344 lines
13 KiB
C++
344 lines
13 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/runtime/animation.h"
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#include "ozz/animation/runtime/blending_job.h"
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#include "ozz/animation/runtime/local_to_model_job.h"
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#include "ozz/animation/runtime/sampling_job.h"
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#include "ozz/animation/runtime/skeleton.h"
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#include "ozz/base/log.h"
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#include "ozz/base/maths/math_ex.h"
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#include "ozz/base/maths/simd_math.h"
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#include "ozz/base/maths/soa_transform.h"
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#include "ozz/base/maths/vec_float.h"
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#include "ozz/options/options.h"
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#include "framework/application.h"
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#include "framework/imgui.h"
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#include "framework/renderer.h"
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#include "framework/utils.h"
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// Skeleton archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(skeleton,
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"Path to the skeleton (ozz archive format).",
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"media/skeleton.ozz", false)
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// First animation archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(animation1,
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"Path to the first animation (ozz archive format).",
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"media/animation1.ozz", false)
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// Second animation archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(animation2,
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"Path to the second animation (ozz archive format).",
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"media/animation2.ozz", false)
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// Third animation archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(animation3,
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"Path to the second animation (ozz archive format).",
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"media/animation3.ozz", false)
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class BlendSampleApplication : public ozz::sample::Application {
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public:
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BlendSampleApplication()
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: blend_ratio_(.3f),
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manual_(false),
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threshold_(ozz::animation::BlendingJob().threshold) {}
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protected:
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// Updates current animation time and skeleton pose.
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virtual bool OnUpdate(float _dt, float) {
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// Updates blending parameters and synchronizes animations if control mode
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// is not manual.
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if (!manual_) {
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UpdateRuntimeParameters();
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}
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// Updates and samples all animations to their respective local space
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// transform buffers.
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for (int i = 0; i < kNumLayers; ++i) {
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Sampler& sampler = samplers_[i];
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// Updates animations time.
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sampler.controller.Update(sampler.animation, _dt);
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// Early out if this sampler weight makes it irrelevant during blending.
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if (samplers_[i].weight <= 0.f) {
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continue;
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}
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// Setup sampling job.
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ozz::animation::SamplingJob sampling_job;
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sampling_job.animation = &sampler.animation;
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sampling_job.cache = &sampler.cache;
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sampling_job.ratio = sampler.controller.time_ratio();
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sampling_job.output = make_span(sampler.locals);
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// Samples animation.
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if (!sampling_job.Run()) {
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return false;
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}
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}
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// Blends animations.
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// Blends the local spaces transforms computed by sampling all animations
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// (1st stage just above), and outputs the result to the local space
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// transform buffer blended_locals_
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// Prepares blending layers.
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ozz::animation::BlendingJob::Layer layers[kNumLayers];
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for (int i = 0; i < kNumLayers; ++i) {
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layers[i].transform = make_span(samplers_[i].locals);
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layers[i].weight = samplers_[i].weight;
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}
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// Setups blending job.
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ozz::animation::BlendingJob blend_job;
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blend_job.threshold = threshold_;
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blend_job.layers = layers;
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blend_job.bind_pose = skeleton_.joint_bind_poses();
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blend_job.output = make_span(blended_locals_);
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// Blends.
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if (!blend_job.Run()) {
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return false;
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}
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// Converts from local space to model space matrices.
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// Gets the output of the blending stage, and converts it to model space.
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// Setup local-to-model conversion job.
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ozz::animation::LocalToModelJob ltm_job;
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ltm_job.skeleton = &skeleton_;
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ltm_job.input = make_span(blended_locals_);
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ltm_job.output = make_span(models_);
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// Runs ltm job.
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if (!ltm_job.Run()) {
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return false;
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}
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return true;
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}
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// Computes blending weight and synchronizes playback speed when the "manual"
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// option is off.
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void UpdateRuntimeParameters() {
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// Computes weight parameters for all samplers.
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const float kNumIntervals = kNumLayers - 1;
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const float kInterval = 1.f / kNumIntervals;
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for (int i = 0; i < kNumLayers; ++i) {
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const float med = i * kInterval;
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const float x = blend_ratio_ - med;
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const float y = ((x < 0.f ? x : -x) + kInterval) * kNumIntervals;
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samplers_[i].weight = ozz::math::Max(0.f, y);
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}
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// Synchronizes animations.
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// First computes loop cycle duration. Selects the 2 samplers that define
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// interval that contains blend_ratio_.
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// Uses a maximum value smaller that 1.f (-epsilon) to ensure that
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// (relevant_sampler + 1) is always valid.
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const int relevant_sampler =
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static_cast<int>((blend_ratio_ - 1e-3f) * (kNumLayers - 1));
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assert(relevant_sampler + 1 < kNumLayers);
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Sampler& sampler_l = samplers_[relevant_sampler];
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Sampler& sampler_r = samplers_[relevant_sampler + 1];
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// Interpolates animation durations using their respective weights, to
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// find the loop cycle duration that matches blend_ratio_.
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const float loop_duration =
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sampler_l.animation.duration() * sampler_l.weight +
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sampler_r.animation.duration() * sampler_r.weight;
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// Finally finds the speed coefficient for all samplers.
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const float inv_loop_duration = 1.f / loop_duration;
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for (int i = 0; i < kNumLayers; ++i) {
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Sampler& sampler = samplers_[i];
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const float speed = sampler.animation.duration() * inv_loop_duration;
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sampler.controller.set_playback_speed(speed);
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}
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}
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// Samples animation, transforms to model space and renders.
