Move one parent relation out of poses, preparation for working anims

main
parent 6ce37294be
commit 36b910c34b

@ -107,6 +107,17 @@ for o in D.objects:
model_space_pose = mapping @ b.matrix_local
inverse_model_space_pose = (mapping @ b.matrix_local).inverted()
parent_index = -1
if b.parent:
for i in range(len(bones_in_armature)):
if bones_in_armature[i] == b.parent:
parent_index = i
break
if parent_index == -1:
assert(false, f"Couldn't find parent of bone {b}")
print(f"Parent of bone {b.name} is index {parent_index} in list {bones_in_armature}")
write_i32(f, parent_index)
write_4x4matrix(f, model_space_pose)
write_4x4matrix(f, inverse_model_space_pose)
write_f32(f, b.length)
@ -114,15 +125,7 @@ for o in D.objects:
# write the pose information
write_u64(f, len(o.pose.bones))
for pose_bone in o.pose.bones:
parent_index = -1
if pose_bone.parent:
for i in range(len(bones_in_armature)):
if bones_in_armature[i] == pose_bone.parent.bone:
parent_index = i
break
if parent_index == -1:
assert(false, f"Couldn't find parent of bone {pose_bone}")
print(f"Parent of bone {pose_bone.name} is index {parent_index} in list {bones_in_armature}")
parent_space_pose = None
if pose_bone.parent:
@ -132,9 +135,7 @@ for o in D.objects:
#parent_space_pose = pose_bone.matrix
print("parent_space_pose of the bone with no parent:")
print(parent_space_pose)
write_string(f, pose_bone.bone.name)
write_i32(f, parent_index)
#parent_space_pose = mapping @ pose_bone.matrix
translation = parent_space_pose.to_translation()
rotation = parent_space_pose.to_quaternion()

