397 lines
12 KiB
C++
397 lines
12 KiB
C++
/**
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* @file llskinningutil.cpp
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* @brief Functions for mesh object skinning
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* @author vir@lindenlab.com
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*
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* $LicenseInfo:firstyear=2015&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2015, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llskinningutil.h"
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#include "llvoavatar.h"
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#include "llviewercontrol.h"
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#include "llmeshrepository.h"
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bool LLSkinningUtil::sIncludeEnhancedSkeleton = true;
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namespace {
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bool get_name_index(const std::string& name, std::vector<std::string>& names, U32& result)
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{
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std::vector<std::string>::const_iterator find_it =
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std::find(names.begin(), names.end(), name);
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if (find_it != names.end())
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{
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result = find_it - names.begin();
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return true;
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}
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else
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{
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return false;
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}
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}
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// Find a name table index that is also a valid joint on the
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// avatar. Order of preference is: requested name, mPelvis, first
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// valid match in names table.
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U32 get_valid_joint_index(const std::string& name, LLVOAvatar *avatar, std::vector<std::string>& joint_names)
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{
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U32 result;
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if (avatar->getJoint(name) && get_name_index(name,joint_names,result))
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{
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return result;
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}
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if (get_name_index("mPelvis",joint_names,result))
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{
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return result;
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}
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for (U32 j=0; j<joint_names.size(); j++)
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{
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if (avatar->getJoint(joint_names[j]))
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{
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return j;
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}
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}
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// Shouldn't ever get here, because of the name cleanup pass in remapSkinInfoJoints()
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LL_ERRS() << "no valid joints in joint_names" << LL_ENDL;
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return 0;
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}
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// Which joint will stand in for this joint?
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U32 get_proxy_joint_index(U32 joint_index, LLVOAvatar *avatar, std::vector<std::string>& joint_names)
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{
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bool include_enhanced = LLSkinningUtil::sIncludeEnhancedSkeleton;
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U32 j_proxy = get_valid_joint_index(joint_names[joint_index], avatar, joint_names);
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LLJoint *joint = avatar->getJoint(joint_names[j_proxy]);
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llassert(joint);
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// Find the first ancestor that's not flagged as extended, or the
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// last ancestor that's rigged in this mesh, whichever
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// comes first.
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while (1)
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{
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if (include_enhanced ||
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joint->getSupport()==LLJoint::SUPPORT_BASE)
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break;
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LLJoint *parent = joint->getParent();
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if (!parent)
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break;
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if (!get_name_index(parent->getName(), joint_names, j_proxy))
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{
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break;
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}
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joint = parent;
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}
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return j_proxy;
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}
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}
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// static
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void LLSkinningUtil::initClass()
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{
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sIncludeEnhancedSkeleton = gSavedSettings.getBOOL("IncludeEnhancedSkeleton");
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}
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// static
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U32 LLSkinningUtil::getMaxJointCount()
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{
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U32 result = LL_MAX_JOINTS_PER_MESH_OBJECT;
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if (!sIncludeEnhancedSkeleton)
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{
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// Currently the remap logic does not guarantee joint count <= 52;
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// if one of the base ancestors is not rigged in a given mesh, an extended
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// joint can still be included.
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result = llmin(result,(U32)52);
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}
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return result;
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}
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// static
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U32 LLSkinningUtil::getMeshJointCount(const LLMeshSkinInfo *skin)
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{
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return llmin((U32)getMaxJointCount(), (U32)skin->mJointNames.size());
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}
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// static
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// Destructively remap the joints in skin info based on what joints
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// are known in the avatar, and which are currently supported. This
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// will also populate mJointRemap[] in the skin, which can be used to
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// make the corresponding changes to the integer part of vertex
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// weights.
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//
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// This will throw away joint info for any joints that are not known
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// in the avatar, or not currently flagged to support based on the
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// debug setting for IncludeEnhancedSkeleton.
