WIP: blend tree logic.
parent
37d2845b09
commit
200d0fecc8
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@ -46,8 +46,10 @@ target_sources(AnimTestbed PRIVATE
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src/Camera.c
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src/Camera.c
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src/SkinnedMesh.cc
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src/SkinnedMesh.cc
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src/SkinnedMesh.h
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src/SkinnedMesh.h
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src/AnimationController.cc
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src/AnimNode.cc
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src/AnimSamplerNode.cc
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src/BlendNode.cc
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src/BlendNode.cc
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src/AnimationController.cc
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3rdparty/glfw/deps/glad_gl.c
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3rdparty/glfw/deps/glad_gl.c
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3rdparty/imgui/imgui.cpp
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3rdparty/imgui/imgui.cpp
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3rdparty/imgui/imgui_draw.cpp
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3rdparty/imgui/imgui_draw.cpp
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@ -0,0 +1,5 @@
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//
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// Created by martin on 12.11.21.
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//
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#include "AnimNode.h"
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@ -0,0 +1,34 @@
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//
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// Created by martin on 12.11.21.
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//
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#ifndef ANIMTESTBED_ANIMNODE_H
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#define ANIMTESTBED_ANIMNODE_H
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#include <string>
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#include "AnimationController.h"
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struct AnimNode {
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AnimNode(AnimationController* animation_controller) : m_animation_controller(animation_controller) {}
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virtual ~AnimNode() {};
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std::string m_name;
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float m_current_time;
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AnimationController* m_animation_controller;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices;
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virtual void Reset() {
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m_current_time = 0.f;
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}
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virtual void Update(float dt) {
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m_current_time += dt;
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}
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virtual void Evaluate(ozz::vector<ozz::math::SoaTransform>* local_matrices) = 0;
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virtual void DrawDebugUi() {};
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};
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#endif //ANIMTESTBED_ANIMNODE_H
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@ -0,0 +1,55 @@
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//
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// Created by martin on 12.11.21.
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//
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#include "AnimSamplerNode.h"
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#include "SkinnedMesh.h"
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#include <imgui.h>
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void AnimSamplerNode::SetAnimation(ozz::animation::Animation* animation) {
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m_animation = animation;
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const SkinnedMesh* skinned_mesh = m_animation_controller->m_skinned_mesh;
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const int num_soa_joints = skinned_mesh->m_skeleton.num_soa_joints();
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const int num_joints = skinned_mesh->m_skeleton.num_joints();
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m_local_matrices.resize(num_soa_joints);
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m_sampling_cache.Resize(num_joints);
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}
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void AnimSamplerNode::Evaluate(ozz::vector<ozz::math::SoaTransform>* local_matrices) {
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ozz::animation::SamplingJob sampling_job;
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sampling_job.animation = m_animation;
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sampling_job.cache = &m_sampling_cache;
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sampling_job.ratio = m_anim_ratio;
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sampling_job.output = make_span(*local_matrices);
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if (!sampling_job.Run()) {
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ozz::log::Err() << "Error sampling animation." << std::endl;
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}
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}
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void AnimSamplerNode::DrawDebugUi() {
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std::string node_name = "AnimSamplerNode: " + m_name;
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if (ImGui::TreeNode(node_name.c_str())) {
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const SkinnedMesh* skinned_mesh = m_animation_controller->m_skinned_mesh;
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int anim_count = skinned_mesh->m_animation_names.size();
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const char* items[255] = {0};
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int item_current = 0;
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for (int i = 0; i < anim_count; i++) {
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items[i] = skinned_mesh->m_animation_names[i].c_str();
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if (skinned_mesh->m_animations[i] == m_animation) {
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item_current = i;
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}
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}
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if (ImGui::Combo("Animation", &item_current, items, anim_count)) {
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m_animation = skinned_mesh->m_animations[item_current];
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}
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ImGui::SliderFloat("Time Scale", &m_time_scale, 0.01f, 5.f);
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ImGui::Checkbox("Override", &m_override_ratio);
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ImGui::SameLine();
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ImGui::SliderFloat("Ratio", &m_anim_ratio, 0.f, 1.f);
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ImGui::TreePop();
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}
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}
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@ -0,0 +1,41 @@
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//
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// Created by martin on 12.11.21.
