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-rw-r--r--src/scene/animation.c524
1 files changed, 524 insertions, 0 deletions
diff --git a/src/scene/animation.c b/src/scene/animation.c
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1#include "animation_impl.h"
2
3#include "node_impl.h"
4#include "scene_memory.h"
5
6#include <string.h>
7
8// #include <log/log.h> // Debugging.
9
10static const R PLAYBACK_UNINITIALIZED = -1;
11
12static joint_idx get_anima_root_joint_index(Anima* anima) {
13 assert(anima);
14 assert(anima->num_joints > 0);
15 assert(anima->num_joints < GFX_MAX_NUM_JOINTS);
16 return anima->num_joints - 1;
17}
18
19static Joint* get_anima_root_joint(Anima* anima) {
20 assert(anima);
21 return &anima->joints[get_anima_root_joint_index(anima)];
22}
23
24static const Joint* get_anima_joint(const Anima* anima, joint_idx index) {
25 assert(anima);
26 assert(index < GFX_MAX_NUM_JOINTS);
27 assert(index != INDEX_NONE);
28 assert(index < anima->num_joints);
29 return &anima->joints[index];
30}
31
32static Joint* get_anima_joint_mut(Anima* anima, joint_idx index) {
33 return (Joint*)get_anima_joint(anima, index);
34}
35
36static const Joint* get_skeleton_joint(
37 const Anima* anima, const Skeleton* skeleton, joint_idx index) {
38 assert(anima);
39 assert(skeleton);
40 return get_anima_joint(anima, skeleton->joints[index]);
41}
42
43static void set_joint_parent(
44 Anima* anima, joint_idx joint_index, joint_idx parent_index) {
45 assert(anima);
46 assert(joint_index != INDEX_NONE);
47 assert(joint_index != get_anima_root_joint_index(anima));
48 assert(parent_index != INDEX_NONE);
49
50 Joint* parent = get_anima_joint_mut(anima, parent_index);
51
52 if (parent->child == INDEX_NONE) {
53 parent->child = joint_index;
54 } else {
55 // Find the last child in the chain of children.
56 Joint* child = get_anima_joint_mut(anima, parent->child);
57 while (child->next != INDEX_NONE) {
58 child = get_anima_joint_mut(anima, child->next);
59 }
60 // Wire up this joint as the last child's sibling.
61 child->next = joint_index;
62 }
63}
64
65static void make_joint(Anima* anima, const JointDesc* desc, Joint* joint) {
66 assert(anima);
67 assert(desc);
68 assert(joint);
69
70 // The joint matrix needs to be initialized so that meshes look right even if
71 // no animation is played. Initializing joint matrices to the identity makes
72 // meshes appear in their bind pose.
73 joint->child = INDEX_NONE;
74 joint->next = INDEX_NONE;
75 joint->transform = mat4_id();
76 joint->inv_bind_matrix = desc->inv_bind_matrix;
77 joint->joint_matrix = mat4_id();
78 joint->box = desc->box;
79}
80
81static Skeleton* make_skeleton(const SkeletonDesc* desc) {
82 assert(desc);
83 assert(desc->num_joints <= GFX_MAX_NUM_JOINTS);
84
85 Skeleton* skeleton = mem_alloc_skeleton();
86 skeleton->num_joints = desc->num_joints;
87 memcpy(
88 skeleton->joints, desc->joints,
89 desc->num_joints * sizeof(skeleton->joints[0]));
90 return skeleton;
91}
92
93static Animation* make_animation(const AnimationDesc* desc) {
94 assert(desc);
95 assert(desc->num_channels < GFX_MAX_NUM_CHANNELS);
96
97 Animation* animation = mem_alloc_animation();
