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