AnimTestbed/3rdparty/ozz-animation/samples/millipede/sample_millipede.cc

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//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "framework/application.h"
#include "framework/imgui.h"
#include "framework/renderer.h"
#include "framework/utils.h"
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#include "ozz/animation/offline/animation_builder.h"
#include "ozz/animation/offline/raw_animation.h"
#include "ozz/animation/offline/raw_skeleton.h"
#include "ozz/animation/offline/skeleton_builder.h"
#include "ozz/animation/runtime/animation.h"
#include "ozz/animation/runtime/local_to_model_job.h"
#include "ozz/animation/runtime/sampling_job.h"
#include "ozz/animation/runtime/skeleton.h"
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#include "ozz/base/maths/quaternion.h"
#include "ozz/base/maths/simd_math.h"
#include "ozz/base/maths/soa_transform.h"
#include "ozz/base/maths/vec_float.h"
using ozz::animation::offline::RawAnimation;
using ozz::animation::offline::RawSkeleton;
using ozz::math::Float3;
using ozz::math::Float4;
using ozz::math::Float4x4;
using ozz::math::Quaternion;
using ozz::math::SoaTransform;
// A millipede slice is 2 legs and a spine.
// Each slice is made of 7 joints, organized as follows.
// * root
// |
// spine spine
// | | |
// left_up right_up left_down - left_u - . - right_u - right_down
// | | | |
// left_down right_down left_foot * root right_foot
// | |
// left_foot right_foot
// The following constants are used to define the millipede skeleton and
// animation.
// Skeleton constants.
const Float3 kTransUp = Float3(0.f, 0.f, 0.f);
const Float3 kTransDown = Float3(0.f, 0.f, 1.f);
const Float3 kTransFoot = Float3(1.f, 0.f, 0.f);
const Quaternion kRotLeftUp =
Quaternion::FromAxisAngle(Float3::y_axis(), -ozz::math::kPi_2);
const Quaternion kRotLeftDown =
Quaternion::FromAxisAngle(Float3::x_axis(), ozz::math::kPi_2) *
Quaternion::FromAxisAngle(Float3::y_axis(), -ozz::math::kPi_2);
const Quaternion kRotRightUp =
Quaternion::FromAxisAngle(Float3::y_axis(), ozz::math::kPi_2);
const Quaternion kRotRightDown =
Quaternion::FromAxisAngle(Float3::x_axis(), ozz::math::kPi_2) *
Quaternion::FromAxisAngle(Float3::y_axis(), -ozz::math::kPi_2);
// Animation constants.
const float kDuration = 6.f;
const float kSpinLength = .5f;
const float kWalkCycleLength = 2.f;
const int kWalkCycleCount = 4;
const float kSpinLoop = 2 * kWalkCycleCount * kWalkCycleLength / kSpinLength;
const RawAnimation::TranslationKey kPrecomputedKeys[] = {
{0.f * kDuration, Float3(.25f * kWalkCycleLength, 0.f, 0.f)},
{.125f * kDuration, Float3(-.25f * kWalkCycleLength, 0.f, 0.f)},
{.145f * kDuration, Float3(-.17f * kWalkCycleLength, .3f, 0.f)},
{.23f * kDuration, Float3(.17f * kWalkCycleLength, .3f, 0.f)},
{.25f * kDuration, Float3(.25f * kWalkCycleLength, 0.f, 0.f)},
{.375f * kDuration, Float3(-.25f * kWalkCycleLength, 0.f, 0.f)},
{.395f * kDuration, Float3(-.17f * kWalkCycleLength, .3f, 0.f)},
{.48f * kDuration, Float3(.17f * kWalkCycleLength, .3f, 0.f)},
{.5f * kDuration, Float3(.25f * kWalkCycleLength, 0.f, 0.f)},
{.625f * kDuration, Float3(-.25f * kWalkCycleLength, 0.f, 0.f)},
{.645f * kDuration, Float3(-.17f * kWalkCycleLength, .3f, 0.f)},
{.73f * kDuration, Float3(.17f * kWalkCycleLength, .3f, 0.f)},
{.75f * kDuration, Float3(.25f * kWalkCycleLength, 0.f, 0.f)},
{.875f * kDuration, Float3(-.25f * kWalkCycleLength, 0.f, 0.f)},
{.895f * kDuration, Float3(-.17f * kWalkCycleLength, .3f, 0.f)},
{.98f * kDuration, Float3(.17f * kWalkCycleLength, .3f, 0.f)}};
const int kPrecomputedKeyCount = OZZ_ARRAY_SIZE(kPrecomputedKeys);
class MillipedeSampleApplication : public ozz::sample::Application {
public:
MillipedeSampleApplication() : slice_count_(26) {}
protected:
virtual bool OnUpdate(float _dt, float) {
// Updates current animation time
controller_.Update(*animation_, _dt);
// Samples animation at t = animation_time_.
