Initial commit

This commit is contained in:
Martin Felis
2021-11-11 21:22:24 +01:00
commit b78045ffe7
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add_custom_command(
DEPENDS $<$<BOOL:${ozz_build_fbx}>:BUILD_DATA>
"${CMAKE_CURRENT_LIST_DIR}/README.md"
"${ozz_media_directory}/bin/pab_skeleton.ozz"
"${ozz_media_directory}/bin/pab_walk.ozz"
OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/README.md"
"${CMAKE_CURRENT_BINARY_DIR}/media/skeleton.ozz"
"${CMAKE_CURRENT_BINARY_DIR}/media/animation.ozz"
COMMAND ${CMAKE_COMMAND} -E make_directory media
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_LIST_DIR}/README.md" .
COMMAND ${CMAKE_COMMAND} -E copy "${ozz_media_directory}/bin/pab_skeleton.ozz" "./media/skeleton.ozz"
COMMAND ${CMAKE_COMMAND} -E copy "${ozz_media_directory}/bin/pab_walk.ozz" "./media/animation.ozz"
VERBATIM)
add_executable(sample_attach
sample_attach.cc
"${CMAKE_CURRENT_BINARY_DIR}/README.md"
"${CMAKE_CURRENT_BINARY_DIR}/media/skeleton.ozz"
"${CMAKE_CURRENT_BINARY_DIR}/media/animation.ozz")
target_link_libraries(sample_attach
sample_framework)
set_target_properties(sample_attach
PROPERTIES FOLDER "samples")
if(EMSCRIPTEN)
# Resource files are embedded to the output file with emscripten
set_target_properties(sample_attach
PROPERTIES LINK_FLAGS "--embed-file media --embed-file README.md --memory-init-file 0")
install(FILES
${CMAKE_CURRENT_BINARY_DIR}/sample_attach.html
${CMAKE_CURRENT_BINARY_DIR}/sample_attach.js
${CMAKE_CURRENT_BINARY_DIR}/sample_attach.wasm
DESTINATION bin/samples/attach)
else()
install(TARGETS sample_attach DESTINATION bin/samples/attach)
install(DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/media DESTINATION bin/samples/attach)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/README.md DESTINATION bin/samples/attach)
endif(EMSCRIPTEN)
add_test(NAME sample_attach COMMAND sample_attach "--max_idle_loops=${ozz_sample_testing_loops}" $<$<BOOL:${ozz_run_tests_headless}>:--norender>)
add_test(NAME sample_attach_load_path COMMAND sample_attach "--skeleton=media/skeleton.ozz" "--animation=media/animation.ozz" "--max_idle_loops=${ozz_sample_testing_loops}" $<$<BOOL:${ozz_run_tests_headless}>:--norender>)
add_test(NAME sample_attach_load_invalid_skeleton_path COMMAND sample_attach "--skeleton=media/bad_skeleton.ozz" $<$<BOOL:${ozz_run_tests_headless}>:--norender>)
set_tests_properties(sample_attach_load_invalid_skeleton_path PROPERTIES WILL_FAIL true)
add_test(NAME sample_attach_load_invalid_animation_path COMMAND sample_attach "--animation=media/bad_animation.ozz" $<$<BOOL:${ozz_run_tests_headless}>:--norender>)
set_tests_properties(sample_attach_load_invalid_animation_path PROPERTIES WILL_FAIL true)
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# Ozz-animation sample: Attachment to animated skeleton joints
## Description
Demonstrates how to attach an object to an animated skeleton's joint. This feature allows for example to render a sword in the hand of a character. This could also be used to attach an animated skeleton to a joint of an other animated object.
## Concept
The idea is to get the joint matrix from the model-space matrices array (for the selected "hand" joint), and use this matrix to build transformation matrix of the attached object (the "sword").
Model-space matrices are outputted by LocalToModelJob. An offset (from the joint) can be applied to the joint transformation by concatenating an offset matrix to joint matrix.
## Sample usage
Some parameters can be tuned from sample UI to move the attached object from a join to an other, or change the offset from that joint:
- Select the joint where the object must be attached: "Select joint" slider.
- Offset of the attached object from the joint: "Attachment offset" x/y/z sliders.
## Implementation
1. Load animation and skeleton, sample animation to get local-space transformations, optionally blend with other animations, and finally convert local-space transformations to model-space matrices. See Playback sample for more details about these steps.
2. Concatenate object offset transformation (offset relative to the joint) with joint model-space matrix to compute final model-space transformation of the "attached object".
3. Use resulting transformation matrix to render "attached object" or update the scene graph.
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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/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/log.h"
#include "ozz/base/maths/box.h"
#include "ozz/base/maths/simd_math.h"
#include "ozz/base/maths/soa_transform.h"
#include "ozz/base/maths/vec_float.h"
#include "ozz/options/options.h"
#include "framework/application.h"
#include "framework/imgui.h"
#include "framework/renderer.h"
#include "framework/utils.h"
// Skeleton archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(skeleton,
"Path to the skeleton (ozz archive format).",
"media/skeleton.ozz", false)
// Animation archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(animation,
"Path to the animation (ozz archive format).",
"media/animation.ozz", false)
class AttachSampleApplication : public ozz::sample::Application {
public:
AttachSampleApplication() : attachment_(0), offset_(-.02f, .03f, .05f) {}
protected:
// Updates current animation time and skeleton pose.
virtual bool OnUpdate(float _dt, float) {
// Updates current animation time.
controller_.Update(animation_, _dt);
// Samples optimized animation at t = animation_time_.
