Clean repo for open source release
Remove build artifacts, dev tool configs, unused dependencies, and third-party source dumps. Add proper README, update .gitignore, clean up Makefile.
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package com.tiedup.remake.client.gltf;
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import dev.kosmx.playerAnim.core.util.Pair;
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import dev.kosmx.playerAnim.impl.IAnimatedPlayer;
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import dev.kosmx.playerAnim.impl.animation.AnimationApplier;
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import net.minecraft.client.model.HumanoidModel;
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import net.minecraft.client.model.geom.ModelPart;
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import net.minecraft.world.entity.LivingEntity;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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import org.joml.Matrix4f;
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import org.joml.Quaternionf;
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import org.joml.Vector3f;
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/**
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* Reads the LIVE skeleton state from HumanoidModel (after PlayerAnimator + bendy-lib
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* have applied all rotations for the current frame) and produces joint matrices
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* compatible with {@link GltfSkinningEngine#skinVertex}.
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* <p>
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* KEY INSIGHT: The ModelPart xRot/yRot/zRot values set by PlayerAnimator represent
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* DELTA rotations (difference from rest pose) expressed in the MC model-def frame.
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* GltfPoseConverter computed them as parent-frame deltas, decomposed to Euler ZYX.
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* <p>
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* To reconstruct the correct LOCAL rotation for the glTF hierarchy:
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* <pre>
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* delta = rotationZYX(zRot, yRot, xRot) // MC-frame delta from ModelPart
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* localRot = delta * restQ_mc // delta applied on top of local rest
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* </pre>
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* No de-parenting is needed because both delta and restQ_mc are already in the
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* parent's local frame. The MC-to-glTF conjugation (negate qx,qy) is a homomorphism,
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* so frame relationships are preserved through the conversion.
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* <p>
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* For bones WITHOUT a MC ModelPart (root, torso), use the MC-converted rest rotation
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* directly from GltfData.
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*/
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@OnlyIn(Dist.CLIENT)
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public final class GltfLiveBoneReader {
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private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
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private GltfLiveBoneReader() {}
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/**
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* Compute joint matrices by reading live skeleton state from the HumanoidModel.
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* <p>
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* For upper bones: reconstructs the MC-frame delta from ModelPart euler angles,
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* then composes with the MC-converted rest rotation to get the local rotation.
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* For lower bones: reads bend values from the entity's AnimationApplier and
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* composes the bend delta with the local rest rotation.
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* For non-animated bones: uses rest rotation from GltfData directly.
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* <p>
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* The resulting joint matrices should match {@link GltfSkinningEngine#computeJointMatrices}
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* when the player is in the rest pose (no animation active).
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*
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* @param model the HumanoidModel after PlayerAnimator has applied rotations
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* @param data parsed glTF data (MC-converted)
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* @param entity the living entity being rendered
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* @return array of joint matrices ready for skinning, or null on failure
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*/
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public static Matrix4f[] computeJointMatricesFromModel(
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HumanoidModel<?> model, GltfData data, LivingEntity entity
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) {
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if (model == null || data == null || entity == null) return null;
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int jointCount = data.jointCount();
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Matrix4f[] jointMatrices = new Matrix4f[jointCount];
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Matrix4f[] worldTransforms = new Matrix4f[jointCount];
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int[] parents = data.parentJointIndices();
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String[] jointNames = data.jointNames();
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Quaternionf[] restRotations = data.restRotations();
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Vector3f[] restTranslations = data.restTranslations();
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// Get the AnimationApplier for bend values (may be null)
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AnimationApplier emote = getAnimationApplier(entity);
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for (int j = 0; j < jointCount; j++) {
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String boneName = jointNames[j];
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Quaternionf localRot;
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if (GltfBoneMapper.isLowerBone(boneName)) {
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// --- Lower bone: reconstruct from bend values ---
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localRot = computeLowerBoneLocalRotation(
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boneName, j, restRotations, emote
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);
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} else if (hasUniqueModelPart(boneName)) {
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// --- Upper bone with a unique ModelPart ---
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ModelPart part = GltfBoneMapper.getModelPart(model, boneName);
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if (part != null) {
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localRot = computeUpperBoneLocalRotation(
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part, j, restRotations
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);
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} else {
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// Fallback: use rest rotation
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localRot = new Quaternionf(restRotations[j]);
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}
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} else {
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// --- Non-animated bone (root, torso, etc.): use rest rotation ---
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localRot = new Quaternionf(restRotations[j]);
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}
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// Build local transform: translate(restTranslation) * rotate(localRot)
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Matrix4f local = new Matrix4f();
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local.translate(restTranslations[j]);
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local.rotate(localRot);
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// Compose with parent to get world transform
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if (parents[j] >= 0 && worldTransforms[parents[j]] != null) {
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worldTransforms[j] = new Matrix4f(worldTransforms[parents[j]]).mul(local);
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} else {
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worldTransforms[j] = new Matrix4f(local);
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}
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// Final joint matrix = worldTransform * inverseBindMatrix
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jointMatrices[j] = new Matrix4f(worldTransforms[j])
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.mul(data.inverseBindMatrices()[j]);
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}
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return jointMatrices;
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}
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/**
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* Compute local rotation for an upper bone that has a unique ModelPart.
