223 lines
9.7 KiB
C++
223 lines
9.7 KiB
C++
//----------------------------------------------------------------------------//
|
|
// //
|
|
// 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. //
|
|
// //
|
|
//----------------------------------------------------------------------------//
|
|
|
|
#ifndef OZZ_SAMPLES_FRAMEWORK_UTILS_H_
|
|
#define OZZ_SAMPLES_FRAMEWORK_UTILS_H_
|
|
|
|
#include "ozz/base/containers/vector.h"
|
|
#include "ozz/base/platform.h"
|
|
#include "ozz/base/span.h"
|
|
|
|
namespace ozz {
|
|
// Forward declarations.
|
|
namespace math {
|
|
struct Box;
|
|
struct Float3;
|
|
struct Float4x4;
|
|
struct SimdQuaternion;
|
|
struct SoaTransform;
|
|
} // namespace math
|
|
namespace animation {
|
|
class Animation;
|
|
class Skeleton;
|
|
class FloatTrack;
|
|
class Float2Track;
|
|
class Float3Track;
|
|
class Float4Track;
|
|
class QuaternionTrack;
|
|
namespace offline {
|
|
struct RawAnimation;
|
|
struct RawSkeleton;
|
|
} // namespace offline
|
|
} // namespace animation
|
|
namespace sample {
|
|
class ImGui;
|
|
struct Mesh;
|
|
|
|
// Utility class that helps with controlling animation playback time. Time is
|
|
// computed every update according to the dt given by the caller, playback speed
|
|
// and "play" state.
|
|
// Internally time is stored as a ratio in unit interval [0,1], as expected by
|
|
// ozz runtime animation jobs.
|
|
// OnGui function allows to tweak controller parameters through the application
|
|
// Gui.
|
|
class PlaybackController {
|
|
public:
|
|
// Constructor.
|
|
PlaybackController();
|
|
|
|
// Sets animation current time.
|
|
void set_time_ratio(float _time);
|
|
|
|
// Gets animation current time.
|
|
float time_ratio() const;
|
|
|
|
// Gets animation time ratio of last update. Useful when the range between
|
|
// previous and current frame needs to pe processed.
|
|
float previous_time_ratio() const;
|
|
|
|
// Sets playback speed.
|
|
void set_playback_speed(float _speed) { playback_speed_ = _speed; }
|
|
|
|
// Gets playback speed.
|
|
float playback_speed() const { return playback_speed_; }
|
|
|
|
// Sets loop modes. If true, animation time is always clamped between 0 and 1.
|
|
void set_loop(bool _loop) { loop_ = _loop; }
|
|
|
|
// Gets loop mode.
|
|
bool loop() const { return loop_; }
|
|
|
|
// Updates animation time if in "play" state, according to playback speed and
|
|
// given frame time _dt.
|
|
// Returns true if animation has looped during update
|
|
void Update(const animation::Animation& _animation, float _dt);
|
|
|
|
// Resets all parameters to their default value.
|
|
void Reset();
|
|
|
|
// Do controller Gui.
|
|
// Returns true if animation time has been changed.
|
|
bool OnGui(const animation::Animation& _animation, ImGui* _im_gui,
|
|
bool _enabled = true, bool _allow_set_time = true);
|
|
|
|
private:
|
|
// Current animation time ratio, in the unit interval [0,1], where 0 is the
|
|
// beginning of the animation, 1 is the end.
|
|
float time_ratio_;
|
|
|
|
// Time ratio of the previous update.
|
|
float previous_time_ratio_;
|
|
|
|
// Playback speed, can be negative in order to play the animation backward.
|
|
float playback_speed_;
|
|
|
|
// Animation play mode state: play/pause.
|
|
bool play_;
|
|
|
|
// Animation loop mode.
|
|
bool loop_;
|
|
};
|
|
|
|
// Computes the bounding box of _skeleton. This is the box that encloses all
|
|
// skeleton's joints in model space.
|
|
// _bound must be a valid math::Box instance.
|
|
void ComputeSkeletonBounds(const animation::Skeleton& _skeleton,
|
|
math::Box* _bound);
|
|
|
|
// Computes the bounding box of posture defines be _matrices range.
|
|
// _bound must be a valid math::Box instance.
|
|
void ComputePostureBounds(ozz::span<const ozz::math::Float4x4> _matrices,
|
|
math::Box* _bound);
|
|
|
|
// Allows to edit translation/rotation/scale of a skeleton pose.
|
|
// This object should be used for a single skeleton, because it stores
|
|
// open/close states from a frame to the next.
|
|
class RawSkeletonEditor {
|
|
public:
|
|
// Returns true if skeleton was modified.
|
|
bool OnGui(animation::offline::RawSkeleton* _skeleton, ImGui* _im_gui);
|
|
|
|
private:
|
|
// Imgui Open/Close states for each skeleton joint.
