Initial commit

This commit is contained in:
Martin Felis
2021-11-11 21:22:24 +01:00
commit b78045ffe7
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# load_from_file
add_executable(load_from_file
load_from_file.cc)
target_link_libraries(load_from_file
ozz_animation)
set_target_properties(load_from_file
PROPERTIES FOLDER "howtos")
add_test(NAME load_from_file COMMAND load_from_file "${ozz_media_directory}/bin/pab_skeleton.ozz")
add_test(NAME load_from_file_no_arg COMMAND load_from_file)
set_tests_properties(load_from_file_no_arg PROPERTIES WILL_FAIL true)
add_test(NAME load_from_file_bad_arg COMMAND load_from_file "${ozz_media_directory}/bin/doesn_t_exist.ozz")
set_tests_properties(load_from_file_bad_arg PROPERTIES WILL_FAIL true)
# custom_skeleton_importer
add_executable(custom_skeleton_importer
custom_skeleton_importer.cc)
target_link_libraries(custom_skeleton_importer
ozz_animation_offline)
set_target_properties(custom_skeleton_importer
PROPERTIES FOLDER "howtos")
add_test(NAME custom_skeleton_importer COMMAND custom_skeleton_importer)
# custom_animation_importer
add_executable(custom_animation_importer
custom_animation_importer.cc)
target_link_libraries(custom_animation_importer
ozz_animation_offline)
set_target_properties(custom_animation_importer
PROPERTIES FOLDER "howtos")
add_test(NAME custom_animation_importer COMMAND custom_animation_importer)
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//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#include "ozz/animation/offline/animation_builder.h"
#include "ozz/animation/offline/raw_animation.h"
#include "ozz/animation/runtime/animation.h"
#include <cstdlib>
// Code for ozz-animation HowTo: "How to write a custon animation importer?"
int main(int argc, char const* argv[]) {
(void)argc;
(void)argv;
//////////////////////////////////////////////////////////////////////////////
// The first section builds a RawAnimation from custom data.
//////////////////////////////////////////////////////////////////////////////
// Creates a RawAnimation.
ozz::animation::offline::RawAnimation raw_animation;
// Sets animation duration (to 1.4s).
// All the animation keyframes times must be within range [0, duration].
raw_animation.duration = 1.4f;
// Creates 3 animation tracks.
// There should be as much tracks as there are joints in the skeleton that
// this animation targets.
raw_animation.tracks.resize(3);
// Fills each track with keyframes, in joint local-space.
// Tracks should be ordered in the same order as joints in the
// ozz::animation::Skeleton. Joint's names can be used to find joint's
// index in the skeleton.
// Fills 1st track with 2 translation keyframes.
{
// Create a keyframe, at t=0, with a translation value.
const ozz::animation::offline::RawAnimation::TranslationKey key0 = {
0.f, ozz::math::Float3(0.f, 4.6f, 0.f)};
raw_animation.tracks[0].translations.push_back(key0);
// Create a new keyframe, at t=0.93 (must be less than duration), with a
// translation value.
const ozz::animation::offline::RawAnimation::TranslationKey key1 = {
.93f, ozz::math::Float3(0.f, 9.9f, 0.f)};
raw_animation.tracks[0].translations.push_back(key1);
}
// Fills 1st track with a rotation keyframe. It's not mandatory to have the
// same number of keyframes for translation, rotations and scales.
{
// Create a keyframe, at t=.46, with a quaternion value.
const ozz::animation::offline::RawAnimation::RotationKey key0 = {
.46f, ozz::math::Quaternion(0.f, 1.f, 0.f, 0.f)};
raw_animation.tracks[0].rotations.push_back(key0);
}
// For this example, don't fill scale with any key. The default value will be
// identity, which is ozz::math::Float3(1.f, 1.f, 1.f) for scale.
//...and so on with all other tracks...
// Test for animation validity. These are the errors that could invalidate
// an animation:
// 1. Animation duration is less than 0.
// 2. Keyframes' are not sorted in a strict ascending order.
// 3. Keyframes' are not within [0, duration] range.
if (!raw_animation.Validate()) {
return EXIT_FAILURE;
}
//////////////////////////////////////////////////////////////////////////////
// This final section converts the RawAnimation to a runtime Animation.
//////////////////////////////////////////////////////////////////////////////
// Creates a AnimationBuilder instance.
ozz::animation::offline::AnimationBuilder builder;
// Executes the builder on the previously prepared RawAnimation, which returns
// a new runtime animation instance.
// This operation will fail and return an empty unique_ptr if the RawAnimation
// isn't valid.
ozz::unique_ptr<ozz::animation::Animation> animation = builder(raw_animation);
// ...use the animation as you want...
return EXIT_SUCCESS;
}
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//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#include "ozz/animation/offline/raw_skeleton.h"
#include "ozz/animation/offline/skeleton_builder.h"
#include "ozz/animation/runtime/skeleton.h"
#include <cstdlib>
// Code for ozz-animation HowTo: "How to write a custon skeleton importer?"
int main(int argc, char const* argv[]) {
(void)argc;
(void)argv;
//////////////////////////////////////////////////////////////////////////////
// The first section builds a RawSkeleton from custom data.
