AnimTestbed/3rdparty/ozz-animation/samples/additive/sample_additive.cc

383 lines
14 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. //
// //
//----------------------------------------------------------------------------//
#include <cstring>
#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<ozz::math::SimdFloat4>* _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<ozz::math::SimdFloat4>* 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<ozz::math::SoaTransform> 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<ozz::math::SimdFloat4> upper_body_joint_weights_;
// Blending job bind pose threshold.
float threshold_;
// Buffer of local transforms which stores the blending result.
ozz::vector<ozz::math::SoaTransform> blended_locals_;
// Buffer of model space matrices. These are computed by the local-to-model
// job after the blending stage.
ozz::vector<ozz::math::Float4x4> 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);
}