Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// studiomdl.c: generates a studio .mdl file from a .qc script
// models/<scriptname>.mdl.
//
// $NoKeywords: $
//
//===========================================================================//
#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <math.h>
#include <float.h>
#include "cmdlib.h"
#include "scriplib.h"
#include "mathlib/mathlib.h"
#include "studio.h"
#include "studiomdl.h"
#include "bone_setup.h"
#include "tier1/strtools.h"
#include "mathlib/vmatrix.h"
#include "mdlobjects/dmeboneflexdriver.h"
class CBoneRenderBounds
{
public:
Vector m_Mins; // In bone space.
Vector m_Maxs;
};
// this is computed once so render models and their physics hulls get translated by the same amount
static Vector g_PropCenterOffset(0,0,0);
//----------------------------------------------------------------------
// underlay:
// studiomdl : delta = new_anim * ( -1 * base_anim )
// engine : result = (w * delta) * base_anim
//
// overlay
//
// studiomdl : delta = (-1 * base_anim ) * new_anim
// engine : result = base_anim * (w * delta)
//
//----------------------------------------------------------------------
void QuaternionSMAngles( float s, Quaternion const &p, Quaternion const &q, RadianEuler &angles )
{
Quaternion qt;
QuaternionSM( s, p, q, qt );
QuaternionAngles( qt, angles );
}
void QuaternionMAAngles( Quaternion const &p, float s, Quaternion const &q, RadianEuler &angles )
{
Quaternion qt;
QuaternionMA( p, s, q, qt );
QuaternionAngles( qt, angles );
}
// q = p * (-q * p)
//-----------------------------------------------------------------------------
// Purpose: subtract linear motion from root bone animations
// fixup missing frames from looping animations
// create "delta" animations
//-----------------------------------------------------------------------------
int g_rootIndex = 0;
void buildAnimationWeights( void );
void extractLinearMotion( s_animation_t *panim, int motiontype, int iStartFrame, int iEndFrame, int iSrcFrame, s_animation_t *pRefAnim, int iRefFrame /* , Vector pos, QAngle angles */ );
void fixupMissingFrame( s_animation_t *panim );
void realignLooping( s_animation_t *panim );
void extractUnusedMotion( s_animation_t *panim );
// TODO: psrc and pdest as terms are ambigious, replace with something better
void setAnimationWeight( s_animation_t *panim, int index );
void processMatch( s_animation_t *psrc, s_animation_t *pdest, int flags );
void worldspaceBlend( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
void processAutoorigin( s_animation_t *psrc, s_animation_t *pdest, int flags, int srcframe, int destframe, int bone );
void subtractBaseAnimations( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
void fixupLoopingDiscontinuities( s_animation_t *panim, int start, int end );
void matchBlend( s_animation_t *pDestAnim, s_animation_t *pSrcAnimation, int iSrcFrame, int iDestFrame, int iPre, int iPost );
void makeAngle( s_animation_t *panim, float angle );
void fixupIKErrors( s_animation_t *panim, s_ikrule_t *pRule );
void createDerivative( s_animation_t *panim, float scale );
void clearAnimations( s_animation_t *panim );
void counterRotateBone( s_animation_t *panim, int bone, QAngle target );
void localHierarchy( s_animation_t *panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end );
void linearDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
void splineDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
void reencodeAnimation( s_animation_t *panim, int frameskip );
void forceNumframes( s_animation_t *panim, int frames );
void forceAnimationLoop( s_animation_t *panim );
void solveBone( s_animation_t *panim, int iFrame, int iBone, matrix3x4_t* pBoneToWorld );
void ClearModel (void)
{
}
void processAnimations()
{
int i, j;
// find global root bone.
if ( strlen( rootname ) )
{
g_rootIndex = findGlobalBone( rootname );
if (g_rootIndex == -1)
g_rootIndex = 0;
}
buildAnimationWeights( );
for (i = 0; i < g_numani; i++)
{
s_animation_t *panim = g_panimation[i];
extractUnusedMotion( panim ); // FIXME: this should be part of LinearMotion()
setAnimationWeight( panim, 0 );
int startframe = 0;
if (panim->fudgeloop)
{
fixupMissingFrame( panim );
}
for (j = 0; j < panim->numcmds; j++)
{
s_animcmd_t *pcmd = &panim->cmds[j];
switch( pcmd->cmd )
{
case CMD_WEIGHTS:
setAnimationWeight( panim, pcmd->u.weightlist.index );
break;
case CMD_SUBTRACT:
panim->flags |= STUDIO_DELTA;
subtractBaseAnimations( pcmd->u.subtract.ref, panim, pcmd->u.subtract.frame, pcmd->u.subtract.flags );
break;
case CMD_AO:
{
int bone = g_rootIndex;
if (pcmd->u.ao.pBonename != NULL)
{
bone = findGlobalBone( pcmd->u.ao.pBonename );
if (bone == -1)
{
MdlError("unable to find bone %s to alignbone\n", pcmd->u.ao.pBonename );
}
}
processAutoorigin( pcmd->u.ao.ref, panim, pcmd->u.ao.motiontype, pcmd->u.ao.srcframe, pcmd->u.ao.destframe, bone );
}
break;
case CMD_MATCH:
processMatch( pcmd->u.match.ref, panim, false );
break;
case CMD_FIXUP:
fixupLoopingDiscontinuities( panim, pcmd->u.fixuploop.start, pcmd->u.fixuploop.end );
break;
case CMD_ANGLE:
makeAngle( panim, pcmd->u.angle.angle );
break;
case CMD_IKFIXUP:
break;
case CMD_IKRULE:
// processed later
break;
case CMD_MOTION:
{
extractLinearMotion(
panim,
pcmd->u.motion.motiontype,
startframe,
pcmd->u.motion.iEndFrame,
pcmd->u.motion.iEndFrame,
panim,
startframe );
startframe = pcmd->u.motion.iEndFrame;
}
break;
case CMD_REFMOTION:
{
extractLinearMotion(
panim,
pcmd->u.motion.motiontype,
startframe,
pcmd->u.motion.iEndFrame,
pcmd->u.motion.iSrcFrame,
pcmd->u.motion.pRefAnim,
pcmd->u.motion.iRefFrame );
startframe = pcmd->u.motion.iEndFrame;
}
break;
case CMD_DERIVATIVE:
{
createDerivative(
panim,
pcmd->u.derivative.scale );
}
break;
case CMD_NOANIMATION:
{
clearAnimations( panim );
}
break;
case CMD_LINEARDELTA:
{
panim->flags |= STUDIO_DELTA;
linearDelta( panim, panim, panim->numframes - 1, pcmd->u.linear.flags );
}
break;
case CMD_COMPRESS:
{
reencodeAnimation( panim, pcmd->u.compress.frames );
}
break;
case CMD_NUMFRAMES:
{
forceNumframes( panim, pcmd->u.numframes.frames );
}
break;
case CMD_COUNTERROTATE:
{
int bone = findGlobalBone( pcmd->u.counterrotate.pBonename );
if (bone != -1)
{
QAngle target;
if (!pcmd->u.counterrotate.bHasTarget)
{
matrix3x4_t rootxform;
matrix3x4_t defaultBoneToWorld;
AngleMatrix( panim->rotation, rootxform );
ConcatTransforms( rootxform, g_bonetable[bone].boneToPose, defaultBoneToWorld );
MatrixAngles( defaultBoneToWorld, target );
}
else
{
target.Init( pcmd->u.counterrotate.targetAngle[0], pcmd->u.counterrotate.targetAngle[1], pcmd->u.counterrotate.targetAngle[2] );
}
counterRotateBone( panim, bone, target );
}
else
{
MdlError("unable to find bone %s to counterrotate\n", pcmd->u.counterrotate.pBonename );
}
}
break;
case CMD_WORLDSPACEBLEND:
worldspaceBlend( pcmd->u.world.ref, panim, pcmd->u.world.startframe, pcmd->u.world.loops );
break;
case CMD_MATCHBLEND:
matchBlend( panim, pcmd->u.match.ref, pcmd->u.match.srcframe, pcmd->u.match.destframe, pcmd->u.match.destpre, pcmd->u.match.destpost );
break;
case CMD_LOCALHIERARCHY:
localHierarchy( panim, pcmd->u.localhierarchy.pBonename, pcmd->u.localhierarchy.pParentname, pcmd->u.localhierarchy.start, pcmd->u.localhierarchy.peak, pcmd->u.localhierarchy.tail, pcmd->u.localhierarchy.end );
// localHierarchy( panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end );
break;
}
}
if (panim->motiontype)
{
int lastframe;
if (!(panim->flags & STUDIO_LOOPING) )
{
// roll back 0.2 seconds to try to prevent popping
int frames = panim->fps * panim->motionrollback;
lastframe = max( min( startframe + 1, panim->numframes - 1), panim->numframes - frames - 1 );
//printf("%s : %d %d (%d)\n", panim->name, startframe, lastframe, panim->numframes - 1 );
}
else
{
lastframe = panim->numframes - 1;
}
extractLinearMotion( panim, panim->motiontype, startframe, lastframe, panim->numframes - 1, panim, startframe );
startframe = panim->numframes - 1;
}
realignLooping( panim );
forceAnimationLoop( panim );
}
// merge weightlists
for (i = 0; i < g_sequence.Count(); i++)
{
int k, n;
for (n = 0; n < g_numbones; n++)
{
g_sequence[i].weight[n] = 0.0;
for (j = 0; j < g_sequence[i].groupsize[0]; j++)
{
for (k = 0; k < g_sequence[i].groupsize[1]; k++)
{
g_sequence[i].weight[n] = max( g_sequence[i].weight[n], g_sequence[i].panim[j][k]->weight[n] );
}
}
}
}
}
/*
void lookupLinearMotion( s_animation_t *panim, int motiontype, int startframe, int endframe, Vector &p1, Vector &p2 )
{
Vector p0 = panim->sanim[startframe][g_rootIndex].pos;
p2 = panim->sanim[endframe][g_rootIndex].pos[0];
float fFrame = (startframe + endframe) / 2.0;
int iFrame = (int)fFrame;
float s = fFrame - iFrame;
p1 = panim->sanim[iFrame][g_rootIndex].pos * (1 - s) + panim->sanim[iFrame+1][g_rootIndex].pos * s;
}
*/
// 0.375 * v1 + 0.125 * v2 - d2 = 0.5 * v1 + 0.5 * v2 - d3;
// 0.375 * v1 - 0.5 * v1 = 0.5 * v2 - d3 - 0.125 * v2 + d2;
// 0.375 * v1 - 0.5 * v1 = 0.5 * v2 - d3 - 0.125 * v2 + d2;
// -0.125 * v1 = 0.375 * v2 - d3 + d2;
// v1 = (0.375 * v2 - d3 + d2) / -0.125;
// -3 * (0.375 * v2 - d3 + d2) + 0.125 * v2 - d2 = 0
// -3 * (0.375 * v2 - d3 + d2) + 0.125 * v2 - d2 = 0
// -1 * v2 + 3 * d3 - 3 * d2 - d2 = 0
// v2 = 3 * d3 - 4 * d2
// 0.5 * v1 + 0.5 * v2 - d3
// -4 * (0.375 * v2 - d3 + d2) + 0.5 * v2 - d3 = 0
// -1.5 * v2 + 4 * d3 - 4 * d2 + 0.5 * v2 - d3 = 0
// v2 = 4 * d3 - 4 * d2 - d3
// v2 = 3 * d3 - 4 * d2
// 0.5 * v1 + 0.5 * (3 * d3 - 4 * d2) - d3 = 0
// v1 + (3 * d3 - 4 * d2) - 2 * d3 = 0
// v1 = -3 * d3 + 4 * d2 + 2 * d3
// v1 = -1 * d3 + 4 * d2
void ConvertToAnimLocal( s_animation_t *panim, Vector &pos, QAngle &angles )
{
matrix3x4_t bonematrix;
matrix3x4_t adjmatrix;
// convert explicit position/angle into animation relative values
AngleMatrix( angles, pos, bonematrix );
AngleMatrix( panim->rotation, panim->adjust, adjmatrix );
MatrixInvert( adjmatrix, adjmatrix );
ConcatTransforms( adjmatrix, bonematrix, bonematrix );
MatrixAngles( bonematrix, angles, pos );
// pos = pos * panim->scale;
}
//-----------------------------------------------------------------------------
// Purpose: find the linear movement/rotation between two frames, subtract that
// out of the animation and add it back on as a "piecewise movement" command
// panim - current animation
// motiontype - what to extract
// iStartFrame - first frame to apply motion over
// iEndFrame - last end frame to apply motion over
// iSrcFrame - match refFrame against what frame of the current animation
// pRefAnim - reference animtion
// iRefFrame - frame of reference animation to match
//-----------------------------------------------------------------------------
void extractLinearMotion( s_animation_t *panim, int motiontype, int iStartFrame, int iEndFrame, int iSrcFrame, s_animation_t *pRefAnim, int iRefFrame /* , Vector pos, QAngle angles */ )
{
int j, k;
matrix3x4_t adjmatrix;
// Can't extract motion with only 1 frame of animation!
if ( panim->numframes <= 1 )
{
MdlError( "Can't extract motion from sequence %s (%s). Check your QC options!\n", panim->name, panim->filename );
}
if (panim->numpiecewisekeys >= MAXSTUDIOMOVEKEYS)
{
MdlError( "Too many piecewise movement keys in %s (%s)\n", panim->name, panim->filename );
}
if (iEndFrame > panim->numframes - 1)
iEndFrame = panim->numframes - 1;
if (iSrcFrame > panim->numframes - 1)
iSrcFrame = panim->numframes - 1;
if (iStartFrame >= iEndFrame)
{
MdlWarning("Motion extraction ignored, no frames remaining in %s (%s)\n", panim->name, panim->filename );
return;
}
float fFrame = (iStartFrame + iSrcFrame) / 2.0;
int iMidFrame = (int)fFrame;
float s = fFrame - iMidFrame;
// find rotation
RadianEuler rot( 0, 0, 0 );
if (motiontype & (STUDIO_LXR | STUDIO_LYR | STUDIO_LZR))
{
Quaternion q0;
Quaternion q1;
Quaternion q2;
AngleQuaternion( pRefAnim->sanim[iRefFrame][g_rootIndex].rot, q0 );
AngleQuaternion( panim->sanim[iMidFrame][g_rootIndex].rot, q1 ); // only used for rotation checking
AngleQuaternion( panim->sanim[iSrcFrame][g_rootIndex].rot, q2 );
Quaternion deltaQ1;
QuaternionMA( q1, -1, q0, deltaQ1 );
Quaternion deltaQ2;
QuaternionMA( q2, -1, q0, deltaQ2 );
// FIXME: this is still wrong, but it should be slightly more robust
RadianEuler a3;
if (motiontype & STUDIO_LXR)
{
Quaternion q4;
q4.Init( deltaQ2.x, 0, 0, deltaQ2.w );
QuaternionNormalize( q4 );
QuaternionAngles( q4, a3 );
rot.x = a3.x;
}
if (motiontype & STUDIO_LYR)
{
Quaternion q4;
q4.Init( 0, deltaQ2.y, 0, deltaQ2.w );
QuaternionNormalize( q4 );
QuaternionAngles( q4, a3 );
rot.y = a3.y;
}
if (motiontype & STUDIO_LZR)
{
Quaternion q4;
q4.Init( 0, 0, deltaQ2.z, deltaQ2.w );
QuaternionNormalize( q4 );
QuaternionAngles( q4, a3 );
// check for possible rotations >180 degrees by looking at the
// halfway point and seeing if it's rotating a different direction
// than the shortest path to the end point
Quaternion q5;
RadianEuler a5;
q5.Init( 0, 0, deltaQ1.z, deltaQ1.w );
QuaternionNormalize( q5 );
QuaternionAngles( q5, a5 );
if (a3.z > M_PI) a5.z -= 2*M_PI;
if (a3.z < -M_PI) a5.z += 2*M_PI;
if (a5.z > M_PI) a5.z -= 2*M_PI;
if (a5.z < -M_PI) a5.z += 2*M_PI;
if (a5.z > M_PI/4 && a3.z < 0)
{
a3.z += 2*M_PI;
}
if (a5.z < -M_PI/4 && a3.z > 0)
{
a3.z -= 2*M_PI;
}
rot.z = a3.z;
}
}
// find movement
Vector p0;
AngleMatrix(rot, adjmatrix );
VectorRotate( pRefAnim->sanim[iRefFrame][g_rootIndex].pos, adjmatrix, p0 );
Vector p2 = panim->sanim[iSrcFrame][g_rootIndex].pos;
Vector p1 = panim->sanim[iMidFrame][g_rootIndex].pos * (1 - s) + panim->sanim[iMidFrame+1][g_rootIndex].pos * s;
// ConvertToAnimLocal( panim, pos, angles ); // FIXME: unused
p2 = p2 - p0;
p1 = p1 - p0;
if (!(motiontype & STUDIO_LX)) { p2.x = 0; p1.x = 0; };
if (!(motiontype & STUDIO_LY)) { p2.y = 0; p1.y = 0; };
if (!(motiontype & STUDIO_LZ)) { p2.z = 0; p1.z = 0; };
// printf("%s %.1f %.1f %.1f\n", g_bonetable[g_rootIndex].name, p2.x, p2.y, p2.z );
float d1 = p1.Length();
float d2 = p2.Length();
float v0 = -1 * d2 + 4 * d1;
float v1 = 3 * d2 - 4 * d1;
if ( g_verbose )
{
printf("%s : %d - %d : %.1f %.1f %.1f\n", panim->name, iStartFrame, iEndFrame, p2.x, p2.y, RAD2DEG( rot[2] ) );
}
int numframes = iEndFrame - iStartFrame + 1;
if (numframes < 1)
return;
float n = numframes - 1;
//printf("%f %f : ", v0, v1 );
if (motiontype & STUDIO_LINEAR)
{
v0 = v1 = p2.Length();
}
else if (v0 < 0.0f)
{
v0 = 0.0;
v1 = p2.Length() * 2.0;
}
else if (v1 < 0.0)
{
v0 = p2.Length() * 2.0;
v1 = 0.0;
}
else if ((v0+v1) > 0.01 && (fabs(v0-v1) / (v0+v1)) < 0.2)
{
// if they're within 10% of each other, assum no acceleration
v0 = v1 = p2.Length();
}
//printf("%f %f\n", v0, v1 );
Vector v = p2;
VectorNormalize( v );
Vector A, B, C;
if (motiontype & STUDIO_QUADRATIC_MOTION)
{
SolveInverseQuadratic( 0, 0, 0.5, p1.x, 1.0, p2.x, A.x, B.x, C.x );
SolveInverseQuadratic( 0, 0, 0.5, p1.y, 1.0, p2.y, A.y, B.y, C.y );
SolveInverseQuadratic( 0, 0, 0.5, p1.z, 1.0, p2.z, A.z, B.z, C.z );
}
Vector adjpos;
RadianEuler adjangle;
matrix3x4_t bonematrix;
for (j = 0; j < numframes; j++)
{
float t = (j / n);
if (motiontype & STUDIO_QUADRATIC_MOTION)
{
adjpos.x = t * t * A.x + t * B.x + C.x;
adjpos.y = t * t * A.y + t * B.y + C.y;
adjpos.z = t * t * A.z + t * B.z + C.z;
}
else
{
VectorScale( v, v0 * t + 0.5 * (v1 - v0) * t * t, adjpos );
}
VectorScale( rot, t, adjangle );
AngleMatrix( adjangle, adjpos, adjmatrix );
MatrixInvert( adjmatrix, adjmatrix );
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
// printf(" %.1f %.1f %.1f : ", adjpos[0], adjpos[1], RAD2DEG( adjangle[2] ));
// printf(" %.1f %.1f %.1f\n", adjpos[0], adjpos[1], adjpos[2] );
AngleMatrix( panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos, bonematrix );
ConcatTransforms( adjmatrix, bonematrix, bonematrix );
MatrixAngles( bonematrix, panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos );
// printf("%d : %.1f %.1f %.1f\n", j, panim->sanim[j+iStartFrame][k].pos.x, panim->sanim[j+iStartFrame][k].pos.y, RAD2DEG( panim->sanim[j+iStartFrame][k].rot.z ) );
}
}
}
for (; j+iStartFrame < panim->numframes; j++)
{
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
AngleMatrix( panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos, bonematrix );
ConcatTransforms( adjmatrix, bonematrix, bonematrix );
MatrixAngles( bonematrix, panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos );
}
}
}
// create piecewise motion paths
s_linearmove_t *pmove = &panim->piecewisemove[panim->numpiecewisekeys++];
pmove->endframe = iEndFrame;
pmove->flags = motiontype;
// concatinate xforms
if (panim->numpiecewisekeys > 1)
{
AngleMatrix( adjangle, adjpos, bonematrix );
AngleMatrix( pmove[-1].rot, pmove[-1].pos, adjmatrix );
ConcatTransforms( adjmatrix, bonematrix, bonematrix );
MatrixAngles( bonematrix, pmove[0].rot, pmove[0].pos );
pmove->vector = pmove[0].pos - pmove[-1].pos;
}
else
{
VectorCopy( adjpos, pmove[0].pos );
VectorCopy( adjangle, pmove[0].rot );
pmove->vector = pmove[0].pos;
}
VectorNormalize( pmove->vector );
// printf("%d : %.1f %.1f %.1f\n", iEndFrame, pmove[0].pos.x, pmove[0].pos.y, RAD2DEG( pmove[0].rot.z ) );
pmove->v0 = v0;
pmove->v1 = v1;
}
//-----------------------------------------------------------------------------
// Purpose: process the "piecewise movement" commands and return where the animation
// would move to on a given frame (assuming frame 0 is at the origin)
//-----------------------------------------------------------------------------
Vector calcPosition( s_animation_t *panim, int iFrame )
{
Vector vecPos;
vecPos.Init();
if (panim->numpiecewisekeys == 0)
return vecPos;
if (panim->numframes == 1)
return vecPos;
int iLoops = 0;
while (iFrame >= (panim->numframes - 1))
{
iLoops++;
iFrame = iFrame - (panim->numframes - 1);
}
float prevframe = 0.0f;
for (int i = 0; i < panim->numpiecewisekeys; i++)
{
s_linearmove_t *pmove = &panim->piecewisemove[i];
if (pmove->endframe >= iFrame)
{
float f = (iFrame - prevframe) / (pmove->endframe - prevframe);
float d = pmove->v0 * f + 0.5 * (pmove->v1 - pmove->v0) * f * f;
vecPos = vecPos + d * pmove->vector;
if (iLoops != 0)
{
s_linearmove_t *pmove = &panim->piecewisemove[panim->numpiecewisekeys - 1];
vecPos = vecPos + iLoops * pmove->pos;
}
return vecPos;
}
else
{
prevframe = pmove->endframe;
vecPos = pmove->pos;
}
}
return vecPos;
}
//-----------------------------------------------------------------------------
// Purpose: calculate how far an animation travels between two frames
//-----------------------------------------------------------------------------
Vector calcMovement( s_animation_t *panim, int iFrom, int iTo )
{
Vector p1 = calcPosition( panim, iFrom );
Vector p2 = calcPosition( panim, iTo );
return p2 - p1;
}
#if 0
// FIXME: add in correct motion!!!
int iFrame = pRule->peak - pRule->start - k;
if (pRule->start + k > panim->numframes - 1)
{
iFrame = iFrame + 1;
}
Vector pos = footfall;
if (panim->numframes > 1)
pos = pos + panim->piecewisemove[0].pos * (iFrame) / (panim->numframes - 1.0f);
#endif
//-----------------------------------------------------------------------------
// Purpose: try to calculate a "missing" frame of animation, i.e the overlapping frame
//-----------------------------------------------------------------------------
void fixupMissingFrame( s_animation_t *panim )
{
// the animations DIDN'T have the end frame the same as the start frame, so fudge it
int size = g_numbones * sizeof( s_bone_t );
int j = panim->numframes;
float scale = 1 / (j - 1.0f);
panim->sanim[j] = (s_bone_t *)kalloc( 1, size );
Vector deltapos;
for (int k = 0; k < g_numbones; k++)
{
VectorSubtract( panim->sanim[j-1][k].pos, panim->sanim[0][k].pos, deltapos );
VectorMA( panim->sanim[j-1][k].pos, scale, deltapos, panim->sanim[j][k].pos );
VectorCopy( panim->sanim[0][k].rot, panim->sanim[j][k].rot );
}
panim->numframes = j + 1;
}
//-----------------------------------------------------------------------------
// Purpose: shift the frames of the animation so that it starts on the desired frame
//-----------------------------------------------------------------------------
void realignLooping( s_animation_t *panim )
{
int j, k;
// realign looping animations
if (panim->numframes > 1 && panim->looprestart)
{
if (panim->looprestart >= panim->numframes)
{
MdlError( "loopstart (%d) out of range for animation %s (%d)", panim->looprestart, panim->name, panim->numframes );
}
for (k = 0; k < g_numbones; k++)
{
int n;
Vector shiftpos[MAXSTUDIOANIMFRAMES];
RadianEuler shiftrot[MAXSTUDIOANIMFRAMES];
// printf("%f %f %f\n", motion[0], motion[1], motion[2] );
for (j = 0; j < panim->numframes - 1; j++)
{
n = (j + panim->looprestart) % (panim->numframes - 1);
VectorCopy( panim->sanim[n][k].pos, shiftpos[j] );
VectorCopy( panim->sanim[n][k].rot, shiftrot[j] );
}
n = panim->looprestart;
j = panim->numframes - 1;
VectorCopy( panim->sanim[n][k].pos, shiftpos[j] );
VectorCopy( panim->sanim[n][k].rot, shiftrot[j] );
for (j = 0; j < panim->numframes; j++)
{
VectorCopy( shiftpos[j], panim->sanim[j][k].pos );
VectorCopy( shiftrot[j], panim->sanim[j][k].rot );
}
}
}
}
void extractUnusedMotion( s_animation_t *panim )
{
int j, k;
int type = panim->motiontype;
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
float motion[6];
motion[0] = panim->sanim[0][k].pos[0];
motion[1] = panim->sanim[0][k].pos[1];
motion[2] = panim->sanim[0][k].pos[2];
motion[3] = panim->sanim[0][k].rot[0];
motion[4] = panim->sanim[0][k].rot[1];
motion[5] = panim->sanim[0][k].rot[2];
for (j = 0; j < panim->numframes; j++)
{
if (type & STUDIO_X)
panim->sanim[j][k].pos[0] = motion[0];
if (type & STUDIO_Y)
panim->sanim[j][k].pos[1] = motion[1];
if (type & STUDIO_Z)
panim->sanim[j][k].pos[2] = motion[2];
if (type & STUDIO_XR)
panim->sanim[j][k].rot[0] = motion[3];
if (type & STUDIO_YR)
panim->sanim[j][k].rot[1] = motion[4];
if (type & STUDIO_ZR)
panim->sanim[j][k].rot[2] = motion[5];
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: find the difference between the src and dest animations, then add that
// difference to all the frames of the dest animation.
//-----------------------------------------------------------------------------
void processMatch( s_animation_t *psrc, s_animation_t *pdest, int flags )
{
int j, k;
// process "match"
Vector delta_pos[MAXSTUDIOSRCBONES];
Quaternion delta_q[MAXSTUDIOSRCBONES];
for (k = 0; k < g_numbones; k++)
{
if (flags)
VectorSubtract( psrc->sanim[0][k].pos, pdest->sanim[0][k].pos, delta_pos[k] );
QuaternionSM( -1, pdest->sanim[0][k].rot, psrc->sanim[0][k].rot, delta_q[k] );
}
// printf("%.2f %.2f %.2f\n", adj.x, adj.y, adj.z );
for (j = 0; j < pdest->numframes; j++)
{
for (k = 0; k < g_numbones; k++)
{
if (pdest->weight[k] > 0)
{
if (flags)
VectorAdd( pdest->sanim[j][k].pos, delta_pos[k], pdest->sanim[j][k].pos );
QuaternionMAAngles( pdest->sanim[j][k].rot, 1.0, delta_q[k], pdest->sanim[j][k].rot );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: blend the psrc animation overtop the pdest animation, but blend the
// quaternions in world space instead of parent bone space.
// Also, blend bone lengths, but only for non root animations.
//-----------------------------------------------------------------------------
void worldspaceBlend( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags )
{
int j, k, n;
// process "match"
Quaternion srcQ[MAXSTUDIOSRCBONES];
Vector srcPos[MAXSTUDIOSRCBONES];
Vector tmp;
matrix3x4_t srcBoneToWorld[MAXSTUDIOBONES];
matrix3x4_t destBoneToWorld[MAXSTUDIOBONES];
if (!flags)
{
CalcBoneTransforms( psrc, srcframe, srcBoneToWorld );
for (k = 0; k < g_numbones; k++)
{
MatrixAngles( srcBoneToWorld[k], srcQ[k], tmp );
srcPos[k] = psrc->sanim[srcframe][k].pos;
}
}
Quaternion targetQ, destQ;
// printf("%.2f %.2f %.2f\n", adj.x, adj.y, adj.z );
for (j = 0; j < pdest->numframes; j++)
{
if (flags)
{
// pull from a looping source
float flCycle = (float)j / (pdest->numframes - 1);
flCycle += (float)srcframe / (psrc->numframes - 1);
CalcBoneTransformsCycle( psrc, psrc, flCycle, srcBoneToWorld );
for (k = 0; k < g_numbones; k++)
{
MatrixAngles( srcBoneToWorld[k], srcQ[k], tmp );
n = g_bonetable[k].parent;
if (n == -1)
{
MatrixPosition( srcBoneToWorld[k], srcPos[k] );
}
else
{
matrix3x4_t worldToBone;
MatrixInvert( srcBoneToWorld[n], worldToBone );
matrix3x4_t local;
ConcatTransforms( worldToBone, srcBoneToWorld[k], local );
MatrixPosition( local, srcPos[k] );
}
}
}
CalcBoneTransforms( pdest, j, destBoneToWorld );
for (k = 0; k < g_numbones; k++)
{
if (pdest->weight[k] > 0)
{
// blend the boneToWorld transforms in world space
MatrixAngles( destBoneToWorld[k], destQ, tmp );
QuaternionSlerp( destQ, srcQ[k], pdest->weight[k], targetQ );
AngleMatrix( targetQ, tmp, destBoneToWorld[k] );
}
// back solve
n = g_bonetable[k].parent;
if (n == -1)
{
MatrixAngles( destBoneToWorld[k], pdest->sanim[j][k].rot, tmp );
// FIXME: it's not clear if this should blend position or not....it'd be
// better if weight lists could do quat and pos independently.
