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