dhewm3/neo/game/IK.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

1130 lines
32 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/geometry/JointTransform.h"
#include "gamesys/SysCvar.h"
#include "Mover.h"
#include "IK.h"
/*
===============================================================================
idIK
===============================================================================
*/
/*
================
idIK::idIK
================
*/
idIK::idIK( void ) {
ik_activate = false;
initialized = false;
self = NULL;
animator = NULL;
modifiedAnim = 0;
modelOffset.Zero();
}
/*
================
idIK::~idIK
================
*/
idIK::~idIK( void ) {
}
/*
================
idIK::Save
================
*/
void idIK::Save( idSaveGame *savefile ) const {
savefile->WriteBool( initialized );
savefile->WriteBool( ik_activate );
savefile->WriteObject( self );
savefile->WriteString( animator != NULL && animator->GetAnim( modifiedAnim ) ? animator->GetAnim( modifiedAnim )->Name() : "" );
savefile->WriteVec3( modelOffset );
}
/*
================
idIK::Restore
================
*/
void idIK::Restore( idRestoreGame *savefile ) {
idStr anim;
savefile->ReadBool( initialized );
savefile->ReadBool( ik_activate );
savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
savefile->ReadString( anim );
savefile->ReadVec3( modelOffset );
if ( self ) {
animator = self->GetAnimator();
if ( animator == NULL || animator->ModelDef() == NULL ) {
gameLocal.Warning( "idIK::Restore: IK for entity '%s' at (%s) has no model set.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0) );
}
modifiedAnim = animator->GetAnim( anim );
if ( modifiedAnim == 0 ) {
gameLocal.Warning( "idIK::Restore: IK for entity '%s' at (%s) has no modified animation.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0) );
}
} else {
animator = NULL;
modifiedAnim = 0;
}
}
/*
================
idIK::IsInitialized
================
*/
bool idIK::IsInitialized( void ) const {
return initialized && ik_enable.GetBool();
}
/*
================
idIK::Init
================
*/
bool idIK::Init( idEntity *self, const char *anim, const idVec3 &modelOffset ) {
idRenderModel *model;
if ( self == NULL ) {
return false;
}
this->self = self;
animator = self->GetAnimator();
if ( animator == NULL || animator->ModelDef() == NULL ) {
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no model set.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0) );
return false;
}
if ( animator->ModelDef()->ModelHandle() == NULL ) {
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) uses default model.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0) );
return false;
}
model = animator->ModelHandle();
if ( model == NULL ) {
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no model set.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0) );
return false;
}
modifiedAnim = animator->GetAnim( anim );
if ( modifiedAnim == 0 ) {
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no modified animation.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0) );
return false;
}
this->modelOffset = modelOffset;
return true;
}
/*
================
idIK::Evaluate
================
*/
void idIK::Evaluate( void ) {
}
/*
================
idIK::ClearJointMods
================
*/
void idIK::ClearJointMods( void ) {
ik_activate = false;
}
/*
================
idIK::SolveTwoBones
================
*/
bool idIK::SolveTwoBones( const idVec3 &startPos, const idVec3 &endPos, const idVec3 &dir, float len0, float len1, idVec3 &jointPos ) {
float length, lengthSqr, lengthInv, x, y;
idVec3 vec0, vec1;
vec0 = endPos - startPos;
lengthSqr = vec0.LengthSqr();
lengthInv = idMath::InvSqrt( lengthSqr );
length = lengthInv * lengthSqr;
