803 lines
28 KiB
C++
803 lines
28 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/runtime/animation.h"
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#include "ozz/animation/runtime/ik_aim_job.h"
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#include "ozz/animation/runtime/ik_two_bone_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 "ozz/animation/runtime/skeleton.h"
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#include "ozz/base/log.h"
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#include "ozz/base/maths/box.h"
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#include "ozz/base/maths/math_ex.h"
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#include "ozz/base/maths/simd_math.h"
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#include "ozz/base/maths/simd_quaternion.h"
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#include "ozz/base/maths/soa_transform.h"
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#include "ozz/base/maths/vec_float.h"
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#include "ozz/options/options.h"
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#include "framework/application.h"
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#include "framework/imgui.h"
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#include "framework/mesh.h"
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#include "framework/utils.h"
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#include "framework/renderer.h"
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#include "framework/utils.h"
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#include <limits>
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// Skeleton archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(skeleton,
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"Path to the skeleton (ozz archive format).",
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"media/skeleton.ozz", false)
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// Animation archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(animation,
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"Path to the animation (ozz archive format).",
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"media/animation.ozz", false)
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// Mesh archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(mesh,
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"Path to the skinned mesh (ozz archive format).",
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"media/mesh.ozz", false)
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// Mesh archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(floor,
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"Path to the floor mesh (ozz archive format).",
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"media/floor.ozz", false)
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const char* kLeftJointNames[] = {"LeftUpLeg", "LeftLeg", "LeftFoot"};
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const char* kRightJointNames[] = {"RightUpLeg", "RightLeg", "RightFoot"};
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const ozz::math::SimdFloat4 kKneeAxis = ozz::math::simd_float4::z_axis();
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const ozz::math::SimdFloat4 kAnkleForward = -ozz::math::simd_float4::x_axis();
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const ozz::math::SimdFloat4 kAnkleUp = ozz::math::simd_float4::y_axis();
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// Structure used to store each leg setup data.
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struct LegSetup {
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int hip;
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int knee;
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int ankle;
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};
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struct LegRayInfo {
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ozz::math::Float3 start;
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ozz::math::Float3 dir;
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bool hit;
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ozz::math::Float3 hit_point;
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ozz::math::Float3 hit_normal;
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};
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// Constants
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static const ozz::math::Float3 kDown(0.f, -1.f, 0.f);
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static const ozz::math::Float3 kCharacterRayHeightOffset(0.f, 10.f, 0.f);
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static const ozz::math::Float3 kFootRayHeightOffset(0.f, .5f, 0.f);
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class FootIKSampleApplication : public ozz::sample::Application {
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public:
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FootIKSampleApplication()
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: pelvis_offset_(0.f, 0.f, 0.f),
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root_translation_(2.17f, 2.f, -2.06f),
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root_yaw_(2.f),
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foot_heigh_(.12f),
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weight_(1.f),
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soften_(1.f),
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auto_character_height_(true),
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pelvis_correction_(true),
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two_bone_ik_(true),
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aim_ik_(true),
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show_skin_(true),
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show_joints_(false),
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show_raycast_(false),
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show_ankle_target_(false),
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show_root_(false),
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show_offsetted_root_(false) {}
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protected:
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// Updates current animation time and foot ik.
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virtual bool OnUpdate(float _dt, float) {
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// 1. Updates character main animation.
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if (!UpdateBaseAnimation(_dt)) {
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return false;
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}
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// 2. Finds character height on the floor, evaluted at its root position.
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if (!UpdateCharacterHeight()) {
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return false;
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}
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// 3. For each leg, raycasts a vector going down from the ankle position.
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// This allows to find the intersection point with the floor.
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if (!RaycastLegs()) {
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return false;
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}
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// 4. Computes targetted ankles positions, taking floor steepness and foot
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// height in consideration.
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if (!UpdateAnklesTarget()) {
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return false;
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}
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// 5. Offsets the character down, so that the lowest ankle (lowest from its
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// original position) reaches its targetted position. The other leg(s) will
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// be ik-ed.
