AnimTestbed/3rdparty/ozz-animation/samples/skinning/sample_skinning.cc

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