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virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
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return _renderer->DrawPosture(skeleton_, make_span(models_),
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ozz::math::Float4x4::identity());
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}
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virtual bool OnInitialize() {
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// Reading skeleton.
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if (!ozz::sample::LoadSkeleton(OPTIONS_skeleton, &skeleton_)) {
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return false;
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}
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const int num_joints = skeleton_.num_joints();
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const int num_soa_joints = skeleton_.num_soa_joints();
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// Reading animations.
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const char* filenames[] = {OPTIONS_animation1, OPTIONS_animation2,
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OPTIONS_animation3};
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static_assert(OZZ_ARRAY_SIZE(filenames) == kNumLayers, "Arrays mistmatch.");
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for (int i = 0; i < kNumLayers; ++i) {
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Sampler& sampler = samplers_[i];
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if (!ozz::sample::LoadAnimation(filenames[i], &sampler.animation)) {
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return false;
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}
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// Allocates sampler runtime buffers.
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sampler.locals.resize(num_soa_joints);
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// Allocates a cache that matches animation requirements.
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sampler.cache.Resize(num_joints);
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}
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// Allocates local space runtime buffers of blended data.
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blended_locals_.resize(num_soa_joints);
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// Allocates model space runtime buffers of blended data.
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models_.resize(num_joints);
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return true;
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}
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virtual void OnDestroy() {}
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virtual bool OnGui(ozz::sample::ImGui* _im_gui) {
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// Exposes blending parameters.
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{
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static bool open = true;
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ozz::sample::ImGui::OpenClose oc(_im_gui, "Blending parameters", &open);
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if (open) {
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if (_im_gui->DoCheckBox("Manual settings", &manual_) && !manual_) {
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// Check-box state was changed, reset parameters.
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for (int i = 0; i < kNumLayers; ++i) {
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Sampler& sampler = samplers_[i];
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sampler.controller.Reset();
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}
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}
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char label[64];
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std::sprintf(label, "Blend ratio: %.2f", blend_ratio_);
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_im_gui->DoSlider(label, 0.f, 1.f, &blend_ratio_, 1.f, !manual_);
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for (int i = 0; i < kNumLayers; ++i) {
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Sampler& sampler = samplers_[i];
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std::sprintf(label, "Weight %d: %.2f", i, sampler.weight);
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_im_gui->DoSlider(label, 0.f, 1.f, &sampler.weight, 1.f, manual_);
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}
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std::sprintf(label, "Threshold: %.2f", threshold_);
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_im_gui->DoSlider(label, .01f, 1.f, &threshold_);
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}
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}
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// Exposes animations runtime playback controls.
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{
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static bool oc_open = true;
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ozz::sample::ImGui::OpenClose oc(_im_gui, "Animation control", &oc_open);
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if (oc_open) {
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static bool open[] = {true, true, true};
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static_assert(OZZ_ARRAY_SIZE(open) == kNumLayers,
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"Arrays size mismatch");
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const char* oc_names[] = {"Animation 1", "Animation 2", "Animation 3"};
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static_assert(OZZ_ARRAY_SIZE(oc_names) == kNumLayers,
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"Arrays size mismatch");
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for (int i = 0; i < kNumLayers; ++i) {
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Sampler& sampler = samplers_[i];
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ozz::sample::ImGui::OpenClose loc(_im_gui, oc_names[i], nullptr);
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if (open[i]) {
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sampler.controller.OnGui(sampler.animation, _im_gui, manual_);
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}
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}
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}
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}
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return true;
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}
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virtual void GetSceneBounds(ozz::math::Box* _bound) const {
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ozz::sample::ComputePostureBounds(make_span(models_), _bound);
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}
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private:
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// Runtime skeleton.
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ozz::animation::Skeleton skeleton_;
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// Global blend ratio in range [0,1] that controls all blend parameters and
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// synchronizes playback speeds. A value of 0 gives full weight to the first
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// animation, and 1 to the last.
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float blend_ratio_;
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// Switch to manual control of animations and blending parameters.
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bool manual_;
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// The number of layers to blend.
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enum {
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kNumLayers = 3,
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};
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// Sampler structure contains all the data required to sample a single
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// animation.
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struct Sampler {
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// Constructor, default initialization.
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Sampler() : weight(1.f) {}
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// Playback animation controller. This is a utility class that helps with
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// controlling animation playback time.
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ozz::sample::PlaybackController controller;
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// Blending weight for the layer.
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float weight;
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// Runtime animation.
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ozz::animation::Animation animation;
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// Sampling cache.
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ozz::animation::SamplingCache cache;
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// Buffer of local transforms as sampled from animation_.
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ozz::vector<ozz::math::SoaTransform> locals;
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} samplers_[kNumLayers]; // kNumLayers animations to blend.
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// Blending job bind pose threshold.
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float threshold_;
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// Buffer of local transforms which stores the blending result.
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ozz::vector<ozz::math::SoaTransform> blended_locals_;
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// Buffer of model space matrices. These are computed by the local-to-model
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// job after the blending stage.
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ozz::vector<ozz::math::Float4x4> models_;
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};
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int main(int _argc, const char** _argv) {
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const char* title = "Ozz-animation sample: Animation blending";
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return BlendSampleApplication().Run(_argc, _argv, "1.2", title);
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}
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