// if the start and end position are too far out or too close to each other
if ( length > len0 + len1 || length < idMath::Fabs( len0 - len1 ) ) {
jointPos = startPos + 0.5f * vec0;
return false;
}
vec0 *= lengthInv;
vec1 = dir - vec0 * dir * vec0;
vec1.Normalize();
x = ( length * length + len0 * len0 - len1 * len1 ) * ( 0.5f * lengthInv );
y = idMath::Sqrt( len0 * len0 - x * x );
jointPos = startPos + x * vec0 + y * vec1;
return true;
}
/*
================
idIK::GetBoneAxis
================
*/
float idIK::GetBoneAxis( const idVec3 &startPos, const idVec3 &endPos, const idVec3 &dir, idMat3 &axis ) {
float length;
axis[0] = endPos - startPos;
length = axis[0].Normalize();
axis[1] = dir - axis[0] * dir * axis[0];
axis[1].Normalize();
axis[2].Cross( axis[1], axis[0] );
return length;
}
/*
===============================================================================
idIK_Walk
===============================================================================
*/
/*
================
idIK_Walk::idIK_Walk
================
*/
idIK_Walk::idIK_Walk() {
int i;
initialized = false;
footModel = NULL;
numLegs = 0;
enabledLegs = 0;
for ( i = 0; i < MAX_LEGS; i++ ) {
footJoints[i] = INVALID_JOINT;
ankleJoints[i] = INVALID_JOINT;
kneeJoints[i] = INVALID_JOINT;
hipJoints[i] = INVALID_JOINT;
dirJoints[i] = INVALID_JOINT;
hipForward[i].Zero();
kneeForward[i].Zero();
upperLegLength[i] = 0.0f;
lowerLegLength[i] = 0.0f;
upperLegToHipJoint[i].Identity();
lowerLegToKneeJoint[i].Identity();
oldAnkleHeights[i] = 0.0f;
}
waistJoint = INVALID_JOINT;
smoothing = 0.75f;
waistSmoothing = 0.5f;
footShift = 0.0f;
waistShift = 0.0f;
minWaistFloorDist = 0.0f;
minWaistAnkleDist = 0.0f;
footUpTrace = 32.0f;
footDownTrace = 32.0f;
tiltWaist = false;
usePivot = false;
pivotFoot = -1;
pivotYaw = 0.0f;
pivotPos.Zero();
oldHeightsValid = false;
oldWaistHeight = 0.0f;
waistOffset.Zero();
}
/*
================
idIK_Walk::~idIK_Walk
================
*/
idIK_Walk::~idIK_Walk() {
if ( footModel ) {
delete footModel;
}
}
/*
================
idIK_Walk::Save
================
*/
void idIK_Walk::Save( idSaveGame *savefile ) const {
int i;
idIK::Save( savefile );
savefile->WriteClipModel( footModel );
savefile->WriteInt( numLegs );
savefile->WriteInt( enabledLegs );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( footJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( ankleJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( kneeJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( hipJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( dirJoints[i] );
savefile->WriteInt( waistJoint );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteVec3( hipForward[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteVec3( kneeForward[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteFloat( upperLegLength[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteFloat( lowerLegLength[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteMat3( upperLegToHipJoint[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->WriteMat3( lowerLegToKneeJoint[i] );
savefile->WriteFloat( smoothing );
savefile->WriteFloat( waistSmoothing );
savefile->WriteFloat( footShift );
savefile->WriteFloat( waistShift );
savefile->WriteFloat( minWaistFloorDist );
savefile->WriteFloat( minWaistAnkleDist );
savefile->WriteFloat( footUpTrace );
savefile->WriteFloat( footDownTrace );
savefile->WriteBool( tiltWaist );
savefile->WriteBool( usePivot );
savefile->WriteInt( pivotFoot );
savefile->WriteFloat( pivotYaw );
savefile->WriteVec3( pivotPos );
savefile->WriteBool( oldHeightsValid );
savefile->WriteFloat( oldWaistHeight );
for ( i = 0; i < MAX_LEGS; i++ ) {
savefile->WriteFloat( oldAnkleHeights[i] );
