Commit graph

683 commits

Author SHA1 Message Date
Nahuel Rocchetti
dbe29265af Make ids shorts, implement more data sources 2023-08-22 02:10:53 -03:00
Nahuel Rocchetti
b16b98abd5 fix interrupt not handling 2023-08-22 01:52:23 -03:00
Nahuel Rocchetti
143b3fb67f Interrupt system 2023-08-22 01:50:42 -03:00
Nahuel Rocchetti
67348d72dd Can notify objects out of idle now. 2023-08-22 01:09:34 -03:00
Nahuel Rocchetti
3ee0b00c84 Simplify Continue Handler 2023-08-22 00:45:05 -03:00
Nahuel Rocchetti
9a87ea04c8 Refactor VM blocking. 2023-08-22 00:32:43 -03:00
Nahuel Rocchetti
92dfcc0193 Refactor primtiives 2023-08-22 00:06:03 -03:00
Nahuel Rocchetti
38c1d3536a optimize gosub argument passing 2023-08-21 23:52:57 -03:00
Nahuel Rocchetti
11e51e1e7c Some comments 2023-08-21 23:50:00 -03:00
Nahuel Rocchetti
524d0b797d Transfer stackobjid to new stack frame. 2023-08-21 23:44:44 -03:00
Nahuel Rocchetti
9710bc5f04 Implement gosub to private/global bhavs 2023-08-21 23:43:35 -03:00
Nahuel Rocchetti
6d3812883c better names for stack frame funcs 2023-08-21 22:11:38 -03:00
Nahuel Rocchetti
a298771cfc Update VMStack.cs 2023-08-21 20:51:49 -03:00
Nahuel Rocchetti
5f8513d320 implement non blocking stack, return exitcodes from stack. 2023-08-21 20:49:12 -03:00
Ammar Askar
1da81c10d6 Add gizmos for hand IK bends 2023-08-21 19:46:04 -04:00
Nahuel Rocchetti
a4d4dacf5c rename expression operators 2023-08-21 20:17:03 -03:00
Nahuel Rocchetti
8df3087498 VM: don't yield if continue callback ends in same tick. 2023-08-21 20:14:42 -03:00
Ammar Askar
becb9815e3 Fix inverse kinematics for legs.
Some animations change the root_trans and root_rot bones and these
were causing the IK feet goals to get out-of-sync with the model.
Adding a RigTransform is the recommended way to handle this in the
unity's animation rigging package.
2023-08-21 18:37:45 -04:00
Nahuel Rocchetti
b531dad192 Comment VMTest 2023-08-21 19:06:44 -03:00
Nahuel Rocchetti
1092566421 Fix sleep, implement test 2023-08-21 19:03:56 -03:00
Nahuel Rocchetti
7eada145c8 Implement simantics primitive registry 2023-08-21 18:23:20 -03:00
Nahuel Rocchetti
da18fc787f Update VMExpressionPrimitive.cs 2023-08-21 18:16:10 -03:00
Nahuel Rocchetti
c1d99422e9 Implement data sources 2023-08-21 17:56:58 -03:00
Nahuel Rocchetti
4daccae598 Document data sources 2023-08-21 17:39:38 -03:00
Ammar Askar
5e71afef64 Add gizmos around IK target positions to make animation debugging easier 2023-08-21 15:43:06 -04:00
Nahuel Rocchetti
f72520d0d2 Refactor VM exit codes, implement VM logic 2023-08-21 16:11:44 -03:00
Nahuel Rocchetti
6009d9f121 Start implementing primitives and entities 2023-08-21 13:41:18 -03:00
Nahuel Rocchetti
2bb732b4d6 Basic BHAV reading code 2023-08-21 12:59:44 -03:00
Ammar Askar
862dfe0f14 Add temporary hack for IK animations with hands by mirroring them 2023-08-21 00:39:35 -04:00
Ammar Askar
c237c9c291 Store data from cBoneDataExtension blocks 2023-08-20 23:55:10 -04:00
Ammar Askar
2b1c37b91f Use 2-bone ik constraints for all IKs 2023-08-20 23:37:17 -04:00
Ammar Askar
60578789af Load skeleton first for sims, fix IK chains for arms 2023-08-20 22:41:32 -04:00
Ammar Askar
73e06f09cc Start loading IK chains from animations into sim 2023-08-20 19:04:44 -04:00
Ammar Askar
c4bc83fe97 Add test scene for sims animation rigging 2023-08-20 13:09:25 -04:00
Ammar Askar
69922d956c Store Inverse-Kinematics chain data from animations 2023-08-19 22:58:58 -04:00
Ammar Askar
cd2f968ed5 Add animation rigging package for inverse kinematics 2023-08-19 10:46:36 -04:00
Ammar Askar
979da1a147 Add ability to render multiple scenegraph resources to a single ScenegraphComponent 2023-08-19 10:44:52 -04:00
Ammar Askar
4685e52efd Add a SimCharacterComponent class and handle 1F animation channels 2023-08-19 02:37:50 -04:00
Ammar Askar
9dd80da480 Fix accidentally un-commited files in refactor 2023-08-18 19:12:35 -04:00
Ammar Askar
462e7fdd16 Move ScenegraphComponent to components folder 2023-08-18 19:02:39 -04:00
Ammar Askar
060dc588c8 Change byte array to ReadOnlyList in texture asset class 2023-08-18 01:05:44 -04:00
Ammar Askar
0f88ae3bd9 Fix bug where BGR textures were loaded as RGB 2023-08-18 01:05:11 -04:00
Ammar Askar
da3165d602 Add work-in-progress cLightRefNode rendering 2023-08-17 17:55:11 -04:00
Ammar Askar
77c490f858 Render sub-components of cShapeRef in scenegraph 2023-08-17 17:41:48 -04:00
Ammar Askar
dfdb07f4b9 Fix tangent values for animations 2023-08-17 16:42:00 -04:00
Nahuel Rocchetti
caf0e655fb
Merge pull request #48 from riperiperi/perf/reia
Improve performance of REIA decoding
2023-08-16 18:07:13 -03:00
riperiperi
d1fc4bfc79 Improve performance of REIA decoding
The REIA decoder was performing a lot of crops and copies using Texture2D containers, which was slowing down decoding significantly.

The enumerator now remembers frame data and modifies it in place when new frames are requested. It only needs a working array to decode block data into before it's added to the result.

The mode where it creates a new texture for each frame still works. Here's how decoding the whole startup animation into textures compares:

before:
REIA (800x600 153 frames) took 4.657419s

after:
REIA (800x600 153 frames) took 0.8785773s

I'm not sure how much time creating each of the textures takes, it's probably faster when just setting data to the same one repeatedly.
2023-08-16 20:08:35 +01:00
Ammar Askar
99e43f21ac Fix bug with rendering some scenegraph components 2023-08-16 00:18:39 -04:00
Ammar Askar
12c875deba Start animating blend/morph shapes 2023-08-16 00:14:35 -04:00
Ammar Askar
6df4f8b9dc Fix fixed point deserialization in animations 2023-08-15 22:19:45 -04:00