//----------------------------------------------------------------------------// // // // 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 locals_; // Buffer of model space matrices. ozz::vector 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); }