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if (!UpdatePelvisOffset()) {
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return false;
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}
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// 6. Updates legs and ankles transforms, so they reach thei targetted
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// position and orientation.
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if (!UpdateFootIK()) {
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return false;
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}
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return true;
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}
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// Raycast down from the current position to find character height on the
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// floor. It directly updates root translation as output.
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bool UpdateCharacterHeight() {
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if (!auto_character_height_) {
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return true;
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}
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// Starts the ray from above (kCharacterRayHeightOffset) current character
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// position.
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ozz::sample::RayIntersectsMeshes(
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root_translation_ + kCharacterRayHeightOffset, kDown,
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make_span(floors_), &root_translation_, nullptr);
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return true;
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}
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bool UpdateBaseAnimation(float _dt) {
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// Updates current animation time.
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controller_.Update(animation_, _dt);
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// Samples optimized animation at t = animation_time.
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ozz::animation::SamplingJob sampling_job;
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sampling_job.animation = &animation_;
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sampling_job.cache = &cache_;
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sampling_job.ratio = controller_.time_ratio();
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sampling_job.output = make_span(locals_);
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if (!sampling_job.Run()) {
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return false;
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}
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// Converts from local space to model space matrices.
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ozz::animation::LocalToModelJob ltm_job;
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ltm_job.skeleton = &skeleton_;
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ltm_job.input = make_span(locals_);
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ltm_job.output = make_span(models_);
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if (!ltm_job.Run()) {
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return false;
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}
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return true;
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}
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bool RaycastLegs() {
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// Pelvis offset isn't updated yet, it shouldn't be considered. So we're
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// using "unoffsetted" root transform.
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const ozz::math::Float4x4 root = GetRootTransform();
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// Raycast down for each leg to find the intersection point with the floor.
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for (size_t l = 0; l < kLegsCount; ++l) {
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const LegSetup& leg = legs_setup_[l];
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LegRayInfo& ray = rays_info_[l];
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// Finds ankle initial world space position
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ozz::math::Store3PtrU(TransformPoint(root, models_[leg.ankle].cols[3]),
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&ankles_initial_ws_[l].x);
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// Builds ray, from above ankle (kFootRayHeightOffset) and going downward.
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ray.start = ankles_initial_ws_[l] + kFootRayHeightOffset;
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ray.dir = kDown;
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ray.hit = ozz::sample::RayIntersectsMeshes(
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ray.start, ray.dir, make_span(floors_), &ray.hit_point,
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&ray.hit_normal);
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}
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return true;
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}
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// Comptutes ankle target position (C), so that the foot is in contact with
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// the floor. Because of floor slope (defined by raycast intersection normal),
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// ankle position cannot be simply be offseted by foot offset. See geogebra
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// diagram for more details: media/doc/samples/foot_ik_ankle.ggb
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bool UpdateAnklesTarget() {
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for (size_t l = 0; l < kLegsCount; ++l) {
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const LegRayInfo& ray = rays_info_[l];
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if (!ray.hit) {
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continue;
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}
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// Computes projection of the ray AI (from start to floor intersection
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// point) onto floor normal. This gives the length of segment AB.
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// Note that ray.hit_normal is normalized already.
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const float ABl = Dot(ray.start - ray.hit_point, ray.hit_normal);
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if (ABl == 0.f) {
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// Early out if the two are perpandicular.
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continue;
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}
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// Knowing A, AB length and direction, we can compute B position.
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const ozz::math::Float3 B = ray.start - ray.hit_normal * ABl;
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// Computes sebgment IB and its length (IBl)
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const ozz::math::Float3 IB = B - ray.hit_point;
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const float IBl = Length(IB);
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if (IBl <= 0.f) {
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// If B is at raycast intersection (I), then we still need to update
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// corrected ankle position (world-space) to take into account foot
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// height.
