119 lines
5.4 KiB
C++
119 lines
5.4 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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#include "ozz/animation/offline/animation_builder.h"
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#include "ozz/animation/offline/raw_animation.h"
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#include "ozz/animation/runtime/animation.h"
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#include <cstdlib>
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// Code for ozz-animation HowTo: "How to write a custon animation importer?"
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int main(int argc, char const* argv[]) {
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(void)argc;
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(void)argv;
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//////////////////////////////////////////////////////////////////////////////
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// The first section builds a RawAnimation from custom data.
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//////////////////////////////////////////////////////////////////////////////
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// Creates a RawAnimation.
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ozz::animation::offline::RawAnimation raw_animation;
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// Sets animation duration (to 1.4s).
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// All the animation keyframes times must be within range [0, duration].
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raw_animation.duration = 1.4f;
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// Creates 3 animation tracks.
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// There should be as much tracks as there are joints in the skeleton that
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// this animation targets.
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raw_animation.tracks.resize(3);
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// Fills each track with keyframes, in joint local-space.
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// Tracks should be ordered in the same order as joints in the
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// ozz::animation::Skeleton. Joint's names can be used to find joint's
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// index in the skeleton.
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// Fills 1st track with 2 translation keyframes.
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{
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// Create a keyframe, at t=0, with a translation value.
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const ozz::animation::offline::RawAnimation::TranslationKey key0 = {
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0.f, ozz::math::Float3(0.f, 4.6f, 0.f)};
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raw_animation.tracks[0].translations.push_back(key0);
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// Create a new keyframe, at t=0.93 (must be less than duration), with a
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// translation value.
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const ozz::animation::offline::RawAnimation::TranslationKey key1 = {
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.93f, ozz::math::Float3(0.f, 9.9f, 0.f)};
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raw_animation.tracks[0].translations.push_back(key1);
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}
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// Fills 1st track with a rotation keyframe. It's not mandatory to have the
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// same number of keyframes for translation, rotations and scales.
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{
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// Create a keyframe, at t=.46, with a quaternion value.
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const ozz::animation::offline::RawAnimation::RotationKey key0 = {
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.46f, ozz::math::Quaternion(0.f, 1.f, 0.f, 0.f)};
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raw_animation.tracks[0].rotations.push_back(key0);
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}
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// For this example, don't fill scale with any key. The default value will be
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// identity, which is ozz::math::Float3(1.f, 1.f, 1.f) for scale.
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//...and so on with all other tracks...
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// Test for animation validity. These are the errors that could invalidate
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// an animation:
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// 1. Animation duration is less than 0.
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// 2. Keyframes' are not sorted in a strict ascending order.
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// 3. Keyframes' are not within [0, duration] range.
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if (!raw_animation.Validate()) {
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return EXIT_FAILURE;
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}
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//////////////////////////////////////////////////////////////////////////////
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// This final section converts the RawAnimation to a runtime Animation.
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//////////////////////////////////////////////////////////////////////////////
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// Creates a AnimationBuilder instance.
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ozz::animation::offline::AnimationBuilder builder;
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// Executes the builder on the previously prepared RawAnimation, which returns
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// a new runtime animation instance.
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// This operation will fail and return an empty unique_ptr if the RawAnimation
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// isn't valid.
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ozz::unique_ptr<ozz::animation::Animation> animation = builder(raw_animation);
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// ...use the animation as you want...
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return EXIT_SUCCESS;
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}
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