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//
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// BENTO maybe this really only makes sense for new leaf joints? New spine
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// joints may need different logic.
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// static
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void LLSkinningUtil::remapSkinInfoJoints(LLVOAvatar *avatar, LLMeshSkinInfo* skin)
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{
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// skip if already done.
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if (!skin->mJointRemap.empty())
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{
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return;
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}
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U32 max_joints = getMeshJointCount(skin);
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// Compute the remap
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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{
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// Fix invalid names to "mPelvis". Currently meshes with
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// invalid names will be blocked on upload, so this is just
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// needed for handling of any legacy bad data.
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if (!avatar->getJoint(skin->mJointNames[j]))
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{
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skin->mJointNames[j] = "mPelvis";
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}
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}
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std::vector<U32> j_proxy(skin->mJointNames.size());
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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{
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U32 j_rep = get_proxy_joint_index(j, avatar, skin->mJointNames);
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j_proxy[j] = j_rep;
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}
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S32 top = 0;
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std::vector<U32> j_remap(skin->mJointNames.size());
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// Fill in j_remap for all joints that will be kept.
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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{
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if (j_proxy[j] == j)
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{
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// Joint will be included
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j_remap[j] = top;
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if (top < max_joints-1)
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{
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top++;
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}
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}
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}
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// Then use j_proxy to fill in j_remap for the joints that will be discarded
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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{
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if (j_proxy[j] != j)
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{
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j_remap[j] = j_remap[j_proxy[j]];
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}
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}
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// Apply the remap to mJointNames, mInvBindMatrix, and mAlternateBindMatrix
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std::vector<std::string> new_joint_names;
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std::vector<S32> new_joint_nums;
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std::vector<LLMatrix4> new_inv_bind_matrix;
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std::vector<LLMatrix4> new_alternate_bind_matrix;
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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{
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if (j_proxy[j] == j && new_joint_names.size() < max_joints)
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{
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new_joint_names.push_back(skin->mJointNames[j]);
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new_joint_nums.push_back(-1);
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new_inv_bind_matrix.push_back(skin->mInvBindMatrix[j]);
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if (!skin->mAlternateBindMatrix.empty())
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{
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new_alternate_bind_matrix.push_back(skin->mAlternateBindMatrix[j]);
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}
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}
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}
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llassert(new_joint_names.size() <= max_joints);
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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{
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if (skin->mJointNames[j] != new_joint_names[j_remap[j]])
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{
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LL_DEBUGS("Avatar") << "Starting joint[" << j << "] = " << skin->mJointNames[j] << " j_remap " << j_remap[j] << " ==> " << new_joint_names[j_remap[j]] << LL_ENDL;
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}
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}
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skin->mJointNames = new_joint_names;
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skin->mInvBindMatrix = new_inv_bind_matrix;
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skin->mAlternateBindMatrix = new_alternate_bind_matrix;
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skin->mJointRemap = j_remap;
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}
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// static
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void LLSkinningUtil::initSkinningMatrixPalette(
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LLMatrix4* mat,
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S32 count,
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const LLMeshSkinInfo* skin,
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LLVOAvatar *avatar)
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{
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for (U32 j = 0; j < count; ++j)
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{
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LLJoint *joint = NULL;
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if (skin->mJointNums[j] == -1)
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{
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joint = avatar->getJoint(skin->mJointNames[j]);
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if (joint)
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{
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skin->mJointNums[j] = joint->getJointNum();
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}
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}
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else
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{
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joint = avatar->getJoint(skin->mJointNums[j]);
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}
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if (joint)
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{
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#define MAT_USE_SSE
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#ifdef MAT_USE_SSE
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LLMatrix4a bind, world, res;
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bind.loadu(skin->mInvBindMatrix[j]);
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world.loadu(joint->getWorldMatrix());
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matMul(bind,world,res);
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memcpy(mat[j].mMatrix,res.mMatrix,16*sizeof(float));
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#else
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mat[j] = skin->mInvBindMatrix[j];
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mat[j] *= joint->getWorldMatrix();
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#endif
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}
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else
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{
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mat[j] = skin->mInvBindMatrix[j];
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// This shouldn't happen - in mesh upload, skinned
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// rendering should be disabled unless all joints are
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// valid. In other cases of skinned rendering, invalid
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// joints should already have been removed during remap.
