|
|
|
|
matrix3x4_t *destBoneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList destBoneComputed; |
|
|
|
|
|
matrix3x4_t *targetBoneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList targetBoneComputed; |
|
|
|
|
|
virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel(); |
|
|
const virtualgroup_t *pSeqGroup = NULL; |
|
|
if (pVModel) |
|
|
{ |
|
|
pSeqGroup = pVModel->pSeqGroup( sequence ); |
|
|
} |
|
|
|
|
|
mstudiobone_t *pbone = pStudioHdr->pBone( 0 ); |
|
|
|
|
|
for (i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
// skip unused bones |
|
|
if (!(pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
continue; |
|
|
} |
|
|
|
|
|
int n = pbone[i].parent; |
|
|
s1 = 0.0; |
|
|
if (pSeqGroup) |
|
|
{ |
|
|
j = pSeqGroup->boneMap[i]; |
|
|
if (j >= 0) |
|
|
{ |
|
|
s2 = s * seqdesc.weight( j ); // blend in based on this bones weight |
|
|
if (n != -1) |
|
|
{ |
|
|
s1 = s * seqdesc.weight( pSeqGroup->boneMap[n] ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
s2 = 0.0; |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
s2 = s * seqdesc.weight( i ); // blend in based on this bones weight |
|
|
if (n != -1) |
|
|
{ |
|
|
s1 = s * seqdesc.weight( n ); |
|
|
} |
|
|
} |
|
|
|
|
|
if (s1 == 1.0 && s2 == 1.0) |
|
|
{ |
|
|
pos1[i] = pos2[i]; |
|
|
q1[i] = q2[i]; |
|
|
} |
|
|
else if (s2 > 0.0) |
|
|
{ |
|
|
Quaternion srcQ, destQ; |
|
|
Vector srcPos, destPos; |
|
|
Quaternion targetQ; |
|
|
Vector targetPos; |
|
|
Vector tmp; |
|
|
|
|
|
BuildBoneChain( pStudioHdr, rootXform, pos1, q1, i, destBoneToWorld, destBoneComputed ); |
|
|
BuildBoneChain( pStudioHdr, rootXform, pos2, q2, i, srcBoneToWorld, srcBoneComputed ); |
|
|
|
|
|
MatrixAngles( destBoneToWorld[i], destQ, destPos ); |
|
|
MatrixAngles( srcBoneToWorld[i], srcQ, srcPos ); |
|
|
|
|
|
QuaternionSlerp( destQ, srcQ, s2, targetQ ); |
|
|
AngleMatrix( targetQ, destPos, targetBoneToWorld[i] ); |
|
|
|
|
|
// back solve |
|
|
if (n == -1) |
|
|
{ |
|
|
MatrixAngles( targetBoneToWorld[i], q1[i], tmp ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
matrix3x4_t worldToBone; |
|
|
MatrixInvert( targetBoneToWorld[n], worldToBone ); |
|
|
|
|
|
matrix3x4_t local; |
|
|
ConcatTransforms( worldToBone, targetBoneToWorld[i], local ); |
|
|
MatrixAngles( local, q1[i], tmp ); |
|
|
|
|
|
// blend bone lengths (local space) |
|
|
pos1[i] = Lerp( s2, pos1[i], pos2[i] ); |
|
|
} |
|
|
} |
|
|
} |
|
|
g_MatrixPool.Free( srcBoneToWorld ); |
|
|
g_MatrixPool.Free( destBoneToWorld ); |
|
|
g_MatrixPool.Free( targetBoneToWorld ); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: blend together q1,pos1 with q2,pos2. Return result in q1,pos1. |
|
|
// 0 returns q1, pos1. 1 returns q2, pos2 |
|
|
//----------------------------------------------------------------------------- |
|
|
void SlerpBones( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
Quaternion q1[MAXSTUDIOBONES], |
|
|
Vector pos1[MAXSTUDIOBONES], |
|
|
mstudioseqdesc_t &seqdesc, // source of q2 and pos2 |
|
|
int sequence, |
|
|
const QuaternionAligned q2[MAXSTUDIOBONES], |
|
|
const Vector pos2[MAXSTUDIOBONES], |
|
|
float s, |
|
|
int boneMask ) |
|
|
{ |
|
|
if (s <= 0.0f) |
|
|
return; |
|
|
if (s > 1.0f) |
|
|
{ |
|
|
s = 1.0f; |
|
|
} |
|
|
|
|
|
if (seqdesc.flags & STUDIO_WORLD) |
|
|
{ |
|
|
WorldSpaceSlerp( pStudioHdr, q1, pos1, seqdesc, sequence, q2, pos2, s, boneMask ); |
|
|
return; |
|
|
} |
|
|
|
|
|
int i, j; |
|
|
virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel(); |
|
|
const virtualgroup_t *pSeqGroup = NULL; |
|
|
if (pVModel) |
|
|
{ |
|
|
pSeqGroup = pVModel->pSeqGroup( sequence ); |
|
|
} |
|
|
|
|
|
// Build weightlist for all bones |
|
|
int nBoneCount = pStudioHdr->numbones(); |
|
|
float *pS2 = (float*)stackalloc( nBoneCount * sizeof(float) ); |
|
|
for (i = 0; i < nBoneCount; i++) |
|
|
{ |
|
|
// skip unused bones |
|
|
if (!(pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
pS2[i] = 0.0f; |
|
|
continue; |
|
|
} |
|
|
|
|
|
if ( !pSeqGroup ) |
|
|
{ |
|
|
pS2[i] = s * seqdesc.weight( i ); // blend in based on this bones weight |
|
|
continue; |
|
|
} |
|
|
|
|
|
j = pSeqGroup->boneMap[i]; |
|
|
if ( j >= 0 ) |
|
|
{ |
|
|
pS2[i] = s * seqdesc.weight( j ); // blend in based on this bones weight |
|
|
} |
|
|
else |
|
|
{ |
|
|
pS2[i] = 0.0; |
|
|
} |
|
|
} |
|
|
|
|
|
float s1, s2; |
|
|
if ( seqdesc.flags & STUDIO_DELTA ) |
|
|
{ |
|
|
for ( i = 0; i < nBoneCount; i++ ) |
|
|
{ |
|
|
s2 = pS2[i]; |
|
|
if ( s2 <= 0.0f ) |
|
|
continue; |
|
|
|
|
|
if ( seqdesc.flags & STUDIO_POST ) |
|
|
{ |
|
|
#ifndef _X360 |
|
|
QuaternionMA( q1[i], s2, q2[i], q1[i] ); |
|
|
#else |
|
|
fltx4 q1simd = LoadUnalignedSIMD( q1[i].Base() ); |
|
|
fltx4 q2simd = LoadAlignedSIMD( q2[i] ); |
|
|
fltx4 result = QuaternionMASIMD( q1simd, s2, q2simd ); |
|
|
StoreUnalignedSIMD( q1[i].Base(), result ); |
|
|
#endif |
|
|
// 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 |
|
|
{ |
|
|
#ifndef _X360 |
|
|
QuaternionSM( s2, q2[i], q1[i], q1[i] ); |
|
|
#else |
|
|
fltx4 q1simd = LoadUnalignedSIMD( q1[i].Base() ); |
|
|
fltx4 q2simd = LoadAlignedSIMD( q2[i] ); |
|
|
fltx4 result = QuaternionSMSIMD( s2, q2simd, q1simd ); |
|
|
StoreUnalignedSIMD( q1[i].Base(), result ); |
|
|
#endif |
|
|
|
|
|
// 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; |
|
|
} |
|
|
} |
|
|
return; |
|
|
} |
|
|
|
|
|
QuaternionAligned q3; |
|
|
for (i = 0; i < nBoneCount; i++) |
|
|
{ |
|
|
s2 = pS2[i]; |
|
|
if ( s2 <= 0.0f ) |
|
|
continue; |
|
|
|
|
|
s1 = 1.0 - s2; |
|
|
|
|
|
#ifdef _X360 |
|
|
fltx4 q1simd, q2simd, result; |
|
|
q1simd = LoadUnalignedSIMD( q1[i].Base() ); |
|
|
q2simd = LoadAlignedSIMD( q2[i] ); |
|
|
#endif |
|
|
if ( pStudioHdr->boneFlags(i) & BONE_FIXED_ALIGNMENT ) |
|
|
{ |
|
|
#ifndef _X360 |
|
|
QuaternionSlerpNoAlign( q2[i], q1[i], s1, q3 ); |
|
|
#else |
|
|
result = QuaternionSlerpNoAlignSIMD( q2simd, q1simd, s1 ); |
|
|
#endif |
|
|
} |
|
|
else |
|
|
{ |
|
|
#ifndef _X360 |
|
|
QuaternionSlerp( q2[i], q1[i], s1, q3 ); |
|
|
#else |
|
|
result = QuaternionSlerpSIMD( q2simd, q1simd, s1 ); |
|
|
#endif |
|
|
} |
|
|
|
|
|
#ifndef _X360 |
|
|
q1[i][0] = q3[0]; |
|
|
q1[i][1] = q3[1]; |
|
|
q1[i][2] = q3[2]; |
|
|
q1[i][3] = q3[3]; |
|
|
#else |
|
|
StoreUnalignedSIMD( q1[i].Base(), result ); |
|
|
#endif |
|
|
|
|
|
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; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Inter-animation blend. Assumes both types are identical. |
|
|
// blend together q1,pos1 with q2,pos2. Return result in q1,pos1. |
|
|
// 0 returns q1, pos1. 1 returns q2, pos2 |
|
|
//----------------------------------------------------------------------------- |
|
|
void BlendBones( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
Quaternion q1[MAXSTUDIOBONES], |
|
|
Vector pos1[MAXSTUDIOBONES], |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
int sequence, |
|
|
const Quaternion q2[MAXSTUDIOBONES], |
|
|
const Vector pos2[MAXSTUDIOBONES], |
|
|
float s, |
|
|
int boneMask ) |
|
|
{ |
|
|
int i, j; |
|
|
Quaternion q3; |
|
|
|
|
|
virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel(); |
|
|
const virtualgroup_t *pSeqGroup = NULL; |
|
|
if (pVModel) |
|
|
{ |
|
|
pSeqGroup = pVModel->pSeqGroup( sequence ); |
|
|
} |
|
|
|
|
|
if (s <= 0) |
|
|
{ |
|
|
Assert(0); // shouldn't have been called |
|
|
return; |
|
|
} |
|
|
else if (s >= 1.0) |
|
|
{ |
|
|
Assert(0); // shouldn't have been called |
|
|
for (i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
// skip unused bones |
|
|
if (!(pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
continue; |
|
|
} |
|
|
|
|
|
if (pSeqGroup) |
|
|
{ |
|
|
j = pSeqGroup->boneMap[i]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
j = i; |
|
|
} |
|
|
|
|
|
if (j >= 0 && seqdesc.weight( j ) > 0.0) |
|
|
{ |
|
|
q1[i] = q2[i]; |
|
|
pos1[i] = pos2[i]; |
|
|
} |
|
|
} |
|
|
return; |
|
|
} |
|
|
|
|
|
float s2 = s; |
|
|
float s1 = 1.0 - s2; |
|
|
|
|
|
for (i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
// skip unused bones |
|
|
if (!(pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
continue; |
|
|
} |
|
|
|
|
|
if (pSeqGroup) |
|
|
{ |
|
|
j = pSeqGroup->boneMap[i]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
j = i; |
|
|
} |
|
|
|
|
|
if (j >= 0 && seqdesc.weight( j ) > 0.0) |
|
|
{ |
|
|
if (pStudioHdr->boneFlags(i) & BONE_FIXED_ALIGNMENT) |
|
|
{ |
|
|
QuaternionBlendNoAlign( q2[i], q1[i], s1, q3 ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
QuaternionBlend( 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; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Scale a set of bones. Must be of type delta |
|
|
//----------------------------------------------------------------------------- |
|
|
void ScaleBones( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
Quaternion q1[MAXSTUDIOBONES], |
|
|
Vector pos1[MAXSTUDIOBONES], |
|
|
int sequence, |
|
|
float s, |
|
|
int boneMask ) |
|
|
{ |
|
|
int i, j; |
|
|
Quaternion q3; |
|
|
|
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence ); |
|
|
|
|
|
virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel(); |
|
|
const virtualgroup_t *pSeqGroup = NULL; |
|
|
if (pVModel) |
|
|
{ |
|
|
pSeqGroup = pVModel->pSeqGroup( sequence ); |
|
|
} |
|
|
|
|
|
float s2 = s; |
|
|
float s1 = 1.0 - s2; |
|
|
|
|
|
for (i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
// skip unused bones |
|
|
if (!(pStudioHdr->boneFlags(i) & boneMask)) |
|
|
{ |
|
|
continue; |
|
|
} |
|
|
|
|
|
if (pSeqGroup) |
|
|
{ |
|
|
j = pSeqGroup->boneMap[i]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
j = i; |
|
|
} |
|
|
|
|
|
if (j >= 0 && seqdesc.weight( j ) > 0.0) |
|
|
{ |
|
|
QuaternionIdentityBlend( q1[i], s1, q1[i] ); |
|
|
VectorScale( pos1[i], s2, pos1[i] ); |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: resolve a global pose parameter to the specific setting for this sequence |
|
|
//----------------------------------------------------------------------------- |
|
|
void Studio_LocalPoseParameter( const CStudioHdr *pStudioHdr, const float poseParameter[], mstudioseqdesc_t &seqdesc, int iSequence, int iLocalIndex, float &flSetting, int &index ) |
|
|
{ |
|
|
if (!pStudioHdr) |
|
|
{ |
|
|
flSetting = 0; |
|
|
index = 0; |
|
|
return; |
|
|
} |
|
|
|
|
|
int iPose = pStudioHdr->GetSharedPoseParameter( iSequence, seqdesc.paramindex[iLocalIndex] ); |
|
|
|
|
|
if (iPose == -1) |
|
|
{ |
|
|
flSetting = 0; |
|
|
index = 0; |
|
|
return; |
|
|
} |
|
|
|
|
|
const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iPose ); |
|
|
|
|
|
float flValue = poseParameter[iPose]; |
|
|
|
|
|
if (Pose.loop) |
|
|
{ |
|
|
float wrap = (Pose.start + Pose.end) / 2.0 + Pose.loop / 2.0; |
|
|
float shift = Pose.loop - wrap; |
|
|
|
|
|
flValue = flValue - Pose.loop * floor((flValue + shift) / Pose.loop); |
|
|
} |
|
|
|
|
|
if (seqdesc.posekeyindex == 0) |
|
|
{ |
|
|
float flLocalStart = ((float)seqdesc.paramstart[iLocalIndex] - Pose.start) / (Pose.end - Pose.start); |
|
|
float flLocalEnd = ((float)seqdesc.paramend[iLocalIndex] - Pose.start) / (Pose.end - Pose.start); |
|
|
|
|
|
// convert into local range |
|
|
flSetting = (flValue - flLocalStart) / (flLocalEnd - flLocalStart); |
|
|
|
|
|
// clamp. This shouldn't ever need to happen if it's looping. |
|
|
if (flSetting < 0) |
|
|
flSetting = 0; |
|
|
if (flSetting > 1) |
|
|
flSetting = 1; |
|
|
|
|
|
index = 0; |
|
|
if (seqdesc.groupsize[iLocalIndex] > 2 ) |
|
|
{ |
|
|
// estimate index |
|
|
index = (int)(flSetting * (seqdesc.groupsize[iLocalIndex] - 1)); |
|
|
if (index == seqdesc.groupsize[iLocalIndex] - 1) index = seqdesc.groupsize[iLocalIndex] - 2; |
|
|
flSetting = flSetting * (seqdesc.groupsize[iLocalIndex] - 1) - index; |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
flValue = flValue * (Pose.end - Pose.start) + Pose.start; |
|
|
index = 0; |
|
|
|
|
|
// FIXME: this needs to be 2D |
|
|
// FIXME: this shouldn't be a linear search |
|
|
|
|
|
while (1) |
|
|
{ |
|
|
flSetting = (flValue - seqdesc.poseKey( iLocalIndex, index )) / (seqdesc.poseKey( iLocalIndex, index + 1 ) - seqdesc.poseKey( iLocalIndex, index )); |
|
|
/* |
|
|
if (index > 0 && flSetting < 0.0) |
|
|
{ |
|
|
index--; |
|
|
continue; |
|
|
} |
|
|
else |
|
|
*/ |
|
|
if (index < seqdesc.groupsize[iLocalIndex] - 2 && flSetting > 1.0) |
|
|
{ |
|
|
index++; |
|
|
continue; |
|
|
} |
|
|
break; |
|
|
} |
|
|
|
|
|
// clamp. |
|
|
if (flSetting < 0.0f) |
|
|
flSetting = 0.0f; |
|
|
if (flSetting > 1.0f) |
|
|
flSetting = 1.0f; |
|
|
} |
|
|
} |
|
|
|
|
|
void Studio_CalcBoneToBoneTransform( const CStudioHdr *pStudioHdr, int inputBoneIndex, int outputBoneIndex, matrix3x4_t& matrixOut ) |
|
|
{ |
|
|
mstudiobone_t *pbone = pStudioHdr->pBone( inputBoneIndex ); |
|
|
|
|
|
matrix3x4_t inputToPose; |
|
|
MatrixInvert( pbone->poseToBone, inputToPose ); |
|
|
ConcatTransforms( pStudioHdr->pBone( outputBoneIndex )->poseToBone, inputToPose, matrixOut ); |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate a pose for a single sequence |
|
|
//----------------------------------------------------------------------------- |
|
|
void InitPose( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
int boneMask |
|
|
) |
|
|
{ |
|
|
if (!pStudioHdr->pLinearBones()) |
|
|
{ |
|
|
for (int i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
if (pStudioHdr->boneFlags( i ) & boneMask ) |
|
|
{ |
|
|
mstudiobone_t *pbone = pStudioHdr->pBone( i ); |
|
|
pos[i] = pbone->pos; |
|
|
q[i] = pbone->quat; |
|
|
} |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones(); |
|
|
for (int i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
if (pStudioHdr->boneFlags( i ) & boneMask ) |
|
|
{ |
|
|
pos[i] = pLinearBones->pos(i); |
|
|
q[i] = pLinearBones->quat(i); |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
inline bool PoseIsAllZeros( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
int sequence, |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
int i0, |
|
|
int i1 |
|
|
) |
|
|
{ |
|
|
int baseanim; |
|
|
|
|
|
// remove "zero" positional blends |
|
|
baseanim = pStudioHdr->iRelativeAnim( sequence, seqdesc.anim(i0 ,i1 ) ); |
|
|
mstudioanimdesc_t &anim = ((CStudioHdr *)pStudioHdr)->pAnimdesc( baseanim ); |
|
|
return (anim.flags & STUDIO_ALLZEROS) != 0; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: turn a 2x2 blend into a 3 way triangle blend |
|
|
// Returns: returns the animination indices and barycentric coordinates of a triangle |
|
|
// the triangle is a right triangle, and the diagonal is between elements [0] and [2] |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
static ConVar anim_3wayblend( "anim_3wayblend", "1", FCVAR_REPLICATED, "Toggle the 3-way animation blending code." ); |
|
|
|
|
|
void Calc3WayBlendIndices( int i0, int i1, float s0, float s1, const mstudioseqdesc_t &seqdesc, int *pAnimIndices, float *pWeight ) |
|
|
{ |
|
|
// Figure out which bi-section direction we are using to make triangles. |
|
|
bool bEven = ( ( ( i0 + i1 ) & 0x1 ) == 0 ); |
|
|
|
|
|
int x1, y1; |
|
|
int x2, y2; |
|
|
int x3, y3; |
|
|
|
|
|
// diagonal is between elements 1 & 3 |
|
|
// TL to BR |
|
|
if ( bEven ) |
|
|
{ |
|
|
if ( s0 > s1 ) |
|
|
{ |
|
|
// B |
|
|
x1 = 0; y1 = 0; |
|
|
x2 = 1; y2 = 0; |
|
|
x3 = 1; y3 = 1; |
|
|
pWeight[0] = (1.0f - s0); |
|
|
pWeight[1] = s0 - s1; |
|
|
} |
|
|
else |
|
|
{ |
|
|
// C |
|
|
x1 = 1; y1 = 1; |
|
|
x2 = 0; y2 = 1; |
|
|
x3 = 0; y3 = 0; |
|
|
pWeight[0] = s0; |
|
|
pWeight[1] = s1 - s0; |
|
|
} |
|
|
} |
|
|
// BL to TR |
|
|
else |
|
|
{ |
|
|
float flTotal = s0 + s1; |
|
|
|
|
|
if( flTotal > 1.0f ) |
|
|
{ |
|
|
// D |
|
|
x1 = 1; y1 = 0; |
|
|
x2 = 1; y2 = 1; |
|
|
x3 = 0; y3 = 1; |
|
|
pWeight[0] = (1.0f - s1); |
|
|
pWeight[1] = s0 - 1.0f + s1; |
|
|
} |
|
|
else |
|
|
{ |
|
|
// A |
|
|
x1 = 0; y1 = 1; |
|
|
x2 = 0; y2 = 0; |
|
|
x3 = 1; y3 = 0; |
|
|
pWeight[0] = s1; |
|
|
pWeight[1] = 1.0f - s0 - s1; |
|
|
} |
|
|
} |
|
|
|
|
|
pAnimIndices[0] = seqdesc.anim( i0 + x1, i1 + y1 ); |
|
|
pAnimIndices[1] = seqdesc.anim( i0 + x2, i1 + y2 ); |
|
|
pAnimIndices[2] = seqdesc.anim( i0 + x3, i1 + y3 ); |
|
|
|
|
|
/* |
|
|
float w0 = ((x2-x3)*(y3-s1) - (x3-s0)*(y2-y3)) / ((x1-x3)*(y2-y3) - (x2-x3)*(y1-y3)); |
|
|
float w1 = ((x1-x3)*(y3-s1) - (x3-s0)*(y1-y3)) / ((x2-x3)*(y1-y3) - (x1-x3)*(y2-y3)); |
|
|
Assert( pWeight[0] == w0 && pWeight[1] == w1 ); |
|
|
*/ |
|
|
|
|
|
// clamp the diagonal |
|
|
if (pWeight[1] < 0.001f) |
|
|
pWeight[1] = 0.0f; |
|
|
pWeight[2] = 1.0f - pWeight[0] - pWeight[1]; |
|
|
|
|
|
Assert( pWeight[0] >= 0.0f && pWeight[0] <= 1.0f ); |
|
|
Assert( pWeight[1] >= 0.0f && pWeight[1] <= 1.0f ); |
|
|
Assert( pWeight[2] >= 0.0f && pWeight[2] <= 1.0f ); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate a pose for a single sequence |
|
|
//----------------------------------------------------------------------------- |
|
|
bool CalcPoseSingle( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
int sequence, |
|
|
float cycle, |
|
|
const float poseParameter[], |
|
|
int boneMask, |
|
|
float flTime |
|
|
) |
|
|
{ |
|
|
bool bResult = true; |
|
|
|
|
|
Vector *pos2 = g_VectorPool.Alloc(); |
|
|
Quaternion *q2 = g_QaternionPool.Alloc(); |
|
|
Vector *pos3= g_VectorPool.Alloc(); |
|
|
Quaternion *q3 = g_QaternionPool.Alloc(); |
|
|
|
|
|
if (sequence >= pStudioHdr->GetNumSeq()) |
|
|
{ |
|
|
sequence = 0; |
|
|
seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence ); |
|
|
} |
|
|
|
|
|
|
|
|
int i0 = 0, i1 = 0; |
|
|
float s0 = 0, s1 = 0; |
|
|
|
|
|
Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, sequence, 0, s0, i0 ); |
|
|
Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, sequence, 1, s1, i1 ); |
|
|
|
|
|
|
|
|