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = animation_.get();
sampling_job.context = &context_;
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sampling_job.ratio = controller_.time_ratio();
sampling_job.output = make_span(locals_);
if (!sampling_job.Run()) {
return false;
}
// Converts from local space to model space matrices.
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = skeleton_.get();
ltm_job.input = make_span(locals_);
ltm_job.output = make_span(models_);
return ltm_job.Run();
}
virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
// Renders the animated posture.
return _renderer->DrawPosture(*skeleton_, make_span(models_),
ozz::math::Float4x4::identity());
}
virtual bool OnInitialize() { return Build(); }
virtual void OnDestroy() {}
virtual bool OnGui(ozz::sample::ImGui* _im_gui) {
// Rebuilds all if the number of joints has changed.
int joints = skeleton_->num_joints();
char label[64];
std::sprintf(label, "Joints count: %d", joints);
// Uses an exponential scale in the slider to maintain enough precision in
// the lowest values.
if (_im_gui->DoSlider(label, 8, ozz::animation::Skeleton::kMaxJoints,
&joints, .3f, true)) {
const int new_slice_count = (joints - 1) / 7;
// Slider use floats, we need to check if it has really changed.
if (new_slice_count != slice_count_) {
slice_count_ = new_slice_count;
if (!Build()) {
return false;
}
}
}
// Updates controller Gui.
controller_.OnGui(*animation_, _im_gui);
return true;
}
// Procedurally builds millipede skeleton and walk animation
bool Build() {
// Initializes the root. The root pointer will change from a spine to the
// next for each slice.
RawSkeleton raw_skeleton;
CreateSkeleton(&raw_skeleton);
const int num_joints = raw_skeleton.num_joints();
// Build the run time skeleton.
ozz::animation::offline::SkeletonBuilder skeleton_builder;
skeleton_ = skeleton_builder(raw_skeleton);
if (!skeleton_) {
return false;
}
// Build a walk animation.
RawAnimation raw_animation;
CreateAnimation(&raw_animation);
// Build the run time animation from the raw animation.
ozz::animation::offline::AnimationBuilder animation_builder;
animation_ = animation_builder(raw_animation);
if (!animation_) {
return false;
}
// Allocates runtime buffers.
const int num_soa_joints = skeleton_->num_soa_joints();
locals_.resize(num_soa_joints);
models_.resize(num_joints);
// Allocates a context that matches new animation requirements.
context_.Resize(num_joints);
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return true;
}
void CreateSkeleton(ozz::animation::offline::RawSkeleton* _skeleton) {
_skeleton->roots.resize(1);
RawSkeleton::Joint* root = &_skeleton->roots[0];
root->name = "root";
root->transform.translation = Float3(0.f, 1.f, -slice_count_ * kSpinLength);
root->transform.rotation = Quaternion::identity();
root->transform.scale = Float3::one();
char buf[16];
for (int i = 0; i < slice_count_; ++i) {
// Format joint number.
std::sprintf(buf, "%d", i);
root->children.resize(3);
// Left leg.