@ -835,9 +835,15 @@ typedef struct Mesh
MD_String8 name;
} Mesh;
typedef struct PoseBone
{
Mat4 parent_space_pose;
} PoseBone;
typedef struct Bone
{
struct Bone *next;
struct Bone *parent;
PoseBone pose_bone;
Mat4 matrix_local;
Mat4 inverse_model_space_pos;
float length;
@ -947,21 +953,12 @@ Mat4 transform_to_mat(Transform t)
return to_return;
}
typedef struct PoseBone
{
struct PoseBone *next;
struct PoseBone *parent;
Mat4 parent_space_pose;
MD_String8 name;
} PoseBone;
typedef struct
{
Bone *bones;
MD_u64 bones_length;
PoseBone *poses;
MD_u64 poses_length;
ArmatureVertex *vertices;
MD_u64 vertices_length;
sg_buffer loaded_buffer;
@ -994,45 +991,43 @@ Armature load_armature(MD_Arena *arena, MD_String8 binary_file, MD_String8 armat
BlenderMat model_space_pose;
BlenderMat inverse_model_space_pose;
MD_i32 parent_index;
ser_int(&ser, &parent_index);
ser_BlenderMat(&ser, &model_space_pose);
ser_BlenderMat(&ser, &inverse_model_space_pose);
ser_float(&ser, &next_bone->length);
next_bone->matrix_local = blender_to_handmade_mat(model_space_pose);
next_bone->inverse_model_space_pos = blender_to_handmade_mat(inverse_model_space_pose);
}
ser_MD_u64(&ser, &to_return.poses_length);
to_return.poses = MD_PushArray(arena, PoseBone, to_return.poses_length);
if(parent_index != -1)
{
if(parent_index < 0 || parent_index >= to_return.bones_length)
{
ser.cur_error = (SerError){.failed = true, .why = MD_S8Fmt(arena, "Parent index deserialized %d is out of range of the pose bones, which has a size of %llu", parent_index, to_return.bones_length)};
}
else
{
next_bone->parent = &to_return.bones[parent_index];
}
}
}
assert(to_return.poses_length == to_return.bones_length);
MD_u64 poses_length;
ser_MD_u64(&ser, &poses_length);
for(MD_u64 i = 0; i < to_return.poses_length; i++)
assert(poses_length == to_return.bones_length);
for(MD_u64 i = 0; i < poses_length; i++)
{
PoseBone *next_pose_bone = &to_return.poses[i];
MD_i32 parent_index;
PoseBone *next_pose_bone = &to_return.bones[i].pose_bone;
ser_MD_String8(&ser, &next_pose_bone->name, arena);
ser_int(&ser, &parent_index);
Transform t;
ser_Vec3(&ser, &t.offset);
ser_Quat(&ser, &t.rotation);
ser_Vec3(&ser, &t.scale);
next_pose_bone->parent_space_pose = transform_to_mat(t);
if(parent_index != -1)
{
if(parent_index < 0 || parent_index >= to_return.poses_length)
{
ser.cur_error = (SerError){.failed = true, .why = MD_S8Fmt(arena, "Parent index deserialized %d is out of range of the pose bones, which has a size of %llu", parent_index, to_return.poses_length)};
}
else
{
next_pose_bone->parent = &to_return.poses[parent_index];
}
}
}
ser_MD_u64(&ser, &to_return.vertices_length);
@ -2662,13 +2657,12 @@ void draw_armature(Mat4 view, Mat4 projection, Transform t, Armature *armature)
for(MD_u64 i = 0; i < armature->bones_length; i++)
{
Bone *cur = &armature->bones[i];
PoseBone *cur_pose_bone = &armature->poses[i];
Mat4 final = M4D(1.0f);
final = MulM4(cur->inverse_model_space_pos, final);
for(PoseBone *cur_posebone = cur_pose_bone; cur_posebone; cur_posebone = cur_posebone->parent)
for(Bone *cur_in_hierarchy = cur; cur_in_hierarchy; cur_in_hierarchy = cur_in_hierarchy->parent)
{
final = MulM4(cur_posebone->parent_space_pose, final);
final = MulM4(cur_in_hierarchy->pose_bone.parent_space_pose, final);
}
memcpy(params.bones[i], (float*)&final, sizeof(final));
@ -4712,10 +4706,9 @@ void frame(void)
projection = Perspective_RH_NO(PI32/4.0f, screen_size().x / screen_size().y, 0.01f, 1000.0f);
// debug draw armature
assert(armature.bones_length == armature.poses_length);
for(MD_u64 i = 0; i < armature.bones_length; i++)
{
PoseBone *cur_pose_bone = &armature.poses[i];
PoseBone *cur_pose_bone = &armature.bones[i].pose_bone;
Bone *cur = &armature.bones[i];
Vec3 offset = V3(1.5, 0, 5);
@ -4731,7 +4724,7 @@ void frame(void)
assert(should_be_zero.y == 0.0);
assert(should_be_zero.z == 0.0);
if(cur_pose_bone->parent == 0)
if(cur->parent == 0)
{
// do some testing on the bone with no parent
Vec3 should_be_zero = MulM4V3(cur_pose_bone->parent_space_pose, V3(0,0,0));
@ -4754,9 +4747,9 @@ void frame(void)
Mat4 final_mat = M4D(1.0f);
final_mat = MulM4(cur->inverse_model_space_pos, final_mat);
for(PoseBone *cur = cur_pose_bone; cur; cur = cur->parent)
for(Bone *cur_in_hierarchy = cur; cur_in_hierarchy; cur_in_hierarchy = cur_in_hierarchy->parent)
{
final_mat = MulM4(cur->parent_space_pose, final_mat);
final_mat = MulM4(cur_in_hierarchy->pose_bone.parent_space_pose, final_mat);
}
// uncommenting this skips the pose transform, showing the debug skeleton
@ -4789,7 +4782,6 @@ void frame(void)
dbgcol(PINK)
dbgsquare3d(dot);
cur_pose_bone = cur_pose_bone->next;
}

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