}
savefile->WriteVec3( waistOffset );
}
/*
================
idIK_Walk::Restore
================
*/
void idIK_Walk::Restore( idRestoreGame *savefile ) {
int i;
idIK::Restore( savefile );
savefile->ReadClipModel( footModel );
savefile->ReadInt( numLegs );
savefile->ReadInt( enabledLegs );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( (int&)footJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( (int&)ankleJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( (int&)kneeJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( (int&)hipJoints[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( (int&)dirJoints[i] );
savefile->ReadInt( (int&)waistJoint );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadVec3( hipForward[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadVec3( kneeForward[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadFloat( upperLegLength[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadFloat( lowerLegLength[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadMat3( upperLegToHipJoint[i] );
for ( i = 0; i < MAX_LEGS; i++ )
savefile->ReadMat3( lowerLegToKneeJoint[i] );
savefile->ReadFloat( smoothing );
savefile->ReadFloat( waistSmoothing );
savefile->ReadFloat( footShift );
savefile->ReadFloat( waistShift );
savefile->ReadFloat( minWaistFloorDist );
savefile->ReadFloat( minWaistAnkleDist );
savefile->ReadFloat( footUpTrace );
savefile->ReadFloat( footDownTrace );
savefile->ReadBool( tiltWaist );
savefile->ReadBool( usePivot );
savefile->ReadInt( pivotFoot );
savefile->ReadFloat( pivotYaw );
savefile->ReadVec3( pivotPos );
savefile->ReadBool( oldHeightsValid );
savefile->ReadFloat( oldWaistHeight );
for ( i = 0; i < MAX_LEGS; i++ ) {
savefile->ReadFloat( oldAnkleHeights[i] );
}
savefile->ReadVec3( waistOffset );
}
/*
================
idIK_Walk::Init
================
*/
bool idIK_Walk::Init( idEntity *self, const char *anim, const idVec3 &modelOffset ) {
int i;
float footSize;
idVec3 verts[4];
idTraceModel trm;
const char *jointName;
idVec3 dir, ankleOrigin, kneeOrigin, hipOrigin, dirOrigin;
idMat3 axis, ankleAxis, kneeAxis, hipAxis;
static idVec3 footWinding[4] = {
idVec3( 1.0f, 1.0f, 0.0f ),
idVec3( -1.0f, 1.0f, 0.0f ),
idVec3( -1.0f, -1.0f, 0.0f ),
idVec3( 1.0f, -1.0f, 0.0f )
};
if ( !self ) {
return false;
}
numLegs = Min( self->spawnArgs.GetInt( "ik_numLegs", "0" ), MAX_LEGS );
if ( numLegs == 0 ) {
return true;
}
if ( !idIK::Init( self, anim, modelOffset ) ) {
return false;
}
int numJoints = animator->NumJoints();
idJointMat *joints = ( idJointMat * )_alloca16( numJoints * sizeof( joints[0] ) );
// create the animation frame used to setup the IK
gameEdit->ANIM_CreateAnimFrame( animator->ModelHandle(), animator->GetAnim( modifiedAnim )->MD5Anim( 0 ), numJoints, joints, 1, animator->ModelDef()->GetVisualOffset() + modelOffset, animator->RemoveOrigin() );
enabledLegs = 0;
// get all the joints
for ( i = 0; i < numLegs; i++ ) {
jointName = self->spawnArgs.GetString( va( "ik_foot%d", i+1 ) );
footJoints[i] = animator->GetJointHandle( jointName );
if ( footJoints[i] == INVALID_JOINT ) {
gameLocal.Error( "idIK_Walk::Init: invalid foot joint '%s'", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_ankle%d", i+1 ) );
ankleJoints[i] = animator->GetJointHandle( jointName );
if ( ankleJoints[i] == INVALID_JOINT ) {
gameLocal.Error( "idIK_Walk::Init: invalid ankle joint '%s'", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_knee%d", i+1 ) );
kneeJoints[i] = animator->GetJointHandle( jointName );
if ( kneeJoints[i] == INVALID_JOINT ) {
gameLocal.Error( "idIK_Walk::Init: invalid knee joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_hip%d", i+1 ) );
