#include "CHierarchyPoseBuilder.hpp" #include "CAnimData.hpp" #include "CCharLayoutInfo.hpp" namespace urde { void CHierarchyPoseBuilder::BuildIntoHierarchy(const CCharLayoutInfo& layout, const CSegId& boneId, const CSegId& nullId) { if (!x0_treeMap.HasElement(boneId)) { const CCharLayoutNode::Bone& bone = layout.GetRootNode()->GetBoneMap()[boneId]; if (bone.x0_parentId == nullId) { xcec_rootId = boneId; xcf0_hasRoot = true; zeus::CVector3f origin = layout.GetFromParentUnrotated(boneId); x0_treeMap[boneId] = CTreeNode(origin); } else { BuildIntoHierarchy(layout, bone.x0_parentId, nullId); zeus::CVector3f origin = layout.GetFromParentUnrotated(boneId); CTreeNode& pNode = x0_treeMap[bone.x0_parentId]; CTreeNode node(origin); node.x1_sibling = pNode.x0_child; pNode.x0_child = boneId; x0_treeMap[boneId] = node; } } } 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) { const CTreeNode& node = x0_treeMap[curBone]; 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) { const CTreeNode& node = x0_treeMap[curBone]; RecursivelyBuild(curBone, node, pose, quat, quat, xfOffset); curBone = node.x1_sibling; } } void CHierarchyPoseBuilder::BuildTransform(const CSegId& boneId, zeus::CTransform& xfOut) const { TLockedToken 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; curId = layoutInfo.GetRootNode()->GetBoneMap()[curId].x0_parentId; } } zeus::CQuaternion accumRot; zeus::CMatrix3f accumXF; zeus::CVector3f accumPos; for (CSegId* id=&buildIDs[idCount] ; id != buildIDs ; --id) { CSegId& thisId = id[-1]; const CTreeNode& node = x0_treeMap[thisId]; 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); xfOut.m_origin = accumPos; } void CHierarchyPoseBuilder::BuildNoScale(CPoseAsTransforms& pose) { pose.Clear(); const CTreeNode& node = x0_treeMap[xcec_rootId]; 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 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); } }