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917 lines
29 KiB
917 lines
29 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_PS3_H
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#define BONE_SETUP_PS3_H
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#ifndef __SPU__
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#include "studio.h"
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#endif
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#include "studio_PS3.h"
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#ifndef __SPU__
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#include "bone_setup.h"
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#include "vjobs/root.h"
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#include "vjobs/accumpose_shared.h"
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#include <vjobs_interface.h>
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#include <ps3/vjobutils.h>
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#include <ps3/vjobutils_shared.h>
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#endif // __SPU__
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#if defined( _PS3 )
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#if defined(__SPU__)
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#include "ps3/spu_job_shared.h"
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#define SNPROF(name) ((void)0)
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#define SNPROF_ANIM(name) ((void)0)
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#endif
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//#define _DEBUG_SPUvPPU_ANIMATION 1
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#define ANIM_EPS 0.3f
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//-----------------------------------------------------------------------------
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// Purpose: SPU version of data collected and required by AccumulatePose
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// this data gets sent to SPU
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//-----------------------------------------------------------------------------
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#define MAX_ACCUMPOSECALLS (20) //(MAX_OVERLAYS)
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#define MAX_LAYERS_SPU MAX_ACCUMPOSECALLS
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#define MAX_PQSTACKLEVEL 4
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#define MAX_IKCHAINELEMENTS 32
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#define MAX_IKCHAINS 16
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#define MAX_IKLOCKS 16
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#define MAX_IKRULES 48
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#define MAX_IKTARGETS 12
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#define MAX_BLENDANIMS 4
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class CBoneBitList_PS3
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{
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public:
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CBoneBitList_PS3()
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{
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memset( &m_markedBones, 0, MAXSTUDIOBONES_PS3 );
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}
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inline void MarkBone( int iBone )
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{
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m_markedBones[ iBone ] = 1;
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}
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inline bool IsBoneMarked( int iBone )
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{
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return m_markedBones[ iBone ];
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}
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inline void ResetMarkedBones( int numbones )
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{
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memset( &m_markedBones, 0, numbones );
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}
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byte m_markedBones[ MAXSTUDIOBONES_PS3 ];
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};
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struct animData_SPU
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{
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void *pEA_animdesc; // mstudioanimdesc_t *
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int animstudiohdr_numbones;
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int seqdesc_anim;
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float flStall;
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float seqdesc_weight;
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int animdesc_iLocalFrame;
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void *pEA_animdesc_panim; // mstudio_rle_anim_t *
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void *pEA_animdesc_pFrameanim; // mstudio_frame_anim_t_PS3 *
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void *pEA_animdesc_ikrule; // mstudioikrule_t_PS3 *
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void *pEA_animdesc_ikrulezeroframe; // zero frame rule of above
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void *pEA_animgroup_masterbone; // int *
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void *pEA_anim_bones_pos; // Vector *, start of Vector pos, Quaternion quat, RadianEuler rot, Vector posscale, Vector rotscale, matrix3x4_t poseToBone, Quaternion qAlignment, int flags
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void *pEA_anim_bones_flags; // int *, start of flags
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void *pEA_anim_linearBones; // mstudiolinearbone_t_PS3 *
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};
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struct ALIGN128 accumposeentry_SPU
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{
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void *pEA_seqdesc; // mstudioseqdesc_t_PS3 *
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void *pEA_seqgroup_boneMap; // const int *
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void *pEA_seqgroup_masterBone; // const int *
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void *pEA_seqdesc_boneWeight; // float *
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void *pEA_seqdesc_iklocks; // mstudioiklock_t *
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// from seqstudiohdr
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void *pEA_seq_linearBones; // mstudiolinearbone_t_PS3 *
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void *pEA_seq_linearbones_pos; // Vector *
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void *pEA_seq_linearbones_quat; // Quaternion *
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void *pEA_seq_bones_pos; // mstudiobone_t_PS3 * offset to .pos
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int seqdesc_flags;
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int cpsPath; // CalcPoseSingle path
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animData_SPU anims[ MAX_BLENDANIMS ];
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int8 animIndices[ MAX_BLENDANIMS ]; // index into anims[]
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int pqStackLevel;
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int iSeq;
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float cycle;
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float weight;
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int i0;
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int i1;
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int seqdesc_numiklocks;
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int seqdesc_numikrules;
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float s0;
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float s1;
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float cyclePoseSingle;