}
else
{
matrix3x4_t worldToBone;
MatrixInvert( destBoneToWorld[n], worldToBone );
matrix3x4_t local;
ConcatTransforms( worldToBone, destBoneToWorld[k], local );
MatrixAngles( local, pdest->sanim[j][k].rot, tmp );
// blend bone lengths (local space)
pdest->sanim[j][k].pos = Lerp( pdest->posweight[k], pdest->sanim[j][k].pos, srcPos[k] );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: match one animations position/orientation to another animations position/orientation
//-----------------------------------------------------------------------------
void processAutoorigin( s_animation_t *psrc, s_animation_t *pdest, int motiontype, int srcframe, int destframe, int bone )
{
int j, k;
matrix3x4_t adjmatrix;
matrix3x4_t srcBoneToWorld[MAXSTUDIOBONES];
matrix3x4_t destBoneToWorld[MAXSTUDIOBONES];
CalcBoneTransforms( psrc, srcframe, srcBoneToWorld );
CalcBoneTransforms( pdest, destframe, destBoneToWorld );
// find rotation
RadianEuler rot( 0, 0, 0 );
Quaternion q0;
Quaternion q2;
Vector srcPos;
Vector destPos;
MatrixAngles( srcBoneToWorld[bone], q0, srcPos );
MatrixAngles( destBoneToWorld[bone], q2, destPos );
if (motiontype & (STUDIO_LXR | STUDIO_LYR | STUDIO_LZR | STUDIO_XR | STUDIO_YR | STUDIO_ZR))
{
Quaternion deltaQ2;
QuaternionMA( q2, -1, q0, deltaQ2 );
RadianEuler a3;
if (motiontype & (STUDIO_LXR | STUDIO_XR))
{
Quaternion q4;
q4.Init( deltaQ2.x, 0, 0, deltaQ2.w );
QuaternionNormalize( q4 );
QuaternionAngles( q4, a3 );
rot.x = a3.x;
}
if (motiontype & (STUDIO_LYR | STUDIO_YR))
{
Quaternion q4;
q4.Init( 0, deltaQ2.y, 0, deltaQ2.w );
QuaternionNormalize( q4 );
QuaternionAngles( q4, a3 );
rot.y = a3.y;
}
if (motiontype & (STUDIO_LZR | STUDIO_ZR))
{
Quaternion q4;
q4.Init( 0, 0, deltaQ2.z, deltaQ2.w );
QuaternionNormalize( q4 );
QuaternionAngles( q4, a3 );
rot.z = a3.z;
}
if ((motiontype & STUDIO_XR) && (motiontype & STUDIO_YR) && (motiontype & STUDIO_ZR))
{
QuaternionAngles( deltaQ2, rot );
}
}
// find movement
Vector p0 = srcPos;
Vector p2;
AngleMatrix(rot, adjmatrix );
MatrixInvert( adjmatrix, adjmatrix );
VectorRotate( destPos, adjmatrix, p2 );
Vector adj = p0 - p2;
if (!(motiontype & (STUDIO_X | STUDIO_LX)))
adj.x = 0;
if (!(motiontype & (STUDIO_Y | STUDIO_LY)))
adj.y = 0;
if (!(motiontype & (STUDIO_Z | STUDIO_LZ)))
adj.z = 0;
PositionMatrix( adj, adjmatrix );
if (g_verbose && bone != g_rootIndex)
{
printf("%s aligning to %s - %.2f %.2f %.2f\n", pdest->name, g_bonetable[bone].name, adj.x, adj.y, adj.z );
}
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
for (j = 0; j < pdest->numframes; j++)
{
matrix3x4_t bonematrix;
AngleMatrix( pdest->sanim[j][k].rot, pdest->sanim[j][k].pos, bonematrix );
ConcatTransforms( adjmatrix, bonematrix, bonematrix );
MatrixAngles( bonematrix, pdest->sanim[j][k].rot, pdest->sanim[j][k].pos );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: subtract one animaiton from animation to create an animation of the "difference"
//-----------------------------------------------------------------------------
void subtractBaseAnimations( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags )
{
int j, k;
// create delta animations
s_bone_t src[MAXSTUDIOSRCBONES];
if (srcframe >= psrc->numframes)
{
MdlError( "subtract frame %d out of range for %s\n", srcframe, psrc->name );
}
for (k = 0; k < g_numbones; k++)
{
VectorCopy( psrc->sanim[srcframe][k].pos, src[k].pos );
VectorCopy( psrc->sanim[srcframe][k].rot, src[k].rot );
}
for (k = 0; k < g_numbones; k++)
{
for (j = 0; j < pdest->numframes; j++)
{
if (pdest->weight[k] > 0)
{
/*
printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
k,
src[k].pos[0], src[k].pos[1], src[k].pos[2],
src[k].rot[0], src[k].rot[1], src[k].rot[2] );
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
RAD2DEG(pdest->sanim[j][k].pos[0]), RAD2DEG(pdest->sanim[j][k].pos[1]), RAD2DEG(pdest->sanim[j][k].pos[2]),
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
*/
// calc differences between two rotations
if (flags & STUDIO_POST)
{
// find pdest in src's reference frame
QuaternionSMAngles( -1, src[k].rot, pdest->sanim[j][k].rot, pdest->sanim[j][k].rot );
VectorSubtract( pdest->sanim[j][k].pos, src[k].pos, pdest->sanim[j][k].pos );
}
else
{
// find src in pdest's reference frame?
QuaternionMAAngles( pdest->sanim[j][k].rot, -1, src[k].rot, pdest->sanim[j][k].rot );
VectorSubtract( src[k].pos, pdest->sanim[j][k].pos, pdest->sanim[j][k].pos );
}
/*
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
pdest->sanim[j][k].pos[0], pdest->sanim[j][k].pos[1], pdest->sanim[j][k].pos[2],
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
*/
}
}
}
#if 0
// cleanup weightlists
for (k = 0; k < g_numbones; k++)
{
panim->weight[k] = 0.0;
}
for (k = 0; k < g_numbones; k++)
{
if (g_weightlist[panim->weightlist].weight[k] > 0.0)
{
for (j = 0; j < panim->numframes; j++)
{
if (fabs(panim->sanim[j][k].pos[0]) > 0.001 ||
fabs(panim->sanim[j][k].pos[1]) > 0.001 ||
fabs(panim->sanim[j][k].pos[2]) > 0.001 ||
fabs(panim->sanim[j][k].rot[0]) > 0.001 ||
fabs(panim->sanim[j][k].rot[1]) > 0.001 ||
fabs(panim->sanim[j][k].rot[2]) > 0.001)
{
panim->weight[k] = g_weightlist[panim->weightlist].weight[k];
break;
}
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void QuaternionSlerp( const RadianEuler &r0, const RadianEuler &r1, float t, RadianEuler &r2 )
{
Quaternion q0, q1, q2;
AngleQuaternion( r0, q0 );
AngleQuaternion( r1, q1 );
QuaternionSlerp( q0, q1, t, q2 );
QuaternionAngles( q2, r2 );
}
//-----------------------------------------------------------------------------
// Purpose: subtract each frame running interpolation of the first frame to the last frame
//-----------------------------------------------------------------------------
void linearDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags )
{
int j, k;
// create delta animations
s_bone_t src0[MAXSTUDIOSRCBONES];
s_bone_t src1[MAXSTUDIOSRCBONES];
for (k = 0; k < g_numbones; k++)
{
VectorCopy( psrc->sanim[0][k].pos, src0[k].pos );
VectorCopy( psrc->sanim[0][k].rot, src0[k].rot );
VectorCopy( psrc->sanim[srcframe][k].pos, src1[k].pos );
VectorCopy( psrc->sanim[srcframe][k].rot, src1[k].rot );
}
if (pdest->numframes == 1)
{
MdlWarning( "%s too short for splinedelta\n", pdest->name );
}
for (k = 0; k < g_numbones; k++)
{
for (j = 0; j < pdest->numframes; j++)
{
float s = 1;
if (pdest->numframes > 1)
{
s = (float)j / (pdest->numframes - 1);
}
// make it a spline curve
if (flags & STUDIO_AL_SPLINE)
{
s = 3 * s * s - 2 * s * s * s;
}
if (pdest->weight[k] > 0)
{
/*
printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
k,
src[k].pos[0], src[k].pos[1], src[k].pos[2],
src[k].rot[0], src[k].rot[1], src[k].rot[2] );
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
RAD2DEG(pdest->sanim[j][k].pos[0]), RAD2DEG(pdest->sanim[j][k].pos[1]), RAD2DEG(pdest->sanim[j][k].pos[2]),
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
*/
s_bone_t src;
src.pos = src0[k].pos * (1 - s) + src1[k].pos * s;
QuaternionSlerp( src0[k].rot, src1[k].rot, s, src.rot );
// calc differences between two rotations
if (flags & STUDIO_AL_POST)
{
// find pdest in src's reference frame
QuaternionSMAngles( -1, src.rot, pdest->sanim[j][k].rot, pdest->sanim[j][k].rot );
VectorSubtract( pdest->sanim[j][k].pos, src.pos, pdest->sanim[j][k].pos );
}
else
{
// find src in pdest's reference frame?
QuaternionMAAngles( pdest->sanim[j][k].rot, -1, src.rot, pdest->sanim[j][k].rot );
VectorSubtract( src.pos, pdest->sanim[j][k].pos, pdest->sanim[j][k].pos );
}
/*
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
pdest->sanim[j][k].pos[0], pdest->sanim[j][k].pos[1], pdest->sanim[j][k].pos[2],
RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
*/
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: turn the animation into a lower fps encoded version
//-----------------------------------------------------------------------------
void reencodeAnimation( s_animation_t *panim, int frameskip )
{
int j, k, n;
n = 1;
for (j = frameskip; j < panim->numframes; j += frameskip)
{
for (k = 0; k < g_numbones; k++)
{
panim->sanim[n][k] = panim->sanim[j][k];
}
n++;
}
panim->numframes = n;
panim->fps = panim->fps / frameskip;
}
//-----------------------------------------------------------------------------
// Purpose: clip or pad the animation as nessesary to be a specified number of frames
//-----------------------------------------------------------------------------
void forceNumframes( s_animation_t *panim, int numframes )
{
int j;
int size = g_numbones * sizeof( s_bone_t );
// copy
for (j = panim->numframes; j < numframes; j++)
{
panim->sanim[j] = (s_bone_t *)kalloc( 1, size );
memcpy( panim->sanim[j], panim->sanim[panim->numframes-1], size );
}
panim->numframes = numframes;
}
//-----------------------------------------------------------------------------
// Purpose: subtract each frame from the previous to calculate the animations derivative
//-----------------------------------------------------------------------------
void createDerivative( s_animation_t *panim, float scale )
{
int j, k;
s_bone_t orig[MAXSTUDIOSRCBONES];
j = panim->numframes - 1;
if (panim->flags & STUDIO_LOOPING)
{
j--;
}
for (k = 0; k < g_numbones; k++)
{
VectorCopy( panim->sanim[j][k].pos, orig[k].pos );
VectorCopy( panim->sanim[j][k].rot, orig[k].rot );
}
for (j = panim->numframes - 1; j >= 0; j--)
{
s_bone_t *psrc;
s_bone_t *pdest;
if (j - 1 >= 0)
{
psrc = panim->sanim[j-1];
}
else
{
psrc = orig;
}
pdest = panim->sanim[j];
for (k = 0; k < g_numbones; k++)
{
if (panim->weight[k] > 0)
{
/*
{
printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
k,
psrc[k].pos[0], psrc[k].pos[1], psrc[k].pos[2],
RAD2DEG(psrc[k].rot[0]), RAD2DEG(psrc[k].rot[1]), RAD2DEG(psrc[k].rot[2]) );
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
pdest[k].pos[0], pdest[k].pos[1], pdest[k].pos[2],
RAD2DEG(pdest[k].rot[0]), RAD2DEG(pdest[k].rot[1]), RAD2DEG(pdest[k].rot[2]) );
}
*/
// find pdest in src's reference frame
QuaternionSMAngles( -1, psrc[k].rot, pdest[k].rot, pdest[k].rot );
VectorSubtract( pdest[k].pos, psrc[k].pos, pdest[k].pos );
// rescale results (not sure what basis physics system is expecting)
{
// QuaternionScale( pdest[k].rot, scale, pdest[k].rot );
Quaternion q;
AngleQuaternion( pdest[k].rot, q );
QuaternionScale( q, scale, q );
QuaternionAngles( q, pdest[k].rot );
VectorScale( pdest[k].pos, scale, pdest[k].pos );
}
/*
{
printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
pdest[k].pos[0], pdest[k].pos[1], pdest[k].pos[2],
RAD2DEG(pdest[k].rot[0]), RAD2DEG(pdest[k].rot[1]), RAD2DEG(pdest[k].rot[2]) );
}
*/
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: subtract each frame from the previous to calculate the animations derivative
//-----------------------------------------------------------------------------
void clearAnimations( s_animation_t *panim )
{
panim->flags |= STUDIO_DELTA;
panim->flags |= STUDIO_ALLZEROS;
panim->numframes = 1;
panim->startframe = 0;
panim->endframe = 1;
int k;
for (k = 0; k < g_numbones; k++)
{
panim->sanim[0][k].pos = Vector( 0, 0, 0 );
panim->sanim[0][k].rot = RadianEuler( 0, 0, 0 );
panim->weight[k] = 0.0;
panim->posweight[k] = 0.0;
}
}
//-----------------------------------------------------------------------------
// Purpose: remove all world rotation from a bone
//-----------------------------------------------------------------------------
void counterRotateBone( s_animation_t *panim, int iBone, QAngle target )
{
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
Vector pos;
matrix3x4_t defaultBoneToWorld;
int j;
AngleMatrix( target, defaultBoneToWorld );
for (j = 0; j < panim->numframes; j++)
{
CalcBoneTransforms( panim, j, boneToWorld );
MatrixPosition( boneToWorld[iBone], pos );
PositionMatrix( pos, defaultBoneToWorld );
boneToWorld[iBone] = defaultBoneToWorld;
solveBone( panim, j, iBone, boneToWorld );
}
}
//-----------------------------------------------------------------------------
// Purpose: build transforms in source space, assuming source bones
//-----------------------------------------------------------------------------
void BuildRawTransforms( const s_source_t *psource, const char *pAnimationName,
int frame, float scale, Vector const &shift, RadianEuler const &rotate, int flags, matrix3x4_t* boneToWorld )
{
int k;
Vector tmp;
Vector pos;
RadianEuler rot;
matrix3x4_t bonematrix;
matrix3x4_t rootxform;
AngleMatrix( rotate, rootxform );
const s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, pAnimationName );
if ( !pSourceAnim )
{
MdlError( "Unknown animation name %s\n", pAnimationName );
return;
}
if ( flags & STUDIO_LOOPING )
{
if ( frame )
{
while ( frame < 0)
frame += pSourceAnim->numframes;
frame = frame % pSourceAnim->numframes;
}
}
else
{
frame = clamp( frame, 0, pSourceAnim->numframes - 1 );
}
// build source space local to world transforms
for (k = 0; k < psource->numbones; k++)
{
VectorScale( pSourceAnim->rawanim.Element(frame)[k].pos, scale, pos );
VectorCopy( pSourceAnim->rawanim.Element(frame)[k].rot, rot );
if ( psource->localBone[k].parent == -1 )
{
// translate
VectorSubtract( pos, shift, tmp );
// rotate
VectorRotate( tmp, rootxform, pos );
matrix3x4_t m;
AngleMatrix( rot, m );
ConcatTransforms( rootxform, m, bonematrix );
MatrixAngles( bonematrix, rot );
clip_rotations( rot );
}
AngleMatrix( rot, pos, bonematrix );
if ( psource->localBone[k].parent == -1 )
{
MatrixCopy( bonematrix, boneToWorld[k] );
}
else
{
ConcatTransforms( boneToWorld[psource->localBone[k].parent], bonematrix, boneToWorld[k] );
// ConcatTransforms( worldToBone[psource->localBone[k].parent], boneToWorld[k], bonematrix );
// B * C => A
// C <= B-1 * A
}
}
}
void BuildRawTransforms( const s_source_t *psource, const char *pAnimationName, int frame, matrix3x4_t* boneToWorld )
{
BuildRawTransforms( psource, pAnimationName, frame, 1.0f, Vector( 0, 0, 0 ), RadianEuler( 0, 0, 0 ), 0, boneToWorld );
}
//-----------------------------------------------------------------------------
// Purpose: convert source bone animation into global bone animation
//-----------------------------------------------------------------------------
void TranslateAnimations( const s_source_t *pSource, const matrix3x4_t *pSrcBoneToWorld, matrix3x4_t *pDestBoneToWorld )
{
matrix3x4_t bonematrix;
for (int k = 0; k < g_numbones; k++)
{
int q = pSource->boneGlobalToLocal[k];
if ( q == -1 )
{
// unknown bone, copy over defaults
if ( g_bonetable[k].parent >= 0 )
{
AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, bonematrix );
ConcatTransforms( pDestBoneToWorld[g_bonetable[k].parent], bonematrix, pDestBoneToWorld[k] );
}
else
{
AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, pDestBoneToWorld[k] );
}
}
else
{
ConcatTransforms( pSrcBoneToWorld[q], g_bonetable[k].srcRealign, pDestBoneToWorld[k] );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: convert source bone animation into global bone animation
//-----------------------------------------------------------------------------
void ConvertAnimation( const s_source_t *psource, const char *pAnimationName, int frame, float scale, Vector const &shift, RadianEuler const &rotate, s_bone_t *dest )
{
int k;
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
//matrix3x4_t srcWorldToBone[MAXSTUDIOSRCBONES];
matrix3x4_t destBoneToWorld[MAXSTUDIOSRCBONES];
matrix3x4_t destWorldToBone[MAXSTUDIOSRCBONES];
matrix3x4_t bonematrix;
BuildRawTransforms( psource, pAnimationName, frame, scale, shift, rotate, 0, srcBoneToWorld );
/*
for (k = 0; k < psource->numbones; k++)
{
MatrixInvert( srcBoneToWorld[k], srcWorldToBone[k] );
}
*/
TranslateAnimations( psource, srcBoneToWorld, destBoneToWorld );
for (k = 0; k < g_numbones; k++)
{
MatrixInvert( destBoneToWorld[k], destWorldToBone[k] );
}
// convert source_space_local_to_world transforms to shared_space_local_to_world transforms
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
MatrixCopy( destBoneToWorld[k], bonematrix );
}
else
{
// convert my transform into parent relative space
ConcatTransforms( destWorldToBone[g_bonetable[k].parent], destBoneToWorld[k], bonematrix );
// printf("%s : %s\n", psource->localBone[q2].name, psource->localBone[q].name );
// B * C => A
// C <= B-1 * A
}
MatrixAngles( bonematrix, dest[k].rot, dest[k].pos );
clip_rotations( dest[k].rot );
}
}
//-----------------------------------------------------------------------------
// Purpose: copy the raw animation data from the source files into the individual animations
//-----------------------------------------------------------------------------
void RemapAnimations(void)
{
int i, j;
// copy source animations
for (i = 0; i < g_numani; i++)
{
s_animation_t *panim = g_panimation[i];
s_source_t *psource = panim->source;
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, panim->animationname );
int size = g_numbones * sizeof( s_bone_t );
int n = panim->startframe - pSourceAnim->startframe;
// printf("%s %d:%d\n", g_panimation[i]->filename, g_panimation[i]->startframe, pSourceAnim->startframe );
for (j = 0; j < panim->numframes; j++)
{
panim->sanim[j] = (s_bone_t *)kalloc( 1, size );
ConvertAnimation( psource, panim->animationname, n + j, panim->scale, panim->adjust, panim->rotation, panim->sanim[j] );
}
}
}
void buildAnimationWeights()
{
int i, j, k;
// rlink animation weights
for (i = 0; i < g_numweightlist; i++)
{
if (i == 0)
{
// initialize weights
for (j = 0; j < g_numbones; j++)
{
if (g_bonetable[j].parent != -1)
{
// set child bones to uninitialized
g_weightlist[i].weight[j] = -1;
}
else if (i == 0)
{
// set root bones to 1
g_weightlist[i].weight[j] = 1;
g_weightlist[i].posweight[j] = 1;
}
}
}
else
{
// initialize weights
for (j = 0; j < g_numbones; j++)
{
if (g_bonetable[j].parent != -1)
{
// set child bones to uninitialized
g_weightlist[i].weight[j] = g_weightlist[0].weight[j];
g_weightlist[i].posweight[j] = g_weightlist[0].posweight[j];
}
else
{
// set root bones to 0
g_weightlist[i].weight[j] = 0;
g_weightlist[i].posweight[j] = 0;
}
}
}
// match up weights
for (j = 0; j < g_weightlist[i].numbones; j++)
{
k = findGlobalBone( g_weightlist[i].bonename[j] );
if (k == -1)
{
MdlError("unknown bone reference '%s' in weightlist '%s'\n", g_weightlist[i].bonename[j], g_weightlist[i].name );
}
g_weightlist[i].weight[k] = g_weightlist[i].boneweight[j];
g_weightlist[i].posweight[k] = g_weightlist[i].boneposweight[j];
}
}
for (i = 0; i < g_numweightlist; i++)
{
// copy weights forward
for (j = 0; j < g_numbones; j++)
{
if (g_weightlist[i].weight[j] < 0.0)
{
if (g_bonetable[j].parent != -1)
{
g_weightlist[i].weight[j] = g_weightlist[i].weight[g_bonetable[j].parent];
g_weightlist[i].posweight[j] = g_weightlist[i].posweight[g_bonetable[j].parent];
}
}
}
}
}
void setAnimationWeight( s_animation_t *panim, int index )
{
// copy weightlists to animations
for (int k = 0; k < g_numbones; k++)
{
panim->weight[k] = g_weightlist[index].weight[k];
panim->posweight[k] = g_weightlist[index].posweight[k];
}
}
void addDeltas( s_animation_t *panim, int frame, float s, Vector delta_pos[], Quaternion delta_q[] )
{
for (int k = 0; k < g_numbones; k++)
{
if (panim->weight[k] > 0)
{
QuaternionSMAngles( s, delta_q[k], panim->sanim[frame][k].rot, panim->sanim[frame][k].rot );
VectorMA( panim->sanim[frame][k].pos, s, delta_pos[k], panim->sanim[frame][k].pos );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: find the difference between the overlapping frames and spread out
// the difference over multiple frames.
// start: negative number, specifies how far back from the end to start blending
// end: positive number, specifies how many frames from the beginning to blend
//-----------------------------------------------------------------------------
void fixupLoopingDiscontinuities( s_animation_t *panim, int start, int end )
{
int j, k, m, n;
// fix C0 errors on looping animations
m = panim->numframes - 1;
Vector delta_pos[MAXSTUDIOSRCBONES];
Quaternion delta_q[MAXSTUDIOSRCBONES];
// skip if there's nothing to smooth
if (m == 0)
return;
for (k = 0; k < g_numbones; k++)
{
VectorSubtract( panim->sanim[m][k].pos, panim->sanim[0][k].pos, delta_pos[k] );
QuaternionMA( panim->sanim[m][k].rot, -1, panim->sanim[0][k].rot, delta_q[k] );
QAngle ang;
QuaternionAngles( delta_q[k], ang );
// printf("%2d %.1f %.1f %.1f\n", k, ang.x, ang.y, ang.z );
}
// HACK: skip fixup for motion that'll be matched with linear extraction
// FIXME: remove when "global" extraction moved into normal ordered processing loop
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
if (panim->motiontype & STUDIO_LX)
delta_pos[k].x = 0.0;
if (panim->motiontype & STUDIO_LY)
delta_pos[k].y = 0.0;
if (panim->motiontype & STUDIO_LZ)
delta_pos[k].z = 0.0;
// FIXME: add rotation
}
}
// make sure loop doesn't exceed animation length
if (end-start > panim->numframes)
{
end = panim->numframes + start;
if (end < 0)
{
end = 0;
start = -(panim->numframes - 1);
}
}
// FIXME: figure out S
float s = 0;
float nf = end - start;
for (j = start + 1; j <= 0; j++)
{
n = j - start;
s = (n / nf);
s = 3 * s * s - 2 * s * s * s;
// printf("%d : %d (%lf)\n", m+j, n, -s );
addDeltas( panim, m+j, -s, delta_pos, delta_q );
}
for (j = 0; j < end; j++)
{
n = end - j;
s = (n / nf);
s = 3 * s * s - 2 * s * s * s;
//printf("%d : %d (%lf)\n", j, n, s );
addDeltas( panim, j, s, delta_pos, delta_q );
}
}
void matchBlend( s_animation_t *pDestAnim, s_animation_t *pSrcAnimation, int iSrcFrame, int iDestFrame, int iPre, int iPost )
{
int j, k;
if (pDestAnim->flags & STUDIO_LOOPING)
{
iPre = max( iPre, -pDestAnim->numframes );
iPost = min( iPost, pDestAnim->numframes );
}
else
{
iPre = max( iPre, -iDestFrame );
iPost = min( iPost, pDestAnim->numframes - iDestFrame );
}
Vector delta_pos[MAXSTUDIOSRCBONES];
Quaternion delta_q[MAXSTUDIOSRCBONES];
for (k = 0; k < g_numbones; k++)
{
VectorSubtract( pSrcAnimation->sanim[iSrcFrame][k].pos, pDestAnim->sanim[iDestFrame][k].pos, delta_pos[k] );
QuaternionMA( pSrcAnimation->sanim[iSrcFrame][k].rot, -1, pDestAnim->sanim[iDestFrame][k].rot, delta_q[k] );
/*
QAngle ang;
QuaternionAngles( delta_q[k], ang );
printf("%2d %.1f %.1f %.1f\n", k, ang.x, ang.y, ang.z );
*/
}
// HACK: skip fixup for motion that'll be matched with linear extraction
// FIXME: remove when "global" extraction moved into normal ordered processing loop
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
if (pDestAnim->motiontype & STUDIO_LX)
delta_pos[k].x = 0.0;
if (pDestAnim->motiontype & STUDIO_LY)
delta_pos[k].y = 0.0;
if (pDestAnim->motiontype & STUDIO_LZ)
delta_pos[k].z = 0.0;
// FIXME: add rotation
}
}
// FIXME: figure out S
float s = 0;
for (j = iPre; j <= iPost; j++)
{
if (j < 0)
{
s = j / (float)(iPre-1);
}
else
{
s = j / (float)(iPost+1);
}
s = SimpleSpline( 1 - s );
k = iDestFrame + j;
if (k < 0)
{
k += (pDestAnim->numframes - 1);
}
else
{
k = k % (pDestAnim->numframes - 1);
}
//printf("%d : %d (%lf)\n", iDestFrame + j, k, s );
addDeltas( pDestAnim, k, s, delta_pos, delta_q );
// make sure final frame of a looping animation matches frame 0
if ((pDestAnim->flags & STUDIO_LOOPING) && k == 0)
{
addDeltas( pDestAnim, pDestAnim->numframes - 1, s, delta_pos, delta_q );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: copy the first frame overtop the last frame
//-----------------------------------------------------------------------------
void forceAnimationLoop( s_animation_t *panim )
{
int k, m, n;
// force looping animations to be looping
if (panim->flags & STUDIO_LOOPING)
{
n = 0;
m = panim->numframes - 1;
for (k = 0; k < g_numbones; k++)
{
int type = panim->motiontype;
if (!(type & STUDIO_LX))
panim->sanim[m][k].pos[0] = panim->sanim[n][k].pos[0];
if (!(type & STUDIO_LY))
panim->sanim[m][k].pos[1] = panim->sanim[n][k].pos[1];
if (!(type & STUDIO_LZ))
panim->sanim[m][k].pos[2] = panim->sanim[n][k].pos[2];
if (!(type & STUDIO_LXR))
panim->sanim[m][k].rot[0] = panim->sanim[n][k].rot[0];
if (!(type & STUDIO_LYR))
panim->sanim[m][k].rot[1] = panim->sanim[n][k].rot[1];
if (!(type & STUDIO_LZR))
panim->sanim[m][k].rot[2] = panim->sanim[n][k].rot[2];
}
}
// printf("\n");
}
//-----------------------------------------------------------------------------
// Purpose: calculate an single bones animation in a different parent's reference frame
//-----------------------------------------------------------------------------
void localHierarchy( s_animation_t *panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end )
{
s_localhierarchy_t *pRule;
pRule = &panim->localhierarchy[ panim->numlocalhierarchy ];
panim->numlocalhierarchy++;
pRule->start = start;
pRule->peak = peak;
pRule->tail = tail;
pRule->end = end;
if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0)
{
pRule->tail = panim->numframes - 1;
pRule->end = panim->numframes - 1;
}
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail == -1 && pRule->end != -1)
{
pRule->peak = (pRule->start + pRule->end) / 2;
pRule->tail = (pRule->start + pRule->end) / 2;
}
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail != -1)
{
pRule->peak = (pRule->start + pRule->tail) / 2;
}
if (pRule->peak != -1 && pRule->tail == -1 && pRule->end != -1)
{
pRule->tail = (pRule->peak + pRule->end) / 2;
}
if (pRule->peak == -1)
{
pRule->start = 0;
pRule->peak = 0;
}
if (pRule->tail == -1)
{
pRule->tail = panim->numframes - 1;
pRule->end = panim->numframes - 1;
}
// check for wrapping
if (pRule->peak < pRule->start)
{
pRule->peak += panim->numframes - 1;
}
if (pRule->tail < pRule->peak)
{
pRule->tail += panim->numframes - 1;
}
if (pRule->end < pRule->tail)
{
pRule->end += panim->numframes - 1;
}
pRule->localData.numerror = pRule->end - pRule->start + 1;
if (pRule->end >= panim->numframes)
pRule->localData.numerror = pRule->localData.numerror + 2;
pRule->localData.pError = (s_streamdata_t *)kalloc( pRule->localData.numerror, sizeof( s_streamdata_t ));
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
matrix3x4_t worldToBone;
matrix3x4_t local;
pRule->bone = findGlobalBone( pBonename );
if (pRule->bone == -1)
{
MdlError("anim '%s' references unknown bone '%s' in localhierarchy\n", panim->name, pBonename );
}
if (strlen( pParentname ) == 0)
{
pRule->newparent = -1;
}
else
{
pRule->newparent = findGlobalBone( pParentname );
if (pRule->newparent == -1)
{
MdlError("anim '%s' references unknown bone '%s' in localhierarchy\n", panim->name, pParentname );
}
}
int k;
const char *pAnimationName = panim->animationname;
s_sourceanim_t *pSourceAnim = FindSourceAnim( panim->source, pAnimationName );
for (k = 0; k < pRule->localData.numerror; k++)
{
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
BuildRawTransforms( panim->source, pAnimationName, k + pRule->start + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
if (pRule->newparent != -1)
{
MatrixInvert( boneToWorld[pRule->newparent], worldToBone );
ConcatTransforms( worldToBone, boneToWorld[pRule->bone], local );
}
else
{
MatrixCopy( boneToWorld[pRule->bone], local );
}
MatrixAngles( local, pRule->localData.pError[k].q, pRule->localData.pError[k].pos );
/*
QAngle ang;
QuaternionAngles( pRule->errorData.pError[k].q, ang );
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
k,
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
ang.x, ang.y, ang.z );
*/
}
}
//-----------------------------------------------------------------------------
// Purpose: rotate the animation so that it's moving in the specified angle
//-----------------------------------------------------------------------------
void makeAngle( s_animation_t *panim, float angle )
{
float da = 0.0f;
if (panim->numpiecewisekeys != 0)
{
// look for movement in total piecewise movement
Vector pos = panim->piecewisemove[panim->numpiecewisekeys-1].pos;
if (pos[0] != 0 || pos[1] != 0)
{
float a = atan2( pos[1], pos[0] ) * (180 / M_PI);
da = angle - a;
}
for (int i = 0; i < panim->numpiecewisekeys; i++)
{
VectorYawRotate( panim->piecewisemove[i].pos, da, panim->piecewisemove[i].pos );
VectorYawRotate( panim->piecewisemove[i].vector, da, panim->piecewisemove[i].vector );
}
}
else
{
// look for movement in root bone
Vector pos = panim->sanim[(panim->numframes - 1)][g_rootIndex].pos - panim->sanim[0][g_rootIndex].pos;
if (pos[0] != 0 || pos[1] != 0)
{
float a = atan2( pos[1], pos[0] ) * (180 / M_PI);
da = angle - a;
}
}
/*
if (da > -0.01 && da < 0.01)
return;
*/
matrix3x4_t rootxform;
matrix3x4_t src;
matrix3x4_t dest;
AngleMatrix( QAngle( 0, da, 0), rootxform );
for (int j = 0; j < panim->numframes; j++)
{
for (int k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
AngleMatrix( panim->sanim[j][k].rot, panim->sanim[j][k].pos, src );
ConcatTransforms( rootxform, src, dest );
MatrixAngles( dest, panim->sanim[j][k].rot, panim->sanim[j][k].pos );
}
}
}
// FIXME: not finished
}
//-----------------------------------------------------------------------------
// Purpose: convert pBoneToWorld back into rot/pos data
//-----------------------------------------------------------------------------
void solveBone(
s_animation_t *panim,
int iFrame,
int iBone,
matrix3x4_t* pBoneToWorld
)
{
int iParent = g_bonetable[iBone].parent;
if (iParent == -1)
{
MatrixAngles( pBoneToWorld[iBone], panim->sanim[iFrame][iBone].rot, panim->sanim[iFrame][iBone].pos );
return;
}
matrix3x4_t worldToBone;
MatrixInvert( pBoneToWorld[iParent], worldToBone );
matrix3x4_t local;
ConcatTransforms( worldToBone, pBoneToWorld[iBone], local );
iFrame = iFrame % panim->numframes;
MatrixAngles( local, panim->sanim[iFrame][iBone].rot, panim->sanim[iFrame][iBone].pos );
}
//-----------------------------------------------------------------------------
// Purpose: calc the influence of a ik rule for a specific point in the animation cycle
//-----------------------------------------------------------------------------
float IKRuleWeight( s_ikrule_t *pRule, float flCycle )
{
if (pRule->end > 1.0f && flCycle < pRule->start)
{
flCycle = flCycle + 1.0f;
}
float value = 0.0f;
if (flCycle < pRule->start)
{
return 0.0f;
}
else if (flCycle < pRule->peak )
{
value = (flCycle - pRule->start) / (pRule->peak - pRule->start);
}
else if (flCycle < pRule->tail )
{
return 1.0f;
}
else if (flCycle < pRule->end )
{
value = 1.0f - ((flCycle - pRule->tail) / (pRule->end - pRule->tail));
}
return 3.0f * value * value - 2.0f * value * value * value;
}
//-----------------------------------------------------------------------------
// Purpose: Lock the ik target to a specific location in order to clean up bad animations (shouldn't be needed).
