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