hipJoints[i] = animator->GetJointHandle( jointName );
if ( hipJoints[i] == INVALID_JOINT ) {
gameLocal.Error( "idIK_Walk::Init: invalid hip joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_dir%d", i+1 ) );
dirJoints[i] = animator->GetJointHandle( jointName );
enabledLegs |= 1 << i;
}
jointName = self->spawnArgs.GetString( "ik_waist" );
waistJoint = animator->GetJointHandle( jointName );
if ( waistJoint == INVALID_JOINT ) {
gameLocal.Error( "idIK_Walk::Init: invalid waist joint '%s'\n", jointName );
}
// get the leg bone lengths and rotation matrices
for ( i = 0; i < numLegs; i++ ) {
oldAnkleHeights[i] = 0.0f;
ankleAxis = joints[ ankleJoints[ i ] ].ToMat3();
ankleOrigin = joints[ ankleJoints[ i ] ].ToVec3();
kneeAxis = joints[ kneeJoints[ i ] ].ToMat3();
kneeOrigin = joints[ kneeJoints[ i ] ].ToVec3();
hipAxis = joints[ hipJoints[ i ] ].ToMat3();
hipOrigin = joints[ hipJoints[ i ] ].ToVec3();
// get the IK direction
if ( dirJoints[i] != INVALID_JOINT ) {
dirOrigin = joints[ dirJoints[ i ] ].ToVec3();
dir = dirOrigin - kneeOrigin;
} else {
dir.Set( 1.0f, 0.0f, 0.0f );
}
hipForward[i] = dir * hipAxis.Transpose();
kneeForward[i] = dir * kneeAxis.Transpose();
// conversion from upper leg bone axis to hip joint axis
upperLegLength[i] = GetBoneAxis( hipOrigin, kneeOrigin, dir, axis );
upperLegToHipJoint[i] = hipAxis * axis.Transpose();
// conversion from lower leg bone axis to knee joint axis
lowerLegLength[i] = GetBoneAxis( kneeOrigin, ankleOrigin, dir, axis );
lowerLegToKneeJoint[i] = kneeAxis * axis.Transpose();
}
smoothing = self->spawnArgs.GetFloat( "ik_smoothing", "0.75" );
waistSmoothing = self->spawnArgs.GetFloat( "ik_waistSmoothing", "0.75" );
footShift = self->spawnArgs.GetFloat( "ik_footShift", "0" );
waistShift = self->spawnArgs.GetFloat( "ik_waistShift", "0" );
minWaistFloorDist = self->spawnArgs.GetFloat( "ik_minWaistFloorDist", "0" );
minWaistAnkleDist = self->spawnArgs.GetFloat( "ik_minWaistAnkleDist", "0" );
footUpTrace = self->spawnArgs.GetFloat( "ik_footUpTrace", "32" );
footDownTrace = self->spawnArgs.GetFloat( "ik_footDownTrace", "32" );
tiltWaist = self->spawnArgs.GetBool( "ik_tiltWaist", "0" );
usePivot = self->spawnArgs.GetBool( "ik_usePivot", "0" );
// setup a clip model for the feet
footSize = self->spawnArgs.GetFloat( "ik_footSize", "4" ) * 0.5f;
if ( footSize > 0.0f ) {
for ( i = 0; i < 4; i++ ) {
verts[i] = footWinding[i] * footSize;
}
trm.SetupPolygon( verts, 4 );
footModel = new idClipModel( trm );
}
initialized = true;
return true;
}
/*
================
idIK_Walk::Evaluate
================
*/
void idIK_Walk::Evaluate( void ) {
int i, newPivotFoot = 0;
float modelHeight, jointHeight, lowestHeight, floorHeights[MAX_LEGS];
float shift, smallestShift, newHeight, step, newPivotYaw, height, largestAnkleHeight;
idVec3 modelOrigin, normal, hipDir, kneeDir, start, end, jointOrigins[MAX_LEGS];
idVec3 footOrigin, ankleOrigin, kneeOrigin, hipOrigin, waistOrigin;
idMat3 modelAxis, waistAxis, axis;
idMat3 hipAxis[MAX_LEGS], kneeAxis[MAX_LEGS], ankleAxis[MAX_LEGS];
trace_t results;
if ( !self || !gameLocal.isNewFrame ) {
return;
}
// if no IK enabled on any legs
if ( !enabledLegs ) {
return;
}
normal = - self->GetPhysics()->GetGravityNormal();
modelOrigin = self->GetPhysics()->GetOrigin();
modelAxis = self->GetRenderEntity()->axis;
modelHeight = modelOrigin * normal;
modelOrigin += modelOffset * modelAxis;
// create frame without joint mods
animator->CreateFrame( gameLocal.time, false );
// get the joint positions for the feet
lowestHeight = idMath::INFINITY;
for ( i = 0; i < numLegs; i++ ) {
animator->GetJointTransform( footJoints[i], gameLocal.time, footOrigin, axis );
jointOrigins[i] = modelOrigin + footOrigin * modelAxis;
