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774 lines
21 KiB
774 lines
21 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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// BIPEDKILLER
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///////////
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//
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// INCLUDES
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//
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///////////
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// theirs
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#include <windowsx.h>
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#include "max.h"
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#include "resource.h"
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#include "CS/bipexp.h"
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#include "decomp.h"
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#pragma warning(disable: 4786) // disable warnings about excessive STL symbol name length
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#include <map>
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#include <vector>
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#include "hsStlSortUtils.h"
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// ours
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#include "plComponent.h"
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#include "plComponentReg.h"
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#include "plMiscComponents.h"
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#include "../MaxMain/plMaxNodeBase.h"
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#include "../plTransform/hsAffineParts.h"
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#include "hsMatrix44.h"
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//////////////
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//
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// LOCAL TYPES
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//
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//////////////
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// NODETMINFO
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// A local handy thing to remember a matrix and the time we sampled it
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struct nodeTMInfo
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{
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TimeValue fTime;
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Matrix3 fMat3;
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};
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// PLSAMPLEVEC
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// A vector of matrix samples
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typedef std::vector<nodeTMInfo *> plSampleVec;
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// PLSAMPLEVECMAP
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// A map relating bone names to plSampleVecs
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typedef std::map<char *, plSampleVec *, stringSorter> plSampleVecMap;
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/////////////
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//
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// PROTOTYPES
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//
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/////////////
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void ProcessNodeRecurse(INode *node, INode *parent, Interface *theInterface);
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void ProcessBipedNodeRecurse(INode *bipNode, INode *newParent, Interface *theInterface);
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void ProcessNonBipedNodeRecurse(INode *node, INode *parent, Interface *theInterface);
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int LimitTransform(INode* node, Matrix3* nodeTM);
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void GetParts(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts);
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Quat GetRotKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts);
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Point3 GetPosKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts);
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ScaleValue GetScaleKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts);
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Quat MakeRotKey(INode *node, INode *parent, TimeValue t);
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Point3 MakePosKey(INode *node, INode *parent, TimeValue t);
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ScaleValue MakeScaleKey(INode *node, INode *parent, TimeValue t);
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AffineParts GetLocalNodeParts(INode *node, INode *parent, TimeValue t);
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bool ExportableAnimationController(INode* node);
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bool HasBipController(INode* node);
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Quat GetRotKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array);
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plSampleVec * SampleNodeMotion(INode* node, INode* parent, int sampleRate, Interface *theInterface);
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plSampleVec * SampleNodeMotion(INode * node, INode* parent, int sampleRate, TimeValue start, TimeValue end);
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void ReapplyAnimation(INode *node, plSampleVec *samples);
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void FreeMotionSamples(plSampleVec *samples);
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/////////////////
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//
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// IMPLEMENTATION
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//
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/////////////////
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// REMOVEBIPED
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void RemoveBiped(INode *bipRoot, Interface *theInterface)
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{
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SuspendAnimate();
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AnimateOn();
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// remember Max's default controllers (for the user)
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ClassDesc* defaultRotCtrl=GetDefaultController(CTRL_ROTATION_CLASS_ID);
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ClassDesc* defaultPosCtrl=GetDefaultController(CTRL_POSITION_CLASS_ID);
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ClassDesc* defaultScaleCtrl=GetDefaultController(CTRL_SCALE_CLASS_ID);
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// change default controllers to linear to create linear controllers
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// since we have no tan info
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DllDir* dllDir=&theInterface->GetDllDir();
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ClassDirectory* classDir=&dllDir->ClassDir();
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ClassDesc* rotCtrl = classDir->FindClass( SClass_ID(CTRL_ROTATION_CLASS_ID),
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Class_ID(TCBINTERP_ROTATION_CLASS_ID,0)); // was Class_ID(LININTERP_ROTATION_CLASS_ID,0));
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ClassDesc* posCtrl = classDir->FindClass( SClass_ID(CTRL_POSITION_CLASS_ID),
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Class_ID(LININTERP_POSITION_CLASS_ID, 0));
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ClassDesc* scaleCtrl = classDir->FindClass( SClass_ID(CTRL_SCALE_CLASS_ID),
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Class_ID(LININTERP_SCALE_CLASS_ID, 0));
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SetDefaultController(CTRL_ROTATION_CLASS_ID, rotCtrl);
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SetDefaultController(CTRL_POSITION_CLASS_ID, posCtrl);
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SetDefaultController(CTRL_SCALE_CLASS_ID, scaleCtrl);
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ProcessNodeRecurse(bipRoot, nil, theInterface);
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//deinit
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ResumeAnimate();
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// remember Max's default controllers (for the user)
