//----------------------------------------------------------------------------// // // // 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 #include "framework/application.h" #include "framework/imgui.h" #include "framework/renderer.h" #include "framework/utils.h" #include "ozz/animation/runtime/animation.h" #include "ozz/animation/runtime/blending_job.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/animation/runtime/skeleton_utils.h" #include "ozz/base/containers/vector.h" #include "ozz/base/log.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" // Skeleton archive can be specified as an option. OZZ_OPTIONS_DECLARE_STRING(skeleton, "Path to the skeleton (ozz archive format).", "media/skeleton.ozz", false) // MAin animation archive can be specified as an option. OZZ_OPTIONS_DECLARE_STRING(animation, "Path to the main animation(ozz archive format).", "media/animation_base.ozz", false) // Additive animation archive can be specified as an option. OZZ_OPTIONS_DECLARE_STRING( additive_animation, "Path to the additive animation (ozz archive format).", "media/animation_additive.ozz", false) class AdditiveBlendSampleApplication : public ozz::sample::Application { public: AdditiveBlendSampleApplication() : upper_body_root_(0), upper_body_mask_enable_(true), upper_body_joint_weight_setting_(1.f), threshold_(ozz::animation::BlendingJob().threshold) {} protected: // Updates current animation time and skeleton pose. virtual bool OnUpdate(float _dt, float) { // Updates and samples both animations to their respective local space // transform buffers. for (int i = 0; i < kNumLayers; ++i) { Sampler& sampler = samplers_[i]; // Updates animations time. sampler.controller.Update(sampler.animation, _dt); // Setup sampling job. ozz::animation::SamplingJob sampling_job; sampling_job.animation = &sampler.animation; sampling_job.cache = &sampler.cache; sampling_job.ratio = sampler.controller.time_ratio(); sampling_job.output = make_span(sampler.locals); // Samples animation. if (!sampling_job.Run()) { return false; } } // Blends animations. // Blends the local spaces transforms computed by sampling all animations // (1st stage just above), and outputs the result to the local space // transform buffer blended_locals_ // Prepares standard blending layers. ozz::animation::BlendingJob::Layer layers[1]; layers[0].transform = make_span(samplers_[kMainAnimation].locals); layers[0].weight = samplers_[kMainAnimation].weight_setting; // Prepares additive blending layers. ozz::animation::BlendingJob::Layer additive_layers[1]; additive_layers[0].transform = make_span(samplers_[kAdditiveAnimation].locals); additive_layers[0].weight = samplers_[kAdditiveAnimation].weight_setting; // Set per-joint weights for the additive blended layer. if (upper_body_mask_enable_) { additive_layers[0].joint_weights = make_span(upper_body_joint_weights_); } // Setups blending job. ozz::animation::BlendingJob blend_job; blend_job.threshold = threshold_; blend_job.layers = layers; blend_job.additive_layers = additive_layers; blend_job.bind_pose = skeleton_.joint_bind_poses(); blend_job.output = make_span(blended_locals_); // Blends. if (!blend_job.Run()) { return false; } // Gets the output of the blending stage, and converts it to model space. // Setup local-to-model conversion job. ozz::animation::LocalToModelJob ltm_job; ltm_job.skeleton = &skeleton_; ltm_job.input = make_span(blended_locals_); ltm_job.output = make_span(models_); // Run ltm job. if (!ltm_job.Run()) { return false; } return true; } // Samples animation, transforms to model space and renders. virtual bool OnDisplay(ozz::sample::Renderer* _renderer) { return _renderer->DrawPosture(skeleton_, make_span(models_), ozz::math::Float4x4::identity()); } virtual bool OnInitialize() { // Reading skeleton. if (!ozz::sample::LoadSkeleton(OPTIONS_skeleton, &skeleton_)) { return false; } const int num_soa_joints = skeleton_.num_soa_joints(); const int num_joints = skeleton_.num_joints(); // Reading animations. const char* filenames[] = {OPTIONS_animation, OPTIONS_additive_animation}; for (int i = 0; i < kNumLayers; ++i) { Sampler& sampler = samplers_[i]; if (!ozz::sample::LoadAnimation(filenames[i], &sampler.animation)) { return false; } // Allocates sampler runtime buffers. sampler.locals.resize(num_soa_joints); // Allocates a cache that matches animation requirements. sampler.cache.Resize(num_joints); } // Default weight settings. samplers_[kMainAnimation].weight_setting = 1.f; upper_body_joint_weight_setting_ = 1.f; samplers_[kAdditiveAnimation].weight_setting = 1.f; // Allocates local space runtime buffers of blended data. blended_locals_.resize(num_soa_joints); // Allocates model space runtime buffers of blended data. models_.resize(num_joints); // Allocates per-joint weights used for the partial additive animation. // Note that this is a Soa structure. upper_body_joint_weights_.resize(num_soa_joints); // Finds the "Spine1" joint in the joint hierarchy. for (int i = 0; i < num_joints; ++i) { if (std::strstr(skeleton_.joint_names()[i], "Spine1")) { upper_body_root_ = i; break; } } SetupPerJointWeights(); return true; } // Helper functor used to set weights while traversing joints hierarchy. struct