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359 lines
14 KiB
359 lines
14 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_UTILS_PS3_H
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#define BONE_UTILS_PS3_H
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#ifndef _PS3
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#error "This header is for PS3 target only"
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#endif
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#include "vjobs_interface.h"
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#if defined(__SPU__)
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#include "ps3/spu_job_shared.h"
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#include "cell/dma.h"
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#endif
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#if 1
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#define DotProduct_PS3 DotProduct
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#define MatrixAngles_PS3 MatrixAngles
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#define VectorRotate_PS3 VectorRotate
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#define VectorSubtract_PS3 VectorSubtract
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#define MatrixPosition_PS3 MatrixPosition
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#define _VMX_VectorNormalize_PS3 _VMX_VectorNormalize
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#define VectorNormalize_PS3 VectorNormalize
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#define VectorMultiply_PS3 VectorMultiply
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#define VectorScale_PS3 VectorScale
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#define VectorMAInline_PS3 VectorMAInline
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#define VectorMA_PS3 VectorMA
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#define SimpleSpline_PS3 SimpleSpline
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#define ConcatTransforms_PS3 ConcatTransforms
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#define ConcatTransforms_Aligned_PS3 ConcatTransforms_Aligned
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//#define QuaternionMatrix_PS3 QuaternionMatrix
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//#define QuaternionAlign_PS3 QuaternionAlign
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//#define QuaternionSlerp_PS3 QuaternionSlerp
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//#define QuaternionSlerpNoAlign_PS3 QuaternionSlerpNoAlign
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//#define QuaternionNormalize_PS3 QuaternionNormalize
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//#define QuaternionBlend_PS3 QuaternionBlend
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//#define QuaternionBlendNoAlign_PS3 QuaternionBlendNoAlign
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//#define QuaternionIdentityBlend_PS3 QuaternionIdentityBlend
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//#define QuaternionScale_PS3 QuaternionScale
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//#define QuaternionAdd_PS3 QuaternionAdd
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//#define QuaternionDotProduct_PS3 QuaternionDotProduct
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//#define QuaternionMult_PS3 QuaternionMult
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#define MatrixSetColumn_PS3 MatrixSetColumn
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#define MatrixGetColumn_PS3 MatrixGetColumn
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#define MatrixInvert_PS3 MatrixInvert
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#define VectorRotate_PS3 VectorRotate
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#define AngleMatrix_PS3 AngleMatrix
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#define AngleQuaternion_PS3 AngleQuaternion
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#define Hermite_Spline_PS3 Hermite_Spline
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#define Hermite_SplineBasis_PS3 Hermite_SplineBasis
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#define SetIdentityMatrix_PS3 SetIdentityMatrix
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FORCEINLINE Vector Lerp_PS3( float flPercent, Vector const &A, Vector const &B )
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{
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return A + (B - A) * flPercent;
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}
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#endif
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// from mathlib.h, mathlib_base.cpp
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#if 0
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FORCEINLINE float DotProduct_PS3(const Vector& a, const Vector& b)
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{
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// return( a.x*b.x + a.y*b.y + a.z*b.z );
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return a.Dot(b);
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}
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FORCEINLINE float DotProduct_PS3(const float* a, const float* b)
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{
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return( a[0]*b[0] + a[1]*b[1] + a[2]*b[2] );
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}
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void ConcatTransforms_PS3( const matrix3x4a_t &m0, const matrix3x4a_t &m1, matrix3x4a_t &out );
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void ConcatTransforms_Aligned_PS3( const matrix3x4a_t &m0, const matrix3x4a_t &m1, matrix3x4a_t &out );
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void MatrixAngles_PS3( const matrix3x4_t & matrix, float *angles ); // !!!!