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int numLocalLayers;
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int numSequenceLayers;
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#if !defined(__SPU__)
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bool SetAnimData( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int x, int y, int animIndex );
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#endif
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} ALIGN128_POST;
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struct ALIGN128 bonejob_SPU
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{
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accumposeentry_SPU accumPoseEntry[ MAX_LAYERS_SPU ];
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int numTotalPoses;
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int numPoses_PreAutoSeq;
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int numPoses_AutoSeq;
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// same for all calls
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int boneFlags[ MAXSTUDIOBONES_PS3 ]; // 1k
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int boneParent[ MAXSTUDIOBONES_PS3 ]; // 1k
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float poseparam[ MAXSTUDIOPOSEPARAM_PS3 ]; // 96B
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void *pEA_IKAutoplayLocks[ MAX_IKLOCKS ]; // mstudioiklock_t
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float currentTime;
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int numBones;
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int maxBones; // takes into account virtual bonemapping, used for SPU mem worst-case allocations
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int numikchains;
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int boneMask;
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int studiobone_posoffset; // mstudiobone_t offset in bytes to pos field
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BoneVector autoikOrigin;
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QAngle autoikAngles;
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int autoikFramecount;
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int numikAutoplayLocks;
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void *pEA_hdr; // CStudioHdr*
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void *pEA_IKContext; // CIKContext *
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void *pEA_studiohdr_ikchains; // mstudioikchain_t *
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void *pEA_studiohdr_ikautoplaylocks; // mstudioiklock_t *
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void *pEA_studiohdr_vmodel; // virtualmodel_t *
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void *pEA_studiohdr_bones; // mstudiobone_t_PS3 *
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void *pEA_studiohdr_bones_pos; // Vector *, start of Vector pos, Quaternion quat, RadianEuler rot, Vector posscale, Vector rotscale, matrix3x4_t poseToBone, Quaternion qAlignment, int flags
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void *pEA_studiohdr_linearBones; // mstudiolinearbone_t_PS3 *
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void *pEA_linearbones_posscale; // Vector *
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void *pEA_linearbones_pos; // Vector *
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void *pEA_linearbones_rot; // RadianEuler *
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void *pEA_linearbones_rotscale; // Vector *
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void *pEA_linearbones_flags; // int *
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void *pEA_linearbones_quat; // Quaternion *
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void *pEA_linearbones_qalignment; // Quaternion *
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// dst data ea ptrs
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void *pEA_pos; // BoneVector *
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void *pEA_q; // BoneQuaternion *
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void *pEA_addDep_IKRules; // ikcontextikrule_t *
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void *pEA_addDep_numIKRules; // int *
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void *pEA_flags; // int *
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int debugJob; // for dynamic switching of DebuggerBreak
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} ALIGN128_POST;
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#if !defined(__SPU__)
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struct bonejob_PPU
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{
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public:
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matrix3x4_t parentTransform;
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float cycle;
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int maxBones;
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int boneMask;
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int bonesMaskNeedsRecalc;
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int oldReadableBones;
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void *pBaseAnimating; // C_BaseAnimating*
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CStudioHdr *pStudioHdr;
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matrix3x4a_t *pBoneToWorldOut;
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};
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struct ALIGN128 PS3BoneJobData
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{
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public:
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job_accumpose::JobDescriptor_t jobDescriptor ALIGN128;
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// dst. SPU in/out - could be init'd entirely from SPU, in which case it's out only
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BoneVector pos[ MAXSTUDIOBONES_PS3 ] ALIGN16; // 2k
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BoneQuaternion q[ MAXSTUDIOBONES_PS3 ] ALIGN16; // 2k
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// dst, SPU out only
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ikcontextikrule_t addDep_IKRules[ MAX_IKRULES ] ALIGN16; // 4k
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int addDep_numIKRules ALIGN16; // [4] to pad to 16B
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int pad[3];
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// src, SPU in only, going to SPU at start of job
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bonejob_SPU bonejobSPU;
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// src, PPU only, work data, and data required if job needs to be executed from scratch on PPU if SPU fails
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bonejob_PPU bonejobPPU;
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} ALIGN128_POST;
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class CBoneJobs : public VJobInstance
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{
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public:
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CBoneJobs()
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{
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}
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~CBoneJobs()
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{
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Shutdown();
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}
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void Init( void );
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void Shutdown( void );
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void OnVjobsInit( void ); // gets called after m_pRoot was created and assigned
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void OnVjobsShutdown( void ); // gets called before m_pRoot is about to be destructed and NULL'ed
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void StartFrame( int maxBoneJobs );
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void EndFrame( void );
