feat(ludic.anim): ozz-animation 0.17.0 underneath - a skin's skeleton and each clip built at load, sampled to 1e-4 of anim_mix (phase 19.1)
No bake and no new file: the skeleton comes from the skin's parents and rest pose (its own joints and their ancestors - a kit holds several rigs), a clip from anim_read_doc's channels. Built by native/build.sh from the pinned release; the Windows DLL imports KERNEL32 alone and passes there. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9
changes/anim-ozz.md
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changes/anim-ozz.md
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bump: minor
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type: feature
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**`ludic.anim` carries ozz-animation (0.17.0, MIT) as a native library**, the second package to do
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so after `ludic.physics`. Its skeleton and each clip are built at LOAD from the numbers the package
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already reads - a skin's parents and rest pose, a clip's flattened channels - so there is no bake
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step and no new file. `anim_oz_skel(sk)`, `anim_oz_clip(c)`, `anim_oz_ctx(s)` and
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`anim_oz_sample(ctx, clip, t, rot, pos, n)` are the first step (Maroon Lake's phase 19.1): a sampled
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rotation agrees with `anim_mix` to within 1e-4 a component. `anim_play` is unchanged. The library is
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built by `native/build.sh` from the pinned release, and on Windows it imports KERNEL32 alone.
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@ -14,7 +14,7 @@ section. The rules are in [ludic.base](ludic.base/README.md).
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| --- | --- |
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| [ludic.base](ludic.base/README.md) | the shared vocabulary: Tick and phases, `Queue<T>`, rng streams, the save tree, the system runner (`Systems`, an open registry) |
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| [ludic.aim](ludic.aim/README.md) | what the crosshair is on: a forgiving ray against cylinders, the ground in front, reach floors, which thing the use key means |
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| [ludic.anim](ludic.anim/README.md) | glTF animation clips sampled and cross-faded onto a render3d Skin (uses `ludic_render3d`) |
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| [ludic.anim](ludic.anim/README.md) | glTF animation clips sampled and cross-faded onto a render3d Skin (uses `ludic_render3d`); ozz-animation underneath as a native library (phase 19) |
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| [ludic.character](ludic.character/README.md) | a third-person walking body: gait, steps and slopes, a jump, wading, swimming, sitting, a safe put-down, the orbit camera |
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| [ludic.audio](ludic.audio/README.md) | world sounds with a gain, pan and pitch from a listener port, flat interface sounds, packed clips loaded, the one door to `Audio.*` |
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| [ludic.compass](ludic.compass/README.md) | bearing marks on a strip: gathered from registered providers, gated by tier, sorted by priority, bearings, distances and a radar |
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@ -27,6 +27,24 @@ anim_play(sk, walk, t, idle, t2, 0.3) # 70% walk, 30% idle, into th
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| `skin_joint(sk, name)`, `skin_joint_quiet(sk, name)` | a bone by name in the skin's OWN joints: a kit packs several rigs with the same bone names, and render3d's `skin_find` answers the file's first, which belongs to another rig (the pose is then stored and never drawn) |
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| `anim_first_key(c) -> float` | the earliest key; a read warns when it is not zero |
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## ozz-animation underneath
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[ozz-animation](https://github.com/guillaumeblanc/ozz-animation) 0.17.0 (MIT, `native/LICENSE-ozz-animation.md`)
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is compiled into `libludicozz` by `native/build.sh` from the pinned release: its base, its runtime jobs and
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the offline builders for a skeleton and a clip. There is no bake and no new file. The skeleton is
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built from a skin's parents and rest pose, taking only its own joints and their ancestors, because a
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kit holds several rigs. Each clip is built from the channels `anim_read_doc` already read.