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void MatrixAngles_PS3( const matrix3x4_t& matrix, RadianEuler &angles, Vector &position );
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void MatrixAngles_PS3( const matrix3x4_t &matrix, Quaternion &q, Vector &pos );
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inline void MatrixAngles_PS3( const matrix3x4_t &matrix, RadianEuler &angles )
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{
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MatrixAngles_PS3( matrix, &angles.x );
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angles.Init( DEG2RAD( angles.z ), DEG2RAD( angles.x ), DEG2RAD( angles.y ) );
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}
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void MatrixGetColumn_PS3( const matrix3x4_t& in, int column, Vector &out );
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void MatrixSetColumn_PS3( const Vector &in, int column, matrix3x4_t& out );
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void MatrixInvert_PS3( const matrix3x4_t& in, matrix3x4_t& out );
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void VectorRotate_PS3( const float *in1, const matrix3x4_t & in2, float *out);
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inline void VectorRotate_PS3( const Vector& in1, const matrix3x4_t &in2, Vector &out)
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{
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VectorRotate_PS3( &in1.x, in2, &out.x );
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}
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FORCEINLINE void VectorSubtract_PS3( const Vector& a, const Vector& b, Vector& c )
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{
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c.x = a.x - b.x;
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c.y = a.y - b.y;
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c.z = a.z - b.z;
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}
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inline void MatrixPosition_PS3( const matrix3x4_t &matrix, Vector &position )
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{
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position[0] = matrix[0][3];
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position[1] = matrix[1][3];
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position[2] = matrix[2][3];
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}
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FORCEINLINE float _VMX_VectorNormalize_PS3( Vector &vec )
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{
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vec_float4 vIn;
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vec_float4 v0, v1;
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vector unsigned char permMask;
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v0 = vec_ld( 0, vec.Base() );
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permMask = vec_lvsl( 0, vec.Base() );
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v1 = vec_ld( 11, vec.Base() );
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vIn = vec_perm(v0, v1, permMask);
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float mag = vmathV3Length((VmathVector3 *)&vIn);
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float den = 1.f / (mag + FLT_EPSILON );
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vec.x *= den;
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vec.y *= den;
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vec.z *= den;
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return mag;
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}
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FORCEINLINE float VectorNormalize_PS3( Vector& v )
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{
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return _VMX_VectorNormalize_PS3( v );
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}
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FORCEINLINE void VectorMultiply_PS3( const Vector& a, float b, Vector& c )
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{
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c.x = a.x * b;
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c.y = a.y * b;
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c.z = a.z * b;
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}
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FORCEINLINE void VectorMultiply_PS3( const Vector& a, const Vector& b, Vector& c )
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{
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c.x = a.x * b.x;
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c.y = a.y * b.y;
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c.z = a.z * b.z;
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}
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inline void VectorScale_PS3 ( const Vector& in, float scale, Vector& result )
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{
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VectorMultiply_PS3( in, scale, result );
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}
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FORCEINLINE Vector Lerp_PS3( float flPercent, Vector const &A, Vector const &B )
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{
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return A + (B - A) * flPercent;
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}
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FORCEINLINE void VectorMAInline_PS3( const float* start, float scale, const float* direction, float* dest )
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{
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dest[0]=start[0]+direction[0]*scale;
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dest[1]=start[1]+direction[1]*scale;
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dest[2]=start[2]+direction[2]*scale;
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}
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FORCEINLINE void VectorMAInline_PS3( const Vector& start, float scale, const Vector& direction, Vector& dest )
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{
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dest.x=start.x+direction.x*scale;
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dest.y=start.y+direction.y*scale;
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dest.z=start.z+direction.z*scale;
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}
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FORCEINLINE void VectorMA_PS3( const Vector& start, float scale, const Vector& direction, Vector& dest )
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{
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VectorMAInline_PS3(start, scale, direction, dest);
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}
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FORCEINLINE void VectorMA_PS3( const float * start, float scale, const float *direction, float *dest )
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{
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VectorMAInline_PS3(start, scale, direction, dest);