jointHeight = jointOrigins[i] * normal;
if ( jointHeight < lowestHeight ) {
lowestHeight = jointHeight;
newPivotFoot = i;
}
}
if ( usePivot ) {
newPivotYaw = modelAxis[0].ToYaw();
// change pivot foot
if ( newPivotFoot != pivotFoot || idMath::Fabs( idMath::AngleNormalize180( newPivotYaw - pivotYaw ) ) > 30.0f ) {
pivotFoot = newPivotFoot;
pivotYaw = newPivotYaw;
animator->GetJointTransform( footJoints[pivotFoot], gameLocal.time, footOrigin, axis );
pivotPos = modelOrigin + footOrigin * modelAxis;
}
// keep pivot foot in place
jointOrigins[pivotFoot] = pivotPos;
}
// get the floor heights for the feet
for ( i = 0; i < numLegs; i++ ) {
if ( !( enabledLegs & ( 1 << i ) ) ) {
continue;
}
start = jointOrigins[i] + normal * footUpTrace;
end = jointOrigins[i] - normal * footDownTrace;
gameLocal.clip.Translation( results, start, end, footModel, mat3_identity, CONTENTS_SOLID|CONTENTS_IKCLIP, self );
floorHeights[i] = results.endpos * normal;
if ( ik_debug.GetBool() && footModel ) {
idFixedWinding w;
for ( int j = 0; j < footModel->GetTraceModel()->numVerts; j++ ) {
w += footModel->GetTraceModel()->verts[j];
}
gameRenderWorld->DebugWinding( colorRed, w, results.endpos, results.endAxis );
}
}
const idPhysics *phys = self->GetPhysics();
// test whether or not the character standing on the ground
bool onGround = phys->HasGroundContacts();
// test whether or not the character is standing on a plat
bool onPlat = false;
for ( i = 0; i < phys->GetNumContacts(); i++ ) {
idEntity *ent = gameLocal.entities[ phys->GetContact( i ).entityNum ];
if ( ent != NULL && ent->IsType( idPlat::Type ) ) {
onPlat = true;
break;
}
}
// adjust heights of the ankles
smallestShift = idMath::INFINITY;
largestAnkleHeight = -idMath::INFINITY;
for ( i = 0; i < numLegs; i++ ) {
if ( onGround && ( enabledLegs & ( 1 << i ) ) ) {
shift = floorHeights[i] - modelHeight + footShift;
} else {
shift = 0.0f;
}
if ( shift < smallestShift ) {
smallestShift = shift;
}
animator->GetJointTransform( ankleJoints[i], gameLocal.time, ankleOrigin, ankleAxis[i] );
jointOrigins[i] = modelOrigin + ankleOrigin * modelAxis;
height = jointOrigins[i] * normal;
if ( oldHeightsValid && !onPlat ) {
step = height + shift - oldAnkleHeights[i];
shift -= smoothing * step;
}
newHeight = height + shift;
if ( newHeight > largestAnkleHeight ) {
largestAnkleHeight = newHeight;
}
oldAnkleHeights[i] = newHeight;
jointOrigins[i] += shift * normal;
}
animator->GetJointTransform( waistJoint, gameLocal.time, waistOrigin, waistAxis );
waistOrigin = modelOrigin + waistOrigin * modelAxis;
// adjust position of the waist
waistOffset = ( smallestShift + waistShift ) * normal;
// if the waist should be at least a certain distance above the floor
if ( minWaistFloorDist > 0.0f && waistOffset * normal < 0.0f ) {
start = waistOrigin;
end = waistOrigin + waistOffset - normal * minWaistFloorDist;
gameLocal.clip.Translation( results, start, end, footModel, modelAxis, CONTENTS_SOLID|CONTENTS_IKCLIP, self );
height = ( waistOrigin + waistOffset - results.endpos ) * normal;
if ( height < minWaistFloorDist ) {
waistOffset += ( minWaistFloorDist - height ) * normal;
}
}
// if the waist should be at least a certain distance above the ankles
if ( minWaistAnkleDist > 0.0f ) {
height = ( waistOrigin + waistOffset ) * normal;
if ( height - largestAnkleHeight < minWaistAnkleDist ) {
waistOffset += ( minWaistAnkleDist - ( height - largestAnkleHeight ) ) * normal;
}
}
if ( oldHeightsValid ) {
// smoothly adjust height of waist
newHeight = ( waistOrigin + waistOffset ) * normal;
step = newHeight - oldWaistHeight;
waistOffset -= waistSmoothing * step * normal;
}
// save height of waist for smoothing
oldWaistHeight = ( waistOrigin + waistOffset ) * normal;