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SetDefaultController(CTRL_ROTATION_CLASS_ID, defaultRotCtrl);
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SetDefaultController(CTRL_POSITION_CLASS_ID, defaultPosCtrl);
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SetDefaultController(CTRL_SCALE_CLASS_ID, defaultScaleCtrl);
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}
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// PROCESSNODERECURSE
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void ProcessNodeRecurse(INode *node, INode *parent, Interface *theInterface)
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{
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if(HasBipController(node))
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{
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ProcessBipedNodeRecurse(node, parent, theInterface);
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} else {
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ProcessNonBipedNodeRecurse(node, parent, theInterface);
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}
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}
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// PROCESSBIPNODERECURSE
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// When we find a Biped-controlled node in our hierarchy, we need to find one non-biped
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// child and promote it to the place of the biped node in the hierarchy. The siblings
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// of the promoted node will become its children, as will the original children from the
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// biped node.
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void ProcessBipedNodeRecurse(INode *bipNode, INode *parent, Interface *theInterface)
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{
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int numChildren = bipNode->NumberOfChildren();
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char *bipName = bipNode ? bipNode->GetName() : nil;
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INode *replacement = nil;
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for (int i = 0; i < numChildren; i++)
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{
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INode *child = bipNode->GetChildNode(i);
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char *childName = child ? child->GetName() : nil;
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if( ! HasBipController(child) )
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{
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replacement = child; // this child is going to be our replacement for this bipnode
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// sample the animation (into global space)
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plSampleVec *samples = SampleNodeMotion(replacement, bipNode, 1, theInterface);
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// detach from the parent (this blows away the animation)
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replacement->Detach(0);
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// attach the node to the biped's parent.
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parent->AttachChild(replacement);
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ReapplyAnimation(child, samples);
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FreeMotionSamples(samples);
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// we only need one replacement for the bip node
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break;
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}
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}
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if(replacement)
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{
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// reparent the siblings to the newly promoted replacement node
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numChildren = bipNode->NumberOfChildren();
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for (i = 0; i < numChildren; i++)
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{
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INode *child = bipNode->GetChildNode(i);
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if( HasBipController(child) )
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{
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ProcessBipedNodeRecurse(child, replacement, theInterface);
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} else {
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child->Detach(0); // remove the (non-bip) child from the bip node
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replacement->AttachChild(child); // attach it to the non-bip parent
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ProcessNonBipedNodeRecurse(child, replacement, theInterface);
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}
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}
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} else {
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// this is an error condition: we've got a bip node that has no non-bip child for us to promote
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char buf[256];
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sprintf(buf, "Couldn't find non-bip node to transfer motion to for bip node %s\n", bipNode->GetName());
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hsStatusMessage(buf);
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}
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}
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// PROCESSNONBIPEDNODERECURSE
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// Sample motion for a hierarchy that does not have any Biped controllers in it.
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void ProcessNonBipedNodeRecurse(INode *node, INode *parent, Interface *theInterface)
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{
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if( ! ExportableAnimationController(node) )
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{
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plSampleVec *samples = SampleNodeMotion(node, parent, 2, theInterface);
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ReapplyAnimation(node, samples);
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FreeMotionSamples(samples);
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}
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int numChildren = node->NumberOfChildren();
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for (int i = 0; i < numChildren; i++)
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{
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INode *child = node->GetChildNode(i);
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ProcessNodeRecurse(child, node, theInterface);
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}
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}
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// ADJUSTROTKEYS
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void AdjustRotKeys(INode *node)
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{
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Control *controller = node->GetTMController();
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Control *rotControl = controller->GetRotationController();
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IKeyControl *rotKeyCont = GetKeyControlInterface(rotControl);
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int numKeys = rotKeyCont->GetNumKeys();
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for(int i = 0; i < numKeys; i++)
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{
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ITCBKey key;
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rotKeyCont->GetKey(i, &key);
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key.cont = 0;
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rotKeyCont->SetKey(i, &key);
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}
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}
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#define boolTrue = (0 == 0);
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#define boolFalse = (0 == 1);
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// *** todo: generalize this for rotation keys as well.
