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