//----------------------------------------------------------------------------// // // // 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/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/base/log.h" #include "ozz/base/maths/math_ex.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) // First animation archive can be specified as an option. OZZ_OPTIONS_DECLARE_STRING(animation1, "Path to the first animation (ozz archive format).", "media/animation1.ozz", false) // Second animation archive can be specified as an option. OZZ_OPTIONS_DECLARE_STRING(animation2, "Path to the second animation (ozz archive format).", "media/animation2.ozz", false) // Third animation archive can be specified as an option. OZZ_OPTIONS_DECLARE_STRING(animation3, "Path to the second animation (ozz archive format).", "media/animation3.ozz", false) class BlendSampleApplication : public ozz::sample::Application { public: BlendSampleApplication() : blend_ratio_(.3f), manual_(false), threshold_(ozz::animation::BlendingJob().threshold) {} protected: // Updates current animation time and skeleton pose. virtual bool OnUpdate(float _dt, float) { // Updates blending parameters and synchronizes animations if control mode // is not manual. if (!manual_) { UpdateRuntimeParameters(); } // Updates and samples all 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); // Early out if this sampler weight makes it irrelevant during blending. if (samplers_[i].weight <= 0.f) { continue; } // 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 blending layers. ozz::animation::BlendingJob::Layer layers[kNumLayers]; for (int i = 0; i < kNumLayers; ++i) { layers[i].transform = make_span(samplers_[i].locals); layers[i].weight = samplers_[i].weight; } // Setups blending job. ozz::animation::BlendingJob blend_job; blend_job.threshold = threshold_; blend_job.layers = layers; blend_job.bind_pose = skeleton_.joint_bind_poses(); blend_job.output = make_span(blended_locals_); // Blends. if (!blend_job.Run()) { return false; } // Converts from local space to model space matrices. // 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_); // Runs ltm job. if (!ltm_job.Run()) { return false; } return true; } // Computes blending weight and synchronizes playback speed when the "manual" // option is off. void UpdateRuntimeParameters() { // Computes weight parameters for all samplers. const float kNumIntervals = kNumLayers - 1; const float kInterval = 1.f / kNumIntervals; for (int i = 0; i < kNumLayers; ++i) { const float med = i * kInterval; const float x = blend_ratio_ - med; const float y = ((x < 0.f ? x : -x) + kInterval) * kNumIntervals; samplers_[i].weight = ozz::math::Max(0.f, y); } // Synchronizes animations. // First computes loop cycle duration. Selects the 2 samplers that define // interval that contains blend_ratio_. // Uses a maximum value smaller that 1.f (-epsilon) to ensure that // (relevant_sampler + 1) is always valid. const int relevant_sampler = static_cast((blend_ratio_ - 1e-3f) * (kNumLayers - 1)); assert(relevant_sampler + 1 < kNumLayers); Sampler& sampler_l = samplers_[relevant_sampler]; Sampler& sampler_r = samplers_[relevant_sampler + 1]; // Interpolates animation durations using their respective weights, to // find the loop cycle duration that matches blend_ratio_. const float loop_duration = sampler_l.animation.duration() * sampler_l.weight + sampler_r.animation.duration() * sampler_r.weight; // Finally finds the speed coefficient for all samplers. const float inv_loop_duration = 1.f / loop_duration; for (int i = 0; i < kNumLayers; ++i) { Sampler& sampler = samplers_[i]; const float speed = sampler.animation.duration() * inv_loop_duration; sampler.controller.set_playback_speed(speed); } } // 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_joints = skeleton_.num_joints(); const int num_soa_joints = skeleton_.num_soa_joints(); // Reading animations. const char* filenames[] = {OPTIONS_animation1, OPTIONS_animation2, OPTIONS_animation3}; static_assert(OZZ_ARRAY_SIZE(filenames) == kNumLayers, "Arrays mistmatch."); 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); } // 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); return true; } virtual void OnDestroy() {} virtual bool OnGui(ozz::sample::ImGui* _im_gui) { // Exposes blending parameters. { static bool open = true; ozz::sample::ImGui::OpenClose oc(_im_gui, "Blending parameters", &open); if (open) { if (_im_gui->DoCheckBox("Manual settings", &manual_) && !manual_) { // Check-box state was changed, reset parameters. for (int i = 0; i < kNumLayers; ++i) { Sampler& sampler = samplers_[i]; sampler.controller.Reset(); } } char label[64]; std::sprintf(label, "Blend ratio: %.2f", blend_ratio_); _im_gui->DoSlider(label, 0.f, 1.f, &blend_ratio_, 1.f, !manual_); for (int i = 0; i < kNumLayers; ++i) { Sampler& sampler = samplers_[i]; std::sprintf(label, "Weight %d: %.2f", i, sampler.weight); _im_gui->DoSlider(label, 0.f, 1.f, &sampler.weight, 1.f, manual_); } std::sprintf(label, "Threshold: %.2f", threshold_); _im_gui->DoSlider(label, .01f, 1.f, &threshold_); } } // 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[] = {true, true, true}; static_assert(OZZ_ARRAY_SIZE(open) == kNumLayers, "Arrays size mismatch"); const char* oc_names[] = {"Animation 1", "Animation 2", "Animation 3"}; static_assert(OZZ_ARRAY_SIZE(oc_names) == kNumLayers, "Arrays size mismatch"); 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, manual_); } } } } return true; } virtual void GetSceneBounds(ozz::math::Box* _bound) const { ozz::sample::ComputePostureBounds(make_span(models_), _bound); } private: // Runtime skeleton. ozz::animation::Skeleton skeleton_; // Global blend ratio in range [0,1] that controls all blend parameters and // synchronizes playback speeds. A value of 0 gives full weight to the first // animation, and 1 to the last. float blend_ratio_; // Switch to manual control of animations and blending parameters. bool manual_; // The number of layers to blend. enum { kNumLayers = 3, }; // Sampler structure contains all the data required to sample a single // animation. struct Sampler { // Constructor, default initialization. Sampler() : weight(1.f) {} // Playback animation controller. This is a utility class that helps with // controlling animation playback time. ozz::sample::PlaybackController controller; // Blending weight for the layer. float weight; // 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. // 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: Animation blending"; return BlendSampleApplication().Run(_argc, _argv, "1.2", title); }