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| | |
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| --- | --- |
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| `anim_oz_skel(sk) -> pointer`, `anim_oz_joints(s)`, `anim_oz_skel_free(s)` | a skin's skeleton |
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| `anim_oz_clip(c) -> pointer`, `anim_oz_clip_bytes(c)`, `anim_oz_clip_free(c)` | a clip for that skeleton, compressed (translations only with `anim_set_positions`) |
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| `anim_oz_ctx(s)`, `anim_oz_ctx_free(c)` | what one actor samples with, made once |
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| `anim_oz_sample(ctx, clip, t, rot, pos, n) -> bool` | the clip at t (wrapped), each node's local rotation (4) and translation (3) at its file node |
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A sampled rotation agrees with `anim_mix` to within 1e-4 a component (ozz keeps rotations in 16 bits).
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`anim_play` still runs the Ludic sampler until the callers move (Maroon Lake's phase 19).
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## Rules it keeps
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- **Clips are named per rig.** A channel addresses its FILE's node indices, two files number their
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@ -3,8 +3,10 @@
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module ludic_anim uses ludic_render3d
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numbers float
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import "ludic.render3d/r3d.ludic"
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import "native.ludic"
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import "clip.ludic"
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import "read.ludic"
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import "mix.ludic"
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import "pose.ludic"
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import "bones.ludic"
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import "ozz.ludic"
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packages/ludic.anim/lib/macos-arm64/libludicozz.dylib
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packages/ludic.anim/lib/macos-arm64/libludicozz.dylib
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packages/ludic.anim/lib/windows-x64/ludicozz.dll
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packages/ludic.anim/lib/windows-x64/ludicozz.dll
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packages/ludic.anim/lib/windows-x64/ludicozz.lib
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packages/ludic.anim/lib/windows-x64/ludicozz.lib
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packages/ludic.anim/native.ludic
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packages/ludic.anim/native.ludic
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# native.ludic - the shim's symbols (native/shim/ozz_shim.cpp). A skeleton, a clip and a context are
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# handles the package keeps. None of this is exported.
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extern function ozz_skel_new(n: int, par: pointer, rest: pointer) -> pointer = "ozz_skel_new"
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extern function ozz_skel_free(s: pointer) -> void = "ozz_skel_free"
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extern function ozz_skel_joints(s: pointer) -> int = "ozz_skel_joints"
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extern function ozz_skel_joint_of(s: pointer, node: int) -> int = "ozz_skel_joint_of"
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extern function ozz_clip_new(s: pointer, dur: float, nch: int, cnode: pointer, cpath: pointer, ckeys: pointer, coff: pointer, cvoff: pointer, times: pointer, vals: pointer, positions: int) -> pointer = "ozz_clip_new"
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extern function ozz_clip_free(c: pointer) -> void = "ozz_clip_free"
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extern function ozz_clip_bytes(c: pointer) -> int = "ozz_clip_bytes"
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extern function ozz_ctx_new(s: pointer) -> pointer = "ozz_ctx_new"
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extern function ozz_ctx_free(c: pointer) -> void = "ozz_ctx_free"
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extern function ozz_sample(ctx: pointer, clip: pointer, t: float, rot: pointer, pos: pointer, n: int) -> int = "ozz_sample"
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23
packages/ludic.anim/native/LICENSE-ozz-animation.md
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packages/ludic.anim/native/LICENSE-ozz-animation.md
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ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation and
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distributed under the MIT License (MIT).
