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774 lines
21 KiB
774 lines
21 KiB
/*==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) |
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|| id == Class_ID(TCBINTERP_SCALE_CLASS_ID, 0)) |
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{ |
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result = true; |
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} |
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} |
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} |
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return result; |
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} |
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// SAMPLENODEMOTION |
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// top level function for sampling all the motion on a single node |
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plSampleVec * SampleNodeMotion(INode* node, INode* parent, int sampleRate, Interface *theInterface) |
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{ |
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Interval interval = theInterface->GetAnimRange(); |
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TimeValue start = interval.Start(); // in ticks |
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TimeValue end = interval.End(); |
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sampleRate *= GetTicksPerFrame(); // convert sample rate to ticks |
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return SampleNodeMotion(node, parent, sampleRate, start, end); |
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} |
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// SAMPLENODEMOTION |
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// sample all the motion on a single node |
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// intended for use in the context of a full tree traversal |
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plSampleVec * SampleNodeMotion(INode * node, INode* parent, int sampleRate, TimeValue start, TimeValue end) |
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{ |
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plSampleVec *result = TRACKED_NEW plSampleVec; |
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bool done = false; |
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for(int i = start; ! done; i += sampleRate) |
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{ |
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if (i > end) i = end; |
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if (i == end) done = true; |
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// Get key time |
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TimeValue keyTime = i; |
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int frameNum= keyTime / GetTicksPerFrame(); |
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// get localTM |
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nodeTMInfo * nti = TRACKED_NEW nodeTMInfo; |
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nti->fTime = keyTime; |
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Matrix3 localTM = node->GetNodeTM(keyTime); |
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nti->fMat3 = localTM; |
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result->push_back(nti); |
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} |
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return result; |
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} |
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// FREEMOTIONSAMPLES |
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void FreeMotionSamples(plSampleVec *samples) |
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{ |
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int count = samples->size(); |
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for(int i = 0; i < count; i++) |
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{ |
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delete (*samples)[i]; |
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} |
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delete samples; |
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} |
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// LIMITTRANSFORM |
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// Check if this node is marked as having a constrained transform. |
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// Meaning ignore part of the transform for this node and push it down to its kids. |
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int LimitTransform(INode* node, Matrix3* nodeTM) |
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{ |
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/* NOT sure if we want to support this functionality: probably eventually. |
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hsBool32 noRotX=false,noRotY=false,noRotZ=false; |
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hsBool32 noRot=gUserPropMgr.UserPropExists(node,"BEHNoRot") || MatWrite::HasToken(node->GetName(), "norot"); |
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if (!noRot) |
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{ |
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noRotX=gUserPropMgr.UserPropExists(node,"BEHNoRotX") || MatWrite::HasToken(node->GetName(), "norotx"); |
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noRotY=gUserPropMgr.UserPropExists(node,"BEHNoRotY") || MatWrite::HasToken(node->GetName(), "noroty"); |
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noRotZ=gUserPropMgr.UserPropExists(node,"BEHNoRotZ") || MatWrite::HasToken(node->GetName(), "norotz"); |
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} |
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hsBool32 noTransX=false,noTransY=false,noTransZ=false; |
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hsBool32 noTrans=gUserPropMgr.UserPropExists(node,"BEHNoTrans") || MatWrite::HasToken(node->GetName(), "notrans"); |
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if (!noTrans) |
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{ |
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noTransX=gUserPropMgr.UserPropExists(node,"BEHNoTransX") || MatWrite::HasToken(node->GetName(), "notransx"); |
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noTransY=gUserPropMgr.UserPropExists(node,"BEHNoTransY") || MatWrite::HasToken(node->GetName(), "notransy"); |
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noTransZ=gUserPropMgr.UserPropExists(node,"BEHNoTransZ") || MatWrite::HasToken(node->GetName(), "notransz"); |
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} |
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if (noRot || noTrans || |
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noRotX || noRotY || noRotZ || |
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noTransX || noTransY || noTransZ) |
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{ |
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Matrix3 tm(true); // identity |
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|
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Quat q(*nodeTM); // matrix to quat |
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float eulerAng[3]; |
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QuatToEuler(q, eulerAng); // to euler |
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// rotation |
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if (!noRot && !noRotX) |
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tm.RotateX(eulerAng[0]); |
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if (!noRot && !noRotY) |
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tm.RotateY(eulerAng[1]); |
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if (!noRot && !noRotZ) |
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tm.RotateZ(eulerAng[2]); |
