Wrapped animation into SkinnedMesh object.

AnimGraphEditor
Martin Felis 2021-11-12 12:48:56 +01:00
parent 886a510fcd
commit 551bcca478
4 changed files with 281 additions and 124 deletions

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@ -44,6 +44,8 @@ target_link_libraries(AnimTestbed glfw ozz_base ozz_geometry ozz_animation ${OPE
target_sources(AnimTestbed PRIVATE target_sources(AnimTestbed PRIVATE
src/main.cc src/main.cc
src/Camera.c src/Camera.c
src/SkinnedMesh.cc
src/SkinnedMesh.h
3rdparty/glfw/deps/glad_gl.c 3rdparty/glfw/deps/glad_gl.c
3rdparty/imgui/imgui.cpp 3rdparty/imgui/imgui.cpp
3rdparty/imgui/imgui_draw.cpp 3rdparty/imgui/imgui_draw.cpp

206
src/SkinnedMesh.cc Normal file
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@ -0,0 +1,206 @@
//
// Created by martin on 12.11.21.
//
#include "SkinnedMesh.h"
#include <HandmadeMath.h>
#include <imgui.h>
#include <util/sokol_gl.h>
#include "sokol_gfx.h"
static void draw_vec(const ozz::math::SimdFloat4& vec) {
sgl_v3f(ozz::math::GetX(vec), ozz::math::GetY(vec), ozz::math::GetZ(vec));
}
static void draw_line(
const ozz::math::SimdFloat4& v0,
const ozz::math::SimdFloat4& v1) {
draw_vec(v0);
draw_vec(v1);
}
// this draws a wireframe 3d rhombus between the current and parent joints
void SkinnedMesh::DrawJoint(int joint_index, int parent_joint_index) {
if (parent_joint_index < 0) {
return;
}
using namespace ozz::math;
const Float4x4& m0 = m_model_matrices[joint_index];
const Float4x4& m1 = m_model_matrices[parent_joint_index];
const SimdFloat4 p0 = m0.cols[3];
const SimdFloat4 p1 = m1.cols[3];
const SimdFloat4 ny = m1.cols[1];
const SimdFloat4 nz = m1.cols[2];
const SimdFloat4 len = SplatX(Length3(p1 - p0)) * simd_float4::Load1(0.1f);
const SimdFloat4 pmid = p0 + (p1 - p0) * simd_float4::Load1(0.66f);
const SimdFloat4 p2 = pmid + ny * len;
const SimdFloat4 p3 = pmid + nz * len;
const SimdFloat4 p4 = pmid - ny * len;
const SimdFloat4 p5 = pmid - nz * len;
sgl_c3f(1.0f, 1.0f, 0.0f);
draw_line(p0, p2);
draw_line(p0, p3);
draw_line(p0, p4);
draw_line(p0, p5);
draw_line(p1, p2);
draw_line(p1, p3);
draw_line(p1, p4);
draw_line(p1, p5);
draw_line(p2, p3);
draw_line(p3, p4);
draw_line(p4, p5);
draw_line(p5, p2);
}
SkinnedMesh::~SkinnedMesh() {
while (m_animations.size() > 0) {
ozz::animation::Animation* animation_ptr =
m_animations[m_animations.size() - 1];
delete animation_ptr;
m_animations.pop_back();
}
}
bool SkinnedMesh::LoadSkeleton(const char* filename) {
// const char* skeleton_file = "../media/skeleton.ozz";
const char* skeleton_file = "../media/MixamoYBot-skeleton.ozz";
assert(filename);
ozz::log::Out() << "Loading skeleton archive " << filename << "."
<< std::endl;
ozz::io::File file(filename, "rb");
if (!file.opened()) {
ozz::log::Err() << "Failed to open skeleton file " << filename << "."
<< std::endl;
return false;
}
ozz::io::IArchive archive(&file);
if (!archive.TestTag<ozz::animation::Skeleton>()) {
ozz::log::Err() << "Failed to load skeleton instance from file " << filename
<< "." << std::endl;
return false;
}
// Once the tag is validated, reading cannot fail.
archive >> m_skeleton;
const int num_soa_joints = m_skeleton.num_soa_joints();
const int num_joints = m_skeleton.num_joints();
m_local_matrices.resize(num_soa_joints);
m_model_matrices.resize(num_joints);
m_cache.Resize(num_joints);
std::cout << "Successfully loaded " << skeleton_file
<< " (soa: " << num_soa_joints << ", joints: " << num_joints << ")"
<< std::endl;
return true;
}
bool SkinnedMesh::LoadAnimation(const char* filename) {
ozz::animation::Animation* animation_ptr = new ozz::animation::Animation();
assert(filename);
ozz::log::Out() << "Loading animation archive: " << filename << "."