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---
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Copyright (c) 2020 Guillaume Blanc
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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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, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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29
packages/ludic.anim/native/build.sh
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packages/ludic.anim/native/build.sh
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#!/bin/sh
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# builds lib/<target>/ for ludic.anim: ozz-animation at a pinned tag - its base, its runtime jobs and
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# the offline builders that make a skeleton and a clip at load - and the shim over them. No CMake,
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# no glTF importer: the game reads the glTF and hands the shim its numbers. Objects go to build/native
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set -eu
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PKG="$(cd "$(dirname "$0")/.." && pwd)"
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. "$PKG/../../tools/native/lib.sh"
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OZZ_TAG=0.17.0
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OZZ_SHA=22b4401c77a2be68acb0a8aa2e857f94dbaccfed3ab25e304a1ddea4c546e86b
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SRC="$PKG/build/src/ozz-$OZZ_TAG"
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native_fetch "$SRC" "https://github.com/guillaumeblanc/ozz-animation/archive/refs/tags/$OZZ_TAG.tar.gz" "$OZZ_SHA"
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OBJ="$PKG/build/native/$(native_target)"
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mkdir -p "$OBJ"
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CXX="$(native_cxx)"
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FLAGS="$(native_cflags) -std=c++17 -DNDEBUG -fno-exceptions -fno-rtti -I$SRC/include -I$SRC/src"
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case "$(native_target)" in windows-*) FLAGS="$FLAGS -D_CRT_SECURE_NO_WARNINGS" ;; esac
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JOBS="$(getconf _NPROCESSORS_ONLN 2>/dev/null || echo 4)"
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# the base and the runtime whole, and of the offline library only what builds a skeleton and a clip
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( cd "$SRC" && find src/base src/animation/runtime -name '*.cc'
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for f in raw_skeleton skeleton_builder raw_animation raw_animation_utils animation_builder; do echo "src/animation/offline/$f.cc"; done
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) | while read -r f; do
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o="$OBJ/$(echo "$f" | tr '/' '_' | sed 's/\.cc$/.o/')"
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[ "$o" -nt "$SRC/$f" ] || echo "$f $o"
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done | xargs -P "$JOBS" -n 2 sh -c '"$0" '"$FLAGS"' -c "'"$SRC"'/$1" -o "$2"' "$CXX"
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"$CXX" $FLAGS -I"$PKG/native/shim" -c "$PKG/native/shim/ozz_shim.cpp" -o "$OBJ/ozz_shim.o"
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native_link "$PKG" ludicozz "$OBJ"/*.o
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packages/ludic.anim/native/shim/ozz_shim.cpp
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packages/ludic.anim/native/shim/ozz_shim.cpp
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// ozz_shim.cpp - ludic.anim's door into ozz-animation (phase 19). It keeps the shim rules of
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// packages/README.md: int, float and opaque handles cross; no struct by value, no callback into
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// Ludic; errors are a null handle or a 0. A skeleton and a clip are built at load from the numbers
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// the package already holds (a skin's parents and rest pose, a clip's flattened channels); what a
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// frame needs is made once per actor (a context) and reused.
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#include "ozz/animation/offline/raw_skeleton.h"
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#include "ozz/animation/offline/skeleton_builder.h"
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#include "ozz/animation/offline/raw_animation.h"
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#include "ozz/animation/offline/animation_builder.h"
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#include "ozz/animation/runtime/skeleton.h"
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#include "ozz/animation/runtime/animation.h"
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#include "ozz/animation/runtime/sampling_job.h"
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#include "ozz/base/maths/soa_transform.h"
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#include "ozz/base/maths/simd_math.h"
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#include <cstdlib>
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#include <string>
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#include <vector>
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#if defined(_WIN32)
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#define OZZ_SHIM extern "C" __declspec(dllexport)