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void ResetBoneJobs( void );
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int AddBoneJob( void );
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int GetNumBoneJobs( void );
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int GetNextFreeSPURSPort( void );
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PS3BoneJobData *GetJobData( int job );
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private:
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CUtlVector<PS3BoneJobData> m_boneJobData;
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int m_boneJobCount;
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int m_boneJobNextSPURSPort;
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bool m_bEnabled;
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};
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extern CBoneJobs* g_pBoneJobs;
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#endif // #if !defined SPU
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//-----------------------------------------------------------------------------
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//
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// Main spu job class
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//
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//-----------------------------------------------------------------------------
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class C_AccumulatePose_SPU
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{
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public:
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C_AccumulatePose_SPU( bonejob_SPU *pBoneJob ) { m_pBoneJob = pBoneJob; };
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inline void ResetCount() { m_iCount = 0; };
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inline int GetCount() { return m_iCount; };
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void AccumulatePose( BoneVector pos[], BoneQuaternion q[] );
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void AddLocalLayers( accumposeentry_SPU *pAccPoseEntry, BoneVector pos[], BoneQuaternion q[] );
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void AddSequenceLayers( accumposeentry_SPU *pAccPoseEntry, BoneVector pos[], BoneQuaternion q[] );
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void SetIKContext( void *pIKContext ) { m_pIKContext = pIKContext; };
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void *GetIKContext( void ) { return m_pIKContext; };
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private:
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bool CalcPoseSingle(
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const bonejob_SPU *pBonejob,
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accumposeentry_SPU *pPoseEntry,
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BoneVector *pos,
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BoneQuaternion *q,
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int *boneMap,
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float *boneWeight,
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int sequence,
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const float poseParameter[],
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int boneMask,
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float flTime
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);
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void *m_pIKContext; // CIKContext *
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bonejob_SPU *m_pBoneJob;
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// next index into bonejob accumposeentry to execute
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int m_iCount;
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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_SPU(
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bonejob_SPU* pSPUJob,
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accumposeentry_SPU *pPoseEntry,
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BoneQuaternion *q1,
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BoneVector *pos1,
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const BoneQuaternion *q2,
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const BoneVector *pos2,
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const int *boneMap,
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const float *boneWeight,
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float s,
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int boneMask );
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#if !defined(__SPU__)
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class CBoneSetup_PS3;
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class IBoneSetup_PS3
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{
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public:
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IBoneSetup_PS3( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], bonejob_SPU *pBoneJobSPU );
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~IBoneSetup_PS3( void );
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void InitPose_PS3( BoneVector pos[], BoneQuaternion q[] );
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void CalcAutoplaySequences_AddPoseCalls( float flRealTime );
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void AccumulatePose_AddToBoneJob( bonejob_SPU* pBonejobSPU, int sequence, float cycle, float flWeight, CIKContext *pIKContext, int pqStackLevel );
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int RunAccumulatePoseJobs_PPU( bonejob_SPU *pBoneJobSPU );
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int RunAccumulatePoseJobs_SPU( bonejob_SPU *pBoneJobSPU, job_accumpose::JobDescriptor_t *pJobDescriptor );
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CStudioHdr *GetStudioHdr();
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void ResetErrorFlags();
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int ErrorFlags();
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bonejob_SPU *GetBoneJobSPU();
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private:
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CBoneSetup_PS3 *m_pBoneSetup;
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};
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#endif
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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_PS3(
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// CStudioHdr_PS3 *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_PS3(
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const int *pBoneParent,
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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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);
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void BuildBoneChain_PS3(
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const int *pBoneParent,
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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_PS3 &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_PS3
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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; // accumulated 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_PS3;
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};
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struct ikchainresult_t_PS3
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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_PS3
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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
|
|
float peak; // start of full influence
|
|
float tail; // end of full influence
|
|
float end; // end of all influence
|
|
|
|
float top;
|
|
float drop;
|
|
|
|
float commit; // frame footstep target should be committed
|
|
float release; // frame ankle should end rotation from latched orientation
|
|
|
|
float flWeight; // processed version of start-end cycle
|
|
float flRuleWeight; // blending weight
|
|
float latched; // does the IK rule use a latched value?
