//----------------------------------------------------------------------------// // // // 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/animation_builder.h" #include "ozz/animation/offline/raw_animation.h" #include "ozz/animation/runtime/animation.h" #include // Code for ozz-animation HowTo: "How to write a custon animation importer?" int main(int argc, char const* argv[]) { (void)argc; (void)argv; ////////////////////////////////////////////////////////////////////////////// // The first section builds a RawAnimation from custom data. ////////////////////////////////////////////////////////////////////////////// // Creates a RawAnimation. ozz::animation::offline::RawAnimation raw_animation; // Sets animation duration (to 1.4s). // All the animation keyframes times must be within range [0, duration]. raw_animation.duration = 1.4f; // Creates 3 animation tracks. // There should be as much tracks as there are joints in the skeleton that // this animation targets. raw_animation.tracks.resize(3); // Fills each track with keyframes, in joint local-space. // Tracks should be ordered in the same order as joints in the // ozz::animation::Skeleton. Joint's names can be used to find joint's // index in the skeleton. // Fills 1st track with 2 translation keyframes. { // Create a keyframe, at t=0, with a translation value. const ozz::animation::offline::RawAnimation::TranslationKey key0 = { 0.f, ozz::math::Float3(0.f, 4.6f, 0.f)}; raw_animation.tracks[0].translations.push_back(key0); // Create a new keyframe, at t=0.93 (must be less than duration), with a // translation value. const ozz::animation::offline::RawAnimation::TranslationKey key1 = { .93f, ozz::math::Float3(0.f, 9.9f, 0.f)}; raw_animation.tracks[0].translations.push_back(key1); } // Fills 1st track with a rotation keyframe. It's not mandatory to have the // same number of keyframes for translation, rotations and scales. { // Create a keyframe, at t=.46, with a quaternion value. const ozz::animation::offline::RawAnimation::RotationKey key0 = { .46f, ozz::math::Quaternion(0.f, 1.f, 0.f, 0.f)}; raw_animation.tracks[0].rotations.push_back(key0); } // For this example, don't fill scale with any key. The default value will be // identity, which is ozz::math::Float3(1.f, 1.f, 1.f) for scale. //...and so on with all other tracks... // Test for animation validity. These are the errors that could invalidate // an animation: // 1. Animation duration is less than 0. // 2. Keyframes' are not sorted in a strict ascending order. // 3. Keyframes' are not within [0, duration] range. if (!raw_animation.Validate()) { return EXIT_FAILURE; } ////////////////////////////////////////////////////////////////////////////// // This final section converts the RawAnimation to a runtime Animation. ////////////////////////////////////////////////////////////////////////////// // Creates a AnimationBuilder instance. ozz::animation::offline::AnimationBuilder builder; // Executes the builder on the previously prepared RawAnimation, which returns // a new runtime animation instance. // This operation will fail and return an empty unique_ptr if the RawAnimation // isn't valid. ozz::unique_ptr animation = builder(raw_animation); // ...use the animation as you want... return EXIT_SUCCESS; }