AnimTestbed/3rdparty/ozz-animation/samples/user_channel/sample_user_channel.cc

379 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 "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/local_to_model_job.h"
#include "ozz/animation/runtime/sampling_job.h"
#include "ozz/animation/runtime/skeleton.h"
#include "ozz/animation/runtime/track.h"
#include "ozz/animation/runtime/track_sampling_job.h"
#include "ozz/animation/runtime/track_triggering_job.h"
#include "ozz/base/log.h"
#include "ozz/base/maths/box.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"
// Some scene constants.
const ozz::math::Box kBox(ozz::math::Float3(-.01f, -.1f, -.05f),
ozz::math::Float3(.01f, .1f, .05f));
const ozz::math::SimdFloat4 kBoxInitialPosition =
ozz::math::simd_float4::Load(0.f, .1f, .3f, 0.f);
// Skeleton archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(skeleton,
"Path to the skeleton (ozz archive format).",
"media/skeleton.ozz", false)
// Animation archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(animation,
"Path to the animation (ozz archive format).",
"media/animation.ozz", false)
// Track archive can be specified as an option.
OZZ_OPTIONS_DECLARE_STRING(track, "Path to the track (ozz archive format).",
"media/track.ozz", false)
class UserChannelSampleApplication : public ozz::sample::Application {
public:
UserChannelSampleApplication()
: method_(kTriggering), // Triggering is the most robust method.
attached_(false),
attach_joint_(0) {
ResetState();
}
protected:
// Resets everything to it's initial state.
void ResetState() {
controller_.set_time_ratio(0.f);
attached_ = false;
box_local_transform_ = ozz::math::Float4x4::identity();
box_world_transform_ =
ozz::math::Float4x4::Translation(kBoxInitialPosition);
}
virtual bool OnUpdate(float _dt, float) {
// Updates current animation time.
controller_.Update(animation_, _dt);
// Update attachment state depending on the selected method, aka sample or
// triggering.
if (method_ == kSampling) {
if (!Update_SamplingMethod()) {
return false;
}
} else {
if (!Update_TriggeringMethod()) {
return false;
}
}
// Updates box transform based on attachment state.
if (attached_) {
box_world_transform_ = models_[attach_joint_] * box_local_transform_;
} else {
// Lets the box where it is.
}
return true;
}
bool Update_SamplingMethod() {
// Updates animation and computes new joints position at current frame time.
if (!Update_Joints(controller_.time_ratio())) {
return false;
}
// Samples the track in order to know if the box should be attached to the
// skeleton joint (hand).
ozz::animation::FloatTrackSamplingJob job;
// Tracks have a unit length duration. They are thus sampled with a ratio
// (rather than a time), which is computed based on the duration of the
// animation they refer to.
job.ratio = controller_.time_ratio();
job.track = &track_;
float attached;
job.result = &attached;
if (!job.Run()) {
return false;
}
bool previously_attached = attached_;
attached_ = attached != 0.f;
// If box is being attached, then computes it's relative position with the
// attachment joint.
if (attached_ && !previously_attached) {
box_local_transform_ =
Invert(models_[attach_joint_]) * box_world_transform_;
}
return true;
}
bool Update_TriggeringMethod() {
// Walks through the track to find edges, aka when the box should be
// attached or detached.
ozz::animation::TrackTriggeringJob job;
// Tracks have a unit length duration. They are thus sampled with a ratio
// (rather than a time), which is computed based on the duration of the
// animation they refer to.
// Its important to use exact "previous time" here, because if we recompute
// it, we might end up using a time range that is not exactly the previous
// one, leading to missed or redundant edges.
// Previous_time can be higher that current time, in case of a loop. It's
// not a problem. Edges will be triggered backward (rewinding track in
// time), so the "attachment" state remains valid. It's not the shortest or
// optimum path though.
job.from = controller_.previous_time_ratio();
job.to = controller_.time_ratio();
job.track = &track_;
job.threshold = 0.f; // Considered attached as soon as the value is
// greater than 0, aka different from 0.
ozz::animation::TrackTriggeringJob::Iterator iterator;
job.iterator = &iterator;
if (!job.Run()) {
return false;
}
// Iteratively evaluates all edges.
// Edges are lazily evaluated on iterator increments.
for (const ozz::animation::TrackTriggeringJob::Iterator end = job.end();
iterator != end; ++iterator) {
const ozz::animation::TrackTriggeringJob::Edge& edge = *iterator;
// Updates attachment state.
// Triggering job ensures rising and falling edges symmetry, this can be
// asserted.
assert(attached_ != edge.rising);
attached_ = edge.rising;
// Knowing exact edge ratio, joint position can be re-sampled in order
// to get attachment joint position at the precise attachment time. This
// makes the algorithm frame rate independent.
// Sampling is cached so this intermediate updates don't have a big
// performance impact.
if (!Update_Joints(edge.ratio)) {
return false;
}
if (edge.rising) {
// Box is being attached on rising edges.