//-----------------------------------------------------------------------------
void fixupIKErrors( s_animation_t *panim, s_ikrule_t *pRule )
{
int k;
if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0)
{
pRule->tail = panim->numframes - 1;
pRule->end = panim->numframes - 1;
}
// check for wrapping
if (pRule->peak < pRule->start)
{
pRule->peak += panim->numframes - 1;
}
if (pRule->tail < pRule->peak)
{
pRule->tail += panim->numframes - 1;
}
if (pRule->end < pRule->tail)
{
pRule->end += panim->numframes - 1;
}
if (pRule->contact == -1)
{
pRule->contact = pRule->peak;
}
if (panim->numframes <= 1)
return;
pRule->errorData.numerror = pRule->end - pRule->start + 1;
switch( pRule->type )
{
case IK_SELF:
#if 0
// this code has never been run.....
{
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
matrix3x4_t worldToBone;
matrix3x4_t local;
Vector targetPos;
Quaternion targetQuat;
pRule->bone = findGlobalBone( pRule->bonename );
if (pRule->bone == -1)
{
MdlError("unknown bone '%s' in ikrule\n", pRule->bonename );
}
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
BuildRawTransforms( panim->source, pRule->contact + panim->startframe - panim->source->startframe, srcBoneToWorld );
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
MatrixInvert( boneToWorld[pRule->bone], worldToBone );
ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
MatrixAngles( local, targetQuat, targetPos );
for (k = 0; k < pRule->errorData.numerror; k++)
{
BuildRawTransforms( panim->source, k + pRule->start + panim->startframe - panim->source->startframe, srcBoneToWorld );
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
float cycle = (panim->numframes <= 1) ? 0 : (k + pRule->start) / (panim->numframes - 1);
float s = IKRuleWeight( pRule, cycle );
Quaternion curQuat;
Vector curPos;
// convert into rule bone space
MatrixInvert( boneToWorld[pRule->bone], worldToBone );
ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
MatrixAngles( local, curQuat, curPos );
// find blended rule bone relative position
Vector rulePos = curPos * s + targetPos * (1.0 - s);
Quaternion ruleQuat;
QuaternionSlerp( curQuat, targetQuat, s, ruleQuat );
QuaternionMatrix( ruleQuat, rulePos, local );
Vector worldPos;
VectorTransform( rulePos, boneToWorld[pRule->bone], worldPos );
// printf("%d (%d) : %.1f %.1f %1.f\n", k + pRule->start, pRule->peak, pos.x, pos.y, pos.z );
Studio_SolveIK(
g_ikchain[pRule->chain].link[0].bone,
g_ikchain[pRule->chain].link[1].bone,
g_ikchain[pRule->chain].link[2].bone,
worldPos,
boneToWorld );
// slam final matrix
// FIXME: this isn't taking into account the IK may have failed
ConcatTransforms( boneToWorld[pRule->bone], local, boneToWorld[g_ikchain[pRule->chain].link[2].bone] );
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[0].bone, boneToWorld );
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[1].bone, boneToWorld );
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[2].bone, boneToWorld );
}
}
#endif
break;
case IK_WORLD:
case IK_GROUND:
{
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
int bone = g_ikchain[pRule->chain].link[2].bone;
CalcBoneTransforms( panim, pRule->contact, boneToWorld );
// FIXME: add in motion
Vector footfall;
MatrixGetColumn( boneToWorld[bone], 3, footfall );
//printf("%d %d %d %d (%d)\n", pRule->start, pRule->peak, pRule->tail, pRule->end, pRule->errorData.numerror );
for (k = 0; k < pRule->errorData.numerror; k++)
{
CalcBoneTransforms( panim, k + pRule->start, boneToWorld );
float cycle = (panim->numframes <= 1) ? 0 : (float)(k + pRule->start) / (panim->numframes - 1);
float s = IKRuleWeight( pRule, cycle );
s = 1.0; // FIXME - the weight rule is wrong
Vector orig;
MatrixPosition( boneToWorld[g_ikchain[pRule->chain].link[2].bone], orig );
Vector pos = (footfall + calcMovement( panim, k + pRule->start, pRule->contact )) * s + orig * (1.0 - s);
//printf("%d (%.1f:%.1f) : %.1f %.1f %1.f\n", k + pRule->start, cycle, s, pos.x, pos.y, pos.z );
Studio_SolveIK(
g_ikchain[pRule->chain].link[0].bone,
g_ikchain[pRule->chain].link[1].bone,
g_ikchain[pRule->chain].link[2].bone,
pos,
boneToWorld );
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[0].bone, boneToWorld );
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[1].bone, boneToWorld );
solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[2].bone, boneToWorld );
}
}
}
forceAnimationLoop( panim ); // !!!
}
//-----------------------------------------------------------------------------
// Purpose: map the vertex animations to their equivalent vertex in the base animations
//-----------------------------------------------------------------------------
static void ComputeSideAndScale( const s_flexkey_t &flexKey, s_vertanim_t *pVAnim, float *pSide, float *pScale )
{
*pScale = 1.0f;
*pSide = 0.0f;
if ( flexKey.split > 0.0f )
{
if ( pVAnim->pos.x > flexKey.split )
{
*pScale = 0.0f;
}
else if ( pVAnim->pos.x < -flexKey.split )
{
*pScale = 1.0f;
}
else
{
float t = ( flexKey.split - pVAnim->pos.x ) / (2.0 * flexKey.split);
*pScale = 3.0f * t * t - 2.0f * t * t * t;
// printf( "%.1f : %.2f\n", pSrcAnim->pos.x, *pScale );
}
}
else if ( flexKey.split < 0.0f )
{
if ( pVAnim->pos.x < flexKey.split)
{
*pScale = 0.0f;
}
else if ( pVAnim->pos.x > -flexKey.split)
{
*pScale = 1.0f;
}
else
{
float t = ( flexKey.split - pVAnim->pos.x ) / ( 2.0f * flexKey.split );
*pScale = 3.0f * t * t - 2.0f * t * t * t;
// printf( "%.1f : %.2f\n", pSrcAnim->pos.x, *pScale );
}
}
if ( flexKey.flexpair != 0)
{
// paired flexes are full scale but variable side to side
*pSide = 1.0 - *pScale;
*pScale = 1.0;
}
else
{
// unpaired flexes are variable scale, one sided
*pSide = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: map the vertex animations to their equivalent vertex in the base animations
//-----------------------------------------------------------------------------
static void ComputeVertexAnimationSpeed( s_flexkey_t& flexKey )
{
// calc max total scale for deltas
float flScale = 0.0f;
for ( int m = 0; m < flexKey.numvanims; m++ )
{
float s =flexKey.vanim[m].pos.Length();
if ( s > flScale )
{
flScale = s;
}
}
if ( flScale == 0.0f )
{
flScale = 0.01f;
}
// set
for ( int m = 0; m < flexKey.numvanims; m++ )
{
if ( flexKey.decay == 0.0f )
{
flexKey.vanim[m].speed = 1.0f;
}
else
{
flexKey.vanim[m].speed = clamp( flexKey.vanim[m].pos.Length() / (flScale * flexKey.decay), 0.0f, 1.0f );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: map the vertex animations to their equivalent vertex in the base animations
//-----------------------------------------------------------------------------
static void BuildVAnimFlags( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, int nCurrentFlexKey )
{
pVSourceAnim->vanim_flag = (int *)kalloc( pVSource->numvertices, sizeof( int ));
for ( int n = nCurrentFlexKey; n < g_numflexkeys; n++ )
{
// make sure it's the current flex file and that it's not frame 0 (happens with eyeball stuff).
if ( g_flexkey[n].source != pVSource )
continue;
if ( Q_stricmp( g_flexkey[n].animationname, pVSourceAnim->animationname ) )
continue;
const s_sourceanim_t *pAnim = FindSourceAnim( g_flexkey[n].source, g_flexkey[n].animationname );
if ( !pAnim )
continue;
if ( pAnim->newStyleVertexAnimations != pVSourceAnim->newStyleVertexAnimations )
continue;
if ( !pAnim->newStyleVertexAnimations && g_flexkey[n].frame == 0 )
continue;
int k = g_flexkey[n].frame;
for ( int m = 0; m < pVSourceAnim->numvanims[k]; m++ )
{
pVSourceAnim->vanim_flag[ pVSourceAnim->vanim[k][m].vertex ] = 1;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Build an array indexed by model vertex which indicates which vanim vertex corresponds best to it
//-----------------------------------------------------------------------------
static void BuildModelToVAnimMap( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, s_loddata_t *pmLodSource, bool bNewVertexAnimations, int *pModelToVAnim )
{
static float imapdist[MAXSTUDIOVERTS]; // distance from src vert to vanim vert
static float imapdot[MAXSTUDIOVERTS]; // dot product of src norm to vanim normal
Vector tmp;
// find frame 0 vertices to closest g_model vertex
for ( int j = 0; j < pmLodSource->numvertices; j++ )
{
imapdist[j] = 1E30;
imapdot[j] = -1.0;
pModelToVAnim[j] = -1;
}
int nMinLod = min( g_minLod, g_ScriptLODs.Count() - 1 );
for ( int j = 0; j < pVSource->numvertices; j++ )
{
float flMinDist = 1E30;
int n = -1;
for ( int k = 0; k < pmLodSource->numvertices; k++ )
{
// go ahead and skip vertices that are just going to be stripped later
// TODO: take this out when the lod clamping stuff gets moved into the LOD code instead of being a post process
if ( nMinLod && !( pmLodSource->vertex[k].lodFlag & (0xFFFFFF << nMinLod) ) )
continue;
const Vector& vecModelPos = bNewVertexAnimations ? pVSource->vertex[j].position : pVSourceAnim->vanim[0][j].pos;
// TODO: Length() gives inconsistent results in release build
VectorSubtract( pmLodSource->vertex[k].position, vecModelPos, tmp );
float flDist = tmp.LengthSqr();
if ( flDist >= 0.15f )
continue;
const Vector& vecModelNormal = bNewVertexAnimations ? pVSource->vertex[j].normal : pVSourceAnim->vanim[0][j].normal;
float flDot = DotProduct( pmLodSource->vertex[k].normal, vecModelNormal );
if ( flDist < imapdist[k] || ( flDist == imapdist[k] && flDot > imapdot[k]))
{
imapdist[k] = flDist;
imapdot[k] = flDot;
pModelToVAnim[k] = j;
}
if ( flDist < flMinDist )
{
flMinDist = flDist;
n = j;
}
}
if ( flMinDist > 0.01 )
{
// printf("vert %d dist %.4f\n", j, minDist );
// printf("%.4f %.4f %.4f\n", pvsource->vanim[0][j].pos[0], pvsource->vanim[0][j].pos[1], pvsource->vanim[0][j].pos[2] );
}
// VectorSubtract( modelpos[n], pvsource->vanim[0][j].pos, matchdelta[j] );
if ( n == -1 )
{
// printf("no match for animated vertex %d : %.4f %.4f %.4f\n", j, pVSourceAnim->vanim[0][j].pos[0], pVSourceAnim->vanim[0][j].pos[1], pVSourceAnim->vanim[0][j].pos[2] );
}
}
/*
for (j = 0; j < pmsource->numvertices; j++)
{
printf("%4d : %7.4f %7.4f : %5d", j, imapdist[j], imapdot[j], model_to_vanim_vert_imap[j] );
printf(" : %8.4f %8.4f %8.4f", modelpos[j][0], modelpos[j][1], modelpos[j][2] );
printf("\n");
}
*/
/*
for (j = 0; j < pmsource->numvertices; j++)
{
if (fabs( modelpos[j][2] - 64.36) > 0.01)
continue;
printf("%4d : %8.4f %8.4f %8.4f\n", j, modelpos[j][0], modelpos[j][1], modelpos[j][2] );
}
for (j = 0; j < pvsource->numvertices; j++)
{
if (!pvsource->vanim_flag[j])
continue;
printf("%4d : %8.2f %8.2f %8.2f : ", j, pvsource->vanim[0][j].pos[0], pvsource->vanim[0][j].pos[1], pvsource->vanim[0][j].pos[2] );
for (k = 0; k < pmsource->numvertices; k++)
{
if (model_to_vanim_vert_imap[k] == j)
printf(" %d", k );
}
printf("\n");
}
*/
}
//-----------------------------------------------------------------------------
// Purpose: Build an array indexed by model vertex which indicates which vanim vertex corresponds best to it
//-----------------------------------------------------------------------------
static void BuildVAnimMap( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, s_loddata_t *pmLodSource, const int *pModelToVAnim )
{
// indexed by vertex anim vertex index
static int *mapp[MAXSTUDIOVERTS*4];
// count number of times each vanim vert connectes to a model vert
int n = 0;
pVSourceAnim->vanim_mapcount = (int *)kalloc( pVSource->numvertices, sizeof( int ) );
for ( int j = 0; j < pmLodSource->numvertices; j++ )
{
if ( pModelToVAnim[j] != -1 )
{
pVSourceAnim->vanim_mapcount[ pModelToVAnim[j] ]++;
n++;
}
}
pVSourceAnim->vanim_map = (int **)kalloc( pVSource->numvertices, sizeof( int * ));
int *vmap = (int *)kalloc( n, sizeof( int ) );
// build mapping arrays
for ( int j = 0; j < pVSource->numvertices; j++ )
{
if ( pVSourceAnim->vanim_mapcount[j] )
{
pVSourceAnim->vanim_map[j] = vmap;
mapp[j] = vmap;
vmap += pVSourceAnim->vanim_mapcount[j];
}
else if ( pVSourceAnim->vanim_flag[j] )
{
// printf("%d animates but no matching vertex\n", j );
}
}
for ( int j = 0; j < pmLodSource->numvertices; j++ )
{
if (pModelToVAnim[j] != -1)
{
*(mapp[ pModelToVAnim[j] ]++) = j;
}
}
}
//-----------------------------------------------------------------------------
// Computes the number of unique desination vanims, allocates space for it
//-----------------------------------------------------------------------------
static void AllocateDestVAnim( s_flexkey_t &flexKey, s_sourceanim_t *pVSourceAnim )
{
int nVAnimCount = pVSourceAnim->numvanims[ flexKey.frame ];
s_vertanim_t *pVAnim = pVSourceAnim->vanim[ flexKey.frame ];
// frame 0 is special. Always assume zero vertex animations
if ( !pVSourceAnim->newStyleVertexAnimations && flexKey.frame == 0 )
{
nVAnimCount = 0;
}
// count total possible remapped animations
int nNumDestVAnims = 0;
for ( int m = 0; m < nVAnimCount; m++)
{
nNumDestVAnims += pVSourceAnim->vanim_mapcount[ pVAnim[m].vertex ];
}
// allocate room to all possible resulting deltas
s_vertanim_t *pDestAnim = (s_vertanim_t *)kalloc( nNumDestVAnims, sizeof( s_vertanim_t ) );
flexKey.vanim = pDestAnim;
flexKey.vanimtype = STUDIO_VERT_ANIM_NORMAL; // default
}
//-----------------------------------------------------------------------------
// Purpose: map the vertex animations to their equivalent vertex in the base animations
//-----------------------------------------------------------------------------
void RemapVertexAnimations(void)
{
int i, j, k;
int n, m;
s_source_t *pvsource; // vertex animation source
const char *pAnimationName;
s_sourceanim_t *pSourceAnim;
s_loddata_t *pmLodSource; // original model source
Vector tmp;
// index by vertex in targets root LOD
static int model_to_vanim_vert_imap[MAXSTUDIOVERTS]; // model vert to vanim vert mapping
// for all the sources of flexes, find a mapping of vertex animations to base model.
// There can be multiple "vertices" in the base model for each animated vertex since vertices
// are duplicated along material boundaries.
for ( i = 0; i < g_numflexkeys; i++ )
{
s_source_t *pVSource = g_flexkey[i].source;
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname );
// We only do old-style vertex animations
if ( pVSourceAnim->newStyleVertexAnimations )
continue;
// skip if it's already been done or if has doesn't have any animations
if ( pVSourceAnim->vanim_flag )
continue;
// flag all the vertices that animate (builds the vanim_flag field of the source anim)
BuildVAnimFlags( pVSource, pVSourceAnim, i );
s_loddata_t *pLodData = g_model[ g_flexkey[i].imodel ]->m_pLodData;
// Map vertex indices specified in the model to ones specified in the vanim data
BuildModelToVAnimMap( pVSource, pVSourceAnim, pLodData, false, model_to_vanim_vert_imap );
// Build the vanim_mapcount, vanim_map fields of the source anim
BuildVAnimMap( pVSource, pVSourceAnim, pLodData, model_to_vanim_vert_imap );
}
#if 0
s_vertanim_t *defaultanims = NULL;
if (g_defaultflexkey)
{
defaultanims = g_defaultflexkey->source->vanim[g_defaultflexkey->frame];
}
else
{
defaultanims = g_flexkey[0].source->vanim[0];
}
#endif
// reset model to be default animations
if ( g_defaultflexkey )
{
pvsource = g_defaultflexkey->source;
pAnimationName = g_defaultflexkey->animationname;
pSourceAnim = FindSourceAnim( pvsource, pAnimationName );
pmLodSource = g_model[g_defaultflexkey->imodel]->m_pLodData;
int numsrcanims = pSourceAnim->numvanims[g_defaultflexkey->frame];
s_vertanim_t *psrcanim = pSourceAnim->vanim[g_defaultflexkey->frame];
for (m = 0; m < numsrcanims; m++)
{
if ( pSourceAnim->vanim_mapcount[psrcanim->vertex]) // bah, only do it for ones that found a match!
{
for (n = 0; n < pSourceAnim->vanim_mapcount[psrcanim->vertex]; n++)
{
// copy "default" pos to original model
k = pSourceAnim->vanim_map[psrcanim->vertex][n];
VectorCopy( psrcanim->pos, pmLodSource->vertex[k].position );
VectorCopy( psrcanim->normal, pmLodSource->vertex[k].normal );
// copy "default" pos to frame 0 of vertex animation source
// FIXME: this needs to copy to all sources of vertex animation.
// FIXME: the "default" pose needs to be in each vertex animation source since it's likely that the vertices won't be numbered the same in each file.
VectorCopy( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos );
VectorCopy( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal );
}
}
psrcanim++;
}
}
static bool doesMove[MAXSTUDIOVERTS];
int numMoved;
memset( doesMove, 0, MAXSTUDIOVERTS * sizeof( bool ) );
numMoved = 0;
for (i = 0; i < g_numflexkeys; i++)
{
pvsource = g_flexkey[i].source;
pAnimationName = g_flexkey[i].animationname;
pSourceAnim = FindSourceAnim( pvsource, pAnimationName );
if ( pSourceAnim->newStyleVertexAnimations )
continue;
pmLodSource = g_model[g_flexkey[i].imodel]->m_pLodData;
// Allocate g_flexkey[i].vanim
AllocateDestVAnim( g_flexkey[i], pSourceAnim );
s_vertanim_t *psrcanim = pSourceAnim->vanim[g_flexkey[i].frame];
s_vertanim_t *pdestanim = g_flexkey[i].vanim;
// frame 0 is special. Always assume zero vertex animations
int numsrcanims = ( g_flexkey[i].frame != 0 ) ? pSourceAnim->numvanims[g_flexkey[i].frame] : 0;
for (m = 0; m < numsrcanims; m++, psrcanim++)
{
Vector delta, ndelta;
float flSide, flScale;
ComputeSideAndScale( g_flexkey[i], psrcanim, &flSide, &flScale );
// bah, only do it for ones that found a match!
if ( flScale <= 0.0f || !pSourceAnim->vanim_mapcount[psrcanim->vertex] )
continue;
j = pSourceAnim->vanim_map[psrcanim->vertex][0];
//VectorSubtract( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos, tmp );
//VectorTransform( tmp, pmsource->bonefixup[k].im, delta );
VectorSubtract( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos, delta );
//VectorSubtract( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal, tmp );
//VectorTransform( tmp, pmsource->bonefixup[k].im, ndelta );
VectorSubtract( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal, ndelta );
// if the changes are too small, skip 'em
// FIXME: the clamp needs to be paired with the other matching positions.
// currently this is set to the float16 min value. Sucky.
if (DotProduct( delta, delta ) <= (0.001f*0.001f) /* 0.0001 */ && DotProduct( ndelta, ndelta ) <= 0.001)
{
// printf("%4d %6.4f %6.4f %6.4f\n", pdestanim->vertex, delta.x, delta.y, delta.z );
continue;
}
for (n = 0; n < pSourceAnim->vanim_mapcount[psrcanim->vertex]; n++)
{
pdestanim->vertex = pSourceAnim->vanim_map[psrcanim->vertex][n];
VectorScale( delta, flScale, pdestanim->pos );
VectorScale( ndelta, flScale, pdestanim->normal );
pdestanim->side = flSide;
// count all the unique verts that actually move
if (!doesMove[pdestanim->vertex])
{
doesMove[pdestanim->vertex] = true;
numMoved++;
}
/*
printf("%4d %6.2f %6.2f %6.2f : %4d %5.2f %5.2f %5.2f\n",
pdestanim->vertex,
// pmsource->vertex[pdestanim->vertex][0], pmsource->vertex[pdestanim->vertex][1], pmsource->vertex[pdestanim->vertex][2],
modelpos[pdestanim->vertex][0], modelpos[pdestanim->vertex][1], modelpos[pdestanim->vertex][2],
psrcanim->vertex,
pdestanim->pos[0], pdestanim->pos[1], pdestanim->pos[2] );
*/
g_flexkey[i].numvanims++;
pdestanim++;
}
}
ComputeVertexAnimationSpeed( g_flexkey[i] );
}
if (numMoved > MAXSTUDIOFLEXVERTS)
{
MdlError( "Too many flexed verts %d (%d)\n", numMoved, MAXSTUDIOFLEXVERTS );
}
else if (numMoved > 0 && !g_quiet)
{
printf("Max flex verts %d\n", numMoved );
}
}
//-----------------------------------------------------------------------------
// Purpose: map the vertex animations to their equivalent vertex in the base animations
//-----------------------------------------------------------------------------
static int FlexKeysSortFunc( const void *pv1, const void *pv2 )
{
const s_flexkey_t *pKey1 = (const s_flexkey_t*)pv1;
const s_flexkey_t *pKey2 = (const s_flexkey_t*)pv2;
if ( pKey1->source != pKey2->source )
return (size_t)pKey1->source - (size_t)pKey2->source;
return Q_stricmp( pKey1->animationname, pKey2->animationname );
}
static int SortFlexKeys( s_flexkey_t **ppSortedFlexKeys )
{
int nSortedFlexKeyCount = 0;
for ( int i = 0; i < g_numflexkeys; i++ )
{
s_source_t *pVSource = g_flexkey[i].source;
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname );
// We only do new-style vertex animations
if ( !pVSourceAnim->newStyleVertexAnimations )
continue;
ppSortedFlexKeys[nSortedFlexKeyCount++] = &g_flexkey[i];
}
if ( nSortedFlexKeyCount > 0 )
{
qsort( ppSortedFlexKeys, nSortedFlexKeyCount, sizeof(s_flexkey_t*), FlexKeysSortFunc );
}
return nSortedFlexKeyCount;
}
static void RemapVertexAnimationsNewVersion(void)
{
// index by vertex in targets root LOD
static int model_to_vanim_vert_imap[MAXSTUDIOVERTS];
// Sort flexkeys by source
s_flexkey_t **ppSortedFlexKeys = (s_flexkey_t**)_alloca( g_numflexkeys * sizeof(s_flexkey_t*) );
int nSortedFlexKeyCount = SortFlexKeys( ppSortedFlexKeys );
if ( nSortedFlexKeyCount == 0 )
return;
// for all the sources of flexes, find a mapping of vertex animations to base model.
// There can be multiple "vertices" in the base model for each animated vertex since vertices
// are duplicated along material boundaries.
s_source_t *pVLastSource = NULL;
for ( int i = 0; i < nSortedFlexKeyCount; i++ )
{
s_flexkey_t *pFlexKey = ppSortedFlexKeys[i];
s_source_t *pVSource = pFlexKey->source;
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, pFlexKey->animationname );
s_loddata_t *pLodSource = g_model[ pFlexKey->imodel ]->m_pLodData;
if ( pVSource != pVLastSource )
{
// Map vertex indices specified in the model to ones specified in the vanim data
BuildModelToVAnimMap( pVSource, NULL, pLodSource, true, model_to_vanim_vert_imap );
pVLastSource = pVSource;
}
// We only do new-style vertex animations
Assert( pVSourceAnim->newStyleVertexAnimations );
// skip if it's already been done or if has doesn't have any animations
if ( pVSourceAnim->vanim_flag )
continue;
pVSourceAnim->vanim_flag = (int *)kalloc( pVSource->numvertices, sizeof( int ));
// flag all the vertices that animate (builds the vanim_flag field of the source anim)
int j;
for ( j = i+1; j < nSortedFlexKeyCount; ++j )
{
if ( ( ppSortedFlexKeys[j]->source != pVSource ) ||
Q_stricmp( ppSortedFlexKeys[j]->animationname, pFlexKey->animationname ) )
break;
}
for ( ; i < j; ++i )
{
int k = ppSortedFlexKeys[i]->frame;
for ( int m = 0; m < pVSourceAnim->numvanims[k]; m++ )
{
pVSourceAnim->vanim_flag[ pVSourceAnim->vanim[k][m].vertex ] = 1;
}
}
--i;
// Build the vanim_mapcount, vanim_map fields of the source anim
BuildVAnimMap( pVSource, pVSourceAnim, pLodSource, model_to_vanim_vert_imap );
}
int nNumMoved = 0;
static bool pDoesMove[MAXSTUDIOVERTS];
memset( pDoesMove, 0, MAXSTUDIOVERTS * sizeof( bool ) );
for ( int i = 0; i < g_numflexkeys; i++ )
{
s_source_t *pVSource = g_flexkey[i].source;
s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname );
if ( !pVSourceAnim->newStyleVertexAnimations )
continue;
// Allocate g_flexkey[i].vanim
AllocateDestVAnim( g_flexkey[i], pVSourceAnim );
int nNumSrcVAnims = pVSourceAnim->numvanims[ g_flexkey[i].frame ];
s_vertanim_t *pSrcVAnim = pVSourceAnim->vanim[ g_flexkey[i].frame ];
s_vertanim_t *pDestVAnim = g_flexkey[i].vanim;
for ( int m = 0; m < nNumSrcVAnims; m++, pSrcVAnim++ )
{
// bah, only do it for ones that found a match!
if ( !pVSourceAnim->vanim_mapcount[pSrcVAnim->vertex] )
continue;
// if the changes are too small, skip 'em
// FIXME: the clamp needs to be paired with the other matching positions.