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|
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// translation |
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Point3 trans=nodeTM->GetTrans(); |
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if (noTrans || noTransX) |
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trans.x=0; |
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if (noTrans || noTransY) |
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trans.y=0; |
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if (noTrans || noTransZ) |
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trans.z=0; |
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tm.Translate(trans); |
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|
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// copy back |
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*nodeTM = tm; |
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return true; |
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} |
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*/ |
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return false; |
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} |
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/* |
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////////// |
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// ARCHIVE |
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////////// |
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// Stuff we're not using but that looks kind of handy and which we might use again at some point. |
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|
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///////////////////////////////// |
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///////////////////////////////// |
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/// SAMPLETREEMOTION |
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/// Sample motion for all of the non-bip bones in the heirarchy. |
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/// Need to sample the motion before rearranging the hierarchy and then |
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/// apply it after rearranging; hence the intermediate storage format. |
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// SAMPLETREEMOTION |
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// Sample all the (non-bip) motion in the whole tree |
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plSampleVecMap *SampleTreeMotion(INode* node, INode* parent, int sampleRate, Interface *theInterface) |
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{ |
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Interval interval = theInterface->GetAnimRange(); |
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TimeValue start = interval.Start(); // in ticks |
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TimeValue end = interval.End(); |
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plSampleVecMap *ourMap = TRACKED_NEW plSampleVecMap(); |
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sampleRate *= GetTicksPerFrame(); // convert sample rate to ticks |
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SampleTreeMotionRecurse(node, parent, sampleRate, start, end, ourMap); |
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return ourMap; |
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} |
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// SAMPLETREEMOTIONRECURSE |
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void SampleTreeMotionRecurse(INode * node, INode* parent, int sampleRate, |
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TimeValue start, TimeValue end, plSampleVecMap *ourMap) |
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{ |
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// if it's not a bip, sample the fuck out of it |
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if(!HasBipController(node)) |
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{ |
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char *nodeName = node->GetName(); |
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char *nameCopy = TRACKED_NEW char[strlen(nodeName) + 1]; |
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strcpy(nameCopy, nodeName); |
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plSampleVec *branch = SampleNodeMotion(node, parent, sampleRate, start, end); |
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(*ourMap)[nameCopy] = branch; |
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} |
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// whether it's a bip or not, paw through its children |
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for(int i = 0; i < node->NumberOfChildren(); i++) |
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{ |
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INode *child = node->GetChildNode(i); |
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SampleTreeMotionRecurse(child, node, sampleRate, start, end, ourMap); |
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} |
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} |
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// GETPARTS |
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void GetParts(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts) |
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{ |
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hsAssert(parts, "nil parts"); |
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// decomp matrix |
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gemAffineParts ap; |
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hsMatrix44 tXform = plMaxNodeBase::Matrix3ToMatrix44(mat3Array[i]->fMat3); |
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decomp_affine(tXform.fMap, &ap); |
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AP_SET((*parts), ap); |
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} |
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// MAKEROTKEY |
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Quat MakeRotKey(INode *node, INode *parent, TimeValue t) |
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{ |
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AffineParts parts = GetLocalNodeParts(node, parent, t); |
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Quat q(parts.q.x, parts.q.y, parts.q.z, parts.q.w); |
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if( parts.f < 0.f ) |
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{ |
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// q = Quat(parts.q.x, parts.q.y, parts.q.z, -parts.q.w); |
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} |
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else |
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{ |
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// q=Quat(-parts.q.x, -parts.q.y, -parts.q.z, parts.q.w); |
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} |
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return q; |
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} |
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Quat GetRotKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array) |
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{ |
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Matrix3 m = mat3Array[i]->fMat3; |
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AffineParts parts; |
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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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return q; |
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} |
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// GETROTKEY |
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Quat GetRotKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts) |
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{ |
