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491 lines
17 KiB
491 lines
17 KiB
//========= Copyright © 1996-2005, 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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#ifndef BONE_SETUP_H
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#define BONE_SETUP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "studio.h"
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#include "cmodel.h"
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#include "bitvec.h"
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class CBoneToWorld;
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class CIKContext;
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class CBoneAccessor;
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class IPoseDebugger;
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// This provides access to networked arrays, so if this code actually changes a value,
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// the entity is marked as changed.
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abstract_class IParameterAccess
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{
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public:
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virtual float GetParameter( int iParam ) = 0;
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virtual void SetParameter( int iParam, float flValue ) = 0;
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};
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class CBoneBitList : public CBitVec<MAXSTUDIOBONES>
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{
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public:
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inline void MarkBone(int iBone)
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{
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Set(iBone);
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}
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inline bool IsBoneMarked(int iBone)
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{
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return Get(iBone) != 0 ? true : false;
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: blends together all the bones from two p:q lists
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//
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// p1 = p1 * (1 - s) + p2 * s
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// q1 = q1 * (1 - s) + q2 * s
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//-----------------------------------------------------------------------------
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void SlerpBones(
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const CStudioHdr *pStudioHdr,
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BoneQuaternion q1[MAXSTUDIOBONES],
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BoneVector pos1[MAXSTUDIOBONES],
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mstudioseqdesc_t &seqdesc, // source of q2 and pos2
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int sequence,
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const BoneQuaternionAligned q2[MAXSTUDIOBONES],
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const BoneVector pos2[MAXSTUDIOBONES],
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float s,
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int boneMask
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);
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class CBoneSetup;
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class IBoneSetup
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{
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public:
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IBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger = NULL );
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~IBoneSetup( void );
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void InitPose( BoneVector pos[], BoneQuaternionAligned q[] );
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void AccumulatePose( BoneVector pos[], BoneQuaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
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void CalcAutoplaySequences( BoneVector pos[], BoneQuaternion q[], float flRealTime, CIKContext *pIKContext );
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void CalcBoneAdj( BoneVector pos[], BoneQuaternion q[], const float controllers[] );
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CStudioHdr *GetStudioHdr();
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private:
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CBoneSetup *m_pBoneSetup;
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};
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// Given two samples of a bone separated in time by dt,
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// compute the velocity and angular velocity of that bone
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void CalcBoneDerivatives( Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &prev, const matrix3x4_t ¤t, float dt );
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// Give a derivative of a bone, compute the velocity & angular velocity of that bone
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void CalcBoneVelocityFromDerivative( const QAngle &vecAngles, Vector &velocity, AngularImpulse &angVel, const matrix3x4_t ¤t );
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// This function sets up the local transform for a single frame of animation. It doesn't handle
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// pose parameters or interpolation between frames.
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void SetupSingleBoneMatrix(
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CStudioHdr *pOwnerHdr,
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int nSequence,
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int iFrame,
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int iBone,
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matrix3x4_t &mBoneLocal );
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// Purpose: build boneToWorld transforms for a specific bone
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void BuildBoneChain(
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const CStudioHdr *pStudioHdr,
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const matrix3x4a_t &rootxform,
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const BoneVector pos[],
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const BoneQuaternion q[],
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int iBone,
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matrix3x4a_t *pBoneToWorld );
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void BuildBoneChain(
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const CStudioHdr *pStudioHdr,
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const matrix3x4a_t &rootxform,
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const BoneVector pos[],
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const BoneQuaternion q[],
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int iBone,
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matrix3x4a_t *pBoneToWorld,
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CBoneBitList &boneComputed );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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// ik info
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class CIKTarget
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{
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public:
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void SetOwner( int entindex, const Vector &pos, const QAngle &angles );
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void ClearOwner( void );
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int GetOwner( void );
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void UpdateOwner( int entindex, const Vector &pos, const QAngle &angles );
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void SetPos( const Vector &pos );
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void SetAngles( const QAngle &angles );
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void SetQuaternion( const Quaternion &q );
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void SetNormal( const Vector &normal );
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void SetPosWithNormalOffset( const Vector &pos, const Vector &normal );
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void SetOnWorld( bool bOnWorld = true );
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bool IsActive( void );