if (seqdesc.flags & STUDIO_REALTIME) |
|
|
{ |
|
|
float cps = Studio_CPS( pStudioHdr, seqdesc, sequence, poseParameter ); |
|
|
cycle = flTime * cps; |
|
|
cycle = cycle - (int)cycle; |
|
|
} |
|
|
else if (seqdesc.flags & STUDIO_CYCLEPOSE) |
|
|
{ |
|
|
int iPose = pStudioHdr->GetSharedPoseParameter( sequence, seqdesc.cycleposeindex ); |
|
|
if (iPose != -1) |
|
|
{ |
|
|
/* |
|
|
const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iPose ); |
|
|
cycle = poseParameter[ iPose ] * (Pose.end - Pose.start) + Pose.start; |
|
|
*/ |
|
|
cycle = poseParameter[ iPose ]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
cycle = 0.0f; |
|
|
} |
|
|
} |
|
|
else if (cycle < 0 || cycle >= 1) |
|
|
{ |
|
|
if (seqdesc.flags & STUDIO_LOOPING) |
|
|
{ |
|
|
cycle = cycle - (int)cycle; |
|
|
if (cycle < 0) cycle += 1; |
|
|
} |
|
|
else |
|
|
{ |
|
|
cycle = clamp( cycle, 0.0f, 1.0f ); |
|
|
} |
|
|
} |
|
|
|
|
|
if (s0 < 0.001) |
|
|
{ |
|
|
if (s1 < 0.001) |
|
|
{ |
|
|
if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0, i1 )) |
|
|
{ |
|
|
bResult = false; |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1 ), cycle, boneMask ); |
|
|
} |
|
|
} |
|
|
else if (s1 > 0.999) |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1+1 ), cycle, boneMask ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1 ), cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0 , i1+1 ), cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask ); |
|
|
} |
|
|
} |
|
|
else if (s0 > 0.999) |
|
|
{ |
|
|
if (s1 < 0.001) |
|
|
{ |
|
|
if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0+1, i1 )) |
|
|
{ |
|
|
bResult = false; |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1 ), cycle, boneMask ); |
|
|
} |
|
|
} |
|
|
else if (s1 > 0.999) |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1+1 ), cycle, boneMask ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1 ), cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1, i1+1 ), cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
if (s1 < 0.001) |
|
|
{ |
|
|
if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0+1, i1 )) |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask ); |
|
|
ScaleBones( pStudioHdr, q, pos, sequence, 1.0 - s0, boneMask ); |
|
|
} |
|
|
else if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0, i1 )) |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1 ,i1 ), cycle, boneMask ); |
|
|
ScaleBones( pStudioHdr, q, pos, sequence, s0, boneMask ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1 ), cycle, boneMask ); |
|
|
|
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask ); |
|
|
} |
|
|
} |
|
|
else if (s1 > 0.999) |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1+1 ), cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1+1 ), cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask ); |
|
|
} |
|
|
else if ( !anim_3wayblend.GetBool() ) |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1 ), cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask ); |
|
|
|
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0 , i1+1), cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos3, q3, seqdesc, sequence, seqdesc.anim( i0+1, i1+1), cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q2, pos2, seqdesc, sequence, q3, pos3, s0, boneMask ); |
|
|
|
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
int iAnimIndices[3]; |
|
|
float weight[3]; |
|
|
|
|
|
Calc3WayBlendIndices( i0, i1, s0, s1, seqdesc, iAnimIndices, weight ); |
|
|
|
|
|
/* |
|
|
char buf[256]; |
|
|
sprintf( buf, "%d %6.2f %d %6.2f : %6.2f %6.2f %6.2f\n", i0, s0, i1, s1, weight[0], weight[1], weight[2] ); |
|
|
OutputDebugString( buf ); |
|
|
*/ |
|
|
|
|
|
if (weight[1] < 0.001) |
|
|
{ |
|
|
// on diagonal |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, iAnimIndices[0], cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, iAnimIndices[2], cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, weight[2] / (weight[0] + weight[2]), boneMask ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, iAnimIndices[0], cycle, boneMask ); |
|
|
CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, iAnimIndices[1], cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, weight[1] / (weight[0] + weight[1]), boneMask ); |
|
|
|
|
|
CalcAnimation( pStudioHdr, pos3, q3, seqdesc, sequence, iAnimIndices[2], cycle, boneMask ); |
|
|
BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q3, pos3, weight[2], boneMask ); |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
g_VectorPool.Free( pos2 ); |
|
|
g_QaternionPool.Free( q2 ); |
|
|
g_VectorPool.Free( pos3 ); |
|
|
g_QaternionPool.Free( q3 ); |
|
|
|
|
|
return bResult; |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate a pose for a single sequence |
|
|
// adds autolayers, runs local ik rukes |
|
|
//----------------------------------------------------------------------------- |
|
|
void CBoneSetup::AddSequenceLayers( |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
int sequence, |
|
|
float cycle, |
|
|
float flWeight, |
|
|
float flTime, |
|
|
CIKContext *pIKContext |
|
|
) |
|
|
{ |
|
|
for (int i = 0; i < seqdesc.numautolayers; i++) |
|
|
{ |
|
|
mstudioautolayer_t *pLayer = seqdesc.pAutolayer( i ); |
|
|
|
|
|
if (pLayer->flags & STUDIO_AL_LOCAL) |
|
|
continue; |
|
|
|
|
|
float layerCycle = cycle; |
|
|
float layerWeight = flWeight; |
|
|
|
|
|
if (pLayer->start != pLayer->end) |
|
|
{ |
|
|
float s = 1.0; |
|
|
float index; |
|
|
|
|
|
if (!(pLayer->flags & STUDIO_AL_POSE)) |
|
|
{ |
|
|
index = cycle; |
|
|
} |
|
|
else |
|
|
{ |
|
|
int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence ); |
|
|
int iPose = m_pStudioHdr->GetSharedPoseParameter( iSequence, pLayer->iPose ); |
|
|
if (iPose != -1) |
|
|
{ |
|
|
const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)m_pStudioHdr)->pPoseParameter( iPose ); |
|
|
index = m_flPoseParameter[ iPose ] * (Pose.end - Pose.start) + Pose.start; |
|
|
} |
|
|
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 = SimpleSpline( s ); |
|
|
} |
|
|
|
|
|
if ((pLayer->flags & STUDIO_AL_XFADE) && (index > 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)) |
|
|
{ |
|
|
layerCycle = (cycle - pLayer->start) / (pLayer->end - pLayer->start); |
|
|
} |
|
|
} |
|
|
|
|
|
int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence ); |
|
|
AccumulatePose( pos, q, iSequence, layerCycle, layerWeight, flTime, pIKContext ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate a pose for a single sequence |
|
|
// adds autolayers, runs local ik rukes |
|
|
//----------------------------------------------------------------------------- |
|
|
void CBoneSetup::AddLocalLayers( |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
int sequence, |
|
|
float cycle, |
|
|
float flWeight, |
|
|
float flTime, |
|
|
CIKContext *pIKContext |
|
|
) |
|
|
{ |
|
|
if (!(seqdesc.flags & STUDIO_LOCAL)) |
|
|
{ |
|
|
return; |
|
|
} |
|
|
|
|
|
for (int i = 0; i < seqdesc.numautolayers; i++) |
|
|
{ |
|
|
mstudioautolayer_t *pLayer = seqdesc.pAutolayer( i ); |
|
|
|
|
|
if (!(pLayer->flags & STUDIO_AL_LOCAL)) |
|
|
continue; |
|
|
|
|
|
float layerCycle = cycle; |
|
|
float layerWeight = flWeight; |
|
|
|
|
|
if (pLayer->start != pLayer->end) |
|
|
{ |
|
|
float s = 1.0; |
|
|
|
|
|
if (cycle < pLayer->start) |
|
|
continue; |
|
|
if (cycle >= pLayer->end) |
|
|
continue; |
|
|
|
|
|
if (cycle < pLayer->peak && pLayer->start != pLayer->peak) |
|
|
{ |
|
|
s = (cycle - pLayer->start) / (pLayer->peak - pLayer->start); |
|
|
} |
|
|
else if (cycle > pLayer->tail && pLayer->end != pLayer->tail) |
|
|
{ |
|
|
s = (pLayer->end - cycle) / (pLayer->end - pLayer->tail); |
|
|
} |
|
|
|
|
|
if (pLayer->flags & STUDIO_AL_SPLINE) |
|
|
{ |
|
|
s = SimpleSpline( s ); |
|
|
} |
|
|
|
|
|
if ((pLayer->flags & STUDIO_AL_XFADE) && (cycle > pLayer->tail)) |
|
|
{ |
|
|
layerWeight = ( s * flWeight ) / ( 1 - flWeight + s * flWeight ); |
|
|
} |
|
|
else if (pLayer->flags & STUDIO_AL_NOBLEND) |
|
|
{ |
|
|
layerWeight = s; |
|
|
} |
|
|
else |
|
|
{ |
|
|
layerWeight = flWeight * s; |
|
|
} |
|
|
|
|
|
layerCycle = (cycle - pLayer->start) / (pLayer->end - pLayer->start); |
|
|
} |
|
|
|
|
|
int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence ); |
|
|
AccumulatePose( pos, q, iSequence, layerCycle, layerWeight, flTime, pIKContext ); |
|
|
} |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: my sleezy attempt at an interface only class |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
IBoneSetup::IBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger ) |
|
|
{ |
|
|
m_pBoneSetup = new CBoneSetup( pStudioHdr, boneMask, poseParameter, pPoseDebugger ); |
|
|
} |
|
|
|
|
|
IBoneSetup::~IBoneSetup( void ) |
|
|
{ |
|
|
if ( m_pBoneSetup ) |
|
|
{ |
|
|
delete m_pBoneSetup; |
|
|
} |
|
|
} |
|
|
|
|
|
void IBoneSetup::InitPose( Vector pos[], Quaternion q[] ) |
|
|
{ |
|
|
::InitPose( m_pBoneSetup->m_pStudioHdr, pos, q, m_pBoneSetup->m_boneMask ); |
|
|
} |
|
|
|
|
|
void IBoneSetup::AccumulatePose( Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext ) |
|
|
{ |
|
|
m_pBoneSetup->AccumulatePose( pos, q, sequence, cycle, flWeight, flTime, pIKContext ); |
|
|
} |
|
|
|
|
|
void IBoneSetup::CalcAutoplaySequences( Vector pos[], Quaternion q[], float flRealTime, CIKContext *pIKContext ) |
|
|
{ |
|
|
m_pBoneSetup->CalcAutoplaySequences( pos, q, flRealTime, pIKContext ); |
|
|
} |
|
|
|
|
|
void CalcBoneAdj( const CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], const float controllers[], int boneMask ); |
|
|
|
|
|
// takes a "controllers[]" array normalized to 0..1 and adds in the adjustments to pos[], and q[]. |
|
|
void IBoneSetup::CalcBoneAdj( Vector pos[], Quaternion q[], const float controllers[] ) |
|
|
{ |
|
|
::CalcBoneAdj( m_pBoneSetup->m_pStudioHdr, pos, q, controllers, m_pBoneSetup->m_boneMask ); |
|
|
} |
|
|
|
|
|
CStudioHdr *IBoneSetup::GetStudioHdr() |
|
|
{ |
|
|
return (CStudioHdr *)m_pBoneSetup->m_pStudioHdr; |
|
|
} |
|
|
|
|
|
CBoneSetup::CBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger ) |
|
|
{ |
|
|
m_pStudioHdr = pStudioHdr; |
|
|
m_boneMask = boneMask; |
|
|
m_flPoseParameter = poseParameter; |
|
|
m_pPoseDebugger = pPoseDebugger; |
|
|
} |
|
|
|
|
|
#if 0 |
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate a pose for a single sequence |
|
|
// adds autolayers, runs local ik rukes |
|
|
//----------------------------------------------------------------------------- |
|
|
void CalcPose( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
CIKContext *pIKContext, |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
int sequence, |
|
|
float cycle, |
|
|
const float poseParameter[], |
|
|
int boneMask, |
|
|
float flWeight, |
|
|
float flTime |
|
|
) |
|
|
{ |
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence ); |
|
|
|
|
|
Assert( flWeight >= 0.0f && flWeight <= 1.0f ); |
|
|
// This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up |
|
|
flWeight = clamp( flWeight, 0.0f, 1.0f ); |
|
|
|
|
|
// add any IK locks to prevent numautolayers from moving extremities |
|
|
CIKContext seq_ik; |
|
|
if (seqdesc.numiklocks) |
|
|
{ |
|
|
seq_ik.Init( pStudioHdr, vec3_angle, vec3_origin, 0.0, 0, boneMask ); // local space relative so absolute position doesn't mater |
|
|
seq_ik.AddSequenceLocks( seqdesc, pos, q ); |
|
|
} |
|
|
|
|
|
CalcPoseSingle( pStudioHdr, pos, q, seqdesc, sequence, cycle, poseParameter, boneMask, flTime ); |
|
|
|
|
|
if ( pIKContext ) |
|
|
{ |
|
|
pIKContext->AddDependencies( seqdesc, sequence, cycle, poseParameter, flWeight ); |
|
|
} |
|
|
|
|
|
AddSequenceLayers( pStudioHdr, pIKContext, pos, q, seqdesc, sequence, cycle, poseParameter, boneMask, flWeight, flTime ); |
|
|
|
|
|
if (seqdesc.numiklocks) |
|
|
{ |
|
|
seq_ik.SolveSequenceLocks( seqdesc, pos, q ); |
|
|
} |
|
|
} |
|
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: accumulate a pose for a single sequence on top of existing animation |
|
|
// adds autolayers, runs local ik rukes |
|
|
//----------------------------------------------------------------------------- |
|
|
void CBoneSetup::AccumulatePose( |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
int sequence, |
|
|
float cycle, |
|
|
float flWeight, |
|
|
float flTime, |
|
|
CIKContext *pIKContext |
|
|
) |
|
|
{ |
|
|
Vector pos2[MAXSTUDIOBONES]; |
|
|
QuaternionAligned q2[MAXSTUDIOBONES]; |
|
|
|
|
|
Assert( flWeight >= 0.0f && flWeight <= 1.0f ); |
|
|
// This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up |
|
|
flWeight = clamp( flWeight, 0.0f, 1.0f ); |
|
|
|
|
|
if ( sequence < 0 ) |
|
|
return; |
|
|
|
|
|
#ifdef CLIENT_DLL |
|
|
// Trigger pose debugger |
|
|
if (m_pPoseDebugger) |
|
|
{ |
|
|
m_pPoseDebugger->AccumulatePose( m_pStudioHdr, pIKContext, pos, q, sequence, cycle, m_flPoseParameter, m_boneMask, flWeight, flTime ); |
|
|
} |
|
|
#endif |
|
|
|
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)m_pStudioHdr)->pSeqdesc( sequence ); |
|
|
|
|
|
// add any IK locks to prevent extremities from moving |
|
|
CIKContext seq_ik; |
|
|
if (seqdesc.numiklocks) |
|
|
{ |
|
|
seq_ik.Init( m_pStudioHdr, vec3_angle, vec3_origin, 0.0, 0, m_boneMask ); // local space relative so absolute position doesn't mater |
|
|
seq_ik.AddSequenceLocks( seqdesc, pos, q ); |
|
|
} |
|
|
|
|
|
if (seqdesc.flags & STUDIO_LOCAL) |
|
|
{ |
|
|
::InitPose( m_pStudioHdr, pos2, q2, m_boneMask ); |
|
|
} |
|
|
|
|
|
if (CalcPoseSingle( m_pStudioHdr, pos2, q2, seqdesc, sequence, cycle, m_flPoseParameter, m_boneMask, flTime )) |
|
|
{ |
|
|
// this weight is wrong, the IK rules won't composite at the correct intensity |
|
|
AddLocalLayers( pos2, q2, seqdesc, sequence, cycle, 1.0, flTime, pIKContext ); |
|
|
SlerpBones( m_pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, flWeight, m_boneMask ); |
|
|
} |
|
|
|
|
|
|
|
|
if ( pIKContext ) |
|
|
{ |
|
|
pIKContext->AddDependencies( seqdesc, sequence, cycle, m_flPoseParameter, flWeight ); |
|
|
} |
|
|
|
|
|
AddSequenceLayers( pos, q, seqdesc, sequence, cycle, flWeight, flTime, pIKContext ); |
|
|
|
|
|
if (seqdesc.numiklocks) |
|
|
{ |
|
|
seq_ik.SolveSequenceLocks( seqdesc, pos, q ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: blend together q1,pos1 with q2,pos2. Return result in q1,pos1. |
|
|
// 0 returns q1, pos1. 1 returns q2, pos2 |
|
|
//----------------------------------------------------------------------------- |
|
|
void CalcBoneAdj( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
const float controllers[], |
|
|
int boneMask |
|
|
) |
|
|
{ |
|
|
int i, j, k; |
|
|
float value; |
|
|
mstudiobonecontroller_t *pbonecontroller; |
|
|
Vector p0; |
|
|
RadianEuler a0; |
|
|
Quaternion q0; |
|
|
|
|
|
for (j = 0; j < pStudioHdr->numbonecontrollers(); j++) |
|
|
{ |
|
|
pbonecontroller = pStudioHdr->pBonecontroller( j ); |
|
|
k = pbonecontroller->bone; |
|
|
|
|
|
if (pStudioHdr->boneFlags( k ) & boneMask) |
|
|
{ |
|
|
i = pbonecontroller->inputfield; |
|
|
value = controllers[i]; |
|
|
if (value < 0) value = 0; |
|
|
if (value > 1.0) value = 1.0; |
|
|
value = (1.0 - value) * pbonecontroller->start + value * pbonecontroller->end; |
|
|
|
|
|
switch(pbonecontroller->type & STUDIO_TYPES) |
|
|
{ |
|
|
case STUDIO_XR: |
|
|
a0.Init( value * (M_PI / 180.0), 0, 0 ); |
|
|
AngleQuaternion( a0, q0 ); |
|
|
QuaternionSM( 1.0, q0, q[k], q[k] ); |
|
|
break; |
|
|
case STUDIO_YR: |
|
|
a0.Init( 0, value * (M_PI / 180.0), 0 ); |
|
|
AngleQuaternion( a0, q0 ); |
|
|
QuaternionSM( 1.0, q0, q[k], q[k] ); |
|
|
break; |
|
|
case STUDIO_ZR: |
|
|
a0.Init( 0, 0, value * (M_PI / 180.0) ); |
|
|
AngleQuaternion( a0, q0 ); |
|
|
QuaternionSM( 1.0, q0, q[k], q[k] ); |
|
|
break; |
|
|
case STUDIO_X: |
|
|
pos[k].x += value; |
|
|
break; |
|
|
case STUDIO_Y: |
|
|
pos[k].y += value; |
|
|
break; |
|
|
case STUDIO_Z: |
|
|
pos[k].z += value; |
|
|
break; |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void CalcBoneDerivatives( Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &prev, const matrix3x4_t ¤t, float dt ) |
|
|
{ |
|
|
float scale = 1.0; |
|
|
if ( dt > 0 ) |
|
|
{ |
|
|
scale = 1.0 / dt; |
|
|
} |
|
|
|
|
|
Vector endPosition, startPosition, deltaAxis; |
|
|
QAngle endAngles, startAngles; |
|
|
float deltaAngle; |
|
|
|
|
|
MatrixAngles( prev, startAngles, startPosition ); |
|
|
MatrixAngles( current, endAngles, endPosition ); |
|
|
|
|
|
velocity.x = (endPosition.x - startPosition.x) * scale; |
|
|
velocity.y = (endPosition.y - startPosition.y) * scale; |
|
|
velocity.z = (endPosition.z - startPosition.z) * scale; |
|
|
RotationDeltaAxisAngle( startAngles, endAngles, deltaAxis, deltaAngle ); |
|
|
VectorScale( deltaAxis, (deltaAngle * scale), angVel ); |
|
|
} |
|
|
|
|
|
void CalcBoneVelocityFromDerivative( const QAngle &vecAngles, Vector &velocity, AngularImpulse &angVel, const matrix3x4_t ¤t ) |
|
|
{ |
|
|
Vector vecLocalVelocity; |
|
|
AngularImpulse LocalAngVel; |
|
|
Quaternion q; |
|
|
float angle; |
|
|
MatrixAngles( current, q, vecLocalVelocity ); |
|
|
QuaternionAxisAngle( q, LocalAngVel, angle ); |
|
|
LocalAngVel *= angle; |
|
|
|
|
|
matrix3x4_t matAngles; |
|
|
AngleMatrix( vecAngles, matAngles ); |
|
|
VectorTransform( vecLocalVelocity, matAngles, velocity ); |
|
|
VectorTransform( LocalAngVel, matAngles, angVel ); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CIKSolver |
|
|
{ |
|
|
public: |
|
|
//-------- SOLVE TWO LINK INVERSE KINEMATICS ------------- |
|
|
// Author: Ken Perlin |
|
|
// |
|
|
// Given a two link joint from [0,0,0] to end effector position P, |
|
|
// let link lengths be a and b, and let norm |P| = c. Clearly a+b <= c. |
|
|
// |
|
|
// Problem: find a "knee" position Q such that |Q| = a and |P-Q| = b. |
|
|
// |
