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database.h
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#pragma once
#include "common.h"
#include "vec.h"
#include "quat.h"
#include "array.h"
#include <assert.h>
#include <float.h>
#include <stdio.h>
#include <math.h>
//--------------------------------------
struct database
{
array2d<vec3> bone_positions;
array2d<quat> bone_rotations;
array1d<int> bone_parents;
array1d<int> range_starts;
array1d<int> range_stops;
int nframes() const { return bone_positions.rows; }
int nbones() const { return bone_positions.cols; }
int nranges() const { return range_starts.size; }
};
void database_load(database& db, const char* filename)
{
FILE* f = fopen(filename, "rb");
assert(f != NULL);
array2d_read(db.bone_positions, f);
array2d_read(db.bone_rotations, f);
array1d_read(db.bone_parents, f);
array1d_read(db.range_starts, f);
array1d_read(db.range_stops, f);
fclose(f);
}
//--------------------------------------
// Here I am using a simple recursive version of forward kinematics
void forward_kinematics(
vec3& bone_position,
quat& bone_rotation,
const slice1d<vec3> bone_positions,
const slice1d<quat> bone_rotations,
const slice1d<int> bone_parents,
const int bone)
{
if (bone_parents(bone) != -1)
{
vec3 parent_position;
quat parent_rotation;
forward_kinematics(
parent_position,
parent_rotation,
bone_positions,
bone_rotations,
bone_parents,
bone_parents(bone));
bone_position = quat_mul_vec3(parent_rotation, bone_positions(bone)) + parent_position;
bone_rotation = quat_mul(parent_rotation, bone_rotations(bone));
}
else
{
bone_position = bone_positions(bone);
bone_rotation = bone_rotations(bone);
}
}
// Compute forward kinematics of just some joints using a
// mask to indicate which joints are already computed
void forward_kinematics_partial(
slice1d<vec3> global_bone_positions,
slice1d<quat> global_bone_rotations,
slice1d<bool> global_bone_computed,
const slice1d<vec3> local_bone_positions,
const slice1d<quat> local_bone_rotations,
const slice1d<int> bone_parents,
int bone)
{
if (global_bone_computed(bone))
{
return;
}
if (bone_parents(bone) == -1)
{
global_bone_positions(bone) = local_bone_positions(bone);
global_bone_rotations(bone) = local_bone_rotations(bone);
global_bone_computed(bone) = true;
return;
}
if (!global_bone_computed(bone_parents(bone)))
{
forward_kinematics_partial(
global_bone_positions,
global_bone_rotations,
global_bone_computed,
local_bone_positions,
local_bone_rotations,
bone_parents,
bone_parents(bone));
}
vec3 parent_position = global_bone_positions(bone_parents(bone));
quat parent_rotation = global_bone_rotations(bone_parents(bone));
global_bone_positions(bone) = quat_mul_vec3(parent_rotation, local_bone_positions(bone)) + parent_position;
global_bone_rotations(bone) = quat_mul(parent_rotation, local_bone_rotations(bone));
global_bone_computed(bone) = true;
}
// Compute forward kinematics for all joints
void forward_kinematics_full(
slice1d<vec3> global_bone_positions,
slice1d<quat> global_bone_rotations,
const slice1d<vec3> local_bone_positions,
const slice1d<quat> local_bone_rotations,
const slice1d<int> bone_parents)
{
for (int i = 0; i < bone_parents.size; i++)
{
// Assumes bones are always sorted from root onwards
assert(bone_parents(i) < i);
if (bone_parents(i) == -1)
{
global_bone_positions(i) = local_bone_positions(i);
global_bone_rotations(i) = local_bone_rotations(i);
}
else
{
vec3 parent_position = global_bone_positions(bone_parents(i));
quat parent_rotation = global_bone_rotations(bone_parents(i));
global_bone_positions(i) = quat_mul_vec3(parent_rotation, local_bone_positions(i)) + parent_position;
global_bone_rotations(i) = quat_mul(parent_rotation, local_bone_rotations(i));
}
}
}
// Compute backward kinematics for all joints
void backward_kinematics_full(
slice1d<vec3> local_bone_positions,
slice1d<quat> local_bone_rotations,
const slice1d<vec3> global_bone_positions,
const slice1d<quat> global_bone_rotations,
const slice1d<int> bone_parents)
{
for (int i = 0; i < bone_parents.size; i++)
{
if (bone_parents(i) == -1)
{
local_bone_positions(i) = global_bone_positions(i);
local_bone_rotations(i) = global_bone_rotations(i);
}
else
{
vec3 parent_position = global_bone_positions(bone_parents(i));
quat parent_rotation = global_bone_rotations(bone_parents(i));
local_bone_positions(i) = quat_inv_mul_vec3(parent_rotation,
global_bone_positions(i) - parent_position);
local_bone_rotations(i) = quat_inv_mul(parent_rotation, global_bone_rotations(i));
}
}
}