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LL_WARNS_ONCE("Avatar") << "Rigged to invalid joint name " << skin->mJointNames[j] << LL_ENDL;
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}
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}
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}
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// Transform the weights based on the remap info stored in skin. Note
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// that this is destructive and non-idempotent, so we need to keep
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// track of whether we've done it already. If the desired remapping
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// changes, the viewer must be restarted.
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//
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// static
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void LLSkinningUtil::remapSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin)
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{
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checkSkinWeights(weights, num_vertices, skin);
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llassert(skin->mJointRemap.size()>0); // Must call remapSkinInfoJoints() first, which this checks for.
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const U32* remap = &skin->mJointRemap[0];
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const S32 max_joints = skin->mJointRemap.size();
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for (U32 j=0; j<num_vertices; j++)
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{
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F32 *w = weights[j].getF32ptr();
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for (U32 k=0; k<4; ++k)
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{
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S32 i = llfloor(w[k]);
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F32 f = w[k]-i;
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i = llclamp(i,0,max_joints-1);
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w[k] = remap[i] + f;
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}
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}
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checkSkinWeights(weights, num_vertices, skin);
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}
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// static
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void LLSkinningUtil::checkSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin)
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{
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#ifndef LL_RELEASE_FOR_DOWNLOAD
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const S32 max_joints = skin->mJointRemap.size();
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if (skin->mJointRemap.size()>0)
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{
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// Check the weights are consistent with the current remap.
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for (U32 j=0; j<num_vertices; j++)
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{
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F32 *w = weights[j].getF32ptr();
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F32 wsum = 0.0;
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for (U32 k=0; k<4; ++k)
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{
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S32 i = llfloor(w[k]);
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llassert(i>=0);
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llassert(i<max_joints);
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wsum += w[k]-i;
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}
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llassert(wsum > 0.0f);
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}
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}
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#endif
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}
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// static
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void LLSkinningUtil::getPerVertexSkinMatrix(
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F32* weights,
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LLMatrix4a* mat,
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bool handle_bad_scale,
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LLMatrix4a& final_mat,
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U32 max_joints)
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{
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bool valid_weights = true;
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final_mat.clear();
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S32 idx[4];
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LLVector4 wght;
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F32 scale = 0.f;
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for (U32 k = 0; k < 4; k++)
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{
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F32 w = weights[k];
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// BENTO potential optimizations
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// - Do clamping in unpackVolumeFaces() (once instead of every time)
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// - int vs floor: if we know w is
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// >= 0.0, we can use int instead of floorf; the latter
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// allegedly has a lot of overhead due to ieeefp error
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// checking which we should not need.
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idx[k] = llclamp((S32) floorf(w), (S32)0, (S32)max_joints-1);
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wght[k] = w - floorf(w);
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scale += wght[k];
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}
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if (handle_bad_scale && scale <= 0.f)
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{
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wght = LLVector4(1.0f, 0.0f, 0.0f, 0.0f);
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valid_weights = false;
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}
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else
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{
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// This is enforced in unpackVolumeFaces()
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llassert(scale>0.f);
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wght *= 1.f/scale;
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}
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for (U32 k = 0; k < 4; k++)
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{
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F32 w = wght[k];
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LLMatrix4a src;
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src.setMul(mat[idx[k]], w);
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final_mat.add(src);
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}
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// SL-366 - with weight validation/cleanup code, it should no longer be
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// possible to hit the bad scale case.
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llassert(valid_weights);
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}
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