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ankles_target_ws_[l] = ray.hit_point + ray.hit_normal * foot_heigh_;
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} else {
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// HC length is known (as foot height). So we're using Thales theorem to
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// find H position.
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const float IHl = IBl * foot_heigh_ / ABl;
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const ozz::math::Float3 IH = IB * (IHl / IBl);
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const ozz::math::Float3 H = ray.hit_point + IH;
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// C (Corrected ankle) position can now be found.
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const ozz::math::Float3 C = H + ray.hit_normal * foot_heigh_;
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// Override ankle position with result.
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ankles_target_ws_[l] = C;
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}
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}
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return true;
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}
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// Recomputes pelvis offset.
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// Strategy is to move the pelvis along "down" axis (ray axis), enough for
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// the lowest foot (lowest from its original position) to reaches ankle
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// target. The other foot will be ik-ed.
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bool UpdatePelvisOffset() {
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pelvis_offset_ = ozz::math::Float3(0.f, 0.f, 0.f);
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float max_dot = -std::numeric_limits<float>::max();
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if (pelvis_correction_) {
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for (size_t l = 0; l < kLegsCount; ++l) {
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const LegRayInfo& ray = rays_info_[l];
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if (!ray.hit) {
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continue;
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}
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// Check if this ankle is lower (in down direction) compared to the
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// previous one.
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const ozz::math::Float3 ankle_to_target =
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ankles_target_ws_[l] - ankles_initial_ws_[l];
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const float dot = Dot(ankle_to_target, kDown);
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if (dot > max_dot) {
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max_dot = dot;
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// Compute offset using the maximum displacement that the legs should
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// have to touch ground.
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pelvis_offset_ = kDown * dot;
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}
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}
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}
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return true;
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}
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// Applies two bone IK to the leg, and aim IK to the ankle
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bool UpdateFootIK() {
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// Pelvis offset needs to be considered when converting to medel space. So
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// we're using "offsetted" root transform.
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const ozz::math::Float4x4 root = GetOffsettedRootTransform();
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const ozz::math::Float4x4 inv_root = Invert(root);
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ozz::animation::LocalToModelJob ltm_job;
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ltm_job.skeleton = &skeleton_;
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ltm_job.input = make_span(locals_);
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ltm_job.output = make_span(models_);
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// Perform IK
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for (size_t l = 0; l < kLegsCount; ++l) {
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const LegRayInfo& ray = rays_info_[l];
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if (!ray.hit) {
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continue;
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}
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const LegSetup& leg = legs_setup_[l];
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// Updates leg joint chain so ankle reaches its targetted position.
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if (two_bone_ik_ &&
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!ApplyLegTwoBoneIK(leg, ankles_target_ws_[l], inv_root)) {
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return false;
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}
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// Updates leg joints model-space transforms.
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// Update will go from hip to ankle. Ankle's siblings might no be updated
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// as local-to-model will stop as soon as ankle joint is reached.
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ltm_job.from = leg.hip;
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ltm_job.to = leg.ankle;
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if (!ltm_job.Run()) {
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return false;
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}
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// Computes ankle orientation so it's aligned to the floor normal.
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const ozz::math::Float3 aim_ik_target(ankles_target_ws_[l] +
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ray.hit_normal);
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if (aim_ik_ && !ApplyAnkleAimIK(leg, aim_ik_target, inv_root)) {
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return false;
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}
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// Updates model-space transformation now ankle local changes is done.
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// Ankle rotation has already been updated, but its siblings (or it's
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// parent siblings) might are not. So we local-to-model update must
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// be complete starting from hip.
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ltm_job.from = leg.hip;
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ltm_job.to = ozz::animation::Skeleton::kMaxJoints;
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if (!ltm_job.Run()) {
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return false;
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}
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}
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return true;
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}
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// This function will compute two bone IK on the leg, updating hip and knee
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// rotations so that ankle can reach its targetted position.
