AnimTestbed/src/AnimationController.cc

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//
// 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>
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#include "AnimSamplerNode.h"
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#include "SkinnedMesh.h"
#include "SpeedScaleNode.h"
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AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
: m_current_time(0.f), m_skinned_mesh(skinned_mesh) {
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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);
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m_local_matrices.resize(num_soa_joints);
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assert(skinned_mesh->m_animations.size() > 1);
SetBlendAnims(skinned_mesh->m_animations[1], skinned_mesh->m_animations[0]);
ResetAnims();
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AnimSamplerNode* sampler_node = new AnimSamplerNode(this);
sampler_node->m_name = "AnimSampler0";
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sampler_node->SetAnimation(skinned_mesh->m_animations[0]);
m_anim_nodes.push_back(sampler_node);
SpeedScaleNode* speed_node = new SpeedScaleNode(this);
speed_node->m_name = "SpeedNode0";
speed_node->m_child_node = sampler_node;
m_anim_nodes.push_back(speed_node);
m_output_node = speed_node;
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m_output_node->Reset();
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}
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AnimationController::~AnimationController() {
while (m_anim_nodes.size() > 0) {
delete m_anim_nodes[m_anim_nodes.size() - 1];
m_anim_nodes.pop_back();
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}
m_output_node = nullptr;
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}
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void AnimationController::Update(float dt) {
if (m_output_node == nullptr) {
return;
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}
m_output_node->Update(dt);
}
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void AnimationController::Evaluate() {
if (m_output_node == nullptr) {
return;
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}
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m_output_node->Evaluate(&m_local_matrices);
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// convert joint matrices from local to model space
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = &m_skinned_mesh->m_skeleton;
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ltm_job.input = make_span(m_local_matrices);
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ltm_job.output = make_span(m_skinned_mesh->m_model_matrices);
ltm_job.Run();
};
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void AnimationController::DrawDebugUi() {
ImGui::Begin("AnimationController");
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if (m_output_node && ImGui::TreeNode("Output")) {
m_output_node->DrawDebugUi();
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ImGui::TreePop();
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}
ImGui::End();
}