// currently this is set to the float16 min value. Sucky.
if ( DotProduct( pSrcVAnim->pos, pSrcVAnim->pos ) <= (0.001f*0.001f) /* 0.0001 */ && DotProduct( pSrcVAnim->normal, pSrcVAnim->normal ) <= 0.001f && pSrcVAnim->wrinkle <= 0.001f )
{
// printf("%4d %6.4f %6.4f %6.4f\n", pDestAnim->vertex, delta.x, delta.y, delta.z );
continue;
}
for ( int n = 0; n < pVSourceAnim->vanim_mapcount[pSrcVAnim->vertex]; n++ )
{
memcpy( pDestVAnim, pSrcVAnim, sizeof(s_vertanim_t) );
pDestVAnim->vertex = pVSourceAnim->vanim_map[pSrcVAnim->vertex][n];
if ( pDestVAnim->wrinkle != 0.0f )
{
g_flexkey[i].vanimtype = STUDIO_VERT_ANIM_WRINKLE;
}
// count all the unique verts that actually move
if ( !pDoesMove[pDestVAnim->vertex] )
{
pDoesMove[pDestVAnim->vertex] = true;
nNumMoved++;
}
g_flexkey[i].numvanims++;
pDestVAnim++;
}
}
}
if ( nNumMoved > MAXSTUDIOFLEXVERTS )
{
MdlError( "Too many flexed verts %d (%d)\n", nNumMoved, MAXSTUDIOFLEXVERTS );
}
else if ( nNumMoved > 0 && !g_quiet )
{
printf("Max flex verts %d\n", nNumMoved );
}
}
// Finds the bone index for a particular source
extern int FindLocalBoneNamed( const s_source_t *pSource, const char *pName );
//-----------------------------------------------------------------------------
// Purpose: finds the bone index in the global bone table
//-----------------------------------------------------------------------------
int findGlobalBone( const char *name )
{
name = RenameBone( name );
for ( int k = 0; k < g_numbones; k++ )
{
if ( !Q_stricmp( g_bonetable[k].name, name ) )
return k;
}
return -1;
}
bool IsGlobalBoneXSI( const char *name, const char *bonename )
{
name = RenameBone( name );
int len = strlen( name );
int len2 = strlen( bonename );
if ( len2 == len && strchr( bonename, '.' ) == NULL && stricmp( bonename, name ) == 0 )
return true;
if (len2 > len)
{
if (bonename[len2-len-1] == '.')
{
if (stricmp( &bonename[len2-len], name ) == 0)
{
return true;
}
}
}
return false;
}
int findGlobalBoneXSI( const char *name )
{
int k;
name = RenameBone( name );
for (k = 0; k < g_numbones; k++)
{
if (IsGlobalBoneXSI( name, g_bonetable[k].name ))
{
return k;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Acculumate quaternions and try to find the swept area of rotation
// so that a "midpoint" of the rotation area can be found
//-----------------------------------------------------------------------------
void findAnimQuaternionAlignment( int k, int i, Quaternion &qBase, Quaternion &qMin, Quaternion &qMax )
{
int j;
AngleQuaternion( g_panimation[i]->sanim[0][k].rot, qBase );
qMin = qBase;
float dMin = 1.0;
qMax = qBase;
float dMax = 1.0;
for (j = 1; j < g_panimation[i]->numframes; j++)
{
Quaternion q;
AngleQuaternion( g_panimation[i]->sanim[j][k].rot, q );
QuaternionAlign( qBase, q, q );
float d0 = QuaternionDotProduct( q, qBase );
float d1 = QuaternionDotProduct( q, qMin );
float d2 = QuaternionDotProduct( q, qMax );
/*
if (i != 0)
printf("%f %f %f : %f\n", d0, d1, d2, QuaternionDotProduct( qMin, qMax ) );
*/
if (d1 >= d0)
{
if (d0 < dMin)
{
qMin = q;
dMin = d0;
if (dMax == 1.0)
{
QuaternionMA( qBase, -0.01, qMin, qMax );
QuaternionAlign( qBase, qMax, qMax );
}
}
}
else if (d2 >= d0)
{
if (d0 < dMax)
{
qMax = q;
dMax = d0;
}
}
/*
if (i != 0)
printf("%f ", QuaternionDotProduct( qMin, qMax ) );
*/
QuaternionSlerpNoAlign( qMin, qMax, 0.5, qBase );
Assert( qBase.IsValid() );
/*
if (i != 0)
{
QAngle ang;
QuaternionAngles( qMin, ang );
printf("(%.1f %.1f %.1f) ", ang.x, ang.y, ang.z );
QuaternionAngles( qMax, ang );
printf("(%.1f %.1f %.1f) ", ang.x, ang.y, ang.z );
QuaternionAngles( qBase, ang );
printf("(%.1f %.1f %.1f)\n", ang.x, ang.y, ang.z );
}
*/
dMin = QuaternionDotProduct( qBase, qMin );
dMax = QuaternionDotProduct( qBase, qMax );
}
// printf("%s (%s): %.3f :%.3f\n", g_bonetable[k].name, g_panimation[i]->name, QuaternionDotProduct( qMin, qMax ), QuaternionDotProduct( qMin, qBase ) );
/*
if (i != 0)
exit(0);
*/
}
//-----------------------------------------------------------------------------
// Purpose: For specific bones, try to find the total valid area of rotation so
// that their mid point of rotation can be used at run time to "pre-align"
// the quaternions so that rotations > 180 degrees don't get blended the
// "short way round".
//-----------------------------------------------------------------------------
void limitBoneRotations( void )
{
int i, j, k;
for (i = 0; i < g_numlimitrotation; i++)
{
Quaternion qBase;
k = findGlobalBone( g_limitrotation[i].name );
if (k == -1)
{
MdlError("unknown bone \"%s\" in $limitrotation\n", g_limitrotation[i].name );
}
AngleQuaternion( g_bonetable[k].rot, qBase );
if (g_limitrotation[i].numseq == 0)
{
for (j = 0; j < g_numani; j++)
{
if (!(g_panimation[j]->flags & STUDIO_DELTA) && g_panimation[j]->numframes > 3)
{
Quaternion qBase2, qMin2, qMax2;
findAnimQuaternionAlignment( k, j, qBase2, qMin2, qMax2 );
QuaternionAdd( qBase, qBase2, qBase );
}
}
QuaternionNormalize( qBase );
}
else
{
for (j = 0; j < g_limitrotation[i].numseq; j++)
{
}
}
/*
QAngle ang;
QuaternionAngles( qBase, ang );
printf("%s : (%.1f %.1f %.1f) \n", g_bonetable[k].name, ang.x, ang.y, ang.z );
*/
g_bonetable[k].qAlignment = qBase;
g_bonetable[k].flags |= BONE_FIXED_ALIGNMENT;
// QuaternionAngles( qBase, g_panimation[0]->sanim[0][k].rot );
}
}
//-----------------------------------------------------------------------------
// Purpose: For specific bones, try to find the total valid area of rotation so
// that their mid point of rotation can be used at run time to "pre-align"
// the quaternions so that rotations > 180 degrees don't get blended the
// "short way round".
//-----------------------------------------------------------------------------
void limitIKChainLength( void )
{
int i, j, k;
matrix3x4_t boneToWorld[MAXSTUDIOSRCBONES]; // bone transformation matrix
for (k = 0; k < g_numikchains; k++)
{
bool needsFixup = false;
bool hasKnees = false;
Vector kneeDir = g_ikchain[k].link[0].kneeDir;
if (kneeDir.Length() > 0.0)
{
hasKnees = true;
}
else
{
for (i = 0; i < g_numani; i++)
{
s_animation_t *panim = g_panimation[i];
if (panim->flags & STUDIO_DELTA)
continue;
if (panim->flags & STUDIO_HIDDEN)
continue;
for (j = 0; j < panim->numframes; j++)
{
CalcBoneTransforms( panim, j, boneToWorld );
Vector worldThigh;
Vector worldKnee;
Vector worldFoot;
MatrixPosition( boneToWorld[ g_ikchain[k].link[0].bone ], worldThigh );
MatrixPosition( boneToWorld[ g_ikchain[k].link[1].bone ], worldKnee );
MatrixPosition( boneToWorld[ g_ikchain[k].link[2].bone ], worldFoot );
float l1 = (worldKnee-worldThigh).Length();
float l2 = (worldFoot-worldKnee).Length();
float l3 = (worldFoot-worldThigh).Length();
Vector ikHalf = (worldFoot+worldThigh) * 0.5;
// FIXME: what to do when the knee completely straight?
Vector ikKneeDir = worldKnee - ikHalf;
VectorNormalize( ikKneeDir );
// ikTargetKnee = ikKnee + ikKneeDir * l1;
// leg too straight to figure out knee?
if (l3 > (l1 + l2) * 0.999)
{
needsFixup = true;
}
else
{
// rotate knee into local space
Vector tmp;
VectorIRotate( ikKneeDir, boneToWorld[ g_ikchain[k].link[0].bone ], tmp );
float bend = (((DotProduct( worldThigh - worldKnee, worldFoot - worldKnee ) ) / (l1 * l3)) + 1) / 2.0;
kneeDir += tmp * bend;
hasKnees = true;
}
}
}
}
if (!needsFixup)
continue;
if (!hasKnees)
{
MdlWarning( "ik rules for %s but no clear knee direction\n", g_ikchain[k].name );
continue;
}
VectorNormalize( kneeDir );
g_ikchain[k].link[0].kneeDir = kneeDir;
if (g_verbose)
{
printf("knee %s %f %f %f\n", g_ikchain[k].name, kneeDir.x, kneeDir.y, kneeDir.z );
}
#if 0
// don't bother for now, storing the knee direction should fix the runtime problems.
for (i = 0; i < g_numani; i++)
{
s_animation_t *panim = g_panimation[i];
if (panim->flags & STUDIO_DELTA)
continue;
for (j = 0; j < panim->numframes; j++)
{
CalcBoneTransforms( panim, j, boneToWorld );
Vector worldFoot;
MatrixPosition( boneToWorld[ g_ikchain[k].link[2].bone ], worldFoot );
Vector targetKneeDir;
VectorRotate( kneeDir, boneToWorld[ g_ikchain[k].link[0].bone ], targetKneeDir );
// run it through the normal IK solver, this should move the foot positions to someplace legal
Studio_SolveIK( g_ikchain[k].link[0].bone, g_ikchain[k].link[1].bone, g_ikchain[k].link[2].bone, worldFoot, targetKneeDir, boneToWorld );
solveBone( panim, j, g_ikchain[k].link[0].bone, boneToWorld );
solveBone( panim, j, g_ikchain[k].link[1].bone, boneToWorld );
solveBone( panim, j, g_ikchain[k].link[2].bone, boneToWorld );
}
}
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: build "next node" table that links every transition "node" to
// every other transition "node", if possible
//-----------------------------------------------------------------------------
void MakeTransitions( )
{
int i, j, k;
bool iHit = g_bMultistageGraph;
// add in direct node transitions
for (i = 0; i < g_sequence.Count(); i++)
{
if (g_sequence[i].entrynode != g_sequence[i].exitnode)
{
g_xnode[g_sequence[i].entrynode-1][g_sequence[i].exitnode-1] = g_sequence[i].exitnode;
if (g_sequence[i].nodeflags)
{
g_xnode[g_sequence[i].exitnode-1][g_sequence[i].entrynode-1] = g_sequence[i].entrynode;
}
}
}
// calculate multi-stage transitions
while (iHit)
{
iHit = false;
for (i = 1; i <= g_numxnodes; i++)
{
for (j = 1; j <= g_numxnodes; j++)
{
// if I can't go there directly
if (i != j && g_xnode[i-1][j-1] == 0)
{
for (k = 1; k <= g_numxnodes; k++)
{
// but I found someone who knows how that I can get to
if (g_xnode[k-1][j-1] > 0 && g_xnode[i-1][k-1] > 0)
{
// then go to them
g_xnode[i-1][j-1] = -g_xnode[i-1][k-1];
iHit = true;
break;
}
}
}
}
}
// reset previous pass so the links can be used in the next pass
for (i = 1; i <= g_numxnodes; i++)
{
for (j = 1; j <= g_numxnodes; j++)
{
g_xnode[i-1][j-1] = abs( g_xnode[i-1][j-1] );
}
}
}
// add in allowed "skips"
for (i = 0; i < g_numxnodeskips; i++)
{
g_xnode[g_xnodeskip[i][0]-1][g_xnodeskip[i][1]-1] = 0;
}
if (g_bDumpGraph)
{
for (j = 1; j <= g_numxnodes; j++)
{
printf("%2d : %s\n", j, g_xnodename[j] );
}
printf(" " );
for (j = 1; j <= g_numxnodes; j++)
{
printf("%2d ", j );
}
printf("\n" );
for (i = 1; i <= g_numxnodes; i++)
{
printf("%2d: ", i );
for (j = 1; j <= g_numxnodes; j++)
{
printf("%2d ", g_xnode[i-1][j-1] );
}
printf("\n" );
}
}
}
int VectorCompareEpsilon(const Vector& v1, const Vector& v2, float epsilon)
{
int i;
for (i=0 ; i<3 ; i++)
if (fabs(v1[i] - v2[i]) > epsilon)
return 0;
return 1;
}
int RadianEulerCompareEpsilon(const RadianEuler& v1, const RadianEuler& v2, float epsilon)
{
int i;
for (i=0 ; i<3 ; i++)
{
// clamp to 2pi
float a1 = fmod(v1[i],(float) (2*M_PI));
float a2 = fmod(v2[i],(float) (2*M_PI));
float delta = fabs(a1-a2);
// use the smaller angle (359 == 1 degree off)
if ( delta > M_PI )
{
delta = 2*M_PI - delta;
}
if (delta > epsilon)
return 0;
}
return 1;
}
bool AnimationDifferent( const Vector& startPos, const RadianEuler& startRot, const Vector& pos, const RadianEuler& rot )
{
if ( !VectorCompareEpsilon( startPos, pos, 0.01 ) )
return true;
if ( !RadianEulerCompareEpsilon( startRot, rot, 0.01 ) )
return true;
return false;
}
bool BoneHasAnimation( const char *pName )
{
bool first = true;
Vector pos;
RadianEuler rot;
if ( !g_numani )
return false;
int globalIndex = findGlobalBone( pName );
// don't check root bones for animation
if (globalIndex >= 0 && g_bonetable[globalIndex].parent == -1)
return true;
// find used bones per g_model
for (int i = 0; i < g_numani; i++)
{
s_source_t *psource = g_panimation[i]->source;
const char *pAnimationName = g_panimation[i]->animationname;
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, pAnimationName );
int boneIndex = FindLocalBoneNamed(psource, pName);
// not in this source?
if (boneIndex < 0)
continue;
// this is not right, but enough of the bones are moved unintentionally between
// animations that I put this in to catch them.
first = true;
int n = g_panimation[i]->startframe - pSourceAnim->startframe;
// printf("%s %d:%d\n", g_panimation[i]->filename, g_panimation[i]->startframe, psource->startframe );
for (int j = 0; j < g_panimation[i]->numframes; j++)
{
if ( first )
{
VectorCopy( pSourceAnim->rawanim[j+n][boneIndex].pos, pos );
VectorCopy( pSourceAnim->rawanim[j+n][boneIndex].rot, rot );
first = false;
}
else
{
if ( AnimationDifferent( pos, rot, pSourceAnim->rawanim[j+n][boneIndex].pos, pSourceAnim->rawanim[j+n][boneIndex].rot ) )
return true;
}
}
}
return false;
}
bool BoneHasAttachments( char const *pname )
{
for (int k = 0; k < g_numattachments; k++)
{
if ( !stricmp( g_attachment[k].bonename, pname ) )
{
return true;
}
}
return false;
}
bool BoneIsProcedural( char const *pname )
{
int k;
for (k = 0; k < g_numaxisinterpbones; k++)
{
if (! stricmp( g_axisinterpbones[k].bonename, pname ) )
{
return true;
}
}
for (k = 0; k < g_numquatinterpbones; k++)
{
if (IsGlobalBoneXSI( g_quatinterpbones[k].bonename, pname ) )
{
return true;
}
}
for (k = 0; k < g_numaimatbones; k++)
{
if (IsGlobalBoneXSI( g_aimatbones[k].bonename, pname ) )
{
return true;
}
}
for (k = 0; k < g_numjigglebones; k++)
{
if (! stricmp( g_jigglebones[k].bonename, pname ) )
{
return true;
}
}
return false;
}
bool BoneIsIK( char const *pname )
{
int k;
// tag bones used by ikchains
for (k = 0; k < g_numikchains; k++)
{
if ( !stricmp( g_ikchain[k].bonename, pname ) )
{
return true;
}
}
return false;
}
bool BoneShouldCollapse( char const *pname )
{
int k;
for (k = 0; k < g_collapse.Count(); k++)
{
if (stricmp( g_collapse[k], pname ) == 0)
{
return true;
}
}
return (!BoneHasAnimation( pname ) && !BoneIsProcedural( pname ) && !BoneIsIK( pname ) /* && !BoneHasAttachments( pname ) */);
}
//-----------------------------------------------------------------------------
// Purpose: Collapse vertex assignments up to parent on bones that are not needed
// This can optimize a model substantially if the animator is using
// lots of helper bones with no animation.
//-----------------------------------------------------------------------------
void CollapseBones( void )
{
int j, k;
int count = 0;
for (k = 0; k < g_numbones; k++)
{
if ( g_bonetable[k].bDontCollapse )
continue;
if ( (g_bonetable[k].flags != 0 || g_bonetable[k].bPreDefined) && !BoneShouldCollapse( g_bonetable[k].name ) )
{
// printf("skipping %s : %d\n", g_bonetable[k].name, g_bonetable[k].flags );
continue;
}
count++;
if( !g_quiet && g_verbose )
{
printf("collapsing %s\n", g_bonetable[k].name );
}
g_numbones--;
int m = g_bonetable[k].parent;
for (j = k; j < g_numbones; j++)
{
g_bonetable[j] = g_bonetable[j+1];
if (g_bonetable[j].parent == k)
{
g_bonetable[j].parent = m;
}
else if (g_bonetable[j].parent >= k)
{
g_bonetable[j].parent = g_bonetable[j].parent - 1;
}
}
k--;
}
if( !g_quiet && count)
{
printf("Collapsed %d bones\n", count );
}
}
//-----------------------------------------------------------------------------
// Purpose: replace all animation, rotation and translation, etc. with a single bone
//-----------------------------------------------------------------------------
void MakeStaticProp()
{
int i, j, k;
matrix3x4_t rotated;
AngleMatrix( g_defaultrotation, rotated );
// FIXME: missing attachment point recalcs!
// replace bone 0 with "static_prop" bone and attach everything to it.
for (i = 0; i < g_numsources; i++)
{
s_source_t *psource = g_source[i];
strcpy( psource->localBone[0].name, "static_prop" );
psource->localBone[0].parent = -1;
for (k = 1; k < psource->numbones; k++)
{
psource->localBone[k].parent = -1;
}
rotated[0][3] = g_defaultadjust[0];
rotated[1][3] = g_defaultadjust[1];
rotated[2][3] = g_defaultadjust[2];
Vector mins, maxs;
ClearBounds( mins, maxs );
for (j = 0; j < psource->numvertices; j++)
{
for (k = 0; k < psource->vertex[j].boneweight.numbones; k++)
{
// attach everything to root
psource->vertex[j].boneweight.bone[k] = 0;
}
// **shift everything into identity space**
// position
Vector tmp;
VectorTransform( psource->vertex[j].position, rotated, tmp );
VectorCopy( tmp, psource->vertex[j].position );
// normal
VectorRotate( psource->vertex[j].normal, rotated, tmp );
VectorCopy( tmp, psource->vertex[j].normal );
// tangentS
VectorRotate( psource->vertex[j].tangentS.AsVector3D(), rotated, tmp );
VectorCopy( tmp, psource->vertex[j].tangentS.AsVector3D() );
// incrementally compute identity space bbox
AddPointToBounds( psource->vertex[j].position, mins, maxs );
}
if ( g_centerstaticprop )
{
const char *pAttachmentName = "placementOrigin";
bool bFound = false;
for ( k = 0; k < g_numattachments; k++ )
{
if ( !Q_stricmp( g_attachment[k].name, pAttachmentName ) )
{
bFound = true;
break;
}
}
if ( !bFound )
{
g_PropCenterOffset = -0.5f * (mins + maxs);
}
for ( j = 0; j < psource->numvertices; j++ )
{
psource->vertex[j].position += g_PropCenterOffset;
}
if ( !bFound )
{
// now add an attachment point to store this offset
Q_strncpy( g_attachment[g_numattachments].name, pAttachmentName, sizeof(g_attachment[g_numattachments].name) );
Q_strncpy( g_attachment[g_numattachments].bonename, "static_prop", sizeof(g_attachment[g_numattachments].name) );
g_attachment[g_numattachments].bone = 0;
g_attachment[g_numattachments].type = 0;
AngleMatrix( vec3_angle, g_PropCenterOffset, g_attachment[g_numattachments].local );
g_numattachments++;
}
}
// force the animation to be identity
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, "BindPose" );
pSourceAnim->rawanim[0][0].pos = Vector( 0, 0, 0 );
pSourceAnim->rawanim[0][0].rot = RadianEuler( 0, 0, 0 );
// make an identity boneToPose transform
AngleMatrix( QAngle( 0, 0, 0 ), psource->boneToPose[0] );
// make it all a single frame animation
pSourceAnim->numframes = 1;
pSourceAnim->startframe = 0;
pSourceAnim->endframe = 1;
}
// throw away all animations
g_numani = 1;
g_panimation[0]->numframes = 1;
g_panimation[0]->startframe = 0;
g_panimation[0]->endframe = 1;
Q_strncpy( g_panimation[0]->animationname, "BindPose", sizeof(g_panimation[0]->animationname) );
g_panimation[0]->rotation = RadianEuler( 0, 0, 0 );
g_panimation[0]->adjust = Vector( 0, 0, 0 );
// throw away all vertex animations
g_numflexkeys = 0;
g_defaultflexkey = NULL;
// Recalc attachment points:
for( i = 0; i < g_numattachments; i++ )
{
if( g_centerstaticprop && ( i == g_numattachments - 1 ) )
continue;
ConcatTransforms( rotated, g_attachment[i].local, g_attachment[i].local );
Q_strncpy( g_attachment[i].bonename, "static_prop", sizeof(g_attachment[i].name) );
g_attachment[i].bone = 0;
g_attachment[i].type = 0;
}
}
//-----------------------------------------------------------------------------
// Marks the boneref all the way up the bone hierarchy
//-----------------------------------------------------------------------------
static void UpdateBonerefRecursive( s_source_t *psource, int nBoneIndex, int nFlags )
{
if ( nFlags == 0 )
return;
psource->boneref[nBoneIndex] |= nFlags;
// Chain the flag up the parent
int n = psource->localBone[nBoneIndex].parent;
while (n != -1)
{
psource->boneref[n] |= psource->boneref[nBoneIndex];
n = psource->localBone[n].parent;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the axis of the bone after remapping. Axis 0:X, 1:Y, 2:Z
// If the bone has a parent, axis is returned as is, if bone does not
// have a parent then the $upaxis determines how the axes are mapped.
// Only $upaxis Y is supported (see comment in Cmd_UpAxis).
//-----------------------------------------------------------------------------
int GetRemappedBoneAxis( int nBoneIndex, int nAxis )
{
if ( nBoneIndex < 0 || nBoneIndex >= g_numbones )
return nAxis;
if ( g_bonetable[nBoneIndex].parent >= 0 )
return nAxis;
// Y Up
if ( g_defaultrotation.x == static_cast< float >( M_PI / 2.0f ) && g_defaultrotation.y == 0.0f && g_defaultrotation.z == static_cast< float >( M_PI / 2.0f ) )
{
static const int nAxisMap[3] = { 1, 2, 0 };
return nAxisMap[ nAxis ];
}
// Default Z Up
return nAxis;
}
//-----------------------------------------------------------------------------
// Purpose: Map the flex driver bones to the global bone table
// Also cleans up any that do not match to a global bone
//-----------------------------------------------------------------------------
void MapFlexDriveBonesToGlobalBoneTable()
{
CDmeBoneFlexDriverList *pDmeBoneFlexDriverList = GetElement< CDmeBoneFlexDriverList >( g_hDmeBoneFlexDriverList );
if ( !pDmeBoneFlexDriverList )
return;
// Loop backwards so we can remove elements as we go
for ( int i = pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Count() - 1; i >= 0; --i )
{
CDmeBoneFlexDriver *pDmeBoneFlexDriver = pDmeBoneFlexDriverList->m_eBoneFlexDriverList[i];
if ( !pDmeBoneFlexDriver )
{
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
continue;
}
for ( int j = 0; j < g_numbones; ++j )
{
if ( !Q_stricmp( g_bonetable[j].name, pDmeBoneFlexDriver->m_sBoneName.Get() ) )
{
if ( g_bonetable[j].flags & BONE_ALWAYS_PROCEDURAL )
{
MdlWarning( "DmeBoneFlexDriver Bone: %s is marked procedural, Ignoring flex drivers\n", pDmeBoneFlexDriver->m_sBoneName.Get() );
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
pDmeBoneFlexDriver = NULL;
}
pDmeBoneFlexDriver->SetValue( "__boneIndex", j );
// Map the axis for Y up stuff
for ( int k = 0; k < pDmeBoneFlexDriver->m_eControlList.Count(); ++k )
{
pDmeBoneFlexDriver->m_eControlList[k]->m_nBoneComponent = GetRemappedBoneAxis( j, pDmeBoneFlexDriver->m_eControlList[k]->m_nBoneComponent );
}
break;
}
}
// Was removed because it was referencing a procedural bone
if ( !pDmeBoneFlexDriver )
continue;
CDmAttribute *pBoneIndexAttr = pDmeBoneFlexDriver->GetAttribute( "__boneIndex" );
if ( pBoneIndexAttr )
{
pBoneIndexAttr->AddFlag( FATTRIB_DONTSAVE );
}
else
{
MdlWarning( "DmeBoneFlexDriver Bone: %s - No Bone Found With That Name, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get() );
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Tag bones in the specified source that are used as a bone flex driver
// Also cleans up any empty bone flex driver elements
// Also tags the DmeBoneFlexDriverControl with
//-----------------------------------------------------------------------------
void TagFlexDriverBones( s_source_t *pSource )
{
CDmeBoneFlexDriverList *pDmeBoneFlexDriverList = GetElement< CDmeBoneFlexDriverList >( g_hDmeBoneFlexDriverList );
if ( !pDmeBoneFlexDriverList )
return;
// Loop backwards so we can remove elements as we go
for ( int i = pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Count() - 1; i >= 0; --i )
{
CDmeBoneFlexDriver *pDmeBoneFlexDriver = pDmeBoneFlexDriverList->m_eBoneFlexDriverList[i];
if ( !pDmeBoneFlexDriver )
{
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
continue;
}
for ( int j = pDmeBoneFlexDriver->m_eControlList.Count() - 1; j >= 0; --j )
{
CDmeBoneFlexDriverControl *pDmeBoneFlexDriverControl = pDmeBoneFlexDriver->m_eControlList[j];
if ( !pDmeBoneFlexDriverControl )
{
pDmeBoneFlexDriver->m_eControlList.Remove( j );
continue;
}
if ( pDmeBoneFlexDriverControl->m_nBoneComponent < STUDIO_BONE_FLEX_TX || pDmeBoneFlexDriverControl->m_nBoneComponent > STUDIO_BONE_FLEX_TZ )
{
MdlWarning( "DmeBoneFlexDriver Bone: %s - Flex Controller: %s, Bone Component Out Of Range: %d [0-2], Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get(), pDmeBoneFlexDriverControl->m_sFlexControllerName.Get(), pDmeBoneFlexDriverControl->m_nBoneComponent.Get() );
pDmeBoneFlexDriver->m_eControlList.Remove( j );
continue;
}
for ( int k = 0; k < g_numflexcontrollers; ++k )
{
if ( !Q_stricmp( g_flexcontroller[k].name, pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() ) )
{
pDmeBoneFlexDriverControl->SetValue( "__flexControlIndex", k );
break;
}
}
if ( !pDmeBoneFlexDriverControl->HasAttribute( "__flexControlIndex" ) )
{
MdlWarning( "DmeBoneFlexDriver Bone: %s - No Flex Controller Named: %s, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get(), pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() );
pDmeBoneFlexDriver->m_eControlList.Remove( j );
}
}
if ( pDmeBoneFlexDriver->m_eControlList.Count() <= 0 )
{
MdlWarning( "DmeBoneFlexDriver Bone: %s - No Flex Controllers Defined, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get() );
pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
continue;
}
for ( int j = 0; j < pSource->numbones; ++j )
{
if ( !Q_stricmp( pSource->localBone[j].name, pDmeBoneFlexDriver->m_sBoneName.Get() ) )
{
// Mark used by all LODs
pSource->boneflags[j] |= BONE_USED_BY_VERTEX_MASK;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: set "boneref" for all the source bones used by vertices, attachments, eyeballs, etc.
