/** * @file llskinningutil.cpp * @brief Functions for mesh object skinning * @author vir@lindenlab.com * * $LicenseInfo:firstyear=2015&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2015, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llskinningutil.h" #include "llvoavatar.h" #include "llviewercontrol.h" #include "llmeshrepository.h" bool LLSkinningUtil::sIncludeEnhancedSkeleton = true; namespace { bool get_name_index(const std::string& name, std::vector& names, U32& result) { std::vector::const_iterator find_it = std::find(names.begin(), names.end(), name); if (find_it != names.end()) { result = find_it - names.begin(); return true; } else { return false; } } // Find a name table index that is also a valid joint on the // avatar. Order of preference is: requested name, mPelvis, first // valid match in names table. U32 get_valid_joint_index(const std::string& name, LLVOAvatar *avatar, std::vector& joint_names) { U32 result; if (avatar->getJoint(name) && get_name_index(name,joint_names,result)) { return result; } if (get_name_index("mPelvis",joint_names,result)) { return result; } for (U32 j=0; jgetJoint(joint_names[j])) { return j; } } // BENTO how to handle? LL_ERRS() << "no valid joints in joint_names" << LL_ENDL; return 0; } // Which joint will stand in for this joint? U32 get_proxy_joint_index(U32 joint_index, LLVOAvatar *avatar, std::vector& joint_names) { bool include_enhanced = LLSkinningUtil::sIncludeEnhancedSkeleton; U32 j_proxy = get_valid_joint_index(joint_names[joint_index], avatar, joint_names); LLJoint *joint = avatar->getJoint(joint_names[j_proxy]); llassert(joint); // Find the first ancestor that's not flagged as extended, or the // last ancestor that's rigged in this mesh, whichever // comes first. while (1) { if (include_enhanced || joint->getSupport()==LLJoint::SUPPORT_BASE) break; LLJoint *parent = joint->getParent(); if (!parent) break; if (!get_name_index(parent->getName(), joint_names, j_proxy)) { break; } joint = parent; } return j_proxy; } } // static void LLSkinningUtil::initClass() { sIncludeEnhancedSkeleton = gSavedSettings.getBOOL("IncludeEnhancedSkeleton"); } // static U32 LLSkinningUtil::getMaxJointCount() { U32 result = LL_MAX_JOINTS_PER_MESH_OBJECT; if (!sIncludeEnhancedSkeleton) { // BENTO - currently the remap logic does not guarantee joint count <= 52; // if one of the base ancestors is not rigged in a given mesh, an extended // joint can still be included. result = llmin(result,(U32)52); } return result; } // static U32 LLSkinningUtil::getMeshJointCount(const LLMeshSkinInfo *skin) { return llmin((U32)getMaxJointCount(), (U32)skin->mJointNames.size()); } // static // Destructively remap the joints in skin info based on what joints // are known in the avatar, and which are currently supported. This // will also populate mJointRemap[] in the skin, which can be used to // make the corresponding changes to the integer part of vertex // weights. // // This will throw away joint info for any joints that are not known // in the avatar, or not currently flagged to support based on the // debug setting for IncludeEnhancedSkeleton. // // BENTO maybe this really only makes sense for new leaf joints? New spine // joints may need different logic. // static void LLSkinningUtil::remapSkinInfoJoints(LLVOAvatar *avatar, LLMeshSkinInfo* skin) { // skip if already done. if (!skin->mJointRemap.empty()) { return; } U32 max_joints = getMeshJointCount(skin); // Compute the remap std::vector j_proxy(skin->mJointNames.size()); for (U32 j = 0; j < skin->mJointNames.size(); ++j) { U32 j_rep = get_proxy_joint_index(j, avatar, skin->mJointNames); j_proxy[j] = j_rep; } S32 top = 0; std::vector j_remap(skin->mJointNames.size()); // Fill in j_remap for all joints that will be kept. for (U32 j = 0; j < skin->mJointNames.size(); ++j) { if (j_proxy[j] == j) { // Joint will be included j_remap[j] = top; if (top < max_joints-1) { top++; } } } // Then use j_proxy to fill in j_remap for the joints that will be discarded for (U32 j = 0; j < skin->mJointNames.size(); ++j) { if (j_proxy[j] != j) { j_remap[j] = j_remap[j_proxy[j]]; } } // Apply the remap to mJointNames, mInvBindMatrix, and mAlternateBindMatrix std::vector new_joint_names; std::vector new_inv_bind_matrix; std::vector new_alternate_bind_matrix; for (U32 j = 0; j < skin->mJointNames.size(); ++j) { if (j_proxy[j] == j && new_joint_names.size() < max_joints) { new_joint_names.push_back(skin->mJointNames[j]); new_inv_bind_matrix.push_back(skin->mInvBindMatrix[j]); if (!skin->mAlternateBindMatrix.empty()) { new_alternate_bind_matrix.push_back(skin->mAlternateBindMatrix[j]); } } } llassert(new_joint_names.size() <= max_joints); for (U32 j = 0; j < skin->mJointNames.size(); ++j) { if (skin->mJointNames[j] != new_joint_names[j_remap[j]]) { LL_DEBUGS("Avatar") << "Starting joint[" << j << "] = " << skin->mJointNames[j] << " j_remap " << j_remap[j] << " ==> " << new_joint_names[j_remap[j]] << LL_ENDL; } } skin->mJointNames = new_joint_names; skin->mInvBindMatrix = new_inv_bind_matrix; skin->mAlternateBindMatrix = new_alternate_bind_matrix; skin->mJointRemap = j_remap; } // static void LLSkinningUtil::initSkinningMatrixPalette( LLMatrix4* mat, S32 count, const LLMeshSkinInfo* skin, LLVOAvatar *avatar) { // BENTO - switching to use Matrix4a and SSE might speed this up. // Note that we are mostly passing Matrix4a's to this routine anyway, just dubiously casted. for (U32 j = 0; j < count; ++j) { LLJoint* joint = avatar->getJoint(skin->mJointNames[j]); mat[j] = skin->mInvBindMatrix[j]; if (joint) { mat[j] *= joint->getWorldMatrix(); } else { // This shouldn't happen - in mesh upload, skinned // rendering should be disabled unless all joints are // valid. In other cases of skinned rendering, invalid // joints should already have been removed during remap. LL_WARNS_ONCE("Avatar") << "Rigged to invalid joint name " << skin->mJointNames[j] << LL_ENDL; } } } // Transform the weights based on the remap info stored in skin. Note // that this is destructive and non-idempotent, so we need to keep // track of whether we've done it already. If the desired remapping // changes, the viewer must be restarted. // // static void LLSkinningUtil::remapSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin) { llassert(skin->mJointRemap.size()>0); // Must call remapSkinInfoJoints() first, which this checks for. const U32* remap = &skin->mJointRemap[0]; const S32 max_joints = skin->mJointRemap.size(); for (U32 j=0; jmJointNames.size(); if (skin->mJointRemap.size()>0) { // Check the weights are consistent with the current remap. for (U32 j=0; j=0); llassert(i= 0.0, we can use int instead of floorf; the latter // allegedly has a lot of overhead due to ieeefp error // checking which we should not need. idx[k] = llclamp((S32) floorf(w), (S32)0, (S32)max_joints-1); wght[k] = w - floorf(w); scale += wght[k]; } if (handle_bad_scale && scale <= 0.f) { wght = LLVector4(1.0f, 0.0f, 0.0f, 0.0f); } else { // This is enforced in unpackVolumeFaces() llassert(scale>0.f); wght *= 1.f/scale; } for (U32 k = 0; k < 4; k++) { F32 w = wght[k]; LLMatrix4a src; src.setMul(mat[idx[k]], w); final_mat.add(src); } }