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/**
* @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<std::string>& names, U32& result)
{
std::vector<std::string>::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<std::string>& 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; j<joint_names.size(); j++)
{
if (avatar->getJoint(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<std::string>& 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<U32> 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<U32> 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<std::string> new_joint_names;
std::vector<LLMatrix4> new_inv_bind_matrix;
std::vector<LLMatrix4> 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->mJointNames.size();
for (U32 j=0; j<num_vertices; j++)
{
F32 *w = weights[j].getF32ptr();
for (U32 k=0; k<4; ++k)
{
S32 i = llfloor(w[k]);
F32 f = w[k]-i;
i = llclamp(i,0,max_joints-1);
w[k] = remap[i] + f;
}
}
}
// static
void LLSkinningUtil::checkSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin)
{
#ifndef LL_RELEASE_FOR_DOWNLOAD
const S32 max_joints = skin->mJointNames.size();
if (skin->mJointRemap.size()>0)
{
// Check the weights are consistent with the current remap.
for (U32 j=0; j<num_vertices; j++)
{
F32 *w = weights[j].getF32ptr();
for (U32 k=0; k<4; ++k)
{
S32 i = llfloor(w[k]);
llassert(i>=0);
llassert(i<max_joints);
}
}
}
#endif
}
// static
void LLSkinningUtil::getPerVertexSkinMatrix(
F32* weights,
LLMatrix4a* mat,
bool handle_bad_scale,
LLMatrix4a& final_mat,
U32 max_joints)
{
final_mat.clear();
S32 idx[4];
LLVector4 wght;
F32 scale = 0.f;
for (U32 k = 0; k < 4; k++)
{
F32 w = weights[k];
// BENTO potential optimizations
// - Do clamping in unpackVolumeFaces() (once instead of every time)
// - int vs floor: if we know w is
// >= 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);
}
}
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