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int CompareKeys(ILinPoint3Key &a, ILinPoint3Key &b)
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{
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int result = a.val.Equals(b.val, .001);
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#if 0
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hsStatusMessageF("COMPAREKEYS(point): (%f %f %f) vs (%f, %f, %f) = %s\n", a.val.x, a.val.y, a.val.z, b.val.x, b.val.y, b.val.z, result ? "yes" : "no");
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#endif
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return result;
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}
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template<class T>
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void ReduceKeys(INode *node, IKeyControl *keyCont)
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{
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keyCont->SortKeys(); // ensure the keys are sorted by time
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int to; // the next key we're setting
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int from; // the next key we're examining
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int origNumKeys = keyCont->GetNumKeys();
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int finalNumKeys = origNumKeys;
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for (to = 1, from = 1; from < origNumKeys - 1; to++, from++)
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{
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T prevKey, curKey, nextKey;
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keyCont->GetKey(from - 1, &prevKey);
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keyCont->GetKey(from, &curKey);
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keyCont->GetKey(from + 1, &nextKey);
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if (CompareKeys(curKey, prevKey) && CompareKeys(curKey, nextKey))
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finalNumKeys--; // skip it
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else
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keyCont->SetKey(to, &curKey); // copy current key
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}
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// copy the last one without peeking ahead
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T lastKey;
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keyCont->GetKey(from, &lastKey);
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keyCont->SetKey(to, &lastKey);
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keyCont->SetNumKeys(finalNumKeys);
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keyCont->SortKeys();
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}
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void EliminateScaleKeys(INode *node, IKeyControl *keyCont)
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{
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int numKeys = keyCont->GetNumKeys();
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ILinScaleKey last;
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keyCont->GetKey(numKeys - 1, &last);
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keyCont->SetKey(1, &last); // move the last to the second
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keyCont->SetNumKeys(2);
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}
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// REAPPLYANIMATION
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// Now that we've reparented a node within the hierarchy, re-apply all its animation.
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void ReapplyAnimation(INode *node, plSampleVec *samples)
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{
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Control *controller = node->GetTMController();
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Control *rotControl = NewDefaultRotationController(); // we set the default rotation controller type above in RemoveBiped()
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Control *posControl = NewDefaultPositionController(); // '' ''
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Control *scaleControl = NewDefaultScaleController(); // '' ''
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controller->SetRotationController(rotControl);
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controller->SetPositionController(posControl);
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controller->SetScaleController(scaleControl);
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for(int i = 0; i < samples->size(); i++)
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{
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nodeTMInfo *info = (*samples)[i];
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Matrix3 m = info->fMat3;
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TimeValue t = info->fTime;
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#if 1
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node->SetNodeTM(t, m);
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#else
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AffineParts parts;
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INode *parent = node->GetParentNode();
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Matrix3 parentTM = parent->GetNodeTM(t);
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Matrix3 invParentTM = Inverse(parentTM);