if ( !oldHeightsValid ) {
oldHeightsValid = true;
return;
}
// solve IK
for ( i = 0; i < numLegs; i++ ) {
// get the position of the hip in world space
animator->GetJointTransform( hipJoints[i], gameLocal.time, hipOrigin, axis );
hipOrigin = modelOrigin + waistOffset + hipOrigin * modelAxis;
hipDir = hipForward[i] * axis * modelAxis;
// get the IK bend direction
animator->GetJointTransform( kneeJoints[i], gameLocal.time, kneeOrigin, axis );
kneeDir = kneeForward[i] * axis * modelAxis;
// solve IK and calculate knee position
SolveTwoBones( hipOrigin, jointOrigins[i], kneeDir, upperLegLength[i], lowerLegLength[i], kneeOrigin );
if ( ik_debug.GetBool() ) {
gameRenderWorld->DebugLine( colorCyan, hipOrigin, kneeOrigin );
gameRenderWorld->DebugLine( colorRed, kneeOrigin, jointOrigins[i] );
gameRenderWorld->DebugLine( colorYellow, kneeOrigin, kneeOrigin + hipDir );
gameRenderWorld->DebugLine( colorGreen, kneeOrigin, kneeOrigin + kneeDir );
}
// get the axis for the hip joint
GetBoneAxis( hipOrigin, kneeOrigin, hipDir, axis );
hipAxis[i] = upperLegToHipJoint[i] * ( axis * modelAxis.Transpose() );
// get the axis for the knee joint
GetBoneAxis( kneeOrigin, jointOrigins[i], kneeDir, axis );
kneeAxis[i] = lowerLegToKneeJoint[i] * ( axis * modelAxis.Transpose() );
}
// set the joint mods
animator->SetJointAxis( waistJoint, JOINTMOD_WORLD_OVERRIDE, waistAxis );
animator->SetJointPos( waistJoint, JOINTMOD_WORLD_OVERRIDE, ( waistOrigin + waistOffset - modelOrigin ) * modelAxis.Transpose() );
for ( i = 0; i < numLegs; i++ ) {
animator->SetJointAxis( hipJoints[i], JOINTMOD_WORLD_OVERRIDE, hipAxis[i] );
animator->SetJointAxis( kneeJoints[i], JOINTMOD_WORLD_OVERRIDE, kneeAxis[i] );
animator->SetJointAxis( ankleJoints[i], JOINTMOD_WORLD_OVERRIDE, ankleAxis[i] );
}
ik_activate = true;
}
/*
================
idIK_Walk::ClearJointMods
================
*/
void idIK_Walk::ClearJointMods( void ) {
int i;
if ( !self || !ik_activate ) {
return;
}
animator->SetJointAxis( waistJoint, JOINTMOD_NONE, mat3_identity );
animator->SetJointPos( waistJoint, JOINTMOD_NONE, vec3_origin );
for ( i = 0; i < numLegs; i++ ) {
animator->SetJointAxis( hipJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( kneeJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( ankleJoints[i], JOINTMOD_NONE, mat3_identity );
}
ik_activate = false;
}
/*
================
idIK_Walk::EnableAll
================
*/
void idIK_Walk::EnableAll( void ) {
enabledLegs = ( 1 << numLegs ) - 1;
oldHeightsValid = false;
}
/*
================
idIK_Walk::DisableAll
================
*/
void idIK_Walk::DisableAll( void ) {
enabledLegs = 0;
oldHeightsValid = false;
}
/*
================
idIK_Walk::EnableLeg
================
*/
void idIK_Walk::EnableLeg( int num ) {
enabledLegs |= 1 << num;
}
/*
================
idIK_Walk::DisableLeg
================
*/
void idIK_Walk::DisableLeg( int num ) {
enabledLegs &= ~( 1 << num );
}
/*
===============================================================================
idIK_Reach
===============================================================================
*/
/*
================
idIK_Reach::idIK_Reach
================
*/
idIK_Reach::idIK_Reach() {
int i;
initialized = false;
numArms = 0;
enabledArms = 0;
for ( i = 0; i < MAX_ARMS; i++ ) {
handJoints[i] = INVALID_JOINT;
elbowJoints[i] = INVALID_JOINT;
shoulderJoints[i] = INVALID_JOINT;
dirJoints[i] = INVALID_JOINT;
shoulderForward[i].Zero();
elbowForward[i].Zero();
upperArmLength[i] = 0.0f;
lowerArmLength[i] = 0.0f;
upperArmToShoulderJoint[i].Identity();
lowerArmToElbowJoint[i].Identity();
}
}
/*
================
idIK_Reach::~idIK_Reach
================
*/
idIK_Reach::~idIK_Reach() {
}
/*
================