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#else
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#define OZZ_SHIM extern "C" __attribute__((visibility("default")))
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#endif
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namespace oa = ozz::animation;
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namespace off = ozz::animation::offline;
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// a skeleton, and the map between its joints (ozz orders them depth first) and the file's nodes
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struct Skel {
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ozz::unique_ptr<oa::Skeleton> s;
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std::vector<int> node_of; // per joint: the file's node
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std::vector<int> joint_of; // per node: its joint, -1 for none
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std::vector<float> rest; // per node: t3 r4 s3, what a joint no channel moves holds
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};
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struct Clip {
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ozz::unique_ptr<oa::Animation> a;
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float dur;
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};
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struct Ctx {
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const Skel *sk;
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oa::SamplingJob::Context ctx;
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std::vector<ozz::math::SoaTransform> locals;
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};
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static void add_children(off::RawSkeleton::Joint &j, int node, int n, const int *par, const float *rest) {
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j.name = std::to_string(node).c_str();
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const float *r = rest + node * 10;
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j.transform.translation = ozz::math::Float3(r[0], r[1], r[2]);
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j.transform.rotation = ozz::math::Quaternion(r[3], r[4], r[5], r[6]);
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j.transform.scale = ozz::math::Float3(r[7], r[8], r[9]);
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for (int c = 0; c < n; c++) {
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if (par[c] != node) continue;
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j.children.emplace_back();
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add_children(j.children.back(), c, n, par, rest);
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}
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}
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// n nodes, each's parent (-1 a root, -2 not in this skeleton) and rest pose (10 floats: translation, rotation x y z w, scale)
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OZZ_SHIM void *ozz_skel_new(int n, const int *par, const float *rest) {
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if (n <= 0 || n > oa::Skeleton::kMaxJoints) return nullptr;
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off::RawSkeleton raw;
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for (int i = 0; i < n; i++) {
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if (par[i] != -1) continue;
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raw.roots.emplace_back();
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add_children(raw.roots.back(), i, n, par, rest);
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}
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if (!raw.Validate()) return nullptr;
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off::SkeletonBuilder build;
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Skel *sk = new Skel();
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sk->s = build(raw);
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if (!sk->s) { delete sk; return nullptr; }
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int nj = sk->s->num_joints();
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sk->node_of.assign(nj, -1);
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sk->joint_of.assign(n, -1);
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auto names = sk->s->joint_names();
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for (int j = 0; j < nj; j++) {
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int node = std::atoi(names[j]);
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sk->node_of[j] = node;
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sk->joint_of[node] = j;
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}
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sk->rest.assign(rest, rest + n * 10);
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return sk;
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}
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OZZ_SHIM void ozz_skel_free(void *p) { delete static_cast<Skel *>(p); }
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OZZ_SHIM int ozz_skel_joints(void *p) { return p ? static_cast<Skel *>(p)->s->num_joints() : 0; }
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OZZ_SHIM int ozz_skel_joint_of(void *p, int node) {
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Skel *sk = static_cast<Skel *>(p);