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m *= invParentTM;
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decomp_affine(m, &parts);
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Quat q(parts.q.x, parts.q.y, parts.q.z, parts.q.w);
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Point3 p(parts.t.x, parts.t.y, parts.t.z);
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rotControl->SetValue(t, q);
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posControl->SetValue(t, p);
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#endif
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}
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IKeyControl *posKeyCont = GetKeyControlInterface(posControl);
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IKeyControl *scaleKeyCont = GetKeyControlInterface(scaleControl);
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ReduceKeys<ILinPoint3Key>(node, posKeyCont);
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EliminateScaleKeys(node, scaleKeyCont);
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// grrrr ReduceKeys<ILinScaleKey>(node, scaleKeyCont);
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}
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// HASBIPCONTROLLER
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bool HasBipController(INode* node)
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{
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if (!node)
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return false;
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Control* c = node->GetTMController();
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if (c && ((c->ClassID()== BIPSLAVE_CONTROL_CLASS_ID) ||
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(c->ClassID()== BIPBODY_CONTROL_CLASS_ID) ||
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(c->ClassID()== FOOTPRINT_CLASS_ID)) )
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return true;
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return false;
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}
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// EXPORTABLEANIMATIONCONTROLLER
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bool ExportableAnimationController(INode* node)
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{
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bool result = false;
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if(node)
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{
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Control *c = node->GetTMController();
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if(c)
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{
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Class_ID id = c->ClassID();
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if(id == Class_ID(LININTERP_ROTATION_CLASS_ID, 0)
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|| id == Class_ID(PRS_CONTROL_CLASS_ID, 0)
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|| id == Class_ID(LININTERP_POSITION_CLASS_ID, 0)
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|| id == Class_ID(TCBINTERP_FLOAT_CLASS_ID, 0)
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|| id == Class_ID(TCBINTERP_POSITION_CLASS_ID, 0)
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|| id == Class_ID(TCBINTERP_ROTATION_CLASS_ID, 0)
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||
|
|| id == Class_ID(TCBINTERP_POINT3_CLASS_ID, 0)
|
||
|
|| id == Class_ID(TCBINTERP_SCALE_CLASS_ID, 0))
|
||
|
{
|
||
|
result = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
// SAMPLENODEMOTION
|
||
|
// top level function for sampling all the motion on a single node
|
||
|
plSampleVec * SampleNodeMotion(INode* node, INode* parent, int sampleRate, Interface *theInterface)
|
||
|
{
|
||
|
Interval interval = theInterface->GetAnimRange();
|
||
|
TimeValue start = interval.Start(); // in ticks
|
||
|
TimeValue end = interval.End();
|
||
|
|
||
|
sampleRate *= GetTicksPerFrame(); // convert sample rate to ticks
|
||
|
|
||
|
return SampleNodeMotion(node, parent, sampleRate, start, end);
|
||
|
}
|
||
|
|
||
|
// SAMPLENODEMOTION
|
||
|
// sample all the motion on a single node
|
||
|
// intended for use in the context of a full tree traversal
|
||
|
plSampleVec * SampleNodeMotion(INode * node, INode* parent, int sampleRate, TimeValue start, TimeValue end)
|
||
|
{
|
||
|
plSampleVec *result = TRACKED_NEW plSampleVec;
|
||
|
|
||
|
bool done = false;
|
||
|
|
||
|
for(int i = start; ! done; i += sampleRate)
|
||
|
{
|
||
|
if (i > end) i = end;
|
||
|
if (i == end) done = true;
|
||
|
|
||
|
// Get key time
|
||
|
TimeValue keyTime = i;
|
||
|
int frameNum= keyTime / GetTicksPerFrame();
|
||
|
|
||
|
// get localTM
|
||
|
nodeTMInfo * nti = TRACKED_NEW nodeTMInfo;
|
||
|
nti->fTime = keyTime;
|
||
|
Matrix3 localTM = node->GetNodeTM(keyTime);
|
||
|
|
||
|
nti->fMat3 = localTM;
|
||
|
result->push_back(nti);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
// FREEMOTIONSAMPLES
|
||
|
void FreeMotionSamples(plSampleVec *samples)
|
||
|
{
|
||
|
int count = samples->size();
|
||
|
for(int i = 0; i < count; i++)
|
||
|
{
|
||
|
delete (*samples)[i];
|
||
|
}
|
||
|
delete samples;
|
||
|
}
|
||
|
|
||
|
// LIMITTRANSFORM
|
||
|
// Check if this node is marked as having a constrained transform.
|
||
|
// Meaning ignore part of the transform for this node and push it down to its kids.
|
||
|
int LimitTransform(INode* node, Matrix3* nodeTM)
|
||
|
{
|
||
|
/* NOT sure if we want to support this functionality: probably eventually.
