// // Created by martin on 04.02.22. // #include "AnimGraph/AnimGraph.h" #include "AnimGraph/AnimGraphEditor.h" #include "AnimGraph/AnimGraphResource.h" #include "catch.hpp" #include "ozz/animation/offline/animation_builder.h" #include "ozz/animation/offline/raw_animation.h" #include "ozz/animation/offline/raw_skeleton.h" #include "ozz/animation/offline/skeleton_builder.h" #include "ozz/animation/runtime/animation.h" #include "ozz/base/io/archive.h" #include "ozz/base/io/stream.h" #include "ozz/base/log.h" struct SimpleAnimFixture { ozz::unique_ptr skeleton = nullptr; ozz::animation::offline::RawAnimation raw_animation_translation_x; ozz::unique_ptr animation_translate_x = nullptr; ozz::animation::offline::RawAnimation raw_animation_translation_y; ozz::unique_ptr animation_translate_y = nullptr; ozz::vector animation_output; ozz::animation::SamplingJob::Context sampling_context; SimpleAnimFixture() { createSkeleton(); createAnimations(); animation_output.resize(skeleton->num_soa_joints()); sampling_context.Resize(skeleton->num_joints()); } void createSkeleton() { using namespace ozz::animation::offline; RawSkeleton raw_skeleton; RawSkeleton::Joint raw_joint; raw_joint.name = "Bone0"; raw_joint.transform.translation.x = 1.f; raw_joint.transform.translation.y = 2.f; raw_joint.transform.translation.z = 3.f; raw_skeleton.roots.push_back(raw_joint); SkeletonBuilder skeleton_builder; skeleton = skeleton_builder(raw_skeleton); } void createAnimations() { using namespace ozz::animation::offline; raw_animation_translation_x.name = "TranslationX"; RawAnimation::JointTrack bone0_track; RawAnimation::JointTrack::Translations bone0_translations; // animation_translate_x RawAnimation::TranslationKey translation_key; translation_key.time = 0.f; translation_key.value = ozz::math::Float3(0.f, 0.f, 0.f); bone0_translations.push_back(translation_key); translation_key.time = 1.f; translation_key.value = ozz::math::Float3(1.f, 0.f, 9.f); bone0_translations.push_back(translation_key); bone0_track.translations = bone0_translations; raw_animation_translation_x.tracks.push_back(bone0_track); raw_animation_translation_x.duration = 1.f; REQUIRE(raw_animation_translation_x.Validate()); AnimationBuilder animation_builder; animation_translate_x = animation_builder(raw_animation_translation_x); // animation_translate_y raw_animation_translation_y.name = "TranslationY"; bone0_translations.clear(); translation_key.time = 0.f; translation_key.value = ozz::math::Float3(0.f, 0.f, 0.f); bone0_translations.push_back(translation_key); translation_key.time = 1.f; translation_key.value = ozz::math::Float3(0.f, 1.f, 0.f); bone0_translations.push_back(translation_key); bone0_track.translations = bone0_translations; raw_animation_translation_y.tracks.push_back(bone0_track); raw_animation_translation_y.duration = 1.f; REQUIRE(raw_animation_translation_y.Validate()); animation_translate_y = animation_builder(raw_animation_translation_y); } }; TEST_CASE_METHOD( SimpleAnimFixture, "Create Animations", "[AnimGraphEvalTests]") { using namespace ozz::animation::offline; ozz::animation::SamplingJob sampling_job; sampling_job.animation = animation_translate_x.get(); sampling_job.context = &sampling_context; sampling_job.ratio = 1.f; sampling_job.output = make_span(animation_output); REQUIRE(sampling_job.Run()); RawAnimation::TranslationKey& translation_key = raw_animation_translation_x.tracks[0].translations.back(); ozz::math::SoaFloat3& sampled_translation = animation_output[0].translation; CHECK( sampled_translation.x[0] == Approx(translation_key.value.x).margin(0.01)); CHECK( sampled_translation.y[0] == Approx(translation_key.value.y).margin(0.01)); CHECK( sampled_translation.z[0] == Approx(translation_key.value.z).margin(0.01)); } TEST_CASE("AnimDataPlacementNew", "[AnimGraphEval]") { int anim_data_size = sizeof(AnimData); char* buf = new char[anim_data_size]; AnimData* anim_data_newed = new AnimData; anim_data_newed->m_local_matrices.resize(2); delete anim_data_newed; AnimData* anim_data_ptr = new (buf) AnimData; anim_data_ptr->m_local_matrices.resize(4); anim_data_ptr->m_local_matrices.resize(0); anim_data_ptr->m_local_matrices.vector::~vector(); delete[] buf; } TEST_CASE_METHOD( SimpleAnimFixture, "AnimGraphSimpleEval", "[AnimGraphEvalTests]") { AnimGraphResource graph_resource; // Add nodes size_t trans_x_node_index = graph_resource.addNode(AnimNodeResourceFactory("AnimSampler")); size_t trans_y_node_index = graph_resource.addNode(AnimNodeResourceFactory("AnimSampler")); size_t blend_node_index = graph_resource.addNode(AnimNodeResourceFactory("Blend2")); // Setup nodes AnimNodeResource& trans_x_node = graph_resource.m_nodes[trans_x_node_index]; trans_x_node.m_socket_accessor->SetPropertyValue("Filename", std::string("trans_x")); trans_x_node.m_name = "trans_x"; AnimNodeResource& trans_y_node = graph_resource.m_nodes[trans_y_node_index]; trans_y_node.m_socket_accessor->SetPropertyValue("Filename", std::string("trans_y")); trans_y_node.m_name = "trans_y"; AnimNodeResource& blend_node = graph_resource.m_nodes[blend_node_index]; blend_node.m_name = "BlendWalkRun"; // Setup graph outputs and inputs AnimNodeResource& graph_output_node = graph_resource.getGraphOutputNode(); graph_output_node.m_socket_accessor->RegisterInput("GraphOutput", nullptr); AnimNodeResource& graph_input_node = graph_resource.getGraphInputNode(); graph_input_node.m_socket_accessor->RegisterOutput( "GraphFloatInput", nullptr); // Wire up nodes graph_resource.connectSockets(trans_x_node, "Output", blend_node, "Input0"); graph_resource.connectSockets(trans_y_node, "Output", blend_node, "Input1"); graph_resource.connectSockets( blend_node, "Output", graph_resource.getGraphOutputNode(), "GraphOutput"); REQUIRE(graph_resource.connectSockets(graph_input_node, "GraphFloatInput", blend_node, "Weight")); // Prepare animation maps AnimGraphContext graph_context; graph_context.m_skeleton = skeleton.get(); graph_context.m_animation_map["trans_x"] = animation_translate_x.get(); graph_context.m_animation_map["trans_y"] = animation_translate_y.get(); // Instantiate graph AnimGraph graph; graph_resource.createInstance(graph); graph.init(graph_context); // Get runtime graph inputs and outputs float graph_float_input = 0.f; graph.SetInput("GraphFloatInput", &graph_float_input); AnimData graph_anim_output; graph_anim_output.m_local_matrices.resize(skeleton->num_joints()); graph.SetOutput("GraphOutput", &graph_anim_output); // Evaluate graph graph_float_input = 0.1f; graph.markActiveNodes(); CHECK(graph.m_nodes[trans_x_node_index]->m_state == AnimNodeEvalState::Activated); CHECK(graph.m_nodes[trans_y_node_index]->m_state == AnimNodeEvalState::Activated); CHECK(graph.m_nodes[blend_node_index]->m_state == AnimNodeEvalState::Activated); graph.updateTime(0.5f); graph.evaluate(graph_context); CHECK(graph_anim_output.m_local_matrices[0].translation.x[0] == Approx(0.5).margin(0.1)); CHECK(graph_anim_output.m_local_matrices[0].translation.y[0] == Approx(0.05).margin(0.01)); }