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void IKFailed( void );
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int chain;
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int type;
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void MoveReferenceFrame( Vector &deltaPos, QAngle &deltaAngles );
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// accumulated offset from ideal footplant location
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public:
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struct x2 {
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char *pAttachmentName;
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Vector pos;
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Quaternion q;
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} offset;
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private:
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struct x3 {
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Vector pos;
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Quaternion q;
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} ideal;
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public:
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struct x4 {
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float latched;
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float release;
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float height;
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float floor;
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float radius;
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float flTime;
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float flWeight;
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Vector pos;
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Quaternion q;
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bool onWorld;
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} est; // estimate contact position
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struct x5 {
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float hipToFoot; // distance from hip
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float hipToKnee; // distance from hip to knee
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float kneeToFoot; // distance from knee to foot
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Vector hip; // location of hip
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Vector closest; // closest valid location from hip to foot that the foot can move to
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Vector knee; // pre-ik location of knee
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Vector farthest; // farthest valid location from hip to foot that the foot can move to
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Vector lowest; // lowest position directly below hip that the foot can drop to
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} trace;
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private:
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// internally latched footset, position
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struct x1 {
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// matrix3x4a_t worldTarget;
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bool bNeedsLatch;
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bool bHasLatch;
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float influence;
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int iFramecounter;
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int owner;
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Vector absOrigin;
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QAngle absAngles;
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Vector pos;
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Quaternion q;
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Vector deltaPos; // acculated error
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Quaternion deltaQ;
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Vector debouncePos;
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Quaternion debounceQ;
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} latched;
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struct x6 {
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float flTime; // time last error was detected
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float flErrorTime;
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float ramp;
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bool bInError;
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} error;
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friend class CIKContext;
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};
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struct ikchainresult_t
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{
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// accumulated offset from ideal footplant location
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int target;
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Vector pos;
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Quaternion q;
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float flWeight;
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};
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struct ikcontextikrule_t
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{
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int index;
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int type;
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int chain;
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int bone;
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int slot; // iktarget slot. Usually same as chain.
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float height;
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float radius;
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float floor;
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Vector pos;
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float pad1;
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Quaternion q;
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float start; // beginning of influence
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float peak; // start of full influence
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float tail; // end of full influence
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float end; // end of all influence
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float top;
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float drop;
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float commit; // frame footstep target should be committed
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float release; // frame ankle should end rotation from latched orientation
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float flWeight; // processed version of start-end cycle
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float flRuleWeight; // blending weight
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float latched; // does the IK rule use a latched value?
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char *szLabel;
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Vector kneeDir;
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float pad2;
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Vector kneePos;
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float pad3;
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ikcontextikrule_t() {}
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private:
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// No copy constructors allowed
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ikcontextikrule_t(const ikcontextikrule_t& vOther);
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};
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void Studio_AlignIKMatrix( matrix3x4a_t &mMat, const Vector &vAlignTo );
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bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, matrix3x4a_t* pBoneToWorld );
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bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4a_t* pBoneToWorld );
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class CIKContext
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{
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public:
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CIKContext( );
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void Init( const CStudioHdr *pStudioHdr, const QAngle &angles, const Vector &pos, float flTime, int iFramecounter, int boneMask );
