#include "Runtime/Character/CHierarchyPoseBuilder.hpp" #include "Runtime/Character/CAnimData.hpp" #include "Runtime/Character/CCharLayoutInfo.hpp" #include namespace urde { void CHierarchyPoseBuilder::BuildIntoHierarchy(const CCharLayoutInfo& layout, const CSegId& boneId, const CSegId& nullId) { if (!x38_treeMap.HasElement(boneId)) { const CCharLayoutNode::Bone& bone = layout.GetRootNode()->GetBoneMap()[boneId]; if (bone.x0_parentId == nullId) { x30_rootId = boneId; x34_hasRoot = true; zeus::CVector3f origin = layout.GetFromParentUnrotated(boneId); CTreeNode& node = x38_treeMap[boneId]; node.x14_offset = origin; } else { BuildIntoHierarchy(layout, bone.x0_parentId, nullId); zeus::CVector3f origin = layout.GetFromParentUnrotated(boneId); CTreeNode& pNode = x38_treeMap[bone.x0_parentId]; CTreeNode& node = x38_treeMap[boneId]; node.x14_offset = origin; node.x1_sibling = pNode.x0_child; pNode.x0_child = boneId; } } } 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::CVector3f bindOffset; if (x0_layoutDesc.GetScaledLayoutDescription()) { const CLayoutDescription::CScaledLayoutDescription& desc = *x0_layoutDesc.GetScaledLayoutDescription(); bindOffset = desc.ScaledLayout()->GetFromRootUnrotated(boneId); } else bindOffset = x0_layoutDesc.GetCharLayoutInfo()->GetFromRootUnrotated(boneId); zeus::CQuaternion quat = parentRot * node.x4_rotation; zeus::CMatrix3f xf = quat; zeus::CVector3f xfOffset = parentXf * node.x14_offset + parentOffset; pose.Insert(boneId, quat, xfOffset, bindOffset); CSegId curBone = node.x0_child; while (curBone != 0) { const CTreeNode& node = x38_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; zeus::CVector3f bindOffset; if (x0_layoutDesc.GetScaledLayoutDescription()) { const CLayoutDescription::CScaledLayoutDescription& desc = *x0_layoutDesc.GetScaledLayoutDescription(); scale = desc.GlobalScale(); bindOffset = desc.ScaledLayout()->GetFromRootUnrotated(boneId); } else { scale = 1.f; bindOffset = x0_layoutDesc.GetCharLayoutInfo()->GetFromRootUnrotated(boneId); } zeus::CMatrix3f mtxXf; if (scale == 1.f) mtxXf = quat; else mtxXf = parentXf * zeus::CMatrix3f(scale); zeus::CVector3f xfOffset = parentXf * node.x14_offset + parentOffset; pose.Insert(boneId, mtxXf, xfOffset, bindOffset); CSegId curBone = node.x0_child; while (curBone != 0) { const CTreeNode& node = x38_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 (x0_layoutDesc.GetScaledLayoutDescription()) { layoutInfoTok = x0_layoutDesc.GetScaledLayoutDescription()->ScaledLayout(); scale = x0_layoutDesc.GetScaledLayoutDescription()->GlobalScale(); } else { layoutInfoTok = x0_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 = x38_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.origin = accumPos; } void CHierarchyPoseBuilder::BuildNoScale(CPoseAsTransforms& pose) { pose.Clear(); const CTreeNode& node = x38_treeMap[x30_rootId]; zeus::CQuaternion quat; zeus::CMatrix3f mtx; zeus::CVector3f vec; RecursivelyBuildNoScale(x30_rootId, node, pose, quat, mtx, vec); } void CHierarchyPoseBuilder::Insert(const CSegId& boneId, const zeus::CQuaternion& quat) { CTreeNode& node = x38_treeMap[boneId]; node.x4_rotation = quat; } void CHierarchyPoseBuilder::Insert(const CSegId& boneId, const zeus::CQuaternion& quat, const zeus::CVector3f& offset) { CTreeNode& node = x38_treeMap[boneId]; node.x4_rotation = quat; node.x14_offset = offset; } CHierarchyPoseBuilder::CHierarchyPoseBuilder(const CLayoutDescription& layout) : x0_layoutDesc(layout), x38_treeMap(layout.GetCharLayoutInfo()->GetSegIdList().GetList().size()) { TLockedToken layoutInfoTok; if (layout.GetScaledLayoutDescription()) layoutInfoTok = layout.GetScaledLayoutDescription()->ScaledLayout(); else layoutInfoTok = layout.GetCharLayoutInfo(); const CCharLayoutInfo& layoutInfo = *layoutInfoTok.GetObj(); const CSegIdList& segIDs = layoutInfo.GetSegIdList(); for (const CSegId& id : segIDs.GetList()) BuildIntoHierarchy(layoutInfo, id, 2); } } // namespace urde