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@ -806,6 +806,13 @@ void ser_Quat(SerState *ser, Quat *q)
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ser_float(ser, &q->w);
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ser_float(ser, &q->w);
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}
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}
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typedef struct
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{
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Vec3 offset;
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Quat rotation;
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Vec3 scale;
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} Transform;
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#pragma pack(1)
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#pragma pack(1)
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typedef struct
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typedef struct
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{
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{
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@ -838,7 +845,7 @@ typedef struct Mesh
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typedef struct PoseBone
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typedef struct PoseBone
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{
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{
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float time; // time through animation this pose occurs at
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float time; // time through animation this pose occurs at
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Mat4 parent_space_pose;
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Transform parent_space_pose;
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} PoseBone;
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} PoseBone;
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typedef struct Bone
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typedef struct Bone
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@ -851,12 +858,6 @@ typedef struct Bone
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float length;
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float length;
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} Bone;
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} Bone;
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typedef struct
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{
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Vec3 offset;
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Quat rotation;
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Vec3 scale;
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} Transform;
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typedef struct
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typedef struct
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{
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{
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@ -954,7 +955,14 @@ Mat4 transform_to_mat(Transform t)
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return to_return;
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return to_return;
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}
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}
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Transform lerp_transforms(Transform from, float t, Transform to)
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{
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return (Transform) {
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.offset = LerpV3(from.offset, t, to.offset),
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.rotation = SLerp(from.rotation, t, to.rotation),
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.scale = LerpV3(from.scale, t, to.scale),
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};
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}
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typedef struct
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typedef struct
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@ -1033,13 +1041,12 @@ Armature load_armature(MD_Arena *arena, MD_String8 binary_file, MD_String8 armat
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for(MD_u64 pose_bone_i = 0; pose_bone_i < to_return.bones_length; pose_bone_i++)
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for(MD_u64 pose_bone_i = 0; pose_bone_i < to_return.bones_length; pose_bone_i++)
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{
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{
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PoseBone *next_pose_bone = &to_return.bones[pose_bone_i].anim_poses[anim_i];
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PoseBone *next_pose_bone = &to_return.bones[pose_bone_i].anim_poses[anim_i];
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Transform t;
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ser_Vec3(&ser, &t.offset);
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ser_Vec3(&ser, &next_pose_bone->parent_space_pose.offset);
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ser_Quat(&ser, &t.rotation);
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ser_Quat(&ser, &next_pose_bone->parent_space_pose.rotation);
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ser_Vec3(&ser, &t.scale);
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ser_Vec3(&ser, &next_pose_bone->parent_space_pose.scale);
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next_pose_bone->time = time_through;
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next_pose_bone->time = time_through;
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next_pose_bone->parent_space_pose = transform_to_mat(t);
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}
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}
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}
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}
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@ -2654,7 +2661,7 @@ void draw_placed(Mat4 view, Mat4 projection, PlacedMesh *cur)
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sg_draw(0, (int)drawing->num_vertices, 1);
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sg_draw(0, (int)drawing->num_vertices, 1);
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}
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}
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Mat4 get_transform_along_time(Bone *bone, float time)
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Mat4 get_animated_bone_transform(Bone *bone, float time)
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{
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{
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float total_anim_time = bone->anim_poses[bone->anim_poses_length - 1].time;
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float total_anim_time = bone->anim_poses[bone->anim_poses_length - 1].time;
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assert(total_anim_time > 0.0f);
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assert(total_anim_time > 0.0f);
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@ -2663,11 +2670,13 @@ Mat4 get_transform_along_time(Bone *bone, float time)
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{
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{
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if(bone->anim_poses[i].time <= time && time <= bone->anim_poses[i + 1].time)
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if(bone->anim_poses[i].time <= time && time <= bone->anim_poses[i + 1].time)
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{
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{
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float gap_btwn_keyframes = bone->anim_poses[i + 1].time - bone->anim_poses[i].time;
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PoseBone from = bone->anim_poses[i];
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float t = (time - bone->anim_poses[i].time)/gap_btwn_keyframes;
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PoseBone to = bone->anim_poses[i + 1];
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float gap_btwn_keyframes = to.time - from.time;
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float t = (time - from.time)/gap_btwn_keyframes;
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assert(t >= 0.0f);
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assert(t >= 0.0f);
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assert(t <= 1.0f);
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assert(t <= 1.0f);
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return bone->anim_poses[i].parent_space_pose;
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return transform_to_mat(lerp_transforms(from.parent_space_pose, t, to.parent_space_pose));
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}
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}
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}
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}
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assert(false);
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assert(false);
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@ -2696,7 +2705,7 @@ void draw_armature(Mat4 view, Mat4 projection, Transform t, Armature *armature,
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for(Bone *cur_in_hierarchy = cur; cur_in_hierarchy; cur_in_hierarchy = cur_in_hierarchy->parent)
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for(Bone *cur_in_hierarchy = cur; cur_in_hierarchy; cur_in_hierarchy = cur_in_hierarchy->parent)
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{
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{
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//final = MulM4(cur_in_hierarchy->anim_poses[0].parent_space_pose, final);
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//final = MulM4(cur_in_hierarchy->anim_poses[0].parent_space_pose, final);
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final = MulM4(get_transform_along_time(cur_in_hierarchy, elapsed_time), final);
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final = MulM4(get_animated_bone_transform(cur_in_hierarchy, elapsed_time), final);
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}
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}
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memcpy(params.bones[i], (float*)&final, sizeof(final));
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memcpy(params.bones[i], (float*)&final, sizeof(final));
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@ -4761,7 +4770,7 @@ void frame(void)
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if(cur->parent == 0)
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if(cur->parent == 0)
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{
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{
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// do some testing on the bone with no parent
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// do some testing on the bone with no parent
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Vec3 should_be_zero = MulM4V3(cur_pose_bone->parent_space_pose, V3(0,0,0));
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Vec3 should_be_zero = MulM4V3(transform_to_mat(cur_pose_bone->parent_space_pose), V3(0,0,0));
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// there is another bone, that's not at (0,0,0) in model space on the model
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// there is another bone, that's not at (0,0,0) in model space on the model
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// for debugging purposes right now
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// for debugging purposes right now
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@ -4783,7 +4792,7 @@ void frame(void)
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final_mat = MulM4(cur->inverse_model_space_pos, final_mat);
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final_mat = MulM4(cur->inverse_model_space_pos, final_mat);
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for(Bone *cur_in_hierarchy = cur; cur_in_hierarchy; cur_in_hierarchy = cur_in_hierarchy->parent)
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for(Bone *cur_in_hierarchy = cur; cur_in_hierarchy; cur_in_hierarchy = cur_in_hierarchy->parent)
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{
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{
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final_mat = MulM4(get_transform_along_time(cur_in_hierarchy, (float)elapsed_time), final_mat);
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final_mat = MulM4(get_animated_bone_transform(cur_in_hierarchy, (float)elapsed_time), final_mat);
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//final_mat = MulM4(cur_in_hierarchy->anim_poses[0].parent_space_pose, final_mat);
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//final_mat = MulM4(cur_in_hierarchy->anim_poses[0].parent_space_pose, final_mat);
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}
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}
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