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hsAffineParts myParts; |
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if (!parts) |
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{ |
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parts=&myParts; |
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GetParts(i, mat3Array, parts); |
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} |
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Quat q; |
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if( parts->fF < 0.f ) |
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{ |
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q = Quat(parts->fQ.fX, parts->fQ.fY, parts->fQ.fZ, -parts->fQ.fW); // ??? why are we inverting W? |
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#if 0 |
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if( false) |
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{ |
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Point3 ax; |
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float ang; |
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AngAxisFromQ(q, &ang, ax); |
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//ang -= hsScalarPI; |
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ax = -ax; |
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q = QFromAngAxis(ang, ax); |
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} |
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#endif |
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} |
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else |
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{ |
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q=Quat(-parts->fQ.fX, -parts->fQ.fY, -parts->fQ.fZ, parts->fQ.fW); |
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} |
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return q; |
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} |
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// MAKEPOSKEY |
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Point3 MakePosKey(INode *node, INode *parent, TimeValue t) |
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{ |
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AffineParts parts = GetLocalNodeParts(node, parent, t); |
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return Point3(parts.t.x, parts.t.y, parts.t.z); |
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} |
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// GETPOSKEY |
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Point3 GetPosKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts) |
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{ |
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hsAffineParts myParts; |
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if (!parts) |
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{ |
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parts=&myParts; |
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GetParts(i, mat3Array, parts); |
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} |
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return Point3(parts->fT.fX, parts->fT.fY, parts->fT.fZ); |
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} |
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// MAKESCALEKEY |
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ScaleValue MakeScaleKey(INode *node, INode *parent, TimeValue t) |
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{ |
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Matrix3 m1 = node->GetNodeTM(t); |
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hsMatrix44 hsM = plMaxNodeBase::Matrix3ToMatrix44(m1); |
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gemAffineParts ap; |
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hsAffineParts hsParts; |
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decomp_affine(hsM.fMap, &ap); |
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AP_SET(hsParts, ap); |
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Point3 sAx1; |
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sAx1=Point3(hsParts.fK.fX, hsParts.fK.fY, hsParts.fK.fZ); |
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if( hsParts.fF < 0.f ) |
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{ |
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sAx1=-sAx1; |
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} |
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Quat sQ1(hsParts.fU.fX, hsParts.fU.fY, hsParts.fU.fZ, hsParts.fU.fW); |
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// return ScaleValue(sAx, sQ); |
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AffineParts parts = GetLocalNodeParts(node, parent, t); |
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Point3 sAx(parts.k.x, parts.k.y, parts.k.z); |
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if( parts.f < 0.f ) |
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{ |
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sAx=-sAx; |
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} |
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Quat sQ(parts.u.x, parts.u.y, parts.u.z, parts.u.w); |
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return ScaleValue(sAx, sQ); |
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} |
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// GETSCALEKEY |
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ScaleValue GetScaleKey(Int32 i, std::vector<nodeTMInfo *>& mat3Array, hsAffineParts* parts) |
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{ |
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hsAffineParts myParts; |
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if (!parts) |
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{ |
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parts=&myParts; |
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GetParts(i, mat3Array, parts); |
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} |
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Point3 sAx; |
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sAx=Point3(parts->fK.fX, parts->fK.fY, parts->fK.fZ); |
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if( parts->fF < 0.f ) |
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{ |
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sAx=-sAx; |
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} |
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Quat sQ(parts->fU.fX, parts->fU.fY, parts->fU.fZ, parts->fU.fW); |
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return ScaleValue(sAx, sQ); |
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} |
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// GETLOCALNODEPARTS |
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AffineParts GetLocalNodeParts(INode *node, INode *parent, TimeValue t) |
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{ |
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Matrix3 localTM = node->GetNodeTM(t); // world transform of source node |
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INode *parent2 = node->GetParentNode(); |
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// localize it |
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Matrix3 parentTMX = parent->GetNodeTM(t); |
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Matrix3 parentTM = parent2->GetNodeTM(t); |
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Matrix3 invParent = Inverse(parentTM); |
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localTM *= invParent; |
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AffineParts parts; |
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decomp_affine(localTM, &parts); |
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return parts; |
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} |
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*/ |