<< std::endl;
ozz::io::File file(filename, "rb");
if (!file.opened()) {
ozz::log::Err() << "Failed to open animation file " << filename << "."
<< std::endl;
return false;
}
ozz::io::IArchive archive(&file);
if (!archive.TestTag<ozz::animation::Animation>()) {
ozz::log::Err() << "Failed to load animation instance from file "
<< filename << "." << std::endl;
return false;
}
// Once the tag is validated, reading cannot fail.
archive >> *animation_ptr;
m_animations.push_back(animation_ptr);
m_animation_names.push_back(filename);
return true;
}
void SkinnedMesh::SetCurrentAnimation(int index)
{
if (index <= 0 || index >= m_animations.size()) {
ozz::log::Err() << "Invalid animation index " << index << " valid range: ["
<< 0 << ", " << m_animations.size() << "]'" << std::endl;
}
m_current_animation = m_animations[index];
}
//bool LoadMesh (const char* filename);
void SkinnedMesh::EvalAnimation(float in_time) {
const float anim_duration = m_current_animation->duration();
float anim_ratio = fmodf((float)in_time / anim_duration, 1.0f);
// sample animation
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = m_current_animation;
sampling_job.cache = &m_cache;
sampling_job.ratio = anim_ratio;
sampling_job.output = make_span(m_local_matrices);
sampling_job.Run();
// convert joint matrices from local to model space
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = &m_skeleton;
ltm_job.input = make_span(m_local_matrices);
ltm_job.output = make_span(m_model_matrices);
ltm_job.Run();
}
void SkinnedMesh::DrawSkeleton() {
sgl_matrix_mode_modelview();
sgl_push_matrix();
hmm_mat4 scale_mat = HMM_Scale(HMM_Vec3(0.01f, 0.01f, 0.01f));
sgl_mult_matrix((const float*)&scale_mat);
const int num_joints = m_skeleton.num_joints();
ozz::span<const int16_t> joint_parents = m_skeleton.joint_parents();
sgl_begin_lines();
for (int joint_index = 0; joint_index < num_joints; joint_index++) {
DrawJoint(joint_index, joint_parents[joint_index]);
}
sgl_end();
sgl_pop_matrix();
}
void SkinnedMesh::DrawUi() {
ImGui::Begin("SkinnedMesh");
ImGui::Checkbox("Time override", &state.time.anim_ratio_ui_override);
// const float anim_duration = state.ozz->animation.duration();
// if (!state.time.anim_ratio_ui_override) {
// state.time.anim_ratio =
// fmodf((float)state.time.absolute / anim_duration, 1.0f);
// }
// ImGui::SliderFloat("Time", &state.time.anim_ratio, 0.f, 1.f);
ImGui::Text(
"Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate,
ImGui::GetIO().Framerate);
ImGui::End();
}
}

49
src/SkinnedMesh.h Normal file
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@ -0,0 +1,49 @@
//
// Created by martin on 12.11.21.