|
|
char *szLabel;
|
|
|
|
Vector kneeDir;
|
|
float pad2;
|
|
Vector kneePos;
|
|
float pad3;
|
|
|
|
ikcontextikrule_t_PS3() {}
|
|
|
|
private:
|
|
// No copy constructors allowed
|
|
ikcontextikrule_t_PS3(const ikcontextikrule_t_PS3& vOther);
|
|
};
|
|
|
|
void Studio_AlignIKMatrix_PS3( matrix3x4a_t &mMat, const Vector &vAlignTo );
|
|
|
|
bool Studio_SolveIK_PS3( int8 iThigh, int8 iKnee, int8 iFoot, Vector &targetFoot, matrix3x4a_t* pBoneToWorld );
|
|
bool Studio_SolveIK_PS3( int8 iThigh, int8 iKnee, int8 iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4a_t* pBoneToWorld );
|
|
|
|
|
|
class CIKContext_PS3
|
|
{
|
|
public:
|
|
CIKContext_PS3( );
|
|
// void Init( const CStudioHdr *pStudioHdr, const QAngle &angles, const BoneVector &pos, float flTime, int iFramecounter, int boneMask );
|
|
void Init( bonejob_SPU *pBonejobSPU, const QAngle &angles, const Vector &pos, float flTime, int iFramecounter, int boneMask );
|
|
|
|
// void AddDependencies( mstudioseqdesc_t_PS3 &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight = 1.0f );
|
|
|
|
void ClearTargets( void );
|
|
// void UpdateTargets( Vector pos[], Quaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed );
|
|
// void AutoIKRelease( void );
|
|
|
|
void AddAutoplayLocks( bonejob_SPU *pBonejob, BoneVector pos[], BoneQuaternion q[] );
|
|
void SolveAutoplayLocks( bonejob_SPU *pBonejob, BoneVector pos[], BoneQuaternion q[] );
|
|
|
|
// void AddSequenceLocks( mstudioseqdesc_t &SeqDesc, BoneVector pos[], BoneQuaternion q[] );
|
|
void AddSequenceLocks( bonejob_SPU *pBonejob, accumposeentry_SPU* pPoseEntry, BoneVector pos[], BoneQuaternion q[] );
|
|
void SolveSequenceLocks( bonejob_SPU *pBonejob, accumposeentry_SPU* pPoseEntry, BoneVector pos[], BoneQuaternion q[] );
|
|
|
|
// void AddAllLocks( BoneVector pos[], BoneQuaternion q[] );
|
|
// void SolveAllLocks( BoneVector pos[], BoneQuaternion q[] );
|
|
|
|
void SolveLock( bonejob_SPU *pBonejob, const mstudioiklock_t_PS3 *plock, int i, BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList_PS3 &boneComputed );
|
|
|
|
// CUtlVectorFixed< CIKTarget, 12 > m_target;
|
|
CIKTarget_PS3 m_target[ 12 ];
|
|
int m_targetCount;
|
|
int m_numTarget;
|
|
|
|
private:
|
|
|
|
// CStudioHdr const *m_pStudioHdr;
|
|
//
|
|
// bool Estimate( int iSequence, float flCycle, int iTarget, const float poseParameter[], float flWeight = 1.0f );
|
|
void BuildBoneChain( const bonejob_SPU *pBonejob, const BoneVector pos[], const BoneQuaternion q[], int iBone, matrix3x4a_t *pBoneToWorld, CBoneBitList_PS3 &boneComputed );
|
|
//
|
|
// // virtual IK rules, filtered and combined from each sequence
|
|
// CUtlVector< CUtlVector< ikcontextikrule_t_PS3 > > m_ikChainRule;
|
|
// CUtlVector< ikcontextikrule_t_PS3 > m_ikLock;
|
|
|
|
ikcontextikrule_t_PS3 m_ikLock[ MAX_IKLOCKS ];
|
|
|
|
matrix3x4a_t m_rootxform;
|
|
|
|
int m_iFramecounter;
|
|
float m_flTime;
|
|
int m_boneMask;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
// replaces the bonetoworld transforms for all bones that are procedural
|
|
// bool CalcProceduralBone_PS3(
|
|
// const CStudioHdr_PS3 *pStudioHdr,
|
|
// int iBone,
|
|
// CBoneAccessor_PS3 &bonetoworld
|
|
// );
|
|
|
|
// void Studio_BuildMatrices(
|
|
// const CStudioHdr_PS3 *pStudioHdr,
|
|
// const QAngle& angles,
|
|
// const BoneVector& origin,
|
|
// const BoneVector pos[],
|
|
// const BoneQuaternion q[],
|
|
// int iBone,
|
|
// float flScale,
|
|
// matrix3x4a_t bonetoworld[MAXSTUDIOBONES],
|
|
// int boneMask
|
|
// );
|
|
|
|
|
|
// Get a bone->bone relative transform
|
|
//void Studio_CalcBoneToBoneTransform( const CStudioHdr *pStudioHdr, int inputBoneIndex, int outputBoneIndex, matrix3x4_t &matrixOut );
|
|
|
|
// Given a bone rotation value, figures out the value you need to give to the controller
|
|
// to have the bone at that value.