WeightSetupIterator { WeightSetupIterator(ozz::vector* _weights, float _weight_setting) : weights(_weights), weight_setting(_weight_setting) {} void operator()(int _joint, int) { ozz::math::SimdFloat4& soa_weight = weights->at(_joint / 4); soa_weight = ozz::math::SetI( soa_weight, ozz::math::simd_float4::Load1(weight_setting), _joint % 4); } ozz::vector* weights; float weight_setting; }; void SetupPerJointWeights() { // Setup partial animation mask. This mask is defined by a weight_setting // assigned to each joint of the hierarchy. Joint to disable are set to a // weight_setting of 0.f, and enabled joints are set to 1.f. // Disables all joints: set all weights to 0. for (int i = 0; i < skeleton_.num_soa_joints(); ++i) { upper_body_joint_weights_[i] = ozz::math::simd_float4::zero(); } // Extracts the list of children of the shoulder WeightSetupIterator it(&upper_body_joint_weights_, upper_body_joint_weight_setting_); IterateJointsDF(skeleton_, it, upper_body_root_); } virtual void OnDestroy() {} virtual bool OnGui(ozz::sample::ImGui* _im_gui) { char label[64]; // Exposes blending parameters. { static bool open = true; ozz::sample::ImGui::OpenClose oc(_im_gui, "Blending parameters", &open); if (open) { _im_gui->DoLabel("Main layer:"); std::sprintf(label, "Layer weight: %.2f", samplers_[kMainAnimation].weight_setting); _im_gui->DoSlider(label, 0.f, 1.f, &samplers_[kMainAnimation].weight_setting, 1.f); _im_gui->DoLabel("Additive layer:"); std::sprintf(label, "Layer weight: %.2f", samplers_[kAdditiveAnimation].weight_setting); _im_gui->DoSlider(label, -1.f, 1.f, &samplers_[kAdditiveAnimation].weight_setting, 1.f); _im_gui->DoLabel("Global settings:"); std::sprintf(label, "Threshold: %.2f", threshold_); _im_gui->DoSlider(label, .01f, 1.f, &threshold_); } } // Exposes selection of the root of the partial blending hierarchy. { static bool open = true; ozz::sample::ImGui::OpenClose oc(_im_gui, "Upper body masking", &open); if (open) { bool rebuild_joint_weights = false; rebuild_joint_weights |= _im_gui->DoCheckBox("Enable mask", &upper_body_mask_enable_); std::sprintf(label, "Joints weight: %.2f", upper_body_joint_weight_setting_); rebuild_joint_weights |= _im_gui->DoSlider( label, 0.f, 1.f, &upper_body_joint_weight_setting_, 1.f, upper_body_mask_enable_); if (skeleton_.num_joints() != 0) { _im_gui->DoLabel("Root of the upper body hierarchy:", ozz::sample::ImGui::kLeft, false); std::sprintf(label, "%s (%d)", skeleton_.joint_names()[upper_body_root_], upper_body_root_); rebuild_joint_weights |= _im_gui->DoSlider( label, 0, skeleton_.num_joints() - 1, &upper_body_root_, 1.f, upper_body_mask_enable_); } // Rebuilds per-joint weights if something has changed. if (rebuild_joint_weights) { SetupPerJointWeights(); } } } // Exposes animations runtime playback controls. { static bool oc_open = true; ozz::sample::ImGui::OpenClose oc(_im_gui, "Animation control", &oc_open); if (oc_open) { static bool open[kNumLayers] = {true, true}; const char* oc_names[kNumLayers] = {"Main animation", "Additive animation"}; for (int i = 0; i < kNumLayers; ++i) { Sampler& sampler = samplers_[i]; ozz::sample::ImGui::OpenClose loc(_im_gui, oc_names[i], nullptr); if (open[i]) { sampler.controller.OnGui(sampler.animation, _im_gui); } } } } return true; } virtual void GetSceneBounds(ozz::math::Box* _bound) const { ozz::sample::ComputePostureBounds(make_span(models_), _bound); } private: // Runtime skeleton. ozz::animation::Skeleton skeleton_; // The number of layers to blend. enum { kMainAnimation = 0, kAdditiveAnimation = 1, kNumLayers = 2, }; // Sampler structure contains all the data required to sample a single // animation. struct Sampler { // Constructor, default initialization. Sampler() : weight_setting(1.f) {} // Playback animation controller. This is a utility class that helps with // controlling animation playback time. ozz::sample::PlaybackController controller; // Blending weight_setting for the layer. float weight_setting; // Runtime animation. ozz::animation::Animation animation; // Sampling cache. ozz::animation::SamplingCache cache; // Buffer of local transforms as sampled from animation_. ozz::vector locals; } samplers_[kNumLayers]; // kNumLayers animations to blend. // Index of the joint at the base of the upper body hierarchy. int upper_body_root_; // Enables upper boddy per-joint weights. bool upper_body_mask_enable_; // Blending weight_setting setting of the joints of this layer that are // affected // by the masking. float upper_body_joint_weight_setting_; // Per-joint weights used to define the partial animation mask. Allows to // select which joints are considered during blending, and their individual // weight_setting. ozz::vector upper_body_joint_weights_; // Blending job bind pose threshold. float threshold_; // Buffer of local transforms which stores the blending result. ozz::vector blended_locals_; // Buffer of model space matrices. These are computed by the local-to-model // job after the blending stage. ozz::vector models_; }; int main(int _argc, const char** _argv) { const char* title = "Ozz-animation sample: Additive animations blending"; return AdditiveBlendSampleApplication().Run(_argc, _argv, "1.0", title); }