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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:00:50 +02:00
fix some issues, fail gracefully
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@@ -110,6 +110,9 @@ function StadiumRig.new(model)
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-- what the pose walk last answered, so a frame that neither moved the
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-- animation nor turned the model can skip the whole thing
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poseKey = nil,
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-- scratch for the body-centre estimate (see anchor), kept on the rig so
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-- a per-frame measurement allocates nothing
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cx = {}, cy = {}, cz = {},
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}, StadiumRig)
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-- One mesh per primitive: a primitive is already "the triangles sharing
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@@ -131,6 +134,9 @@ function StadiumRig.new(model)
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pcall(mesh.setVertexMap, mesh, prim.index)
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self.parts[i] = { mesh = mesh, rows = rows, prim = prim }
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end
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-- the spot the animations are measured against, taken while there is no
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-- pose to overwrite (see measureBind)
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pcall(self.measureBind, self)
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return self
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end
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@@ -402,6 +408,118 @@ function StadiumRig:pose(anim, frame, wrap)
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end
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end
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-- ------- keeping the Pokemon on its own tile
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--
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-- Stadium's animations MOVE the Pokemon, and they move it a long way. Half
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-- the set's send-out entrances walk the body more than its own height off
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-- the spot it started on; Dewgong's faint travels nearly ten body-heights,
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-- and its entrance seven and a half. Every one of them ends exactly where it
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-- began, because that game framed each Pokemon with a camera of its OWN that
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-- followed the performance around a stage.
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--
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-- This mode has one camera, solved to put two named map cells at two fixed
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-- points in a 160x144 frame (BattleCam), and a Pokemon that travels seven
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-- body-heights out of that frame is simply GONE -- which is what sending out
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-- a Farfetch'd looked like: an empty tile for three and a half seconds,
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-- while its animation played somewhere off to the left of the shot.
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--
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-- So the bulk travel is taken back out. The pose is measured, and whatever
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-- has carried the body further than `limit` from where the bind pose put it
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-- is subtracted from every bone.
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--
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-- ------- why a LIMIT and not an anchor
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--
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-- Pinning the body outright would flatten the animations into mime: a lunge,
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-- a hop, a recoil and a collapse are all the body moving, and they are the
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-- part worth having. What breaks the shot is not motion, it is EXCURSION --
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-- and the two are told apart by how far. Inside the limit nothing is touched
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-- at all, so the 83 species whose animations stay put are bit-for-bit what
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-- they were; past it the excess alone is removed, so a big move still reads
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-- as big and still comes back to the tile it left.
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--
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-- ------- and why the MEDIAN bone
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--
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-- The centre is the median bone origin on each axis, not the mean and not
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-- the root. The mean is dragged by exactly the thing that must not count --
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-- Farfetch'd's five-bone trail streaks three thousand units out while the
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-- bird stays put -- and the root is a bone like any other, which several
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-- species animate independently of the body hanging off it. The median is
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-- the position most of the skeleton agrees on, and a handful of bones flung
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-- anywhere cannot move it.
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-- The body centre of the pose currently in drawM.
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local function centre(self, n)
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-- made on demand as well as in new(), so the probes and the QA sweep --
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-- which build a rig with no meshes by hand, because pose() needs none --
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-- can measure without having to know about this scratch
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local xs, ys, zs = self.cx, self.cy, self.cz
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if not xs then
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xs, ys, zs = {}, {}, {}
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self.cx, self.cy, self.cz = xs, ys, zs
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end
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local d = self.drawM
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for b = 1, n do
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local o = (b - 1) * 12
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xs[b], ys[b], zs[b] = d[o + 4], d[o + 8], d[o + 12]
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end
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for i = n + 1, #xs do xs[i], ys[i], zs[i] = nil, nil, nil end
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table.sort(xs) table.sort(ys) table.sort(zs)
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local h = floor(n / 2) + 1
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return xs[h], ys[h], zs[h]
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end
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-- Where the BIND pose puts it -- the spot every animation is measured
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-- against. Cached on the shared MODEL, because it is a fact about the model
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-- and not about this instance of it.
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--
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-- Called once, from new(), and deliberately not lazily from anchor(): taking
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-- this measurement means POSING the bind pose, which would overwrite the
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-- animated pose anchor() was called to correct. Doing it while the rig is
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-- still being built is the one moment there is no pose to lose.
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function StadiumRig:measureBind()
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local model = self.model
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if model.bindCX then return end
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self:pose(nil, 0, false)
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model.bindCX, model.bindCY, model.bindCZ = centre(self, model.boneCount)
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end
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-- Pull the pose back toward the tile. `limit` is in the Pokemon's own
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-- body-heights; nil or a non-positive value leaves the pose exactly as posed.
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function StadiumRig:anchor(limit)
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if not (limit and limit > 0) then return end
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local model = self.model
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local n = model.boneCount
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-- the vertices are in RAW units, before the model_root scale that
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-- model.height is measured after
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local root = model.rootScale
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if not (root and root > 0) then root = 1 end
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local h = (model.height or 0) / root
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if not (h > 0) then return end
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local bx, by, bz = model.bindCX, model.bindCY, model.bindCZ
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if not bx then return end -- never measured; leave the pose alone
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local x, y, z = centre(self, n)
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local dx, dy, dz = x - bx, y - by, z - bz
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local dist = (dx * dx + dy * dy + dz * dz) ^ 0.5
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local allow = limit * h
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if dist <= allow or dist <= 0 then return end
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-- the EXCESS only: what is inside the limit stays, so the motion keeps its
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-- shape and only the part that would leave the frame is removed
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local k = (dist - allow) / dist
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local ox, oy, oz = dx * k, dy * k, dz * k
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local pivot, drw = self.pivotM, self.drawM
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for b = 1, n do
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local o = (b - 1) * 12
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pivot[o + 4] = pivot[o + 4] - ox
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pivot[o + 8] = pivot[o + 8] - oy
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pivot[o + 12] = pivot[o + 12] - oz
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drw[o + 4] = drw[o + 4] - ox
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drw[o + 8] = drw[o + 8] - oy
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drw[o + 12] = drw[o + 12] - oz
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end
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end
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-- ------- the skin
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--
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-- Every vertex through its one bone's draw matrix, and its normal through
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