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/local_to_model_job.h>
#include <ozz/animation/runtime/sampling_job.h>
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#include <queue>
#include "AnimNodes/AnimSamplerNode.h"
#include "AnimNodes/BlendNode.h"
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#include "AnimNodes/LockTranslationNode.h"
#include "AnimNodes/SpeedScaleNode.h"
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#include "SkinnedMesh.h"
AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
: m_current_time(0.f), m_paused(false), 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);
ResetAnims();
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AnimSamplerNode* sampler_node0 = new AnimSamplerNode(this);
sampler_node0->m_name = "AnimSampler0";
sampler_node0->SetAnimation(skinned_mesh->m_animations[1], skinned_mesh->m_animation_sync_track[1]);
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m_anim_nodes.push_back(sampler_node0);
AnimSamplerNode* sampler_node1 = new AnimSamplerNode(this);
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sampler_node1->m_name = "AnimSampler1";
sampler_node1->SetAnimation(skinned_mesh->m_animations[2], skinned_mesh->m_animation_sync_track[1]);
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m_anim_nodes.push_back(sampler_node1);
// SpeedScaleNode* speed_node = new SpeedScaleNode(this);
// speed_node->m_name = "SpeedNode0";
// speed_node->m_input_node = sampler_node0;
// m_anim_nodes.push_back(speed_node);
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BlendNode* blend_node = new BlendNode(this);
blend_node->m_name = "Blend0";
blend_node->m_input_A = sampler_node0;
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blend_node->m_input_B = sampler_node1;
blend_node->m_sync_inputs = true;
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m_anim_nodes.push_back(blend_node);
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SpeedScaleNode* speed_node1 = new SpeedScaleNode(this);
speed_node1->m_name = "SpeedNode1";
speed_node1->m_input_node = blend_node;
m_anim_nodes.push_back(speed_node1);
// LockTranslationNode* lock_node = new LockTranslationNode(this);
// lock_node->m_name = "LockNode0";
// lock_node->m_locked_bone_index = 0;
// lock_node->m_input = speed_node1;
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m_output_node = m_anim_nodes.back();
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UpdateOrderedNodes();
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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::ResetAnims() {
for (int i = 0; i < m_ordered_nodes.size(); i++) {
m_ordered_nodes[i]->Reset();
}
}
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void AnimationController::UpdateOrderedNodes() {
std::vector<AnimNode*> node_stack;
node_stack.push_back(m_output_node);
m_ordered_nodes.clear();
while (node_stack.size() > 0) {
AnimNode* node = node_stack.back();
m_ordered_nodes.push_back(node);
node_stack.pop_back();
std::vector<AnimNode*> node_inputs;
node->GetInputNodes(node_inputs);
for (int i = node_inputs.size() - 1; i >= 0; i--) {
node_stack.push_back(node_inputs[i]);
}
}
}
void AnimationController::UpdateTime(float dt) {
if (m_paused || m_output_node == nullptr) {
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return;
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}
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// Mark all nodes that evaluate time using sync tracks.
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m_output_node->UpdateIsSynced(false);
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// For all synced nodes calculate their current sync track durations
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for (int i = m_ordered_nodes.size() - 1; i >= 0; i--) {
AnimNode* node = m_ordered_nodes[i];
if (node->m_is_time_synced) {
node->UpdateSyncTrack();
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}
}
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// Update the time of all nodes.
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m_output_node->UpdateTime(dt);
}
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void AnimationController::Evaluate() {
if (m_output_node == nullptr) {
return;
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}
m_output_node->Evaluate(&m_skinned_mesh->m_local_matrices);
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};
void AnimationController::DrawDebugUi() {
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ImGui::SetNextWindowSize(ImVec2(500, 300), ImGuiCond_FirstUseEver);
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ImGui::Begin("AnimationController");
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if (ImGui::Button("Reset")) {
ResetAnims();
}
ImGui::SameLine();
if (m_paused) {
if (ImGui::Button("Play")) {
m_paused = false;
}
} else {
if (ImGui::Button("Pause")) {
m_paused = true;
}
}
ImGui::SameLine();
if (ImGui::Button("Step")) {
bool was_paused = m_paused;
m_paused = false;
UpdateTime(0.1);
Evaluate();
m_paused = was_paused;
}
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ImVec2 node_size(200, 100);
for (int i = 0; i < m_ordered_nodes.size(); i++) {
AnimNode* node = m_ordered_nodes[i];
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ImGui::SetNextWindowSize(node_size, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(
ImVec2((m_ordered_nodes.size() - 1 - i) * node_size.x - i * 10, 300),
ImGuiCond_FirstUseEver);
ImGui::Begin(node->m_name.c_str());
node->DrawDebugUi();
ImGui::End();
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}
ImGui::Text ("Node States");
ImGui::Columns(4, "Node States"); // 4-ways, with border
ImGui::Separator();
ImGui::Text("Name");
ImGui::NextColumn();
ImGui::Text("Synced");
ImGui::NextColumn();
ImGui::Text("Duration");
ImGui::NextColumn();
ImGui::Text("Time");
ImGui::NextColumn();
ImGui::Separator();
static int selected = -1;
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for (int i = 0; i < m_ordered_nodes.size(); i++) {
AnimNode* node = m_ordered_nodes[i];
if (ImGui::Selectable(
node->m_name.c_str(),
selected == i,
ImGuiSelectableFlags_SpanAllColumns))
selected = i;
bool hovered = ImGui::IsItemHovered();
ImGui::NextColumn();
ImGui::Text(node->m_is_time_synced ? "X" : "-");
ImGui::NextColumn();
ImGui::PushID((void*)&node->m_sync_track.m_duration);
ImGui::Text("%2.3f", node->m_sync_track.m_duration);
ImGui::NextColumn();
ImGui::PopID();
ImGui::PushID((void*)&node->m_current_time);
ImGui::Text("%2.3f", node->m_current_time);
ImGui::NextColumn();
ImGui::PopID();
}
ImGui::Columns(1);
ImGui::Separator();
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ImGui::End();
}