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//
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#ifndef ANIMTESTBED_ANIMSAMPLERNODE_H
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#define ANIMTESTBED_ANIMSAMPLERNODE_H
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#include "AnimNode.h"
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struct AnimSamplerNode : public AnimNode {
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AnimSamplerNode(AnimationController* animation_controller)
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: AnimNode(animation_controller),
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m_time_scale(1.f),
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m_anim_ratio(0.f),
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m_override_ratio(false){};
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virtual ~AnimSamplerNode() {}
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ozz::animation::Animation* m_animation;
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float m_time_scale;
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float m_anim_ratio;
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bool m_override_ratio;
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ozz::animation::SamplingCache m_sampling_cache;
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void SetAnimation(ozz::animation::Animation* animation);
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virtual void Update(float dt) override {
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m_current_time += dt * m_time_scale;
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if (!m_override_ratio) {
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const float duration = m_animation->duration();
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m_anim_ratio = fmodf((float)m_current_time / duration, 1.0f);
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}
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}
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virtual void Evaluate(
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ozz::vector<ozz::math::SoaTransform>* local_matrices) override;
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virtual void DrawDebugUi();
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};
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#endif //ANIMTESTBED_ANIMSAMPLERNODE_H
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@ -9,6 +9,7 @@
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#include <ozz/animation/runtime/local_to_model_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/sampling_job.h>
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#include "AnimSamplerNode.h"
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#include "SkinnedMesh.h"
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#include "SkinnedMesh.h"
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AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
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AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
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@ -29,6 +30,7 @@ AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
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m_sampling_cache_A.Resize(num_joints);
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m_sampling_cache_A.Resize(num_joints);
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m_sampling_cache_B.Resize(num_joints);
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m_sampling_cache_B.Resize(num_joints);
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m_local_matrices.resize(num_soa_joints);
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m_local_matrices_A.resize(num_soa_joints);
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m_local_matrices_A.resize(num_soa_joints);
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m_local_matrices_B.resize(num_soa_joints);
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m_local_matrices_B.resize(num_soa_joints);
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m_local_matrices_blended.resize(num_soa_joints);
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m_local_matrices_blended.resize(num_soa_joints);
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@ -36,103 +38,50 @@ AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
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assert(skinned_mesh->m_animations.size() > 1);
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assert(skinned_mesh->m_animations.size() > 1);
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SetBlendAnims(skinned_mesh->m_animations[1], skinned_mesh->m_animations[0]);
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SetBlendAnims(skinned_mesh->m_animations[1], skinned_mesh->m_animations[0]);
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ResetAnims();
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ResetAnims();
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AnimSamplerNode* sampler_node = new AnimSamplerNode(this);
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sampler_node->SetAnimation(skinned_mesh->m_animations[0]);
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m_output_node = sampler_node;
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m_output_node->m_name = "AnimSampler0";
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m_output_node->Reset();
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}
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AnimationController::~AnimationController() {
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if (m_output_node) {
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delete m_output_node;
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m_output_node = nullptr;
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}
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}
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}
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void AnimationController::Update(float dt) {
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void AnimationController::Update(float dt) {
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m_current_time += dt;
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if (m_output_node == nullptr) {
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if (!m_override_ratio_A) {
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return;
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m_anim_time_A += dt * m_time_scale_A;
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const float duration_A = m_blend_anim_A->duration();
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m_anim_ratio_A = fmodf((float)m_anim_time_A / duration_A, 1.0f);
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}
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}
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if (!m_override_ratio_B) {
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m_output_node->Update(dt); }
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m_anim_time_B += dt * m_time_scale_B;
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const float duration_B = m_blend_anim_B->duration();
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m_anim_ratio_B = fmodf((float)m_anim_time_B / duration_B, 1.0f);
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}
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}
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void AnimationController::Evaluate() {
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void AnimationController::Evaluate() {
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// sample animation A
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if (m_output_node == nullptr) {
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ozz::animation::SamplingJob sampling_job;
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return;
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sampling_job.animation = m_blend_anim_A;
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sampling_job.cache = &m_sampling_cache_A;
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sampling_job.ratio = m_anim_ratio_A;
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sampling_job.output = make_span(m_local_matrices_A);
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if (!sampling_job.Run()) {
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ozz::log::Err() << "Error sampling animation." << std::endl;
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}
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// sample animation B
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sampling_job.animation = m_blend_anim_B;
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sampling_job.cache = &m_sampling_cache_B;
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sampling_job.ratio = m_anim_ratio_B;
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sampling_job.output = make_span(m_local_matrices_B);
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if (!sampling_job.Run()) {
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ozz::log::Err() << "Error sampling animation." << std::endl;
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}
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// perform blend
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ozz::animation::BlendingJob::Layer layers[2];
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layers[0].transform = make_span(m_local_matrices_A);
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layers[0].weight = (1.0f - m_blend_weight);