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bool ApplyLegTwoBoneIK(const LegSetup& _leg,
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const ozz::math::Float3& _target_ws,
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const ozz::math::Float4x4& _inv_root) {
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// Target position and pole vectors must be in model space.
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const ozz::math::SimdFloat4 target_ms = TransformPoint(
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_inv_root, ozz::math::simd_float4::Load3PtrU(&_target_ws.x));
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const ozz::math::SimdFloat4 pole_vector_ms = models_[_leg.knee].cols[1];
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// Builds two bone IK job.
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ozz::animation::IKTwoBoneJob ik_job;
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ik_job.target = target_ms;
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ik_job.pole_vector = pole_vector_ms;
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// Mid axis (knee) is constant (usualy), and arbitratry defined by
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// skeleton/rig setup.
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ik_job.mid_axis = kKneeAxis;
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ik_job.weight = weight_;
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ik_job.soften = soften_;
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ik_job.start_joint = &models_[_leg.hip];
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ik_job.mid_joint = &models_[_leg.knee];
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ik_job.end_joint = &models_[_leg.ankle];
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ozz::math::SimdQuaternion start_correction;
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ik_job.start_joint_correction = &start_correction;
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ozz::math::SimdQuaternion mid_correction;
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ik_job.mid_joint_correction = &mid_correction;
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if (!ik_job.Run()) {
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return false;
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}
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// Apply IK quaternions to their respective local-space transforms.
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// Model-space transformations needs to be updated after a call to this
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// function.
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ozz::sample::MultiplySoATransformQuaternion(_leg.hip, start_correction,
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make_span(locals_));
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ozz::sample::MultiplySoATransformQuaternion(_leg.knee, mid_correction,
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make_span(locals_));
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return true;
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}
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||
|
|
||
|
// This function will compute aim IK on the ankle, updating its rotations so
|
||
|
// it can be aligned with the floor.
|
||
|
// The strategy is to align ankle up vector in the direction of the floor
|
||
|
// normal. The forward direction of the foot is then driven by the pole
|
||
|
// vector, which polls the foot (ankle forward vector) toward it's original
|
||
|
// (animated) direction.
|
||
|
bool ApplyAnkleAimIK(const LegSetup& _leg,
|
||
|
const ozz::math::Float3& _target_ws,
|
||
|
const ozz::math::Float4x4& _inv_root) {
|
||
|
// Target position and pole vectors must be in model space.
|
||
|
const ozz::math::SimdFloat4 target_ms = TransformPoint(
|
||
|
_inv_root, ozz::math::simd_float4::Load3PtrU(&_target_ws.x));
|
||
|
|
||
|
ozz::animation::IKAimJob ik_job;
|
||
|
// Forward and up vectors are constant (usualy), and arbitratry defined by
|
||
|
// skeleton/rig setup.
|
||
|
ik_job.forward = kAnkleForward;
|
||
|
ik_job.up = kAnkleUp;
|
||
|
|
||
|
// Model space targetted direction (floor normal in this case).
|
||
|
ik_job.target = target_ms;
|
||
|
|
||
|
// Uses constant ankle Y (skeleton/rig setup dependent) as pole vector. That
|
||
|
// allows to maintain foot direction.
|
||
|
ik_job.pole_vector = models_[_leg.ankle].cols[1];
|
||
|
|
||
|
ik_job.joint = &models_[_leg.ankle];
|
||
|
ik_job.weight = weight_;
|
||
|
ozz::math::SimdQuaternion correction;
|
||
|
ik_job.joint_correction = &correction;
|
||
|
if (!ik_job.Run()) {
|
||
|
return false;
|
||
|
}
|
||
|
// Apply IK quaternions to their respective local-space transforms.
|
||
|
// Model-space transformations needs to be updated after a call to this
|
||
|
// function.
