// // Created by martin on 12.11.21. // #include "AnimSamplerNode.h" #include "SkinnedMesh.h" #include void AnimSamplerNode::SetAnimation(ozz::animation::Animation* animation) { m_animation = animation; const SkinnedMesh* skinned_mesh = m_animation_controller->m_skinned_mesh; const int num_soa_joints = skinned_mesh->m_skeleton.num_soa_joints(); const int num_joints = skinned_mesh->m_skeleton.num_joints(); m_local_matrices.resize(num_soa_joints); m_sampling_cache.Resize(num_joints); } void AnimSamplerNode::Evaluate(ozz::vector* local_matrices) { ozz::animation::SamplingJob sampling_job; sampling_job.animation = m_animation; sampling_job.cache = &m_sampling_cache; sampling_job.ratio = m_anim_ratio; sampling_job.output = make_span(*local_matrices); if (!sampling_job.Run()) { ozz::log::Err() << "Error sampling animation." << std::endl; } } void AnimSamplerNode::DrawDebugUi() { std::string node_name = "AnimSamplerNode: " + m_name; if (ImGui::TreeNode(node_name.c_str())) { const SkinnedMesh* skinned_mesh = m_animation_controller->m_skinned_mesh; int anim_count = skinned_mesh->m_animation_names.size(); const char* items[255] = {0}; int item_current = 0; for (int i = 0; i < anim_count; i++) { items[i] = skinned_mesh->m_animation_names[i].c_str(); if (skinned_mesh->m_animations[i] == m_animation) { item_current = i; } } if (ImGui::Combo("Animation", &item_current, items, anim_count)) { m_animation = skinned_mesh->m_animations[item_current]; } ImGui::Checkbox("Override", &m_override_ratio); ImGui::SameLine(); ImGui::SliderFloat("Ratio", &m_anim_ratio, 0.f, 1.f); ImGui::TreePop(); } }