RawSkeleton::Joint& lu = root->children[0];
lu.name = "lu";
lu.name += buf;
lu.transform.translation = kTransUp;
lu.transform.rotation = kRotLeftUp;
lu.transform.scale = Float3::one();
lu.children.resize(1);
RawSkeleton::Joint& ld = lu.children[0];
ld.name = "ld";
ld.name += buf;
ld.transform.translation = kTransDown;
ld.transform.rotation = kRotLeftDown;
ld.transform.scale = Float3::one();
ld.children.resize(1);
RawSkeleton::Joint& lf = ld.children[0];
lf.name = "lf";
lf.name += buf;
lf.transform.translation = Float3::x_axis();
lf.transform.rotation = Quaternion::identity();
lf.transform.scale = Float3::one();
// Right leg.
RawSkeleton::Joint& ru = root->children[1];
ru.name = "ru";
ru.name += buf;
ru.transform.translation = kTransUp;
ru.transform.rotation = kRotRightUp;
ru.transform.scale = Float3::one();
ru.children.resize(1);
RawSkeleton::Joint& rd = ru.children[0];
rd.name = "rd";
rd.name += buf;
rd.transform.translation = kTransDown;
rd.transform.rotation = kRotRightDown;
rd.transform.scale = Float3::one();
rd.children.resize(1);
RawSkeleton::Joint& rf = rd.children[0];
rf.name = "rf";
rf.name += buf;
rf.transform.translation = Float3::x_axis();
rf.transform.rotation = Quaternion::identity();
rf.transform.scale = Float3::one();
// Spine.
RawSkeleton::Joint& sp = root->children[2];
sp.name = "sp";
sp.name += buf;
sp.transform.translation = Float3(0.f, 0.f, kSpinLength);
sp.transform.rotation = Quaternion::identity();
sp.transform.scale = Float3::one();
root = &sp;
}
}
void CreateAnimation(ozz::animation::offline::RawAnimation* _animation) {
_animation->duration = kDuration;
_animation->tracks.resize(skeleton_->num_joints());
for (int i = 0; i < _animation->num_tracks(); ++i) {
RawAnimation::JointTrack& track = _animation->tracks[i];
const char* joint_name = skeleton_->joint_names()[i];
if (strstr(joint_name, "ld") || strstr(joint_name, "rd")) {
bool left = joint_name[0] == 'l'; // First letter of "ld".
// Copy original keys while taking into consideration the spine number
// as a phase.
const int spine_number = std::atoi(joint_name + 2);
const float offset =
kDuration * (slice_count_ - spine_number) / kSpinLoop;
const float phase = std::fmod(offset, kDuration);
// Loop to find animation start.
int i_offset = 0;
while (i_offset < kPrecomputedKeyCount &&
kPrecomputedKeys[i_offset].time < phase) {
i_offset++;
}
// Push key with their corrected time.
track.translations.reserve(kPrecomputedKeyCount);
for (int j = i_offset; j < i_offset + kPrecomputedKeyCount; ++j) {
const RawAnimation::TranslationKey& rkey =
kPrecomputedKeys[j % kPrecomputedKeyCount];
float new_time = rkey.time - phase;
if (new_time < 0.f) {
new_time = kDuration - phase + rkey.time;
}
if (left) {
const RawAnimation::TranslationKey tkey = {new_time,
kTransDown + rkey.value};
track.translations.push_back(tkey);
} else {
const RawAnimation::TranslationKey tkey = {
new_time,
Float3(kTransDown.x - rkey.value.x, kTransDown.y + rkey.value.y,
kTransDown.z + rkey.value.z)};
track.translations.push_back(tkey);
}
}
// Pushes rotation key-frame.