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if (!sk || node < 0 || node >= (int)sk->joint_of.size()) return -1;
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return sk->joint_of[node];
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}
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static float clampt(float t, float dur) { return t < 0.f ? 0.f : (t > dur ? dur : t); }
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// a clip from ludic.anim's flattened channels (clip.ludic): a channel's keys are
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// times[coff .. coff + ckeys], its values 4 (rotation, path 0) or 3 (translation, path 1) from
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// cvoff; translations only when `positions`. A joint no channel moves holds its rest pose.
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OZZ_SHIM void *ozz_clip_new(void *skp, float dur, int nch, const int *cnode, const int *cpath, const int *ckeys,
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const int *coff, const int *cvoff, const float *times, const float *vals, int positions) {
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Skel *sk = static_cast<Skel *>(skp);
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if (!sk) return nullptr;
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off::RawAnimation raw;
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raw.duration = dur > 0.0001f ? dur : 0.0001f;
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int nj = sk->s->num_joints();
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raw.tracks.resize(nj);
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for (int ch = 0; ch < nch; ch++) {
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int node = cnode[ch];
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if (node < 0 || node >= (int)sk->joint_of.size() || sk->joint_of[node] < 0) continue;
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auto &tr = raw.tracks[sk->joint_of[node]];
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const float *v = vals + cvoff[ch];
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for (int k = 0; k < ckeys[ch]; k++) {
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float t = clampt(times[coff[ch] + k], raw.duration);
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if (k > 0 && t <= times[coff[ch] + k - 1] && t < raw.duration) continue;
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if (cpath[ch] == 0) {
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const float *q = v + k * 4;
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tr.rotations.push_back({t, ozz::math::Quaternion(q[0], q[1], q[2], q[3])});
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} else if (positions) {
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const float *p = v + k * 3;
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tr.translations.push_back({t, ozz::math::Float3(p[0], p[1], p[2])});
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}
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}
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}
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for (int j = 0; j < nj; j++) {
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auto &tr = raw.tracks[j];
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const float *r = &sk->rest[sk->node_of[j] * 10];
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if (tr.translations.empty()) tr.translations.push_back({0.f, ozz::math::Float3(r[0], r[1], r[2])});
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if (tr.rotations.empty()) tr.rotations.push_back({0.f, ozz::math::Quaternion(r[3], r[4], r[5], r[6])});
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if (tr.scales.empty()) tr.scales.push_back({0.f, ozz::math::Float3(r[7], r[8], r[9])});
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}
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if (!raw.Validate()) return nullptr;
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off::AnimationBuilder build;
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Clip *c = new Clip();
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c->a = build(raw);
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if (!c->a) { delete c; return nullptr; }
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c->dur = raw.duration;
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return c;
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}
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OZZ_SHIM void ozz_clip_free(void *p) { delete static_cast<Clip *>(p); }
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OZZ_SHIM int ozz_clip_bytes(void *p) { return p ? (int)static_cast<Clip *>(p)->a->size() : 0; }
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// what one actor samples with, made once
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OZZ_SHIM void *ozz_ctx_new(void *skp) {
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Skel *sk = static_cast<Skel *>(skp);
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if (!sk) return nullptr;
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Ctx *c = new Ctx();
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c->sk = sk;
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c->ctx.Resize(sk->s->num_joints());
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c->locals.resize(sk->s->num_soa_joints());
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return c;
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}