//-----------------------------------------------------------------------------
void TagUsedBones( )
{
int i, j, k;
int n;
// find used bones per g_model
for (i = 0; i < g_numsources; i++)
{
s_source_t *psource = g_source[i];
for (k = 0; k < MAXSTUDIOSRCBONES; k++)
{
psource->boneflags[k] = 0;
psource->boneref[k] = 0;
}
if (!psource->isActiveModel)
continue;
// printf("active: %s\n", psource->filename );
for (j = 0; j < psource->numvertices; j++)
{
for (k = 0; k < psource->vertex[j].boneweight.numbones; k++)
{
psource->boneflags[psource->vertex[j].boneweight.bone[k]] |= BONE_USED_BY_VERTEX_LOD0;
}
}
}
// find used bones per g_model
for (i = 0; i < g_numsources; i++)
{
s_source_t *psource = g_source[i];
// FIXME: this is in the wrong place. The attachment may be rigid and it never defined in a reference file
for (k = 0; k < g_numattachments; k++)
{
for (j = 0; j < psource->numbones; j++)
{
if ( !stricmp( g_attachment[k].bonename, psource->localBone[j].name ) )
{
// this bone is a keeper with or without associated vertices
// because an attachment point depends on it.
if (g_attachment[k].type & IS_RIGID)
{
for (n = j; n != -1; n = psource->localBone[n].parent)
{
if (psource->boneflags[n] & BONE_USED_BY_VERTEX_LOD0)
{
psource->boneflags[n] |= BONE_USED_BY_ATTACHMENT;
break;
}
}
}
else
{
psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT;
}
}
}
}
for (k = 0; k < g_numikchains; k++)
{
for (j = 0; j < psource->numbones; j++)
{
if ( !stricmp( g_ikchain[k].bonename, psource->localBone[j].name ) )
{
// this bone is a keeper with or without associated vertices
// because a ikchain depends on it.
psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT;
}
}
}
for (k = 0; k < g_nummouths; k++)
{
for (j = 0; j < psource->numbones; j++)
{
if ( !stricmp( g_mouth[k].bonename, psource->localBone[j].name ) )
{
// this bone is a keeper with or without associated vertices
// because a mouth shader depends on it.
psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT;
}
}
}
// Tag all bones marked as being used by bonemerge
int nBoneMergeCount = g_BoneMerge.Count();
for ( k = 0; k < nBoneMergeCount; ++k )
{
for ( j = 0; j < psource->numbones; j++ )
{
if ( stricmp( g_BoneMerge[k].bonename, psource->localBone[j].name ) )
continue;
psource->boneflags[j] |= BONE_USED_BY_BONE_MERGE;
}
}
// Tag bones used as bone flex drivers, these need to be client side only
TagFlexDriverBones( psource );
// NOTE: This must come last; after all flags have been set!
// tag bonerefs as being used the union of the boneflags all their children
for (k = 0; k < psource->numbones; k++)
{
UpdateBonerefRecursive( psource, k, psource->boneflags[k] );
}
}
// tag all eyeball bones
for (i = 0; i < g_nummodelsbeforeLOD; i++)
{
s_source_t *psource = g_model[i]->source;
for (k = 0; k < g_model[i]->numeyeballs; k++)
{
psource->boneref[g_model[i]->eyeball[k].bone] |= BONE_USED_BY_ATTACHMENT;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: change the names in the source files for bones that max auto-renamed on us
//-----------------------------------------------------------------------------
void RenameBones( )
{
int i, j, k;
// rename source bones if needed
for (i = 0; i < g_numsources; i++)
{
for (j = 0; j < g_source[i]->numbones; j++)
{
for (k = 0; k < g_numrenamedbones; k++)
{
if (!stricmp( g_source[i]->localBone[j].name, g_renamedbone[k].from))
{
strcpy( g_source[i]->localBone[j].name, g_renamedbone[k].to );
break;
}
}
}
}
}
const char *RenameBone( const char *pName )
{
for ( int k = 0; k < g_numrenamedbones; k++)
{
if ( !Q_stricmp( pName, g_renamedbone[k].from ) )
return g_renamedbone[k].to;
}
return pName;
}
//-----------------------------------------------------------------------------
// Tags bones in the global bone table
//-----------------------------------------------------------------------------
void TagUsedImportedBones()
{
// NOTE: This has to happen because some bones referenced by bonemerge
// can be set up using the importbones feature
int k, j;
// Tag all bones marked as being used by bonemerge
int nBoneMergeCount = g_BoneMerge.Count();
for ( k = 0; k < nBoneMergeCount; ++k )
{
for ( j = 0; j < g_numbones; j++ )
{
if ( stricmp( g_BoneMerge[k].bonename, g_bonetable[j].name ) )
continue;
g_bonetable[j].flags |= BONE_USED_BY_BONE_MERGE;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: look through all the sources and build a table of used bones
//-----------------------------------------------------------------------------
int BuildGlobalBonetable( )
{
int i, j, k, n;
int iError = 0;
g_numbones = 0;
for (i = 0; i < MAXSTUDIOSRCBONES; i++)
{
SetIdentityMatrix( g_bonetable[i].srcRealign );
}
// insert predefined bones first
for (i = 0; i < g_numimportbones; i++)
{
k = findGlobalBone( g_importbone[i].name );
if (k == -1)
{
k = g_numbones;
V_strcpy_safe( g_bonetable[k].name, g_importbone[i].name );
if ( strlen( g_importbone[i].parent ) == 0 )
{
g_bonetable[k].parent = -1;
}
else
{
// FIXME: This won't work if the imported bone refers to
// another imported bone which is further along in the list
g_bonetable[k].parent = findGlobalBone( g_importbone[i].parent );
if ( g_bonetable[k].parent == -1 )
{
Warning("Imported bone %s tried to access parent bone %s and failed!\n",
g_importbone[i].name, g_importbone[i].parent );
}
}
g_bonetable[k].bPreDefined = true;
g_bonetable[k].rawLocal = g_importbone[i].rawLocal;
g_bonetable[k].rawLocalOriginal = g_bonetable[k].rawLocal;
g_numbones++;
}
g_bonetable[k].bDontCollapse = true;
g_bonetable[k].srcRealign = g_importbone[i].srcRealign;
g_bonetable[k].bPreAligned = true;
}
TagUsedImportedBones();
// union of all used bones
for ( i = 0; i < g_numsources; i++ )
{
s_source_t *psource = g_source[i];
// skip sources with no bones
if (psource->numbones == 0)
continue;
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, "BindPose" );
if ( !pSourceAnim )
{
pSourceAnim = &psource->m_Animations[0];
}
BuildRawTransforms( psource, pSourceAnim->animationname, 0, srcBoneToWorld );
for ( j = 0; j < psource->numbones; j++ )
{
if ( g_collapse_bones_aggressive )
{
if ( psource->boneflags[j] == 0 )
continue;
}
else
{
if ( psource->boneref[j] == 0 )
continue;
}
k = findGlobalBone( psource->localBone[j].name );
if (k == -1)
{
// create new bone
k = g_numbones;
V_strcpy_safe( g_bonetable[k].name, psource->localBone[j].name );
if ((n = psource->localBone[j].parent) != -1)
g_bonetable[k].parent = findGlobalBone( psource->localBone[n].name );
else
g_bonetable[k].parent = -1;
g_bonetable[k].bonecontroller = 0;
g_bonetable[k].flags = psource->boneflags[j];
if ( g_bonetable[k].parent == -1 || !g_bonetable[g_bonetable[k].parent].bPreAligned )
{
AngleMatrix( pSourceAnim->rawanim[0][j].rot, pSourceAnim->rawanim[0][j].pos, g_bonetable[k].rawLocal );
g_bonetable[k].rawLocalOriginal = g_bonetable[k].rawLocal;
}
else
{
// convert the local relative position into a realigned relative position
matrix3x4_t srcParentBoneToWorld;
ConcatTransforms( srcBoneToWorld[n], g_bonetable[g_bonetable[k].parent].srcRealign, srcParentBoneToWorld );
matrix3x4_t invSrcParentBoneToWorld;
MatrixInvert( srcParentBoneToWorld, invSrcParentBoneToWorld );
ConcatTransforms( invSrcParentBoneToWorld, srcBoneToWorld[j], g_bonetable[k].rawLocal );
}
g_bonetable[k].boneToPose.Invalidate();
// printf("%d : %s (%s)\n", k, g_bonetable[k].name, g_bonetable[g_bonetable[k].parent].name );
g_numbones++;
continue;
}
if (g_bOverridePreDefinedBones && g_bonetable[k].bPreDefined)
{
g_bonetable[k].flags |= psource->boneflags[j];
ConcatTransforms( srcBoneToWorld[j], g_bonetable[k].srcRealign, g_bonetable[k].boneToPose );
if (g_bonetable[k].parent == -1)
{
MatrixCopy( g_bonetable[k].boneToPose, g_bonetable[k].rawLocal );
}
else
{
matrix3x4_t tmp;
MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, tmp );
ConcatTransforms( tmp, g_bonetable[k].boneToPose, g_bonetable[k].rawLocal );
}
continue;
}
// accumlate flags
g_bonetable[k].flags |= psource->boneflags[j];
}
}
return iError;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void BuildGlobalBoneToPose( )
{
int k;
// build reference pose
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
MatrixCopy( g_bonetable[k].rawLocal, g_bonetable[k].boneToPose );
}
else
{
ConcatTransforms (g_bonetable[g_bonetable[k].parent].boneToPose, g_bonetable[k].rawLocal, g_bonetable[k].boneToPose);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void RebuildLocalPose( )
{
int k;
matrix3x4_t boneToPose[MAXSTUDIOBONES];
// build reference pose
for (k = 0; k < g_numbones; k++)
{
MatrixCopy( g_bonetable[k].boneToPose, boneToPose[k] );
}
matrix3x4_t poseToBone[MAXSTUDIOBONES];
// rebuild local pose
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent == -1)
{
MatrixCopy( boneToPose[k], g_bonetable[k].rawLocal );
}
else
{
ConcatTransforms (poseToBone[g_bonetable[k].parent], boneToPose[k], g_bonetable[k].rawLocal );
}
MatrixAngles( g_bonetable[k].rawLocal, g_bonetable[k].rot, g_bonetable[k].pos );
MatrixCopy( boneToPose[k], g_bonetable[k].boneToPose );
MatrixInvert( boneToPose[k], poseToBone[k] );
// printf("%d \"%s\" %d\n", k, g_bonetable[k].name, g_bonetable[k].parent );
}
//exit(0);
}
//-----------------------------------------------------------------------------
// Purpose: attach bones to different parents if needed
//-----------------------------------------------------------------------------
void EnforceHierarchy( )
{
int i, j, k;
// force changes to hierarchy
for (i = 0; i < g_numforcedhierarchy; i++)
{
j = findGlobalBone( g_forcedhierarchy[i].parentname );
k = findGlobalBone( g_forcedhierarchy[i].childname );
if (j == -1 && strlen( g_forcedhierarchy[i].parentname ) > 0 )
{
MdlError( "unknown bone: \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].parentname );
}
if (k == -1)
{
MdlError( "unknown bone: \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].childname );
}
/*
if (j > k)
{
MdlError( "parent \"%s\" declared after child \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].parentname, g_forcedhierarchy[i].childname );
}
*/
/*
if (strlen(g_forcedhierarchy[i].subparentname) != 0)
{
int n, m;
m = findGlobalBone( g_forcedhierarchy[i].subparentname );
if (m != -1)
{
MdlError( "inserted bone \"%s\" matches name of existing bone in hierarchy\n", g_forcedhierarchy[i].parentname, g_forcedhierarchy[i].subparentname );
}
printf("inserting bone \"%s\"\n", g_forcedhierarchy[i].subparentname );
// shift the bone list up
for (n = g_numbones; n > k; n--)
{
g_bonetable[n] = g_bonetable[n-1];
if (g_bonetable[n].parent >= k)
{
g_bonetable[n].parent = g_bonetable[n].parent + 1;
}
MatrixCopy( boneToPose[n-1], boneToPose[n] );
}
g_numbones++;
// add the bone
strcpy( g_bonetable[k].name, g_forcedhierarchy[i].subparentname );
g_bonetable[k].parent = j;
g_bonetable[k].split = true;
g_bonetable[k+1].parent = k;
// split the bone
Quaternion q1, q2;
Vector p;
MatrixAngles( boneToPose[k], q1, p ); // FIXME: badly named!
// !!!!
// QuaternionScale( q1, 0.5, q2 );
// q2.Init( 0, 0, 0, 1 );
// AngleQuaternion( QAngle( 0, 0, 0 ), q2 );
//QuaternionMatrix( q2, p, boneToPose[k] );
QuaternionMatrix( q1, p, boneToPose[k] );
QuaternionMatrix( q1, p, boneToPose[k+1] );
}
else
*/
{
g_bonetable[k].parent = j;
}
}
// resort hierarchy
bool bSort = true;
int count = 0;
while (bSort)
{
count++;
bSort = false;
for (i = 0; i < g_numbones; i++)
{
if (g_bonetable[i].parent > i)
{
// swap
j = g_bonetable[i].parent;
s_bonetable_t tmp;
tmp = g_bonetable[i];
g_bonetable[i] = g_bonetable[j];
g_bonetable[j] = tmp;
// relink parents
for (k = i; k < g_numbones; k++)
{
if (g_bonetable[k].parent == i)
{
g_bonetable[k].parent = j;
}
else if (g_bonetable[k].parent == j)
{
g_bonetable[k].parent = i;
}
}
bSort = true;
}
}
if (count > 1000)
{
MdlError( "Circular bone hierarchy\n");
}
}
}
//-----------------------------------------------------------------------------
// Purpose: find procedural bones and tag for inclusion even if they don't animate
//-----------------------------------------------------------------------------
void TagProceduralBones( )
{
int j;
// look for AxisInterp bone definitions
int numaxisinterpbones = 0;
for (j = 0; j < g_numaxisinterpbones; j++)
{
g_axisinterpbones[j].bone = findGlobalBone( g_axisinterpbones[j].bonename );
g_axisinterpbones[j].control = findGlobalBone( g_axisinterpbones[j].controlname );
if (g_axisinterpbones[j].bone == -1)
{
if (!g_quiet)
{
printf("axisinterpbone \"%s\" unused\n", g_axisinterpbones[j].bonename );
}
continue; // optimized out, don't complain
}
if (g_axisinterpbones[j].control == -1)
{
MdlError( "Missing control bone \"%s\" for procedural bone \"%s\"\n", g_axisinterpbones[j].bonename, g_axisinterpbones[j].controlname );
}
g_bonetable[g_axisinterpbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
g_axisinterpbonemap[numaxisinterpbones++] = j;
}
g_numaxisinterpbones = numaxisinterpbones;
// look for QuatInterp bone definitions
int numquatinterpbones = 0;
for (j = 0; j < g_numquatinterpbones; j++)
{
g_quatinterpbones[j].bone = findGlobalBoneXSI( g_quatinterpbones[j].bonename );
g_quatinterpbones[j].control = findGlobalBoneXSI( g_quatinterpbones[j].controlname );
if (g_quatinterpbones[j].bone == -1)
{
if (!g_quiet && !g_bCreateMakefile )
{
printf("quatinterpbone \"%s\" unused\n", g_quatinterpbones[j].bonename );
}
continue; // optimized out, don't complain
}
if (g_quatinterpbones[j].control == -1)
{
MdlError( "Missing control bone \"%s\" for procedural bone \"%s\"\n", g_quatinterpbones[j].bonename, g_quatinterpbones[j].controlname );
}
g_bonetable[g_quatinterpbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
g_quatinterpbonemap[numquatinterpbones++] = j;
}
g_numquatinterpbones = numquatinterpbones;
// look for AimAt bone definitions
int numaimatbones = 0;
for (j = 0; j < g_numaimatbones; j++)
{
g_aimatbones[j].bone = findGlobalBoneXSI( g_aimatbones[j].bonename );
if (g_aimatbones[j].bone == -1)
{
if (!g_quiet && !g_bCreateMakefile )
{
printf("<aimconstraint> \"%s\" unused\n", g_aimatbones[j].bonename );
}
continue; // optimized out, don't complain
}
g_aimatbones[j].parent = findGlobalBoneXSI( g_aimatbones[j].parentname );
if (g_aimatbones[j].parent == -1)
{
MdlError( "Missing parent control bone \"%s\" for procedural bone \"%s\"\n", g_aimatbones[j].parentname, g_aimatbones[j].bonename );
}
// Look for the aim bone as an attachment first
g_aimatbones[j].aimAttach = -1;
for ( int ai( 0 ); ai < g_numattachments; ++ai )
{
if ( strcmp( g_attachment[ ai ].name, g_aimatbones[j].aimname ) == 0 )
{
g_aimatbones[j].aimAttach = ai;
break;
}
}
if ( g_aimatbones[j].aimAttach == -1 )
{
g_aimatbones[j].aimBone = findGlobalBoneXSI( g_aimatbones[j].aimname );
if ( g_aimatbones[j].aimBone == -1 )
{
MdlError( "Missing aim control attachment or bone \"%s\" for procedural bone \"%s\"\n",
g_aimatbones[j].aimname, g_aimatbones[j].bonename );
}
}
g_bonetable[g_aimatbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
g_aimatbonemap[numaimatbones++] = j;
}
// look for Jiggle bone definitions
int numjigglebones = 0;
for (j = 0; j < g_numjigglebones; j++)
{
g_jigglebones[j].bone = findGlobalBone( g_jigglebones[j].bonename );
if (g_jigglebones[j].bone == -1)
{
if (!g_quiet)
{
printf("jigglebone \"%s\" unused\n", g_jigglebones[j].bonename );
}
continue; // optimized out, don't complain
}
g_bonetable[g_jigglebones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
g_jigglebonemap[numjigglebones++] = j;
}
g_numjigglebones = numjigglebones;
}
//-----------------------------------------------------------------------------
// Purpose: convert original procedural bone info into correct values for existing skeleton
//-----------------------------------------------------------------------------
void RemapProceduralBones( )
{
int j;
// look for QuatInterp bone definitions
for (j = 0; j < g_numquatinterpbones; j++)
{
s_quatinterpbone_t *pInterp = &g_quatinterpbones[g_quatinterpbonemap[j]];
int origParent = findGlobalBoneXSI( pInterp->parentname );
int origControlParent = findGlobalBoneXSI( pInterp->controlparentname );
if (origParent == -1)
{
MdlError( "procedural bone \"%s\", can't find orig parent \"%s\"\n\n", pInterp->bonename, pInterp->parentname );
}
if (origControlParent == -1)
{
MdlError( "procedural bone \"%s\", can't find control parent \"%s\n\n", pInterp->bonename, pInterp->controlparentname );
}
if ( g_bonetable[pInterp->bone].parent != origParent)
{
MdlError( "unknown procedural bone parent remapping\n" );
}
if ( g_bonetable[pInterp->control].parent != origControlParent)
{
MdlError( "procedural bone \"%s\", parent remapping error, control parent was \"%s\", is now \"%s\"\n",
pInterp->bonename,
pInterp->controlparentname,
g_bonetable[g_bonetable[pInterp->control].parent].name );
}
// remap triggers and movements/rotations due to skeleton changes and realignment
for (int k = 0; k < pInterp->numtriggers; k++)
{
int parent = g_bonetable[pInterp->control].parent;
// triggers are the "control" bone relative to the control's parent bone
if (parent != -1)
{
matrix3x4_t invControlParentRealign;
MatrixInvert( g_bonetable[parent].srcRealign, invControlParentRealign );
matrix3x4_t srcControlParentBoneToPose;
ConcatTransforms( g_bonetable[parent].boneToPose, invControlParentRealign, srcControlParentBoneToPose );
matrix3x4_t srcControlRelative;
QuaternionMatrix( pInterp->trigger[k], srcControlRelative );
matrix3x4_t srcControlBoneToPose;
ConcatTransforms( srcControlParentBoneToPose, srcControlRelative, srcControlBoneToPose );
matrix3x4_t destControlParentBoneToPose;
ConcatTransforms( srcControlParentBoneToPose, g_bonetable[parent].srcRealign, destControlParentBoneToPose );
matrix3x4_t destControlBoneToPose;
ConcatTransforms( srcControlBoneToPose, g_bonetable[pInterp->control].srcRealign, destControlBoneToPose );
matrix3x4_t invDestControlParentBoneToPose;
MatrixInvert( destControlParentBoneToPose, invDestControlParentBoneToPose );
matrix3x4_t destControlRelative;
ConcatTransforms( invDestControlParentBoneToPose, destControlBoneToPose, destControlRelative );
Vector tmp;
MatrixAngles( destControlRelative, pInterp->trigger[k], tmp );
/*
Vector pos;
RadianEuler angles;
MatrixAngles( srcControlRelative, angles, pos );
printf("srcControlRelative : %7.2f %7.2f %7.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ) );
MatrixAngles( destControlRelative, angles, pos );
printf("destControlRelative : %7.2f %7.2f %7.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ) );
printf("\n");
*/
}
// movements are relative to the bone's parent
parent = g_bonetable[pInterp->bone].parent;
if (parent != -1)
{
//printf("procedural bone \"%s\"\n", pInterp->bonename );
//printf("pre : %7.2f %7.2f %7.2f\n", pInterp->pos[k].x, pInterp->pos[k].y, pInterp->pos[k].z );
// get local transform
matrix3x4_t srcParentRelative;
QuaternionMatrix( pInterp->quat[k], pInterp->pos[k] + pInterp->basepos, srcParentRelative );
// get original boneToPose
matrix3x4_t invSrcRealign;
MatrixInvert( g_bonetable[parent].srcRealign, invSrcRealign );
matrix3x4_t origParentBoneToPose;
ConcatTransforms( g_bonetable[parent].boneToPose, invSrcRealign, origParentBoneToPose );
// move bone adjustment into world position
matrix3x4_t srcBoneToWorld;
ConcatTransforms( origParentBoneToPose, srcParentRelative, srcBoneToWorld );
// calculate local transform
matrix3x4_t parentPoseToBone;
MatrixInvert( g_bonetable[parent].boneToPose, parentPoseToBone );
matrix3x4_t destBoneToWorld;
ConcatTransforms( parentPoseToBone, srcBoneToWorld, destBoneToWorld );
// save out the local transform
MatrixAngles( destBoneToWorld, pInterp->quat[k], pInterp->pos[k] );
pInterp->pos[k] += g_bonetable[pInterp->control].pos * pInterp->percentage;
//printf("post : %7.2f %7.2f %7.2f\n", pInterp->pos[k].x, pInterp->pos[k].y, pInterp->pos[k].z );
}
}
}
// look for aimatbones
for (j = 0; j < g_numaimatbones; j++)
{
s_aimatbone_t *pAimAtBone = &g_aimatbones[g_aimatbonemap[j]];
int origParent = findGlobalBoneXSI( pAimAtBone->parentname );
if (origParent == -1)
{
MdlError( "<aimconstraint> bone \"%s\", can't find parent bone \"%s\"\n\n", pAimAtBone->bonename, pAimAtBone->parentname );
}
int origAim( -1 );
for ( int ai( 0 ); ai < g_numattachments; ++ai )
{
if ( strcmp( g_attachment[ ai ].name, pAimAtBone->aimname ) == 0 )
{
origAim = ai;
break;
}
}
if (origAim == -1)
{
MdlError( "<aimconstraint> bone \"%s\", can't find aim bone \"%s\n\n", pAimAtBone->bonename, pAimAtBone->aimname );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: propogate procedural bone usage up its chain
//-----------------------------------------------------------------------------
void MarkProceduralBoneChain()
{
int j;
int k;
int fBoneFlags;
// look for QuatInterp bone definitions
for (j = 0; j < g_numquatinterpbones; j++)
{
s_quatinterpbone_t *pInterp = &g_quatinterpbones[g_quatinterpbonemap[j]];
fBoneFlags = g_bonetable[pInterp->bone].flags & BONE_USED_MASK;
// propogate the procedural bone usage up its hierarchy
k = pInterp->control;
while (k != -1)
{
g_bonetable[k].flags |= fBoneFlags;
k = g_bonetable[k].parent;
}
// propogate the procedural bone usage up its hierarchy
k = pInterp->bone;
while (k != -1)
{
g_bonetable[k].flags |= fBoneFlags;
k = g_bonetable[k].parent;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: go through all source files and link local bone indices and global bonetable indicies
//-----------------------------------------------------------------------------
static int MapSourcesToGlobalBonetable( )
{
int i, j, k;
int iError = 0;
// map each source bone list to master list
for (i = 0; i < g_numsources; i++)
{
s_source_t *pSource = g_source[i];
memset( pSource->boneLocalToGlobal, 0xFF, sizeof(pSource->boneLocalToGlobal) );
memset( pSource->boneGlobalToLocal, 0xFF, sizeof(pSource->boneGlobalToLocal) );
for ( j = 0; j < pSource->numbones; j++ )
{
k = findGlobalBone( pSource->localBone[j].name );
if ( k >= 0 )
{
pSource->boneLocalToGlobal[j] = k;
pSource->boneGlobalToLocal[k] = j;
continue;
}
int m = pSource->localBone[j].parent;
while ( m != -1 && ( k = findGlobalBone( pSource->localBone[m].name ) ) == -1 )
{
m = pSource->localBone[m].parent;
}
if (k == -1)
{
/*
if (!g_quiet)
{
printf("unable to find connection for collapsed bone \"%s\" \n", pSource->localBone[j].name );
}
*/
k = 0;
}
pSource->boneLocalToGlobal[j] = k;
}
}
return iError;
}
//-----------------------------------------------------------------------------
// Purpose: go through bone and find any that arent aligned on the X axis
//-----------------------------------------------------------------------------
void RealignBones( )
{
int k;
int childbone[MAXSTUDIOBONES];
for (k = 0; k < g_numbones; k++)
{
childbone[k] = -1;
}
// force bones with IK rules to realign themselves
for (int i = 0; i < g_numikchains; i++)
{
k = g_ikchain[i].link[0].bone;
if (childbone[k] == -1 || childbone[k] == g_ikchain[i].link[1].bone)
{
childbone[k] = g_ikchain[i].link[1].bone;
}
else
{
MdlError("Trying to realign bone \"%s\" with two children \"%s\", \"%s\"\n",
g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[g_ikchain[i].link[1].bone].name );
}
k = g_ikchain[i].link[1].bone;
if (childbone[k] == -1 || childbone[k] == g_ikchain[i].link[2].bone)
{
childbone[k] = g_ikchain[i].link[2].bone;
}
else
{
MdlError("Trying to realign bone \"%s\" with two children \"%s\", \"%s\"\n",
g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[g_ikchain[i].link[2].bone].name );
}
}
if (g_realignbones)
{
int children[MAXSTUDIOBONES];
// count children
for (k = 0; k < g_numbones; k++)
{
children[k] = 0;
}
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent != -1)
{
children[g_bonetable[k].parent]++;
}
}
// if my parent bone only has one child, then tell it to align to me
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent != -1 && children[g_bonetable[k].parent] == 1)
{
childbone[g_bonetable[k].parent] = k;
}
}
}
matrix3x4_t boneToPose[MAXSTUDIOBONES];
for (k = 0; k < g_numbones; k++)
{
MatrixCopy( g_bonetable[k].boneToPose, boneToPose[k] );
}
// look for bones that aren't on a primary X axis
for (k = 0; k < g_numbones; k++)
{
// printf("%s %.4f %.4f %.4f (%d)\n", g_bonetable[k].name, g_bonetable[k].pos.x, g_bonetable[k].pos.y, g_bonetable[k].pos.z, children[k] );
if (!g_bonetable[k].bPreAligned && childbone[k] != -1)
{
float d = g_bonetable[childbone[k]].pos.Length();
// check to see that it's on positive X
if (d - g_bonetable[childbone[k]].pos.x > 0.01)
{
Vector v2;
Vector v3;
// printf("%s:%s %.4f %.4f %.4f\n", g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[childbone[k]].pos.x, g_bonetable[childbone[k]].pos.y, g_bonetable[childbone[k]].pos.z );
Vector forward, left, up;
// calc X axis
MatrixGetColumn( g_bonetable[childbone[k]].boneToPose, 3, v2 );
MatrixGetColumn( g_bonetable[k].boneToPose, 3, v3 );
forward = v2 - v3;
VectorNormalize( forward );
// try to align to existing bone/boundingbox by finding most perpendicular
// existing axis and aligning the new Z axis to it.