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}
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void AngleMatrix_PS3( RadianEuler const &angles, const Vector &position, matrix3x4_t& matrix );
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void AngleMatrix_PS3( const RadianEuler& angles, matrix3x4_t& matrix );
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void AngleMatrix_PS3( const QAngle &angles, const Vector &position, matrix3x4_t& matrix );
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void AngleMatrix_PS3( const QAngle &angles, matrix3x4_t& matrix );
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void AngleQuaternion_PS3( const RadianEuler &angles, Quaternion &outQuat );
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void Hermite_Spline_PS3( const Vector &p1, const Vector &p2, const Vector &d1, const Vector &d2, float t, Vector& output );
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float Hermite_Spline_PS3( float p1, float p2, float d1, float d2, float t );
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void Hermite_SplineBasis_PS3( float t, float basis[4] );
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void Hermite_Spline_PS3( const Vector &p0, const Vector &p1, const Vector &p2, float t, Vector& output );
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float Hermite_Spline_PS3( float p0, float p1, float p2, float t );
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void Hermite_Spline_PS3( const Quaternion &q0, const Quaternion &q1, const Quaternion &q2, float t, Quaternion &output );
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inline float SimpleSpline_PS3( float value )
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{
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float valueSquared = value * value;
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// Nice little ease-in, ease-out spline-like curve
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return (3.0f * valueSquared - 2.0f * valueSquared * value);
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}
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#endif
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void QuaternionMatrix_PS3( const Quaternion &q, const Vector &pos, matrix3x4a_t& matrix );
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void QuaternionAlign_PS3( const Quaternion &p, const Quaternion &q, QuaternionAligned &qt );
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void QuaternionSlerp_PS3( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
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void QuaternionSlerpNoAlign_PS3( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
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float QuaternionNormalize_PS3( Quaternion &q );
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void QuaternionBlend_PS3( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
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void QuaternionBlendNoAlign_PS3( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
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void QuaternionIdentityBlend_PS3( const Quaternion &p, float t, Quaternion &qt );
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void QuaternionScale_PS3( const Quaternion &p, float t, Quaternion &q );
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void QuaternionAdd_PS3( const Quaternion &p, const Quaternion &q, Quaternion &qt );
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float QuaternionDotProduct_PS3( const Quaternion &p, const Quaternion &q );
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void QuaternionMult_PS3( const Quaternion &p, const Quaternion &q, Quaternion &qt );
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void AddDependencies_SPU( bonejob_SPU *pBonejobSPU, accumposeentry_SPU *pPoseEntry, float flWeight = 1.0f );
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//void AddDependencies_PPU( CStudioHdr *pHdr, float m_flTime, int m_boneMask, mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight );
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void GetBoneMapBoneWeight_SPU( bonejob_SPU *pSPUJob, accumposeentry_SPU *pPoseEntry, int *&pLS_boneMap, float *&pLS_boneWeight );
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void CalcDecompressedAnimation_PS3( void *pEA_Compressed, const mstudiocompressedikerror_t_PS3 *pLS_Compressed, int iFrame, float fraq, BoneVector &pos, BoneQuaternion &q );
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void QuaternionAccumulate_PS3( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt );
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void CalcAnimation_PS3( const bonejob_SPU *pBonejob, const accumposeentry_SPU *pPoseEntry, BoneVector *pos, BoneQuaternion *q, const int *boneMap, const float *boneWeight, int animIndex, float cycle, int boneMask );
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void BlendBones_PS3( const bonejob_SPU *pBonejob, const accumposeentry_SPU *pPoseEntry, BoneQuaternion *q1, BoneVector *pos1, const int *boneMap, const float *boneWeight, const BoneQuaternion *q2, const BoneVector *pos2, float s, int boneMask );
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void ScaleBones_PS3( const bonejob_SPU *pBonejob, const accumposeentry_SPU *pPoseEntry, BoneQuaternion *q1, BoneVector *pos1, const int *boneMap, const float *boneWeight, float s, int boneMask );
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// void CalcPose( const CStudioHdr *pStudioHdr, CIKContext *pIKContext, Vector pos[], BoneQuaternion q[], int sequence, float cycle, const float poseParameter[], int boneMask, float flWeight = 1.0f, float flTime = 0.0f );
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//bool CalcPoseSingle( const CStudioHdr *pStudioHdr, Vector pos[], BoneQuaternion q[], mstudioseqdesc_t &seqdesc, int sequence, float cycle, const float poseParameter[], int boneMask, float flTime );
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// void CalcBoneAdj( const CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], const float controllers[], int boneMask );
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void BuildBoneChainPartial_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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int iRoot );
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struct PS3BoneJobData;
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#define BONEJOB_ERROR_EXCEEDEDPQSTACK (1<<0)
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#define BONEJOB_ERROR_EXCEEDEDMAXCALLS (1<<1)
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#define BONEJOB_ERROR_LOCALHIER (1<<2)
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#if !defined(__SPU__)
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class CBoneSetup_PS3
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{
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public:
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CBoneSetup_PS3( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], bonejob_SPU *pBoneJobSPU );
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void CalcAutoplaySequences_AddPoseCalls( float flRealTime );
