215 lines
9.3 KiB
C
215 lines
9.3 KiB
C
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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_SAMPLES_FRAMEWORK_UTILS_H_
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#define OZZ_SAMPLES_FRAMEWORK_UTILS_H_
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#include "ozz/base/containers/vector.h"
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#include "ozz/base/platform.h"
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#include "ozz/base/span.h"
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namespace ozz {
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// Forward declarations.
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namespace math {
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struct Box;
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struct Float3;
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struct Float4x4;
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struct SimdQuaternion;
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struct SoaTransform;
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} // namespace math
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namespace animation {
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class Animation;
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class Skeleton;
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class FloatTrack;
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class Float2Track;
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class Float3Track;
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class Float4Track;
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class QuaternionTrack;
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namespace offline {
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struct RawAnimation;
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struct RawSkeleton;
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} // namespace offline
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} // namespace animation
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namespace sample {
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class ImGui;
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struct Mesh;
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// Utility class that helps with controlling animation playback time. Time is
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// computed every update according to the dt given by the caller, playback speed
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// and "play" state.
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// Internally time is stored as a ratio in unit interval [0,1], as expected by
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// ozz runtime animation jobs.
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// OnGui function allows to tweak controller parameters through the application
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// Gui.
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class PlaybackController {
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public:
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// Constructor.
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PlaybackController();
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// Sets animation current time.
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void set_time_ratio(float _time);
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// Gets animation current time.
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float time_ratio() const;
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// Gets animation time ratio of last update. Useful when the range between
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// previous and current frame needs to pe processed.
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float previous_time_ratio() const;
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// Sets playback speed.
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void set_playback_speed(float _speed) { playback_speed_ = _speed; }
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// Gets playback speed.
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float playback_speed() const { return playback_speed_; }
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// Sets loop modes. If true, animation time is always clamped between 0 and 1.
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void set_loop(bool _loop) { loop_ = _loop; }
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// Gets loop mode.
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bool loop() const { return loop_; }
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// Updates animation time if in "play" state, according to playback speed and
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// given frame time _dt.
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// Returns true if animation has looped during update
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void Update(const animation::Animation& _animation, float _dt);
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// Resets all parameters to their default value.
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void Reset();
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// Do controller Gui.
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// Returns true if animation time has been changed.
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bool OnGui(const animation::Animation& _animation, ImGui* _im_gui,
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bool _enabled = true, bool _allow_set_time = true);
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private:
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// Current animation time ratio, in the unit interval [0,1], where 0 is the
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// beginning of the animation, 1 is the end.
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float time_ratio_;
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// Time ratio of the previous update.
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float previous_time_ratio_;
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// Playback speed, can be negative in order to play the animation backward.
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float playback_speed_;
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// Animation play mode state: play/pause.
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bool play_;
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// Animation loop mode.
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bool loop_;
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};
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// Computes the bounding box of _skeleton. This is the box that encloses all
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// skeleton's joints in model space.
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// _bound must be a valid math::Box instance.
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void ComputeSkeletonBounds(const animation::Skeleton& _skeleton,
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math::Box* _bound);
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// Computes the bounding box of posture defines be _matrices range.
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// _bound must be a valid math::Box instance.
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void ComputePostureBounds(ozz::span<const ozz::math::Float4x4> _matrices,
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math::Box* _bound);
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// Allows to edit translation/rotation/scale of a skeleton pose.
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// This object should be used for a single skeleton, because it stores
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// open/close states from a frame to the next.
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class RawSkeletonEditor {
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public:
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// Returns true if skeleton was modified.
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bool OnGui(animation::offline::RawSkeleton* _skeleton, ImGui* _im_gui);
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private:
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// Imgui Open/Close states for each skeleton joint.
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ozz::vector<bool> open_close_states;
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};
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// Multiplies a single quaternion at a specific index in a SoA transform range.
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void MultiplySoATransformQuaternion(
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int _index, const ozz::math::SimdQuaternion& _quat,
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const ozz::span<ozz::math::SoaTransform>& _transforms);
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// Loads a skeleton from an ozz archive file named _filename.
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// This function will fail and return false if the file cannot be opened or if
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// it is not a valid ozz skeleton archive. A valid skeleton archive can be
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// produced with ozz tools (fbx2ozz) or using ozz skeleton serialization API.
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// _filename and _skeleton must be non-nullptr.
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bool LoadSkeleton(const char* _filename, ozz::animation::Skeleton* _skeleton);
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// Loads an animation from an ozz archive file named _filename.
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// This function will fail and return false if the file cannot be opened or if
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// it is not a valid ozz animation archive. A valid animation archive can be
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// produced with ozz tools (fbx2ozz) or using ozz animation serialization API.
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// _filename and _animation must be non-nullptr.
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bool LoadAnimation(const char* _filename,
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ozz::animation::Animation* _animation);
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// Loads a float track from an ozz archive file named _filename.
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// This function will fail and return false if the file cannot be opened or if
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// it is not a valid ozz float track archive. A valid float track archive can be
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// produced with ozz tools (fbx2ozz) or using ozz serialization API.
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// _filename and _track must be non-nullptr.
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bool LoadTrack(const char* _filename, ozz::animation::FloatTrack* _track);
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bool LoadTrack(const char* _filename, ozz::animation::Float2Track* _track);
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bool LoadTrack(const char* _filename, ozz::animation::Float3Track* _track);
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bool LoadTrack(const char* _filename, ozz::animation::Float4Track* _track);
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bool LoadTrack(const char* _filename, ozz::animation::QuaternionTrack* _track);
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// Loads a sample::Mesh from an ozz archive file named _filename.
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// This function will fail and return false if the file cannot be opened or if
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// it is not a valid ozz mesh archive. A valid mesh archive can be
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// serialization API.
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// _filename and _mesh must be non-nullptr.
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bool LoadMesh(const char* _filename, ozz::sample::Mesh* _mesh);
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// Loads n sample::Mesh from an ozz archive file named _filename.
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// This function will fail and return false if the file cannot be opened or if
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// it is not a valid ozz mesh archive. A valid mesh archive can be
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// produced with ozz tools (fbx2skin) or using ozz animation serialization API.
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// _filename and _mesh must be non-nullptr.
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bool LoadMeshes(const char* _filename, ozz::vector<ozz::sample::Mesh>* _meshes);
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// Intersect _mesh with the half-line extending from _ray_origin indefinitely in
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// _ray_direction only. Returns true if there was an intersection. Fills
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// intersection point and normal if provided, with the closest intersecting
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// triangle from _ray_origin. Only supports non-skinned, single part meshes.
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bool RayIntersectsMesh(const ozz::math::Float3& _ray_origin,
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const ozz::math::Float3& _ray_direction,
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const ozz::sample::Mesh& _mesh,
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ozz::math::Float3* _intersect,
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ozz::math::Float3* _normal);
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// Intersect _meshes with the half-line extending from _ray_origin indefinitely
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// in _ray_direction only. See RayIntersectsMesh.
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bool RayIntersectsMeshes(const ozz::math::Float3& _ray_origin,
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const ozz::math::Float3& _ray_direction,
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const ozz::span<const ozz::sample::Mesh>& _meshes,
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ozz::math::Float3* _intersect,
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ozz::math::Float3* _normal);
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} // namespace sample
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} // namespace ozz
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#endif // OZZ_SAMPLES_FRAMEWORK_UTILS_H_
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