98 animation->name = desc->name;
99 animation->duration = 0;
100 animation->num_channels = desc->num_channels;
101 R start_time = 0;
102 R end_time = 0;
103
104 for (size_t c = 0; c < desc->num_channels; ++c) {
105 const ChannelDesc* channel_desc = &desc->channels[c];
106 Channel* channel = &animation->channels[c];
107
108 channel->target = channel_desc->target;
109 channel->type = channel_desc->type;
110 channel->interpolation = channel_desc->interpolation;
111 channel->num_keyframes = channel_desc->num_keyframes;
112 assert(channel_desc->num_keyframes < GFX_MAX_NUM_KEYFRAMES);
113
114 for (size_t k = 0; k < channel_desc->num_keyframes; ++k) {
115 const KeyframeDesc* keyframe_desc = &channel_desc->keyframes[k];
116 Keyframe* keyframe = &channel->keyframes[k];
117
118 keyframe->time = keyframe_desc->time;
119 keyframe->translation = keyframe_desc->translation;
120 keyframe->rotation = keyframe_desc->rotation;
121
122 start_time = keyframe->time < start_time ? keyframe->time : start_time;
123 end_time = keyframe->time > end_time ? keyframe->time : end_time;
124 }
125 }
126
127 // LOGD("Animation start/end: %f / %f", start_time, end_time);
128 animation->duration = end_time - start_time;
129 assert(animation->duration >= 0);
130 return animation;
131}
132
133Anima* gfx_make_anima(const AnimaDesc* desc) {
134 assert(desc);
135 assert(desc->num_joints > 0);
136 assert(desc->num_joints <= GFX_MAX_NUM_JOINTS);
137 // All joints should have a parent except for the root.
138 for (size_t i = 0; i < desc->num_joints - 1; ++i) {
139 const joint_idx parent = desc->joints[i].parent;
140 assert(parent != INDEX_NONE);
141 assert(parent < desc->num_joints);
142 }
143 // The root should have no parent.
144 assert(desc->joints[desc->num_joints - 1].parent == INDEX_NONE);
145
146 Anima* anima = mem_alloc_anima();
147
148 // Wire the skeletons in the same order they are given in the descriptor.
149 Skeleton* last_skeleton = 0;
150 for (size_t i = 0; i < desc->num_skeletons; ++i) {
151 Skeleton* skeleton = make_skeleton(&desc->skeletons[i]);
152 const skeleton_idx skeleton_index = mem_get_skeleton_index(skeleton);
153 if (last_skeleton == 0) {
154 anima->skeleton = skeleton_index;
155 } else {
156 last_skeleton->next = skeleton_index;
157 }
158 last_skeleton = skeleton;
159 }
160
161 // Wire the animations in the same order they are given in the descriptor.
162 Animation* last_animation = 0;
163 for (size_t i = 0; i < desc->num_animations; ++i) {
164 Animation* animation = make_animation(&desc->animations[i]);
165 const animation_idx animation_index = mem_get_animation_index(animation);
166 if (last_animation == 0) {
167 anima->animation = animation_index;
168 } else {
169 last_animation->next = animation_index;
170 }
171 last_animation = animation;
172 }
173
174 // Create joints.
175 anima->num_joints = desc->num_joints;
176 // Initialize all joints.
177 // Child and sibling pointers must be initialized before wiring up the
178 // hierarchy.
179 for (size_t i = 0; i < desc->num_joints; ++i) {
180 Joint* joint = get_anima_joint_mut(anima, i);
181 make_joint(anima, &desc->joints[i], joint);
182 }
183 // Wire up joints to their parents. -1 to skip the root.
