AnimTestbed/3rdparty/ozz-animation/samples/additive/sample_additive.cc

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//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#include <cstring>
#include "framework/application.h"
#include "framework/imgui.h"
#include "framework/renderer.h"
#include "framework/utils.h"
#include "ozz/animation/runtime/animation.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 "ozz/animation/runtime/skeleton.h"
#include "ozz/animation/runtime/skeleton_utils.h"
#include "ozz/base/containers/vector.h"
#include "ozz/base/log.h"
#include "ozz/base/maths/box.h"
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#include "ozz/base/maths/simd_math.h"
#include "ozz/base/maths/soa_transform.h"
#include "ozz/base/maths/vec_float.h"
#include "ozz/options/options.h"
// Skeleton archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(skeleton,
"Path to the skeleton (ozz archive format).",
"media/skeleton.ozz", false)
// MAin animation archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(animation,
"Path to the main animation(ozz archive format).",
"media/animation_base.ozz", false)
// Additive animation archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(
splay_animation,
"Path to the additive splay animation (ozz archive format).",
"media/animation_splay_additive.ozz", false)
OZZ_OPTIONS_DECLARE_STRING(
curl_animation, "Path to the additive curl animation (ozz archive format).",
"media/animation_curl_additive.ozz", false)
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class AdditiveBlendSampleApplication : public ozz::sample::Application {
public:
AdditiveBlendSampleApplication()
: base_weight_(0.f),
additive_weigths_{.3f, .9f},
auto_animate_weights_(true) {}
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protected:
// Updates current animation time and skeleton pose.
virtual bool OnUpdate(float _dt, float) {
// For the sample purpose, animates additive weights automatically so the
// hand moves.
if (auto_animate_weights_) {
AnimateWeights(_dt);
}
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// Updates base animation time for main animation.
controller_.Update(base_animation_, _dt);
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// Setup sampling job.
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = &base_animation_;
sampling_job.context = &context_;
sampling_job.ratio = controller_.time_ratio();
sampling_job.output = make_span(locals_);
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// Samples animation.
if (!sampling_job.Run()) {
return false;
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}
// Setups blending job layers.
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// Main animation is used as-is.
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ozz::animation::BlendingJob::Layer layers[1];
layers[0].transform = make_span(locals_);
layers[0].weight = base_weight_;
layers[0].joint_weights = make_span(base_joint_weights_);
// The two additive layers (curl and splay) are blended on top of the main
// layer.
ozz::animation::BlendingJob::Layer additive_layers[kNumLayers];
for (size_t i = 0; i < kNumLayers; ++i) {
additive_layers[i].transform = make_span(additive_locals_[i]);
additive_layers[i].weight = additive_weigths_[i];
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}
// Setups blending job.
ozz::animation::BlendingJob blend_job;
blend_job.layers = layers;
blend_job.additive_layers = additive_layers;
blend_job.rest_pose = skeleton_.joint_rest_poses();
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blend_job.output = make_span(blended_locals_);
// Blends.
if (!blend_job.Run()) {
return false;
}
// Gets the output of the blending stage, and converts it to model space.
// Setup local-to-model conversion job.
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = &skeleton_;
ltm_job.input = make_span(blended_locals_);
ltm_job.output = make_span(models_);
// Run ltm job.
if (!ltm_job.Run()) {
return false;
}
return true;
}
void AnimateWeights(float _dt) {
static float t = 0.f;
t += _dt;
additive_weigths_[0] = .5f + std::cos(t * 1.7f) * .5f;
additive_weigths_[1] = .5f + std::cos(t * 2.5f) * .5f;
}
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// Samples animation, transforms to model space and renders.
virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
return _renderer->DrawPosture(skeleton_, make_span(models_),
ozz::math::Float4x4::identity());
}
bool SetJointWeights(const char* _name, float _weight) {
const auto set_joint = [this, _weight](int _joint, int) {
ozz::math::SimdFloat4& soa_weight = base_joint_weights_[_joint / 4];
soa_weight = ozz::math::SetI(
soa_weight, ozz::math::simd_float4::Load1(_weight), _joint % 4);
};
const int joint = FindJoint(skeleton_, _name);
if (joint >= 0) {
ozz::animation::IterateJointsDF(skeleton_, set_joint, joint);
return true;
}
return false;
}
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virtual bool OnInitialize() {
// Reading skeleton.
if (!ozz::sample::LoadSkeleton(OPTIONS_skeleton, &skeleton_)) {
return false;
}
const int num_soa_joints = skeleton_.num_soa_joints();
const int num_joints = skeleton_.num_joints();
// Reads base animation.
if (!ozz::sample::LoadAnimation(OPTIONS_animation, &base_animation_)) {
return false;
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}
if (num_joints != base_animation_.num_tracks()) {
return false;
}
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// Allocates sampling context.
context_.Resize(num_joints);
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// Allocates local space runtime buffers for base animation.
locals_.resize(num_soa_joints);
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// Allocates model space runtime buffers of blended data.
models_.resize(num_joints);
// Storage for blending stage output.
blended_locals_.resize(num_soa_joints);
// Allocates and sets base animation mask weights to one.