|
|
// [in] flValue = the desired bone rotation value
|
|
// [out] ctlValue = the (0-1) value to set the controller t.
|
|
// return value = flValue, unwrapped to lie between the controller's start and end.
|
|
//float Studio_SetController( const CStudioHdr *pStudioHdr, int iController, float flValue, float &ctlValue );
|
|
|
|
|
|
// Given a 0-1 controller value, maps it into the controller's start and end and returns the bone rotation angle.
|
|
// [in] ctlValue = value in controller space (0-1).
|
|
// return value = value in bone space
|
|
//float Studio_GetController( const CStudioHdr *pStudioHdr, int iController, float ctlValue );
|
|
|
|
//void Studio_CalcDefaultPoseParameters( const CStudioHdr *pStudioHdr, float flPoseParameter[MAXSTUDIOPOSEPARAM], int nCount );
|
|
//float Studio_GetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float ctlValue );
|
|
//float Studio_SetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float flValue, float &ctlValue );
|
|
|
|
// converts a global 0..1 pose parameter into the local sequences blending value
|
|
//int Studio_LocalPoseParameter( const CStudioHdr *pStudioHdr, const float poseParameter[], mstudioseqdesc_t &seqdesc, int iSequence, int iLocalIndex, float &flSetting );
|
|
|
|
//void Studio_SeqAnims( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[], mstudioanimdesc_t *panim[4], float *weight );
|
|
//int Studio_MaxFrame( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
|
|
//float Studio_FPS( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
|
|
//float Studio_CPS( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[] );
|
|
//float Studio_Duration( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
|
|
//void Studio_MovementRate( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
|
|
//float Studio_SeqMovementAndDuration( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaPos );
|
|
|
|
// void Studio_Movement( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
|
|
|
|
//void Studio_AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, Vector &vecAngle );
|
|
//void Studio_AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity );
|
|
//float Studio_FindAnimDistance( mstudioanimdesc_t *panim, float flDist );
|
|
// bool Studio_AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, QAngle &deltaAngle );
|
|
// bool Studio_SeqMovement( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaMovement, QAngle &deltaAngle );
|
|
// bool Studio_SeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, float flCycle, const float poseParameter[], Vector &vecVelocity );
|
|
// float Studio_FindSeqDistance( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flDist );
|
|
// float Studio_FindSeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flVelocity );
|
|
// int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
|
|
// int Studio_FindRandomAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
|
|
// int Studio_BoneIndexByName( const CStudioHdr *pStudioHdr, const char *pName );
|
|
// const char *Studio_GetDefaultSurfaceProps( CStudioHdr *pstudiohdr );
|
|
// float Studio_GetMass( CStudioHdr *pstudiohdr );
|
|
// const char *Studio_GetKeyValueText( const CStudioHdr *pStudioHdr, int iSequence );
|
|
|
|
// FORWARD_DECLARE_HANDLE( memhandle_t );
|
|
// struct bonecacheparams_t
|
|
// {
|
|
// CStudioHdr *pStudioHdr;
|
|
// matrix3x4a_t *pBoneToWorld;
|
|
// float curtime;
|
|
// int boneMask;
|
|
// };
|
|
//
|
|