184 for (size_t i = 0; i < desc->num_joints - 1; ++i) {
185 set_joint_parent(anima, i, desc->joints[i].parent);
186 }
187
188 return anima;
189}
190
191void gfx_destroy_anima(Anima** anima) {
192 assert(anima);
193
194 if (*anima) {
195 for (skeleton_idx i = (*anima)->skeleton; i.val != 0;) {
196 Skeleton* skeleton = mem_get_skeleton(i);
197 i = skeleton->next;
198 mem_free_skeleton(&skeleton);
199 }
200
201 for (animation_idx i = (*anima)->animation; i.val != 0;) {
202 Animation* animation = mem_get_animation(i);
203 i = animation->next;
204 mem_free_animation(&animation);
205 }
206
207 if ((*anima)->parent.val) {
208 gfx_del_node((*anima)->parent);
209 }
210
211 mem_free_anima(anima);
212 }
213}
214
215static Animation* find_animation(animation_idx index, const char* name) {
216 assert(name);
217
218 while (index.val != 0) {
219 Animation* animation = mem_get_animation(index);
220 if (sstring_eq_cstr(animation->name, name)) {
221 // LOGD(
222 // "Found animation at index %u, %s - %s", index.val,
223 // sstring_cstr(&animation->name), name);
224 // LOGD("Animation has duration %f", animation->duration);
225 return animation;
226 }
227 index = animation->next;
228 }
229
230 return 0;
231}
232
233bool gfx_play_animation(Anima* anima, const AnimationPlaySettings* settings) {
234 assert(anima);
235 assert(settings);
236
237 // TODO: Should we animate at t=0 here to kickstart the animation? Otherwise
238 // the client is forced to call gfx_update_animation() to do this.
239 Animation* animation = find_animation(anima->animation, settings->name);
240 if (!animation) {
241 return false;
242 }
243 // Playback initialized on first call to update().
244 AnimationState* state = &anima->state;
245 state->start_time = PLAYBACK_UNINITIALIZED;
246 state->animation = mem_get_animation_index(animation);
247 state->loop = settings->loop;
248 return true;
249}
250
251static void gfx_set_joint_position(Joint* joint, vec3 position) {
252 assert(joint);
253 mat4_set_v3(&joint->transform, position);
254}
255
256static void gfx_set_joint_rotation(Joint* joint, quat rotation) {
257 assert(joint);
258 mat4_set_3x3(&joint->transform, mat4_from_quat(rotation));
259}
260
261static void find_keyframes(const Channel* channel, R t, int* prev, int* next) {
262 assert(channel);
263 assert(prev);
264 assert(next);
265
266 *prev = -1;
267 *next = 0;
268 while (((*next + 1) < (int)channel->num_keyframes) &&
269 (t >= channel->keyframes[*next + 1].time)) {
270 (*prev)++;
271 (*next)++;
272 }
273}
274
275static R normalize_time(R a, R b, R t) {
276 assert(a <= t);
277 assert(t <= b);
278 return (t - a) / (b - a);
279}
280
281static quat interpolate_rotation(
282 const Channel* channel, int prev, int next, R t) {
283 assert(channel);
284
285 if (next == 0) {
286 // Animation has not started at this point in time yet.
287 return channel->keyframes[next].rotation;
288 } else {
289 switch (channel->interpolation) {
290 case StepInterpolation:
291 return channel->keyframes[prev].rotation;
292 case LinearInterpolation: {
293 const R normalized_t = normalize_time(
294 channel->keyframes[prev].time, channel->keyframes[next].time, t);
295 return qnormalize(qslerp(
296 channel->keyframes[prev].rotation, channel->keyframes[next].rotation,
297 normalized_t));
298 break;
299 }
300 case CubicSplineInterpolation:
301 assert(false); // TODO
302 return qmake(0, 0, 0, 0);
303 default:
304 assert(false);
305 return qmake(0, 0, 0, 0);
306 }
307 }
308}
309
310static vec3 interpolate_translation(
311 const Channel* channel, int prev, int next, R t) {
312 assert(channel);
313
314 if (next == 0) {
315 // Animation has not started at this point in time yet.