|
|
// In the case of a point on the x axis R = [c,0,0], there is a |
|
|
// closed form solution S = [d,e,0], where |S| = a and |R-S| = b: |
|
|
// |
|
|
// d2+e2 = a2 -- because |S| = a |
|
|
// (c-d)2+e2 = b2 -- because |R-S| = b |
|
|
// |
|
|
// c2-2cd+d2+e2 = b2 -- combine the two equations |
|
|
// c2-2cd = b2 - a2 |
|
|
// c-2d = (b2-a2)/c |
|
|
// d - c/2 = (a2-b2)/c / 2 |
|
|
// |
|
|
// d = (c + (a2-b2/c) / 2 -- to solve for d and e. |
|
|
// e = sqrt(a2-d2) |
|
|
|
|
|
static float findD(float a, float b, float c) { |
|
|
return (c + (a*a-b*b)/c) / 2; |
|
|
} |
|
|
static float findE(float a, float d) { return sqrt(a*a-d*d); } |
|
|
|
|
|
// This leads to a solution to the more general problem: |
|
|
// |
|
|
// (1) R = Mfwd(P) -- rotate P onto the x axis |
|
|
// (2) Solve for S |
|
|
// (3) Q = Minv(S) -- rotate back again |
|
|
|
|
|
float Mfwd[3][3]; |
|
|
float Minv[3][3]; |
|
|
|
|
|
bool solve(float A, float B, float const P[], float const D[], float Q[]) { |
|
|
float R[3]; |
|
|
defineM(P,D); |
|
|
rot(Minv,P,R); |
|
|
float r = length(R); |
|
|
float d = findD(A,B,r); |
|
|
float e = findE(A,d); |
|
|
float S[3] = {d,e,0}; |
|
|
rot(Mfwd,S,Q); |
|
|
return d > (r - B) && d < A; |
|
|
} |
|
|
|
|
|
// If "knee" position Q needs to be as close as possible to some point D, |
|
|
// then choose M such that M(D) is in the y>0 half of the z=0 plane. |
|
|
// |
|
|
// Given that constraint, define the forward and inverse of M as follows: |
|
|
|
|
|
void defineM(float const P[], float const D[]) { |
|
|
float *X = Minv[0], *Y = Minv[1], *Z = Minv[2]; |
|
|
|
|
|
// Minv defines a coordinate system whose x axis contains P, so X = unit(P). |
|
|
int i; |
|
|
for (i = 0 ; i < 3 ; i++) |
|
|
X[i] = P[i]; |
|
|
normalize(X); |
|
|
|
|
|
// Its y axis is perpendicular to P, so Y = unit( E - X(E<EFBFBD>X) ). |
|
|
|
|
|
float dDOTx = dot(D,X); |
|
|
for (i = 0 ; i < 3 ; i++) |
|
|
Y[i] = D[i] - dDOTx * X[i]; |
|
|
normalize(Y); |
|
|
|
|
|
// Its z axis is perpendicular to both X and Y, so Z = X<EFBFBD>Y. |
|
|
|
|
|
cross(X,Y,Z); |
|
|
|
|
|
// Mfwd = (Minv)T, since transposing inverts a rotation matrix. |
|
|
|
|
|
for (i = 0 ; i < 3 ; i++) { |
|
|
Mfwd[i][0] = Minv[0][i]; |
|
|
Mfwd[i][1] = Minv[1][i]; |
|
|
Mfwd[i][2] = Minv[2][i]; |
|
|
} |
|
|
} |
|
|
|
|
|
//------------ GENERAL VECTOR MATH SUPPORT ----------- |
|
|
|
|
|
static float dot(float const a[], float const b[]) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } |
|
|
|
|
|
static float length(float const v[]) { return sqrt( dot(v,v) ); } |
|
|
|
|
|
static void normalize(float v[]) { |
|
|
float norm = length(v); |
|
|
for (int i = 0 ; i < 3 ; i++) |
|
|
v[i] /= norm; |
|
|
} |
|
|
|
|
|
static void cross(float const a[], float const b[], float c[]) { |
|
|
c[0] = a[1] * b[2] - a[2] * b[1]; |
|
|
c[1] = a[2] * b[0] - a[0] * b[2]; |
|
|
c[2] = a[0] * b[1] - a[1] * b[0]; |
|
|
} |
|
|
|
|
|
static void rot(float const M[3][3], float const src[], float dst[]) { |
|
|
for (int i = 0 ; i < 3 ; i++) |
|
|
dst[i] = dot(M[i],src); |
|
|
} |
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: visual debugging code |
|
|
//----------------------------------------------------------------------------- |
|
|
#if 1 |
|
|
inline void debugLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration) { }; |
|
|
#else |
|
|
extern void drawLine( const Vector &p1, const Vector &p2, int r = 0, int g = 0, int b = 1, bool noDepthTest = true, float duration = 0.1 ); |
|
|
void debugLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration) |
|
|
{ |
|
|
drawLine( origin, dest, r, g, b, noDepthTest, duration ); |
|
|
} |
|
|
#endif |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: for a 2 bone chain, find the IK solution and reset the matrices |
|
|
//----------------------------------------------------------------------------- |
|
|
bool Studio_SolveIK( mstudioikchain_t *pikchain, Vector &targetFoot, matrix3x4_t *pBoneToWorld ) |
|
|
{ |
|
|
if (pikchain->pLink(0)->kneeDir.LengthSqr() > 0.0) |
|
|
{ |
|
|
Vector targetKneeDir, targetKneePos; |
|
|
// FIXME: knee length should be as long as the legs |
|
|
Vector tmp = pikchain->pLink( 0 )->kneeDir; |
|
|
VectorRotate( tmp, pBoneToWorld[ pikchain->pLink( 0 )->bone ], targetKneeDir ); |
|
|
MatrixPosition( pBoneToWorld[ pikchain->pLink( 1 )->bone ], targetKneePos ); |
|
|
return Studio_SolveIK( pikchain->pLink( 0 )->bone, pikchain->pLink( 1 )->bone, pikchain->pLink( 2 )->bone, targetFoot, targetKneePos, targetKneeDir, pBoneToWorld ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
return Studio_SolveIK( pikchain->pLink( 0 )->bone, pikchain->pLink( 1 )->bone, pikchain->pLink( 2 )->bone, targetFoot, pBoneToWorld ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
#define KNEEMAX_EPSILON 0.9998 // (0.9998 is about 1 degree) |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Solve Knee position for a known hip and foot location, but no specific knee direction preference |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, matrix3x4_t *pBoneToWorld ) |
|
|
{ |
|
|
Vector worldFoot, worldKnee, worldThigh; |
|
|
|
|
|
MatrixPosition( pBoneToWorld[ iThigh ], worldThigh ); |
|
|
MatrixPosition( pBoneToWorld[ iKnee ], worldKnee ); |
|
|
MatrixPosition( pBoneToWorld[ iFoot ], worldFoot ); |
|
|
|
|
|
//debugLine( worldThigh, worldKnee, 0, 0, 255, true, 0 ); |
|
|
//debugLine( worldKnee, worldFoot, 0, 0, 255, true, 0 ); |
|
|
|
|
|
Vector ikFoot, ikKnee; |
|
|
|
|
|
ikFoot = targetFoot - worldThigh; |
|
|
ikKnee = worldKnee - worldThigh; |
|
|
|
|
|
float l1 = (worldKnee-worldThigh).Length(); |
|
|
float l2 = (worldFoot-worldKnee).Length(); |
|
|
float l3 = (worldFoot-worldThigh).Length(); |
|
|
|
|
|
// leg too straight to figure out knee? |
|
|
if (l3 > (l1 + l2) * KNEEMAX_EPSILON) |
|
|
{ |
|
|
return false; |
|
|
} |
|
|
|
|
|
Vector ikHalf = (worldFoot-worldThigh) * (l1 / l3); |
|
|
|
|
|
// FIXME: what to do when the knee completely straight? |
|
|
Vector ikKneeDir = ikKnee - ikHalf; |
|
|
VectorNormalize( ikKneeDir ); |
|
|
|
|
|
return Studio_SolveIK( iThigh, iKnee, iFoot, targetFoot, worldKnee, ikKneeDir, pBoneToWorld ); |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Realign the matrix so that its X axis points along the desired axis. |
|
|
//----------------------------------------------------------------------------- |
|
|
void Studio_AlignIKMatrix( matrix3x4_t &mMat, const Vector &vAlignTo ) |
|
|
{ |
|
|
Vector tmp1, tmp2, tmp3; |
|
|
|
|
|
// Column 0 (X) becomes the vector. |
|
|
tmp1 = vAlignTo; |
|
|
VectorNormalize( tmp1 ); |
|
|
MatrixSetColumn( tmp1, 0, mMat ); |
|
|
|
|
|
// Column 1 (Y) is the cross of the vector and column 2 (Z). |
|
|
MatrixGetColumn( mMat, 2, tmp3 ); |
|
|
tmp2 = tmp3.Cross( tmp1 ); |
|
|
VectorNormalize( tmp2 ); |
|
|
// FIXME: check for X being too near to Z |
|
|
MatrixSetColumn( tmp2, 1, mMat ); |
|
|
|
|
|
// Column 2 (Z) is the cross of columns 0 (X) and 1 (Y). |
|
|
tmp3 = tmp1.Cross( tmp2 ); |
|
|
MatrixSetColumn( tmp3, 2, mMat ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Solve Knee position for a known hip and foot location, and a known knee direction |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4_t *pBoneToWorld ) |
|
|
{ |
|
|
Vector worldFoot, worldKnee, worldThigh; |
|
|
|
|
|
MatrixPosition( pBoneToWorld[ iThigh ], worldThigh ); |
|
|
MatrixPosition( pBoneToWorld[ iKnee ], worldKnee ); |
|
|
MatrixPosition( pBoneToWorld[ iFoot ], worldFoot ); |
|
|
|
|
|
//debugLine( worldThigh, worldKnee, 0, 0, 255, true, 0 ); |
|
|
//debugLine( worldThigh, worldThigh + targetKneeDir, 0, 0, 255, true, 0 ); |
|
|
// debugLine( worldKnee, targetKnee, 0, 0, 255, true, 0 ); |
|
|
|
|
|
Vector ikFoot, ikTargetKnee, ikKnee; |
|
|
|
|
|
ikFoot = targetFoot - worldThigh; |
|
|
ikKnee = targetKneePos - worldThigh; |
|
|
|
|
|
float l1 = (worldKnee-worldThigh).Length(); |
|
|
float l2 = (worldFoot-worldKnee).Length(); |
|
|
|
|
|
// exaggerate knee targets for legs that are nearly straight |
|
|
// FIXME: should be configurable, and the ikKnee should be from the original animation, not modifed |
|
|
float d = (targetFoot-worldThigh).Length() - min( l1, l2 ); |
|
|
d = max( l1 + l2, d ); |
|
|
// FIXME: too short knee directions cause trouble |
|
|
d = d * 100; |
|
|
|
|
|
ikTargetKnee = ikKnee + targetKneeDir * d; |
|
|
|
|
|
// debugLine( worldKnee, worldThigh + ikTargetKnee, 0, 0, 255, true, 0 ); |
|
|
|
|
|
int color[3] = { 0, 255, 0 }; |
|
|
|
|
|
// too far away? (0.9998 is about 1 degree) |
|
|
if (ikFoot.Length() > (l1 + l2) * KNEEMAX_EPSILON) |
|
|
{ |
|
|
VectorNormalize( ikFoot ); |
|
|
VectorScale( ikFoot, (l1 + l2) * KNEEMAX_EPSILON, ikFoot ); |
|
|
color[0] = 255; color[1] = 0; color[2] = 0; |
|
|
} |
|
|
|
|
|
// too close? |
|
|
// limit distance to about an 80 degree knee bend |
|
|
float minDist = max( fabs(l1 - l2) * 1.15, min( l1, l2 ) * 0.15 ); |
|
|
if (ikFoot.Length() < minDist) |
|
|
{ |
|
|
// too close to get an accurate vector, just use original vector |
|
|
ikFoot = (worldFoot - worldThigh); |
|
|
VectorNormalize( ikFoot ); |
|
|
VectorScale( ikFoot, minDist, ikFoot ); |
|
|
} |
|
|
|
|
|
CIKSolver ik; |
|
|
if (ik.solve( l1, l2, ikFoot.Base(), ikTargetKnee.Base(), ikKnee.Base() )) |
|
|
{ |
|
|
matrix3x4_t& mWorldThigh = pBoneToWorld[ iThigh ]; |
|
|
matrix3x4_t& mWorldKnee = pBoneToWorld[ iKnee ]; |
|
|
matrix3x4_t& mWorldFoot = pBoneToWorld[ iFoot ]; |
|
|
|
|
|
//debugLine( worldThigh, ikKnee + worldThigh, 255, 0, 0, true, 0 ); |
|
|
//debugLine( ikKnee + worldThigh, ikFoot + worldThigh, 255, 0, 0, true,0 ); |
|
|
|
|
|
// debugLine( worldThigh, ikKnee + worldThigh, color[0], color[1], color[2], true, 0 ); |
|
|
// debugLine( ikKnee + worldThigh, ikFoot + worldThigh, color[0], color[1], color[2], true,0 ); |
|
|
|
|
|
|
|
|
// build transformation matrix for thigh |
|
|
Studio_AlignIKMatrix( mWorldThigh, ikKnee ); |
|
|
Studio_AlignIKMatrix( mWorldKnee, ikFoot - ikKnee ); |
|
|
|
|
|
|
|
|
mWorldKnee[0][3] = ikKnee.x + worldThigh.x; |
|
|
mWorldKnee[1][3] = ikKnee.y + worldThigh.y; |
|
|
mWorldKnee[2][3] = ikKnee.z + worldThigh.z; |
|
|
|
|
|
mWorldFoot[0][3] = ikFoot.x + worldThigh.x; |
|
|
mWorldFoot[1][3] = ikFoot.y + worldThigh.y; |
|
|
mWorldFoot[2][3] = ikFoot.z + worldThigh.z; |
|
|
|
|
|
return true; |
|
|
} |
|
|
else |
|
|
{ |
|
|
/* |
|
|
debugLine( worldThigh, worldThigh + ikKnee, 255, 0, 0, true, 0 ); |
|
|
debugLine( worldThigh + ikKnee, worldThigh + ikFoot, 255, 0, 0, true, 0 ); |
|
|
debugLine( worldThigh + ikFoot, worldThigh, 255, 0, 0, true, 0 ); |
|
|
debugLine( worldThigh + ikKnee, worldThigh + ikTargetKnee, 255, 0, 0, true, 0 ); |
|
|
*/ |
|
|
return false; |
|
|
} |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_IKRuleWeight( mstudioikrule_t &ikRule, const mstudioanimdesc_t *panim, float flCycle, int &iFrame, float &fraq ) |
|
|
{ |
|
|
if (ikRule.end > 1.0f && flCycle < ikRule.start) |
|
|
{ |
|
|
flCycle = flCycle + 1.0f; |
|
|
} |
|
|
|
|
|
float value = 0.0f; |
|
|
fraq = (panim->numframes - 1) * (flCycle - ikRule.start) + ikRule.iStart; |
|
|
iFrame = (int)fraq; |
|
|
fraq = fraq - iFrame; |
|
|
|
|
|
if (flCycle < ikRule.start) |
|
|
{ |
|
|
iFrame = ikRule.iStart; |
|
|
fraq = 0.0f; |
|
|
return 0.0f; |
|
|
} |
|
|
else if (flCycle < ikRule.peak ) |
|
|
{ |
|
|
value = (flCycle - ikRule.start) / (ikRule.peak - ikRule.start); |
|
|
} |
|
|
else if (flCycle < ikRule.tail ) |
|
|
{ |
|
|
return 1.0f; |
|
|
} |
|
|
else if (flCycle < ikRule.end ) |
|
|
{ |
|
|
value = 1.0f - ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail)); |
|
|
} |
|
|
else |
|
|
{ |
|
|
fraq = (panim->numframes - 1) * (ikRule.end - ikRule.start) + ikRule.iStart; |
|
|
iFrame = (int)fraq; |
|
|
fraq = fraq - iFrame; |
|
|
} |
|
|
return SimpleSpline( value ); |
|
|
} |
|
|
|
|
|
|
|
|
float Studio_IKRuleWeight( ikcontextikrule_t &ikRule, float flCycle ) |
|
|
{ |
|
|
if (ikRule.end > 1.0f && flCycle < ikRule.start) |
|
|
{ |
|
|
flCycle = flCycle + 1.0f; |
|
|
} |
|
|
|
|
|
float value = 0.0f; |
|
|
if (flCycle < ikRule.start) |
|
|
{ |
|
|
return 0.0f; |
|
|
} |
|
|
else if (flCycle < ikRule.peak ) |
|
|
{ |
|
|
value = (flCycle - ikRule.start) / (ikRule.peak - ikRule.start); |
|
|
} |
|
|
else if (flCycle < ikRule.tail ) |
|
|
{ |
|
|
return 1.0f; |
|
|
} |
|
|
else if (flCycle < ikRule.end ) |
|
|
{ |
|
|
value = 1.0f - ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail)); |
|
|
} |
|
|
return 3.0f * value * value - 2.0f * value * value * value; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_IKShouldLatch( ikcontextikrule_t &ikRule, float flCycle ) |
|
|
{ |
|
|
if (ikRule.end > 1.0f && flCycle < ikRule.start) |
|
|
{ |
|
|
flCycle = flCycle + 1.0f; |
|
|
} |
|
|
|
|
|
if (flCycle < ikRule.peak ) |
|
|
{ |
|
|
return false; |
|
|
} |
|
|
else if (flCycle < ikRule.end ) |
|
|
{ |
|
|
return true; |
|
|
} |
|
|
return false; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_IKTail( ikcontextikrule_t &ikRule, float flCycle ) |
|
|
{ |
|
|
if (ikRule.end > 1.0f && flCycle < ikRule.start) |
|
|
{ |
|
|
flCycle = flCycle + 1.0f; |
|
|
} |
|
|
|
|
|
if (flCycle <= ikRule.tail ) |
|
|
{ |
|
|
return 0.0f; |
|
|
} |
|
|
else if (flCycle < ikRule.end ) |
|
|
{ |
|
|
return ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail)); |
|
|
} |
|
|
return 0.0; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
bool Studio_IKAnimationError( const CStudioHdr *pStudioHdr, mstudioikrule_t *pRule, const mstudioanimdesc_t *panim, float flCycle, Vector &pos, Quaternion &q, float &flWeight ) |
|
|
{ |
|
|
float fraq; |
|
|
int iFrame; |
|
|
|
|
|
flWeight = Studio_IKRuleWeight( *pRule, panim, flCycle, iFrame, fraq ); |
|
|
Assert( fraq >= 0.0 && fraq < 1.0 ); |
|
|
Assert( flWeight >= 0.0f && flWeight <= 1.0f ); |
|
|
|
|
|
// This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up |
|
|
flWeight = clamp( flWeight, 0.0f, 1.0f ); |
|
|
|
|
|
if (pRule->type != IK_GROUND && flWeight < 0.0001) |
|
|
return false; |
|
|
|
|
|
mstudioikerror_t *pError = pRule->pError( iFrame ); |
|
|
if (pError != NULL) |
|
|
{ |
|
|
if (fraq < 0.001) |
|
|
{ |
|
|
q = pError[0].q; |
|
|
pos = pError[0].pos; |
|
|
} |
|
|
else |
|
|
{ |
|
|
QuaternionBlend( pError[0].q, pError[1].q, fraq, q ); |
|
|
pos = pError[0].pos * (1.0f - fraq) + pError[1].pos * fraq; |
|
|
} |
|
|
return true; |
|
|
} |
|
|
|
|
|
mstudiocompressedikerror_t *pCompressed = pRule->pCompressedError(); |
|
|
if (pCompressed != NULL) |
|
|
{ |
|
|
CalcDecompressedAnimation( pCompressed, iFrame - pRule->iStart, fraq, pos, q ); |
|
|
return true; |
|
|
} |
|
|
// no data, disable IK rule |
|
|
Assert( 0 ); |
|
|
flWeight = 0.0f; |
|
|
return false; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: For a specific sequence:rule, find where it starts, stops, and what |
|
|
// the estimated offset from the connection point is. |
|
|
// return true if the rule is within bounds. |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_IKSequenceError( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, int iRule, const float poseParameter[], mstudioanimdesc_t *panim[4], float weight[4], ikcontextikrule_t &ikRule ) |
|
|
{ |
|
|
int i; |
|
|
|
|
|
memset( &ikRule, 0, sizeof(ikRule) ); |
|
|
ikRule.start = ikRule.peak = ikRule.tail = ikRule.end = 0; |
|
|
|
|
|
|
|
|
mstudioikrule_t *prevRule = NULL; |
|
|
|
|
|
// find overall influence |
|
|
for (i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i]) |
|
|
{ |
|
|
if (iRule >= panim[i]->numikrules || panim[i]->numikrules != panim[0]->numikrules) |
|
|
{ |
|
|
Assert( 0 ); |
|
|
return false; |
|
|
} |
|
|
|
|
|
mstudioikrule_t *pRule = panim[i]->pIKRule( iRule ); |
|
|
if (pRule == NULL) |
|
|
return false; |
|
|
|
|
|
float dt = 0.0; |
|
|
if (prevRule != NULL) |
|
|
{ |
|
|
if (pRule->start - prevRule->start > 0.5) |
|
|
{ |
|
|
dt = -1.0; |
|
|
} |
|
|
else if (pRule->start - prevRule->start < -0.5) |
|
|
{ |
|
|
dt = 1.0; |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
prevRule = pRule; |
|
|
} |
|
|
|
|
|
ikRule.start += (pRule->start + dt) * weight[i]; |
|
|
ikRule.peak += (pRule->peak + dt) * weight[i]; |
|
|
ikRule.tail += (pRule->tail + dt) * weight[i]; |
|
|
ikRule.end += (pRule->end + dt) * weight[i]; |
|
|
} |
|
|
} |
|
|
if (ikRule.start > 1.0) |
|
|
{ |
|
|
ikRule.start -= 1.0; |
|
|
ikRule.peak -= 1.0; |
|
|
ikRule.tail -= 1.0; |
|
|
ikRule.end -= 1.0; |
|
|
} |
|
|
else if (ikRule.start < 0.0) |
|
|
{ |
|
|
ikRule.start += 1.0; |
|
|
ikRule.peak += 1.0; |
|
|
ikRule.tail += 1.0; |
|
|
ikRule.end += 1.0; |
|
|
} |
|
|
|
|
|
ikRule.flWeight = Studio_IKRuleWeight( ikRule, flCycle ); |
|
|
if (ikRule.flWeight <= 0.001f) |
|
|
{ |
|
|
// go ahead and allow IK_GROUND rules a virtual looping section |
|
|
if ( panim[0]->pIKRule( iRule ) == NULL ) |
|
|
return false; |
|
|
if ((panim[0]->flags & STUDIO_LOOPING) && panim[0]->pIKRule( iRule )->type == IK_GROUND && ikRule.end - ikRule.start > 0.75 ) |
|
|
{ |
|
|
ikRule.flWeight = 0.001; |
|
|
flCycle = ikRule.end - 0.001; |
|
|
} |
|
|
else |
|
|
{ |
|
|
return false; |
|
|
} |
|
|
} |
|
|
|
|
|
Assert( ikRule.flWeight > 0.0f ); |
|
|
|
|
|
ikRule.pos.Init(); |
|
|
ikRule.q.Init(); |
|
|
|
|
|
// find target error |
|
|
float total = 0.0f; |
|
|
for (i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i]) |
|
|
{ |
|
|
Vector pos1; |
|
|
Quaternion q1; |
|
|
float w; |
|
|
|
|
|
mstudioikrule_t *pRule = panim[i]->pIKRule( iRule ); |
|
|
if (pRule == NULL) |
|
|
return false; |
|
|
|
|
|
ikRule.chain = pRule->chain; // FIXME: this is anim local |
|
|
ikRule.bone = pRule->bone; // FIXME: this is anim local |
|
|
ikRule.type = pRule->type; |
|
|
ikRule.slot = pRule->slot; |
|
|
|
|
|
ikRule.height += pRule->height * weight[i]; |