|
||
|
ozz::sample::MultiplySoATransformQuaternion(_leg.ankle, correction,
|
||
|
make_span(locals_));
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
|
||
|
const float kAxeScale = .1f;
|
||
|
const ozz::math::Float4x4 kAxesScale =
|
||
|
ozz::math::Float4x4::Scaling(ozz::math::simd_float4::Load1(kAxeScale));
|
||
|
const ozz::math::Float4x4 identity = ozz::math::Float4x4::identity();
|
||
|
const ozz::math::Float4x4 offsetted_root = GetOffsettedRootTransform();
|
||
|
|
||
|
bool success = true;
|
||
|
|
||
|
// Renders floor meshes.
|
||
|
for (size_t i = 0; i < floors_.size(); ++i) {
|
||
|
success &= _renderer->DrawMesh(floors_[i], identity);
|
||
|
}
|
||
|
|
||
|
// Renders character.
|
||
|
if (show_skin_) {
|
||
|
// Builds skinning matrices.
|
||
|
// The mesh might not use (aka be skinned by) all skeleton joints. We
|
||
|
// use the joint remapping table (available from the mesh object) to
|
||
|
// reorder model-space matrices and build skinning ones.
|
||
|
for (size_t m = 0; m < meshes_.size(); ++m) {
|
||
|
const ozz::sample::Mesh& mesh = meshes_[m];
|
||
|
for (size_t i = 0; i < mesh.joint_remaps.size(); ++i) {
|
||
|
skinning_matrices_[i] =
|
||
|
models_[mesh.joint_remaps[i]] * mesh.inverse_bind_poses[i];
|
||
|
}
|
||
|
|
||
|
success &= _renderer->DrawSkinnedMesh(
|
||
|
mesh, make_span(skinning_matrices_), offsetted_root);
|
||
|
}
|
||
|
} else {
|
||
|
// Renders skeleton only.
|
||
|
success &= _renderer->DrawPosture(skeleton_, make_span(models_),
|
||
|
offsetted_root);
|
||
|
}
|
||
|
|
||
|
// Showing joints
|
||
|
if (show_joints_) {
|
||
|
for (size_t l = 0; l < kLegsCount; ++l) {
|
||
|
const LegSetup& leg = legs_setup_[l];
|
||
|
for (size_t i = 0; i < 3; ++i) {
|
||
|
const int joints[3] = {leg.hip, leg.knee, leg.ankle};
|
||
|
const ozz::math::Float4x4& transform =
|
||
|
offsetted_root * models_[joints[i]];
|
||
|
success &= _renderer->DrawAxes(transform * kAxesScale);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Shows raycast results
|
||
|
if (show_raycast_) {
|
||
|
for (size_t l = 0; l < kLegsCount; ++l) {
|
||
|
const LegRayInfo& ray = rays_info_[l];
|
||
|
if (ray.hit) {
|
||
|
success &= _renderer->DrawSegment(ray.start, ray.hit_point,
|
||
|
ozz::sample::kGreen, identity);
|
||
|
success &= _renderer->DrawSegment(
|
||
|
ray.hit_point, ray.hit_point + ray.hit_normal * .5f,
|
||
|
ozz::sample::kRed, identity);
|
||
|
} else {
|
||
|
success &=
|
||
|
_renderer->DrawSegment(ray.start, ray.start + ray.dir * 10.f,
|
||
|
ozz::sample::kWhite, identity);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Shows two bone ik ankle target
|
||
|
if (show_ankle_target_) {
|
||
|
for (size_t l = 0; l < kLegsCount; ++l) {
|
||
|
const LegRayInfo& ray = rays_info_[l];
|
||
|
if (ray.hit) {
|
||
|
const ozz::math::Float4x4& transform =
|
||
|
ozz::math::Float4x4::Translation(
|
||
|
ozz::math::simd_float4::Load3PtrU(&ankles_target_ws_[l].x));
|
||
|
success &= _renderer->DrawAxes(transform * kAxesScale);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (show_root_) {
|
||
|
const ozz::math::Float4x4 root = GetRootTransform();
|
||
|
success &= _renderer->DrawAxes(root);
|
||
|
}
|
||
|
if (show_offsetted_root_) {
|
||
|
success &= _renderer->DrawAxes(offsetted_root);
|
||
|
}
|
||
|
|
||
|
return success;
|
||
|
}
|
||
|
|
||
|
virtual bool OnInitialize() {
|
||
|
// Reading skeleton.
