Added LockTranslationNode.

AnimGraphEditor
Martin Felis 2021-11-16 22:57:58 +01:00
parent d006b43d04
commit 554125dde2
4 changed files with 119 additions and 2 deletions

View File

@ -48,6 +48,7 @@ add_library(AnimTestbedCode OBJECT
src/AnimNodes/AnimSamplerNode.cc src/AnimNodes/AnimSamplerNode.cc
src/AnimNodes/SpeedScaleNode.cc src/AnimNodes/SpeedScaleNode.cc
src/AnimNodes/BlendNode.cc src/AnimNodes/BlendNode.cc
src/AnimNodes/LockTranslationNode.cc
src/AnimationController.cc src/AnimationController.cc
3rdparty/imgui/imgui.cpp 3rdparty/imgui/imgui.cpp
3rdparty/imgui/imgui_draw.cpp 3rdparty/imgui/imgui_draw.cpp

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@ -0,0 +1,59 @@
//
// Created by martin on 16.11.21.
//
#include "LockTranslationNode.h"
#include <imgui.h>
#include "ozz/base/maths/soa_transform.h"
void LockTranslationNode::Evaluate(
ozz::vector<ozz::math::SoaTransform>* local_matrices) {
m_input->Evaluate(local_matrices);
ozz::math::SoaFloat3 translation = (*local_matrices)[m_locked_bone_index].translation;
float x[4];
float y[4];
float z[4];
_mm_store_ps(x, translation.x);
_mm_store_ps(y, translation.y);
_mm_store_ps(z, translation.z);
if (m_lock_x) {
x[0] = 0.f;
}
if (m_lock_y) {
y[0] = 0.f;
}
if (m_lock_z) {
z[0] = 0.f;
}
translation.x = _mm_load_ps(x);
translation.y = _mm_load_ps(y);
translation.z = _mm_load_ps(z);
//translation = ozz::math::SoaFloat3::zero();
// ozz::math::SetX(translation, 0.f);
// ozz::math::SetZ(translation, 0.f);
(*local_matrices)[m_locked_bone_index].translation = translation;
}
void LockTranslationNode::DrawDebugUi() {
const ozz::animation::Skeleton& skeleton = m_animation_controller->m_skinned_mesh->m_skeleton;
ozz::span<const char* const> joint_names = skeleton.joint_names();
const char* items[255] = {0};
int item_current = 0;
for (int i = 0; i < joint_names.size(); i++) {
items[i] = joint_names[i];
}
ImGui::Combo("Bone", &m_locked_bone_index, items, joint_names.size());
ImGui::Checkbox("Lock X", &m_lock_x);
ImGui::Checkbox("Lock Y", &m_lock_y);
ImGui::Checkbox("Lock Z", &m_lock_z);
}

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@ -0,0 +1,52 @@
//
// Created by martin on 16.11.21.
//
#ifndef ANIMTESTBED_LOCKBONES_H
#define ANIMTESTBED_LOCKBONES_H
#include "../AnimNode.h"
struct LockTranslationNode : public AnimNode {
LockTranslationNode(AnimationController* animation_controller)
: AnimNode(animation_controller),
m_input(nullptr),
m_locked_bone_index(0),
m_lock_x(false),
m_lock_y(false),
m_lock_z(false) {}
virtual ~LockTranslationNode() {}
AnimNode* m_input;
int m_locked_bone_index;
bool m_lock_x;
bool m_lock_y;
bool m_lock_z;
virtual void Reset() { m_current_time = 0.f; }
virtual void UpdateIsSynced(bool is_synced) override {
m_is_time_synced = is_synced;
m_input->UpdateIsSynced(m_is_time_synced);
}
virtual void EvalAnimDuration() override {
m_anim_duration = m_input->m_anim_duration;
}
virtual void UpdateTime(float dt) { m_input->UpdateTime(dt); }
virtual void Evaluate(
ozz::vector<ozz::math::SoaTransform>* local_matrices) override;
virtual void GetInputNodes(
std::vector<AnimNode*>& input_nodes) const override {
input_nodes.push_back(m_input);
};
virtual void DrawDebugUi() override;
};
#endif //ANIMTESTBED_LOCKBONES_H

View File

@ -5,7 +5,6 @@
#include "AnimationController.h" #include "AnimationController.h"
#include <imgui.h> #include <imgui.h>
#include <ozz/animation/runtime/blending_job.h>
#include <ozz/animation/runtime/local_to_model_job.h> #include <ozz/animation/runtime/local_to_model_job.h>
#include <ozz/animation/runtime/sampling_job.h> #include <ozz/animation/runtime/sampling_job.h>
@ -13,6 +12,7 @@
#include "AnimNodes/AnimSamplerNode.h" #include "AnimNodes/AnimSamplerNode.h"
#include "AnimNodes/BlendNode.h" #include "AnimNodes/BlendNode.h"
#include "AnimNodes/LockTranslationNode.h"
#include "AnimNodes/SpeedScaleNode.h" #include "AnimNodes/SpeedScaleNode.h"
#include "SkinnedMesh.h" #include "SkinnedMesh.h"
@ -54,7 +54,12 @@ AnimationController::AnimationController(SkinnedMesh* skinned_mesh)
speed_node1->m_input_node = blend_node; speed_node1->m_input_node = blend_node;
m_anim_nodes.push_back(speed_node1); m_anim_nodes.push_back(speed_node1);
m_output_node = 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;
m_output_node = lock_node;
UpdateOrderedNodes(); UpdateOrderedNodes();