|
||
|
hsBool32 noRotX=false,noRotY=false,noRotZ=false;
|
||
|
hsBool32 noRot=gUserPropMgr.UserPropExists(node,"BEHNoRot") || MatWrite::HasToken(node->GetName(), "norot");
|
||
|
if (!noRot)
|
||
|
{
|
||
|
noRotX=gUserPropMgr.UserPropExists(node,"BEHNoRotX") || MatWrite::HasToken(node->GetName(), "norotx");
|
||
|
noRotY=gUserPropMgr.UserPropExists(node,"BEHNoRotY") || MatWrite::HasToken(node->GetName(), "noroty");
|
||
|
noRotZ=gUserPropMgr.UserPropExists(node,"BEHNoRotZ") || MatWrite::HasToken(node->GetName(), "norotz");
|
||
|
}
|
||
|
|
||
|
hsBool32 noTransX=false,noTransY=false,noTransZ=false;
|
||
|
hsBool32 noTrans=gUserPropMgr.UserPropExists(node,"BEHNoTrans") || MatWrite::HasToken(node->GetName(), "notrans");
|
||
|
if (!noTrans)
|
||
|
{
|
||
|
noTransX=gUserPropMgr.UserPropExists(node,"BEHNoTransX") || MatWrite::HasToken(node->GetName(), "notransx");
|
||
|
noTransY=gUserPropMgr.UserPropExists(node,"BEHNoTransY") || MatWrite::HasToken(node->GetName(), "notransy");
|
||
|
noTransZ=gUserPropMgr.UserPropExists(node,"BEHNoTransZ") || MatWrite::HasToken(node->GetName(), "notransz");
|
||
|
}
|
||
|
|
||
|
if (noRot || noTrans ||
|
||
|
noRotX || noRotY || noRotZ ||
|
||
|
noTransX || noTransY || noTransZ)
|
||
|
{
|
||
|
Matrix3 tm(true); // identity
|
||
|
|
||
|
Quat q(*nodeTM); // matrix to quat
|
||
|
float eulerAng[3];
|
||
|
QuatToEuler(q, eulerAng); // to euler
|
||
|
|
||
|
// rotation
|
||
|
if (!noRot && !noRotX)
|
||
|
tm.RotateX(eulerAng[0]);
|
||
|
if (!noRot && !noRotY)
|
||
|
tm.RotateY(eulerAng[1]);
|
||
|
if (!noRot && !noRotZ)
|
||
|
tm.RotateZ(eulerAng[2]);
|
||
|
|
||
|
// translation
|
||
|
Point3 trans=nodeTM->GetTrans();
|
||
|
if (noTrans || noTransX)
|
||
|
trans.x=0;
|
||
|
if (noTrans || noTransY)
|
||
|
trans.y=0;
|
||
|
if (noTrans || noTransZ)
|
||
|
trans.z=0;
|
||
|
tm.Translate(trans);
|
||
|
|
||
|
// copy back
|
||
|
*nodeTM = tm;
|
||
|
return true;
|
||
|
}
|
||
|
*/
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
//////////
|
||
|
// ARCHIVE
|
||
|
//////////
|
||
|
// Stuff we're not using but that looks kind of handy and which we might use again at some point.
|
||
|
|
||
|
/////////////////////////////////
|
||
|
/////////////////////////////////
|
||
|
/// SAMPLETREEMOTION
|
||
|
/// Sample motion for all of the non-bip bones in the heirarchy.
|
||
|
/// Need to sample the motion before rearranging the hierarchy and then
|
||
|
/// apply it after rearranging; hence the intermediate storage format.
