AnimTestbed/src/AnimationController.cc

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2021-11-12 20:10:56 +01:00
//
// Created by martin on 12.11.21.
//
#include "AnimationController.h"
#include <imgui.h>
#include <ozz/animation/runtime/blending_job.h>
#include <ozz/animation/runtime/local_to_model_job.h>
#include <ozz/animation/runtime/sampling_job.h>
#include "SkinnedMesh.h"
AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
: m_current_time(0.f),
m_skinned_mesh(skinned_mesh),
m_blend_anim_A(nullptr),
m_blend_anim_B(nullptr),
m_blend_weight(0.f),
m_time_scale_A(1.f),
m_time_scale_B(1.f),
m_override_ratio_A(false),
m_override_ratio_B(false) {
const int num_soa_joints = skinned_mesh->m_skeleton.num_soa_joints();
const int num_joints = skinned_mesh->m_skeleton.num_joints();
skinned_mesh->m_local_matrices.resize(num_soa_joints);
skinned_mesh->m_model_matrices.resize(num_joints);
m_sampling_cache_A.Resize(num_joints);
m_sampling_cache_B.Resize(num_joints);
m_local_matrices_A.resize(num_soa_joints);
m_local_matrices_B.resize(num_soa_joints);
m_local_matrices_blended.resize(num_soa_joints);
assert(skinned_mesh->m_animations.size() > 1);
SetBlendAnims(skinned_mesh->m_animations[1], skinned_mesh->m_animations[0]);
ResetAnims();
}
void AnimationController::Update(float dt) {
m_current_time += dt;
if (!m_override_ratio_A) {
m_anim_time_A += dt * m_time_scale_A;
const float duration_A = m_blend_anim_A->duration();
m_anim_ratio_A = fmodf((float)m_anim_time_A / duration_A, 1.0f);
}
if (!m_override_ratio_B) {
m_anim_time_B += dt * m_time_scale_B;
const float duration_B = m_blend_anim_B->duration();
m_anim_ratio_B = fmodf((float)m_anim_time_B / duration_B, 1.0f);
}
}
void AnimationController::Evaluate() {
// sample animation A
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = m_blend_anim_A;
sampling_job.cache = &m_sampling_cache_A;
sampling_job.ratio = m_anim_ratio_A;
sampling_job.output = make_span(m_local_matrices_A);
if (!sampling_job.Run()) {
ozz::log::Err() << "Error sampling animation." << std::endl;
}
// sample animation B
sampling_job.animation = m_blend_anim_B;
sampling_job.cache = &m_sampling_cache_B;
sampling_job.ratio = m_anim_ratio_B;
sampling_job.output = make_span(m_local_matrices_B);
if (!sampling_job.Run()) {
ozz::log::Err() << "Error sampling animation." << std::endl;
}
// perform blend
ozz::animation::BlendingJob::Layer layers[2];
layers[0].transform = make_span(m_local_matrices_A);
layers[0].weight = (1.0f - m_blend_weight);
layers[1].transform = make_span(m_local_matrices_B);
layers[1].weight = (m_blend_weight);
ozz::animation::BlendingJob blend_job;
blend_job.threshold = ozz::animation::BlendingJob().threshold;
blend_job.layers = layers;
blend_job.bind_pose = m_skinned_mesh->m_skeleton.joint_bind_poses();
blend_job.output = make_span(m_local_matrices_blended);
if (!blend_job.Run()) {
ozz::log::Err() << "Error blending animations." << std::endl;
}
// convert joint matrices from local to model space
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = &m_skinned_mesh->m_skeleton;
ltm_job.input = make_span(m_local_matrices_blended);
ltm_job.output = make_span(m_skinned_mesh->m_model_matrices);
ltm_job.Run();
};
void AnimationController::DrawDebugUi() {
ImGui::Begin("AnimationController");
int anim_count = m_skinned_mesh->m_animation_names.size();
const char* items[255] = {0};
int item_current_A = 0;
int item_current_B = 0;
for (int i = 0; i < anim_count; i++) {
items[i] = m_skinned_mesh->m_animation_names[i].c_str();
if (m_skinned_mesh->m_animations[i] == m_blend_anim_A) {
item_current_A = i;
}
if (m_skinned_mesh->m_animations[i] == m_blend_anim_B) {
item_current_B = i;
}
}
bool anim_changed = false;
anim_changed =
ImGui::Combo("Animation A", &item_current_A, items, anim_count);
ImGui::SliderFloat("Time Scale", &m_time_scale_A, 0.01f, 5.f);
ImGui::Checkbox("Override", &m_override_ratio_A);
ImGui::SameLine();
ImGui::SliderFloat("Ratio", &m_anim_ratio_A, 0.f, 1.f);
anim_changed = ImGui::Combo("Animation B", &item_current_B, items, anim_count)
|| anim_changed;
ImGui::SliderFloat("Time Scale##", &m_time_scale_B, 0.01f, 5.f);
ImGui::Checkbox("Override##", &m_override_ratio_B);
ImGui::SameLine();
ImGui::SliderFloat("Ratio##", &m_anim_ratio_B, 0.f, 1.f);
SetBlendAnims(
m_skinned_mesh->m_animations[item_current_A],
m_skinned_mesh->m_animations[item_current_B]);
ImGui::SliderFloat("Weight", &m_blend_weight, 0.f, 1.f);
ImGui::End();
}