// class CBoneCache
|
|
// {
|
|
// public:
|
|
//
|
|
// // you must implement these static functions for the ResourceManager
|
|
// // -----------------------------------------------------------
|
|
// static CBoneCache *CreateResource( const bonecacheparams_t ¶ms );
|
|
// static unsigned int EstimatedSize( const bonecacheparams_t ¶ms );
|
|
// // -----------------------------------------------------------
|
|
// // member functions that must be present for the ResourceManager
|
|
// void DestroyResource();
|
|
// CBoneCache *GetData() { return this; }
|
|
// unsigned int Size() { return m_size; }
|
|
// // -----------------------------------------------------------
|
|
//
|
|
// CBoneCache();
|
|
//
|
|
// // was constructor, but placement new is messy wrt memdebug - so cast & init instead
|
|
// void Init( const bonecacheparams_t ¶ms, unsigned int size, short *pStudioToCached, short *pCachedToStudio, int cachedBoneCount );
|
|
//
|
|
// void UpdateBones( const matrix3x4a_t *pBoneToWorld, int numbones, float curtime );
|
|
// matrix3x4a_t *GetCachedBone( int studioIndex );
|
|
// void ReadCachedBones( matrix3x4a_t *pBoneToWorld );
|
|
// void ReadCachedBonePointers( matrix3x4_t **bones, int numbones );
|
|
//
|
|
// bool IsValid( float curtime, float dt = 0.1f );
|
|
//
|
|
// public:
|
|
// float m_timeValid;
|
|
// int m_boneMask;
|
|
//
|
|
// private:
|
|
// matrix3x4a_t *BoneArray();
|
|
// short *StudioToCached();
|
|
// short *CachedToStudio();
|
|
//
|
|
// unsigned int m_size;
|
|
// unsigned short m_cachedBoneCount;
|
|
// unsigned short m_matrixOffset;
|
|
// unsigned short m_cachedToStudioOffset;
|
|
// unsigned short m_boneOutOffset;
|
|
// };
|
|
//
|
|
// void Studio_LockBoneCache();
|
|
// void Studio_UnlockBoneCache();
|
|
//
|
|
// CBoneCache *Studio_GetBoneCache( memhandle_t cacheHandle, bool bLock = false );
|
|
// void Studio_ReleaseBoneCache( memhandle_t cacheHandle );
|
|
// memhandle_t Studio_CreateBoneCache( bonecacheparams_t ¶ms );
|
|
// void Studio_DestroyBoneCache( memhandle_t cacheHandle );
|
|
// void Studio_InvalidateBoneCacheIfNotMatching( memhandle_t cacheHandle, float flTimeValid );
|
|
|
|
// Given a ray, trace for an intersection with this studiomodel. Get the array of bones from StudioSetupHitboxBones
|
|
// 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 );
|
|
// TERROR: TraceToStudio variant that prioritizes hitgroups, so bullets can pass through arms and chest to hit the head, for instance
|
|
// bool TraceToStudioGrouped( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set,
|
|
// matrix3x4_t **hitboxbones, int fContentsMask, trace_t &tr, const CUtlVector< int > &sortedHitgroups );
|
|
|
|
void QuaternionSM_PS3( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt );
|
|
void QuaternionMA_PS3( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt );
|
|
//
|
|
// bool Studio_PrefetchSequence( const CStudioHdr *pStudioHdr, int iSequence );
|
|
//
|
|
// void Studio_RunBoneFlexDrivers( float *pFlexController, const CStudioHdr *pStudioHdr, const Vector *pPositions, const matrix3x4_t *pBoneToWorld, const matrix3x4_t &mRootToWorld );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes a number of twist bones given a parent/child pair
|
|
// pqTwists, pflWeights, pqTwistBinds must all have at least nCount elements
|
|
//-----------------------------------------------------------------------------
|
|
// void ComputeTwistBones(
|
|
// Quaternion *pqTwists,