Vector forward2, left2, up2;
MatrixGetColumn( boneToPose[k], 0, forward2 );
MatrixGetColumn( boneToPose[k], 1, left2 );
MatrixGetColumn( boneToPose[k], 2, up2 );
float d1 = fabs(DotProduct( forward, forward2 ));
float d2 = fabs(DotProduct( forward, left2 ));
float d3 = fabs(DotProduct( forward, up2 ));
if (d1 <= d2 && d1 <= d3)
{
up = CrossProduct( forward, forward2 );
VectorNormalize( up );
}
else if (d2 <= d1 && d2 <= d3)
{
up = CrossProduct( forward, left2 );
VectorNormalize( up );
}
else
{
up = CrossProduct( forward, up2 );
VectorNormalize( up );
}
left = CrossProduct( up, forward );
// setup matrix
MatrixSetColumn( forward, 0, boneToPose[k] );
MatrixSetColumn( left, 1, boneToPose[k] );
MatrixSetColumn( up, 2, boneToPose[k] );
// check orthonormality of matrix
d = fabs( DotProduct( forward, left ) )
+ fabs( DotProduct( left, up ) )
+ fabs( DotProduct( up, forward ) )
+ fabs( DotProduct( boneToPose[k][0], boneToPose[k][1] ) )
+ fabs( DotProduct( boneToPose[k][1], boneToPose[k][2] ) )
+ fabs( DotProduct( boneToPose[k][2], boneToPose[k][0] ) );
if (d > 0.0001)
{
MdlError( "error with realigning bone %s\n", g_bonetable[k].name );
}
// printf("%f %f %f\n", DotProduct( boneToPose[k][0], boneToPose[k][1] ), DotProduct( boneToPose[k][1], boneToPose[k][2] ), DotProduct( boneToPose[k][2], boneToPose[k][0] ) );
// printf("%f %f %f\n", DotProduct( forward, left ), DotProduct( left, up ), DotProduct( up, forward ) );
// VectorMatrix( forward, boneToPose[k] );
MatrixSetColumn( v3, 3, boneToPose[k] );
}
}
}
for (int i = 0; i < g_numforcedrealign; i++)
{
k = findGlobalBone( g_forcedrealign[i].name );
if (k == -1)
{
MdlError( "unknown bone %s in $forcedrealign\n", g_forcedrealign[i].name );
}
matrix3x4_t local;
matrix3x4_t tmp;
AngleMatrix( g_forcedrealign[i].rot, local );
ConcatTransforms( boneToPose[k], local, tmp );
MatrixCopy( tmp, boneToPose[k] );
}
// build realignment transforms
for (k = 0; k < g_numbones; k++)
{
if (!g_bonetable[k].bPreAligned)
{
matrix3x4_t poseToBone;
MatrixInvert( g_bonetable[k].boneToPose, poseToBone );
ConcatTransforms( poseToBone, boneToPose[k], g_bonetable[k].srcRealign );
MatrixCopy( boneToPose[k], g_bonetable[k].boneToPose );
}
}
// printf("\n");
// rebuild default angles, position, etc.
for (k = 0; k < g_numbones; k++)
{
if (!g_bonetable[k].bPreAligned)
{
matrix3x4_t bonematrix;
if (g_bonetable[k].parent == -1)
{
MatrixCopy( g_bonetable[k].boneToPose, bonematrix );
}
else
{
matrix3x4_t poseToBone;
// convert my transform into parent relative space
MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, poseToBone );
ConcatTransforms( poseToBone, g_bonetable[k].boneToPose, bonematrix );
}
MatrixAngles( bonematrix, g_bonetable[k].rot, g_bonetable[k].pos );
}
}
// exit(0);
// printf("\n");
// build reference pose
for (k = 0; k < g_numbones; k++)
{
matrix3x4_t bonematrix;
AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, bonematrix );
// MatrixCopy( g_bonetable[k].rawLocal, bonematrix );
if (g_bonetable[k].parent == -1)
{
MatrixCopy( bonematrix, g_bonetable[k].boneToPose );
}
else
{
ConcatTransforms (g_bonetable[g_bonetable[k].parent].boneToPose, bonematrix, g_bonetable[k].boneToPose);
}
/*
Vector v1;
MatrixGetColumn( g_bonetable[k].boneToPose, 3, v1 );
printf("%s %.4f %.4f %.4f\n", g_bonetable[k].name, v1.x, v1.y, v1.z );
*/
}
}
void CenterBonesOnVerts( void )
{
Vector bmin[MAXSTUDIOBONES];
Vector bmax[MAXSTUDIOBONES];
int i, j, k, n;
for (k = 0; k < g_numbones; k++)
{
bmin[k] = Vector( 1, 1, 1 ) * 99999999.0;
bmax[k] = Vector( 1, 1, 1 ) * -99999999.0;
}
// find domain of all the vertices
for (i = 0; i < g_numsources; i++)
{
s_source_t *pSource = g_source[i];
if ( !pSource->vertex )
continue;
s_sourceanim_t *pSourceAnim = FindSourceAnim( pSource, "BindPose" );
if ( !pSourceAnim )
{
pSourceAnim = &pSource->m_Animations[0];
}
pSource->m_GlobalVertices.AddMultipleToTail( pSource->numvertices );
Vector p;
for (j = 0; j < pSource->numvertices; j++)
{
for (n = 0; n < pSource->m_GlobalVertices[j].boneweight.numbones; n++)
{
k = pSource->m_GlobalVertices[j].boneweight.bone[n];
p = pSource->m_GlobalVertices[j].position;
bmin[k] = bmin[k].Min( p );
bmax[k] = bmax[k].Max( p );
}
}
}
// copy min/maxs up to parent
for (k = g_numbones - 1; k >= 0; k--)
{
if (bmin[k].x > bmax[k].x)
{
for (j = k + 1; j < g_numbones; j++)
{
if (g_bonetable[j].parent == k)
{
bmin[k] = bmin[k].Min( bmin[j] );
bmax[k] = bmax[k].Max( bmax[j] );
}
}
}
}
for (k = 0; k < g_numbones; k++)
{
if (bmin[k].x <= bmax[k].x)
{
Vector center = (bmin[k] + bmax[k]) * 0.5;
// printf("%d %.1f %.1f %.1f\n", k, center.x, center.y, center.z );
matrix3x4_t updateCenter;
MatrixCopy( g_bonetable[k].boneToPose, updateCenter );
PositionMatrix( center, updateCenter );
matrix3x4_t invPoseToBone;
MatrixInvert( g_bonetable[k].boneToPose, invPoseToBone );
ConcatTransforms( invPoseToBone, updateCenter, g_bonetable[k].srcRealign );
MatrixCopy( updateCenter, g_bonetable[k].boneToPose );
}
}
// rebuild default angles, position, etc.
for (k = 0; k < g_numbones; k++)
{
if (!g_bonetable[k].bPreAligned)
{
matrix3x4_t bonematrix;
if (g_bonetable[k].parent == -1)
{
MatrixCopy( g_bonetable[k].boneToPose, bonematrix );
}
else
{
matrix3x4_t poseToBone;
// convert my transform into parent relative space
MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, poseToBone );
ConcatTransforms( poseToBone, g_bonetable[k].boneToPose, bonematrix );
}
MatrixAngles( bonematrix, g_bonetable[k].rot, g_bonetable[k].pos );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: find all the different bones used in all the source files and map everything
// to a common bonetable.
//-----------------------------------------------------------------------------
void RemapBones( )
{
int iError = 0;
if ( g_staticprop )
{
MakeStaticProp( );
}
else if ( g_centerstaticprop )
{
MdlWarning("Ignoring option $autocenter. Only supported on $staticprop models!!!\n" );
}
TagUsedBones( );
RenameBones( );
iError = BuildGlobalBonetable( );
BuildGlobalBoneToPose( );
EnforceHierarchy( );
{
int k, n;
for ( k = 0; k < g_numbones; k++ )
{
// tag parent bones as being in the same way as their children
n = g_bonetable[k].parent;
while (n != -1)
{
g_bonetable[n].flags |= g_bonetable[k].flags;
n = g_bonetable[n].parent;
}
}
}
if ( g_collapse_bones || g_numimportbones )
{
CollapseBones( );
}
if ( g_numbones >= MAXSTUDIOBONES )
{
MdlError( "Too many bones used in model, used %d, max %d\n", g_numbones, MAXSTUDIOBONES );
}
/*
for (i = 0; i < g_numbones; i++)
{
printf("%2d %s %d\n", i, g_bonetable[i].name, g_bonetable[i].parent );
}
*/
RebuildLocalPose( );
TagProceduralBones( );
if ( iError && !(ignore_warnings) )
{
MdlError( "Exiting due to errors\n" );
}
MapSourcesToGlobalBonetable( );
if ( iError && !(ignore_warnings) )
{
MdlError( "Exiting due to errors\n" );
}
// Map the bone names to global bone indices for all BoneFlexDrivers
MapFlexDriveBonesToGlobalBoneTable();
}
//-----------------------------------------------------------------------------
// Purpose: calculate the bone to world transforms for a processed animation
//-----------------------------------------------------------------------------
void CalcBoneTransforms( s_animation_t *panimation, int frame, matrix3x4_t* pBoneToWorld )
{
CalcBoneTransforms( panimation, g_panimation[0], frame, pBoneToWorld );
}
void CalcBoneTransforms( s_animation_t *panimation, s_animation_t *pbaseanimation, int frame, matrix3x4_t* pBoneToWorld )
{
if ((panimation->flags & STUDIO_LOOPING) && panimation->numframes > 1)
{
while (frame >= (panimation->numframes - 1))
{
frame = frame - (panimation->numframes - 1);
}
}
if (frame < 0 || frame >= panimation->numframes)
{
MdlError("requested out of range frame on animation \"%s\" : %d (%d)\n", panimation->name, frame, panimation->numframes );
}
for (int k = 0; k < g_numbones; k++)
{
Vector angle;
matrix3x4_t bonematrix;
if (!(panimation->flags & STUDIO_DELTA))
{
AngleMatrix( panimation->sanim[frame][k].rot, panimation->sanim[frame][k].pos, bonematrix );
}
else if (pbaseanimation)
{
Quaternion q1, q2, q3;
Vector p3;
//AngleQuaternion( g_bonetable[k].rot, q1 );
AngleQuaternion( pbaseanimation->sanim[0][k].rot, q1 );
AngleQuaternion( panimation->sanim[frame][k].rot, q2 );
float s = panimation->weight[k];
QuaternionMA( q1, s, q2, q3 );
//p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos;
p3 = pbaseanimation->sanim[0][k].pos + s * panimation->sanim[frame][k].pos;
AngleMatrix( q3, p3, bonematrix );
}
else
{
Quaternion q1, q2, q3;
Vector p3;
AngleQuaternion( g_bonetable[k].rot, q1 );
AngleQuaternion( panimation->sanim[frame][k].rot, q2 );
float s = panimation->weight[k];
QuaternionMA( q1, s, q2, q3 );
//p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos;
p3 = pbaseanimation->sanim[0][k].pos + s * g_bonetable[k].pos;
AngleMatrix( q3, p3, bonematrix );
}
if (g_bonetable[k].parent == -1)
{
MatrixCopy( bonematrix, pBoneToWorld[k] );
}
else
{
ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: calculate the bone to world transforms for a processed animation
//-----------------------------------------------------------------------------
void CalcBoneTransformsCycle( s_animation_t *panimation, s_animation_t *pbaseanimation, float flCycle, matrix3x4_t* pBoneToWorld )
{
float fFrame = flCycle * (panimation->numframes - 1);
int iFrame = (int)fFrame;
float s = (fFrame - iFrame);
int iFrame1 = iFrame % (panimation->numframes - 1);
int iFrame2 = (iFrame + 1) % (panimation->numframes - 1);
for (int k = 0; k < g_numbones; k++)
{
Quaternion q1, q2, q3;
Vector p3;
matrix3x4_t bonematrix;
// if (!(panimation->flags & STUDIO_DELTA))
{
AngleQuaternion( panimation->sanim[iFrame1][k].rot, q1 );
AngleQuaternion( panimation->sanim[iFrame2][k].rot, q2 );
QuaternionSlerp( q1, q2, s, q3 );
VectorLerp( panimation->sanim[iFrame1][k].pos, panimation->sanim[iFrame2][k].pos, s, p3 );
AngleMatrix( q3, p3, bonematrix );
}
/*
else
{
Vector p3;
//AngleQuaternion( g_bonetable[k].rot, q1 );
AngleQuaternion( pbaseanimation->sanim[0][k].rot, q1 );
AngleQuaternion( panimation->sanim[frame][k].rot, q2 );
float s = panimation->weight[k];
QuaternionMA( q1, s, q2, q3 );
//p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos;
p3 = pbaseanimation->sanim[0][k].pos + s * panimation->sanim[frame][k].pos;
AngleMatrix( q3, p3, bonematrix );
}
*/
if (g_bonetable[k].parent == -1)
{
MatrixCopy( bonematrix, pBoneToWorld[k] );
}
else
{
ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: calculate the bone to world transforms for a processed sequence
//-----------------------------------------------------------------------------
void SlerpBones(
Quaternion q1[MAXSTUDIOBONES],
Vector pos1[MAXSTUDIOBONES],
int sequence,
const Quaternion q2[MAXSTUDIOBONES],
const Vector pos2[MAXSTUDIOBONES],
float s )
{
int i;
Quaternion q3, q4;
float s1, s2;
s_sequence_t *pseqdesc = &g_sequence[sequence];
if (s <= 0.0f)
{
return;
}
else if (s > 1.0f)
{
s = 1.0f;
}
if (pseqdesc->flags & STUDIO_DELTA)
{
for (i = 0; i < g_numbones; i++)
{
s2 = s * pseqdesc->weight[i]; // blend in based on this bones weight
if (s2 > 0.0)
{
if (pseqdesc->flags & STUDIO_POST)
{
QuaternionMA( q1[i], s2, q2[i], q1[i] );
// FIXME: are these correct?
pos1[i][0] = pos1[i][0] + pos2[i][0] * s2;
pos1[i][1] = pos1[i][1] + pos2[i][1] * s2;
pos1[i][2] = pos1[i][2] + pos2[i][2] * s2;
}
else
{
QuaternionSM( s2, q2[i], q1[i], q1[i] );
// FIXME: are these correct?
pos1[i][0] = pos1[i][0] + pos2[i][0] * s2;
pos1[i][1] = pos1[i][1] + pos2[i][1] * s2;
pos1[i][2] = pos1[i][2] + pos2[i][2] * s2;
}
}
}
}
else
{
for (i = 0; i <g_numbones; i++)
{
s2 = s * pseqdesc->weight[i]; // blend in based on this animations weights
if (s2 > 0.0)
{
s1 = 1.0 - s2;
if (g_bonetable[i].flags & BONE_FIXED_ALIGNMENT)
{
QuaternionSlerpNoAlign( q2[i], q1[i], s1, q3 );
}
else
{
QuaternionSlerp( q2[i], q1[i], s1, q3 );
}
q1[i][0] = q3[0];
q1[i][1] = q3[1];
q1[i][2] = q3[2];
q1[i][3] = q3[3];
pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s2;
pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s2;
pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s2;
}
}
}
}
void CalcPoseSingle( Vector pos[], Quaternion q[], int sequence, float frame )
{
s_sequence_t *pseqdesc = &g_sequence[sequence];
s_animation_t *panim = pseqdesc->panim[0][0];
// FIXME: is this modulo correct?
int iframe = ((int)frame) % panim->numframes;
for (int k = 0; k < g_numbones; k++)
{
// FIXME: this isn't doing a fractional frame
AngleQuaternion( panim->sanim[iframe][k].rot, q[k] );
pos[k] = panim->sanim[iframe][k].pos;
}
}
void AccumulateSeqLayers( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight );
void AccumulatePose( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight )
{
Vector pos2[MAXSTUDIOBONES];
Quaternion q2[MAXSTUDIOBONES];
// printf("accumulate %s : %.1f\n", g_sequence[sequence].name, frame );
CalcPoseSingle( pos2, q2, sequence, frame );
SlerpBones( q, pos, sequence, q2, pos2, flWeight );
AccumulateSeqLayers( pos, q, sequence, frame, flWeight );
}
void AccumulateSeqLayers( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight )
{
s_sequence_t *pseqdesc = &g_sequence[sequence];
for (int i = 0; i < pseqdesc->numautolayers; i++)
{
s_autolayer_t *pLayer = &pseqdesc->autolayer[i];
float layerFrame = frame;
float layerWeight = flWeight;
if (pLayer->start != pLayer->end)
{
float s = 1.0;
float index;
if (!(pLayer->flags & STUDIO_AL_POSE))
{
index = frame;
}
else
{
int iPose = pLayer->pose;
if (iPose != -1)
{
index = 0; // undefined?
}
else
{
index = 0;
}
}
if (index < pLayer->start)
continue;
if (index >= pLayer->end)
continue;
if (index < pLayer->peak && pLayer->start != pLayer->peak)
{
s = (index - pLayer->start) / (pLayer->peak - pLayer->start);
}
else if (index > pLayer->tail && pLayer->end != pLayer->tail)
{
s = (pLayer->end - index) / (pLayer->end - pLayer->tail);
}
if (pLayer->flags & STUDIO_AL_SPLINE)
{
s = 3 * s * s - 2 * s * s * s;
}
if ((pLayer->flags & STUDIO_AL_XFADE) && (frame > pLayer->tail))
{
layerWeight = ( s * flWeight ) / ( 1 - flWeight + s * flWeight );
}
else if (pLayer->flags & STUDIO_AL_NOBLEND)
{
layerWeight = s;
}
else
{
layerWeight = flWeight * s;
}
if (!(pLayer->flags & STUDIO_AL_POSE))
{
layerFrame = ((frame - pLayer->start) / (pLayer->end - pLayer->start)) * (g_sequence[pLayer->sequence].panim[0][0]->numframes - 1);
}
else
{
layerFrame = (frame / g_sequence[sequence].panim[0][0]->numframes - 1) * (g_sequence[pLayer->sequence].panim[0][0]->numframes - 1);
}
}
AccumulatePose( pos, q, pLayer->sequence, layerFrame, layerWeight );
}
}
void CalcSeqTransforms( int sequence, int frame, matrix3x4_t* pBoneToWorld )
{
int k;
Vector pos[MAXSTUDIOBONES];
Quaternion q[MAXSTUDIOBONES];
// CalcPoseSingle( pos, q, 0, 0 );
/*
for (k = 0; k < g_numbones; k++)
{
//AngleQuaternion( g_bonetable[k].rot, q[k] );
//pos[k] = g_bonetable[k].pos;
AngleQuaternion( g_bonetable[k].rot, q[k] );
pos[k] = g_bonetable[k].pos;
}
*/
for (k = 0; k < g_numbones; k++)
{
//AngleQuaternion( g_bonetable[k].rot, q[k] );
//pos[k] = g_bonetable[k].pos;
AngleQuaternion( g_bonetable[k].rot, q[k] );
pos[k] = g_bonetable[k].pos;
}
AccumulatePose( pos, q, sequence, frame, 1.0 );
for (k = 0; k < g_numbones; k++)
{
matrix3x4_t bonematrix;
QuaternionMatrix( q[k], pos[k], bonematrix );
if (g_bonetable[k].parent == -1)
{
MatrixCopy( bonematrix, pBoneToWorld[k] );
}
else
{
ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CalcBonePos( s_animation_t *panimation, int frame, int bone, Vector &pos )
{
matrix3x4_t boneToWorld[MAXSTUDIOSRCBONES]; // bone transformation matrix
CalcBoneTransforms( panimation, frame, boneToWorld );
pos.x = boneToWorld[bone][0][3];
pos.y = boneToWorld[bone][1][3];
pos.z = boneToWorld[bone][2][3];
}
#define SMALL_FLOAT 1e-12
// NOTE: This routine was taken (and modified) from NVidia's BlinnReflection demo
// Creates basis vectors, based on a vertex and index list.
// See the NVidia white paper 'GDC2K PerPixel Lighting' for a description
// of how this computation works
static void CalcTriangleTangentSpace( s_source_t *pSrc, int v1, int v2, int v3,
Vector &sVect, Vector &tVect )
{
/*
static bool firstTime = true;
static FILE *fp = NULL;
if( firstTime )
{
firstTime = false;
fp = fopen( "crap.out", "w" );
}
*/
Vector2D t0( pSrc->vertex[v1].texcoord[0], pSrc->vertex[v1].texcoord[1] );
Vector2D t1( pSrc->vertex[v2].texcoord[0], pSrc->vertex[v2].texcoord[1] );
Vector2D t2( pSrc->vertex[v3].texcoord[0], pSrc->vertex[v3].texcoord[1] );
Vector p0( pSrc->vertex[v1].position[0], pSrc->vertex[v1].position[1], pSrc->vertex[v1].position[2] );
Vector p1( pSrc->vertex[v2].position[0], pSrc->vertex[v2].position[1], pSrc->vertex[v2].position[2] );
Vector p2( pSrc->vertex[v3].position[0], pSrc->vertex[v3].position[1], pSrc->vertex[v3].position[2] );
CalcTriangleTangentSpace( p0, p1, p2, t0, t1, t2, sVect, tVect );
/*
// Calculate flat normal
Vector flatNormal;
edge01 = p1 - p0;
edge02 = p2 - p0;
CrossProduct( edge02, edge01, flatNormal );
VectorNormalize( flatNormal );
// Get the average position
Vector avgPos = ( p0 + p1 + p2 ) / 3.0f;
// Draw the svect
Vector endS = avgPos + sVect * .2f;
fprintf( fp, "2\n" );
fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", endS[0], endS[1], endS[2] );
fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] );
// Draw the tvect
Vector endT = avgPos + tVect * .2f;
fprintf( fp, "2\n" );
fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", endT[0], endT[1], endT[2] );
fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] );
// Draw the normal
Vector endN = avgPos + flatNormal * .2f;
fprintf( fp, "2\n" );
fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", endN[0], endN[1], endN[2] );
fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", avgPos[0], avgPos[1], avgPos[2] );
// Draw the wireframe of the triangle in white.
fprintf( fp, "2\n" );
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] );
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] );
fprintf( fp, "2\n" );
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] );
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] );
fprintf( fp, "2\n" );
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] );
fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] );
// Draw a slightly shrunken version of the geometry to hide surfaces
Vector tmp0 = p0 - flatNormal * .1f;
Vector tmp1 = p1 - flatNormal * .1f;
Vector tmp2 = p2 - flatNormal * .1f;
fprintf( fp, "3\n" );
fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp0[0], tmp0[1], tmp0[2] );
fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp1[0], tmp1[1], tmp1[2] );
fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp2[0], tmp2[1], tmp2[2] );
fflush( fp );
*/
}
typedef CUtlVector<int> CIntVector;
void CalcModelTangentSpaces( s_source_t *pSrc )
{
// Build a map from vertex to a list of triangles that share the vert.
int meshID;
for( meshID = 0; meshID < pSrc->nummeshes; meshID++ )
{
s_mesh_t *pMesh = &pSrc->mesh[pSrc->meshindex[meshID]];
CUtlVector<CIntVector> vertToTriMap;
vertToTriMap.AddMultipleToTail( pMesh->numvertices );
int triID;
for( triID = 0; triID < pMesh->numfaces; triID++ )
{
s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset];
vertToTriMap[pFace->a].AddToTail( triID );
vertToTriMap[pFace->b].AddToTail( triID );
vertToTriMap[pFace->c].AddToTail( triID );
}
// Calculate the tangent space for each triangle.
CUtlVector<Vector> triSVect;
CUtlVector<Vector> triTVect;
triSVect.AddMultipleToTail( pMesh->numfaces );
triTVect.AddMultipleToTail( pMesh->numfaces );
for( triID = 0; triID < pMesh->numfaces; triID++ )
{
s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset];
CalcTriangleTangentSpace( pSrc,
pMesh->vertexoffset + pFace->a,
pMesh->vertexoffset + pFace->b,
pMesh->vertexoffset + pFace->c,
triSVect[triID], triTVect[triID] );
}
// calculate an average tangent space for each vertex.
int vertID;
for( vertID = 0; vertID < pMesh->numvertices; vertID++ )
{
const Vector &normal = pSrc->vertex[vertID+pMesh->vertexoffset].normal;
Vector4D &finalSVect = pSrc->vertex[vertID+pMesh->vertexoffset].tangentS;
Vector sVect, tVect;
sVect.Init( 0.0f, 0.0f, 0.0f );
tVect.Init( 0.0f, 0.0f, 0.0f );
for( triID = 0; triID < vertToTriMap[vertID].Size(); triID++ )
{
sVect += triSVect[vertToTriMap[vertID][triID]];
tVect += triTVect[vertToTriMap[vertID][triID]];
}
// In the case of zbrush, everything needs to be treated as smooth.
if( g_bZBrush )
{
int vertID2;
Vector vertPos1( pSrc->vertex[vertID].position[0], pSrc->vertex[vertID].position[1], pSrc->vertex[vertID].position[2] );
for( vertID2 = 0; vertID2 < pMesh->numvertices; vertID2++ )
{
if( vertID2 == vertID )
{
continue;
}
Vector vertPos2( pSrc->vertex[vertID2].position[0], pSrc->vertex[vertID2].position[1], pSrc->vertex[vertID2].position[2] );
if( vertPos1 == vertPos2 )
{
int triID2;
for( triID2 = 0; triID2 < vertToTriMap[vertID2].Size(); triID2++ )
{
sVect += triSVect[vertToTriMap[vertID2][triID2]];
tVect += triTVect[vertToTriMap[vertID2][triID2]];
}
}
}
}
// make an orthonormal system.
// need to check if we are left or right handed.
Vector tmpVect;
CrossProduct( sVect, tVect, tmpVect );
bool leftHanded = DotProduct( tmpVect, normal ) < 0.0f;
if( !leftHanded )
{
CrossProduct( normal, sVect, tVect );
CrossProduct( tVect, normal, sVect );
VectorNormalize( sVect );
VectorNormalize( tVect );
finalSVect[0] = sVect[0];
finalSVect[1] = sVect[1];
finalSVect[2] = sVect[2];
finalSVect[3] = 1.0f;
}
else
{
CrossProduct( sVect, normal, tVect );
CrossProduct( normal, tVect, sVect );
VectorNormalize( sVect );
VectorNormalize( tVect );
finalSVect[0] = sVect[0];
finalSVect[1] = sVect[1];
finalSVect[2] = sVect[2];
finalSVect[3] = -1.0f;
}
}
}
}
//-----------------------------------------------------------------------------
// Generate a model vertex from a source vertex
//-----------------------------------------------------------------------------
static void InitRemappedVertex( s_source_t *pSource, matrix3x4_t *pDestBoneToWorld, const s_vertexinfo_t &srcVertex, s_vertexinfo_t &dstVertex )
{
Vector tmp1, tmp2, vdest, ndest;
memcpy( &dstVertex, &srcVertex, sizeof(s_vertexinfo_t) );
dstVertex.boneweight.numbones = 0;
vdest.Init();
ndest.Init();
int n;
for ( n = 0; n < srcVertex.boneweight.numbones; n++ )
{
// src bone
int q = srcVertex.boneweight.bone[n];
// mapping to global bone
int k = pSource->boneLocalToGlobal[q];
if ( k == -1 )
{
VectorCopy( srcVertex.position, vdest );
VectorCopy( srcVertex.normal, ndest );
break;
// printf("%s:%s (%d) missing global\n", psource->filename, psource->localBone[q].name, q );
}
// If the global bone is already in the list, then this vertex
// contains influences from multiple local bones which have been collapsed
// into a single global bone
int m;
for ( m = 0; m < dstVertex.boneweight.numbones; m++ )
{
if ( k == dstVertex.boneweight.bone[m] )
{
// bone got collapsed out
dstVertex.boneweight.weight[m] += srcVertex.boneweight.weight[n];
break;
}
}
if ( m == dstVertex.boneweight.numbones )
{
// add new bone
dstVertex.boneweight.bone[m] = k;
dstVertex.boneweight.weight[m] = srcVertex.boneweight.weight[n];
dstVertex.boneweight.numbones++;
}
// convert vertex into original models' bone local space
VectorITransform( srcVertex.position, pDestBoneToWorld[k], tmp1 );
// convert that into global world space using stardard pose
VectorTransform( tmp1, g_bonetable[k].boneToPose, tmp2 );
// accumulate
VectorMA( vdest, srcVertex.boneweight.weight[n], tmp2, vdest );
// convert normal into original models' bone local space
VectorIRotate( srcVertex.normal, pDestBoneToWorld[k], tmp1 );
// convert that into global world space using stardard pose
VectorRotate( tmp1, g_bonetable[k].boneToPose, tmp2 );
// accumulate
VectorMA( ndest, srcVertex.boneweight.weight[n], tmp2, ndest );
}
// printf("%d %.2f %.2f %.2f\n", j, vdest.x, vdest.y, vdest.z );
// save, normalize
VectorCopy( vdest, dstVertex.position );
VectorNormalize( ndest );
VectorCopy( ndest, dstVertex.normal );
// FIXME: Remapping will whack tangentS. Need to recompute tangents after remapping
}
//-----------------------------------------------------------------------------
// When read off disk, s_source_t contains bone indices local to the source
// we need to make the bone indices use the global bone list
//-----------------------------------------------------------------------------
void RemapVerticesToGlobalBones( )
{
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
matrix3x4_t destBoneToWorld[MAXSTUDIOSRCBONES];
for (int i = 0; i < g_numsources; i++)
{
s_source_t *pSource = g_source[i];
if ( !pSource->vertex )
continue;
s_sourceanim_t *pSourceAnim = FindSourceAnim( pSource, "BindPose" );
if ( !pSourceAnim )
{
pSourceAnim = &pSource->m_Animations[0];
}
BuildRawTransforms( pSource, pSourceAnim->animationname, 0, srcBoneToWorld );
TranslateAnimations( pSource, srcBoneToWorld, destBoneToWorld );
pSource->m_GlobalVertices.AddMultipleToTail( pSource->numvertices );
for ( int j = 0; j < pSource->numvertices; j++ )
{
InitRemappedVertex( pSource, destBoneToWorld, pSource->vertex[j], pSource->m_GlobalVertices[j] );
}
}
}
//-----------------------------------------------------------------------------
// Links bone controllers
//-----------------------------------------------------------------------------
static void FindAutolayers()
{
int i;
for (i = 0; i < g_sequence.Count(); i++)
{
int k;
for (k = 0; k < g_sequence[i].numautolayers; k++)
{
int j;
for ( j = 0; j < g_sequence.Count(); j++)
{
if (stricmp( g_sequence[i].autolayer[k].name, g_sequence[j].name) == 0)
{
g_sequence[i].autolayer[k].sequence = j;
break;
}
}
if (j == g_sequence.Count())
{
MdlError( "sequence \"%s\" cannot find autolayer sequence \"%s\"\n",
g_sequence[i].name, g_sequence[i].autolayer[k].name );
}
}
}
}
//-----------------------------------------------------------------------------
// Links bone controllers
//-----------------------------------------------------------------------------
static void LinkBoneControllers()
{
for (int i = 0; i < g_numbonecontrollers; i++)
{
int j = findGlobalBone( g_bonecontroller[i].name );
if (j == -1)
{
MdlError("unknown g_bonecontroller link '%s'\n", g_bonecontroller[i].name );
}
g_bonecontroller[i].bone = j;
}
}
//-----------------------------------------------------------------------------
// Links screen aligned bones
//-----------------------------------------------------------------------------
static void TagScreenAlignedBones()
{
for (int i = 0; i < g_numscreenalignedbones; i++)
{
int j = findGlobalBone( g_screenalignedbone[i].name );
if (j == -1)
{
MdlError("unknown g_screenalignedbone link '%s'\n", g_screenalignedbone[i].name );
}
g_bonetable[j].flags |= g_screenalignedbone[i].flags;
printf("tagging bone: %s as screen aligned (index %i, flags:%x)\n", g_bonetable[j].name, j, g_bonetable[j].flags );
}
}
//-----------------------------------------------------------------------------
// Links attachments
//-----------------------------------------------------------------------------
static void LinkAttachments()
{
int i, j, k;
// attachments may be connected to bones that can be optimized out
// so search through all the sources and move to a valid location
matrix3x4_t boneToPose;
matrix3x4_t world;
matrix3x4_t poseToBone;
for (i = 0; i < g_numattachments; i++)
{
bool found = false;
// search through known bones
for (k = 0; k < g_numbones; k++)
{
if ( !stricmp( g_attachment[i].bonename, g_bonetable[k].name ))
{
g_attachment[i].bone = k;
MatrixCopy( g_bonetable[k].boneToPose, boneToPose );
MatrixInvert( boneToPose, poseToBone );
// printf("%s : %d\n", g_bonetable[k].name, k );
found = true;
break;
}
}
if (!found)
{
// search all the loaded sources for the first occurance of the named bone
for (j = 0; j < g_numsources && !found; j++)
{
for (k = 0; k < g_source[j]->numbones && !found; k++)
{
if ( !stricmp( g_attachment[i].bonename, g_source[j]->localBone[k].name ) )
{
MatrixCopy( g_source[j]->boneToPose[k], boneToPose );
// check to make sure that this bone is actually referenced in the output model
// if not, try parent bone until we find a referenced bone in this chain
while (k != -1 && g_source[j]->boneGlobalToLocal[g_source[j]->boneLocalToGlobal[k]] != k)
{
k = g_source[j]->localBone[k].parent;
}
if (k == -1)
{
MdlError( "unable to find valid bone for attachment %s:%s\n",
g_attachment[i].name,
g_attachment[i].bonename );
}
MatrixInvert( g_source[j]->boneToPose[k], poseToBone );
g_attachment[i].bone = g_source[j]->boneLocalToGlobal[k];
found = true;
}
}
}
}
if (!found)
{
MdlError("unknown attachment link '%s'\n", g_attachment[i].bonename );
}
// printf("%s: %s / %s\n", g_attachment[i].name, g_attachment[i].bonename, g_bonetable[g_attachment[i].bone].name );
if (g_attachment[i].type & IS_ABSOLUTE)
{
MatrixCopy( g_attachment[i].local, world );
}
else
{
ConcatTransforms( boneToPose, g_attachment[i].local, world );
}
ConcatTransforms( poseToBone, world, g_attachment[i].local );
}
// flag all bones used by attachments
for (i = 0; i < g_numattachments; i++)
{
j = g_attachment[i].bone;
while (j != -1)
{
g_bonetable[j].flags |= BONE_USED_BY_ATTACHMENT;
j = g_bonetable[j].parent;
}
}
}
//-----------------------------------------------------------------------------
// Links mouths
//-----------------------------------------------------------------------------
static void LinkMouths()
{
for (int i = 0; i < g_nummouths; i++)
{
int j;
for ( j = 0; j < g_numbones; j++)
{
if (g_mouth[i].bonename[0] && stricmp( g_mouth[i].bonename, g_bonetable[j].name) == 0)
break;
}
if (j >= g_numbones)
{
MdlError("unknown mouth link '%s'\n", g_mouth[i].bonename );
}
g_mouth[i].bone = j;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
static float CalcPoseParameterValue( int control, RadianEuler &angle, Vector &pos )
{
switch( control )
{
case STUDIO_X:
return pos.x;
case STUDIO_Y:
return pos.y;
case STUDIO_Z:
return pos.z;
case STUDIO_XR:
return RAD2DEG( angle.x );
case STUDIO_YR:
return RAD2DEG( angle.y );
case STUDIO_ZR:
return RAD2DEG( angle.z );
}
return 0.0;
}
static void CalcPoseParameters( void )
{
int i;
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
RadianEuler angles;
Vector pos;
for (i = 0; i < g_sequence.Count(); i++)
{
s_sequence_t *pseq = &g_sequence[i];
for (int iPose = 0; iPose < 2; iPose++)
{
if (pseq->groupsize[iPose] > 1)
{
if (pseq->paramattachment[iPose] != -1)
{
int j0 = pseq->paramindex[iPose];
int n0 = pseq->paramattachment[iPose];
int k0 = g_attachment[n0].bone;
matrix3x4_t boneToWorldRel;
matrix3x4_t boneToWorldMid;
matrix3x4_t worldToBoneMid;
matrix3x4_t boneRel;
// printf("%s\n", pseq->name );
if (pseq->paramanim == NULL)
{
pseq->paramanim = g_panimation[0];
}
if (pseq->paramcompanim == NULL)
{
pseq->paramcompanim = pseq->paramanim;
}
// calculate what "zero" looks like to the attachment
CalcBoneTransforms( pseq->paramanim, 0, boneToWorld );
ConcatTransforms( boneToWorld[k0], g_attachment[n0].local, boneToWorldMid );
MatrixAngles( boneToWorldMid, angles, pos );
// printf("%s : %s : %6.2f %6.2f %6.2f : %6.2f %6.2f %6.2f\n", pseq->name, g_pose[j0].name, RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ), pos.x, pos.y, pos.z );
MatrixInvert( boneToWorldMid, worldToBoneMid );
if ( g_verbose )
{
printf("%s : %s", pseq->name, g_pose[j0].name );
}
// for 2D animation, figure out what opposite row/column to use
// FIXME: make these 2D instead of 2 1D!