|
|
ikRule.floor += pRule->floor * weight[i]; |
|
|
ikRule.radius += pRule->radius * weight[i]; |
|
|
ikRule.drop += pRule->drop * weight[i]; |
|
|
ikRule.top += pRule->top * weight[i]; |
|
|
|
|
|
// keep track of tail condition |
|
|
ikRule.release += Studio_IKTail( ikRule, flCycle ) * weight[i]; |
|
|
|
|
|
// only check rules with error values |
|
|
switch( ikRule.type ) |
|
|
{ |
|
|
case IK_SELF: |
|
|
case IK_WORLD: |
|
|
case IK_GROUND: |
|
|
case IK_ATTACHMENT: |
|
|
{ |
|
|
int bResult = Studio_IKAnimationError( pStudioHdr, pRule, panim[i], flCycle, pos1, q1, w ); |
|
|
|
|
|
if (bResult) |
|
|
{ |
|
|
ikRule.pos = ikRule.pos + pos1 * weight[i]; |
|
|
QuaternionAccumulate( ikRule.q, weight[i], q1, ikRule.q ); |
|
|
total += weight[i]; |
|
|
} |
|
|
} |
|
|
break; |
|
|
default: |
|
|
total += weight[i]; |
|
|
break; |
|
|
} |
|
|
|
|
|
ikRule.latched = Studio_IKShouldLatch( ikRule, flCycle ) * ikRule.flWeight; |
|
|
|
|
|
if (ikRule.type == IK_ATTACHMENT) |
|
|
{ |
|
|
ikRule.szLabel = pRule->pszAttachment(); |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
if (total <= 0.0001f) |
|
|
{ |
|
|
return false; |
|
|
} |
|
|
|
|
|
if (total < 0.999f) |
|
|
{ |
|
|
VectorScale( ikRule.pos, 1.0f / total, ikRule.pos ); |
|
|
QuaternionScale( ikRule.q, 1.0f / total, ikRule.q ); |
|
|
} |
|
|
|
|
|
if (ikRule.type == IK_SELF && ikRule.bone != -1) |
|
|
{ |
|
|
// FIXME: this is anim local, not seq local! |
|
|
ikRule.bone = pStudioHdr->RemapSeqBone( iSequence, ikRule.bone ); |
|
|
if (ikRule.bone == -1) |
|
|
return false; |
|
|
} |
|
|
|
|
|
QuaternionNormalize( ikRule.q ); |
|
|
return true; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
CIKContext::CIKContext() |
|
|
{ |
|
|
m_target.EnsureCapacity( 12 ); // FIXME: this sucks, shouldn't it be grown? |
|
|
m_iFramecounter = -1; |
|
|
m_pStudioHdr = NULL; |
|
|
m_flTime = -1.0f; |
|
|
m_target.SetSize( 0 ); |
|
|
} |
|
|
|
|
|
|
|
|
void CIKContext::Init( const CStudioHdr *pStudioHdr, const QAngle &angles, const Vector &pos, float flTime, int iFramecounter, int boneMask ) |
|
|
{ |
|
|
m_pStudioHdr = pStudioHdr; |
|
|
m_ikChainRule.RemoveAll(); // m_numikrules = 0; |
|
|
if (pStudioHdr->numikchains()) |
|
|
{ |
|
|
m_ikChainRule.SetSize( pStudioHdr->numikchains() ); |
|
|
|
|
|
// FIXME: Brutal hackery to prevent a crash |
|
|
if (m_target.Count() == 0) |
|
|
{ |
|
|
m_target.SetSize(12); |
|
|
memset( m_target.Base(), 0, sizeof(m_target[0])*m_target.Count() ); |
|
|
ClearTargets(); |
|
|
} |
|
|
|
|
|
} |
|
|
else |
|
|
{ |
|
|
m_target.SetSize( 0 ); |
|
|
} |
|
|
AngleMatrix( angles, pos, m_rootxform ); |
|
|
m_iFramecounter = iFramecounter; |
|
|
m_flTime = flTime; |
|
|
m_boneMask = boneMask; |
|
|
} |
|
|
|
|
|
void CIKContext::AddDependencies( mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight ) |
|
|
{ |
|
|
int i; |
|
|
|
|
|
if ( m_pStudioHdr->numikchains() == 0) |
|
|
return; |
|
|
|
|
|
if (seqdesc.numikrules == 0) |
|
|
return; |
|
|
|
|
|
ikcontextikrule_t ikrule; |
|
|
|
|
|
Assert( flWeight >= 0.0f && flWeight <= 1.0f ); |
|
|
// This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up |
|
|
flWeight = clamp( flWeight, 0.0f, 1.0f ); |
|
|
|
|
|
// unify this |
|
|
if (seqdesc.flags & STUDIO_REALTIME) |
|
|
{ |
|
|
float cps = Studio_CPS( m_pStudioHdr, seqdesc, iSequence, poseParameters ); |
|
|
flCycle = m_flTime * cps; |
|
|
flCycle = flCycle - (int)flCycle; |
|
|
} |
|
|
else if (flCycle < 0 || flCycle >= 1) |
|
|
{ |
|
|
if (seqdesc.flags & STUDIO_LOOPING) |
|
|
{ |
|
|
flCycle = flCycle - (int)flCycle; |
|
|
if (flCycle < 0) flCycle += 1; |
|
|
} |
|
|
else |
|
|
{ |
|
|
flCycle = max( 0.f, min( flCycle, 0.9999f ) ); |
|
|
} |
|
|
} |
|
|
|
|
|
mstudioanimdesc_t *panim[4]; |
|
|
float weight[4]; |
|
|
|
|
|
Studio_SeqAnims( m_pStudioHdr, seqdesc, iSequence, poseParameters, panim, weight ); |
|
|
|
|
|
// FIXME: add proper number of rules!!! |
|
|
for (i = 0; i < seqdesc.numikrules; i++) |
|
|
{ |
|
|
if ( !Studio_IKSequenceError( m_pStudioHdr, seqdesc, iSequence, flCycle, i, poseParameters, panim, weight, ikrule ) ) |
|
|
continue; |
|
|
|
|
|
// don't add rule if the bone isn't going to be calculated |
|
|
int bone = m_pStudioHdr->pIKChain( ikrule.chain )->pLink( 2 )->bone; |
|
|
if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask)) |
|
|
continue; |
|
|
|
|
|
// or if its relative bone isn't going to be calculated |
|
|
if ( ikrule.bone >= 0 && !(m_pStudioHdr->boneFlags( ikrule.bone ) & m_boneMask)) |
|
|
continue; |
|
|
|
|
|
// FIXME: Brutal hackery to prevent a crash |
|
|
if (m_target.Count() == 0) |
|
|
{ |
|
|
m_target.SetSize(12); |
|
|
memset( m_target.Base(), 0, sizeof(m_target[0])*m_target.Count() ); |
|
|
ClearTargets(); |
|
|
} |
|
|
|
|
|
ikrule.flRuleWeight = flWeight; |
|
|
|
|
|
if (ikrule.flRuleWeight * ikrule.flWeight > 0.999) |
|
|
{ |
|
|
if ( ikrule.type != IK_UNLATCH) |
|
|
{ |
|
|
// clear out chain if rule is 100% |
|
|
m_ikChainRule.Element( ikrule.chain ).RemoveAll( ); |
|
|
if ( ikrule.type == IK_RELEASE) |
|
|
{ |
|
|
continue; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
int nIndex = m_ikChainRule.Element( ikrule.chain ).AddToTail( ); |
|
|
m_ikChainRule.Element( ikrule.chain ).Element( nIndex ) = ikrule; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::AddAutoplayLocks( Vector pos[], Quaternion q[] ) |
|
|
{ |
|
|
// skip all array access if no autoplay locks. |
|
|
if (m_pStudioHdr->GetNumIKAutoplayLocks() == 0) |
|
|
{ |
|
|
return; |
|
|
} |
|
|
|
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
|
|
|
int ikOffset = m_ikLock.AddMultipleToTail( m_pStudioHdr->GetNumIKAutoplayLocks() ); |
|
|
memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t)*m_pStudioHdr->GetNumIKAutoplayLocks() ); |
|
|
|
|
|
for (int i = 0; i < m_pStudioHdr->GetNumIKAutoplayLocks(); i++) |
|
|
{ |
|
|
const mstudioiklock_t &lock = ((CStudioHdr *)m_pStudioHdr)->pIKAutoplayLock( i ); |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( lock.chain ); |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
|
|
|
// don't bother with iklock if the bone isn't going to be calculated |
|
|
if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask)) |
|
|
continue; |
|
|
|
|
|
// eval current ik'd bone |
|
|
BuildBoneChain( pos, q, bone, boneToWorld, boneComputed ); |
|
|
|
|
|
ikcontextikrule_t &ikrule = m_ikLock[ i + ikOffset ]; |
|
|
|
|
|
ikrule.chain = lock.chain; |
|
|
ikrule.slot = i; |
|
|
ikrule.type = IK_WORLD; |
|
|
|
|
|
MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos ); |
|
|
|
|
|
// save off current knee direction |
|
|
if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0) |
|
|
{ |
|
|
Vector tmp = pchain->pLink( 0 )->kneeDir; |
|
|
VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir ); |
|
|
MatrixPosition( boneToWorld[ pchain->pLink( 1 )->bone ], ikrule.kneePos ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
ikrule.kneeDir.Init( ); |
|
|
} |
|
|
} |
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::AddSequenceLocks( mstudioseqdesc_t &seqdesc, Vector pos[], Quaternion q[] ) |
|
|
{ |
|
|
if ( m_pStudioHdr->numikchains() == 0) |
|
|
{ |
|
|
return; |
|
|
} |
|
|
|
|
|
if ( seqdesc.numiklocks == 0 ) |
|
|
{ |
|
|
return; |
|
|
} |
|
|
|
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
|
|
|
int ikOffset = m_ikLock.AddMultipleToTail( seqdesc.numiklocks ); |
|
|
memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t) * seqdesc.numiklocks ); |
|
|
|
|
|
for (int i = 0; i < seqdesc.numiklocks; i++) |
|
|
{ |
|
|
mstudioiklock_t *plock = seqdesc.pIKLock( i ); |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( plock->chain ); |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
|
|
|
// don't bother with iklock if the bone isn't going to be calculated |
|
|
if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask)) |
|
|
continue; |
|
|
|
|
|
// eval current ik'd bone |
|
|
BuildBoneChain( pos, q, bone, boneToWorld, boneComputed ); |
|
|
|
|
|
ikcontextikrule_t &ikrule = m_ikLock[i+ikOffset]; |
|
|
ikrule.chain = i; |
|
|
ikrule.slot = i; |
|
|
ikrule.type = IK_WORLD; |
|
|
|
|
|
MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos ); |
|
|
|
|
|
// save off current knee direction |
|
|
if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0) |
|
|
{ |
|
|
VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
ikrule.kneeDir.Init( ); |
|
|
} |
|
|
} |
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: build boneToWorld transforms for a specific bone |
|
|
//----------------------------------------------------------------------------- |
|
|
void CIKContext::BuildBoneChain( |
|
|
const Vector pos[], |
|
|
const Quaternion q[], |
|
|
int iBone, |
|
|
matrix3x4_t *pBoneToWorld, |
|
|
CBoneBitList &boneComputed ) |
|
|
{ |
|
|
Assert( m_pStudioHdr->boneFlags( iBone ) & m_boneMask ); |
|
|
::BuildBoneChain( m_pStudioHdr, m_rootxform, pos, q, iBone, pBoneToWorld, boneComputed ); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: build boneToWorld transforms for a specific bone |
|
|
//----------------------------------------------------------------------------- |
|
|
void BuildBoneChain( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
const matrix3x4_t &rootxform, |
|
|
const Vector pos[], |
|
|
const Quaternion q[], |
|
|
int iBone, |
|
|
matrix3x4_t *pBoneToWorld, |
|
|
CBoneBitList &boneComputed ) |
|
|
{ |
|
|
if ( boneComputed.IsBoneMarked(iBone) ) |
|
|
return; |
|
|
|
|
|
matrix3x4_t bonematrix; |
|
|
QuaternionMatrix( q[iBone], pos[iBone], bonematrix ); |
|
|
|
|
|
int parent = pStudioHdr->boneParent( iBone ); |
|
|
if (parent == -1) |
|
|
{ |
|
|
ConcatTransforms( rootxform, bonematrix, pBoneToWorld[iBone] ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
// evil recursive!!! |
|
|
BuildBoneChain( pStudioHdr, rootxform, pos, q, parent, pBoneToWorld, boneComputed ); |
|
|
ConcatTransforms( pBoneToWorld[parent], bonematrix, pBoneToWorld[iBone]); |
|
|
} |
|
|
boneComputed.MarkBone(iBone); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: turn a specific bones boneToWorld transform into a pos and q in parents bonespace |
|
|
//----------------------------------------------------------------------------- |
|
|
void SolveBone( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
int iBone, |
|
|
matrix3x4_t *pBoneToWorld, |
|
|
Vector pos[], |
|
|
Quaternion q[] |
|
|
) |
|
|
{ |
|
|
int iParent = pStudioHdr->boneParent( iBone ); |
|
|
|
|
|
matrix3x4_t worldToBone; |
|
|
MatrixInvert( pBoneToWorld[iParent], worldToBone ); |
|
|
|
|
|
matrix3x4_t local; |
|
|
ConcatTransforms( worldToBone, pBoneToWorld[iBone], local ); |
|
|
|
|
|
MatrixAngles( local, q[iBone], pos[iBone] ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::SetOwner( int entindex, const Vector &pos, const QAngle &angles ) |
|
|
{ |
|
|
latched.owner = entindex; |
|
|
latched.absOrigin = pos; |
|
|
latched.absAngles = angles; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::ClearOwner( void ) |
|
|
{ |
|
|
latched.owner = -1; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
int CIKTarget::GetOwner( void ) |
|
|
{ |
|
|
return latched.owner; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: update the latched IK values that are in a moving frame of reference |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::UpdateOwner( int entindex, const Vector &pos, const QAngle &angles ) |
|
|
{ |
|
|
if (pos == latched.absOrigin && angles == latched.absAngles) |
|
|
return; |
|
|
|
|
|
matrix3x4_t in, out; |
|
|
AngleMatrix( angles, pos, in ); |
|
|
AngleIMatrix( latched.absAngles, latched.absOrigin, out ); |
|
|
|
|
|
matrix3x4_t tmp1, tmp2; |
|
|
QuaternionMatrix( latched.q, latched.pos, tmp1 ); |
|
|
ConcatTransforms( out, tmp1, tmp2 ); |
|
|
ConcatTransforms( in, tmp2, tmp1 ); |
|
|
MatrixAngles( tmp1, latched.q, latched.pos ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: sets the ground position of an ik target |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::SetPos( const Vector &pos ) |
|
|
{ |
|
|
est.pos = pos; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: sets the ground "identity" orientation of an ik target |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::SetAngles( const QAngle &angles ) |
|
|
{ |
|
|
AngleQuaternion( angles, est.q ); |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: sets the ground "identity" orientation of an ik target |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::SetQuaternion( const Quaternion &q ) |
|
|
{ |
|
|
est.q = q; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculates a ground "identity" orientation based on the surface |
|
|
// normal of the ground and the desired ground identity orientation |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::SetNormal( const Vector &normal ) |
|
|
{ |
|
|
// recalculate foot angle based on slope of surface |
|
|
matrix3x4_t m1; |
|
|
Vector forward, right; |
|
|
QuaternionMatrix( est.q, m1 ); |
|
|
|
|
|
MatrixGetColumn( m1, 1, right ); |
|
|
forward = CrossProduct( right, normal ); |
|
|
right = CrossProduct( normal, forward ); |
|
|
MatrixSetColumn( forward, 0, m1 ); |
|
|
MatrixSetColumn( right, 1, m1 ); |
|
|
MatrixSetColumn( normal, 2, m1 ); |
|
|
QAngle a1; |
|
|
Vector p1; |
|
|
MatrixAngles( m1, est.q, p1 ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: estimates the ground impact at the center location assuming a the edge of |
|
|
// an Z axis aligned disc collided with it the surface. |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::SetPosWithNormalOffset( const Vector &pos, const Vector &normal ) |
|
|
{ |
|
|
// assume it's a disc edge intersecting with the floor, so try to estimate the z location of the center |
|
|
est.pos = pos; |
|
|
if (normal.z > 0.9999) |
|
|
{ |
|
|
return; |
|
|
} |
|
|
// clamp at 45 degrees |
|
|
else if (normal.z > 0.707) |
|
|
{ |
|
|
// tan == sin / cos |
|
|
float tan = sqrt( 1 - normal.z * normal.z ) / normal.z; |
|
|
est.pos.z = est.pos.z - est.radius * tan; |
|
|
} |
|
|
else |
|
|
{ |
|
|
est.pos.z = est.pos.z - est.radius; |
|
|
} |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::SetOnWorld( bool bOnWorld ) |
|
|
{ |
|
|
est.onWorld = bOnWorld; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool CIKTarget::IsActive() |
|
|
{ |
|
|
return (est.flWeight > 0.0f); |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::IKFailed( void ) |
|
|
{ |
|
|
latched.deltaPos.Init(); |
|
|
latched.deltaQ.Init(); |
|
|
latched.pos = ideal.pos; |
|
|
latched.q = ideal.q; |
|
|
est.latched = 0.0; |
|
|
est.flWeight = 0.0; |
|
|
est.onWorld = false; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKTarget::MoveReferenceFrame( Vector &deltaPos, QAngle &deltaAngles ) |
|
|
{ |
|
|
est.pos -= deltaPos; |
|
|
latched.pos -= deltaPos; |
|
|
offset.pos -= deltaPos; |
|
|
ideal.pos -= deltaPos; |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Invalidate any IK locks. |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::ClearTargets( void ) |
|
|
{ |
|
|
int i; |
|
|
for (i = 0; i < m_target.Count(); i++) |
|
|
{ |
|
|
m_target[i].latched.iFramecounter = -9999; |
|
|
} |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Run through the rules that survived and turn a specific bones boneToWorld |
|
|
// transform into a pos and q in parents bonespace |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::UpdateTargets( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed ) |
|
|
{ |
|
|
int i, j; |
|
|
|
|
|
for (i = 0; i < m_target.Count(); i++) |
|
|
{ |
|
|
m_target[i].est.flWeight = 0.0f; |
|
|
m_target[i].est.latched = 1.0f; |
|
|
m_target[i].est.release = 1.0f; |
|
|
m_target[i].est.height = 0.0f; |
|
|
m_target[i].est.floor = 0.0f; |
|
|
m_target[i].est.radius = 0.0f; |
|
|
m_target[i].offset.pos.Init(); |
|
|
m_target[i].offset.q.Init(); |
|
|
} |
|
|
|
|
|
AutoIKRelease( ); |
|
|
|
|
|
for (j = 0; j < m_ikChainRule.Count(); j++) |
|
|
{ |
|
|
for (i = 0; i < m_ikChainRule.Element( j ).Count(); i++) |
|
|
{ |
|
|
ikcontextikrule_t *pRule = &m_ikChainRule.Element( j ).Element( i ); |
|
|
|
|
|
// ikchainresult_t *pChainRule = &chainRule[ m_ikRule[i].chain ]; |
|
|
|
|
|
switch( pRule->type ) |
|
|
{ |
|
|
case IK_ATTACHMENT: |
|
|
case IK_GROUND: |
|
|
// case IK_SELF: |
|
|
{ |
|
|
matrix3x4_t footTarget; |
|
|
CIKTarget *pTarget = &m_target[pRule->slot]; |
|
|
pTarget->chain = pRule->chain; |
|
|
pTarget->type = pRule->type; |
|
|
|
|
|
if (pRule->type == IK_ATTACHMENT) |
|
|
{ |
|
|
pTarget->offset.pAttachmentName = pRule->szLabel; |
|
|
} |
|
|
else |
|
|
{ |
|
|
pTarget->offset.pAttachmentName = NULL; |
|
|
} |
|
|
|
|
|
if (pRule->flRuleWeight == 1.0f || pTarget->est.flWeight == 0.0f) |
|
|
{ |
|
|
pTarget->offset.q = pRule->q; |
|
|
pTarget->offset.pos = pRule->pos; |
|
|
pTarget->est.height = pRule->height; |
|
|
pTarget->est.floor = pRule->floor; |
|
|
pTarget->est.radius = pRule->radius; |
|
|
pTarget->est.latched = pRule->latched * pRule->flRuleWeight; |
|
|
pTarget->est.release = pRule->release; |
|
|
pTarget->est.flWeight = pRule->flWeight * pRule->flRuleWeight; |
|
|
} |
|
|
else |
|
|
{ |
|
|
QuaternionSlerp( pTarget->offset.q, pRule->q, pRule->flRuleWeight, pTarget->offset.q ); |
|
|
pTarget->offset.pos = Lerp( pRule->flRuleWeight, pTarget->offset.pos, pRule->pos ); |
|
|
pTarget->est.height = Lerp( pRule->flRuleWeight, pTarget->est.height, pRule->height ); |
|
|
pTarget->est.floor = Lerp( pRule->flRuleWeight, pTarget->est.floor, pRule->floor ); |
|
|
pTarget->est.radius = Lerp( pRule->flRuleWeight, pTarget->est.radius, pRule->radius ); |
|
|
//pTarget->est.latched = Lerp( pRule->flRuleWeight, pTarget->est.latched, pRule->latched ); |
|
|
pTarget->est.latched = min( pTarget->est.latched, pRule->latched ); |