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void AddDependencies( mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight = 1.0f );
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#if defined( _PS3 )
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void AddAllDependencies_PS3( ikcontextikrule_t *ikRules, int numRules );
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#endif
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void ClearTargets( void );
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void UpdateTargets( BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed );
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void AutoIKRelease( void );
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void SolveDependencies( BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed );
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void AddAutoplayLocks( BoneVector pos[], BoneQuaternion q[] );
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void SolveAutoplayLocks( BoneVector pos[], BoneQuaternion q[] );
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void AddSequenceLocks( mstudioseqdesc_t &SeqDesc, BoneVector pos[], BoneQuaternion q[] );
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void SolveSequenceLocks( mstudioseqdesc_t &SeqDesc, BoneVector pos[], BoneQuaternion q[] );
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void AddAllLocks( BoneVector pos[], BoneQuaternion q[] );
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void SolveAllLocks( BoneVector pos[], BoneQuaternion q[] );
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void SolveLock( const mstudioiklock_t *plock, int i, BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed );
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CUtlVectorFixed< CIKTarget, 12 > m_target;
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void CopyTo( CIKContext* pOther, const unsigned short * iRemapping );
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void BuildBoneChain( const BoneVector pos[], const BoneQuaternion q[], int iBone, matrix3x4a_t *pBoneToWorld, CBoneBitList &boneComputed );
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const int GetBoneMask( void ) { return m_boneMask; }
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private:
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CStudioHdr const *m_pStudioHdr;
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bool Estimate( int iSequence, float flCycle, int iTarget, const float poseParameter[], float flWeight = 1.0f );
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// virtual IK rules, filtered and combined from each sequence
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CUtlVector< CUtlVector< ikcontextikrule_t > > m_ikChainRule;
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CUtlVector< ikcontextikrule_t > m_ikLock;
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matrix3x4a_t m_rootxform;
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int m_iFramecounter;
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float m_flTime;
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int m_boneMask;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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// replaces the bonetoworld transforms for all bones that are procedural
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bool CalcProceduralBone(
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const CStudioHdr *pStudioHdr,
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int iBone,
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CBoneAccessor &bonetoworld
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);
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void Studio_BuildMatrices(
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const CStudioHdr *pStudioHdr,
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const QAngle& angles,
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const Vector& origin,
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const BoneVector pos[],
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const BoneQuaternion q[],
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int iBone,
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float flScale,
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matrix3x4a_t bonetoworld[MAXSTUDIOBONES],
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int boneMask
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);
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// Get a bone->bone relative transform
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void Studio_CalcBoneToBoneTransform( const CStudioHdr *pStudioHdr, int inputBoneIndex, int outputBoneIndex, matrix3x4_t &matrixOut );
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// Given a bone rotation value, figures out the value you need to give to the controller
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// to have the bone at that value.
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// [in] flValue = the desired bone rotation value
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// [out] ctlValue = the (0-1) value to set the controller t.
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// return value = flValue, unwrapped to lie between the controller's start and end.
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float Studio_SetController( const CStudioHdr *pStudioHdr, int iController, float flValue, float &ctlValue );
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// Given a 0-1 controller value, maps it into the controller's start and end and returns the bone rotation angle.
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// [in] ctlValue = value in controller space (0-1).
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// return value = value in bone space
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float Studio_GetController( const CStudioHdr *pStudioHdr, int iController, float ctlValue );
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void Studio_CalcDefaultPoseParameters( const CStudioHdr *pStudioHdr, float flPoseParameter[MAXSTUDIOPOSEPARAM], int nCount );
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float Studio_GetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float ctlValue );
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float Studio_SetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float flValue, float &ctlValue );
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// converts a global 0..1 pose parameter into the local sequences blending value
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int Studio_LocalPoseParameter( const CStudioHdr *pStudioHdr, const float poseParameter[], mstudioseqdesc_t &seqdesc, int iSequence, int iLocalIndex, float &flSetting );
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void Studio_SeqAnims( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[], mstudioanimdesc_t *panim[4], float *weight );
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int Studio_MaxFrame( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
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float Studio_FPS( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
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float Studio_CPS( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[] );
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float Studio_Duration( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
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void Studio_MovementRate( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
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float Studio_SeqMovementAndDuration( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaPos );
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// void Studio_Movement( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
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//void Studio_AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, Vector &vecAngle );
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//void Studio_AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity );
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//float Studio_FindAnimDistance( mstudioanimdesc_t *panim, float flDist );
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bool Studio_AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, QAngle &deltaAngle );
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bool Studio_SeqMovement( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaMovement, QAngle &deltaAngle );
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bool Studio_SeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, float flCycle, const float poseParameter[], Vector &vecVelocity );
