238 lines
7.9 KiB
C++
238 lines
7.9 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <Jolt/Jolt.h>
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#include <Jolt/Skeleton/SkeletonMapper.h>
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JPH_NAMESPACE_BEGIN
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void SkeletonMapper::Initialize(const Skeleton *inSkeleton1, const Mat44 *inNeutralPose1, const Skeleton *inSkeleton2, const Mat44 *inNeutralPose2, const CanMapJoint &inCanMapJoint)
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{
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JPH_ASSERT(mMappings.empty() && mChains.empty() && mUnmapped.empty()); // Should not be initialized yet
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// Count joints
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int n1 = inSkeleton1->GetJointCount();
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int n2 = inSkeleton2->GetJointCount();
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JPH_ASSERT(n1 <= n2, "Skeleton 1 should be the low detail skeleton!");
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// Keep track of mapped joints (initialize to false)
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Array<bool> mapped1(n1, false);
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Array<bool> mapped2(n2, false);
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// Find joints that can be mapped directly
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for (int j1 = 0; j1 < n1; ++j1)
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for (int j2 = 0; j2 < n2; ++j2)
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if (inCanMapJoint(inSkeleton1, j1, inSkeleton2, j2))
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{
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// Calculate the transform that takes this joint from skeleton 1 to 2
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Mat44 joint_1_to_2 = inNeutralPose1[j1].Inversed() * inNeutralPose2[j2];
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// Ensure bottom right element is 1 (numerical imprecision in the inverse can make this not so)
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joint_1_to_2(3, 3) = 1.0f;
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mMappings.emplace_back(j1, j2, joint_1_to_2);
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mapped1[j1] = true;
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mapped2[j2] = true;
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break;
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}
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Array<int> cur_chain; // Taken out of the loop to minimize amount of allocations
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// Find joint chains
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for (int m1 = 0; m1 < (int)mMappings.size(); ++m1)
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{
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Array<int> chain2;
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int chain2_m = -1;
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for (int m2 = m1 + 1; m2 < (int)mMappings.size(); ++m2)
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{
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// Find the chain from back from m2 to m1
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int start = mMappings[m1].mJointIdx2;
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int end = mMappings[m2].mJointIdx2;
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int cur = end;
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cur_chain.clear(); // Should preserve memory
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do
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{
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cur_chain.push_back(cur);
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cur = inSkeleton2->GetJoint(cur).mParentJointIndex;
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}
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while (cur >= 0 && cur != start && !mapped2[cur]);
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cur_chain.push_back(start);
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if (cur == start // This should be the correct chain
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&& cur_chain.size() > 2 // It should have joints between the mapped joints
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&& cur_chain.size() > chain2.size()) // And it should be the longest so far
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{
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chain2.swap(cur_chain);
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chain2_m = m2;
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}
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}
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if (!chain2.empty())
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{
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// Get the chain for 1
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Array<int> chain1;
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int start = mMappings[m1].mJointIdx1;
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int cur = mMappings[chain2_m].mJointIdx1;
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do
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{
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chain1.push_back(cur);
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cur = inSkeleton1->GetJoint(cur).mParentJointIndex;
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}
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while (cur >= 0 && cur != start && !mapped1[cur]);
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chain1.push_back(start);
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// If the chain exists in 1 too
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if (cur == start)
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{
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// Reverse the chains
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std::reverse(chain1.begin(), chain1.end());
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std::reverse(chain2.begin(), chain2.end());
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// Mark elements mapped
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for (int j1 : chain1)
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mapped1[j1] = true;
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for (int j2 : chain2)
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mapped2[j2] = true;
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// Insert the chain
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mChains.emplace_back(std::move(chain1), std::move(chain2));
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}
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}
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}
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// Collect unmapped joints from 2
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for (int j2 = 0; j2 < n2; ++j2)
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if (!mapped2[j2])
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mUnmapped.emplace_back(j2, inSkeleton2->GetJoint(j2).mParentJointIndex);
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}
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void SkeletonMapper::LockTranslations(const Skeleton *inSkeleton2, const bool *inLockedTranslations, const Mat44 *inNeutralPose2)
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{
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JPH_ASSERT(inSkeleton2->AreJointsCorrectlyOrdered());
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int n = inSkeleton2->GetJointCount();
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// Copy locked joints to array but don't actually include the first joint (this is physics driven)
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for (int i = 0; i < n; ++i)
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if (inLockedTranslations[i])
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{
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Locked l;
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l.mJointIdx = i;
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l.mParentJointIdx = inSkeleton2->GetJoint(i).mParentJointIndex;
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if (l.mParentJointIdx >= 0)
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l.mTranslation = inNeutralPose2[l.mParentJointIdx].Inversed() * inNeutralPose2[i].GetTranslation();
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else
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l.mTranslation = inNeutralPose2[i].GetTranslation();
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mLockedTranslations.push_back(l);
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}
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}
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void SkeletonMapper::LockAllTranslations(const Skeleton *inSkeleton2, const Mat44 *inNeutralPose2)
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{
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JPH_ASSERT(!mMappings.empty(), "Call Initialize first!");
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JPH_ASSERT(inSkeleton2->AreJointsCorrectlyOrdered());
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// The first mapping is the top most one (remember that joints should be ordered so that parents go before children).