//
#ifndef ANIMTESTBED_SKINNEDMESH_H
#define ANIMTESTBED_SKINNEDMESH_H
// ozz-animation headers
#include <cmath> // fmodf
#include <memory> // std::unique_ptr, std::make_unique
#include "ozz/animation/runtime/animation.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/base/containers/vector.h"
#include "ozz/base/io/archive.h"
#include "ozz/base/io/stream.h"
#include "ozz/base/log.h"
#include "ozz/base/maths/soa_transform.h"
#include "ozz/base/maths/vec_float.h"
struct SkinnedMesh {
virtual ~SkinnedMesh();
bool LoadSkeleton(const char* filename);
bool LoadAnimation(const char* filename);
//bool LoadMesh (const char* filename);
void SetCurrentAnimation(int index);
const ozz::animation::Animation* GetCurrentAnimation() {return m_current_animation; };
float GetCurrentAnimationDuration() {return m_current_animation->duration(); };
void EvalAnimation(float in_time);
void DrawSkeleton();
void DrawJoint(int joint_index, int parent_joint_index);
void DrawUi();
// void DrawSkinnedMesh();
ozz::vector<ozz::animation::Animation*> m_animations;
std::vector<std::string> m_animation_names;
ozz::animation::Skeleton m_skeleton;
ozz::animation::Animation* m_current_animation;
ozz::animation::SamplingCache m_cache;
ozz::vector<ozz::math::SoaTransform> m_local_matrices;
ozz::vector<ozz::math::Float4x4> m_model_matrices;
};
#endif //ANIMTESTBED_SKINNEDMESH_H

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@ -15,6 +15,7 @@
#include <iostream> #include <iostream>
#include "Camera.h" #include "Camera.h"
#include "SkinnedMesh.h"
#include "GLFW/glfw3.h" #include "GLFW/glfw3.h"
const int Width = 1024; const int Width = 1024;
@ -109,10 +110,6 @@ ControlMode gControlMode = ControlMode::ControlModeNone;
static uint8_t skel_data_buffer[4 * 1024]; static uint8_t skel_data_buffer[4 * 1024];
static uint8_t anim_data_buffer[32 * 1024]; static uint8_t anim_data_buffer[32 * 1024];
static void load_skeleton(void);
static void load_animation(void);
static void eval_animation(void);
static void draw_skeleton(void);
static void draw_grid(void); static void draw_grid(void);
static void draw_ui(void); static void draw_ui(void);
// static void skeleton_data_loaded(const sfetch_response_t* response); // static void skeleton_data_loaded(const sfetch_response_t* response);
@ -196,7 +193,16 @@ int main() {
sgldesc.sample_count = 0; sgldesc.sample_count = 0;
sgl_setup(&sgldesc); sgl_setup(&sgldesc);
state.ozz = std::make_unique<ozz_t>(); printf ("default allocator: 0x%p\n", (void*)ozz::memory::default_allocator());
SkinnedMesh gSkinnedMesh;
gSkinnedMesh.LoadSkeleton("../media/MixamoYBot-skeleton.ozz");
gSkinnedMesh.LoadAnimation("../media/Idle-loop.ozz");
gSkinnedMesh.LoadAnimation("../media/Walking-loop.ozz");
gSkinnedMesh.LoadAnimation("../media/RunningSlow-loop.ozz");
gSkinnedMesh.LoadAnimation("../media/RunningFast-loop.ozz");
gSkinnedMesh.SetCurrentAnimation(0);
// state.ozz = std::make_unique<ozz_t>();
state.time.factor = 1.0f; state.time.factor = 1.0f;
Camera_Init(&state.camera); Camera_Init(&state.camera);
@ -303,9 +309,6 @@ int main() {
pass_action.colors[0].action = SG_ACTION_CLEAR; pass_action.colors[0].action = SG_ACTION_CLEAR;
pass_action.colors[0].value = {0.1f, 0.1f, 0.1f, 1.0f}; pass_action.colors[0].value = {0.1f, 0.1f, 0.1f, 1.0f};
load_skeleton();
load_animation();
// draw loop // draw loop
while (!glfwWindowShouldClose(w)) { while (!glfwWindowShouldClose(w)) {
state.time.frame = stm_sec( state.time.frame = stm_sec(
@ -395,8 +398,18 @@ int main() {
ImGui::EndMainMenuBar(); ImGui::EndMainMenuBar();
} }
frame(); draw_grid();
draw_ui(); gSkinnedMesh.DrawUi();
state.time.absolute += state.time.frame * state.time.factor;
gSkinnedMesh.EvalAnimation(state.time.absolute);
sgl_defaults();
sgl_matrix_mode_projection();
sgl_load_matrix((const float*)&state.camera.mtxProj);
sgl_matrix_mode_modelview();
sgl_load_matrix((const float*)&state.camera.mtxView);
gSkinnedMesh.DrawSkeleton();
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowDemoWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowDemoWindow()
if (show_imgui_demo_window) { if (show_imgui_demo_window) {
@ -416,7 +429,7 @@ int main() {
glfwPollEvents(); glfwPollEvents();