|
|
pTarget->est.release = Lerp( pRule->flRuleWeight, pTarget->est.release, pRule->release ); |
|
|
pTarget->est.flWeight = Lerp( pRule->flRuleWeight, pTarget->est.flWeight, pRule->flWeight ); |
|
|
} |
|
|
|
|
|
if ( pRule->type == IK_GROUND ) |
|
|
{ |
|
|
pTarget->latched.deltaPos.z = 0; |
|
|
pTarget->est.pos.z = pTarget->est.floor + m_rootxform[2][3]; |
|
|
} |
|
|
} |
|
|
break; |
|
|
case IK_UNLATCH: |
|
|
{ |
|
|
CIKTarget *pTarget = &m_target[pRule->slot]; |
|
|
if (pRule->latched > 0.0) |
|
|
pTarget->est.latched = 0.0; |
|
|
else |
|
|
pTarget->est.latched = min( pTarget->est.latched, 1.0f - pRule->flWeight ); |
|
|
} |
|
|
break; |
|
|
case IK_RELEASE: |
|
|
{ |
|
|
CIKTarget *pTarget = &m_target[pRule->slot]; |
|
|
if (pRule->latched > 0.0) |
|
|
pTarget->est.latched = 0.0; |
|
|
else |
|
|
pTarget->est.latched = min( pTarget->est.latched, 1.0f - pRule->flWeight ); |
|
|
|
|
|
pTarget->est.flWeight = (pTarget->est.flWeight) * (1 - pRule->flWeight * pRule->flRuleWeight); |
|
|
} |
|
|
break; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
for (i = 0; i < m_target.Count(); i++) |
|
|
{ |
|
|
CIKTarget *pTarget = &m_target[i]; |
|
|
if (pTarget->est.flWeight > 0.0) |
|
|
{ |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pTarget->chain ); |
|
|
// ikchainresult_t *pChainRule = &chainRule[ i ]; |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
|
|
|
// eval current ik'd bone |
|
|
BuildBoneChain( pos, q, bone, boneToWorld, boneComputed ); |
|
|
|
|
|
// xform IK target error into world space |
|
|
matrix3x4_t local; |
|
|
matrix3x4_t worldFootpad; |
|
|
QuaternionMatrix( pTarget->offset.q, pTarget->offset.pos, local ); |
|
|
MatrixInvert( local, local ); |
|
|
ConcatTransforms( boneToWorld[bone], local, worldFootpad ); |
|
|
|
|
|
if (pTarget->est.latched == 1.0) |
|
|
{ |
|
|
pTarget->latched.bNeedsLatch = true; |
|
|
} |
|
|
else |
|
|
{ |
|
|
pTarget->latched.bNeedsLatch = false; |
|
|
} |
|
|
|
|
|
// disable latched position if it looks invalid |
|
|
if (m_iFramecounter < 0 || pTarget->latched.iFramecounter < m_iFramecounter - 1 || pTarget->latched.iFramecounter > m_iFramecounter) |
|
|
{ |
|
|
pTarget->latched.bHasLatch = false; |
|
|
pTarget->latched.influence = 0.0; |
|
|
} |
|
|
pTarget->latched.iFramecounter = m_iFramecounter; |
|
|
|
|
|
// find ideal contact position |
|
|
MatrixAngles( worldFootpad, pTarget->ideal.q, pTarget->ideal.pos ); |
|
|
pTarget->est.q = pTarget->ideal.q; |
|
|
pTarget->est.pos = pTarget->ideal.pos; |
|
|
|
|
|
float latched = pTarget->est.latched; |
|
|
|
|
|
if (pTarget->latched.bHasLatch) |
|
|
{ |
|
|
if (pTarget->est.latched == 1.0) |
|
|
{ |
|
|
// keep track of latch position error from ideal contact position |
|
|
pTarget->latched.deltaPos = pTarget->latched.pos - pTarget->est.pos; |
|
|
QuaternionSM( -1, pTarget->est.q, pTarget->latched.q, pTarget->latched.deltaQ ); |
|
|
pTarget->est.q = pTarget->latched.q; |
|
|
pTarget->est.pos = pTarget->latched.pos; |
|
|
} |
|
|
else if (pTarget->est.latched > 0.0) |
|
|
{ |
|
|
// ramp out latch differences during decay phase of rule |
|
|
if (latched > 0 && latched < pTarget->latched.influence) |
|
|
{ |
|
|
// latching has decreased |
|
|
float dt = pTarget->latched.influence - latched; |
|
|
if (pTarget->latched.influence > 0.0) |
|
|
dt = dt / pTarget->latched.influence; |
|
|
|
|
|
VectorScale( pTarget->latched.deltaPos, (1-dt), pTarget->latched.deltaPos ); |
|
|
QuaternionScale( pTarget->latched.deltaQ, (1-dt), pTarget->latched.deltaQ ); |
|
|
} |
|
|
|
|
|
// move ideal contact position by latched error factor |
|
|
pTarget->est.pos = pTarget->est.pos + pTarget->latched.deltaPos; |
|
|
QuaternionMA( pTarget->est.q, 1, pTarget->latched.deltaQ, pTarget->est.q ); |
|
|
pTarget->latched.q = pTarget->est.q; |
|
|
pTarget->latched.pos = pTarget->est.pos; |
|
|
} |
|
|
else |
|
|
{ |
|
|
pTarget->latched.bHasLatch = false; |
|
|
pTarget->latched.q = pTarget->est.q; |
|
|
pTarget->latched.pos = pTarget->est.pos; |
|
|
pTarget->latched.deltaPos.Init(); |
|
|
pTarget->latched.deltaQ.Init(); |
|
|
} |
|
|
pTarget->latched.influence = latched; |
|
|
} |
|
|
|
|
|
// check for illegal requests |
|
|
Vector p1, p2, p3; |
|
|
MatrixPosition( boneToWorld[pchain->pLink( 0 )->bone], p1 ); // hip |
|
|
MatrixPosition( boneToWorld[pchain->pLink( 1 )->bone], p2 ); // knee |
|
|
MatrixPosition( boneToWorld[pchain->pLink( 2 )->bone], p3 ); // foot |
|
|
|
|
|
float d1 = (p2 - p1).Length(); |
|
|
float d2 = (p3 - p2).Length(); |
|
|
|
|
|
if (pTarget->latched.bHasLatch) |
|
|
{ |
|
|
//float d3 = (p3 - p1).Length(); |
|
|
float d4 = (p3 + pTarget->latched.deltaPos - p1).Length(); |
|
|
|
|
|
// unstick feet when distance is too great |
|
|
if ((d4 < fabs( d1 - d2 ) || d4 * 0.95 > d1 + d2) && pTarget->est.latched > 0.2) |
|
|
{ |
|
|
pTarget->error.flTime = m_flTime; |
|
|
} |
|
|
|
|
|
// unstick feet when angle is too great |
|
|
if (pTarget->est.latched > 0.2) |
|
|
{ |
|
|
float d = fabs( pTarget->latched.deltaQ.w ) * 2.0f - 1.0f; // QuaternionDotProduct( pTarget->latched.q, pTarget->est.q ); |
|
|
|
|
|
// FIXME: cos(45), make property of chain |
|
|
if (d < 0.707) |
|
|
{ |
|
|
pTarget->error.flTime = m_flTime; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
Vector dt = pTarget->est.pos - p1; |
|
|
pTarget->trace.hipToFoot = VectorNormalize( dt ); |
|
|
pTarget->trace.hipToKnee = d1; |
|
|
pTarget->trace.kneeToFoot = d2; |
|
|
pTarget->trace.hip = p1; |
|
|
pTarget->trace.knee = p2; |
|
|
pTarget->trace.closest = p1 + dt * (fabs( d1 - d2 ) * 1.01); |
|
|
pTarget->trace.farthest = p1 + dt * (d1 + d2) * 0.99; |
|
|
pTarget->trace.lowest = p1 + Vector( 0, 0, -1 ) * (d1 + d2) * 0.99; |
|
|
// pTarget->trace.endpos = pTarget->est.pos; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: insert release rules if the ik rules were in error |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::AutoIKRelease( void ) |
|
|
{ |
|
|
int i; |
|
|
|
|
|
for (i = 0; i < m_target.Count(); i++) |
|
|
{ |
|
|
CIKTarget *pTarget = &m_target[i]; |
|
|
|
|
|
float dt = m_flTime - pTarget->error.flTime; |
|
|
if (pTarget->error.bInError || dt < 0.5) |
|
|
{ |
|
|
if (!pTarget->error.bInError) |
|
|
{ |
|
|
pTarget->error.ramp = 0.0; |
|
|
pTarget->error.flErrorTime = pTarget->error.flTime; |
|
|
pTarget->error.bInError = true; |
|
|
} |
|
|
|
|
|
float ft = m_flTime - pTarget->error.flErrorTime; |
|
|
if (dt < 0.25) |
|
|
{ |
|
|
pTarget->error.ramp = min( pTarget->error.ramp + ft * 4.0, 1.0 ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
pTarget->error.ramp = max( pTarget->error.ramp - ft * 4.0, 0.0 ); |
|
|
} |
|
|
if (pTarget->error.ramp > 0.0) |
|
|
{ |
|
|
ikcontextikrule_t ikrule; |
|
|
|
|
|
ikrule.chain = pTarget->chain; |
|
|
ikrule.bone = 0; |
|
|
ikrule.type = IK_RELEASE; |
|
|
ikrule.slot = i; |
|
|
ikrule.flWeight = SimpleSpline( pTarget->error.ramp ); |
|
|
ikrule.flRuleWeight = 1.0; |
|
|
ikrule.latched = dt < 0.25 ? 0.0 : ikrule.flWeight; |
|
|
|
|
|
// don't bother with AutoIKRelease if the bone isn't going to be calculated |
|
|
// this code is crashing for some unknown reason. |
|
|
if ( pTarget->chain >= 0 && pTarget->chain < m_pStudioHdr->numikchains()) |
|
|
{ |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pTarget->chain ); |
|
|
if (pchain != NULL) |
|
|
{ |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
if (bone >= 0 && bone < m_pStudioHdr->numbones()) |
|
|
{ |
|
|
mstudiobone_t *pBone = m_pStudioHdr->pBone( bone ); |
|
|
if (pBone != NULL) |
|
|
{ |
|
|
if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask)) |
|
|
{ |
|
|
pTarget->error.bInError = false; |
|
|
continue; |
|
|
} |
|
|
/* |
|
|
char buf[256]; |
|
|
sprintf( buf, "dt %.4f ft %.4f weight %.4f latched %.4f\n", dt, ft, ikrule.flWeight, ikrule.latched ); |
|
|
OutputDebugString( buf ); |
|
|
*/ |
|
|
|
|
|
int nIndex = m_ikChainRule.Element( ikrule.chain ).AddToTail( ); |
|
|
m_ikChainRule.Element( ikrule.chain ).Element( nIndex ) = ikrule; |
|
|
} |
|
|
else |
|
|
{ |
|
|
DevWarning( 1, "AutoIKRelease (%s) got a NULL pBone %d\n", m_pStudioHdr->pszName(), bone ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
DevWarning( 1, "AutoIKRelease (%s) got an out of range bone %d (%d)\n", m_pStudioHdr->pszName(), bone, m_pStudioHdr->numbones() ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
DevWarning( 1, "AutoIKRelease (%s) got a NULL pchain %d\n", m_pStudioHdr->pszName(), pTarget->chain ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
DevWarning( 1, "AutoIKRelease (%s) got an out of range chain %d (%d)\n", m_pStudioHdr->pszName(), pTarget->chain, m_pStudioHdr->numikchains()); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
pTarget->error.bInError = false; |
|
|
} |
|
|
pTarget->error.flErrorTime = m_flTime; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
void CIKContext::SolveDependencies( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed ) |
|
|
{ |
|
|
// ASSERT_NO_REENTRY(); |
|
|
|
|
|
matrix3x4_t worldTarget; |
|
|
int i, j; |
|
|
|
|
|
ikchainresult_t chainResult[32]; // allocate!!! |
|
|
|
|
|
// init chain rules |
|
|
for (i = 0; i < m_pStudioHdr->numikchains(); i++) |
|
|
{ |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i ); |
|
|
ikchainresult_t *pChainResult = &chainResult[ i ]; |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
|
|
|
pChainResult->target = -1; |
|
|
pChainResult->flWeight = 0.0; |
|
|
|
|
|
// don't bother with chain if the bone isn't going to be calculated |
|
|
if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask)) |
|
|
continue; |
|
|
|
|
|
// eval current ik'd bone |
|
|
BuildBoneChain( pos, q, bone, boneToWorld, boneComputed ); |
|
|
|
|
|
MatrixAngles( boneToWorld[bone], pChainResult->q, pChainResult->pos ); |
|
|
} |
|
|
|
|
|
for (j = 0; j < m_ikChainRule.Count(); j++) |
|
|
{ |
|
|
for (i = 0; i < m_ikChainRule.Element( j ).Count(); i++) |
|
|
{ |
|
|
ikcontextikrule_t *pRule = &m_ikChainRule.Element( j ).Element( i ); |
|
|
ikchainresult_t *pChainResult = &chainResult[ pRule->chain ]; |
|
|
pChainResult->target = -1; |
|
|
|
|
|
|
|
|
switch( pRule->type ) |
|
|
{ |
|
|
case IK_SELF: |
|
|
{ |
|
|
// xform IK target error into world space |
|
|
matrix3x4_t local; |
|
|
QuaternionMatrix( pRule->q, pRule->pos, local ); |
|
|
// eval target bone space |
|
|
if (pRule->bone != -1) |
|
|
{ |
|
|
BuildBoneChain( pos, q, pRule->bone, boneToWorld, boneComputed ); |
|
|
ConcatTransforms( boneToWorld[pRule->bone], local, worldTarget ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
ConcatTransforms( m_rootxform, local, worldTarget ); |
|
|
} |
|
|
|
|
|
float flWeight = pRule->flWeight * pRule->flRuleWeight; |
|
|
pChainResult->flWeight = pChainResult->flWeight * (1 - flWeight) + flWeight; |
|
|
|
|
|
Vector p2; |
|
|
Quaternion q2; |
|
|
|
|
|
// target p and q |
|
|
MatrixAngles( worldTarget, q2, p2 ); |
|
|
|
|
|
// debugLine( pChainResult->pos, p2, 0, 0, 255, true, 0.1 ); |
|
|
|
|
|
// blend in position and angles |
|
|
pChainResult->pos = pChainResult->pos * (1.0 - flWeight) + p2 * flWeight; |
|
|
QuaternionSlerp( pChainResult->q, q2, flWeight, pChainResult->q ); |
|
|
} |
|
|
break; |
|
|
case IK_WORLD: |
|
|
Assert( 0 ); |
|
|
break; |
|
|
|
|
|
case IK_ATTACHMENT: |
|
|
break; |
|
|
|
|
|
case IK_GROUND: |
|
|
break; |
|
|
|
|
|
case IK_RELEASE: |
|
|
{ |
|
|
// move target back towards original location |
|
|
float flWeight = pRule->flWeight * pRule->flRuleWeight; |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pRule->chain ); |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
|
|
|
Vector p2; |
|
|
Quaternion q2; |
|
|
|
|
|
BuildBoneChain( pos, q, bone, boneToWorld, boneComputed ); |
|
|
MatrixAngles( boneToWorld[bone], q2, p2 ); |
|
|
|
|
|
// blend in position and angles |
|
|
pChainResult->pos = pChainResult->pos * (1.0 - flWeight) + p2 * flWeight; |
|
|
QuaternionSlerp( pChainResult->q, q2, flWeight, pChainResult->q ); |
|
|
} |
|
|
break; |
|
|
case IK_UNLATCH: |
|
|
{ |
|
|
/* |
|
|
pChainResult->flWeight = pChainResult->flWeight * (1 - pRule->flWeight) + pRule->flWeight; |
|
|
|
|
|
pChainResult->pos = pChainResult->pos * (1.0 - pRule->flWeight ) + pChainResult->local.pos * pRule->flWeight; |
|
|
QuaternionSlerp( pChainResult->q, pChainResult->local.q, pRule->flWeight, pChainResult->q ); |
|
|
*/ |
|
|
} |
|
|
break; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
for (i = 0; i < m_target.Count(); i++) |
|
|
{ |
|
|
CIKTarget *pTarget = &m_target[i]; |
|
|
|
|
|
if (m_target[i].est.flWeight > 0.0) |
|
|
{ |
|
|
matrix3x4_t worldFootpad; |
|
|
matrix3x4_t local; |
|
|
//mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( m_target[i].chain ); |
|
|
ikchainresult_t *pChainResult = &chainResult[ pTarget->chain ]; |
|
|
|
|
|
AngleMatrix(pTarget->offset.q, pTarget->offset.pos, local ); |
|
|
|
|
|
AngleMatrix( pTarget->est.q, pTarget->est.pos, worldFootpad ); |
|
|
|
|
|
ConcatTransforms( worldFootpad, local, worldTarget ); |
|
|
|
|
|
Vector p2; |
|
|
Quaternion q2; |
|
|
// target p and q |
|
|
MatrixAngles( worldTarget, q2, p2 ); |
|
|
// MatrixAngles( worldTarget, pChainResult->q, pChainResult->pos ); |
|
|
|
|
|
// blend in position and angles |
|
|
pChainResult->flWeight = pTarget->est.flWeight; |
|
|
pChainResult->pos = pChainResult->pos * (1.0 - pChainResult->flWeight ) + p2 * pChainResult->flWeight; |
|
|
QuaternionSlerp( pChainResult->q, q2, pChainResult->flWeight, pChainResult->q ); |
|
|
} |
|
|
|
|
|
if (pTarget->latched.bNeedsLatch) |
|
|
{ |
|
|
// keep track of latch position |
|
|
pTarget->latched.bHasLatch = true; |
|
|
pTarget->latched.q = pTarget->est.q; |
|
|
pTarget->latched.pos = pTarget->est.pos; |
|
|
} |
|
|
} |
|
|
|
|
|
for (i = 0; i < m_pStudioHdr->numikchains(); i++) |
|
|
{ |
|
|
ikchainresult_t *pChainResult = &chainResult[ i ]; |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i ); |
|
|
|
|
|
if (pChainResult->flWeight > 0.0) |
|
|
{ |
|
|
Vector tmp; |
|
|
MatrixPosition( boneToWorld[pchain->pLink( 2 )->bone], tmp ); |
|
|
// debugLine( pChainResult->pos, tmp, 255, 255, 255, true, 0.1 ); |
|
|
|
|
|
// do exact IK solution |
|
|
// FIXME: once per link! |
|
|
if (Studio_SolveIK(pchain, pChainResult->pos, boneToWorld )) |
|
|
{ |
|
|
Vector p3; |
|
|
MatrixGetColumn( boneToWorld[pchain->pLink( 2 )->bone], 3, p3 ); |
|
|
QuaternionMatrix( pChainResult->q, p3, boneToWorld[pchain->pLink( 2 )->bone] ); |
|
|
|
|
|
// rebuild chain |
|
|
// FIXME: is this needed if everyone past this uses the boneToWorld array? |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q ); |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q ); |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
// FIXME: need to invalidate the targets that forced this... |
|
|
if (pChainResult->target != -1) |
|
|
{ |
|
|
CIKTarget *pTarget = &m_target[pChainResult->target]; |
|
|
VectorScale( pTarget->latched.deltaPos, 0.8, pTarget->latched.deltaPos ); |
|
|
QuaternionScale( pTarget->latched.deltaQ, 0.8, pTarget->latched.deltaQ ); |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
#if 0 |
|
|
Vector p1, p2, p3; |
|
|
Quaternion q1, q2, q3; |
|
|
|
|
|
// current p and q |
|
|
MatrixAngles( boneToWorld[bone], q1, p1 ); |
|
|
|
|
|
|
|
|
// target p and q |
|
|
MatrixAngles( worldTarget, q2, p2 ); |
|
|
|
|
|
// blend in position and angles |
|
|
p3 = p1 * (1.0 - m_ikRule[i].flWeight ) + p2 * m_ikRule[i].flWeight; |
|
|
|
|
|
// do exact IK solution |
|
|
// FIXME: once per link! |
|
|
Studio_SolveIK(pchain, p3, boneToWorld ); |
|
|
|
|
|
// force angle (bad?) |
|
|
QuaternionSlerp( q1, q2, m_ikRule[i].flWeight, q3 ); |
|
|
MatrixGetColumn( boneToWorld[bone], 3, p3 ); |
|
|
QuaternionMatrix( q3, p3, boneToWorld[bone] ); |
|
|
|
|
|
// rebuild chain |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q ); |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q ); |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q ); |
|
|
#endif |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::SolveAutoplayLocks( |
|
|
Vector pos[], |
|
|
Quaternion q[] |
|
|
) |
|
|
{ |
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
int i; |
|
|
|
|
|
for (i = 0; i < m_ikLock.Count(); i++) |
|
|
{ |
|
|
const mstudioiklock_t &lock = ((CStudioHdr *)m_pStudioHdr)->pIKAutoplayLock( i ); |
|
|
SolveLock( &lock, i, pos, q, boneToWorld, boneComputed ); |
|
|
} |
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::SolveSequenceLocks( |
|
|
mstudioseqdesc_t &seqdesc, |
|
|
Vector pos[], |
|
|
Quaternion q[] |
|
|
) |
|
|
{ |
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
int i; |
|
|
|
|
|
for (i = 0; i < m_ikLock.Count(); i++) |
|
|
{ |
|
|
mstudioiklock_t *plock = seqdesc.pIKLock( i ); |
|
|
SolveLock( plock, i, pos, q, boneToWorld, boneComputed ); |
|
|
} |
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void CIKContext::AddAllLocks( Vector pos[], Quaternion q[] ) |
|
|
{ |
|
|
// skip all array access if no autoplay locks. |
|
|
if (m_pStudioHdr->GetNumIKChains() == 0) |
|
|
{ |
|
|
return; |
|
|
} |
|
|
|
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
|
|
|
int ikOffset = m_ikLock.AddMultipleToTail( m_pStudioHdr->GetNumIKChains() ); |
|
|
memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t)*m_pStudioHdr->GetNumIKChains() ); |
|
|
|
|
|
for (int i = 0; i < m_pStudioHdr->GetNumIKChains(); i++) |
|
|
{ |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i ); |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
|
|
|
// don't bother with iklock if the bone isn't going to be calculated |
|
|
if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask)) |
|
|
continue; |
|
|
|
|
|
// eval current ik'd bone |
|
|