316 return channel->keyframes[next].translation;
317 } else {
318 switch (channel->interpolation) {
319 case StepInterpolation:
320 return channel->keyframes[prev].translation;
321 case LinearInterpolation: {
322 const R normalized_t = normalize_time(
323 channel->keyframes[prev].time, channel->keyframes[next].time, t);
324 return vec3_lerp(
325 channel->keyframes[prev].translation,
326 channel->keyframes[next].translation, normalized_t);
327 break;
328 }
329 case CubicSplineInterpolation:
330 assert(false); // TODO
331 return vec3_make(0, 0, 0);
332 default:
333 assert(false);
334 return vec3_make(0, 0, 0);
335 }
336 }
337}
338
339static void animate_channel(Anima* anima, const Channel* channel, R t) {
340 assert(anima);
341 assert(channel);
342 assert(channel->target < anima->num_joints);
343
344 int prev, next;
345 find_keyframes(channel, t, &prev, &next);
346
347 // Note that not all channels extend to the duration of an animation; some
348 // channels may stop animating their targets earlier. Clamp the animation time
349 // to the channel's end keyframe to make the rest of the math (normalize_time)
350 // work.
351 t = t > channel->keyframes[next].time ? channel->keyframes[next].time : t;
352
353 Joint* target = get_anima_joint_mut(anima, channel->target);
354
355 switch (channel->type) {
356 case RotationChannel: {
357 const quat rotation = interpolate_rotation(channel, prev, next, t);
358 gfx_set_joint_rotation(target, rotation);
359 break;
360 }
361 case TranslationChannel: {
362 const vec3 translation = interpolate_translation(channel, prev, next, t);
363 gfx_set_joint_position(target, translation);
364 break;
365 }
366 // Not yet supported.
367 case ScaleChannel:
368 case WeightsChannel:
369 default:
370 // TODO: Add back the assertion or add support for scaling.
371 // assert(false);
372 break;
373 }
374}
375
376static void compute_joint_matrices_rec(
377 Anima* anima, Joint* joint, const mat4* parent_global_joint_transform,
378 const mat4* root_inv_global_transform) {
379 assert(anima);
380 assert(joint);
381 assert(parent_global_joint_transform);
382 assert(root_inv_global_transform);
383
384 const mat4 global_joint_transform =
385 mat4_mul(*parent_global_joint_transform, joint->transform);
386
387 // Compute this joint's matrix.
388 joint->joint_matrix = mat4_mul(
389 *root_inv_global_transform,
390 mat4_mul(global_joint_transform, joint->inv_bind_matrix));
391
392 // Recursively compute the joint matrices for this joint's siblings.
393 if (joint->next != INDEX_NONE) {
394 Joint* sibling = get_anima_joint_mut(anima, joint->next);
395
396 compute_joint_matrices_rec(
397 anima, sibling, parent_global_joint_transform,
398 root_inv_global_transform);
399 }
400
401 // Recursively compute the joint matrices for this joint's children.
402 if (joint->child != INDEX_NONE) {
403 Joint* child = get_anima_joint_mut(anima, joint->child);
404
405 compute_joint_matrices_rec(
406 anima, child, &global_joint_transform, root_inv_global_transform);
407 }
408}
409
410void gfx_update_animation(Anima* anima, R t) {
411 assert(anima);
412
413 AnimationState* state = &anima->state;
414 if (state->animation.val == 0) {
415 return; // No active animation.
416 }
417 const Animation* animation = mem_get_animation(state->animation);
418 assert(animation);
419
420 // On a call to play(), the start time is set to -1 to signal that the
421 // animation playback has not yet been initialized.
422 if (state->start_time == PLAYBACK_UNINITIALIZED) {
423 state->start_time = t;
424 }
425 // Locate the current time point inside the animation's timeline.
426 assert(t >= state->start_time);
427 assert(animation->duration >= 0.0);
428 const R local_time = t - state->start_time;
429 const R animation_time = state->loop
430 ? rmod(local_time, animation->duration)
431 : clamp(local_time, 0.0, animation->duration);
432
433 // LOGD(
434 // "animation_time = %f, animation duration: %f", animation_time,
435 // animation->duration);
436
437 // Play through the animation to transform skeleton nodes.