|
||
|
|
||
|
// SAMPLETREEMOTION
|
||
|
// Sample all the (non-bip) motion in the whole tree
|
||
|
plSampleVecMap *SampleTreeMotion(INode* node, INode* parent, int sampleRate, Interface *theInterface)
|
||
|
{
|
||
|
Interval interval = theInterface->GetAnimRange();
|
||
|
TimeValue start = interval.Start(); // in ticks
|
||
|
TimeValue end = interval.End();
|
||
|
plSampleVecMap *ourMap = TRACKED_NEW plSampleVecMap();
|
||
|
|
||
|
sampleRate *= GetTicksPerFrame(); // convert sample rate to ticks
|
||
|
|
||
|
SampleTreeMotionRecurse(node, parent, sampleRate, start, end, ourMap);
|
||
|
|
||
|
return ourMap;
|
||
|
}
|
||
|
|
||
|
// SAMPLETREEMOTIONRECURSE
|
||
|
void SampleTreeMotionRecurse(INode * node, INode* parent, int sampleRate,
|
||
|
TimeValue start, TimeValue end, plSampleVecMap *ourMap)
|
||
|
{
|
||
|
// if it's not a bip, sample the fuck out of it
|
||
|
if(!HasBipController(node))
|
||
|
{
|
||
|
char *nodeName = node->GetName();
|
||
|
char *nameCopy = TRACKED_NEW char[strlen(nodeName) + 1];
|
||
|
strcpy(nameCopy, nodeName);
|
||
|
|
||
|
plSampleVec *branch = SampleNodeMotion(node, parent, sampleRate, start, end);
|
||
|
(*ourMap)[nameCopy] = branch;
|
||
|
}
|
||
|
|
||
|
// whether it's a bip or not, paw through its children
|
||
|
for(int i = 0; i < node->NumberOfChildren(); i++)
|
||
|
{
|
||
|
INode *child = node->GetChildNode(i);
|
||
|
SampleTreeMotionRecurse(child, node, sampleRate, start, end, ourMap);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// GETPARTS
|
||
|
void GetParts(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts)
|
||
|
{
|
||
|
hsAssert(parts, "nil parts");
|
||
|
|
||
|
// decomp matrix
|
||
|
gemAffineParts ap;
|
||
|
hsMatrix44 tXform = plMaxNodeBase::Matrix3ToMatrix44(mat3Array[i]->fMat3);
|
||
|
|
||
|
decomp_affine(tXform.fMap, &ap);
|
||
|
AP_SET((*parts), ap);
|
||
|
}
|
||
|
|
||
|
// MAKEROTKEY
|
||
|
Quat MakeRotKey(INode *node, INode *parent, TimeValue t)
|
||
|
{
|
||
|
AffineParts parts = GetLocalNodeParts(node, parent, t);
|
||
|
|
||
|
Quat q(parts.q.x, parts.q.y, parts.q.z, parts.q.w);
|
||
|
if( parts.f < 0.f )
|
||
|
{
|
||
|
// q = Quat(parts.q.x, parts.q.y, parts.q.z, -parts.q.w);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// q=Quat(-parts.q.x, -parts.q.y, -parts.q.z, parts.q.w);
|
||
|
}
|
||
|
|
||
|
return q;
|
||
|
}
|
||
|
|
||
|
Quat GetRotKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array)
|
||
|
{
|
||
|
Matrix3 m = mat3Array[i]->fMat3;
|
||
|
AffineParts parts;
|
||
|
|
||
|
decomp_affine(m, &parts);
|
||
|
|
||
|
Quat q(parts.q.x, parts.q.y, parts.q.z, parts.q.w);
|
||
|
|
||
|
return q;
|
||
|
}
|
||
|
|
||
|
|
||
|
// GETROTKEY
|
||
|
Quat GetRotKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts)
|
||
|
{
|
||
|
hsAffineParts myParts;
|
||
|
if (!parts)
|
||
|
{
|
||
|
parts=&myParts;
|
||
|
GetParts(i, mat3Array, parts);
|
||
|
}
|
||
|
|
||
|
Quat q;
|
||
|
if( parts->fF < 0.f )
|
||
|
{
|
||
|
q = Quat(parts->fQ.fX, parts->fQ.fY, parts->fQ.fZ, -parts->fQ.fW); // ??? why are we inverting W?