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float Studio_FindSeqDistance( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flDist );
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float Studio_FindSeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flVelocity );
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int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
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int Studio_FindRandomAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
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int Studio_BoneIndexByName( const CStudioHdr *pStudioHdr, const char *pName );
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const char *Studio_GetDefaultSurfaceProps( CStudioHdr *pstudiohdr );
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float Studio_GetMass( CStudioHdr *pstudiohdr );
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const char *Studio_GetKeyValueText( const CStudioHdr *pStudioHdr, int iSequence );
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FORWARD_DECLARE_HANDLE( memhandle_t );
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struct bonecacheparams_t
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{
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CStudioHdr *pStudioHdr;
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matrix3x4a_t *pBoneToWorld;
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float curtime;
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int boneMask;
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};
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class CBoneCache
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{
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public:
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// you must implement these static functions for the ResourceManager
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// -----------------------------------------------------------
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static CBoneCache *CreateResource( const bonecacheparams_t ¶ms );
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static unsigned int EstimatedSize( const bonecacheparams_t ¶ms );
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// -----------------------------------------------------------
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// member functions that must be present for the ResourceManager
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void DestroyResource();
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CBoneCache *GetData() { return this; }
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unsigned int Size() { return m_size; }
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// -----------------------------------------------------------
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CBoneCache();
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// was constructor, but placement new is messy wrt memdebug - so cast & init instead
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void Init( const bonecacheparams_t ¶ms, unsigned int size, short *pStudioToCached, short *pCachedToStudio, int cachedBoneCount );
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void UpdateBones( const matrix3x4a_t *pBoneToWorld, int numbones, float curtime );
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matrix3x4a_t *GetCachedBone( int studioIndex );
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void ReadCachedBones( matrix3x4a_t *pBoneToWorld );
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void ReadCachedBonePointers( matrix3x4_t **bones, int numbones );
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bool IsValid( float curtime, float dt = 0.1f );
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public:
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float m_timeValid;
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int m_boneMask;
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private:
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matrix3x4a_t *BoneArray();
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short *StudioToCached();
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short *CachedToStudio();
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unsigned int m_size;
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unsigned short m_cachedBoneCount;
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unsigned short m_matrixOffset;
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unsigned short m_cachedToStudioOffset;
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unsigned short m_boneOutOffset;
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};
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void Studio_LockBoneCache();
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void Studio_UnlockBoneCache();
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CBoneCache *Studio_GetBoneCache( memhandle_t cacheHandle, bool bLock = false );
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void Studio_ReleaseBoneCache( memhandle_t cacheHandle );
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memhandle_t Studio_CreateBoneCache( bonecacheparams_t ¶ms );
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void Studio_DestroyBoneCache( memhandle_t cacheHandle );
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void Studio_InvalidateBoneCacheIfNotMatching( memhandle_t cacheHandle, float flTimeValid );
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// Given a ray, trace for an intersection with this studiomodel. Get the array of bones from StudioSetupHitboxBones
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bool TraceToStudio( class IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set, matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &trace );
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// Given a ray, trace for an intersection with this studiomodel, bullets will hit bodyparts that result in higher damage
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bool TraceToStudioCsgoHitgroupsPriority( class IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set, matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &trace );
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// TERROR: TraceToStudio variant that prioritizes hitgroups, so bullets can pass through arms and chest to hit the head, for instance
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bool TraceToStudioGrouped( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set,
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matrix3x4_t **hitboxbones, int fContentsMask, trace_t &tr, const CUtlVector< int > &sortedHitgroups );
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void QuaternionSM( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt );
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void QuaternionMA( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt );
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bool Studio_PrefetchSequence( const CStudioHdr *pStudioHdr, int iSequence );
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void Studio_RunBoneFlexDrivers( float *pFlexController, const CStudioHdr *pStudioHdr, const Vector *pPositions, const matrix3x4_t *pBoneToWorld, const matrix3x4_t &mRootToWorld );
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//-----------------------------------------------------------------------------
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// Computes a number of twist bones given a parent/child pair
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// pqTwists, pflWeights, pqTwistBinds must all have at least nCount elements
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//-----------------------------------------------------------------------------
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void ComputeTwistBones(
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Quaternion *pqTwists,
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int nCount,
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bool bInverse,
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const Vector &vUp,
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const Quaternion &qParent,
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const matrix3x4_t &mChild,
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const Quaternion &qBaseInv,
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const float *pflWeights,
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const Quaternion *pqTwistBinds );
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#endif // BONE_SETUP_H
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