438 for (size_t i = 0; i < animation->num_channels; ++i) {
439 const Channel* channel = &animation->channels[i];
440 animate_channel(anima, channel, animation_time);
441 }
442
443 // Compute joint matrices after having transformed the skeletons.
444 //
445 // The anima's parent node is the common ancestor of all skeletons, and its
446 // transform maps the skeletons from object space to world space. This is the
447 // transform used as the "global transform" in the joint matrix equations.
448 //
449 // Joint matrix calculation begins by descending from the anima's root joint,
450 // which we have constructed to be the common root of all skeletons.
451 //
452 // This procedure touches every joint exactly once.
453 SceneNode* root_node = mem_get_node(anima->parent);
454 // LOGD("Root: %u, child: %u", anima->parent.val, root->child.val);
455 const mat4 root_global_transform = gfx_get_node_global_transform(root_node);
456 const mat4 root_inv_global_transform = mat4_inverse(root_global_transform);
457
458 Joint* root_joint = get_anima_root_joint(anima);
459 compute_joint_matrices_rec(
460 anima, root_joint, &root_global_transform, &root_inv_global_transform);
461}
462
463const Skeleton* gfx_get_anima_skeleton(const Anima* anima, size_t i) {
464 assert(anima);
465
466 skeleton_idx skeleton_index = anima->skeleton;
467 const Skeleton* skeleton = mem_get_skeleton(skeleton_index);
468
469 for (size_t j = 1; j < i; ++j) {
470 skeleton_index = skeleton->next;
471 mem_get_skeleton(skeleton_index);
472 }
473
474 return skeleton;
475}
476
477size_t gfx_get_skeleton_num_joints(const Skeleton* skeleton) {
478 assert(skeleton);
479 return skeleton->num_joints;
480}
481
482bool gfx_joint_has_box(
483 const Anima* anima, const Skeleton* skeleton, size_t joint_index) {
484 assert(anima);
485 assert(skeleton);
486 assert(joint_index < skeleton->num_joints);
487
488 const Joint* joint = get_skeleton_joint(anima, skeleton, joint_index);
489 return !aabb3_is_empty(joint->box);
490}
491
492Box gfx_get_joint_box(
493 const Anima* anima, const Skeleton* skeleton, size_t joint_index) {
494 assert(anima);
495 assert(skeleton);
496
497 const Joint* joint = get_skeleton_joint(anima, skeleton, joint_index);
498
499 // Transform the box to anima space.
500 // Note that joint matrices do not usually have a translation since joints
501 // mostly just rotate with respect to their parent.
502 const vec3 pmin = joint->box.min;
503 const vec3 pmax = joint->box.max;
504 return (Box){
505 .vertices = {
506 mat4_mul_vec3(
507 joint->joint_matrix, vec3_make(pmin.x, pmin.y, pmax.z), 1),
508 mat4_mul_vec3(
509 joint->joint_matrix, vec3_make(pmax.x, pmin.y, pmax.z), 1),
510 mat4_mul_vec3(
511 joint->joint_matrix, vec3_make(pmax.x, pmax.y, pmax.z), 1),
512 mat4_mul_vec3(
513 joint->joint_matrix, vec3_make(pmin.x, pmax.y, pmax.z), 1),
514 mat4_mul_vec3(
515 joint->joint_matrix, vec3_make(pmin.x, pmin.y, pmin.z), 1),
516 mat4_mul_vec3(
517 joint->joint_matrix, vec3_make(pmax.x, pmin.y, pmin.z), 1),
518 mat4_mul_vec3(
519 joint->joint_matrix, vec3_make(pmax.x, pmax.y, pmin.z), 1),
520 mat4_mul_vec3(
521 joint->joint_matrix, vec3_make(pmin.x, pmax.y, pmin.z), 1),
522 }
523 };
524}