//----------------------------------------------------------------------------// // // // 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 // 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 skeleton = builder(raw_skeleton); // ...use the skeleton as you want... return EXIT_SUCCESS; }