|
||
|
if (!ozz::sample::LoadSkeleton(OPTIONS_skeleton, &skeleton_)) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Reading animation.
|
||
|
if (!ozz::sample::LoadAnimation(OPTIONS_animation, &animation_)) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Allocates runtime buffers.
|
||
|
const int num_soa_joints = skeleton_.num_soa_joints();
|
||
|
locals_.resize(num_soa_joints);
|
||
|
const int num_joints = skeleton_.num_joints();
|
||
|
models_.resize(num_joints);
|
||
|
|
||
|
// Allocates a cache that matches animation requirements.
|
||
|
cache_.Resize(num_joints);
|
||
|
|
||
|
// Finds left and right joints.
|
||
|
if (!SetupLeg(skeleton_, kLeftJointNames, &legs_setup_[kLeft]) ||
|
||
|
!SetupLeg(skeleton_, kRightJointNames, &legs_setup_[kRight])) {
|
||
|
ozz::log::Err()
|
||
|
<< "At least a joint wasn't found in the skeleton hierarchy."
|
||
|
<< std::endl;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Reading character mesh.
|
||
|
if (!ozz::sample::LoadMeshes(OPTIONS_mesh, &meshes_)) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// The number of joints of the mesh needs to match skeleton.
|
||
|
for (size_t m = 0; m < meshes_.size(); ++m) {
|
||
|
const ozz::sample::Mesh& mesh = meshes_[m];
|
||
|
if (num_joints < mesh.highest_joint_index()) {
|
||
|
ozz::log::Err() << "The provided mesh doesn't match skeleton "
|
||
|
"(joint count mismatch)."
|
||
|
<< std::endl;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
skinning_matrices_.resize(num_joints);
|
||
|
|
||
|
// Reading collision/rendering floor mesh.
|
||
|
if (!ozz::sample::LoadMeshes(OPTIONS_floor, &floors_)) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool SetupLeg(const ozz::animation::Skeleton& _skeleton,
|
||
|
const char* _joint_names[3], LegSetup* _leg) {
|
||
|
int found = 0;
|
||
|
int joints[3] = {0, 0, 0};
|
||
|
for (int i = 0; i < _skeleton.num_joints() && found != 3; i++) {
|
||
|
const char* joint_name = _skeleton.joint_names()[i];
|
||
|
if (std::strcmp(joint_name, _joint_names[found]) == 0) {
|
||
|
joints[found] = i;
|
||
|
++found;
|
||
|
}
|
||
|
}
|
||
|
_leg->hip = joints[0];
|
||
|
_leg->knee = joints[1];
|
||
|
_leg->ankle = joints[2];
|
||
|
return found == 3;
|
||
|
}
|
||
|
|
||
|
virtual void OnDestroy() {}
|
||
|
|
||
|
virtual bool OnGui(ozz::sample::ImGui* _im_gui) {
|
||
|
char txt[32];
|
||
|
|
||
|
// Main options
|
||
|
{
|
||
|
static bool opened = true;
|
||
|
ozz::sample::ImGui::OpenClose oc(_im_gui, "Sample options", &opened);
|
||
|
if (opened) {
|
||
|
_im_gui->DoCheckBox("Auto character height", &auto_character_height_);
|
||
|
_im_gui->DoCheckBox("Pelvis correction", &pelvis_correction_);
|
||
|
_im_gui->DoCheckBox("Two bone IK (legs)", &two_bone_ik_);
|
||
|
_im_gui->DoCheckBox("Aim IK (ankles)", &aim_ik_);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Exposes animation runtime playback controls.
