295 lines
11 KiB
C++
295 lines
11 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 <algorithm>
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#include "framework/application.h"
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#include "framework/imgui.h"
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#include "framework/mesh.h"
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#include "framework/renderer.h"
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#include "framework/utils.h"
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#include "ozz/animation/runtime/animation.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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// 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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// Animation archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(animation,
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"Path to the animation (ozz archive format).",
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"media/animation.ozz", false)
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// Mesh archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(mesh,
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"Path to the skinned mesh (ozz archive format).",
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"media/mesh.ozz", false)
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class SkinningSampleApplication : public ozz::sample::Application {
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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 current animation time.
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controller_.Update(animation_, _dt);
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// Samples optimized animation at t = animation_time_.
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ozz::animation::SamplingJob sampling_job;
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sampling_job.animation = &animation_;
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sampling_job.context = &context_;
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sampling_job.ratio = controller_.time_ratio();
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sampling_job.output = make_span(locals_);
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if (!sampling_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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ozz::animation::LocalToModelJob ltm_job;
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ltm_job.skeleton = &skeleton_;
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ltm_job.input = make_span(locals_);
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ltm_job.output = make_span(models_);
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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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// Samples animation, transforms to model space and renders.
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virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
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bool success = true;
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const ozz::math::Float4x4 transform = ozz::math::Float4x4::identity();
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if (draw_skeleton_) {
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success &=
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_renderer->DrawPosture(skeleton_, make_span(models_), transform);
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}
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if (draw_mesh_) {
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// Builds skinning matrices, based on the output of the animation stage.
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// The mesh might not use (aka be skinned by) all skeleton joints. We
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// use the joint remapping table (available from the mesh object) to
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// reorder model-space matrices and build skinning ones.
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for (const ozz::sample::Mesh& mesh : meshes_) {
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for (size_t i = 0; i < mesh.joint_remaps.size(); ++i) {
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skinning_matrices_[i] =
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models_[mesh.joint_remaps[i]] * mesh.inverse_bind_poses[i];
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}
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// Renders skin.
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success &= _renderer->DrawSkinnedMesh(
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mesh, make_span(skinning_matrices_), transform, render_options_);
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}
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}
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return success;
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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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// Reading animation.
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if (!ozz::sample::LoadAnimation(OPTIONS_animation, &animation_)) {
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return false;
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}
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// Skeleton and animation needs to match.
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if (skeleton_.num_joints() != animation_.num_tracks()) {
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ozz::log::Err() << "The provided animation doesn't match skeleton "
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"(joint count mismatch)."
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<< std::endl;
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return false;
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}
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// Allocates runtime buffers.
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const int num_soa_joints = skeleton_.num_soa_joints();
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locals_.resize(num_soa_joints);
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const int num_joints = skeleton_.num_joints();
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models_.resize(num_joints);
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// Allocates a context that matches animation requirements.
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context_.Resize(num_joints);
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// Reading skinned meshes.
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if (!ozz::sample::LoadMeshes(OPTIONS_mesh, &meshes_)) {
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return false;
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}
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// Computes the number of skinning matrices required to skin all meshes.
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// A mesh is skinned by only a subset of joints, so the number of skinning
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// matrices might be less that the number of skeleton joints.
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// Mesh::joint_remaps is used to know how to order skinning matrices. So
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// the number of matrices required is the size of joint_remaps.
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size_t num_skinning_matrices = 0;
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for (const ozz::sample::Mesh& mesh : meshes_) {
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num_skinning_matrices =
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ozz::math::Max(num_skinning_matrices, mesh.joint_remaps.size());
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}
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// Allocates skinning matrices.
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skinning_matrices_.resize(num_skinning_matrices);
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// Check the skeleton matches with the mesh, especially that the mesh
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// doesn't expect more joints than the skeleton has.
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for (const ozz::sample::Mesh& mesh : meshes_) {
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if (num_joints < mesh.highest_joint_index()) {
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ozz::log::Err() << "The provided mesh doesn't match skeleton "
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"(joint count mismatch)."
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<< std::endl;
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return false;
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}
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}
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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 model informations.
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{
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static bool open = true;
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ozz::sample::ImGui::OpenClose oc(_im_gui, "Model statisitics", &open);
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if (open) {
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char label[255];
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std::snprintf(label, sizeof(label), "%d animated joints", skeleton_.num_joints());
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_im_gui->DoLabel(label);
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int influences = 0;
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for (const auto& mesh : meshes_) {
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influences = ozz::math::Max(influences, mesh.max_influences_count());
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}
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std::snprintf(label, sizeof(label), "%d influences (max)", influences);
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_im_gui->DoLabel(label);
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int vertices = 0;
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for (const auto& mesh : meshes_) {
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vertices += mesh.vertex_count();
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}
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std::snprintf(label, sizeof(label), "%.1fK vertices", vertices / 1000.f);
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_im_gui->DoLabel(label);
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int indices = 0;
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for (const auto& mesh : meshes_) {
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indices += mesh.triangle_index_count();
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}
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std::snprintf(label, sizeof(label), "%.1fK triangles", indices / 3000.f);
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_im_gui->DoLabel(label);
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}
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}
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// Exposes animation runtime playback controls.
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{
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static bool open = true;
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ozz::sample::ImGui::OpenClose oc(_im_gui, "Animation control", &open);
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if (open) {
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controller_.OnGui(animation_, _im_gui);
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}
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}
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// Expose mesh rendering options
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{
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// Rendering options.
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static bool ocd_open = true;
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ozz::sample::ImGui::OpenClose ocd(_im_gui, "Display options", &ocd_open);
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if (ocd_open) {
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_im_gui->DoCheckBox("Draw skeleton", &draw_skeleton_);
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_im_gui->DoCheckBox("Draw mesh", &draw_mesh_);
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static bool ocr_open = false;
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ozz::sample::ImGui::OpenClose ocr(_im_gui, "Rendering options",
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&ocr_open);
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if (ocr_open) {
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_im_gui->DoCheckBox("Show triangles", &render_options_.triangles);
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_im_gui->DoCheckBox("Show texture", &render_options_.texture);
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_im_gui->DoCheckBox("Show vertices", &render_options_.vertices);
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_im_gui->DoCheckBox("Show normals", &render_options_.normals);
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_im_gui->DoCheckBox("Show tangents", &render_options_.tangents);
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_im_gui->DoCheckBox("Show binormals", &render_options_.binormals);
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_im_gui->DoCheckBox("Show colors", &render_options_.colors);
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_im_gui->DoCheckBox("Wireframe", &render_options_.wireframe);
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_im_gui->DoCheckBox("Skip skinning", &render_options_.skip_skinning);
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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::ComputeSkeletonBounds(skeleton_, _bound);
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}
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private:
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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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// Runtime skeleton.
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ozz::animation::Skeleton skeleton_;
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// Runtime animation.
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ozz::animation::Animation animation_;
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// Sampling context.
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ozz::animation::SamplingJob::Context context_;
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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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// Buffer of model space matrices.
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ozz::vector<ozz::math::Float4x4> models_;
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// Buffer of skinning matrices, result of the joint multiplication of the
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// inverse bind pose with the model space matrix.
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ozz::vector<ozz::math::Float4x4> skinning_matrices_;
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// The mesh used by the sample.
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ozz::vector<ozz::sample::Mesh> meshes_;
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// Redering options.
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bool draw_skeleton_ = false;
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bool draw_mesh_ = true;
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// Mesh rendering options.
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ozz::sample::Renderer::Options render_options_;
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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: Skinning";
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return SkinningSampleApplication().Run(_argc, _argv, "1.0", title);
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}
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