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pose.c
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#ifndef __KIRAN_RAY_POSE__
#define __KIRAN_RAY_POSE__
#include "bone_mask.c"
#include "transform.c"
#include <stdlib.h>
#include <string.h>
typedef Transform *Pose;
Pose InitPose(int boneCount);
Pose CopyPose(Pose pose, int boneCount);
void UnloadPose(Pose pose);
Pose PoseScale(Pose pose, int boneCount, float factor);
Pose PoseInvert(Pose pose, int boneCount);
Pose PoseApply(Pose poseA, Pose poseB, int boneCount);
Pose PoseGenerateAdditivePose(Pose pose, Pose referencePose, int boneCount);
Pose PoseLerp(Pose poseA, Pose poseB, int boneCount, float factor);
Pose PoseOverrideBlend(Pose poseA, Pose poseB, int boneCount, float factor,
float *boneMask);
Pose PoseAdditiveBlend(Pose poseA, Pose poseB, int boneCount, float factorA,
float factorB, float *boneMask);
Pose PoseToPoseTransform(Pose poseA, Pose poseB, int boneCount);
Matrix *PoseToPoseTransformMatrices(Pose poseA, Pose poseB, int boneCount);
Matrix *PoseToTransformMatrix(Pose pose, int boneCount);
Pose PoseToLocalTransformPose(Pose pose, BoneInfo *bones, int boneCount);
Pose PoseToGlobalTransformPose(Pose pose, BoneInfo *bones, int boneCount);
void UpdateModelMeshFromPose(Model model, Pose pose);
void DrawPose(Pose pose, BoneInfo *bones, int boneCount, Matrix mat,
Color color);
Pose InitPose(int boneCount) {
Pose p = malloc(boneCount * sizeof(Transform));
return p;
}
Pose CopyPose(Pose pose, int boneCount) {
Pose p = InitPose(boneCount);
memcpy(p, pose, boneCount * sizeof(Transform));
return p;
}
Pose PoseScale(Pose pose, int boneCount, float factor) {
Pose poseResult = InitPose(boneCount);
for (int i = 0; i < boneCount; i++) {
poseResult[i] = TransformScale(pose[i], factor);
}
return pose;
}
Pose PoseGenerateAdditivePose(Pose targetPose, Pose referencePose,
int boneCount) {
Pose pose = InitPose(boneCount);
for (int i = 0; i < boneCount; i++) {
pose[i] = RelativeTransform(targetPose[i], referencePose[i]);
}
return pose;
}
Pose PoseLerp(Pose poseA, Pose poseB, int boneCount, float factor) {
Pose pose = InitPose(boneCount);
for (int i = 0; i < boneCount; i++) {
pose[i] = TransformLerp(poseA[i], poseB[i], factor);
}
return pose;
}
Pose PoseOverrideBlend(Pose poseA, Pose poseB, int boneCount, float factor,
float *boneMask) {
Pose pose = InitPose(boneCount);
bool boneMaskGiven = true;
if (boneMask == NULL) {
boneMaskGiven = false;
boneMask = BoneMaskOnes(boneCount);
}
for (int i = 0; i < boneCount; i++) {
pose[i] = TransformLerp(poseA[i], poseB[i], factor * boneMask[i]);
}
if (boneMaskGiven == false) {
free(boneMask);
}
return pose;
}
Pose PoseAdditiveBlend(Pose poseA, Pose poseB, int boneCount, float weightA,
float weightB, float *boneMask) {
Pose pose = InitPose(boneCount);
bool boneMaskGiven = true;
if (boneMask == NULL) {
boneMaskGiven = false;
boneMask = BoneMaskOnes(boneCount);
}
for (int i = 0; i < boneCount; i++) {
Transform in = TransformScale(poseA[i], weightA);
Transform out = TransformScale(poseB[i], weightB * boneMask[i]);
pose[i] = TransformApply(in, out);
}
if (boneMaskGiven == false) {
free(boneMask);
}
return pose;
}
Pose PoseApply(Pose poseA, Pose poseB, int boneCount) {
Pose pose = InitPose(boneCount);
for (int i = 0; i < boneCount; i++) {
pose[i] = TransformApply(poseA[i], poseB[i]);
}
return pose;
}
Matrix *PoseToMatrices(Pose pose, int boneCount) {
Matrix *matrices = malloc(boneCount * sizeof(Matrix));
for (int boneId = 0; boneId < boneCount; boneId++) {
matrices[boneId] = TransformToMatrix(pose[boneId]);
}
return matrices;
}
Pose PoseToPoseTransform(Pose poseA, Pose poseB, int boneCount) {
Pose resultPose = InitPose(boneCount);
// Update all bones and boneMatrices of first mesh with bones.