BuildBoneChain( pos, q, bone, boneToWorld, boneComputed ); |
|
|
|
|
|
ikcontextikrule_t &ikrule = m_ikLock[ i + ikOffset ]; |
|
|
|
|
|
ikrule.chain = i; |
|
|
ikrule.slot = i; |
|
|
ikrule.type = IK_WORLD; |
|
|
|
|
|
MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos ); |
|
|
|
|
|
// save off current knee direction |
|
|
if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0) |
|
|
{ |
|
|
Vector tmp = pchain->pLink( 0 )->kneeDir; |
|
|
VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir ); |
|
|
MatrixPosition( boneToWorld[ pchain->pLink( 1 )->bone ], ikrule.kneePos ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
ikrule.kneeDir.Init( ); |
|
|
} |
|
|
} |
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
void CIKContext::SolveAllLocks( |
|
|
Vector pos[], |
|
|
Quaternion q[] |
|
|
) |
|
|
{ |
|
|
matrix3x4_t *boneToWorld = g_MatrixPool.Alloc(); |
|
|
CBoneBitList boneComputed; |
|
|
int i; |
|
|
|
|
|
mstudioiklock_t lock; |
|
|
|
|
|
for (i = 0; i < m_ikLock.Count(); i++) |
|
|
{ |
|
|
lock.chain = i; |
|
|
lock.flPosWeight = 1.0; |
|
|
lock.flLocalQWeight = 0.0; |
|
|
lock.flags = 0; |
|
|
|
|
|
SolveLock( &lock, i, pos, q, boneToWorld, boneComputed ); |
|
|
} |
|
|
g_MatrixPool.Free( boneToWorld ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
void CIKContext::SolveLock( |
|
|
const mstudioiklock_t *plock, |
|
|
int i, |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
matrix3x4_t boneToWorld[], |
|
|
CBoneBitList &boneComputed |
|
|
) |
|
|
{ |
|
|
mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( plock->chain ); |
|
|
int bone = pchain->pLink( 2 )->bone; |
|
|
|
|
|
// don't bother with iklock if the bone isn't going to be calculated |
|
|
if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask)) |
|
|
return; |
|
|
|
|
|
// eval current ik'd bone |
|
|
BuildBoneChain( pos, q, bone, boneToWorld, boneComputed ); |
|
|
|
|
|
Vector p1, p2, p3; |
|
|
Quaternion q2, q3; |
|
|
|
|
|
// current p and q |
|
|
MatrixPosition( boneToWorld[bone], p1 ); |
|
|
|
|
|
// blend in position |
|
|
p3 = p1 * (1.0 - plock->flPosWeight ) + m_ikLock[i].pos * plock->flPosWeight; |
|
|
|
|
|
// do exact IK solution |
|
|
if (m_ikLock[i].kneeDir.LengthSqr() > 0) |
|
|
{ |
|
|
Studio_SolveIK(pchain->pLink( 0 )->bone, pchain->pLink( 1 )->bone, pchain->pLink( 2 )->bone, p3, m_ikLock[i].kneePos, m_ikLock[i].kneeDir, boneToWorld ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
Studio_SolveIK(pchain, p3, boneToWorld ); |
|
|
} |
|
|
|
|
|
// slam orientation |
|
|
MatrixPosition( boneToWorld[bone], p3 ); |
|
|
QuaternionMatrix( m_ikLock[i].q, p3, boneToWorld[bone] ); |
|
|
|
|
|
// rebuild chain |
|
|
q2 = q[ bone ]; |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q ); |
|
|
QuaternionSlerp( q[bone], q2, plock->flLocalQWeight, q[bone] ); |
|
|
|
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q ); |
|
|
SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: run all animations that automatically play and are driven off of poseParameters |
|
|
//----------------------------------------------------------------------------- |
|
|
void CBoneSetup::CalcAutoplaySequences( |
|
|
Vector pos[], |
|
|
Quaternion q[], |
|
|
float flRealTime, |
|
|
CIKContext *pIKContext |
|
|
) |
|
|
{ |
|
|
// ASSERT_NO_REENTRY(); |
|
|
|
|
|
int i; |
|
|
if ( pIKContext ) |
|
|
{ |
|
|
pIKContext->AddAutoplayLocks( pos, q ); |
|
|
} |
|
|
|
|
|
unsigned short *pList = NULL; |
|
|
int count = m_pStudioHdr->GetAutoplayList( &pList ); |
|
|
for (i = 0; i < count; i++) |
|
|
{ |
|
|
int sequenceIndex = pList[i]; |
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)m_pStudioHdr)->pSeqdesc( sequenceIndex ); |
|
|
if (seqdesc.flags & STUDIO_AUTOPLAY) |
|
|
{ |
|
|
float cycle = 0; |
|
|
float cps = Studio_CPS( m_pStudioHdr, seqdesc, sequenceIndex, m_flPoseParameter ); |
|
|
cycle = flRealTime * cps; |
|
|
cycle = cycle - (int)cycle; |
|
|
|
|
|
AccumulatePose( pos, q, sequenceIndex, cycle, 1.0, flRealTime, pIKContext ); |
|
|
} |
|
|
} |
|
|
|
|
|
if ( pIKContext ) |
|
|
{ |
|
|
pIKContext->SolveAutoplayLocks( pos, q ); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
void Studio_BuildMatrices( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
const QAngle& angles, |
|
|
const Vector& origin, |
|
|
const Vector pos[], |
|
|
const Quaternion q[], |
|
|
int iBone, |
|
|
float flScale, |
|
|
matrix3x4_t bonetoworld[MAXSTUDIOBONES], |
|
|
int boneMask |
|
|
) |
|
|
{ |
|
|
int i, j; |
|
|
|
|
|
int chain[MAXSTUDIOBONES] = {}; |
|
|
int chainlength = 0; |
|
|
|
|
|
if (iBone < -1 || iBone >= pStudioHdr->numbones()) |
|
|
iBone = 0; |
|
|
|
|
|
// build list of what bones to use |
|
|
if (iBone == -1) |
|
|
{ |
|
|
// all bones |
|
|
chainlength = pStudioHdr->numbones(); |
|
|
for (i = 0; i < pStudioHdr->numbones(); i++) |
|
|
{ |
|
|
chain[chainlength - i - 1] = i; |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
// only the parent bones |
|
|
i = iBone; |
|
|
while (i != -1) |
|
|
{ |
|
|
chain[chainlength++] = i; |
|
|
i = pStudioHdr->boneParent( i ); |
|
|
} |
|
|
} |
|
|
|
|
|
matrix3x4_t bonematrix; |
|
|
matrix3x4_t rotationmatrix; // model to world transformation |
|
|
AngleMatrix( angles, origin, rotationmatrix ); |
|
|
|
|
|
// Account for a change in scale |
|
|
if ( flScale < 1.0f-FLT_EPSILON || flScale > 1.0f+FLT_EPSILON ) |
|
|
{ |
|
|
Vector vecOffset; |
|
|
MatrixGetColumn( rotationmatrix, 3, vecOffset ); |
|
|
vecOffset -= origin; |
|
|
vecOffset *= flScale; |
|
|
vecOffset += origin; |
|
|
MatrixSetColumn( vecOffset, 3, rotationmatrix ); |
|
|
|
|
|
// Scale it uniformly |
|
|
VectorScale( rotationmatrix[0], flScale, rotationmatrix[0] ); |
|
|
VectorScale( rotationmatrix[1], flScale, rotationmatrix[1] ); |
|
|
VectorScale( rotationmatrix[2], flScale, rotationmatrix[2] ); |
|
|
} |
|
|
|
|
|
for (j = chainlength - 1; j >= 0; j--) |
|
|
{ |
|
|
i = chain[j]; |
|
|
if (pStudioHdr->boneFlags(i) & boneMask) |
|
|
{ |
|
|
QuaternionMatrix( q[i], pos[i], bonematrix ); |
|
|
|
|
|
if (pStudioHdr->boneParent(i) == -1) |
|
|
{ |
|
|
ConcatTransforms (rotationmatrix, bonematrix, bonetoworld[i]); |
|
|
} |
|
|
else |
|
|
{ |
|
|
ConcatTransforms (bonetoworld[pStudioHdr->boneParent(i)], bonematrix, bonetoworld[i]); |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: look at single column vector of another bones local transformation |
|
|
// and generate a procedural transformation based on how that column |
|
|
// points down the 6 cardinal axis (all negative weights are clamped to 0). |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void DoAxisInterpBone( |
|
|
mstudiobone_t *pbones, |
|
|
int ibone, |
|
|
CBoneAccessor &bonetoworld |
|
|
) |
|
|
{ |
|
|
matrix3x4_t bonematrix; |
|
|
Vector control; |
|
|
|
|
|
mstudioaxisinterpbone_t *pProc = (mstudioaxisinterpbone_t *)pbones[ibone].pProcedure( ); |
|
|
const matrix3x4_t &controlBone = bonetoworld.GetBone( pProc->control ); |
|
|
if (pProc && pbones[pProc->control].parent != -1) |
|
|
{ |
|
|
Vector tmp; |
|
|
// pull out the control column |
|
|
tmp.x = controlBone[0][pProc->axis]; |
|
|
tmp.y = controlBone[1][pProc->axis]; |
|
|
tmp.z = controlBone[2][pProc->axis]; |
|
|
|
|
|
// invert it back into parent's space. |
|
|
VectorIRotate( tmp, bonetoworld.GetBone( pbones[pProc->control].parent ), control ); |
|
|
#if 0 |
|
|
matrix3x4_t tmpmatrix; |
|
|
matrix3x4_t controlmatrix; |
|
|
MatrixInvert( bonetoworld.GetBone( pbones[pProc->control].parent ), tmpmatrix ); |
|
|
ConcatTransforms( tmpmatrix, bonetoworld.GetBone( pProc->control ), controlmatrix ); |
|
|
|
|
|
// pull out the control column |
|
|
control.x = controlmatrix[0][pProc->axis]; |
|
|
control.y = controlmatrix[1][pProc->axis]; |
|
|
control.z = controlmatrix[2][pProc->axis]; |
|
|
#endif |
|
|
} |
|
|
else |
|
|
{ |
|
|
// pull out the control column |
|
|
control.x = controlBone[0][pProc->axis]; |
|
|
control.y = controlBone[1][pProc->axis]; |
|
|
control.z = controlBone[2][pProc->axis]; |
|
|
} |
|
|
|
|
|
Quaternion *q1, *q2, *q3; |
|
|
Vector *p1, *p2, *p3; |
|
|
|
|
|
// find axial control inputs |
|
|
float a1 = control.x; |
|
|
float a2 = control.y; |
|
|
float a3 = control.z; |
|
|
if (a1 >= 0) |
|
|
{ |
|
|
q1 = &pProc->quat[0]; |
|
|
p1 = &pProc->pos[0]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
a1 = -a1; |
|
|
q1 = &pProc->quat[1]; |
|
|
p1 = &pProc->pos[1]; |
|
|
} |
|
|
|
|
|
if (a2 >= 0) |
|
|
{ |
|
|
q2 = &pProc->quat[2]; |
|
|
p2 = &pProc->pos[2]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
a2 = -a2; |
|
|
q2 = &pProc->quat[3]; |
|
|
p2 = &pProc->pos[3]; |
|
|
} |
|
|
|
|
|
if (a3 >= 0) |
|
|
{ |
|
|
q3 = &pProc->quat[4]; |
|
|
p3 = &pProc->pos[4]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
a3 = -a3; |
|
|
q3 = &pProc->quat[5]; |
|
|
p3 = &pProc->pos[5]; |
|
|
} |
|
|
|
|
|
// do a three-way blend |
|
|
Vector p; |
|
|
Quaternion v, tmp; |
|
|
if (a1 + a2 > 0) |
|
|
{ |
|
|
float t = 1.0 / (a1 + a2 + a3); |
|
|
// FIXME: do a proper 3-way Quat blend! |
|
|
QuaternionSlerp( *q2, *q1, a1 / (a1 + a2), tmp ); |
|
|
QuaternionSlerp( tmp, *q3, a3 * t, v ); |
|
|
VectorScale( *p1, a1 * t, p ); |
|
|
VectorMA( p, a2 * t, *p2, p ); |
|
|
VectorMA( p, a3 * t, *p3, p ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
QuaternionSlerp( *q3, *q3, 0, v ); // ??? no quat copy? |
|
|
p = *p3; |
|
|
} |
|
|
|
|
|
QuaternionMatrix( v, p, bonematrix ); |
|
|
|
|
|
ConcatTransforms (bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone )); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Generate a procedural transformation based on how that another bones |
|
|
// local transformation matches a set of target orientations. |
|
|
//----------------------------------------------------------------------------- |
|
|
void DoQuatInterpBone( |
|
|
mstudiobone_t *pbones, |
|
|
int ibone, |
|
|
CBoneAccessor &bonetoworld |
|
|
) |
|
|
{ |
|
|
matrix3x4_t bonematrix; |
|
|
Vector control; |
|
|
|
|
|
mstudioquatinterpbone_t *pProc = (mstudioquatinterpbone_t *)pbones[ibone].pProcedure( ); |
|
|
if (pProc && pbones[pProc->control].parent != -1) |
|
|
{ |
|
|
Quaternion src; |
|
|
float weight[32]; |
|
|
float scale = 0.0; |
|
|
Quaternion quat; |
|
|
Vector pos; |
|
|
|
|
|
matrix3x4_t tmpmatrix; |
|
|
matrix3x4_t controlmatrix; |
|
|
MatrixInvert( bonetoworld.GetBone( pbones[pProc->control].parent), tmpmatrix ); |
|
|
ConcatTransforms( tmpmatrix, bonetoworld.GetBone( pProc->control ), controlmatrix ); |
|
|
|
|
|
MatrixAngles( controlmatrix, src, pos ); // FIXME: make a version without pos |
|
|
|
|
|
int i; |
|
|
for (i = 0; i < pProc->numtriggers; i++) |
|
|
{ |
|
|
float dot = fabs( QuaternionDotProduct( pProc->pTrigger( i )->trigger, src ) ); |
|
|
// FIXME: a fast acos should be acceptable |
|
|
dot = clamp( dot, -1.f, 1.f ); |
|
|
weight[i] = 1 - (2 * acos( dot ) * pProc->pTrigger( i )->inv_tolerance ); |
|
|
weight[i] = max( 0.f, weight[i] ); |
|
|
scale += weight[i]; |
|
|
} |
|
|
|
|
|
if (scale <= 0.001) // EPSILON? |
|
|
{ |
|
|
AngleMatrix( pProc->pTrigger( 0 )->quat, pProc->pTrigger( 0 )->pos, bonematrix ); |
|
|
ConcatTransforms ( bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone ) ); |
|
|
return; |
|
|
} |
|
|
|
|
|
scale = 1.0 / scale; |
|
|
|
|
|
quat.Init( 0, 0, 0, 0); |
|
|
pos.Init( ); |
|
|
|
|
|
for (i = 0; i < pProc->numtriggers; i++) |
|
|
{ |
|
|
if (weight[i]) |
|
|
{ |
|
|
float s = weight[i] * scale; |
|
|
mstudioquatinterpinfo_t *pTrigger = pProc->pTrigger( i ); |
|
|
|
|
|
QuaternionAlign( pTrigger->quat, quat, quat ); |
|
|
|
|
|
quat.x = quat.x + s * pTrigger->quat.x; |
|
|
quat.y = quat.y + s * pTrigger->quat.y; |
|
|
quat.z = quat.z + s * pTrigger->quat.z; |
|
|
quat.w = quat.w + s * pTrigger->quat.w; |
|
|
pos.x = pos.x + s * pTrigger->pos.x; |
|
|
pos.y = pos.y + s * pTrigger->pos.y; |
|
|
pos.z = pos.z + s * pTrigger->pos.z; |
|
|
} |
|
|
} |
|
|
Assert( QuaternionNormalize( quat ) != 0); |
|
|
QuaternionMatrix( quat, pos, bonematrix ); |
|
|
} |
|
|
|
|
|
ConcatTransforms (bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone )); |
|
|
} |
|
|
|
|
|
/* |
|
|
* This is for DoAimAtBone below, was just for testing, not needed in general |
|
|
* but to turn it back on, uncomment this and the section in DoAimAtBone() below |
|
|
* |
|
|
|
|
|
static ConVar aim_constraint( "aim_constraint", "1", FCVAR_REPLICATED, "Toggle <aimconstraint> Helper Bones" ); |
|
|
|
|
|
*/ |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Generate a procedural transformation so that one bone points at |
|
|
// another point on the model |
|
|
//----------------------------------------------------------------------------- |
|
|
void DoAimAtBone( |
|
|
mstudiobone_t *pBones, |
|
|
int iBone, |
|
|
CBoneAccessor &bonetoworld, |
|
|
const CStudioHdr *pStudioHdr |
|
|
) |
|
|
{ |
|
|
mstudioaimatbone_t *pProc = (mstudioaimatbone_t *)pBones[iBone].pProcedure(); |
|
|
|
|
|
if ( !pProc ) |
|
|
{ |
|
|
return; |
|
|
} |
|
|
|
|
|
/* |
|
|
* Uncomment this if the ConVar above is uncommented |
|
|
* |
|
|
|
|
|
if ( !aim_constraint.GetBool() ) |
|
|
{ |
|
|
// If the aim constraint is turned off then just copy the parent transform |
|
|
// plus the offset value |
|
|
|
|
|
matrix3x4_t boneToWorldSpace; |
|
|
MatrixCopy ( bonetoworld.GetBone( pProc->parent ), boneToWorldSpace ); |
|
|
Vector boneWorldPosition; |
|
|
VectorTransform( pProc->basepos, boneToWorldSpace, boneWorldPosition ); |
|
|
MatrixSetColumn( boneWorldPosition, 3, boneToWorldSpace ); |
|
|
MatrixCopy( boneToWorldSpace, bonetoworld.GetBoneForWrite( iBone ) ); |
|
|
|
|
|
return; |
|
|
} |
|
|
|
|
|
*/ |
|
|
|
|
|
// The world matrix of the bone to change |
|
|
matrix3x4_t boneMatrix; |
|
|
|
|
|
// Guaranteed to be unit length |
|
|
const Vector &userAimVector( pProc->aimvector ); |
|
|
|
|
|
// Guaranteed to be unit length |
|
|
const Vector &userUpVector( pProc->upvector ); |
|
|
|
|
|
// Get to get position of bone but also for up reference |
|
|
matrix3x4_t parentSpace; |
|
|
MatrixCopy ( bonetoworld.GetBone( pProc->parent ), parentSpace ); |
|
|
|
|
|
// World space position of the bone to aim |
|
|
Vector aimWorldPosition; |
|
|
VectorTransform( pProc->basepos, parentSpace, aimWorldPosition ); |
|
|
|
|
|
// The worldspace matrix of the bone to aim at |
|
|
matrix3x4_t aimAtSpace; |
|
|
if ( pStudioHdr ) |
|
|
{ |
|
|
// This means it's AIMATATTACH |
|
|
const mstudioattachment_t &attachment( ((CStudioHdr *)pStudioHdr)->pAttachment( pProc->aim ) ); |
|
|
ConcatTransforms( |
|
|
bonetoworld.GetBone( attachment.localbone ), |
|
|
attachment.local, |
|
|
aimAtSpace ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
MatrixCopy( bonetoworld.GetBone( pProc->aim ), aimAtSpace ); |
|
|
} |
|
|
|
|
|
Vector aimAtWorldPosition; |
|
|
MatrixGetColumn( aimAtSpace, 3, aimAtWorldPosition ); |
|
|
|
|
|
// make sure the redundant parent info is correct |
|
|
Assert( pProc->parent == pBones[iBone].parent ); |
|
|
// make sure the redundant position info is correct |
|
|
Assert( pProc->basepos.DistToSqr( pBones[iBone].pos ) < 0.1 ); |
|
|
|
|
|
// The aim and up data is relative to this bone, not the parent bone |
|
|
matrix3x4_t bonematrix, boneLocalToWorld; |
|
|
AngleMatrix( pBones[iBone].quat, pProc->basepos, bonematrix ); |
|
|
ConcatTransforms( bonetoworld.GetBone( pProc->parent ), bonematrix, boneLocalToWorld ); |
|
|
|
|
|
Vector aimVector; |
|
|
VectorSubtract( aimAtWorldPosition, aimWorldPosition, aimVector ); |
|
|
VectorNormalizeFast( aimVector ); |
|
|
|
|
|
Vector axis; |
|
|
CrossProduct( userAimVector, aimVector, axis ); |
|
|
VectorNormalizeFast( axis ); |
|
|
Assert( 1.0f - fabs( DotProduct( userAimVector, aimVector ) ) > FLT_EPSILON ); |
|
|
float angle( acosf( DotProduct( userAimVector, aimVector ) ) ); |
|
|
Quaternion aimRotation; |
|
|
AxisAngleQuaternion( axis, RAD2DEG( angle ), aimRotation ); |
|
|
|
|
|
if ( ( 1.0f - fabs( DotProduct( userUpVector, userAimVector ) ) ) > FLT_EPSILON ) |
|
|
{ |
|
|
matrix3x4_t aimRotationMatrix; |
|
|
QuaternionMatrix( aimRotation, aimRotationMatrix ); |
|
|
|
|
|
Vector tmpV; |
|
|
|
|
|
Vector tmp_pUp; |
|
|
VectorRotate( userUpVector, aimRotationMatrix, tmp_pUp ); |
|
|
VectorScale( aimVector, DotProduct( aimVector, tmp_pUp ), tmpV ); |
|
|
Vector pUp; |
|
|
VectorSubtract( tmp_pUp, tmpV, pUp ); |
|
|
VectorNormalizeFast( pUp ); |
|
|
|
|
|
Vector tmp_pParentUp; |
|
|
VectorRotate( userUpVector, boneLocalToWorld, tmp_pParentUp ); |
|
|
VectorScale( aimVector, DotProduct( aimVector, tmp_pParentUp ), tmpV ); |
|
|
Vector pParentUp; |
|
|
VectorSubtract( tmp_pParentUp, tmpV, pParentUp ); |
|
|
VectorNormalizeFast( pParentUp ); |
|
|
|
|
|
Quaternion upRotation; |
|
|
//Assert( 1.0f - fabs( DotProduct( pUp, pParentUp ) ) > FLT_EPSILON ); |
|
|
if( 1.0f - fabs( DotProduct( pUp, pParentUp ) ) > FLT_EPSILON ) |
|
|
{ |
|
|
angle = acos( DotProduct( pUp, pParentUp ) ); |
|
|
CrossProduct( pUp, pParentUp, axis ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
angle = 0; |
|
|
axis = pUp; |
|
|
} |
|
|
|
|
|
VectorNormalizeFast( axis ); |
|
|
AxisAngleQuaternion( axis, RAD2DEG( angle ), upRotation ); |
|
|
|
|
|
Quaternion boneRotation; |
|
|
QuaternionMult( upRotation, aimRotation, boneRotation ); |
|
|
QuaternionMatrix( boneRotation, aimWorldPosition, boneMatrix ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
QuaternionMatrix( aimRotation, aimWorldPosition, boneMatrix ); |
|
|
} |
|
|
|
|
|
MatrixCopy( boneMatrix, bonetoworld.GetBoneForWrite( iBone ) ); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool CalcProceduralBone( |
|
|
const CStudioHdr *pStudioHdr, |
|
|
int iBone, |
|
|
CBoneAccessor &bonetoworld |
|
|
) |
|
|
{ |
|
|
mstudiobone_t *pbones = pStudioHdr->pBone( 0 ); |
|
|
|
|
|