|
|
ozz::vector<bool> open_close_states;
|
|
};
|
|
|
|
// Multiplies a single quaternion at a specific index in a SoA transform range.
|
|
void MultiplySoATransformQuaternion(
|
|
int _index, const ozz::math::SimdQuaternion& _quat,
|
|
const ozz::span<ozz::math::SoaTransform>& _transforms);
|
|
|
|
// Loads a skeleton from an ozz archive file named _filename.
|
|
// This function will fail and return false if the file cannot be opened or if
|
|
// it is not a valid ozz skeleton archive. A valid skeleton archive can be
|
|
// produced with ozz tools (fbx2ozz) or using ozz skeleton serialization API.
|
|
// _filename and _skeleton must be non-nullptr.
|
|
bool LoadSkeleton(const char* _filename, ozz::animation::Skeleton* _skeleton);
|
|
|
|
// Loads an animation from an ozz archive file named _filename.
|
|
// This function will fail and return false if the file cannot be opened or if
|
|
// it is not a valid ozz animation archive. A valid animation archive can be
|
|
// produced with ozz tools (fbx2ozz) or using ozz animation serialization API.
|
|
// _filename and _animation must be non-nullptr.
|
|
bool LoadAnimation(const char* _filename,
|
|
ozz::animation::Animation* _animation);
|
|
|
|
// Loads a raw animation from an ozz archive file named _filename.
|
|
// This function will fail and return false if the file cannot be opened or if
|
|
// it is not a valid ozz animation archive. A valid animation archive can be
|
|
// produced with ozz tools (fbx2ozz) or using ozz animation serialization API.
|
|
// _filename and _animation must be non-nullptr.
|
|
bool LoadRawAnimation(const char* _filename,
|
|
ozz::animation::offline::RawAnimation* _animation);
|
|
|
|
// Loads a float track from an ozz archive file named _filename.
|
|
// This function will fail and return false if the file cannot be opened or if
|
|
// it is not a valid ozz float track archive. A valid float track archive can be
|
|
// produced with ozz tools (fbx2ozz) or using ozz serialization API.
|
|
// _filename and _track must be non-nullptr.
|
|
bool LoadTrack(const char* _filename, ozz::animation::FloatTrack* _track);
|
|
bool LoadTrack(const char* _filename, ozz::animation::Float2Track* _track);
|
|
bool LoadTrack(const char* _filename, ozz::animation::Float3Track* _track);
|
|
bool LoadTrack(const char* _filename, ozz::animation::Float4Track* _track);
|
|
bool LoadTrack(const char* _filename, ozz::animation::QuaternionTrack* _track);
|
|
|
|
// Loads a sample::Mesh from an ozz archive file named _filename.
|
|
// This function will fail and return false if the file cannot be opened or if
|
|
// it is not a valid ozz mesh archive. A valid mesh archive can be
|
|
// serialization API.
|
|
// _filename and _mesh must be non-nullptr.
|
|
bool LoadMesh(const char* _filename, ozz::sample::Mesh* _mesh);
|
|
|
|
// Loads n sample::Mesh from an ozz archive file named _filename.
|
|
// This function will fail and return false if the file cannot be opened or if
|
|
// it is not a valid ozz mesh archive. A valid mesh archive can be
|
|
// produced with ozz tools (fbx2skin) or using ozz animation serialization API.
|
|
// _filename and _mesh must be non-nullptr.
|
|
bool LoadMeshes(const char* _filename, ozz::vector<ozz::sample::Mesh>* _meshes);
|
|
|
|
// Intersect _mesh with the half-line extending from _ray_origin indefinitely in
|
|
// _ray_direction only. Returns true if there was an intersection. Fills
|
|
// intersection point and normal if provided, with the closest intersecting
|
|
// triangle from _ray_origin. Only supports non-skinned, single part meshes.
|
|
bool RayIntersectsMesh(const ozz::math::Float3& _ray_origin,
|
|
const ozz::math::Float3& _ray_direction,
|
|
const ozz::sample::Mesh& _mesh,
|
|
ozz::math::Float3* _intersect,
|
|
ozz::math::Float3* _normal);
|
|
|
|
// Intersect _meshes with the half-line extending from _ray_origin indefinitely
|
|
// in _ray_direction only. See RayIntersectsMesh.
|
|
bool RayIntersectsMeshes(const ozz::math::Float3& _ray_origin,
|
|
const ozz::math::Float3& _ray_direction,
|
|
const ozz::span<const ozz::sample::Mesh>& _meshes,
|
|
ozz::math::Float3* _intersect,
|
|
ozz::math::Float3* _normal);
|
|
} // namespace sample
|
|
} // namespace ozz
|
|
#endif // OZZ_SAMPLES_FRAMEWORK_UTILS_H_
|