base_joint_weights_.resize(num_soa_joints, ozz::math::simd_float4::one());
SetJointWeights("Lefthand", 0.f);
SetJointWeights("RightHand", 0.f);
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// Reads and extract additive animations pose.
const char* filenames[] = {OPTIONS_splay_animation, OPTIONS_curl_animation};
for (int i = 0; i < kNumLayers; ++i) {
// Reads animation on the stack as it won't need to be maintained in
// memory. Only the pose is needed.
ozz::animation::Animation animation;
if (!ozz::sample::LoadAnimation(filenames[i], &animation)) {
return false;
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}
if (num_joints != animation.num_tracks()) {
return false;
}
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// Allocates additive poses, aka buffers of Soa tranforms.
additive_locals_[i].resize(num_soa_joints);
// Samples the first frame pose.
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = &animation;
sampling_job.context = &context_;
sampling_job.ratio = 0.f; // Only needs the first frame pose
sampling_job.output = make_span(additive_locals_[i]);
// Samples animation.
if (!sampling_job.Run()) {
return false;
}
// Invalidates context which will be re-used for another animation.
// This is usually not needed, animation address on the stack is the same
// each loop, hence creating an issue as animation content is changing.
context_.Invalidate();
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}
return true;
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}
virtual void OnDestroy() {}
virtual bool OnGui(ozz::sample::ImGui* _im_gui) {
char label[64];
// Exposes blending parameters.
{
static bool open = true;
ozz::sample::ImGui::OpenClose oc(_im_gui, "Blending parameters", &open);
if (open) {
_im_gui->DoLabel("Main layer:");
std::snprintf(label, sizeof(label), "Layer weight: %.2f", base_weight_);
_im_gui->DoSlider(label, 0.f, 1.f, &base_weight_, 1.f);
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_im_gui->DoLabel("Additive layer:");
_im_gui->DoCheckBox("Animates weights", &auto_animate_weights_);
ozz::array<float, OZZ_ARRAY_SIZE(additive_weigths_)> weights;
std::memcpy(weights.data(), additive_weigths_,
sizeof(additive_weigths_));
std::snprintf(label, sizeof(label), "Weights\nCurl: %.2f\nSplay: %.2f",
additive_weigths_[kCurl], additive_weigths_[kSplay]);
if (_im_gui->DoSlider2D(label, {{0.f, 0.f}}, {{1.f, 1.f}}, &weights)) {
auto_animate_weights_ = false; // User interacted.
std::memcpy(additive_weigths_, weights.data(),
sizeof(additive_weigths_));
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}
}
}
// Exposes base animation runtime playback controls.
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{
static bool oc_open = true;
ozz::sample::ImGui::OpenClose oc(_im_gui, "Animation control", &oc_open);
if (oc_open) {
controller_.OnGui(base_animation_, _im_gui);
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}
}
return true;
}
virtual void GetSceneBounds(ozz::math::Box* _bound) const {
// Finds the "hand" joint in the joint hierarchy.
const int hand = FindJoint(skeleton_, "Lefthand");
// Creates a bounding volume around the hand.
if (hand != -1) {
const ozz::math::Float4x4& hand_matrix = models_[hand];
ozz::math::Float3 hand_position;
ozz::math::Store3PtrU(hand_matrix.cols[3], &hand_position.x);
const ozz::math::Float3 extent(.15f);
_bound->min = hand_position - extent;
_bound->max = hand_position + extent;
} else {
ozz::sample::ComputePostureBounds(make_span(models_), _bound);
}
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}
private:
// Runtime skeleton.
ozz::animation::Skeleton skeleton_;
// The number of additive layers to blend.
enum { kSplay, kCurl, kNumLayers };
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// Runtime animation.
ozz::animation::Animation base_animation_;
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// Per-joint weights used to define the base animation mask. Allows to remove
// hands from base animations.
ozz::vector<ozz::math::SimdFloat4> base_joint_weights_;
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// Main animation controller. This is a utility class that helps with
// controlling animation playback time.
ozz::sample::PlaybackController controller_;
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// Sampling context.
ozz::animation::SamplingJob::Context context_;
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// Buffer of local transforms as sampled from main animation_.
ozz::vector<ozz::math::SoaTransform> locals_;
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// Blending weight of the base animation layer.
float base_weight_;
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// Poses of local transforms as sampled from curl and splay animations.
// They are sampled during initialization, as a single pose is used.
ozz::vector<ozz::math::SoaTransform> additive_locals_[kNumLayers];
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// Blending weight of the additive animation layer.
float additive_weigths_[kNumLayers];
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// Buffer of local transforms which stores the blending result.
ozz::vector<ozz::math::SoaTransform> blended_locals_;
// Buffer of model space matrices. These are computed by the local-to-model
// job after the blending stage.
ozz::vector<ozz::math::Float4x4> models_;
// Automatically animates additive weights.
bool auto_animate_weights_;
};
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int main(int _argc, const char** _argv) {
const char* title = "Ozz-animation sample: Additive animations blending";
return AdditiveBlendSampleApplication().Run(_argc, _argv, "1.0", title);
}