int m[2];
bool found = false;
if (pseq->paramcenter != NULL)
{
for (int i0 = 0; !found && i0 < pseq->groupsize[0]; i0++)
{
for (int i1 = 0; !found && i1 < pseq->groupsize[1]; i1++)
{
if (pseq->panim[i0][i1] == pseq->paramcenter)
{
m[0] = i0;
m[1] = i1;
found = true;
}
}
}
}
if (!found)
{
m[1-iPose] = (pseq->groupsize[1-iPose]) / 2;
}
// find changes to attachment
for (m[iPose] = 0; m[iPose] < pseq->groupsize[iPose]; m[iPose]++)
{
CalcBoneTransforms( pseq->panim[m[0]][m[1]], pseq->paramcompanim, 0, boneToWorld );
ConcatTransforms( boneToWorld[k0], g_attachment[n0].local, boneToWorldRel );
ConcatTransforms( worldToBoneMid, boneToWorldRel, boneRel );
MatrixAngles( boneRel, angles, pos );
// printf("%6.2f %6.2f %6.2f : %6.2f %6.2f %6.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ), pos.x, pos.y, pos.z );
float v = CalcPoseParameterValue( pseq->paramcontrol[iPose], angles, pos );
if ( g_verbose )
{
printf(" %6.2f", v );
}
if (iPose == 0)
{
pseq->param0[m[iPose]] = v;
}
else
{
pseq->param1[m[iPose]] = v;
}
// pseq->param1[i0][i1] = CalcPoseParameterValue( pseq->paramcontrol[1], angles, pos );
if (m[iPose] == 0)
{
pseq->paramstart[iPose] = (iPose == 0) ? pseq->param0[m[iPose]] : pseq->param1[m[iPose]];
}
if (m[iPose] == pseq->groupsize[iPose] - 1)
{
pseq->paramend[iPose] = (iPose == 0) ? pseq->param0[m[iPose]] : pseq->param1[m[iPose]];
}
}
if ( g_verbose )
{
printf("\n");
}
if (fabs( pseq->paramstart[iPose] - pseq->paramend[iPose]) < 0.01 )
{
MdlError( "calcblend failed in %s\n", pseq->name );
}
g_pose[j0].min = min( g_pose[j0].min, pseq->paramstart[iPose] );
g_pose[j0].max = max( g_pose[j0].max, pseq->paramstart[iPose] );
g_pose[j0].min = min( g_pose[j0].min, pseq->paramend[iPose] );
g_pose[j0].max = max( g_pose[j0].max, pseq->paramend[iPose] );
}
else
{
for (int m = 0; m < pseq->groupsize[iPose]; m++)
{
float f = (m / (float)(pseq->groupsize[iPose] - 1.0));
if (iPose == 0)
{
pseq->param0[m] = pseq->paramstart[iPose] * (1.0 - f) + pseq->paramend[iPose] * f;
}
else
{
pseq->param1[m] = pseq->paramstart[iPose] * (1.0 - f) + pseq->paramend[iPose] * f;
}
}
}
}
}
}
// exit(0);
}
//-----------------------------------------------------------------------------
// Link ikchains
//-----------------------------------------------------------------------------
static void LinkIKChains( )
{
int i, k;
// create IK links
for (i = 0; i < g_numikchains; i++)
{
g_ikchain[i].numlinks = 3;
k = findGlobalBone( g_ikchain[i].bonename );
if (k == -1)
{
MdlError("unknown bone '%s' in ikchain '%s'\n", g_ikchain[i].bonename, g_ikchain[i].name );
}
g_ikchain[i].link[2].bone = k;
g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT;
k = g_bonetable[k].parent;
if (k == -1)
{
MdlError("ikchain '%s' too close to root, no parent knee/elbow\n", g_ikchain[i].name );
}
g_ikchain[i].link[1].bone = k;
g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT;
k = g_bonetable[k].parent;
if (k == -1)
{
MdlError("ikchain '%s' too close to root, no parent hip/shoulder\n", g_ikchain[i].name );
}
g_ikchain[i].link[0].bone = k;
g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT;
// FIXME: search for toes
}
}
//-----------------------------------------------------------------------------
// Link ikchains
//-----------------------------------------------------------------------------
static void LinkIKLocks( )
{
int i, j;
// create IK links
for (i = 0; i < g_numikautoplaylocks; i++)
{
for (j = 0; j < g_numikchains; j++)
{
if (stricmp( g_ikchain[j].name, g_ikautoplaylock[i].name) == 0)
{
break;
}
}
if (j == g_numikchains)
{
MdlError("unknown chain '%s' in ikautoplaylock\n", g_ikautoplaylock[i].name );
}
g_ikautoplaylock[i].chain = j;
}
int k;
for (k = 0; k < g_sequence.Count(); k++)
{
for (i = 0; i < g_sequence[k].numiklocks; i++)
{
for (j = 0; j < g_numikchains; j++)
{
if (stricmp( g_ikchain[j].name, g_sequence[k].iklock[i].name) == 0)
{
break;
}
}
if (j == g_numikchains)
{
MdlError("unknown chain '%s' in sequence iklock\n", g_sequence[k].iklock[i].name );
}
g_sequence[k].iklock[i].chain = j;
}
}
}
//-----------------------------------------------------------------------------
// Process IK links
//-----------------------------------------------------------------------------
s_ikrule_t *FindPrevIKRule( s_animation_t *panim, int iRule )
{
int i, j;
s_ikrule_t *pRule = &panim->ikrule[iRule];
for (i = 1; i < panim->numikrules; i++)
{
j = ( iRule - i + panim->numikrules) % panim->numikrules;
if (panim->ikrule[j].chain == pRule->chain)
return &panim->ikrule[j];
}
return pRule;
}
s_ikrule_t *FindNextIKRule( s_animation_t *panim, int iRule )
{
int i, j;
s_ikrule_t *pRule = &panim->ikrule[iRule];
for (i = 1; i < panim->numikrules; i++)
{
j = (iRule + i ) % panim->numikrules;
if (panim->ikrule[j].chain == pRule->chain)
return &panim->ikrule[j];
}
return pRule;
}
//-----------------------------------------------------------------------------
// Purpose: don't allow bones to change their length if they're predefined.
// go through all the animations and reset them, but move anything on an ikchain back to where it was.
//-----------------------------------------------------------------------------
static void LockBoneLengths()
{
int i, j, k;
int n;
if (!g_bLockBoneLengths)
return;
Vector origLocalPos[MAXSTUDIOBONES];
// find original lengths
for (k = 0; k < g_numbones; k++)
{
MatrixPosition( g_bonetable[k].rawLocalOriginal, origLocalPos[k] );
if ( g_verbose )
{
Vector prev, delta;
MatrixPosition( g_bonetable[k].rawLocal, prev );
delta = prev - origLocalPos[k];
printf("%s - %f %f %f\n", g_bonetable[k].name, delta.x, delta.y, delta.z );
}
}
for (i = 0; i < g_numani; i++)
{
s_animation_t *panim = g_panimation[i];
if (panim->flags & STUDIO_DELTA)
continue;
for (j = 0; j < panim->numframes; j++)
{
matrix3x4_t boneToWorldOriginal[MAXSTUDIOBONES];
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
// calc original transformations
CalcBoneTransforms( panim, j, boneToWorldOriginal );
// force bones back to original lengths
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].parent != -1)
{
//Vector delta = panim->sanim[j][k].pos - origLocalPos[k];
//printf("%f %f %f\n", delta.x, delta.y, delta.z );
panim->sanim[j][k].pos = origLocalPos[k];
}
}
// calc new transformations
CalcBoneTransforms( panim, j, boneToWorld );
for (n = 0; n < g_numikchains; n++)
{
if (panim->weight[g_ikchain[n].link[2].bone] > 0)
{
Vector worldPos;
MatrixPosition( boneToWorldOriginal[g_ikchain[n].link[2].bone], worldPos );
Studio_SolveIK(
g_ikchain[n].link[0].bone,
g_ikchain[n].link[1].bone,
g_ikchain[n].link[2].bone,
worldPos,
boneToWorld );
solveBone( panim, j, g_ikchain[n].link[0].bone, boneToWorld );
solveBone( panim, j, g_ikchain[n].link[1].bone, boneToWorld );
solveBone( panim, j, g_ikchain[n].link[2].bone, boneToWorld );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: go through all the IK rules and calculate the animated path the IK'd
// end point moves relative to its IK target.
//-----------------------------------------------------------------------------
static void ProcessIKRules( )
{
int i, j, k;
// copy source animations
for (i = 0; i < g_numani; i++)
{
s_animation_t *panim = g_panimation[i];
const char *pAnimationName = g_panimation[i]->animationname;
s_sourceanim_t *pSourceAnim = FindSourceAnim( panim->source, pAnimationName );
for (j = 0; j < panim->numcmds; j++)
{
if ( panim->cmds[j].cmd == CMD_IKFIXUP )
{
fixupIKErrors( panim, panim->cmds[j].u.ikfixup.pRule );
}
if (panim->cmds[j].cmd != CMD_IKRULE)
continue;
if (panim->numikrules >= MAXSTUDIOIKRULES)
{
MdlError("Too many IK rules in %s (%s)\n", panim->name, panim->filename );
}
s_ikrule_t *pRule = &panim->ikrule[panim->numikrules++];
// make a copy of the rule;
*pRule = *panim->cmds[j].u.ikrule.pRule;
}
for (j = 0; j < panim->numikrules; j++)
{
s_ikrule_t *pRule = &panim->ikrule[j];
if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0)
{
pRule->tail = panim->numframes - 1;
pRule->end = panim->numframes - 1;
}
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail == -1 && pRule->end != -1)
{
pRule->peak = (pRule->start + pRule->end) / 2;
pRule->tail = (pRule->start + pRule->end) / 2;
}
if (pRule->start != -1 && pRule->peak == -1 && pRule->tail != -1)
{
pRule->peak = (pRule->start + pRule->tail) / 2;
}
if (pRule->peak != -1 && pRule->tail == -1 && pRule->end != -1)
{
pRule->tail = (pRule->peak + pRule->end) / 2;
}
if (pRule->peak == -1)
{
pRule->start = 0;
pRule->peak = 0;
}
if (pRule->tail == -1)
{
pRule->tail = panim->numframes - 1;
pRule->end = panim->numframes - 1;
}
if (pRule->contact == -1)
{
pRule->contact = pRule->peak;
}
// huh, make up start and end numbers
if (pRule->start == -1)
{
s_ikrule_t *pPrev = FindPrevIKRule( panim, j );
if (pPrev->slot == pRule->slot)
{
if (pRule->peak < pPrev->tail)
{
pRule->start = pRule->peak + (pPrev->tail - pRule->peak) / 2;
}
else
{
pRule->start = pRule->peak + (pPrev->tail - pRule->peak + panim->numframes - 1) / 2;
}
pRule->start = (pRule->start + panim->numframes / 2) % (panim->numframes - 1);
pPrev->end = (pRule->start + panim->numframes - 1) % (panim->numframes - 1);
}
else
{
pRule->start = pPrev->tail;
pPrev->end = pRule->peak;
}
// printf("%s : %d (%d) : %d %d %d %d\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end );
}
// huh, make up start and end numbers
if (pRule->end == -1)
{
s_ikrule_t *pNext = FindNextIKRule( panim, j );
if (pNext->slot == pRule->slot)
{
if (pNext->peak < pRule->tail)
{
pNext->start = pNext->peak + (pRule->tail - pNext->peak) / 2;
}
else
{
pNext->start = pNext->peak + (pRule->tail - pNext->peak + panim->numframes - 1) / 2;
}
pNext->start = (pNext->start + panim->numframes / 2) % (panim->numframes - 1);
pRule->end = (pNext->start + panim->numframes - 1) % (panim->numframes - 1);
}
else
{
pNext->start = pRule->tail;
pRule->end = pNext->peak;
}
// printf("%s : %d (%d) : %d %d %d %d\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end );
}
// check for wrapping
if (pRule->peak < pRule->start)
{
pRule->peak += panim->numframes - 1;
}
if (pRule->tail < pRule->peak)
{
pRule->tail += panim->numframes - 1;
}
if (pRule->end < pRule->tail)
{
pRule->end += panim->numframes - 1;
}
if (pRule->contact < pRule->start)
{
pRule->contact += panim->numframes - 1;
}
/*
printf("%s : %d (%d) : %d %d %d %d : %s\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end,
pRule->usesequence ? "usesequence" : pRule->usesource ? "source" : "" );
*/
pRule->errorData.numerror = pRule->end - pRule->start + 1;
if (pRule->end >= panim->numframes)
pRule->errorData.numerror = pRule->errorData.numerror + 2;
pRule->errorData.pError = (s_streamdata_t *)kalloc( pRule->errorData.numerror, sizeof( s_streamdata_t ));
int n = 0;
if (pRule->usesequence)
{
// FIXME: bah, this is horrendously hacky, add a damn back pointer
for (n = 0; n < g_sequence.Count(); n++)
{
if (g_sequence[n].panim[0][0] == panim)
break;
}
}
switch( pRule->type )
{
case IK_SELF:
{
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
matrix3x4_t worldToBone;
matrix3x4_t local;
if (strlen(pRule->bonename) == 0)
{
pRule->bone = -1;
}
else
{
pRule->bone = findGlobalBone( pRule->bonename );
if (pRule->bone == -1)
{
MdlError("unknown bone '%s' in ikrule\n", pRule->bonename );
}
}
for (k = 0; k < pRule->errorData.numerror; k++)
{
if (pRule->usesequence)
{
CalcSeqTransforms( n, k + pRule->start, boneToWorld );
}
else if (pRule->usesource)
{
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
BuildRawTransforms( panim->source, pAnimationName, k + pRule->start + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
}
else
{
CalcBoneTransforms( panim, k + pRule->start, boneToWorld );
}
if (pRule->bone != -1)
{
MatrixInvert( boneToWorld[pRule->bone], worldToBone );
ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
}
else
{
MatrixCopy( boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
}
MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos );
/*
QAngle ang;
QuaternionAngles( pRule->errorData.pError[k].q, ang );
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
k,
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
ang.x, ang.y, ang.z );
*/
}
}
break;
case IK_WORLD:
break;
case IK_ATTACHMENT:
{
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
matrix3x4_t worldToBone;
matrix3x4_t local;
int bone = g_ikchain[pRule->chain].link[2].bone;
CalcBoneTransforms( panim, pRule->contact, boneToWorld );
// FIXME: add in motion
// pRule->pos = footfall;
// pRule->q = RadianEuler( 0, 0, 0 );
if (strlen(pRule->bonename) == 0)
{
if (pRule->bone != -1)
{
pRule->bone = bone;
}
}
else
{
pRule->bone = findGlobalBone( pRule->bonename );
if (pRule->bone == -1)
{
MdlError("unknown bone '%s' in ikrule\n", pRule->bonename );
}
}
if (pRule->bone != -1)
{
// FIXME: look for local bones...
CalcBoneTransforms( panim, pRule->contact, boneToWorld );
MatrixAngles( boneToWorld[pRule->bone], pRule->q, pRule->pos );
}
#if 0
printf("%d %.1f %.1f %.1f\n",
pRule->peak,
pRule->pos.x, pRule->pos.y, pRule->pos.z );
#endif
for (k = 0; k < pRule->errorData.numerror; k++)
{
int t = k + pRule->start;
if (pRule->usesequence)
{
CalcSeqTransforms( n, t, boneToWorld );
}
else if (pRule->usesource)
{
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
BuildRawTransforms( panim->source, pAnimationName, t + panim->startframe - pSourceAnim->startframe, srcBoneToWorld );
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
}
else
{
CalcBoneTransforms( panim, t, boneToWorld );
}
Vector pos = pRule->pos + calcMovement( panim, t, pRule->contact );
// printf("%2d : %2d : %4.2f %6.1f %6.1f %6.1f\n", k, t, s, pos.x, pos.y, pos.z );
AngleMatrix( pRule->q, pos, local );
MatrixInvert( local, worldToBone );
// calc position error
ConcatTransforms( worldToBone, boneToWorld[bone], local );
MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos );
#if 0
QAngle ang;
QuaternionAngles( pRule->errorData.pError[k].q, ang );
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
k + pRule->start,
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
ang.x, ang.y, ang.z );
#endif
}
}
break;
case IK_GROUND:
{
matrix3x4_t boneToWorld[MAXSTUDIOBONES];
matrix3x4_t worldToBone;
matrix3x4_t local;
int bone = g_ikchain[pRule->chain].link[2].bone;
if (pRule->usesequence)
{
CalcSeqTransforms( n, pRule->contact, boneToWorld );
}
else if (pRule->usesource)
{
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
BuildRawTransforms( panim->source, pAnimationName, pRule->contact + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
}
else
{
CalcBoneTransforms( panim, pRule->contact, boneToWorld );
}
// FIXME: add in motion
Vector footfall;
VectorTransform( g_ikchain[pRule->chain].center, boneToWorld[bone], footfall );
footfall.z = pRule->floor;
AngleMatrix( RadianEuler( 0, 0, 0 ), footfall, local );
MatrixInvert( local, worldToBone );
pRule->pos = footfall;
pRule->q = RadianEuler( 0, 0, 0 );
#if 0
printf("%d %.1f %.1f %.1f\n",
pRule->peak,
pRule->pos.x, pRule->pos.y, pRule->pos.z );
#endif
float s;
for (k = 0; k < pRule->errorData.numerror; k++)
{
int t = k + pRule->start;
/*
if (t > pRule->end)
{
t = t - (panim->numframes - 1);
}
*/
if (pRule->usesequence)
{
CalcSeqTransforms( n, t, boneToWorld );
}
else if (pRule->usesource)
{
matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
BuildRawTransforms( panim->source, pAnimationName, pRule->contact + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
}
else
{
CalcBoneTransforms( panim, t, boneToWorld );
}
Vector pos = pRule->pos + calcMovement( panim, t, pRule->contact );
s = 0.0;
Vector cur;
VectorTransform( g_ikchain[pRule->chain].center, boneToWorld[bone], cur );
cur.z = pos.z;
if (t < pRule->start || t >= pRule->end)
{
// s = (float)(t - pRule->start) / (pRule->peak - pRule->start);
// pos = startPos * (1 - s) + pos * s;
pos = cur;
}
else if (t < pRule->peak)
{
s = (float)(pRule->peak - t) / (pRule->peak - pRule->start);
s = 3 * s * s - 2 * s * s * s;
pos = pos * (1 - s) + cur * s;
}
else if (t > pRule->tail)
{
s = (float)(t - pRule->tail) / (pRule->end - pRule->tail);
s = 3 * s * s - 2 * s * s * s;
pos = pos * (1 - s) + cur * s;
//pos = endPos - calcMovement( panim, t, pRule->tail );
}
//MatrixPosition( boneToWorld[bone], pos );
//pos.z = pRule->floor;
// printf("%2d : %2d : %4.2f %6.1f %6.1f %6.1f\n", k, t, s, pos.x, pos.y, pos.z );
AngleMatrix( pRule->q, pos, local );
MatrixInvert( local, worldToBone );
// calc position error
ConcatTransforms( worldToBone, boneToWorld[bone], local );
MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos );
#if 0
QAngle ang;
QuaternionAngles( pRule->errorData.pError[k].q, ang );
printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
k + pRule->start,
pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
ang.x, ang.y, ang.z );
#endif
}
}
break;
case IK_RELEASE:
case IK_UNLATCH:
break;
}
}
if ((panim->flags & STUDIO_DELTA) || panim->noAutoIK)
continue;
// auto release ik chains that are moved but not referenced and have no explicit rules
int count[16];
for (j = 0; j < g_numikchains; j++)
{
count[j] = 0;
}
for (j = 0; j < panim->numikrules; j++)
{
count[panim->ikrule[j].chain]++;
}
for (j = 0; j < g_numikchains; j++)
{
if (count[j] == 0 && panim->weight[g_ikchain[j].link[2].bone] > 0.0)
{
// printf("%s - %s\n", panim->name, g_ikchain[j].name );
k = panim->numikrules++;
panim->ikrule[k].chain = j;
panim->ikrule[k].slot = j;
panim->ikrule[k].type = IK_RELEASE;
panim->ikrule[k].start = 0;
panim->ikrule[k].peak = 0;
panim->ikrule[k].tail = panim->numframes - 1;
panim->ikrule[k].end = panim->numframes - 1;
}
}
}
// exit(0);
// realign IK across multiple animations
for (i = 0; i < g_sequence.Count(); i++)
{
for (j = 0; j < g_sequence[i].groupsize[0]; j++)
{
for (k = 0; k < g_sequence[i].groupsize[1]; k++)
{
g_sequence[i].numikrules = max( g_sequence[i].numikrules, g_sequence[i].panim[j][k]->numikrules );
}
}
// check for mismatched ik rules
s_animation_t *panim1 = g_sequence[i].panim[0][0];
for (j = 0; j < g_sequence[i].groupsize[0]; j++)
{
for (k = 0; k < g_sequence[i].groupsize[1]; k++)
{
s_animation_t *panim2 = g_sequence[i].panim[j][k];
if (panim1->numikrules != panim2->numikrules)
{
MdlError( "%s - mismatched number of IK rules: \"%s\" \"%s\"\n",
g_sequence[i].name, panim1->name, panim2->name );
}
for (int n = 0; n < panim1->numikrules; n++)
{
if ((panim1->ikrule[n].type != panim2->ikrule[n].type) ||
(panim1->ikrule[n].chain != panim2->ikrule[n].chain) ||
(panim1->ikrule[n].slot != panim2->ikrule[n].slot))
{
MdlError( "%s - mismatched IK rule %d: \n\"%s\" : %d %d %d\n\"%s\" : %d %d %d\n",
g_sequence[i].name, n,
panim1->name, panim1->ikrule[n].type, panim1->ikrule[n].chain, panim1->ikrule[n].slot,
panim2->name, panim2->ikrule[n].type, panim2->ikrule[n].chain, panim2->ikrule[n].slot );
}
}
}
}
// FIXME: this doesn't check alignment!!!