if (left) {
const RawAnimation::RotationKey rkey = {0.f, kRotLeftDown};
track.rotations.push_back(rkey);
} else {
const RawAnimation::RotationKey rkey = {0.f, kRotRightDown};
track.rotations.push_back(rkey);
}
} else if (strstr(joint_name, "lu")) {
const RawAnimation::TranslationKey tkey = {0.f, kTransUp};
track.translations.push_back(tkey);
const RawAnimation::RotationKey rkey = {0.f, kRotLeftUp};
track.rotations.push_back(rkey);
} else if (strstr(joint_name, "ru")) {
const RawAnimation::TranslationKey tkey0 = {0.f, kTransUp};
track.translations.push_back(tkey0);
const RawAnimation::RotationKey rkey0 = {0.f, kRotRightUp};
track.rotations.push_back(rkey0);
} else if (strstr(joint_name, "lf")) {
const RawAnimation::TranslationKey tkey = {0.f, kTransFoot};
track.translations.push_back(tkey);
} else if (strstr(joint_name, "rf")) {
const RawAnimation::TranslationKey tkey0 = {0.f, kTransFoot};
track.translations.push_back(tkey0);
} else if (strstr(joint_name, "sp")) {
const RawAnimation::TranslationKey skey = {
0.f, Float3(0.f, 0.f, kSpinLength)};
track.translations.push_back(skey);
const RawAnimation::RotationKey rkey = {
0.f, ozz::math::Quaternion::identity()};
track.rotations.push_back(rkey);
} else if (strstr(joint_name, "root")) {
const RawAnimation::TranslationKey tkey0 = {
0.f, Float3(0.f, 1.f, -slice_count_ * kSpinLength)};
track.translations.push_back(tkey0);
const RawAnimation::TranslationKey tkey1 = {
kDuration,
Float3(0.f, 1.f,
kWalkCycleCount * kWalkCycleLength + tkey0.value.z)};
track.translations.push_back(tkey1);
}
// Make sure begin and end keys are looping.
if (track.translations.front().time != 0.f) {
const RawAnimation::TranslationKey& front = track.translations.front();
const RawAnimation::TranslationKey& back = track.translations.back();
const float lerp_time =
front.time / (front.time + kDuration - back.time);
const RawAnimation::TranslationKey tkey = {
0.f, Lerp(front.value, back.value, lerp_time)};
track.translations.insert(track.translations.begin(), tkey);
}
if (track.translations.back().time != kDuration) {
const RawAnimation::TranslationKey& front = track.translations.front();
const RawAnimation::TranslationKey& back = track.translations.back();
const float lerp_time =
(kDuration - back.time) / (front.time + kDuration - back.time);
const RawAnimation::TranslationKey tkey = {
kDuration, Lerp(back.value, front.value, lerp_time)};
track.translations.push_back(tkey);
}
}
}
virtual void GetSceneBounds(ozz::math::Box* _bound) const {
ozz::sample::ComputePostureBounds(make_span(models_), _bound);
}
private:
// Playback animation controller. This is a utility class that helps with
// controlling animation playback time.
ozz::sample::PlaybackController controller_;
// Millipede skeleton number of slices. 7 joints per slice.
int slice_count_;
// The millipede skeleton.
ozz::unique_ptr<ozz::animation::Skeleton> skeleton_;
// The millipede procedural walk animation.
ozz::unique_ptr<ozz::animation::Animation> animation_;
// Sampling context, as used by SamplingJob.
ozz::animation::SamplingJob::Context context_;
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// Buffer of local transforms as sampled from animation_.
// These are shared between sampling output and local-to-model input.
ozz::vector<ozz::math::SoaTransform> locals_;
// Buffer of model matrices (local-to-model output).
ozz::vector<ozz::math::Float4x4> models_;
};
int main(int _argc, const char** _argv) {
const char* title = "Ozz-animation sample: RawAnimation/RawSkeleton building";
return MillipedeSampleApplication().Run(_argc, _argv, "1.0", title);
}