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// Because we created the mappings from the lowest joint first, this should contain the first mappable joint.
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int root_idx = mMappings[0].mJointIdx2;
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// Create temp array to hold locked joints
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int n = inSkeleton2->GetJointCount();
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bool *locked_translations = (bool *)JPH_STACK_ALLOC(n * sizeof(bool));
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memset(locked_translations, 0, n * sizeof(bool));
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// Mark root as locked
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locked_translations[root_idx] = true;
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// Loop over all joints and propagate the locked flag to all children
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for (int i = root_idx + 1; i < n; ++i)
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{
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int parent_idx = inSkeleton2->GetJoint(i).mParentJointIndex;
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if (parent_idx >= 0)
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locked_translations[i] = locked_translations[parent_idx];
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}
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// Unmark root because we don't actually want to include this (this determines the position of the entire ragdoll)
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locked_translations[root_idx] = false;
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// Call the generic function
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LockTranslations(inSkeleton2, locked_translations, inNeutralPose2);
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}
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void SkeletonMapper::Map(const Mat44 *inPose1ModelSpace, const Mat44 *inPose2LocalSpace, Mat44 *outPose2ModelSpace) const
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{
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// Apply direct mappings
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for (const Mapping &m : mMappings)
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outPose2ModelSpace[m.mJointIdx2] = inPose1ModelSpace[m.mJointIdx1] * m.mJoint1To2;
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// Apply chain mappings
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for (const Chain &c : mChains)
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{
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// Calculate end of chain given local space transforms of the joints of the chain
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Mat44 &chain_start = outPose2ModelSpace[c.mJointIndices2.front()];
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Mat44 chain_end = chain_start;
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for (int j = 1; j < (int)c.mJointIndices2.size(); ++j)
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chain_end = chain_end * inPose2LocalSpace[c.mJointIndices2[j]];
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// Calculate the direction in world space for skeleton 1 and skeleton 2 and the rotation between them
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Vec3 actual = chain_end.GetTranslation() - chain_start.GetTranslation();
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Vec3 desired = inPose1ModelSpace[c.mJointIndices1.back()].GetTranslation() - inPose1ModelSpace[c.mJointIndices1.front()].GetTranslation();
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Quat rotation = Quat::sFromTo(actual, desired);
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// Rotate the start of the chain
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chain_start.SetRotation(Mat44::sRotation(rotation) * chain_start.GetRotation());
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// Update all joints but the first and the last joint using their local space transforms
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for (int j = 1; j < (int)c.mJointIndices2.size() - 1; ++j)
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{
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int parent = c.mJointIndices2[j - 1];
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int child = c.mJointIndices2[j];
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outPose2ModelSpace[child] = outPose2ModelSpace[parent] * inPose2LocalSpace[child];
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}
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}
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// All unmapped joints take the local pose and convert it to model space
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for (const Unmapped &u : mUnmapped)
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if (u.mParentJointIdx >= 0)
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{
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JPH_ASSERT(u.mParentJointIdx < u.mJointIdx, "Joints must be ordered: parents first");
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outPose2ModelSpace[u.mJointIdx] = outPose2ModelSpace[u.mParentJointIdx] * inPose2LocalSpace[u.mJointIdx];
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}
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else
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outPose2ModelSpace[u.mJointIdx] = inPose2LocalSpace[u.mJointIdx];
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// Update all locked joint translations
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for (const Locked &l : mLockedTranslations)
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outPose2ModelSpace[l.mJointIdx].SetTranslation(outPose2ModelSpace[l.mParentJointIdx] * l.mTranslation);
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}
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void SkeletonMapper::MapReverse(const Mat44 *inPose2ModelSpace, Mat44 *outPose1ModelSpace) const
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{
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// Normally each joint in skeleton 1 should be present in the mapping, so we only need to apply the direct mappings
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for (const Mapping &m : mMappings)
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outPose1ModelSpace[m.mJointIdx1] = inPose2ModelSpace[m.mJointIdx2] * m.mJoint2To1;
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}
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int SkeletonMapper::GetMappedJointIdx(int inJoint1Idx) const
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{
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for (const Mapping &m : mMappings)
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if (m.mJointIdx1 == inJoint1Idx)
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return m.mJointIdx2;
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return -1;
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}
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bool SkeletonMapper::IsJointTranslationLocked(int inJoint2Idx) const
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{
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for (const Locked &l : mLockedTranslations)
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if (l.mJointIdx == inJoint2Idx)
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return true;
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return false;
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}
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JPH_NAMESPACE_END
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