if ( pStudioHdr->boneFlags(iBone) & BONE_ALWAYS_PROCEDURAL ) |
|
|
{ |
|
|
switch( pbones[iBone].proctype ) |
|
|
{ |
|
|
case STUDIO_PROC_AXISINTERP: |
|
|
DoAxisInterpBone( pbones, iBone, bonetoworld ); |
|
|
return true; |
|
|
|
|
|
case STUDIO_PROC_QUATINTERP: |
|
|
DoQuatInterpBone( pbones, iBone, bonetoworld ); |
|
|
return true; |
|
|
|
|
|
case STUDIO_PROC_AIMATBONE: |
|
|
DoAimAtBone( pbones, iBone, bonetoworld, NULL ); |
|
|
return true; |
|
|
|
|
|
case STUDIO_PROC_AIMATATTACH: |
|
|
DoAimAtBone( pbones, iBone, bonetoworld, pStudioHdr ); |
|
|
return true; |
|
|
|
|
|
default: |
|
|
return false; |
|
|
} |
|
|
} |
|
|
return false; |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Lookup a bone controller |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
static mstudiobonecontroller_t* FindController( const CStudioHdr *pStudioHdr, int iController) |
|
|
{ |
|
|
// find first controller that matches the index |
|
|
for (int i = 0; i < pStudioHdr->numbonecontrollers(); i++) |
|
|
{ |
|
|
if (pStudioHdr->pBonecontroller( i )->inputfield == iController) |
|
|
return pStudioHdr->pBonecontroller( i ); |
|
|
} |
|
|
|
|
|
return NULL; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: converts a ranged bone controller value into a 0..1 encoded value |
|
|
// Output: ctlValue contains 0..1 encoding. |
|
|
// returns clamped ranged value |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_SetController( const CStudioHdr *pStudioHdr, int iController, float flValue, float &ctlValue ) |
|
|
{ |
|
|
if (! pStudioHdr) |
|
|
return flValue; |
|
|
|
|
|
mstudiobonecontroller_t *pbonecontroller = FindController(pStudioHdr, iController); |
|
|
if(!pbonecontroller) |
|
|
{ |
|
|
ctlValue = 0; |
|
|
return flValue; |
|
|
} |
|
|
|
|
|
// wrap 0..360 if it's a rotational controller |
|
|
if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) |
|
|
{ |
|
|
// ugly hack, invert value if end < start |
|
|
if (pbonecontroller->end < pbonecontroller->start) |
|
|
flValue = -flValue; |
|
|
|
|
|
// does the controller not wrap? |
|
|
if (pbonecontroller->start + 359.0 >= pbonecontroller->end) |
|
|
{ |
|
|
if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180) |
|
|
flValue = flValue - 360; |
|
|
if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180) |
|
|
flValue = flValue + 360; |
|
|
} |
|
|
else |
|
|
{ |
|
|
if (flValue > 360) |
|
|
flValue = flValue - (int)(flValue / 360.0) * 360.0; |
|
|
else if (flValue < 0) |
|
|
flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0; |
|
|
} |
|
|
} |
|
|
|
|
|
ctlValue = (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start); |
|
|
if (ctlValue < 0) ctlValue = 0; |
|
|
if (ctlValue > 1) ctlValue = 1; |
|
|
|
|
|
float flReturnVal = ((1.0 - ctlValue)*pbonecontroller->start + ctlValue *pbonecontroller->end); |
|
|
|
|
|
// ugly hack, invert value if a rotational controller and end < start |
|
|
if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR) && |
|
|
pbonecontroller->end < pbonecontroller->start ) |
|
|
{ |
|
|
flReturnVal *= -1; |
|
|
} |
|
|
|
|
|
return flReturnVal; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: converts a 0..1 encoded bone controller value into a ranged value |
|
|
// Output: returns ranged value |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_GetController( const CStudioHdr *pStudioHdr, int iController, float ctlValue ) |
|
|
{ |
|
|
if (!pStudioHdr) |
|
|
return 0.0; |
|
|
|
|
|
mstudiobonecontroller_t *pbonecontroller = FindController(pStudioHdr, iController); |
|
|
if(!pbonecontroller) |
|
|
return 0; |
|
|
|
|
|
return ctlValue * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Calculates default values for the pose parameters |
|
|
// Output: fills in an array |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void Studio_CalcDefaultPoseParameters( const CStudioHdr *pStudioHdr, float flPoseParameter[], int nCount ) |
|
|
{ |
|
|
int nPoseCount = pStudioHdr->GetNumPoseParameters(); |
|
|
int nNumParams = MIN( nCount, MAXSTUDIOPOSEPARAM ); |
|
|
|
|
|
for ( int i = 0; i < nNumParams; ++i ) |
|
|
{ |
|
|
// Default to middle of the pose parameter range |
|
|
flPoseParameter[ i ] = 0.5f; |
|
|
if ( i < nPoseCount ) |
|
|
{ |
|
|
const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( i ); |
|
|
|
|
|
// Want to try for a zero state. If one doesn't exist set it to .5 by default. |
|
|
if ( Pose.start < 0.0f && Pose.end > 0.0f ) |
|
|
{ |
|
|
float flPoseDelta = Pose.end - Pose.start; |
|
|
flPoseParameter[i] = -Pose.start / flPoseDelta; |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: converts a ranged pose parameter value into a 0..1 encoded value |
|
|
// Output: ctlValue contains 0..1 encoding. |
|
|
// returns clamped ranged value |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_SetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float flValue, float &ctlValue ) |
|
|
{ |
|
|
if (iParameter < 0 || iParameter >= pStudioHdr->GetNumPoseParameters()) |
|
|
{ |
|
|
return 0; |
|
|
} |
|
|
|
|
|
const mstudioposeparamdesc_t &PoseParam = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iParameter ); |
|
|
|
|
|
Assert( IsFinite( flValue ) ); |
|
|
|
|
|
if (PoseParam.loop) |
|
|
{ |
|
|
float wrap = (PoseParam.start + PoseParam.end) / 2.0 + PoseParam.loop / 2.0; |
|
|
float shift = PoseParam.loop - wrap; |
|
|
|
|
|
flValue = flValue - PoseParam.loop * floor((flValue + shift) / PoseParam.loop); |
|
|
} |
|
|
|
|
|
ctlValue = (flValue - PoseParam.start) / (PoseParam.end - PoseParam.start); |
|
|
|
|
|
if (ctlValue < 0) ctlValue = 0; |
|
|
if (ctlValue > 1) ctlValue = 1; |
|
|
|
|
|
Assert( IsFinite( ctlValue ) ); |
|
|
|
|
|
return ctlValue * (PoseParam.end - PoseParam.start) + PoseParam.start; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: converts a 0..1 encoded pose parameter value into a ranged value |
|
|
// Output: returns ranged value |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_GetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float ctlValue ) |
|
|
{ |
|
|
if (iParameter < 0 || iParameter >= pStudioHdr->GetNumPoseParameters()) |
|
|
{ |
|
|
return 0; |
|
|
} |
|
|
|
|
|
const mstudioposeparamdesc_t &PoseParam = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iParameter ); |
|
|
|
|
|
return ctlValue * (PoseParam.end - PoseParam.start) + PoseParam.start; |
|
|
} |
|
|
|
|
|
|
|
|
#pragma warning (disable : 4701) |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
static int ClipRayToHitbox( const Ray_t &ray, mstudiobbox_t *pbox, matrix3x4_t& matrix, trace_t &tr ) |
|
|
{ |
|
|
const float flProjEpsilon = 0.01f; |
|
|
// scale by current t so hits shorten the ray and increase the likelihood of early outs |
|
|
Vector delta2; |
|
|
VectorScale( ray.m_Delta, (0.5f * tr.fraction), delta2 ); |
|
|
|
|
|
// OPTIMIZE: Store this in the box instead of computing it here |
|
|
// compute center in local space |
|
|
Vector boxextents; |
|
|
boxextents.x = (pbox->bbmin.x + pbox->bbmax.x) * 0.5; |
|
|
boxextents.y = (pbox->bbmin.y + pbox->bbmax.y) * 0.5; |
|
|
boxextents.z = (pbox->bbmin.z + pbox->bbmax.z) * 0.5; |
|
|
Vector boxCenter; |
|
|
// transform to world space |
|
|
VectorTransform( boxextents, matrix, boxCenter ); |
|
|
// calc extents from local center |
|
|
boxextents.x = pbox->bbmax.x - boxextents.x; |
|
|
boxextents.y = pbox->bbmax.y - boxextents.y; |
|
|
boxextents.z = pbox->bbmax.z - boxextents.z; |
|
|
// OPTIMIZE: This is optimized for world space. If the transform is fast enough, it may make more |
|
|
// sense to just xform and call UTIL_ClipToBox() instead. MEASURE THIS. |
|
|
|
|
|
// save the extents of the ray along |
|
|
Vector extent, uextent; |
|
|
Vector segmentCenter; |
|
|
segmentCenter.x = ray.m_Start.x + delta2.x - boxCenter.x; |
|
|
segmentCenter.y = ray.m_Start.y + delta2.y - boxCenter.y; |
|
|
segmentCenter.z = ray.m_Start.z + delta2.z - boxCenter.z; |
|
|
|
|
|
extent.Init(); |
|
|
|
|
|
// check box axes for separation |
|
|
for ( int j = 0; j < 3; j++ ) |
|
|
{ |
|
|
extent[j] = delta2.x * matrix[0][j] + delta2.y * matrix[1][j] + delta2.z * matrix[2][j]; |
|
|
uextent[j] = fabsf(extent[j]); |
|
|
float coord = segmentCenter.x * matrix[0][j] + segmentCenter.y * matrix[1][j] + segmentCenter.z * matrix[2][j]; |
|
|
coord = fabsf(coord); |
|
|
|
|
|
if ( coord > (boxextents[j] + uextent[j]) ) |
|
|
return -1; |
|
|
} |
|
|
|
|
|
// now check cross axes for separation |
|
|
float tmp, tmpfix, cextent; |
|
|
Vector cross; |
|
|
CrossProduct( delta2, segmentCenter, cross ); |
|
|
cextent = cross.x * matrix[0][0] + cross.y * matrix[1][0] + cross.z * matrix[2][0]; |
|
|
cextent = fabsf(cextent); |
|
|
tmp = boxextents[1]*uextent[2] + boxextents[2]*uextent[1]; |
|
|
tmpfix = MAX(tmp, flProjEpsilon); |
|
|
if ( cextent > tmpfix ) |
|
|
return -1; |
|
|
|
|
|
// if ( cextent > tmp && cextent <= tmpfix ) |
|
|
// DevWarning( "ClipRayToHitbox trace precision error case\n" ); |
|
|
|
|
|
cextent = cross.x * matrix[0][1] + cross.y * matrix[1][1] + cross.z * matrix[2][1]; |
|
|
cextent = fabsf(cextent); |
|
|
tmp = boxextents[0]*uextent[2] + boxextents[2]*uextent[0]; |
|
|
tmpfix = MAX(tmp, flProjEpsilon); |
|
|
if ( cextent > tmpfix ) |
|
|
return -1; |
|
|
|
|
|
// if ( cextent > tmp && cextent <= tmpfix ) |
|
|
// DevWarning( "ClipRayToHitbox trace precision error case\n" ); |
|
|
|
|
|
cextent = cross.x * matrix[0][2] + cross.y * matrix[1][2] + cross.z * matrix[2][2]; |
|
|
cextent = fabsf(cextent); |
|
|
tmp = boxextents[0]*uextent[1] + boxextents[1]*uextent[0]; |
|
|
tmpfix = MAX(tmp, flProjEpsilon); |
|
|
if ( cextent > tmpfix ) |
|
|
return -1; |
|
|
|
|
|
// if ( cextent > tmp && cextent <= tmpfix ) |
|
|
// DevWarning( "ClipRayToHitbox trace precision error case\n" ); |
|
|
|
|
|
// !!! We hit this box !!! compute intersection point and return |
|
|
Vector start; |
|
|
|
|
|
// Compute ray start in bone space |
|
|
VectorITransform( ray.m_Start, matrix, start ); |
|
|
// extent is delta2 in bone space, recompute delta in bone space |
|
|
VectorScale( extent, 2, extent ); |
|
|
|
|
|
// delta was prescaled by the current t, so no need to see if this intersection |
|
|
// is closer |
|
|
trace_t boxTrace; |
|
|
if ( !IntersectRayWithBox( start, extent, pbox->bbmin, pbox->bbmax, 0.0f, &boxTrace ) ) |
|
|
return -1; |
|
|
|
|
|
Assert( IsFinite(boxTrace.fraction) ); |
|
|
tr.fraction *= boxTrace.fraction; |
|
|
tr.startsolid = boxTrace.startsolid; |
|
|
int hitside = boxTrace.plane.type; |
|
|
if ( boxTrace.plane.normal[hitside] >= 0 ) |
|
|
{ |
|
|
hitside += 3; |
|
|
} |
|
|
return hitside; |
|
|
} |
|
|
|
|
|
#pragma warning (default : 4701) |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
bool SweepBoxToStudio( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set, |
|
|
matrix3x4_t **hitboxbones, int fContentsMask, trace_t &tr ) |
|
|
{ |
|
|
tr.fraction = 1.0; |
|
|
tr.startsolid = false; |
|
|
|
|
|
// OPTIMIZE: Partition these? |
|
|
Ray_t clippedRay = ray; |
|
|
int hitbox = -1; |
|
|
for ( int i = 0; i < set->numhitboxes; i++ ) |
|
|
{ |
|
|
mstudiobbox_t *pbox = set->pHitbox(i); |
|
|
|
|
|
// Filter based on contents mask |
|
|
int fBoneContents = pStudioHdr->pBone( pbox->bone )->contents; |
|
|
if ( ( fBoneContents & fContentsMask ) == 0 ) |
|
|
continue; |
|
|
|
|
|
//FIXME: Won't work with scaling! |
|
|
trace_t obbTrace; |
|
|
if ( IntersectRayWithOBB( clippedRay, *hitboxbones[pbox->bone], pbox->bbmin, pbox->bbmax, 0.0f, &obbTrace ) ) |
|
|
{ |
|
|
tr.startpos = obbTrace.startpos; |
|
|
tr.endpos = obbTrace.endpos; |
|
|
tr.plane = obbTrace.plane; |
|
|
tr.startsolid = obbTrace.startsolid; |
|
|
tr.allsolid = obbTrace.allsolid; |
|
|
|
|
|
// This logic here is to shorten the ray each time to get more early outs |
|
|
tr.fraction *= obbTrace.fraction; |
|
|
clippedRay.m_Delta *= obbTrace.fraction; |
|
|
hitbox = i; |
|
|
if (tr.startsolid) |
|
|
break; |
|
|
} |
|
|
} |
|
|
|
|
|
if ( hitbox >= 0 ) |
|
|
{ |
|
|
tr.hitgroup = set->pHitbox(hitbox)->group; |
|
|
tr.hitbox = hitbox; |
|
|
const mstudiobone_t *pBone = pStudioHdr->pBone( set->pHitbox(hitbox)->bone ); |
|
|
tr.contents = pBone->contents | CONTENTS_HITBOX; |
|
|
tr.physicsbone = pBone->physicsbone; |
|
|
tr.surface.name = "**studio**"; |
|
|
tr.surface.flags = SURF_HITBOX; |
|
|
tr.surface.surfaceProps = pProps->GetSurfaceIndex( pBone->pszSurfaceProp() ); |
|
|
|
|
|
Assert( tr.physicsbone >= 0 ); |
|
|
return true; |
|
|
} |
|
|
return false; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: |
|
|
//----------------------------------------------------------------------------- |
|
|
bool TraceToStudio( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set, |
|
|
matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &tr ) |
|
|
{ |
|
|
if ( !ray.m_IsRay ) |
|
|
{ |
|
|
return SweepBoxToStudio( pProps, ray, pStudioHdr, set, hitboxbones, fContentsMask, tr ); |
|
|
} |
|
|
|
|
|
tr.fraction = 1.0; |
|
|
tr.startsolid = false; |
|
|
|
|
|
// no hit yet |
|
|
int hitbox = -1; |
|
|
int hitside = -1; |
|
|
|
|
|
// OPTIMIZE: Partition these? |
|
|
for ( int i = 0; i < set->numhitboxes; i++ ) |
|
|
{ |
|
|
mstudiobbox_t *pbox = set->pHitbox(i); |
|
|
|
|
|
// Filter based on contents mask |
|
|
int fBoneContents = pStudioHdr->pBone( pbox->bone )->contents; |
|
|
if ( ( fBoneContents & fContentsMask ) == 0 ) |
|
|
continue; |
|
|
|
|
|
// columns are axes of the bones in world space, translation is in world space |
|
|
matrix3x4_t& matrix = *hitboxbones[pbox->bone]; |
|
|
|
|
|
// Because we're sending in a matrix with scale data, and because the matrix inversion in the hitbox |
|
|
// code does not handle that case, we pre-scale the bones and ray down here and do our collision checks |
|
|
// in unscaled space. We can then rescale the results afterwards. |
|
|
|
|
|
int side = -1; |
|
|
if ( flScale < 1.0f-FLT_EPSILON || flScale > 1.0f+FLT_EPSILON ) |
|
|
{ |
|
|
matrix3x4_t matScaled; |
|
|
MatrixCopy( matrix, matScaled ); |
|
|
|
|
|
float invScale = 1.0f / flScale; |
|
|
|
|
|
Vector vecBoneOrigin; |
|
|
MatrixGetColumn( matScaled, 3, vecBoneOrigin ); |
|
|
|
|
|
// Pre-scale the origin down |
|
|
Vector vecNewOrigin = vecBoneOrigin - vecOrigin; |
|
|
vecNewOrigin *= invScale; |
|
|
vecNewOrigin += vecOrigin; |
|
|
MatrixSetColumn( vecNewOrigin, 3, matScaled ); |
|
|
|
|
|
// Scale it uniformly |
|
|
VectorScale( matScaled[0], invScale, matScaled[0] ); |
|
|
VectorScale( matScaled[1], invScale, matScaled[1] ); |
|
|
VectorScale( matScaled[2], invScale, matScaled[2] ); |
|
|
|
|
|
// Pre-scale our ray as well |
|
|
Vector vecRayStart = ray.m_Start - vecOrigin; |
|
|
vecRayStart *= invScale; |
|
|
vecRayStart += vecOrigin; |
|
|
|
|
|
Vector vecRayDelta = ray.m_Delta * invScale; |
|
|
|
|
|
Ray_t newRay; |
|
|
newRay.Init( vecRayStart, vecRayStart + vecRayDelta ); |
|
|
|
|
|
side = ClipRayToHitbox( newRay, pbox, matScaled, tr ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
side = ClipRayToHitbox( ray, pbox, matrix, tr ); |
|
|
} |
|
|
|
|
|
if ( side >= 0 ) |
|
|
{ |
|
|
hitbox = i; |
|
|
hitside = side; |
|
|
} |
|
|
} |
|
|
|
|
|
if ( hitbox >= 0 ) |
|
|
{ |
|
|
mstudiobbox_t *pbox = set->pHitbox(hitbox); |
|
|
VectorMA( ray.m_Start, tr.fraction, ray.m_Delta, tr.endpos ); |
|
|
tr.hitgroup = set->pHitbox(hitbox)->group; |
|
|
tr.hitbox = hitbox; |
|
|
const mstudiobone_t *pBone = pStudioHdr->pBone( pbox->bone ); |
|
|
tr.contents = pBone->contents | CONTENTS_HITBOX; |
|
|
tr.physicsbone = pBone->physicsbone; |
|
|
tr.surface.name = "**studio**"; |
|
|
tr.surface.flags = SURF_HITBOX; |
|
|
tr.surface.surfaceProps = pProps->GetSurfaceIndex( pBone->pszSurfaceProp() ); |
|
|
|
|
|
Assert( tr.physicsbone >= 0 ); |
|
|
matrix3x4_t& matrix = *hitboxbones[pbox->bone]; |
|
|
if ( hitside >= 3 ) |
|
|
{ |
|
|
hitside -= 3; |
|
|
tr.plane.normal[0] = matrix[0][hitside]; |
|
|
tr.plane.normal[1] = matrix[1][hitside]; |
|
|
tr.plane.normal[2] = matrix[2][hitside]; |
|
|
//tr.plane.dist = DotProduct( tr.plane.normal, Vector(matrix[0][3], matrix[1][3], matrix[2][3] ) ) + pbox->bbmax[hitside]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
tr.plane.normal[0] = -matrix[0][hitside]; |
|
|
tr.plane.normal[1] = -matrix[1][hitside]; |
|
|
tr.plane.normal[2] = -matrix[2][hitside]; |
|
|
//tr.plane.dist = DotProduct( tr.plane.normal, Vector(matrix[0][3], matrix[1][3], matrix[2][3] ) ) - pbox->bbmin[hitside]; |
|
|
} |
|
|
// simpler plane constant equation |
|
|
tr.plane.dist = DotProduct( tr.endpos, tr.plane.normal ); |
|
|
tr.plane.type = 3; |
|
|
return true; |
|
|
} |
|
|
return false; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: returns array of animations and weightings for a sequence based on current pose parameters |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
void Studio_SeqAnims( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[], mstudioanimdesc_t *panim[4], float *weight ) |
|
|
{ |
|
|
#if _DEBUG |
|
|
VPROF_INCREMENT_COUNTER("SEQ_ANIMS",1); |
|
|
#endif |
|
|
if (!pStudioHdr || iSequence >= pStudioHdr->GetNumSeq()) |
|
|
{ |
|
|
weight[0] = weight[1] = weight[2] = weight[3] = 0.0; |
|
|
return; |
|
|
} |
|
|
|
|
|
int i0 = 0, i1 = 0; |
|
|
float s0 = 0, s1 = 0; |
|
|
|
|
|
Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, iSequence, 0, s0, i0 ); |
|
|
Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, iSequence, 1, s1, i1 ); |
|
|
|
|
|
panim[0] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0 , i1 ) ) ); |
|
|
weight[0] = (1 - s0) * (1 - s1); |
|
|
|
|
|
panim[1] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0+1, i1 ) ) ); |
|
|
weight[1] = (s0) * (1 - s1); |
|
|
|
|
|
panim[2] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0 , i1+1 ) ) ); |
|
|
