metaforce/Runtime/Character/CHierarchyPoseBuilder.cpp

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#include "CHierarchyPoseBuilder.hpp"
#include "CAnimData.hpp"
#include "CCharLayoutInfo.hpp"
namespace urde
{
void CHierarchyPoseBuilder::BuildIntoHierarchy(const CCharLayoutInfo& layout,
const CSegId& boneId, const CSegId& nullId)
{
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if (!x0_treeMap.HasElement(boneId))
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{
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const CCharLayoutNode::Bone& bone = layout.GetRootNode()->GetBoneMap()[boneId];
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if (bone.x0_parentId == nullId)
{
xcec_rootId = boneId;
xcf0_hasRoot = true;
zeus::CVector3f origin = layout.GetFromParentUnrotated(boneId);
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x0_treeMap[boneId] = CTreeNode(origin);
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}
else
{
BuildIntoHierarchy(layout, bone.x0_parentId, nullId);
zeus::CVector3f origin = layout.GetFromParentUnrotated(boneId);
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CTreeNode& pNode = x0_treeMap[bone.x0_parentId];
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CTreeNode node(origin);
node.x1_sibling = pNode.x0_child;
pNode.x0_child = boneId;
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x0_treeMap[boneId] = node;
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}
}
}
void CHierarchyPoseBuilder::RecursivelyBuildNoScale(const CSegId& boneId, const CTreeNode& node,
CPoseAsTransforms& pose, const zeus::CQuaternion& parentRot,
const zeus::CMatrix3f& parentXf, const zeus::CVector3f& parentOffset) const
{
zeus::CQuaternion quat = parentRot * node.x4_rotation;
zeus::CMatrix3f xf = quat;
zeus::CVector3f xfOffset = parentXf * node.x14_offset + parentOffset;
pose.Insert(boneId, quat, xfOffset);
CSegId curBone = node.x0_child;
while (curBone != 0)
{
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const CTreeNode& node = x0_treeMap[curBone];
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RecursivelyBuild(curBone, node, pose, quat, xf, xfOffset);
curBone = node.x1_sibling;
}
}
void CHierarchyPoseBuilder::RecursivelyBuild(const CSegId& boneId, const CTreeNode& node,
CPoseAsTransforms& pose, const zeus::CQuaternion& parentRot,
const zeus::CMatrix3f& parentXf, const zeus::CVector3f& parentOffset) const
{
zeus::CQuaternion quat = parentRot * node.x4_rotation;
float scale;
if (xcf4_layoutDesc.GetScaledLayoutDescription())
scale = xcf4_layoutDesc.GetScaledLayoutDescription()->GetScale();
else
scale = 1.f;
zeus::CMatrix3f mtxXf;
if (scale == 1.f)
mtxXf = quat;
else
mtxXf = parentXf * quat * zeus::CMatrix3f(scale);
zeus::CVector3f xfOffset = parentXf * node.x14_offset + parentOffset;
pose.Insert(boneId, mtxXf, xfOffset);
CSegId curBone = node.x0_child;
while (curBone != 0)
{
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const CTreeNode& node = x0_treeMap[curBone];
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RecursivelyBuild(curBone, node, pose, quat, quat, xfOffset);
curBone = node.x1_sibling;
}
}
void CHierarchyPoseBuilder::BuildTransform(const CSegId& boneId, zeus::CTransform& xfOut) const
{
TLockedToken<CCharLayoutInfo> layoutInfoTok;
float scale;
if (xcf4_layoutDesc.GetScaledLayoutDescription())
{
layoutInfoTok = xcf4_layoutDesc.GetScaledLayoutDescription()->GetCharLayoutInfo();
scale = xcf4_layoutDesc.GetScaledLayoutDescription()->GetScale();
}
else
{
layoutInfoTok = xcf4_layoutDesc.GetCharLayoutInfo();
scale = 1.f;
}
const CCharLayoutInfo& layoutInfo = *layoutInfoTok.GetObj();
u32 idCount = 0;
CSegId buildIDs[100];
{
CSegId curId = boneId;
while (curId != 2)
{
buildIDs[idCount++] = curId;
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curId = layoutInfo.GetRootNode()->GetBoneMap()[curId].x0_parentId;
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}
}
zeus::CQuaternion accumRot;
zeus::CMatrix3f accumXF;
zeus::CVector3f accumPos;
for (CSegId* id=&buildIDs[idCount] ; id != buildIDs ; --id)
{
CSegId& thisId = id[-1];
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const CTreeNode& node = x0_treeMap[thisId];
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accumRot *= node.x4_rotation;
accumPos += accumXF * node.x14_offset;
if (scale == 1.f)
accumXF = accumRot;
else
accumXF = accumXF * zeus::CMatrix3f(node.x4_rotation) * zeus::CMatrix3f(scale);
}
xfOut.setRotation(accumXF);
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xfOut.origin = accumPos;
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}
void CHierarchyPoseBuilder::BuildNoScale(CPoseAsTransforms& pose)
{
pose.Clear();
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const CTreeNode& node = x0_treeMap[xcec_rootId];
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zeus::CQuaternion quat;
zeus::CMatrix3f mtx;
zeus::CVector3f vec;
RecursivelyBuildNoScale(xcec_rootId, node, pose, quat, mtx, vec);
}
CHierarchyPoseBuilder::CHierarchyPoseBuilder(const CLayoutDescription& layout)
: xcf4_layoutDesc(layout)
{
TLockedToken<CCharLayoutInfo> layoutInfoTok;
if (layout.GetScaledLayoutDescription())
layoutInfoTok = layout.GetScaledLayoutDescription()->GetCharLayoutInfo();
else
layoutInfoTok = layout.GetCharLayoutInfo();
const CCharLayoutInfo& layoutInfo = *layoutInfoTok.GetObj();
const CSegIdList& segIDs = layoutInfo.GetSegIdList();
for (const CSegId& id : segIDs.GetList())
BuildIntoHierarchy(layoutInfo, id, 2);
}
}