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void AccumulatePose_AddToBoneJob( bonejob_SPU* pSPUJob, int sequence, float cycle, float flWeight, CIKContext *pIKContext, int pqStackLevel );
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int RunAccumulatePoseJobs_PPU( bonejob_SPU *pBoneJob );
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int RunAccumulatePoseJobs_SPU( bonejob_SPU *pBoneJob, job_accumpose::JobDescriptor_t *pJobDescriptor );
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private:
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bool SetAnimData( accumposeentry_SPU *pPoseEntry, const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int sequence, int x, int y, int animIndex, float weight );
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bool CalcPoseSingle( accumposeentry_SPU *pPoseEntry, const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int sequence, float cycle, const float poseParameter[], float flTime );
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int AddSequenceLayers( bonejob_SPU *pSPUJob, mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, CIKContext *pIKContext, int pqStackLevel );
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int AddLocalLayers( bonejob_SPU *pSPUJob, mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, CIKContext *pIKContext, int pqStackLevel );
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public:
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const CStudioHdr *m_pStudioHdr;
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int m_boneMask;
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const float *m_flPoseParameter;
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bonejob_SPU *m_pBoneJobSPU;
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int m_errorFlags; // accpose call failure flags (if so do not run on SPU, could be for a number of reasons, right now => exceeded PQ stack, or an anim uses the local hierarchy path
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};
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#endif // #if !defined(__SPU__)
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//-------------------------------------------------------------------------------------------------------------
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// SPU dummy funcs
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//-------------------------------------------------------------------------------------------------------------
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#define DMATAG_ANIM_SYNC_BONEMAPWEIGHT (DMATAG_ANIM+1)
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#define DMATAG_ANIM_SYNC_POSQ (DMATAG_ANIM+2)
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FORCEINLINE void *SPUmemcpy_UnalignedGet( void *ls, uint32 ea, uint32_t size )
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{
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void *aligned_ls;
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aligned_ls = (void *)((uint32)ls | (ea & 0xf)); // + 0xf in case ls not 16B aligned
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#if defined(__SPU__)
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//spu_printf("GET ls:0x%x, ea:0x%x, size:%d\n", (uint32_t)aligned_ls, ea, size);
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// SPU
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cellDmaUnalignedGet( aligned_ls, ea, size, DMATAG_SYNC, 0, 0 );
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cellDmaWaitTagStatusAny( 1 << DMATAG_SYNC );
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#else
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// PPU
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memcpy( aligned_ls, (void *)ea, size );
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#endif
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return aligned_ls;
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}
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FORCEINLINE void *SPUmemcpy_UnalignedGet_MustSync( void *ls, uint32 ea, uint32_t size, uint32_t dmatag )
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{
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void *aligned_ls;
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aligned_ls = (void *)((uint32)ls | (ea & 0xf)); // + 0xf in case ls not 16B aligned
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#if defined(__SPU__)
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//spu_printf("GET ls:0x%x, ea:0x%x, size:%d\n", (uint32_t)aligned_ls, ea, size);
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// SPU
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cellDmaUnalignedGet( aligned_ls, ea, size, dmatag, 0, 0 );
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#else
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// PPU
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memcpy( aligned_ls, (void *)ea, size );
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#endif
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return aligned_ls;
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}
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FORCEINLINE void SPUmemcpy_Sync( uint32_t dmatag )
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{
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#if defined(__SPU__)
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// cellDmaWaitTagStatusAll( 1 << dmatag );
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cellDmaWaitTagStatusAll( dmatag );
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#endif
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}
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FORCEINLINE void SPUmemcpy_UnalignedPut( void *ls, uint32 ea, uint32_t size )
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{
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#if defined(__SPU__)
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//spu_printf("PUT ls:0x%x, ea:0x%x, size:%d\n", (uint32_t)ls, ea, size);
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// SPU
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cellDmaUnalignedPut( ls, ea, size, DMATAG_SYNC, 0, 0 );
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cellDmaWaitTagStatusAny( 1 << DMATAG_SYNC );
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#else
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Assert(((uint32)ls&0xf) == ea&0xf);
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// PPU
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memcpy( (void *)ea, ls, size );
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#endif
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}
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//=============================================================================//
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//
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//
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//
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//
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//
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//=============================================================================//
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#endif
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