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