// Find the relative transform of the box to the attachment joint at the
// exact time of the rising edge.
box_local_transform_ =
Invert(models_[attach_joint_]) * box_world_transform_;
} else {
// Box is being detached on falling edges.
// Compute box position when at the exact time it is released.
box_world_transform_ = models_[attach_joint_] * box_local_transform_;
}
}
// Finally updates animation and computes joints position at current frame
// time.
return Update_Joints(controller_.time_ratio());
}
bool Update_Joints(float _ratio) {
// Samples animation at r = _ratio.
ozz::animation::SamplingJob sampling_job;
sampling_job.animation = &animation_;
sampling_job.cache = &cache_;
sampling_job.ratio = _ratio;
sampling_job.output = make_span(locals_);
if (!sampling_job.Run()) {
return false;
}
// Converts from local space to model space matrices.
ozz::animation::LocalToModelJob ltm_job;
ltm_job.skeleton = &skeleton_;
ltm_job.input = make_span(locals_);
ltm_job.output = make_span(models_);
if (!ltm_job.Run()) {
return false;
}
return true;
}
// Samples animation, transforms to model space and renders.
virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
bool success = true;
// Draw box at the position computed during update.
success &= _renderer->DrawBoxShaded(
kBox, ozz::span<ozz::math::Float4x4>(box_world_transform_),
ozz::sample::kGrey);
// Draws a sphere at hand position, which shows "attached" flag status.
const ozz::sample::Color colors[] = {{0, 0xff, 0, 0xff},
{0xff, 0, 0, 0xff}};
_renderer->DrawSphereIm(.01f, models_[attach_joint_], colors[attached_]);
// Draws the animated skeleton.
success &= _renderer->DrawPosture(skeleton_, make_span(models_),
ozz::math::Float4x4::identity());
return success;
}
virtual bool OnInitialize() {
// Reading skeleton.
if (!ozz::sample::LoadSkeleton(OPTIONS_skeleton, &skeleton_)) {
return false;
}
// Finds the hand joint where the box should be attached.
// If not found, let it be 0.
for (int i = 0; i < skeleton_.num_joints(); i++) {
if (std::strstr(skeleton_.joint_names()[i], "thumb2")) {
attach_joint_ = i;
break;
}
}
// Reading animation.
if (!ozz::sample::LoadAnimation(OPTIONS_animation, &animation_)) {
return false;
}
// Allocates runtime buffers.
const int num_soa_joints = skeleton_.num_soa_joints();
locals_.resize(num_soa_joints);
const int num_joints = skeleton_.num_joints();
models_.resize(num_joints);
// Allocates a cache that matches animation requirements.
cache_.Resize(num_joints);
// Reading track.
if (!ozz::sample::LoadTrack(OPTIONS_track, &track_)) {
return false;
}
return true;
}
virtual void OnDestroy() {}
virtual bool OnGui(ozz::sample::ImGui* _im_gui) {
// Exposes sample specific parameters.
{
static bool open = true;
ozz::sample::ImGui::OpenClose oc(_im_gui, "Track access method", &open);
int method = static_cast<int>(method_);
bool changed = _im_gui->DoRadioButton(kSampling, "Sampling", &method);
changed |= _im_gui->DoRadioButton(kTriggering, "Triggering", &method);
if (changed) {
method_ = static_cast<Method>(method);
ResetState();
}
}
// Exposes animation runtime playback controls.
{
static bool open = true;
ozz::sample::ImGui::OpenClose oc(_im_gui, "Animation control", &open);
if (open) {
if (controller_.OnGui(animation_, _im_gui, true)) {
// Triggering method can adapt to "big" time changes (jumps), because
// all the events will be triggered and processed for the whole time
// period.
// No point doing that for sampling method.
if (method_ == kTriggering) {
if (!Update_TriggeringMethod()) {
return false;
}
}
}
}
}
return true;
}
virtual void GetSceneBounds(ozz::math::Box* _bound) const {
ozz::sample::ComputePostureBounds(make_span(models_), _bound);
}
private:
// Playback animation controller. This is a utility class that helps with
// controlling animation playback time.
ozz::sample::PlaybackController controller_;
// Runtime skeleton.
ozz::animation::Skeleton skeleton_;
// 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_;
// Buffer of model space matrices.
ozz::vector<ozz::math::Float4x4> models_;
// Runtime float track.
// Stores whether the box should be attached to the hand.
ozz::animation::FloatTrack track_;
// Track reading method.
enum Method {
kSampling, // Will use TrackSamplingJob
kTriggering // Will use TrackTriggeringJob
} method_;
// Stores whether the box is currently attached. This flag is computed
// during update. This is only used for debug display purpose.
bool attached_;
// Index of the joint where the box must be attached.
int attach_joint_;
// Box current transformation.
ozz::math::Float4x4 box_world_transform_;
// Box transformation relative to the attached bone.
ozz::math::Float4x4 box_local_transform_;
};
int main(int _argc, const char** _argv) {
const char* title = "Ozz-animation sample: User channels";
return UserChannelSampleApplication().Run(_argc, _argv, "1.0", title);
}