for (j = 0; j < g_sequence[i].groupsize[0]; j++)
{
for (k = 0; k < g_sequence[i].groupsize[1]; k++)
{
for (int n = 0; n < g_sequence[i].panim[j][k]->numikrules; n++)
{
g_sequence[i].panim[j][k]->ikrule[n].index = n;
}
}
}
}
}
//-----------------------------------------------------------------------------
// CompressAnimations
//-----------------------------------------------------------------------------
static void CompressAnimations( )
{
int i, j, k, n, m;
// find scales for all bones
for (j = 0; j < g_numbones; j++)
{
// printf("%s : ", g_bonetable[j].name );
for (k = 0; k < 6; k++)
{
float minv, maxv, scale;
float total_minv, total_maxv;
if (k < 3)
{
minv = -128.0;
maxv = 128.0;
total_maxv = total_minv = g_bonetable[j].pos[k];
}
else
{
minv = -M_PI / 8.0;
maxv = M_PI / 8.0;
total_maxv = total_minv = g_bonetable[j].rot[k-3];
}
for (i = 0; i < g_numani; i++)
{
for (n = 0; n < g_panimation[i]->numframes; n++)
{
float v = 0.0f;
switch(k)
{
case 0:
case 1:
case 2:
if (g_panimation[i]->flags & STUDIO_DELTA)
{
v = g_panimation[i]->sanim[n][j].pos[k];
}
else
{
v = ( g_panimation[i]->sanim[n][j].pos[k] - g_bonetable[j].pos[k] );
if (g_panimation[i]->sanim[n][j].pos[k] < total_minv)
total_minv = g_panimation[i]->sanim[n][j].pos[k];
if (g_panimation[i]->sanim[n][j].pos[k] > total_maxv)
total_maxv = g_panimation[i]->sanim[n][j].pos[k];
}
break;
case 3:
case 4:
case 5:
if (g_panimation[i]->flags & STUDIO_DELTA)
{
v = g_panimation[i]->sanim[n][j].rot[k-3];
}
else
{
v = ( g_panimation[i]->sanim[n][j].rot[k-3] - g_bonetable[j].rot[k-3] );
}
while (v >= M_PI)
v -= M_PI * 2;
while (v < -M_PI)
v += M_PI * 2;
break;
}
if (v < minv)
minv = v;
if (v > maxv)
maxv = v;
}
}
if (minv < maxv)
{
if (-minv> maxv)
{
scale = minv / -32768.0;
}
else
{
scale = maxv / 32767;
}
}
else
{
scale = 1.0 / 32.0;
}
switch(k)
{
case 0:
case 1:
case 2:
g_bonetable[j].posscale[k] = scale;
g_bonetable[j].posrange[k] = total_maxv - total_minv;
break;
case 3:
case 4:
case 5:
// printf("(%.1f %.1f)", RAD2DEG(minv), RAD2DEG(maxv) );
// printf("(%.1f)", RAD2DEG(maxv-minv) );
g_bonetable[j].rotscale[k-3] = scale;
break;
}
// printf("%.0f ", 1.0 / scale );
}
// printf("\n" );
}
// reduce animations
for (i = 0; i < g_numani; i++)
{
s_animation_t *panim = g_panimation[i];
s_source_t *psource = panim->source;
if (g_bCheckLengths)
{
printf("%s\n", panim->name );
}
// setup animation interior sections
int iSectionFrames = panim->numframes;
if ( panim->numframes >= g_minSectionFrameLimit )
{
iSectionFrames = g_sectionFrames;
panim->sectionframes = g_sectionFrames;
panim->numsections = (int)(panim->numframes / panim->sectionframes) + 2;
}
else
{
panim->sectionframes = 0;
panim->numsections = 1;
}
for (int w = 0; w < panim->numsections; w++)
{
int iStartFrame = w * iSectionFrames;
int iEndFrame = (w + 1) * iSectionFrames;
iStartFrame = min( iStartFrame, panim->numframes - 1 );
iEndFrame = min( iEndFrame, panim->numframes - 1 );
// printf("%s : %d %d\n", panim->name, iStartFrame, iEndFrame );
for (j = 0; j < g_numbones; j++)
{
for (k = 0; k < 6; k++)
{
panim->anim[w][j].num[k] = 0;
panim->anim[w][j].data[k] = NULL;
}
// skip bones that are always procedural
if (g_bonetable[j].flags & BONE_ALWAYS_PROCEDURAL)
{
// panim->weight[j] = 0.0;
continue;
}
// skip bones that have no influence
if (panim->weight[j] < 0.001)
continue;
float checkmin[6], checkmax[6];
for (k = 0; k < 6; k++)
{
checkmin[k] = 9999;
checkmax[k] = -9999;
}
for (k = 0; k < 6; k++)
{
mstudioanimvalue_t *pcount, *pvalue;
float v;
short value[MAXSTUDIOANIMFRAMES];
mstudioanimvalue_t data[MAXSTUDIOANIMFRAMES];
// find deltas from default pose
for (n = 0; n <= iEndFrame - iStartFrame; n++)
{
s_bone_t *psrcdata = &panim->sanim[n+iStartFrame][j];
switch(k)
{
case 0: /* X Position */
case 1: /* Y Position */
case 2: /* Z Position */
if (panim->flags & STUDIO_DELTA)
{
value[n] = psrcdata->pos[k] / g_bonetable[j].posscale[k];
// pre-scale pos delta since format only has room for "overall" weight
float r = panim->posweight[j] / panim->weight[j];
value[n] *= r;
}
else
{
value[n] = ( psrcdata->pos[k] - g_bonetable[j].pos[k] ) / g_bonetable[j].posscale[k];
}
checkmin[k] = min( value[n] * g_bonetable[j].posscale[k], checkmin[k] );
checkmax[k] = max( value[n] * g_bonetable[j].posscale[k], checkmax[k] );
break;
case 3: /* X Rotation */
case 4: /* Y Rotation */
case 5: /* Z Rotation */
if (panim->flags & STUDIO_DELTA)
{
v = psrcdata->rot[k-3];
}
else
{
v = ( psrcdata->rot[k-3] - g_bonetable[j].rot[k-3] );
}
while (v >= M_PI)
v -= M_PI * 2;
while (v < -M_PI)
v += M_PI * 2;
checkmin[k] = min( v, checkmin[k] );
checkmax[k] = max( v, checkmax[k] );
value[n] = v / g_bonetable[j].rotscale[k-3];
break;
}
}
if (n == 0)
MdlError("no animation frames: \"%s\"\n", psource->filename );
// FIXME: this compression algorithm needs work
// initialize animation RLE block
memset( data, 0, sizeof( data ) );
pcount = data;
pvalue = pcount + 1;
pcount->num.valid = 1;
pcount->num.total = 1;
pvalue->value = value[0];
pvalue++;
// build a RLE of deltas from the default pose
for (m = 1; m < n; m++)
{
if (pcount->num.total == 255)
{
// chain too long, force a new entry
pcount = pvalue;
pvalue = pcount + 1;
pcount->num.valid++;
pvalue->value = value[m];
pvalue++;
}
// insert value if they're not equal,
// or if we're not on a run and the run is less than 3 units
else if ((value[m] != value[m-1])
|| ((pcount->num.total == pcount->num.valid) && ((m < n - 1) && value[m] != value[m+1])))
{
if (pcount->num.total != pcount->num.valid)
{
//if (j == 0) printf("%d:%d ", pcount->num.valid, pcount->num.total );
pcount = pvalue;
pvalue = pcount + 1;
}
pcount->num.valid++;
pvalue->value = value[m];
pvalue++;
}
pcount->num.total++;
}
//if (j == 0) printf("%d:%d\n", pcount->num.valid, pcount->num.total );
panim->anim[w][j].num[k] = pvalue - data;
if (panim->anim[w][j].num[k] == 2 && value[0] == 0)
{
panim->anim[w][j].num[k] = 0;
}
else
{
panim->anim[w][j].data[k] = (mstudioanimvalue_t *)kalloc( pvalue - data, sizeof( mstudioanimvalue_t ) );
memmove( panim->anim[w][j].data[k], data, (pvalue - data) * sizeof( mstudioanimvalue_t ) );
}
// printf("%d(%d) ", g_source[i]->panim[q]->numanim[j][k], n );
}
if (g_bCheckLengths)
{
char *tmp[6] = { "X", "Y", "Z", "XR", "YR", "ZR" };
n = 0;
for (k = 0; k < 3; k++)
{
if (checkmin[k] != 0)
{
if (n == 0)
printf("%s :", g_bonetable[j].name );
printf("%s(%.1f: %.1f %.1f) ", tmp[k], g_bonetable[j].pos[k], checkmin[k], checkmax[k] );
n = 1;
}
}
if (n)
printf("\n");
}
}
}
if (panim->numsections == 1)
{
panim->sectionframes = 0;
}
}
}
//-----------------------------------------------------------------------------
// Compress a single animation stream
//-----------------------------------------------------------------------------
static void CompressSingle( s_animationstream_t *pStream )
{
int k, n, m;
if (pStream->numerror == 0)
return;
// printf("%s : ", g_bonetable[j].name );
for (k = 0; k < 6; k++)
{
float minv, maxv, scale;
RadianEuler ang;
if (k < 3)
{
minv = -128.0;
maxv = 128.0;
}
else
{
minv = -M_PI / 8.0;
maxv = M_PI / 8.0;
}
for (n = 0; n < pStream->numerror; n++)
{
float v = 0.0f;
switch(k)
{
case 0:
case 1:
case 2:
v = pStream->pError[n].pos[k];
break;
case 3:
case 4:
case 5:
QuaternionAngles( pStream->pError[n].q, ang );
v = ang[k-3];
while (v >= M_PI)
v -= M_PI * 2;
while (v < -M_PI)
v += M_PI * 2;
break;
}
if (v < minv)
minv = v;
if (v > maxv)
maxv = v;
}
// printf("%f %f\n", minv, maxv );
if (minv < maxv)
{
if (-minv> maxv)
{
scale = minv / -32768.0;
}
else
{
scale = maxv / 32767;
}
}
else
{
scale = 1.0 / 32.0;
}
pStream->scale[k] = scale;
mstudioanimvalue_t *pcount, *pvalue;
float v;
short value[MAXSTUDIOANIMFRAMES];
mstudioanimvalue_t data[MAXSTUDIOANIMFRAMES];
// find deltas from default pose
for (n = 0; n < pStream->numerror; n++)
{
switch(k)
{
case 0: /* X Position */
case 1: /* Y Position */
case 2: /* Z Position */
value[n] = pStream->pError[n].pos[k] / pStream->scale[k];
break;
case 3: /* X Rotation */
case 4: /* Y Rotation */
case 5: /* Z Rotation */
QuaternionAngles( pStream->pError[n].q, ang );
v = ang[k-3];
while (v >= M_PI)
v -= M_PI * 2;
while (v < -M_PI)
v += M_PI * 2;
value[n] = v / pStream->scale[k];
break;
}
}
// initialize animation RLE block
pStream->numanim[k] = 0;
memset( data, 0, sizeof( data ) );
pcount = data;
pvalue = pcount + 1;
pcount->num.valid = 1;
pcount->num.total = 1;
pvalue->value = value[0];
pvalue++;
// build a RLE of deltas from the default pose
for (m = 1; m < n; m++)
{
if (pcount->num.total == 255)
{
// chain too long, force a new entry
pcount = pvalue;
pvalue = pcount + 1;
pcount->num.valid++;
pvalue->value = value[m];
pvalue++;
}
// insert value if they're not equal,
// or if we're not on a run and the run is less than 3 units
else if ((value[m] != value[m-1])
|| ((pcount->num.total == pcount->num.valid) && ((m < n - 1) && value[m] != value[m+1])))
{
if (pcount->num.total != pcount->num.valid)
{
//if (j == 0) printf("%d:%d ", pcount->num.valid, pcount->num.total );
pcount = pvalue;
pvalue = pcount + 1;
}
pcount->num.valid++;
pvalue->value = value[m];
pvalue++;
}
pcount->num.total++;
}
//if (j == 0) printf("%d:%d\n", pcount->num.valid, pcount->num.total );
pStream->numanim[k] = pvalue - data;
pStream->anim[k] = (mstudioanimvalue_t *)kalloc( pvalue - data, sizeof( mstudioanimvalue_t ) );
memmove( pStream->anim[k], data, (pvalue - data) * sizeof( mstudioanimvalue_t ) );
// printf("%d (%d) : %d\n", pRule->numanim[k], n, pRule->errorData.numerror );
}
}
//-----------------------------------------------------------------------------
// Compress all the IK data
//-----------------------------------------------------------------------------
static void CompressIKErrors( )
{
int i, j;
// find scales for all bones
for (i = 0; i < g_numani; i++)
{
for (j = 0; j < g_panimation[i]->numikrules; j++)
{
s_ikrule_t *pRule = &g_panimation[i]->ikrule[j];
if (pRule->errorData.numerror == 0)
continue;
CompressSingle( &pRule->errorData );
}
}
}
//-----------------------------------------------------------------------------
// Compress all the Local Hierarchy data
//-----------------------------------------------------------------------------
static void CompressLocalHierarchy( )
{
int i, j;
// find scales for all bones
for (i = 0; i < g_numani; i++)
{
for (j = 0; j < g_panimation[i]->numlocalhierarchy; j++)
{
s_localhierarchy_t *pRule = &g_panimation[i]->localhierarchy[j];
if (pRule->localData.numerror == 0)
continue;
CompressSingle( &pRule->localData );
}
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
struct BonePriority_s
{
int m_nGlobalBoneId;
float m_nGlobalBoneWeight;
};
//-----------------------------------------------------------------------------
// Sort by bone weight
//-----------------------------------------------------------------------------
int compareBonePriority( const void *a, const void *b )
{
return
reinterpret_cast< const BonePriority_s * >( a )->m_nGlobalBoneWeight < reinterpret_cast< const BonePriority_s * >( b )->m_nGlobalBoneWeight ? -1 :
reinterpret_cast< const BonePriority_s * >( a )->m_nGlobalBoneWeight > reinterpret_cast< const BonePriority_s * >( b )->m_nGlobalBoneWeight ? 1 : 0;
};
//-----------------------------------------------------------------------------
// Dump A $definebone line, ensuring any parents are already dumped
//-----------------------------------------------------------------------------
void DumpDefineBone( int nBoneId, bool *pBoneDumpedList )
{
Assert( nBoneId < g_numbones );
if ( pBoneDumpedList[ nBoneId ] )
return;
const s_bonetable_t &bone = g_bonetable[ nBoneId ];
// Ensure the parent bone is dumped before the child
if ( bone.parent >= 0 )
{
DumpDefineBone( bone.parent, pBoneDumpedList );
}
printf( "$definebone " );
printf( "\"%s\" ", bone.name );
if ( bone.parent != -1 )
{
printf( "\"%s\" ", g_bonetable[ bone.parent ].name );
}
else
{
printf( "\"\" " );
}
Vector pos;
QAngle angles;
pos = bone.pos;
angles.Init( RAD2DEG( bone.rot.y ), RAD2DEG( bone.rot.z ), RAD2DEG( bone.rot.x ) );
printf( "%f %f %f %f %f %f", pos.x, pos.y, pos.z, angles.x, angles.y, angles.z );
MatrixAngles( bone.srcRealign, angles, pos );
printf( " %f %f %f %f %f %f", pos.x, pos.y, pos.z, angles.x, angles.y, angles.z );
printf( "\n" );
pBoneDumpedList[ nBoneId ] = true;
}
//-----------------------------------------------------------------------------
// Dump a $definebones .qci file with the bones in an optimal order
// i.e. Bones that are removed or replaced in LODs are later in the list
// bones that are used all of the time are at the top of the list
//-----------------------------------------------------------------------------
void DumpDefineBones()
{
BonePriority_s *pBonePriorityList = reinterpret_cast< BonePriority_s * >( stackalloc( g_numbones * sizeof( BonePriority_s ) ) );
for ( int i = 0; i < g_numbones; ++i )
{
BonePriority_s &bonePriority = pBonePriorityList[ i ];
bonePriority.m_nGlobalBoneId = i;
bonePriority.m_nGlobalBoneWeight = 0.0f;
}
for ( int i = 0; i < g_ScriptLODs.Count(); ++i )
{
const LodScriptData_t &scriptLOD = g_ScriptLODs[ i ];
for ( int j = 0; j < scriptLOD.boneReplacements.Count(); ++j )
{
// Ignore Shadow LOD
if ( scriptLOD.switchValue <= 0.0f )
continue;
const int nBoneId = findGlobalBone( scriptLOD.boneReplacements[ j ].GetSrcName() );
if ( nBoneId < 0 )
{
Warning( "Can't Find BoneReplacement Bone %s\n", scriptLOD.boneReplacements[ j ].GetSrcName() );
continue;
}
pBonePriorityList[ nBoneId ].m_nGlobalBoneWeight += scriptLOD.switchValue;
}
}
// bones used by hitboxes and attachments should always go first since they're used by the server
for ( int i = 0; i < g_numbones; ++i )
{
if ( g_bonetable[i].flags & (BONE_USED_BY_HITBOX | BONE_USED_BY_ATTACHMENT | BONE_USED_BY_BONE_MERGE ))
{
pBonePriorityList[ i ].m_nGlobalBoneWeight = -1.0f;
}
}
qsort( pBonePriorityList, g_numbones, sizeof( BonePriority_s ), compareBonePriority );
bool *pBoneDumpedList = reinterpret_cast< bool * >( stackalloc( g_numbones * sizeof( bool ) ) );
memset( pBoneDumpedList, 0, g_numbones * sizeof( bool ) );
for (int i = 0; i < g_numbones; i++)
{
const BonePriority_s &bonePriority = pBonePriorityList[ i ];
const int nBoneId = bonePriority.m_nGlobalBoneId;
if (g_bonetable[ nBoneId ].flags & BONE_ALWAYS_PROCEDURAL)
{
pBoneDumpedList[ nBoneId ] = true;
continue;
}
DumpDefineBone( nBoneId, pBoneDumpedList );
}
}
void ReLinkAttachments()
{
int i;
int j;
int k;
// relink per-model attachments, eyeballs
for (i = 0; i < g_nummodelsbeforeLOD; i++)
{
s_source_t *psource = g_model[i]->source;
for (j = 0; j < g_model[i]->numattachments; j++)
{
k = findGlobalBone( g_model[i]->attachment[j].bonename );
if (k == -1)
{
MdlError("unknown model attachment link '%s'\n", g_model[i]->attachment[j].bonename );
}
g_model[i]->attachment[j].bone = j;
}
for (j = 0; j < g_model[i]->numeyeballs; j++)
{
g_model[i]->eyeball[j].bone = psource->boneLocalToGlobal[g_model[i]->eyeball[j].bone];
}
}
}
void CheckEyeballSetup()
{
for (int i = 0; i < g_nummodelsbeforeLOD; i++)
{
for (int j = 0; j < g_model[i]->numeyeballs; j++)
{
s_eyeball_t *peyeball = &g_model[i]->eyeball[j];
if (peyeball->upperlidflexdesc == -1)
{
// MdlWarning( "eyeball %s missing upperlid data\n", peyeball->name );
int dummy = Add_Flexdesc( "dummy_eyelid" );
peyeball->upperlidflexdesc = dummy;
peyeball->upperflexdesc[0] = dummy;
peyeball->uppertarget[0] = -1;
peyeball->upperflexdesc[1] = dummy;
peyeball->uppertarget[1] = 0;
peyeball->upperflexdesc[2] = dummy;
peyeball->uppertarget[2] = 1;
}
if (peyeball->lowerlidflexdesc == -1)
{
// MdlWarning( "eyeball %s missing lower data\n", peyeball->name );
int dummy = Add_Flexdesc( "dummy_eyelid" );
peyeball->lowerlidflexdesc = dummy;
peyeball->lowerflexdesc[0] = dummy;
peyeball->lowertarget[0] = -1;
peyeball->lowerflexdesc[1] = dummy;
peyeball->lowertarget[1] = 0;
peyeball->lowerflexdesc[2] = dummy;
peyeball->lowertarget[2] = 1;
}
}
}
}
void SetupHitBoxes()
{
int i;
int j;
int k;
int n;
// set hitgroups
for (k = 0; k < g_numbones; k++)
{
g_bonetable[k].group = -9999;
}
for (j = 0; j < g_numhitgroups; j++)
{
k = findGlobalBone( g_hitgroup[j].name );
if (k != -1)
{
g_bonetable[k].group = g_hitgroup[j].group;
}
else
{
MdlError( "cannot find bone %s for hitgroup %d\n", g_hitgroup[j].name, g_hitgroup[j].group );
}
}
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].group == -9999)
{
if (g_bonetable[k].parent != -1)
g_bonetable[k].group = g_bonetable[g_bonetable[k].parent].group;
else
g_bonetable[k].group = 0;
}
}
if ( g_hitboxsets.Size() == 0 )
{
int index = g_hitboxsets.AddToTail();
s_hitboxset *set = &g_hitboxsets[ index ];
memset( set, 0, sizeof( *set) );
strcpy( set->hitboxsetname, "default" );
gflags |= STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX;
// find intersection box volume for each bone
for (k = 0; k < g_numbones; k++)
{
for (j = 0; j < 3; j++)
{
if (g_bUseBoneInBBox)
{
g_bonetable[k].bmin[j] = 0.0;
g_bonetable[k].bmax[j] = 0.0;
}
else
{
g_bonetable[k].bmin[j] = 9999.0;
g_bonetable[k].bmax[j] = -9999.0;
}
}
}
// try all the connect vertices
for (i = 0; i < g_nummodelsbeforeLOD; i++)
{
s_loddata_t *pLodData = g_model[i]->m_pLodData;
if ( !pLodData )
continue;
Vector p;
for (j = 0; j < pLodData->numvertices; j++)
{
for (n = 0; n < pLodData->vertex[j].boneweight.numbones; n++)
{
k = pLodData->vertex[j].boneweight.bone[n];
VectorITransform( pLodData->vertex[j].position, g_bonetable[k].boneToPose, p );
if (p[0] < g_bonetable[k].bmin[0]) g_bonetable[k].bmin[0] = p[0];
if (p[1] < g_bonetable[k].bmin[1]) g_bonetable[k].bmin[1] = p[1];
if (p[2] < g_bonetable[k].bmin[2]) g_bonetable[k].bmin[2] = p[2];
if (p[0] > g_bonetable[k].bmax[0]) g_bonetable[k].bmax[0] = p[0];
if (p[1] > g_bonetable[k].bmax[1]) g_bonetable[k].bmax[1] = p[1];
if (p[2] > g_bonetable[k].bmax[2]) g_bonetable[k].bmax[2] = p[2];
}
}
}
// add in all your children as well
for (k = 0; k < g_numbones; k++)
{
if ((j = g_bonetable[k].parent) != -1)
{
if (g_bonetable[k].pos[0] < g_bonetable[j].bmin[0]) g_bonetable[j].bmin[0] = g_bonetable[k].pos[0];
if (g_bonetable[k].pos[1] < g_bonetable[j].bmin[1]) g_bonetable[j].bmin[1] = g_bonetable[k].pos[1];
if (g_bonetable[k].pos[2] < g_bonetable[j].bmin[2]) g_bonetable[j].bmin[2] = g_bonetable[k].pos[2];
if (g_bonetable[k].pos[0] > g_bonetable[j].bmax[0]) g_bonetable[j].bmax[0] = g_bonetable[k].pos[0];
if (g_bonetable[k].pos[1] > g_bonetable[j].bmax[1]) g_bonetable[j].bmax[1] = g_bonetable[k].pos[1];
if (g_bonetable[k].pos[2] > g_bonetable[j].bmax[2]) g_bonetable[j].bmax[2] = g_bonetable[k].pos[2];
}
}
for (k = 0; k < g_numbones; k++)
{
if (g_bonetable[k].bmin[0] < g_bonetable[k].bmax[0] - 1
&& g_bonetable[k].bmin[1] < g_bonetable[k].bmax[1] - 1
&& g_bonetable[k].bmin[2] < g_bonetable[k].bmax[2] - 1)
{
set->hitbox[set->numhitboxes].bone = k;
set->hitbox[set->numhitboxes].group = g_bonetable[k].group;
VectorCopy( g_bonetable[k].bmin, set->hitbox[set->numhitboxes].bmin );
VectorCopy( g_bonetable[k].bmax, set->hitbox[set->numhitboxes].bmax );
if (dump_hboxes)
{
printf("$hbox %d \"%s\" %.2f %.2f %.2f %.2f %.2f %.2f\n",
set->hitbox[set->numhitboxes].group,
g_bonetable[set->hitbox[set->numhitboxes].bone].name,
set->hitbox[set->numhitboxes].bmin[0], set->hitbox[set->numhitboxes].bmin[1], set->hitbox[set->numhitboxes].bmin[2],
set->hitbox[set->numhitboxes].bmax[0], set->hitbox[set->numhitboxes].bmax[1], set->hitbox[set->numhitboxes].bmax[2] );
}
set->numhitboxes++;
}
}
}
else
{
gflags &= ~STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX;
for (int s = 0; s < g_hitboxsets.Size(); s++ )
{
s_hitboxset *set = &g_hitboxsets[ s ];
for (j = 0; j < set->numhitboxes; j++)
{
k = findGlobalBone( set->hitbox[j].name );
if (k != -1)
{
set->hitbox[j].bone = k;
}
else
{
MdlError( "cannot find bone %s for bbox\n", set->hitbox[j].name );
}
}
}
}
for (int s = 0; s < g_hitboxsets.Size(); s++ )
{
s_hitboxset *set = &g_hitboxsets[ s ];
// flag all bones used by hitboxes
for (j = 0; j < set->numhitboxes; j++)
{
k = set->hitbox[j].bone;
while (k != -1)
{
g_bonetable[k].flags |= BONE_USED_BY_HITBOX;
k = g_bonetable[k].parent;
}
}
}
}
void SetupFullBoneRenderBounds( CUtlVector<CBoneRenderBounds> &boneRenderBounds )
{
boneRenderBounds.SetSize( g_numbones );
// First, add the ones already calculated from vertices.
for ( int i=0; i < g_numbones; i++ )
{
CBoneRenderBounds *pOut = &boneRenderBounds[i];
pOut->m_Mins = g_bonetable[i].bmin;
pOut->m_Maxs = g_bonetable[i].bmax;
}
// Note: shared animation files will need to include the hitboxes or else their sequence
// boxes won't use this stuff.
// Now add hitboxes.
for ( int i=0; i < g_hitboxsets.Count(); i++ )
{
const s_hitboxset *pSet = &g_hitboxsets[i];
for ( int k=0; k < pSet->numhitboxes; k++ )
{
const s_bbox_t *pIn = &pSet->hitbox[k];
if ( pIn->bone >= 0 )
{
CBoneRenderBounds *pOut = &boneRenderBounds[pIn->bone];
VectorMin( pIn->bmin, pOut->m_Mins, pOut->m_Mins );
VectorMax( pIn->bmax, pOut->m_Maxs, pOut->m_Maxs );
}
}
}
}
void CalcSequenceBoundingBoxes()
{
int i;
int j;
int k;
int n;
int m;
CUtlVector<CBoneRenderBounds> boneRenderBounds;
SetupFullBoneRenderBounds( boneRenderBounds );
// find bounding box for each g_sequence
for (i = 0; i < g_numani; i++)
{
Vector bmin, bmax;
// find intersection box volume for each bone
for (j = 0; j < 3; j++)
{
bmin[j] = 9999.0;
bmax[j] = -9999.0;
}
for (j = 0; j < g_panimation[i]->numframes; j++)
{
matrix3x4_t bonetransform[MAXSTUDIOBONES]; // bone transformation matrix
matrix3x4_t posetransform[MAXSTUDIOBONES]; // bone transformation matrix
matrix3x4_t bonematrix; // local transformation matrix
Vector pos;
CalcBoneTransforms( g_panimation[i], j, bonetransform );
for (k = 0; k < g_numbones; k++)
{
MatrixInvert( g_bonetable[k].boneToPose, bonematrix );
ConcatTransforms (bonetransform[k], bonematrix, posetransform[k]);
}
// include hitboxes as well.
for (k = 0; k < g_numbones; k++)
{
Vector tmpMin, tmpMax;
TransformAABB( bonetransform[k], boneRenderBounds[k].m_Mins, boneRenderBounds[k].m_Maxs, tmpMin, tmpMax );
VectorMin( tmpMin, bmin, bmin );
VectorMax( tmpMax, bmax, bmax );
}
// include vertices
for (k = 0; k < g_nummodelsbeforeLOD; k++)
{
s_loddata_t *pLodData = g_model[k]->m_pLodData;
// skip blank empty model
if ( !pLodData )
continue;
for (n = 0; n < pLodData->numvertices; n++)
{
Vector tmp;
pos = Vector( 0, 0, 0 );
for (m = 0; m < pLodData->vertex[n].boneweight.numbones; m++)
{
VectorTransform( pLodData->vertex[n].position, posetransform[pLodData->vertex[n].boneweight.bone[m]], tmp ); // bug: should use all bones!
VectorMA( pos, pLodData->vertex[n].boneweight.weight[m], tmp, pos );
}
VectorMin( pos, bmin, bmin );
VectorMax( pos, bmax, bmax );
}
}
}
if (bmin.x < g_vecMinWorldspace.x || bmin.y < g_vecMinWorldspace.y || bmin.z < g_vecMinWorldspace.z || bmax.x > g_vecMaxWorldspace.x || bmax.y > g_vecMaxWorldspace.y || bmax.z > g_vecMaxWorldspace.z)
{
MdlWarning("%s : bounding box out of range : %.0f %.0f %.0f : %.0f %.0f %.0f\n",
g_panimation[i]->name,
bmin.x, bmin.y, bmin.z, bmax.z, bmax.y, bmax.z );
VectorMax( bmin, g_vecMinWorldspace, bmin );
VectorMin( bmax, g_vecMaxWorldspace, bmax );
}
VectorCopy( bmin, g_panimation[i]->bmin );
VectorCopy( bmax, g_panimation[i]->bmax );
/*
printf("%s : %.0f %.0f %.0f %.0f %.0f %.0f\n",
g_panimation[i]->name, bmin[0], bmax[0], bmin[1], bmax[1], bmin[2], bmax[2] );
*/
// printf("%s %.2f\n", g_sequence[i].name, g_sequence[i].panim[0]->pos[9][0][0] / g_bonetable[9].pos[0] );
}
for (i = 0; i < g_sequence.Count(); i++)
{
Vector bmin, bmax;
// find intersection box volume for each bone
for (j = 0; j < 3; j++)
{
bmin[j] = 9999.0;
bmax[j] = -9999.0;
}
for (j = 0; j < g_sequence[i].groupsize[0]; j++)
{
for (k = 0; k < g_sequence[i].groupsize[1]; k++)
{
s_animation_t *panim = g_sequence[i].panim[j][k];
if (panim->bmin[0] < bmin[0]) bmin[0] = panim->bmin[0];
if (panim->bmin[1] < bmin[1]) bmin[1] = panim->bmin[1];
if (panim->bmin[2] < bmin[2]) bmin[2] = panim->bmin[2];
if (panim->bmax[0] > bmax[0]) bmax[0] = panim->bmax[0];
if (panim->bmax[1] > bmax[1]) bmax[1] = panim->bmax[1];
if (panim->bmax[2] > bmax[2]) bmax[2] = panim->bmax[2];
}
}
VectorCopy( bmin, g_sequence[i].bmin );
VectorCopy( bmax, g_sequence[i].bmax );
}
}
void SetIlluminationPosition()
{
// find center of domain
if (!illumpositionset)
{
// Only use the 0th sequence; that should be the idle sequence
VectorFill( illumposition, 0 );
if (g_sequence.Count() != 0)
{
VectorAdd( g_sequence[0].bmin, g_sequence[0].bmax, illumposition );
illumposition *= 0.5f;
}
illumpositionset = true;
}
}
void SimplifyModel()
{
if (g_sequence.Count() == 0 && g_numincludemodels == 0)
{
MdlError( "model has no sequences\n");
}
// have to load the lod sources before remapping bones so that the remap
// happens for all LODs.
LoadLODSources();
RemapBones();
LinkIKChains();
LinkIKLocks();
RealignBones();
ConvertBoneTreeCollapsesToReplaceBones();
// export bones
if (g_definebones)
{
DumpDefineBones();
exit( 0 );
}
// translate:
// replacebone "bone0" "bone1"
// replacebone "bone1" "bone2"
// replacebone "bone2" "bone3"
// to:
// replacebone "bone0" "bone3"
// replacebone "bone1" "bone3"
// replacebone "bone2" "bone3"
FixupReplacedBones();
RemapVerticesToGlobalBones();
if (g_bCenterBonesOnVerts)
{
CenterBonesOnVerts();
}
// remap lods to root, building aggregate final pools
// mark bones used by an lod
UnifyLODs();
if ( g_bPrintBones )
{
printf( "Hardware bone usage:\n" );
}
SpewBoneUsageStats();
MarkParentBoneLODs();
if ( g_bPrintBones )
{
printf( "CPU bone usage:\n" );
}
SpewBoneUsageStats();
RemapAnimations();
processAnimations();
limitBoneRotations();
limitIKChainLength();
RemapProceduralBones();
MakeTransitions();
RemapVertexAnimations();
RemapVertexAnimationsNewVersion();
FindAutolayers();
// link bonecontrollers
LinkBoneControllers();
// link screen aligned bones
TagScreenAlignedBones();
// link attachments
LinkAttachments();
// link mouths
LinkMouths();
// procedural bone needs to propogate its bone usage up its chain
// ensures runtime sets up dependent bone hierarchy
MarkProceduralBoneChain();
LockBoneLengths();
ProcessIKRules();
CompressIKErrors( );
CompressLocalHierarchy( );
CalcPoseParameters();
ReLinkAttachments();
CheckEyeballSetup();
SetupHitBoxes();
CompressAnimations( );
CalcSequenceBoundingBoxes();
SetIlluminationPosition();
if ( g_bBuildPreview )
{
gflags |= STUDIOHDR_FLAGS_BUILT_IN_PREVIEW_MODE;
}
}