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layers[1].transform = make_span(m_local_matrices_B);
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layers[1].weight = (m_blend_weight);
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ozz::animation::BlendingJob blend_job;
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blend_job.threshold = ozz::animation::BlendingJob().threshold;
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blend_job.layers = layers;
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blend_job.bind_pose = m_skinned_mesh->m_skeleton.joint_bind_poses();
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blend_job.output = make_span(m_local_matrices_blended);
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if (!blend_job.Run()) {
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ozz::log::Err() << "Error blending animations." << std::endl;
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}
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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
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// convert joint matrices from local to model space
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ozz::animation::LocalToModelJob ltm_job;
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ozz::animation::LocalToModelJob ltm_job;
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ltm_job.skeleton = &m_skinned_mesh->m_skeleton;
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ltm_job.skeleton = &m_skinned_mesh->m_skeleton;
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ltm_job.input = make_span(m_local_matrices_blended);
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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);
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ltm_job.output = make_span(m_skinned_mesh->m_model_matrices);
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ltm_job.Run();
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ltm_job.Run();
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};
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};
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void AnimationController::DrawDebugUi() {
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void AnimationController::DrawDebugUi() {
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ImGui::Begin("AnimationController");
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ImGui::Begin("AnimationController");
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if (m_output_node && ImGui::TreeNode("Output")) {
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int anim_count = m_skinned_mesh->m_animation_names.size();
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m_output_node->DrawDebugUi();
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const char* items[255] = {0};
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int item_current_A = 0;
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ImGui::TreePop();
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int item_current_B = 0;
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for (int i = 0; i < anim_count; i++) {
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items[i] = m_skinned_mesh->m_animation_names[i].c_str();
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if (m_skinned_mesh->m_animations[i] == m_blend_anim_A) {
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item_current_A = i;
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}
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if (m_skinned_mesh->m_animations[i] == m_blend_anim_B) {
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item_current_B = i;
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}
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}
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}
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bool anim_changed = false;
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anim_changed =
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ImGui::Combo("Animation A", &item_current_A, items, anim_count);
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ImGui::SliderFloat("Time Scale", &m_time_scale_A, 0.01f, 5.f);
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ImGui::Checkbox("Override", &m_override_ratio_A);
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ImGui::SameLine();
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ImGui::SliderFloat("Ratio", &m_anim_ratio_A, 0.f, 1.f);
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anim_changed = ImGui::Combo("Animation B", &item_current_B, items, anim_count)
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|| anim_changed;
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ImGui::SliderFloat("Time Scale##", &m_time_scale_B, 0.01f, 5.f);
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ImGui::Checkbox("Override##", &m_override_ratio_B);
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ImGui::SameLine();
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ImGui::SliderFloat("Ratio##", &m_anim_ratio_B, 0.f, 1.f);
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SetBlendAnims(
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m_skinned_mesh->m_animations[item_current_A],
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m_skinned_mesh->m_animations[item_current_B]);
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ImGui::SliderFloat("Weight", &m_blend_weight, 0.f, 1.f);
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ImGui::End();
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ImGui::End();
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}
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}
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@ -5,17 +5,18 @@
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#ifndef ANIMTESTBED_ANIMATIONCONTROLLER_H
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#ifndef ANIMTESTBED_ANIMATIONCONTROLLER_H
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#define ANIMTESTBED_ANIMATIONCONTROLLER_H
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#define ANIMTESTBED_ANIMATIONCONTROLLER_H
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#include <ozz/animation/runtime/animation.h>
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#include <ozz/animation/runtime/sampling_job.h>
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#include <ozz/animation/runtime/sampling_job.h>
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#include <ozz/base/containers/vector.h>
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#include "ozz/animation/runtime/animation.h"
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#include <ozz/base/maths/soa_transform.h>
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#include "ozz/base/containers/vector.h"
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#include <ozz/base/maths/vec_float.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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struct SkinnedMesh;
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struct SkinnedMesh;
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struct AnimNode;
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struct AnimationController {
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struct AnimationController {
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explicit AnimationController(SkinnedMesh* skinned_mesh);
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explicit AnimationController(SkinnedMesh* skinned_mesh);
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virtual ~AnimationController();
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void SetBlendAnims(
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void SetBlendAnims(
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ozz::animation::Animation* blend_anim_A,
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ozz::animation::Animation* blend_anim_A,
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@ -47,6 +48,7 @@ struct AnimationController {
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bool m_override_ratio_B;
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bool m_override_ratio_B;
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float m_blend_weight;
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float m_blend_weight;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices_A;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices_A;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices_B;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices_B;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices_blended;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices_blended;
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@ -55,6 +57,8 @@ struct AnimationController {
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ozz::animation::SamplingCache m_sampling_cache_B;
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ozz::animation::SamplingCache m_sampling_cache_B;
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SkinnedMesh* m_skinned_mesh = nullptr;
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SkinnedMesh* m_skinned_mesh = nullptr;
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AnimNode* m_output_node;
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};
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};
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#endif //ANIMTESTBED_ANIMATIONCONTROLLER_H
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#endif //ANIMTESTBED_ANIMATIONCONTROLLER_H
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||||||
|
|
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Reference in New Issue