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character.h
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character.h
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#pragma once
#include "vec.h"
#include "quat.h"
#include "array.h"
#include <assert.h>
#include <stdio.h>
//--------------------------------------
enum Bones
{
Bone_Entity = 0,
Bone_Hips = 1,
Bone_LeftUpLeg = 2,
Bone_LeftLeg = 3,
Bone_LeftFoot = 4,
Bone_LeftToe = 5,
Bone_RightUpLeg = 6,
Bone_RightLeg = 7,
Bone_RightFoot = 8,
Bone_RightToe = 9,
Bone_Spine = 10,
Bone_Spine1 = 11,
Bone_Spine2 = 12,
Bone_Neck = 13,
Bone_Head = 14,
Bone_LeftShoulder = 15,
Bone_LeftArm = 16,
Bone_LeftForeArm = 17,
Bone_LeftHand = 18,
Bone_RightShoulder = 19,
Bone_RightArm = 20,
Bone_RightForeArm = 21,
Bone_RightHand = 22,
};
//--------------------------------------
struct character
{
array1d<vec3> positions;
array1d<vec3> normals;
array1d<vec2> texcoords;
array1d<unsigned short> triangles;
array2d<float> bone_weights;
array2d<unsigned short> bone_indices;
array1d<vec3> bone_rest_positions;
array1d<quat> bone_rest_rotations;
};
void character_load(character& c, const char* filename)
{
FILE* f = fopen(filename, "rb");
assert(f != NULL);
array1d_read(c.positions, f);
array1d_read(c.normals, f);
array1d_read(c.texcoords, f);
array1d_read(c.triangles, f);
array2d_read(c.bone_weights, f);
array2d_read(c.bone_indices, f);
array1d_read(c.bone_rest_positions, f);
array1d_read(c.bone_rest_rotations, f);
fclose(f);
}
//--------------------------------------
void linear_blend_skinning_positions(
slice1d<vec3> anim_positions,
const slice1d<vec3> rest_positions,
const slice2d<float> bone_weights,
const slice2d<unsigned short> bone_indices,
const slice1d<vec3> bone_rest_positions,
const slice1d<quat> bone_rest_rotations,
const slice1d<vec3> bone_anim_positions,
const slice1d<quat> bone_anim_rotations)
{
anim_positions.zero();
for (int i = 0; i < anim_positions.size; i++)
{
for (int j = 0; j < bone_indices.cols; j++)
{
if (bone_weights(i, j) > 0.0f)
{
int b = bone_indices(i, j);
vec3 position = rest_positions(i);
position = quat_mul_vec3(quat_inv(bone_rest_rotations(b)), position - bone_rest_positions(b));
position = quat_mul_vec3(bone_anim_rotations(b), position) + bone_anim_positions(b);
anim_positions(i) = anim_positions(i) + bone_weights(i, j) * position;
}
}
}
}
void linear_blend_skinning_normals(
slice1d<vec3> anim_normals,
const slice1d<vec3> rest_normals,
const slice2d<float> bone_weights,
const slice2d<unsigned short> bone_indices,
const slice1d<quat> bone_rest_rotations,
const slice1d<quat> bone_anim_rotations)
{
anim_normals.zero();
for (int i = 0; i < anim_normals.size; i++)
{
for (int j = 0; j < bone_indices.cols; j++)
{
if (bone_weights(i, j) > 0.0f)
{
int b = bone_indices(i, j);
vec3 normal = rest_normals(i);
normal = quat_mul_vec3(quat_inv(bone_rest_rotations(b)), normal);
normal = quat_mul_vec3(bone_anim_rotations(b), normal);
anim_normals(i) = anim_normals(i) + bone_weights(i, j) * normal;
}
}
}
for (int i = 0; i < anim_normals.size; i++)
{
anim_normals(i) = normalize(anim_normals(i));
}
}