|
||
|
{
|
||
|
static bool open = true;
|
||
|
ozz::sample::ImGui::OpenClose oc(_im_gui, "Animation control", &open);
|
||
|
if (open) {
|
||
|
controller_.OnGui(animation_, _im_gui);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Settings
|
||
|
{
|
||
|
static bool opened = true;
|
||
|
ozz::sample::ImGui::OpenClose oc(_im_gui, "IK settings", &opened);
|
||
|
if (opened) {
|
||
|
sprintf(txt, "Foot height %.2g", foot_heigh_);
|
||
|
_im_gui->DoSlider(txt, 0.f, .3f, &foot_heigh_);
|
||
|
sprintf(txt, "Weight %.2g", weight_);
|
||
|
_im_gui->DoSlider(txt, 0.f, 1.f, &weight_);
|
||
|
sprintf(txt, "Soften %.2g", soften_);
|
||
|
_im_gui->DoSlider(txt, 0.f, 1.f, &soften_, 1.f, two_bone_ik_);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
{ // Root
|
||
|
static bool opened = true;
|
||
|
ozz::sample::ImGui::OpenClose oc(_im_gui, "Root transformation", &opened);
|
||
|
if (opened) {
|
||
|
bool moved = false;
|
||
|
// Translation
|
||
|
_im_gui->DoLabel("Translation");
|
||
|
sprintf(txt, "x %.2g", root_translation_.x);
|
||
|
moved |= _im_gui->DoSlider(txt, -10.f, 10.f, &root_translation_.x);
|
||
|
sprintf(txt, "y %.2g", root_translation_.y);
|
||
|
moved |= _im_gui->DoSlider(txt, 0.f, 5.f, &root_translation_.y, 1.f,
|
||
|
!auto_character_height_);
|
||
|
sprintf(txt, "z %.2g", root_translation_.z);
|
||
|
moved |= _im_gui->DoSlider(txt, -10.f, 10.f, &root_translation_.z);
|
||
|
|
||
|
// Rotation (in euler form)
|
||
|
_im_gui->DoLabel("Rotation");
|
||
|
sprintf(txt, "yaw %.3g", root_yaw_ * ozz::math::kRadianToDegree);
|
||
|
moved |=
|
||
|
_im_gui->DoSlider(txt, -ozz::math::kPi, ozz::math::kPi, &root_yaw_);
|
||
|
|
||
|
// Character position shouldn't be changed after the update. In this
|
||
|
// case, because UI is updated after "game" update, we need to recompute
|
||
|
// character offset and IK.
|
||
|
if (moved && auto_character_height_) {
|
||
|
OnUpdate(0.f, 0.f);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Options
|
||
|
{
|
||
|
static bool opened = true;
|
||
|
ozz::sample::ImGui::OpenClose oc(_im_gui, "Debug options", &opened);
|
||
|
if (opened) {
|
||
|
_im_gui->DoCheckBox("Show skin", &show_skin_);
|
||
|
_im_gui->DoCheckBox("Show joints", &show_joints_);
|
||
|
_im_gui->DoCheckBox("Show raycasts", &show_raycast_);
|
||
|
_im_gui->DoCheckBox("Show ankle target", &show_ankle_target_);
|
||
|
_im_gui->DoCheckBox("Show root", &show_root_);
|
||
|
_im_gui->DoCheckBox("Show offsetted root", &show_offsetted_root_);
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
virtual bool GetCameraInitialSetup(ozz::math::Float3* _center,
|
||
|
ozz::math::Float2* _angles,
|
||
|
float* _distance) const {
|
||
|
*_center = ozz::math::Float3(4.7f, 2.3f, -.13f);
|
||
|
*_angles = ozz::math::Float2(-.14f, -2.1f);
|
||
|
*_distance = 5.9f;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
virtual void GetSceneBounds(ozz::math::Box* _box) const {
|
||
|
*_box = ozz::math::Box();
|
||
|
}
|
||
|
|
||
|
ozz::math::Float4x4 GetRootTransform() const {
|
||
|
return ozz::math::Float4x4::Translation(
|
||
|
ozz::math::simd_float4::Load3PtrU(&root_translation_.x)) *
|
||
|
ozz::math::Float4x4::FromEuler(
|
||
|
ozz::math::simd_float4::LoadX(root_yaw_));
|
||
|
}
|
||
|
|
||
|
ozz::math::Float4x4 GetOffsettedRootTransform() const {
|
||
|
if (!pelvis_correction_) {
|
||
|
return GetRootTransform();
|
||
|
}
|
||
|
|
||
|
const ozz::math::Float3 offsetted_translation =
|
||
|
pelvis_offset_ + root_translation_;
|
||
|
|
||
|
return ozz::math::Float4x4::Translation(
|
||
|
ozz::math::simd_float4::Load3PtrU(&offsetted_translation.x)) *
|
||
|
ozz::math::Float4x4::FromEuler(
|
||
|
ozz::math::simd_float4::LoadX(root_yaw_));
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
// Playback animation controller. This is a utility class that helps with
|
||
|
// controlling animation playback time.
