105 lines
4.9 KiB
C++
105 lines
4.9 KiB
C++
//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#include "ozz/animation/offline/raw_skeleton.h"
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#include "ozz/animation/offline/skeleton_builder.h"
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#include "ozz/animation/runtime/skeleton.h"
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#include <cstdlib>
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// Code for ozz-animation HowTo: "How to write a custon skeleton importer?"
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int main(int argc, char const* argv[]) {
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(void)argc;
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(void)argv;
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//////////////////////////////////////////////////////////////////////////////
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// The first section builds a RawSkeleton from custom data.
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//////////////////////////////////////////////////////////////////////////////
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// Creates a RawSkeleton.
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ozz::animation::offline::RawSkeleton raw_skeleton;
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// Creates the root joint.
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raw_skeleton.roots.resize(1);
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ozz::animation::offline::RawSkeleton::Joint& root = raw_skeleton.roots[0];
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// Setup root joints name.
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root.name = "root";
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// Setup root joints bind-pose/rest transformation, in joint local-space.
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// This is the default skeleton posture (most of the time a T-pose). It's
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// used as a fallback when there's no animation for a joint.
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root.transform.translation = ozz::math::Float3(0.f, 1.f, 0.f);
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root.transform.rotation = ozz::math::Quaternion(0.f, 0.f, 0.f, 1.f);
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root.transform.scale = ozz::math::Float3(1.f, 1.f, 1.f);
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// Now adds 2 children to the root.
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root.children.resize(2);
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// Setups the 1st child name (left) and transfomation.
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ozz::animation::offline::RawSkeleton::Joint& left = root.children[0];
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left.name = "left";
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left.transform.translation = ozz::math::Float3(1.f, 0.f, 0.f);
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left.transform.rotation = ozz::math::Quaternion(0.f, 0.f, 0.f, 1.f);
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left.transform.scale = ozz::math::Float3(1.f, 1.f, 1.f);
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// Setups the 2nd child name (right) and transfomation.
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ozz::animation::offline::RawSkeleton::Joint& right = root.children[1];
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right.name = "right";
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right.transform.translation = ozz::math::Float3(-1.f, 0.f, 0.f);
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right.transform.rotation = ozz::math::Quaternion(0.f, 0.f, 0.f, 1.f);
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right.transform.scale = ozz::math::Float3(1.f, 1.f, 1.f);
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//...and so on with the whole skeleton hierarchy...
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// Test for skeleton validity.
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// The main invalidity reason is the number of joints, which must be lower
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// than ozz::animation::Skeleton::kMaxJoints.
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if (!raw_skeleton.Validate()) {
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return EXIT_FAILURE;
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}
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//////////////////////////////////////////////////////////////////////////////
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// This final section converts the RawSkeleton to a runtime Skeleton.
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//////////////////////////////////////////////////////////////////////////////
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// Creates a SkeletonBuilder instance.
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ozz::animation::offline::SkeletonBuilder builder;
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// Executes the builder on the previously prepared RawSkeleton, which returns
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// a new runtime skeleton instance.
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// This operation will fail and return an empty unique_ptr if the RawSkeleton
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// isn't valid.
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ozz::unique_ptr<ozz::animation::Skeleton> skeleton = builder(raw_skeleton);
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// ...use the skeleton as you want...
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return EXIT_SUCCESS;
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}
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