|
|
// int nCount,
|
|
// bool bInverse,
|
|
// const Vector &vUp,
|
|
// const Quaternion &qParent,
|
|
// const matrix3x4_t &mChild,
|
|
// const Quaternion &qBaseInv,
|
|
// const float *pflWeights,
|
|
// const Quaternion *pqTwistBinds );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// round up to next 16B boundary, then add 16B
|
|
#define ROUNDUPTONEXT16B( a ) (0x10 + (a + (0x10 - (a%0x10))))
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Squeezing memory for SPU - manual float and int allocs
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#define LS_FLOATSTACK_SIZE ((MAXSTUDIOBONES_PS3 + 32) * 4 * 3 * 3) // 24k
|
|
#define LS_INTSTACK_SIZE ((MAXSTUDIOBONES_PS3 * 2) + 16) // 1k
|
|
|
|
|
|
extern ALIGN16 byte g_ls_Stack[ (LS_FLOATSTACK_SIZE * sizeof(float)) + (LS_INTSTACK_SIZE * sizeof(int)) ];
|
|
extern byte *g_ls_StackPtr;
|
|
extern byte *g_ls_StackPtr_MAX;
|
|
|
|
|
|
// init when starting Job
|
|
FORCEINLINE void InitLSStack()
|
|
{
|
|
g_ls_StackPtr = g_ls_Stack;
|
|
}
|
|
|
|
// term when exiting Job
|
|
FORCEINLINE void TermLSStack()
|
|
{
|
|
#if !defined( _CERT )
|
|
// ensure pop'd to start
|
|
if( g_ls_StackPtr != g_ls_Stack )
|
|
{
|
|
Msg("*** IMPROPER LS STACK ON TERM ***\n");
|
|
Msg("*** IMPROPER LS STACK ON TERM ***\n");
|
|
Msg("*** IMPROPER LS STACK ON TERM ***\n");
|
|
Msg("*** IMPROPER LS STACK ON TERM ***\n");
|
|
DebuggerBreak();
|
|
}
|
|
#endif
|
|
|
|
// float watermark
|
|
// Msg("LS stack - high: %d, max: %d\n", (int)(g_ls_StackPtr_MAX - g_ls_Stack), (int)sizeof(g_ls_Stack) );
|
|
}
|
|
|
|
// keep it simple, ensure allocation is multiple of 16B to keep vectors aligned
|
|
// size is number of bytes
|
|
FORCEINLINE byte *PushLSStack( int size )
|
|
{
|
|
byte *pStack = g_ls_StackPtr;
|
|
|
|
g_ls_StackPtr += ROUNDUPTONEXT16B( size );
|
|
|
|
#if !defined( _CERT )
|
|
if( g_ls_StackPtr > (g_ls_Stack + sizeof(g_ls_Stack)) )
|
|
{
|
|
Msg("*** EXCEEDED LS STACK ***\n");
|
|
Msg("*** EXCEEDED LS STACK ***\n");
|
|
Msg("*** EXCEEDED LS STACK ***\n");
|
|
Msg("*** EXCEEDED LS STACK ***\n");
|
|
DebuggerBreak();
|
|
}
|
|
#endif
|
|
|
|
// maintain watermark
|
|
if( g_ls_StackPtr > g_ls_StackPtr_MAX )
|
|
{
|
|
g_ls_StackPtr_MAX = g_ls_StackPtr;
|
|
}
|
|
|
|
return pStack;
|
|
}
|
|
|
|
FORCEINLINE void PopLSStack( int size )
|
|
{
|
|
g_ls_StackPtr -= ROUNDUPTONEXT16B( size );
|
|
|
|
#if !defined( _CERT )
|
|
if( g_ls_StackPtr < g_ls_Stack )
|
|
{
|
|
Msg("*** EXCEEDED LS STACK - POP ***\n");
|
|
Msg("*** EXCEEDED LS STACK - POP ***\n");
|
|
Msg("*** EXCEEDED LS STACK - POP ***\n");
|
|
Msg("*** EXCEEDED LS STACK - POP ***\n");
|
|
DebuggerBreak();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
// class CLSStack
|
|
// {
|
|
// public:
|
|
// CLSStack( int size )
|
|
// {
|
|
// ;
|
|
// }
|
|
// ~CLSStack()
|
|
// {
|
|
// ;
|
|
// }
|
|
// };
|
|
//
|
|
// #define LSSTACK(size) CLSStack
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
#if defined(__SPU__)
|
|
|
|
extern BoneVector *g_posInit;
|
|
extern BoneQuaternion *g_qInit;
|
|
extern ikcontextikrule_t_PS3 *g_addDep_IKRules;
|
|
extern int g_addDep_numIKRules;
|
|
|
|
#else
|
|
|
|
extern BoneVector g_posInit[ MAXSTUDIOBONES_PS3 ];
|
|
extern BoneQuaternion g_qInit[ MAXSTUDIOBONES_PS3 ];
|
|
|
|
extern ikcontextikrule_t_PS3 g_addDep_IKRules[ MAX_IKRULES ] ALIGN16;
|
|
extern int g_addDep_numIKRules;
|
|
|
|
#endif
|
|
|
|
#endif // _PS3
|
|
|
|
|
|
#endif // BONE_SETUP_H
|