for (int boneId = 0; boneId < boneCount; boneId++) {
Transform in = poseA[boneId];
Transform out = poseB[boneId];
resultPose[boneId] = TransformToTransformTransform(in, out);
}
return resultPose;
}
Matrix *PoseToPoseTransformMatrices(Pose poseA, Pose poseB, int boneCount) {
Pose transformPose = PoseToPoseTransform(poseA, poseB, boneCount);
Matrix *boneMatrices = PoseToTransformMatrix(transformPose, boneCount);
UnloadPose(transformPose);
return boneMatrices;
}
Matrix *PoseToTransformMatrix(Pose pose, int boneCount) {
Matrix *boneMatrices = malloc(boneCount * sizeof(Matrix));
for (int boneId = 0; boneId < boneCount; boneId++) {
boneMatrices[boneId] = TransformToMatrix(pose[boneId]);
}
return boneMatrices;
}
Pose PoseInvert(Pose pose, int boneCount) {
Pose invPose = InitPose(boneCount);
// Update all bones and boneMatrices of first mesh with bones.
for (int boneId = 0; boneId < boneCount; boneId++) {
invPose[boneId] = TransformInvert(pose[boneId]);
}
return invPose;
}
void UpdateModelMeshFromPose(Model model, Pose pose) {
Matrix *matrices =
PoseToPoseTransformMatrices(model.bindPose, pose, model.boneCount);
for (int i = 0; i < model.meshCount; i++) {
if (model.meshes[i].boneMatrices) {
memcpy(model.meshes[i].boneMatrices, matrices,
model.meshes[i].boneCount * sizeof(Matrix));
}
}
free(matrices);
}
Pose PoseToLocalTransformPose(Pose globalPose, BoneInfo *bones, int boneCount) {
Pose relativePose = InitPose(boneCount);
for (int i = 0; i < boneCount; i++) {
int parentIndex = bones[i].parent;
if (parentIndex == -1) {
relativePose[i] = globalPose[i];
} else {
Transform parentGlobalTransform = globalPose[parentIndex];
Vector3 relativeTranslation = Vector3RotateByQuaternion(
Vector3Subtract(globalPose[i].translation,
parentGlobalTransform.translation),
QuaternionInvert(parentGlobalTransform.rotation));
Quaternion relativeRotation =
QuaternionMultiply(QuaternionInvert(parentGlobalTransform.rotation),
globalPose[i].rotation);
Vector3 relativeScale =
Vector3Divide(globalPose[i].scale, parentGlobalTransform.scale);
relativePose[i].translation = relativeTranslation;
relativePose[i].rotation = relativeRotation;
relativePose[i].scale = relativeScale;
}
}
return relativePose;
}
Pose PoseToGlobalTransformPose(Pose localPose, BoneInfo *bones, int boneCount) {
Pose globalPose = InitPose(boneCount);
for (int i = 0; i < boneCount; i++) {
int parentIndex = bones[i].parent;
if (parentIndex == -1) {
globalPose[i] = localPose[i];
} else {
Transform parentGlobalTransform = globalPose[parentIndex];
Vector3 globalTranslation =
Vector3Add(parentGlobalTransform.translation,
Vector3RotateByQuaternion(localPose[i].translation,
parentGlobalTransform.rotation));
Quaternion globalRotation = QuaternionMultiply(
parentGlobalTransform.rotation, localPose[i].rotation);
Vector3 globalScale =
Vector3Multiply(parentGlobalTransform.scale, localPose[i].scale);
globalPose[i].translation = globalTranslation;
globalPose[i].rotation = globalRotation;
globalPose[i].scale = globalScale;
}
}
return globalPose;
}
void UnloadPose(Pose pose) {
if (pose) {
free(pose);
}
}
void DrawPose(Pose pose, BoneInfo *bones, int boneCount, Matrix mat,
Color color) {
for (int i = 0; i < boneCount; i++) {
DrawCube(Vector3Transform(pose[i].translation, mat),
pose[i].scale.x * 0.05f, pose[i].scale.y * 0.05f,
pose[i].scale.z * 0.05f, color);
if (bones[i].parent >= 0) {
DrawLine3D(Vector3Transform(pose[i].translation, mat),
Vector3Transform(pose[bones[i].parent].translation, mat),
color);
}
}
}
#endif