weight[2] = (1 - s0) * (s1); |
|
|
|
|
|
panim[3] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0+1, i1+1 ) ) ); |
|
|
weight[3] = (s0) * (s1); |
|
|
|
|
|
Assert( weight[0] >= 0.0f && weight[1] >= 0.0f && weight[2] >= 0.0f && weight[3] >= 0.0f ); |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: returns max frame number for a sequence |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
int Studio_MaxFrame( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] ) |
|
|
{ |
|
|
mstudioanimdesc_t *panim[4]; |
|
|
float weight[4]; |
|
|
|
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ); |
|
|
Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight ); |
|
|
|
|
|
float maxFrame = 0; |
|
|
for (int i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i] > 0) |
|
|
{ |
|
|
maxFrame += panim[i]->numframes * weight[i]; |
|
|
} |
|
|
} |
|
|
|
|
|
if ( maxFrame > 1 ) |
|
|
maxFrame -= 1; |
|
|
|
|
|
|
|
|
// FIXME: why does the weights sometimes not exactly add it 1.0 and this sometimes rounds down? |
|
|
return (maxFrame + 0.01); |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: returns frames per second of a sequence |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_FPS( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] ) |
|
|
{ |
|
|
mstudioanimdesc_t *panim[4]; |
|
|
float weight[4]; |
|
|
|
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ); |
|
|
Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight ); |
|
|
|
|
|
float t = 0; |
|
|
|
|
|
for (int i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i] > 0) |
|
|
{ |
|
|
t += panim[i]->fps * weight[i]; |
|
|
} |
|
|
} |
|
|
return t; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: returns cycles per second of a sequence (cycles/second) |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_CPS( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[] ) |
|
|
{ |
|
|
mstudioanimdesc_t *panim[4]; |
|
|
float weight[4]; |
|
|
|
|
|
Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight ); |
|
|
|
|
|
float t = 0; |
|
|
|
|
|
for (int i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i] > 0 && panim[i]->numframes > 1) |
|
|
{ |
|
|
t += (panim[i]->fps / (panim[i]->numframes - 1)) * weight[i]; |
|
|
} |
|
|
} |
|
|
return t; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: returns length (in seconds) of a sequence (seconds/cycle) |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_Duration( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] ) |
|
|
{ |
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ); |
|
|
float cps = Studio_CPS( pStudioHdr, seqdesc, iSequence, poseParameter ); |
|
|
|
|
|
if( cps == 0 ) |
|
|
return 0.0f; |
|
|
|
|
|
return 1.0f/cps; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate changes in position and angle relative to the start of an animations cycle |
|
|
// Output: updated position and angle, relative to the origin |
|
|
// returns false if animation is not a movement animation |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, QAngle &vecAngle ) |
|
|
{ |
|
|
float prevframe = 0; |
|
|
vecPos.Init( ); |
|
|
vecAngle.Init( ); |
|
|
|
|
|
if (panim->nummovements == 0) |
|
|
return false; |
|
|
|
|
|
int iLoops = 0; |
|
|
if (flCycle > 1.0) |
|
|
{ |
|
|
iLoops = (int)flCycle; |
|
|
} |
|
|
else if (flCycle < 0.0) |
|
|
{ |
|
|
iLoops = (int)flCycle - 1; |
|
|
} |
|
|
flCycle = flCycle - iLoops; |
|
|
|
|
|
float flFrame = flCycle * (panim->numframes - 1); |
|
|
|
|
|
for (int i = 0; i < panim->nummovements; i++) |
|
|
{ |
|
|
mstudiomovement_t *pmove = panim->pMovement( i ); |
|
|
|
|
|
if (pmove->endframe >= flFrame) |
|
|
{ |
|
|
float f = (flFrame - prevframe) / (pmove->endframe - prevframe); |
|
|
|
|
|
float d = pmove->v0 * f + 0.5 * (pmove->v1 - pmove->v0) * f * f; |
|
|
|
|
|
vecPos = vecPos + d * pmove->vector; |
|
|
vecAngle.y = vecAngle.y * (1 - f) + pmove->angle * f; |
|
|
if (iLoops != 0) |
|
|
{ |
|
|
mstudiomovement_t *pmoveAnim = panim->pMovement( panim->nummovements - 1 ); |
|
|
vecPos = vecPos + iLoops * pmoveAnim->position; |
|
|
vecAngle.y = vecAngle.y + iLoops * pmoveAnim->angle; |
|
|
} |
|
|
return true; |
|
|
} |
|
|
else |
|
|
{ |
|
|
prevframe = pmove->endframe; |
|
|
vecPos = pmove->position; |
|
|
vecAngle.y = pmove->angle; |
|
|
} |
|
|
} |
|
|
|
|
|
return false; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate instantaneous velocity in ips at a given point |
|
|
// in the animations cycle |
|
|
// Output: velocity vector, relative to identity orientation |
|
|
// returns false if animation is not a movement animation |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity ) |
|
|
{ |
|
|
float prevframe = 0; |
|
|
|
|
|
float flFrame = flCycle * (panim->numframes - 1); |
|
|
flFrame = flFrame - (int)(flFrame / (panim->numframes - 1)); |
|
|
|
|
|
for (int i = 0; i < panim->nummovements; i++) |
|
|
{ |
|
|
mstudiomovement_t *pmove = panim->pMovement( i ); |
|
|
|
|
|
if (pmove->endframe >= flFrame) |
|
|
{ |
|
|
float f = (flFrame - prevframe) / (pmove->endframe - prevframe); |
|
|
|
|
|
float vel = pmove->v0 * (1 - f) + pmove->v1 * f; |
|
|
// scale from per block to per sec velocity |
|
|
vel = vel * panim->fps / (pmove->endframe - prevframe); |
|
|
|
|
|
vecVelocity = pmove->vector * vel; |
|
|
return true; |
|
|
} |
|
|
else |
|
|
{ |
|
|
prevframe = pmove->endframe; |
|
|
} |
|
|
} |
|
|
return false; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate changes in position and angle between two points in an animation cycle |
|
|
// Output: updated position and angle, relative to CycleFrom being at the origin |
|
|
// returns false if animation is not a movement animation |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, QAngle &deltaAngle ) |
|
|
{ |
|
|
if (panim->nummovements == 0) |
|
|
return false; |
|
|
|
|
|
Vector startPos; |
|
|
QAngle startA; |
|
|
Studio_AnimPosition( panim, flCycleFrom, startPos, startA ); |
|
|
|
|
|
Vector endPos; |
|
|
QAngle endA; |
|
|
Studio_AnimPosition( panim, flCycleTo, endPos, endA ); |
|
|
|
|
|
Vector tmp = endPos - startPos; |
|
|
deltaAngle.y = endA.y - startA.y; |
|
|
VectorYawRotate( tmp, -startA.y, deltaPos ); |
|
|
|
|
|
return true; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: finds how much of an animation to play to move given linear distance |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_FindAnimDistance( mstudioanimdesc_t *panim, float flDist ) |
|
|
{ |
|
|
float prevframe = 0; |
|
|
|
|
|
if (flDist <= 0) |
|
|
return 0.0; |
|
|
|
|
|
for (int i = 0; i < panim->nummovements; i++) |
|
|
{ |
|
|
mstudiomovement_t *pmove = panim->pMovement( i ); |
|
|
|
|
|
float flMove = (pmove->v0 + pmove->v1) * 0.5; |
|
|
|
|
|
if (flMove >= flDist) |
|
|
{ |
|
|
float root1, root2; |
|
|
|
|
|
// d = V0 * t + 1/2 (V1-V0) * t^2 |
|
|
if (SolveQuadratic( 0.5 * (pmove->v1 - pmove->v0), pmove->v0, -flDist, root1, root2 )) |
|
|
{ |
|
|
float cpf = 1.0 / (panim->numframes - 1); // cycles per frame |
|
|
|
|
|
return (prevframe + root1 * (pmove->endframe - prevframe)) * cpf; |
|
|
} |
|
|
return 0.0; |
|
|
} |
|
|
else |
|
|
{ |
|
|
flDist -= flMove; |
|
|
prevframe = pmove->endframe; |
|
|
} |
|
|
} |
|
|
return 1.0; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate changes in position and angle between two points in a sequences cycle |
|
|
// Output: updated position and angle, relative to CycleFrom being at the origin |
|
|
// returns false if sequence is not a movement sequence |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_SeqMovement( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaPos, QAngle &deltaAngles ) |
|
|
{ |
|
|
mstudioanimdesc_t *panim[4]; |
|
|
float weight[4]; |
|
|
|
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ); |
|
|
|
|
|
Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight ); |
|
|
|
|
|
deltaPos.Init( ); |
|
|
deltaAngles.Init( ); |
|
|
|
|
|
bool found = false; |
|
|
|
|
|
for (int i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i]) |
|
|
{ |
|
|
Vector localPos; |
|
|
QAngle localAngles; |
|
|
|
|
|
localPos.Init(); |
|
|
localAngles.Init(); |
|
|
|
|
|
if (Studio_AnimMovement( panim[i], flCycleFrom, flCycleTo, localPos, localAngles )) |
|
|
{ |
|
|
found = true; |
|
|
deltaPos = deltaPos + localPos * weight[i]; |
|
|
// FIXME: this makes no sense |
|
|
deltaAngles = deltaAngles + localAngles * weight[i]; |
|
|
} |
|
|
else if (!(panim[i]->flags & STUDIO_DELTA) && panim[i]->nummovements == 0 && seqdesc.weight(0) > 0.0) |
|
|
{ |
|
|
found = true; |
|
|
} |
|
|
} |
|
|
} |
|
|
return found; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: calculate instantaneous velocity in ips at a given point in the sequence's cycle |
|
|
// Output: velocity vector, relative to identity orientation |
|
|
// returns false if sequence is not a movement sequence |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
bool Studio_SeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, float flCycle, const float poseParameter[], Vector &vecVelocity ) |
|
|
{ |
|
|
mstudioanimdesc_t *panim[4]; |
|
|
float weight[4]; |
|
|
|
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ); |
|
|
Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight ); |
|
|
|
|
|
vecVelocity.Init( ); |
|
|
|
|
|
bool found = false; |
|
|
|
|
|
for (int i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i]) |
|
|
{ |
|
|
Vector vecLocalVelocity; |
|
|
|
|
|
if (Studio_AnimVelocity( panim[i], flCycle, vecLocalVelocity )) |
|
|
{ |
|
|
vecVelocity = vecVelocity + vecLocalVelocity * weight[i]; |
|
|
found = true; |
|
|
} |
|
|
} |
|
|
} |
|
|
return found; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: finds how much of an sequence to play to move given linear distance |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
float Studio_FindSeqDistance( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flDist ) |
|
|
{ |
|
|
mstudioanimdesc_t *panim[4]; |
|
|
float weight[4]; |
|
|
|
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ); |
|
|
Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight ); |
|
|
|
|
|
float flCycle = 0; |
|
|
|
|
|
for (int i = 0; i < 4; i++) |
|
|
{ |
|
|
if (weight[i]) |
|
|
{ |
|
|
float flLocalCycle = Studio_FindAnimDistance( panim[i], flDist ); |
|
|
flCycle = flCycle + flLocalCycle * weight[i]; |
|
|
} |
|
|
} |
|
|
return flCycle; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: lookup attachment by name |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName ) |
|
|
{ |
|
|
if ( pStudioHdr && pStudioHdr->SequencesAvailable() ) |
|
|
{ |
|
|
// Extract the bone index from the name |
|
|
for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++) |
|
|
{ |
|
|
if (!V_stricmp(pAttachmentName,((CStudioHdr *)pStudioHdr)->pAttachment(i).pszName( ))) |
|
|
{ |
|
|
return i; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
return -1; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: lookup attachments by substring. Randomly return one of the matching attachments. |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
int Studio_FindRandomAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName ) |
|
|
{ |
|
|
if ( pStudioHdr ) |
|
|
{ |
|
|
// First move them all matching attachments into a list |
|
|
CUtlVector<int> matchingAttachments; |
|
|
|
|
|
// Extract the bone index from the name |
|
|
for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++) |
|
|
{ |
|
|
if ( strstr( ((CStudioHdr *)pStudioHdr)->pAttachment(i).pszName(), pAttachmentName ) ) |
|
|
{ |
|
|
matchingAttachments.AddToTail(i); |
|
|
} |
|
|
} |
|
|
|
|
|
// Then randomly return one of the attachments |
|
|
if ( matchingAttachments.Size() > 0 ) |
|
|
return matchingAttachments[ RandomInt( 0, matchingAttachments.Size()-1 ) ]; |
|
|
} |
|
|
|
|
|
return -1; |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: lookup bone by name |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
int Studio_BoneIndexByName( const CStudioHdr *pStudioHdr, const char *pName ) |
|
|
{ |
|
|
if ( pStudioHdr ) |
|
|
{ |
|
|
// binary search for the bone matching pName |
|
|
int start = 0, end = pStudioHdr->numbones()-1; |
|
|
const byte *pBoneTable = pStudioHdr->GetBoneTableSortedByName(); |
|
|
mstudiobone_t *pbones = pStudioHdr->pBone( 0 ); |
|
|
while (start <= end) |
|
|
{ |
|
|
int mid = (start + end) >> 1; |
|
|
int cmp = Q_stricmp( pbones[pBoneTable[mid]].pszName(), pName ); |
|
|
|
|
|
if ( cmp < 0 ) |
|
|
{ |
|
|
start = mid + 1; |
|
|
} |
|
|
else if ( cmp > 0 ) |
|
|
{ |
|
|
end = mid - 1; |
|
|
} |
|
|
else |
|
|
{ |
|
|
return pBoneTable[mid]; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
return -1; |
|
|
} |
|
|
|
|
|
const char *Studio_GetDefaultSurfaceProps( CStudioHdr *pstudiohdr ) |
|
|
{ |
|
|
return pstudiohdr->pszSurfaceProp(); |
|
|
} |
|
|
|
|
|
float Studio_GetMass( CStudioHdr *pstudiohdr ) |
|
|
{ |
|
|
return pstudiohdr->mass(); |
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: return pointer to sequence key value buffer |
|
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
const char *Studio_GetKeyValueText( const CStudioHdr *pStudioHdr, int iSequence ) |
|
|
{ |
|
|
if (pStudioHdr && pStudioHdr->SequencesAvailable()) |
|
|
{ |
|
|
if (iSequence >= 0 && iSequence < pStudioHdr->GetNumSeq()) |
|
|
{ |
|
|
return ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ).KeyValueText(); |
|
|
} |
|
|
} |
|
|
return NULL; |
|
|
} |
|
|
|
|
|
bool Studio_PrefetchSequence( const CStudioHdr *pStudioHdr, int iSequence ) |
|
|
{ |
|
|
bool pendingload = false; |
|
|
mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ); |
|
|
int size0 = seqdesc.groupsize[ 0 ]; |
|
|
int size1 = seqdesc.groupsize[ 1 ]; |
|
|
for ( int i = 0; i < size0; ++i ) |
|
|
{ |
|
|
for ( int j = 0; j < size1; ++j ) |
|
|
{ |
|
|
mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( seqdesc.anim( i, j ) ); |
|
|
int iFrame = 0; |
|
|
mstudioanim_t *panim = animdesc.pAnim( &iFrame ); |
|
|
if ( !panim ) |
|
|
{ |
|
|
pendingload = true; |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
// Everything for this sequence is resident? |
|
|
return !pendingload; |
|
|
} |
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
|
// Purpose: Drive a flex controller from a component of a bone |
|
|
//----------------------------------------------------------------------------- |
|
|
void Studio_RunBoneFlexDrivers( float *pflFlexControllerWeights, const CStudioHdr *pStudioHdr, const Vector *pvPositions, const matrix3x4_t *pBoneToWorld, const matrix3x4_t &mRootToWorld ) |
|
|
{ |
|
|
bool bRootToWorldInvComputed = false; |
|
|
matrix3x4_t mRootToWorldInv; |
|
|
matrix3x4_t mParentInv; |
|
|
matrix3x4_t mBoneLocal; |
|
|
|
|
|
const int nBoneFlexDriverCount = pStudioHdr->BoneFlexDriverCount(); |
|
|
|
|
|
for ( int i = 0; i < nBoneFlexDriverCount; ++i ) |
|
|
{ |
|
|
const mstudioboneflexdriver_t *pBoneFlexDriver = pStudioHdr->BoneFlexDriver( i ); |
|
|
const mstudiobone_t *pStudioBone = pStudioHdr->pBone( pBoneFlexDriver->m_nBoneIndex ); |
|
|
|
|
|
const int nControllerCount = pBoneFlexDriver->m_nControlCount; |
|
|
|
|
|
if ( pStudioBone->flags & BONE_USED_BY_BONE_MERGE ) |
|
|
{ |
|
|
// The local space version of the bone is not available if this is a bonemerged bone |
|
|
// so do the slow computation of the local version of the bone from boneToWorld |
|
|
|
|
|
if ( pStudioBone->parent < 0 ) |
|
|
{ |
|
|
if ( !bRootToWorldInvComputed ) |
|
|
{ |
|
|
MatrixInvert( mRootToWorld, mRootToWorldInv ); |
|
|
bRootToWorldInvComputed = true; |
|
|
} |
|
|
|
|
|
MatrixMultiply( mRootToWorldInv, pBoneToWorld[ pBoneFlexDriver->m_nBoneIndex ], mBoneLocal ); |
|
|
} |
|
|
else |
|
|
{ |
|
|
MatrixInvert( pBoneToWorld[ pStudioBone->parent ], mParentInv ); |
|
|
MatrixMultiply( mParentInv, pBoneToWorld[ pBoneFlexDriver->m_nBoneIndex ], mBoneLocal ); |
|
|
} |
|
|
|
|
|
for ( int j = 0; j < nControllerCount; ++j ) |
|
|
{ |
|
|
const mstudioboneflexdrivercontrol_t *pController = pBoneFlexDriver->pBoneFlexDriverControl( j ); |
|
|
const mstudioflexcontroller_t *pFlexController = pStudioHdr->pFlexcontroller( static_cast< LocalFlexController_t >( pController->m_nFlexControllerIndex ) ); |
|
|
|
|
|
if ( pFlexController->localToGlobal < 0 ) |
|
|
continue; |
|
|
|
|
|
Assert( pController->m_nFlexControllerIndex >= 0 && pController->m_nFlexControllerIndex < pStudioHdr->numflexcontrollers() ); |
|
|
Assert( pController->m_nBoneComponent >= 0 && pController->m_nBoneComponent <= 2 ); |
|
|
pflFlexControllerWeights[pFlexController->localToGlobal] = |
|
|
RemapValClamped( mBoneLocal[pController->m_nBoneComponent][3], pController->m_flMin, pController->m_flMax, 0.0f, 1.0f ); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
// Use the local space version of the bone directly for non-bonemerged bones |
|
|
|
|
|
const Vector &position = pvPositions[ pBoneFlexDriver->m_nBoneIndex ]; |
|
|
|
|
|
for ( int j = 0; j < nControllerCount; ++j ) |
|
|
{ |
|
|
const mstudioboneflexdrivercontrol_t *pController = pBoneFlexDriver->pBoneFlexDriverControl( j ); |
|
|
const mstudioflexcontroller_t *pFlexController = pStudioHdr->pFlexcontroller( static_cast< LocalFlexController_t >( pController->m_nFlexControllerIndex ) ); |
|
|
|
|
|
if ( pFlexController->localToGlobal < 0 ) |
|
|
continue; |
|
|
|
|
|
Assert( pController->m_nFlexControllerIndex >= 0 && pController->m_nFlexControllerIndex < pStudioHdr->numflexcontrollers() ); |
|
|
Assert( pController->m_nBoneComponent >= 0 && pController->m_nBoneComponent <= 2 ); |
|
|
pflFlexControllerWeights[pFlexController->localToGlobal] = |
|
|
RemapValClamped( position[pController->m_nBoneComponent], pController->m_flMin, pController->m_flMax, 0.0f, 1.0f ); |
|
|
} |
|
|
} |
|
|
} |
|
|
}
|
|
|
|