idIK_Reach::Save
================
*/
void idIK_Reach::Save( idSaveGame *savefile ) const {
int i;
idIK::Save( savefile );
savefile->WriteInt( numArms );
savefile->WriteInt( enabledArms );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( handJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( elbowJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( shoulderJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( dirJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteVec3( shoulderForward[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteVec3( elbowForward[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteFloat( upperArmLength[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteFloat( lowerArmLength[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteMat3( upperArmToShoulderJoint[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->WriteMat3( lowerArmToElbowJoint[i] );
}
/*
================
idIK_Reach::Restore
================
*/
void idIK_Reach::Restore( idRestoreGame *savefile ) {
int i;
idIK::Restore( savefile );
savefile->ReadInt( numArms );
savefile->ReadInt( enabledArms );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( (int&)handJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( (int&)elbowJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( (int&)shoulderJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( (int&)dirJoints[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadVec3( shoulderForward[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadVec3( elbowForward[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadFloat( upperArmLength[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadFloat( lowerArmLength[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadMat3( upperArmToShoulderJoint[i] );
for ( i = 0; i < MAX_ARMS; i++ )
savefile->ReadMat3( lowerArmToElbowJoint[i] );
}
/*
================
idIK_Reach::Init
================
*/
bool idIK_Reach::Init( idEntity *self, const char *anim, const idVec3 &modelOffset ) {
int i;
const char *jointName;
idTraceModel trm;
idVec3 dir, handOrigin, elbowOrigin, shoulderOrigin, dirOrigin;
idMat3 axis, handAxis, elbowAxis, shoulderAxis;
if ( !self ) {
return false;
}
numArms = Min( self->spawnArgs.GetInt( "ik_numArms", "0" ), MAX_ARMS );
if ( numArms == 0 ) {
return true;
}
if ( !idIK::Init( self, anim, modelOffset ) ) {
return false;
}
int numJoints = animator->NumJoints();
idJointMat *joints = ( idJointMat * )_alloca16( numJoints * sizeof( joints[0] ) );
// create the animation frame used to setup the IK
gameEdit->ANIM_CreateAnimFrame( animator->ModelHandle(), animator->GetAnim( modifiedAnim )->MD5Anim( 0 ), numJoints, joints, 1, animator->ModelDef()->GetVisualOffset() + modelOffset, animator->RemoveOrigin() );
enabledArms = 0;
// get all the joints
for ( i = 0; i < numArms; i++ ) {
jointName = self->spawnArgs.GetString( va( "ik_hand%d", i+1 ) );
handJoints[i] = animator->GetJointHandle( jointName );
if ( handJoints[i] == INVALID_JOINT ) {
gameLocal.Error( "idIK_Reach::Init: invalid hand joint '%s'", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_elbow%d", i+1 ) );
elbowJoints[i] = animator->GetJointHandle( jointName );
if ( elbowJoints[i] == INVALID_JOINT ) {
gameLocal.Error( "idIK_Reach::Init: invalid elbow joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_shoulder%d", i+1 ) );
shoulderJoints[i] = animator->GetJointHandle( jointName );
if ( shoulderJoints[i] == INVALID_JOINT ) {
gameLocal.Error( "idIK_Reach::Init: invalid shoulder joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_elbowDir%d", i+1 ) );
dirJoints[i] = animator->GetJointHandle( jointName );
enabledArms |= 1 << i;
}
// get the arm bone lengths and rotation matrices
