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200 lines
6.3 KiB
200 lines
6.3 KiB
//============ Copyright (c) Valve Corporation, All rights reserved. ============
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//
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// Generic constraint functions to compute bone constraints
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// Used by studio/engine, SFM & Maya
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//
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// Studio interface functions to the generic constraint functions
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//
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//===============================================================================
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#ifndef BONE_CONSTRAINTS_H
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#define BONE_CONSTRAINTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct mstudiobone_t;
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class CBoneAccessor;
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class CStudioHdr;
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struct mstudioconstrainttarget_t;
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struct mstudioconstraintslave_t;
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CConstraintBones
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{
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public:
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enum AimConstraintUpType_t
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{
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AC_UP_TYPE_OBJECT_ROTATION, // Use supplied vector rotated by the specified object as up vector (Maya: Object Rotation Up), if no dag is supplied, reverts to Vector
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AC_UP_TYPE_VECTOR, // Use supplied vector as up vector (Maya: Vector)
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AC_UP_TYPE_OBJECT, // Use vector from slave to specified object in world space as up vector( Maya: Object Up), if no dag is supplied, reverts to Vector
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AC_UP_TYPE_PARENT_ROTATION, // Use supplied vector rotated by the parent object as up vector (Maya: None)
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AC_UP_TYPE_FIRST = AC_UP_TYPE_OBJECT_ROTATION, // The smallest possible value
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AC_UP_TYPE_LAST = AC_UP_TYPE_PARENT_ROTATION, // The largest possible value
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};
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// Compute the aggregate target position and orientation from the weighted target list and return
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// the resulting position and orientation in addition to updating the target dag.
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// All passed arrays must be nTargetCount in length
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static float ComputeTargetPosition(
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Vector &vTargetPosition,
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int nTargetCount,
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float *flTargetWeights,
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Vector *vTargetPositions,
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Vector *vTargetOffsets );
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// Compute the aggregate target orientation from the weighted target list and
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// return the total weight
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// All passed arrays must be nTargetCount in length
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static float ComputeTargetOrientation(
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Quaternion &qTargetOrientation,
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int nTargetCount,
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float *pflTargetWeights,
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Quaternion *pqTargetOrientations,
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Quaternion *pqTargetOffsets );
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// Compute the aggregate target position and orientation from the weighted
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// target list and return the total weight
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// All passed arrays must be nTargetCount in length
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static float ComputeTargetPositionOrientation(
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Vector &vTargetPosition,
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Quaternion &qTargetOrientation,
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int nTargetCount,
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float *pflTargetWeights,
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Vector *vTargetPositions,
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Vector *vTargetOffsets,
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Quaternion *pqTargetOrientations,
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Quaternion *pqTargetOffsets );
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// Compute the aggregate target position and orientation from the weighted
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// target list and return the total weight
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// All passed arrays must be nTargetCount in length
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static float ComputeTargetPositionOrientation(
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Vector &vTargetPosition,
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Quaternion &qTargetOrientation,
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int nTargetCount,
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float *pflTargetWeights,
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matrix3x4a_t *pmTargets,
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matrix3x4a_t *pmOffsets );
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static void ComputeAimConstraintOffset(
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Quaternion &qAimOffset,
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bool bPreserveOffset,
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const Vector &vTargetWorldPos,
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const matrix3x4_t &mSlaveParentToWorld,
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const Vector &vUp,
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const Vector &vSlaveLocalPos,
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const Quaternion &qSlaveLocal,
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matrix3x4_t *pmUpToWorld,
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AimConstraintUpType_t eUpType );
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// Calculate the orientation needed to make a transform where the y
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// vector of the transform matches the forward vector and the z vector matches
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// the up reference vector as closely as possible. The x vector will be in the
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// plane defined by using the forward vector as the normal.
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static void ComputeAimConstraintAimAt(
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Quaternion &qAim,
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const Vector &vForward,
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const Vector &vReferenceUp );
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// Given the various parameters, computes the local vForward & vReferenceUp
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// and calls ComputeAimConstraintAimAt
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static void ComputeAimConstraint(
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Quaternion &qAim,
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const Vector &vTargetWorldPos,
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const matrix3x4_t &mParentToWorld,
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const Vector &vUp,
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const Vector &vSlaveLocalPos,
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const matrix3x4_t *pmUpToWorld,
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AimConstraintUpType_t eUpType );
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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static void ComputeWorldUpVector(
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Vector *pvWorldUp,
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const matrix3x4_t & mParentToWorld,
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const Vector &vUp,
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const Vector &vSlaveLocalPos,
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const matrix3x4_t *pmUpToWorld,
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AimConstraintUpType_t eUpType );
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CStudioConstraintBones : public CConstraintBones
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{
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public:
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// Utilities
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static float ComputeTargetPosition(
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Vector &vTargetPosition,
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mstudioconstrainttarget_t *pTargets,
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int nTargetCount,
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CBoneAccessor &boneToWorld );
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static float ComputeTargetOrientation(
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Quaternion &qTargetOrientation,
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mstudioconstrainttarget_t *pTargets,
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int nTargetCount,
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CBoneAccessor &boneToWorld );
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static float ComputeTargetPositionOrientation(
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Vector &vTargetPosition,
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Quaternion &qTargetOrientation,
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mstudioconstrainttarget_t *pTargets,
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int nTargetCount,
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CBoneAccessor &boneToWorld );
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static void ComputeBaseWorldMatrix(
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matrix3x4a_t &mBaseWorldMatrix,
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mstudioconstraintslave_t *pSlave,
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CBoneAccessor &boneToWorld,
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const CStudioHdr *pStudioHdr,
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const matrix3x4_t *pmViewTransform = NULL );
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// constraints
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static void ComputePointConstraint(
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const mstudiobone_t *pBones,
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int nBone,
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CBoneAccessor &boneToWorld,
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const CStudioHdr *pStudioHdr );
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static void ComputeOrientConstraint(
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const mstudiobone_t *pBones,
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int nBone,
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CBoneAccessor &boneToWorld,
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const CStudioHdr *pStudioHdr,
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const matrix3x4_t *pmViewTransform );
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static void ComputeAimConstraint(
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const mstudiobone_t *pBones,
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int nBone,
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CBoneAccessor &boneToWorld,
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const CStudioHdr *pStudioHdr,
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const matrix3x4_t *pmViewTransform,
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AimConstraintUpType_t eType );
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static void ComputeParentConstraint(
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const mstudiobone_t *pBones,
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int nBone,
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CBoneAccessor &boneToWorld,
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const CStudioHdr *pStudioHdr );
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};
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#endif // BONE_CONSTRAINTS_H
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