|
||
|
ozz::sample::PlaybackController controller_;
|
||
|
|
||
|
// Runtime skeleton.
|
||
|
ozz::animation::Skeleton skeleton_;
|
||
|
|
||
|
// Runtime animation.
|
||
|
ozz::animation::Animation animation_;
|
||
|
|
||
|
// Sampling cache.
|
||
|
ozz::animation::SamplingCache cache_;
|
||
|
|
||
|
// Buffer of local transforms as sampled from animation_.
|
||
|
ozz::vector<ozz::math::SoaTransform> locals_;
|
||
|
|
||
|
// Buffer of model space matrices.
|
||
|
ozz::vector<ozz::math::Float4x4> models_;
|
||
|
|
||
|
// Buffer of skinning matrices, result of the joint multiplication of the
|
||
|
// inverse bind pose with the model space matrix.
|
||
|
ozz::vector<ozz::math::Float4x4> skinning_matrices_;
|
||
|
|
||
|
// The mesh used by the sample.
|
||
|
ozz::vector<ozz::sample::Mesh> meshes_;
|
||
|
|
||
|
enum { kLeft, kRight };
|
||
|
enum { kLegsCount = 2 };
|
||
|
|
||
|
LegSetup legs_setup_[kLegsCount];
|
||
|
LegRayInfo rays_info_[kLegsCount];
|
||
|
ozz::math::Float3 ankles_initial_ws_[kLegsCount];
|
||
|
ozz::math::Float3 ankles_target_ws_[kLegsCount];
|
||
|
|
||
|
LegRayInfo capsule;
|
||
|
|
||
|
ozz::math::Float3 pelvis_offset_;
|
||
|
|
||
|
// The floor meshes used by the sample (collision and rendering).
|
||
|
ozz::vector<ozz::sample::Mesh> floors_;
|
||
|
|
||
|
// Root transformation.
|
||
|
ozz::math::Float3 root_translation_;
|
||
|
float root_yaw_;
|
||
|
|
||
|
// Foot height setting
|
||
|
float foot_heigh_;
|
||
|
|
||
|
float weight_;
|
||
|
float soften_;
|
||
|
|
||
|
bool auto_character_height_;
|
||
|
bool pelvis_correction_;
|
||
|
bool two_bone_ik_;
|
||
|
bool aim_ik_;
|
||
|
|
||
|
bool show_skin_;
|
||
|
bool show_joints_;
|
||
|
bool show_raycast_;
|
||
|
bool show_ankle_target_;
|
||
|
bool show_root_;
|
||
|
bool show_offsetted_root_;
|
||
|
};
|
||
|
|
||
|
int main(int _argc, const char** _argv) {
|
||
|
const char* title = "Ozz-animation sample: Foot IK";
|
||
|
return FootIKSampleApplication().Run(_argc, _argv, "1.0", title);
|
||
|
}
|