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* <p>
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* ModelPart xRot/yRot/zRot are DELTA rotations (set by PlayerAnimator) expressed
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* as ZYX Euler angles in the MC model-def frame. These deltas were originally
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* computed by GltfPoseConverter as parent-frame quantities.
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* <p>
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* The local rotation for the glTF hierarchy is simply:
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* <pre>
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* delta = rotationZYX(zRot, yRot, xRot)
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* localRot = delta * restQ_mc
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* </pre>
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* No de-parenting is needed: both delta and restQ_mc are already in the parent's
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* frame. The MC-to-glTF negate-xy conjugation is a group homomorphism, preserving
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* the frame relationship.
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*/
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private static Quaternionf computeUpperBoneLocalRotation(
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ModelPart part, int jointIndex,
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Quaternionf[] restRotations
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) {
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// Reconstruct the MC-frame delta from ModelPart euler angles.
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Quaternionf delta = new Quaternionf().rotationZYX(part.zRot, part.yRot, part.xRot);
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// Local rotation = delta applied on top of the local rest rotation.
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return new Quaternionf(delta).mul(restRotations[jointIndex]);
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}
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/**
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* Compute local rotation for a lower bone (elbow/knee) from bend values.
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* <p>
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* Bend values are read from the entity's AnimationApplier. The bend delta is
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* reconstructed as a quaternion rotation around the bend axis, then composed
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* with the local rest rotation:
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* <pre>
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* bendQuat = axisAngle(cos(bendAxis)*s, 0, sin(bendAxis)*s, cos(halfAngle))
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* localRot = bendQuat * restQ_mc
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* </pre>
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* No de-parenting needed — same reasoning as upper bones.
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*/
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private static Quaternionf computeLowerBoneLocalRotation(
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String boneName, int jointIndex,
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Quaternionf[] restRotations,
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AnimationApplier emote
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) {
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if (emote != null) {
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// Get the MC part name for the upper bone of this lower bone
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String upperBone = GltfBoneMapper.getUpperBoneFor(boneName);
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String animPartName = (upperBone != null)
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? GltfBoneMapper.getAnimPartName(upperBone)
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: null;
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if (animPartName != null) {
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Pair<Float, Float> bend = emote.getBend(animPartName);
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if (bend != null) {
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float bendAxis = bend.getLeft();
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float bendValue = bend.getRight();
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// Reconstruct bend as quaternion (this is the delta)
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float ax = (float) Math.cos(bendAxis);
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float az = (float) Math.sin(bendAxis);
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float halfAngle = bendValue * 0.5f;
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float s = (float) Math.sin(halfAngle);
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Quaternionf bendQuat = new Quaternionf(
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ax * s, 0, az * s, (float) Math.cos(halfAngle)
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);
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// Local rotation = bend delta applied on top of local rest rotation
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return new Quaternionf(bendQuat).mul(restRotations[jointIndex]);
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}
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}
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}
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// No bend data or no AnimationApplier — use rest rotation (identity delta)
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return new Quaternionf(restRotations[jointIndex]);
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}
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/**
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* Check if a bone name corresponds to a bone that has its OWN unique ModelPart
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* (not just a mapping — it must be the PRIMARY bone for that ModelPart).
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* <p>
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* "torso" maps to model.body but "body" is the primary bone for it.
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* Lower bones share a ModelPart with their upper bone.
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* Unknown bones (e.g., "PlayerArmature") have no ModelPart at all.
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*/
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private static boolean hasUniqueModelPart(String boneName) {
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// Bones that should read their rotation from the live HumanoidModel.
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//
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// NOTE: "body" is deliberately EXCLUDED. MC's HumanoidModel is FLAT —
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// body, arms, legs, head are all siblings with ABSOLUTE rotations.
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// But the GLB skeleton is HIERARCHICAL (body → torso → arms).
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// If we read body's live rotation (e.g., attack swing yRot), it propagates
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// to arms/head through the hierarchy, but MC's flat model does NOT do this.
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// Result: cuffs mesh rotates with body during attack while arms stay put.
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//
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// Body rotation effects that matter (sneak lean, sitting) are handled by
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// LivingEntityRenderer's PoseStack transform, which applies to the entire
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// mesh uniformly. No need to read body rotation into joint matrices.
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return switch (boneName) {
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case "head" -> true;
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case "leftUpperArm" -> true;
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case "rightUpperArm"-> true;
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case "leftUpperLeg" -> true;
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case "rightUpperLeg"-> true;
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default -> false; // body, torso, lower bones, unknown
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};
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}
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/**
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* Get the AnimationApplier from an entity, if available.
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* Works for both players (via mixin) and NPCs implementing IAnimatedPlayer.
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*/
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private static AnimationApplier getAnimationApplier(LivingEntity entity) {
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if (entity instanceof IAnimatedPlayer animated) {
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try {
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return animated.playerAnimator_getAnimation();
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} catch (Exception e) {
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LOGGER.debug("[GltfPipeline] Could not get AnimationApplier for {}: {}",
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entity.getClass().getSimpleName(), e.getMessage());
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}
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}
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return null;
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}
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}
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