|
||
|
#if 0
|
||
|
if( false)
|
||
|
{
|
||
|
Point3 ax;
|
||
|
float ang;
|
||
|
AngAxisFromQ(q, &ang, ax);
|
||
|
//ang -= hsScalarPI;
|
||
|
ax = -ax;
|
||
|
q = QFromAngAxis(ang, ax);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
q=Quat(-parts->fQ.fX, -parts->fQ.fY, -parts->fQ.fZ, parts->fQ.fW);
|
||
|
}
|
||
|
|
||
|
return q;
|
||
|
}
|
||
|
|
||
|
// MAKEPOSKEY
|
||
|
Point3 MakePosKey(INode *node, INode *parent, TimeValue t)
|
||
|
{
|
||
|
AffineParts parts = GetLocalNodeParts(node, parent, t);
|
||
|
|
||
|
return Point3(parts.t.x, parts.t.y, parts.t.z);
|
||
|
}
|
||
|
|
||
|
|
||
|
// GETPOSKEY
|
||
|
Point3 GetPosKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts)
|
||
|
{
|
||
|
hsAffineParts myParts;
|
||
|
if (!parts)
|
||
|
{
|
||
|
parts=&myParts;
|
||
|
GetParts(i, mat3Array, parts);
|
||
|
}
|
||
|
return Point3(parts->fT.fX, parts->fT.fY, parts->fT.fZ);
|
||
|
}
|
||
|
|
||
|
// MAKESCALEKEY
|
||
|
ScaleValue MakeScaleKey(INode *node, INode *parent, TimeValue t)
|
||
|
{
|
||
|
Matrix3 m1 = node->GetNodeTM(t);
|
||
|
hsMatrix44 hsM = plMaxNodeBase::Matrix3ToMatrix44(m1);
|
||
|
gemAffineParts ap;
|
||
|
hsAffineParts hsParts;
|
||
|
|
||
|
decomp_affine(hsM.fMap, &ap);
|
||
|
AP_SET(hsParts, ap);
|
||
|
|
||
|
Point3 sAx1;
|
||
|
sAx1=Point3(hsParts.fK.fX, hsParts.fK.fY, hsParts.fK.fZ);
|
||
|
if( hsParts.fF < 0.f )
|
||
|
{
|
||
|
sAx1=-sAx1;
|
||
|
}
|
||
|
Quat sQ1(hsParts.fU.fX, hsParts.fU.fY, hsParts.fU.fZ, hsParts.fU.fW);
|
||
|
|
||
|
// return ScaleValue(sAx, sQ);
|
||
|
|
||
|
AffineParts parts = GetLocalNodeParts(node, parent, t);
|
||
|
|
||
|
Point3 sAx(parts.k.x, parts.k.y, parts.k.z);
|
||
|
if( parts.f < 0.f )
|
||
|
{
|
||
|
sAx=-sAx;
|
||
|
}
|
||
|
Quat sQ(parts.u.x, parts.u.y, parts.u.z, parts.u.w);
|
||
|
|
||
|
return ScaleValue(sAx, sQ);
|
||
|
}
|
||
|
|
||
|
// GETSCALEKEY
|
||
|
ScaleValue GetScaleKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts)
|
||
|
{
|
||
|
hsAffineParts myParts;
|
||
|
if (!parts)
|
||
|
{
|
||
|
parts=&myParts;
|
||
|
GetParts(i, mat3Array, parts);
|
||
|
}
|
||
|
|
||
|
Point3 sAx;
|
||
|
sAx=Point3(parts->fK.fX, parts->fK.fY, parts->fK.fZ);
|
||
|
if( parts->fF < 0.f )
|
||
|
{
|
||
|
sAx=-sAx;
|
||
|
}
|
||
|
Quat sQ(parts->fU.fX, parts->fU.fY, parts->fU.fZ, parts->fU.fW);
|
||
|
|
||
|
return ScaleValue(sAx, sQ);
|
||
|
}
|
||
|
|
||
|
|
||
|
// GETLOCALNODEPARTS
|
||
|
AffineParts GetLocalNodeParts(INode *node, INode *parent, TimeValue t)
|
||
|
{
|
||
|
Matrix3 localTM = node->GetNodeTM(t); // world transform of source node
|
||
|
|
||
|
INode *parent2 = node->GetParentNode();
|
||
|
// localize it
|
||
|
Matrix3 parentTMX = parent->GetNodeTM(t);
|
||
|
Matrix3 parentTM = parent2->GetNodeTM(t);
|
||
|
|
||
|
Matrix3 invParent = Inverse(parentTM);
|
||
|
localTM *= invParent;
|
||
|
|
||
|
AffineParts parts;
|
||
|
|
||
|
decomp_affine(localTM, &parts);
|
||
|
|
||
|
return parts;
|
||
|
}
|
||
|
|
||
|
|
||
14 years ago
|
*/
|