Working on graph evaluations. WIP.
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@@ -63,7 +63,7 @@ struct SimpleAnimFixture {
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bone0_translations.push_back(translation_key);
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translation_key.time = 1.f;
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translation_key.value = ozz::math::Float3(1.f, 6.f, 9.f);
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translation_key.value = ozz::math::Float3(1.f, 0.f, 9.f);
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bone0_translations.push_back(translation_key);
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bone0_track.translations = bone0_translations;
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@@ -119,3 +119,85 @@ TEST_CASE_METHOD(
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CHECK(
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sampled_translation.z[0] == Approx(translation_key.value.z).margin(0.01));
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}
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TEST_CASE_METHOD(
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SimpleAnimFixture,
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"AnimGraphSimpleEval",
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"[AnimGraphEvalTests]") {
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AnimGraphResource graph_resource;
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// Add nodes
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size_t trans_x_node_index =
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graph_resource.addNode(AnimNodeResourceFactory("AnimSampler"));
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size_t trans_y_node_index =
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graph_resource.addNode(AnimNodeResourceFactory("AnimSampler"));
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size_t blend_node_index =
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graph_resource.addNode(AnimNodeResourceFactory("Blend2"));
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// Setup nodes
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AnimNodeResource& trans_x_node = graph_resource.m_nodes[trans_x_node_index];
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trans_x_node.m_socket_accessor->SetPropertyValue("Filename", "trans_x");
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trans_x_node.m_name = "trans_x";
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AnimNodeResource& trans_y_node = graph_resource.m_nodes[trans_y_node_index];
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trans_y_node.m_socket_accessor->SetPropertyValue("Filename", "trans_y");
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trans_y_node.m_name = "trans_y";
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AnimNodeResource& blend_node = graph_resource.m_nodes[blend_node_index];
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blend_node.m_name = "BlendWalkRun";
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// Setup graph outputs and inputs
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AnimNodeResource& graph_output_node = graph_resource.getGraphOutputNode();
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graph_output_node.m_socket_accessor->RegisterInput<AnimData>("GraphOutput", nullptr);
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AnimNodeResource& graph_input_node =
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graph_resource.getGraphInputNode();
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graph_input_node.m_socket_accessor->RegisterOutput<float>(
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"GraphFloatInput",
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nullptr);
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// Wire up nodes
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graph_resource.connectSockets(trans_x_node, "Output", blend_node, "Input0");
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graph_resource.connectSockets(trans_y_node, "Output", blend_node, "Input1");
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graph_resource.connectSockets(
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blend_node,
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"Output",
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graph_resource.getGraphOutputNode(),
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"GraphOutput");
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REQUIRE(graph_resource.connectSockets(graph_input_node, "GraphFloatInput", blend_node, "Weight"));
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// Prepare animation maps
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AnimGraphContext graph_context;
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graph_context.m_skeleton = skeleton.get();
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graph_context.m_animation_map["trans_x"] = animation_translate_x.get();
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graph_context.m_animation_map["trans_y"] = animation_translate_y.get();
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// Instantiate graph
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AnimGraph graph = graph_resource.createInstance();
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graph_context.m_graph = &graph;
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graph.init(graph_context);
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// Get runtime graph inputs and outputs
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float* graph_float_input = nullptr;
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graph_float_input =
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static_cast<float*>(graph.getInputPtr("GraphFloatInput"));
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Socket* anim_output_socket =
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graph.getOutputSocket("GraphOutput");
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AnimData* graph_anim_output = static_cast<AnimData*>(graph.getOutputPtr("GraphOutput"));
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// Evaluate graph
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*graph_float_input = 0.1f;
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graph.markActiveNodes();
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CHECK(graph.m_nodes[trans_x_node_index]->m_state == AnimNodeEvalState::Activated);
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CHECK(graph.m_nodes[trans_y_node_index]->m_state == AnimNodeEvalState::Activated);
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CHECK(graph.m_nodes[blend_node_index]->m_state == AnimNodeEvalState::Activated);
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graph.updateTime(0.5f);
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graph.evaluate(graph_context);
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CHECK(graph_anim_output->m_local_matrices[0].translation.x[0] == Approx(0.5).margin(0.1));
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CHECK(graph_anim_output->m_local_matrices[0].translation.y[0] == Approx(0.05).margin(0.01));
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}
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