//////////////////////////////////////////////////////////////////////////////
// Creates a RawSkeleton.
ozz::animation::offline::RawSkeleton raw_skeleton;
// Creates the root joint.
raw_skeleton.roots.resize(1);
ozz::animation::offline::RawSkeleton::Joint& root = raw_skeleton.roots[0];
// Setup root joints name.
root.name = "root";
// Setup root joints bind-pose/rest transformation, in joint local-space.
// This is the default skeleton posture (most of the time a T-pose). It's
// used as a fallback when there's no animation for a joint.
root.transform.translation = ozz::math::Float3(0.f, 1.f, 0.f);
root.transform.rotation = ozz::math::Quaternion(0.f, 0.f, 0.f, 1.f);
root.transform.scale = ozz::math::Float3(1.f, 1.f, 1.f);
// Now adds 2 children to the root.
root.children.resize(2);
// Setups the 1st child name (left) and transfomation.
ozz::animation::offline::RawSkeleton::Joint& left = root.children[0];
left.name = "left";
left.transform.translation = ozz::math::Float3(1.f, 0.f, 0.f);
left.transform.rotation = ozz::math::Quaternion(0.f, 0.f, 0.f, 1.f);
left.transform.scale = ozz::math::Float3(1.f, 1.f, 1.f);
// Setups the 2nd child name (right) and transfomation.
ozz::animation::offline::RawSkeleton::Joint& right = root.children[1];
right.name = "right";
right.transform.translation = ozz::math::Float3(-1.f, 0.f, 0.f);
right.transform.rotation = ozz::math::Quaternion(0.f, 0.f, 0.f, 1.f);
right.transform.scale = ozz::math::Float3(1.f, 1.f, 1.f);
//...and so on with the whole skeleton hierarchy...
// Test for skeleton validity.
// The main invalidity reason is the number of joints, which must be lower
// than ozz::animation::Skeleton::kMaxJoints.
if (!raw_skeleton.Validate()) {
return EXIT_FAILURE;
}
//////////////////////////////////////////////////////////////////////////////
// This final section converts the RawSkeleton to a runtime Skeleton.
//////////////////////////////////////////////////////////////////////////////
// Creates a SkeletonBuilder instance.
ozz::animation::offline::SkeletonBuilder builder;
// Executes the builder on the previously prepared RawSkeleton, which returns
// a new runtime skeleton instance.
// This operation will fail and return an empty unique_ptr if the RawSkeleton
// isn't valid.
ozz::unique_ptr<ozz::animation::Skeleton> skeleton = builder(raw_skeleton);
// ...use the skeleton as you want...
return EXIT_SUCCESS;
}
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//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#include "ozz/base/log.h"
// Provides files abstraction.
#include "ozz/base/io/stream.h"
// Provides serialization/deserialization mechanism.
#include "ozz/base/io/archive.h"
// Uses the skeleton as an example of object to read.
#include "ozz/animation/runtime/skeleton.h"
#include <cstdlib>
// Code for ozz-animation HowTo: "How to load an object from a file?"
int main(int argc, char const* argv[]) {
(void)argc;
(void)argv;
// First check that an argument was provided. We expect it to be a valid
// filename.
if (argc != 2) {
ozz::log::Err() << "Invalid arguments." << std::endl;
return EXIT_FAILURE;
}
// Stores filename.
const char* filename = argv[1];
{
////////////////////////////////////////////////////////////////////////////
// The first section opens a file.
////////////////////////////////////////////////////////////////////////////
// Now tries to open the file, which was provided as argument.
// A file in ozz is a ozz::io::File, which implements ozz::io::Stream
// interface and complies with std FILE specifications.
// ozz::io::File follows RAII programming idiom, which ensures that the file
// will always be closed (by ozz::io::FileStream destructor).
ozz::io::File file(filename, "rb");
// Checks file status, which can be closed if filename is invalid.
if (!file.opened()) {
ozz::log::Err() << "Cannot open file " << filename << "." << std::endl;
return EXIT_FAILURE;
}
////////////////////////////////////////////////////////////////////////////
// The next section deserializes an object from the file.
////////////////////////////////////////////////////////////////////////////
// Now the file is opened. we can actually read from it. This uses ozz
// archive mechanism.
// The first step is to instantiate an read-capable (ozz::io::IArchive)
// archive object, in opposition to write-capable (ozz::io::OArchive)
// archives.
// Archives take as argument stream objects, which must be valid and opened.
ozz::io::IArchive archive(&file);
// Before actually reading the object from the file, we need to test that
// the archive (at current seek position) contains the object type we
// expect.
// Archives uses a tagging system that allows to mark and detect thetype of
// the next object to deserialize. Here we expect a skeleton, so we test for
// a skeleton tag.
// Tagging is not mandatory for all object types. It's usually only used for
// high level object types (skeletons, animations...), but not low level
// ones (math objects, native types...).
if (!archive.TestTag<ozz::animation::Skeleton>()) {
ozz::log::Err() << "Archive doesn't contain the expected object type."
<< std::endl;
return EXIT_FAILURE;
}
// Now the tag has been validated, the object can be read.
// IArchive uses >> operator to read from the archive to the object.
// Only objects that implement archive specifications can be used there,
// along with all native types. Note that pointers aren't supported.
ozz::animation::Skeleton skeleton;
archive >> skeleton;
// Getting out of this scope will destroy "file" object and close the system
// file.
}
return EXIT_SUCCESS;
}