for ( i = 0; i < numArms; i++ ) {
handAxis = joints[ handJoints[ i ] ].ToMat3();
handOrigin = joints[ handJoints[ i ] ].ToVec3();
elbowAxis = joints[ elbowJoints[ i ] ].ToMat3();
elbowOrigin = joints[ elbowJoints[ i ] ].ToVec3();
shoulderAxis = joints[ shoulderJoints[ i ] ].ToMat3();
shoulderOrigin = joints[ shoulderJoints[ i ] ].ToVec3();
// get the IK direction
if ( dirJoints[i] != INVALID_JOINT ) {
dirOrigin = joints[ dirJoints[ i ] ].ToVec3();
dir = dirOrigin - elbowOrigin;
} else {
dir.Set( -1.0f, 0.0f, 0.0f );
}
shoulderForward[i] = dir * shoulderAxis.Transpose();
elbowForward[i] = dir * elbowAxis.Transpose();
// conversion from upper arm bone axis to should joint axis
upperArmLength[i] = GetBoneAxis( shoulderOrigin, elbowOrigin, dir, axis );
upperArmToShoulderJoint[i] = shoulderAxis * axis.Transpose();
// conversion from lower arm bone axis to elbow joint axis
lowerArmLength[i] = GetBoneAxis( elbowOrigin, handOrigin, dir, axis );
lowerArmToElbowJoint[i] = elbowAxis * axis.Transpose();
}
initialized = true;
return true;
}
/*
================
idIK_Reach::Evaluate
================
*/
void idIK_Reach::Evaluate( void ) {
int i;
idVec3 modelOrigin, shoulderOrigin, elbowOrigin, handOrigin, shoulderDir, elbowDir;
idMat3 modelAxis, axis;
idMat3 shoulderAxis[MAX_ARMS], elbowAxis[MAX_ARMS];
trace_t trace;
modelOrigin = self->GetRenderEntity()->origin;
modelAxis = self->GetRenderEntity()->axis;
// solve IK
for ( i = 0; i < numArms; i++ ) {
// get the position of the shoulder in world space
animator->GetJointTransform( shoulderJoints[i], gameLocal.time, shoulderOrigin, axis );
shoulderOrigin = modelOrigin + shoulderOrigin * modelAxis;
shoulderDir = shoulderForward[i] * axis * modelAxis;
// get the position of the hand in world space
animator->GetJointTransform( handJoints[i], gameLocal.time, handOrigin, axis );
handOrigin = modelOrigin + handOrigin * modelAxis;
// get first collision going from shoulder to hand
gameLocal.clip.TracePoint( trace, shoulderOrigin, handOrigin, CONTENTS_SOLID, self );
handOrigin = trace.endpos;
// get the IK bend direction
animator->GetJointTransform( elbowJoints[i], gameLocal.time, elbowOrigin, axis );
elbowDir = elbowForward[i] * axis * modelAxis;
// solve IK and calculate elbow position
SolveTwoBones( shoulderOrigin, handOrigin, elbowDir, upperArmLength[i], lowerArmLength[i], elbowOrigin );
if ( ik_debug.GetBool() ) {
gameRenderWorld->DebugLine( colorCyan, shoulderOrigin, elbowOrigin );
gameRenderWorld->DebugLine( colorRed, elbowOrigin, handOrigin );
gameRenderWorld->DebugLine( colorYellow, elbowOrigin, elbowOrigin + elbowDir );
gameRenderWorld->DebugLine( colorGreen, elbowOrigin, elbowOrigin + shoulderDir );
}
// get the axis for the shoulder joint
GetBoneAxis( shoulderOrigin, elbowOrigin, shoulderDir, axis );
shoulderAxis[i] = upperArmToShoulderJoint[i] * ( axis * modelAxis.Transpose() );
// get the axis for the elbow joint
GetBoneAxis( elbowOrigin, handOrigin, elbowDir, axis );
elbowAxis[i] = lowerArmToElbowJoint[i] * ( axis * modelAxis.Transpose() );
}
for ( i = 0; i < numArms; i++ ) {
animator->SetJointAxis( shoulderJoints[i], JOINTMOD_WORLD_OVERRIDE, shoulderAxis[i] );
animator->SetJointAxis( elbowJoints[i], JOINTMOD_WORLD_OVERRIDE, elbowAxis[i] );
}
ik_activate = true;
}
/*
================
idIK_Reach::ClearJointMods
================
*/
void idIK_Reach::ClearJointMods( void ) {
int i;
if ( !self || !ik_activate ) {
return;
}
for ( i = 0; i < numArms; i++ ) {
animator->SetJointAxis( shoulderJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( elbowJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( handJoints[i], JOINTMOD_NONE, mat3_identity );
}
ik_activate = false;
}