} }
state.ozz = nullptr; // state.ozz = nullptr;
/* cleanup */ /* cleanup */
ImGui::DestroyContext(); ImGui::DestroyContext();
@ -505,64 +518,6 @@ static void load_animation(void) {
std::cout << "Successfully loade " << anim_file << std::endl; std::cout << "Successfully loade " << anim_file << std::endl;
} }
static void draw_ui() {
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
ImGui::Begin("Animation");
ImGui::Checkbox("Time override", &state.time.anim_ratio_ui_override);
const float anim_duration = state.ozz->animation.duration();
if (!state.time.anim_ratio_ui_override) {
state.time.anim_ratio =
fmodf((float)state.time.absolute / anim_duration, 1.0f);
}
ImGui::SliderFloat("Time", &state.time.anim_ratio, 0.f, 1.f);
ImGui::Text(
"Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate,
ImGui::GetIO().Framerate);
ImGui::End();
}
static void frame() {
draw_grid();
if (state.loaded.animation && state.loaded.skeleton) {
if (!state.time.paused) {
state.time.absolute += state.time.frame * state.time.factor;
}
eval_animation();
draw_skeleton();
}
}
static void eval_animation() {
// convert current time to animation ration (0.0 .. 1.0)
const float anim_duration = state.ozz->animation.duration();
if (!state.time.anim_ratio_ui_override) {
state.time.anim_ratio =
fmodf((float)state.time.absolute / anim_duration, 1.0f);
}
// sample animation
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = &state.ozz->animation;
sampling_job.cache = &state.ozz->cache;
sampling_job.ratio = state.time.anim_ratio;
sampling_job.output = make_span(state.ozz->local_matrices);
sampling_job.Run();
// convert joint matrices from local to model space
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = &state.ozz->skeleton;
ltm_job.input = make_span(state.ozz->local_matrices);
ltm_job.output = make_span(state.ozz->model_matrices);
ltm_job.Run();
}
static void draw_vec(const ozz::math::SimdFloat4& vec) { static void draw_vec(const ozz::math::SimdFloat4& vec) {
sgl_v3f(ozz::math::GetX(vec), ozz::math::GetY(vec), ozz::math::GetZ(vec)); sgl_v3f(ozz::math::GetX(vec), ozz::math::GetY(vec), ozz::math::GetZ(vec));
} }
@ -574,44 +529,6 @@ static void draw_line(
draw_vec(v1); draw_vec(v1);
} }
// this draws a wireframe 3d rhombus between the current and parent joints
static void draw_joint(int joint_index, int parent_joint_index) {
if (parent_joint_index < 0) {
return;
}
using namespace ozz::math;
const Float4x4& m0 = state.ozz->model_matrices[joint_index];
const Float4x4& m1 = state.ozz->model_matrices[parent_joint_index];
const SimdFloat4 p0 = m0.cols[3];
const SimdFloat4 p1 = m1.cols[3];
const SimdFloat4 ny = m1.cols[1];
const SimdFloat4 nz = m1.cols[2];
const SimdFloat4 len = SplatX(Length3(p1 - p0)) * simd_float4::Load1(0.1f);
const SimdFloat4 pmid = p0 + (p1 - p0) * simd_float4::Load1(0.66f);
const SimdFloat4 p2 = pmid + ny * len;
const SimdFloat4 p3 = pmid + nz * len;
const SimdFloat4 p4 = pmid - ny * len;
const SimdFloat4 p5 = pmid - nz * len;
sgl_c3f(1.0f, 1.0f, 0.0f);
draw_line(p0, p2);
draw_line(p0, p3);
draw_line(p0, p4);
draw_line(p0, p5);
draw_line(p1, p2);
draw_line(p1, p3);
draw_line(p1, p4);
draw_line(p1, p5);
draw_line(p2, p3);
draw_line(p3, p4);
draw_line(p4, p5);
draw_line(p5, p2);
}
static void draw_grid(void) { static void draw_grid(void) {
sgl_defaults(); sgl_defaults();
@ -649,23 +566,6 @@ static void draw_grid(void) {
sgl_end(); sgl_end();
} }
static void draw_skeleton(void) {
sgl_defaults();
sgl_matrix_mode_projection();
sgl_load_matrix((const float*)&state.camera.mtxProj);
sgl_matrix_mode_modelview();
hmm_mat4 scale_mat = HMM_Scale(HMM_Vec3(0.01f, 0.01f, 0.01f));
sgl_load_matrix((const float*)&state.camera.mtxView);
sgl_mult_matrix((const float*)&scale_mat);
const int num_joints = state.ozz->skeleton.num_joints();
ozz::span<const int16_t> joint_parents = state.ozz->skeleton.joint_parents();
sgl_begin_lines();
for (int joint_index = 0; joint_index < num_joints; joint_index++) {
draw_joint(joint_index, joint_parents[joint_index]);
}
sgl_end();
}
// draw ImGui draw lists via sokol-gfx // draw ImGui draw lists via sokol-gfx
void draw_imgui(ImDrawData* draw_data) { void draw_imgui(ImDrawData* draw_data) {