Added test which creates skeleton and animation during runtime.
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@ -92,15 +92,25 @@ target_link_libraries(AnimTestbed AnimTestbedCode glfw ozz_base ozz_geometry ozz
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# Tests
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add_executable(runtests)
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set(ozz_offline_test_objs
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3rdparty/ozz-animation/src/animation/offline/skeleton_builder.cc
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3rdparty/ozz-animation/src/animation/offline/raw_skeleton.cc
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3rdparty/ozz-animation/src/animation/offline/animation_builder.cc
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3rdparty/ozz-animation/src/animation/offline/raw_animation.cc
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)
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target_sources(runtests PRIVATE
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tests/AnimGraphResourceTests.cc
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tests/AnimGraphEvalTests.cc
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tests/SyncTrackTests.cc
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tests/main.cc
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${ozz_offline_test_objs}
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)
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target_include_directories(
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runtests
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PUBLIC $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/src>
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PUBLIC $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/ozz-animation/src>
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${ThirdPartyIncludeDeps}
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)
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@ -0,0 +1,121 @@
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//
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// Created by martin on 04.02.22.
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//
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#include "AnimGraph/AnimGraph.h"
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#include "AnimGraph/AnimGraphEditor.h"
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#include "AnimGraph/AnimGraphResource.h"
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#include "catch.hpp"
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#include "ozz/animation/offline/animation_builder.h"
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#include "ozz/animation/offline/raw_animation.h"
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#include "ozz/animation/offline/raw_skeleton.h"
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#include "ozz/animation/offline/skeleton_builder.h"
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#include "ozz/animation/runtime/animation.h"
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#include "ozz/base/io/archive.h"
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#include "ozz/base/io/stream.h"
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#include "ozz/base/log.h"
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struct SimpleAnimFixture {
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ozz::unique_ptr<ozz::animation::Skeleton> skeleton = nullptr;
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ozz::animation::offline::RawAnimation raw_animation_translation_x;
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ozz::unique_ptr<ozz::animation::Animation> animation_translate_x = nullptr;
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ozz::animation::offline::RawAnimation raw_animation_translation_y;
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ozz::unique_ptr<ozz::animation::Animation> animation_translate_y = nullptr;
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ozz::vector<ozz::math::SoaTransform> animation_output;
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ozz::animation::SamplingCache sampling_cache;
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SimpleAnimFixture() {
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createSkeleton();
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createAnimations();
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animation_output.resize(skeleton->num_soa_joints());
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sampling_cache.Resize(skeleton->num_joints());
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}
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void createSkeleton() {
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using namespace ozz::animation::offline;
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RawSkeleton raw_skeleton;
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RawSkeleton::Joint raw_joint;
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raw_joint.name = "Bone0";
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raw_joint.transform.translation.x = 1.f;
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raw_joint.transform.translation.y = 2.f;
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raw_joint.transform.translation.z = 3.f;
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raw_skeleton.roots.push_back(raw_joint);
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SkeletonBuilder skeleton_builder;
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skeleton = skeleton_builder(raw_skeleton);
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}
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void createAnimations() {
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using namespace ozz::animation::offline;
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raw_animation_translation_x.name = "TranslationX";
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RawAnimation::JointTrack bone0_track;
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RawAnimation::JointTrack::Translations bone0_translations;
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// animation_translate_x
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RawAnimation::TranslationKey translation_key;
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translation_key.time = 0.f;
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translation_key.value = ozz::math::Float3(0.f, 0.f, 0.f);
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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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bone0_translations.push_back(translation_key);
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bone0_track.translations = bone0_translations;
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raw_animation_translation_x.tracks.push_back(bone0_track);
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raw_animation_translation_x.duration = 1.f;
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REQUIRE(raw_animation_translation_x.Validate());
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AnimationBuilder animation_builder;
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animation_translate_x = animation_builder(raw_animation_translation_x);
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// animation_translate_y
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raw_animation_translation_y.name = "TranslationY";
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bone0_translations.clear();
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translation_key.time = 0.f;
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translation_key.value = ozz::math::Float3(0.f, 0.f, 0.f);
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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(0.f, 1.f, 0.f);
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bone0_translations.push_back(translation_key);
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bone0_track.translations = bone0_translations;
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raw_animation_translation_y.tracks.push_back(bone0_track);
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raw_animation_translation_y.duration = 1.f;
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REQUIRE(raw_animation_translation_y.Validate());
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animation_translate_y = animation_builder(raw_animation_translation_y);
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}
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};
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TEST_CASE_METHOD(
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SimpleAnimFixture,
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"Create Animations",
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"[AnimGraphEvalTests]") {
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using namespace ozz::animation::offline;
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ozz::animation::SamplingJob sampling_job;
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sampling_job.animation = animation_translate_x.get();
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sampling_job.cache = &sampling_cache;
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sampling_job.ratio = 1.f;
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sampling_job.output = make_span(animation_output);
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REQUIRE(sampling_job.Run());
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RawAnimation::TranslationKey& translation_key =
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raw_animation_translation_x.tracks[0].translations.back();
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ozz::math::SoaFloat3& sampled_translation = animation_output[0].translation;
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CHECK(
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sampled_translation.x[0] == Approx(translation_key.value.x).margin(0.01));
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CHECK(
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sampled_translation.y[0] == Approx(translation_key.value.y).margin(0.01));
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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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