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = &animation_;
sampling_job.cache = &cache_;
sampling_job.ratio = controller_.time_ratio();
sampling_job.output = make_span(locals_);
if (!sampling_job.Run()) {
return false;
}
// Converts from local space to model space matrices.
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = &skeleton_;
ltm_job.input = make_span(locals_);
ltm_job.output = make_span(models_);
if (!ltm_job.Run()) {
return false;
}
return true;
}
// Samples animation, transforms to model space and renders.
virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
if (!_renderer->DrawPosture(skeleton_, make_span(models_),
ozz::math::Float4x4::identity())) {
return false;
}
// Prepares attached object transformation.
// Gets model space transformation of the joint.
const ozz::math::Float4x4& joint = models_[attachment_];
// Builds offset transformation matrix.
const ozz::math::SimdFloat4 translation =
ozz::math::simd_float4::Load3PtrU(&offset_.x);
// Concatenates joint and offset transformations.
const ozz::math::Float4x4 transform =
joint * ozz::math::Float4x4::Translation(translation);
// Prepare rendering.
const float thickness = .01f;
const float length = .5f;
const ozz::math::Box box(ozz::math::Float3(-thickness, -thickness, -length),
ozz::math::Float3(thickness, thickness, 0.f));
const ozz::sample::Color colors[2] = {ozz::sample::kRed,
ozz::sample::kGreen};
return _renderer->DrawBoxIm(box, transform, colors);
}
virtual bool OnInitialize() {
// Reading skeleton.
if (!ozz::sample::LoadSkeleton(OPTIONS_skeleton, &skeleton_)) {
return false;
}
// Reading animation.
if (!ozz::sample::LoadAnimation(OPTIONS_animation, &animation_)) {
return false;
}
// Allocates runtime buffers.
const int num_joints = skeleton_.num_joints();
const int num_soa_joints = skeleton_.num_soa_joints();
locals_.resize(num_soa_joints);
models_.resize(num_joints);
// Allocates a cache that matches animation requirements.
cache_.Resize(num_joints);
// Finds the joint where the object should be attached.
for (int i = 0; i < num_joints; i++) {
if (std::strstr(skeleton_.joint_names()[i], "LeftHandMiddle")) {
attachment_ = i;
break;
}
}
return true;
}
virtual void OnDestroy() {}
virtual bool OnGui(ozz::sample::ImGui* _im_gui) {
// Exposes animation runtime playback controls.
{
static bool open = true;
ozz::sample::ImGui::OpenClose oc(_im_gui, "Animation control", &open);
if (open) {
controller_.OnGui(animation_, _im_gui);
}
}
// Exposes selection of the attachment joint.
{
static bool open = true;
ozz::sample::ImGui::OpenClose oc(_im_gui, "Attachment joint", &open);
if (open && skeleton_.num_joints() != 0) {
_im_gui->DoLabel("Select joint:");
char label[64];
std::sprintf(label, "%s (%d)", skeleton_.joint_names()[attachment_],
attachment_);
_im_gui->DoSlider(label, 0, skeleton_.num_joints() - 1, &attachment_);
_im_gui->DoLabel("Attachment offset:");
sprintf(label, "x: %02f", offset_.x);
_im_gui->DoSlider(label, -1.f, 1.f, &offset_.x);
sprintf(label, "y: %02f", offset_.y);
_im_gui->DoSlider(label, -1.f, 1.f, &offset_.y);
sprintf(label, "z: %02f", offset_.z);
_im_gui->DoSlider(label, -1.f, 1.f, &offset_.z);
}
}
return true;
}
virtual void GetSceneBounds(ozz::math::Box* _bound) const {
ozz::sample::ComputePostureBounds(make_span(models_), _bound);
}
private:
// Playback animation controller. This is a utility class that helps with
// controlling animation playback time.
ozz::sample::PlaybackController controller_;
// Runtime skeleton.
ozz::animation::Skeleton skeleton_;
// Runtime animation.
ozz::animation::Animation animation_;
// Sampling cache.
ozz::animation::SamplingCache cache_;
// Buffer of local transforms as sampled from animation_.
ozz::vector<ozz::math::SoaTransform> locals_;
// Buffer of model space matrices.
ozz::vector<ozz::math::Float4x4> models_;
// Joint where the object is attached.
int attachment_;
// Offset, translation of the attached object from the joint.
ozz::math::Float3 offset_;
};
int main(int _argc, const char** _argv) {
const char* title =
"Ozz-animation sample: Attachment to animated skeleton joints";
return AttachSampleApplication().Run(_argc, _argv, "1.0", title);
}