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OZZ_SHIM void ozz_ctx_free(void *p) { delete static_cast<Ctx *>(p); }
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// clip at t seconds (wrapped on its duration), each joint's local rotation (4 per node) and
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// translation (3 per node) written at its FILE node, into the caller's buffers of n nodes
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OZZ_SHIM int ozz_sample(void *cp, void *clp, float t, float *rot, float *pos, int n) {
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Ctx *c = static_cast<Ctx *>(cp);
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Clip *cl = static_cast<Clip *>(clp);
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if (!c || !cl) return 0;
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float tt = t;
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if (cl->dur > 0.f) { tt = std::fmod(t, cl->dur); if (tt < 0.f) tt += cl->dur; }
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oa::SamplingJob job;
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job.animation = cl->a.get();
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job.context = &c->ctx;
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job.ratio = tt / cl->dur;
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||||
job.output = ozz::make_span(c->locals);
|
||||
if (!job.Run()) return 0;
|
||||
const Skel *sk = c->sk;
|
||||
int nj = sk->s->num_joints();
|
||||
float lane[4][10];
|
||||
for (int s = 0; s * 4 < nj; s++) {
|
||||
const ozz::math::SoaTransform &x = c->locals[s];
|
||||
ozz::math::SimdFloat4 comp[7] = {x.translation.x, x.translation.y, x.translation.z,
|
||||
x.rotation.x, x.rotation.y, x.rotation.z, x.rotation.w};
|
||||
for (int k = 0; k < 7; k++) {
|
||||
float v[4];
|
||||
ozz::math::StorePtrU(comp[k], v);
|
||||
for (int l = 0; l < 4; l++) lane[l][k] = v[l];
|
||||
}
|
||||
for (int l = 0; l < 4 && s * 4 + l < nj; l++) {
|
||||
int node = sk->node_of[s * 4 + l];
|
||||
if (node < 0 || node >= n) continue;
|
||||
for (int k = 0; k < 3; k++) pos[node * 3 + k] = lane[l][k];
|
||||
for (int k = 0; k < 4; k++) rot[node * 4 + k] = lane[l][3 + k];
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
46
packages/ludic.anim/ozz.ludic
Normal file
46
packages/ludic.anim/ozz.ludic
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
# ozz.ludic - a skin's skeleton and a clip built in ozz-animation at load, and a clip sampled through
|
||||
# it (phase 19.1): the numbers are the ones the package already holds, the skin's parents and rest
|
||||
# pose and a clip's flattened channels, so nothing is baked and no file is added
|
||||
|
||||
# the skeleton of a skin: its joints and their ancestors, and no other node - a kit's file holds
|
||||
# several rigs, and each actor samples only its own
|
||||
export function anim_oz_skel(sk: Skin) -> pointer {
|
||||
if sk == null or sk.n_nodes <= 0 { return null }
|
||||
let n = sk.n_nodes
|
||||
let rest = floats(n * 10)
|
||||
let par = words(n)
|
||||
for i in 0 .. n { par[i] = -2 }
|
||||
for j in 0 .. sk.n_joints {
|
||||
var at = sk.joints[j]
|
||||
while at >= 0 and par[at] == -2 {
|
||||
par[at] = sk.par[at]
|
||||
at = sk.par[at]
|
||||
}
|
||||
}
|
||||
for i in 0 .. n {
|
||||
for k in 0 .. 3 { rest[i * 10 + k] = sk.rest_t[i * 3 + k] }
|
||||
for k in 0 .. 4 { rest[i * 10 + 3 + k] = sk.rest_r[i * 4 + k] }
|
||||
for k in 0 .. 3 { rest[i * 10 + 7 + k] = sk.rest_s[i * 3 + k] }
|
||||
}
|
||||
return ozz_skel_new(n, par, rest)
|
||||
}
|
||||
export function anim_oz_skel_free(s: pointer) -> void { if s != null { ozz_skel_free(s) } }
|
||||
export function anim_oz_joints(s: pointer) -> int { return ozz_skel_joints(s) }
|
||||
|
||||
# a clip for that skeleton; its translations only when the table plays them (anim_set_positions)
|
||||
export function anim_oz_clip(anim_st: AnimState, s: pointer, c: Clip) -> pointer {
|
||||
if s == null or c == null { return null }
|
||||
var p = 0
|
||||
if anim_st.positions { p = 1 }
|
||||
return ozz_clip_new(s, c.dur, c.n, c.cnode, c.cpath, c.ckeys, c.coff, c.cvoff, c.times, c.vals, p)
|
||||
}
|
||||
export function anim_oz_clip_free(c: pointer) -> void { if c != null { ozz_clip_free(c) } }
|
||||
export function anim_oz_clip_bytes(c: pointer) -> int { return ozz_clip_bytes(c) }
|
||||
|
||||
# what one actor samples with, made once; a clip sampled at t into rot (4 a node) and pos (3 a node)
|
||||
export function anim_oz_ctx(s: pointer) -> pointer { return ozz_ctx_new(s) }
|
||||
export function anim_oz_ctx_free(c: pointer) -> void { if c != null { ozz_ctx_free(c) } }
|
||||
export function anim_oz_sample(ctx: pointer, clip: pointer, t: float, rot: floats, pos: floats, n: int) -> bool {
|
||||
if ctx == null or clip == null or len(rot) < n * 4 or len(pos) < n * 3 { return false }
|
||||
return ozz_sample(ctx, clip, t, rot, pos, n) == 1
|
||||
}
|
||||
|
|
@ -4,3 +4,5 @@
|
|||
package "ludic.anim"
|
||||
version "0.1.0"
|
||||
kind source
|
||||
native "macos-arm64" "lib/macos-arm64/libludicozz.dylib"
|
||||
native "windows-x64" "lib/windows-x64/ludicozz.dll"
|
||||
|
|
|
|||
82
packages/ludic.anim/tests/ozz_test.ludic
Normal file
82
packages/ludic.anim/tests/ozz_test.ludic
Normal file
|
|
@ -0,0 +1,82 @@
|
|||
# ozz_test.ludic - a skin and a clip built in ozz at load (phase 19.1): sampled, every rotation agrees
|
||||
# with today's sampler (anim_mix) to 1e-4 a component, a joint no channel moves holds its rest, and
|
||||
# a node outside the skin is no joint
|
||||
import "ludic.render3d/r3d.ludic"
|
||||
import "ludic.anim"
|
||||
program OzzTest {
|
||||
numbers float
|
||||
const HALF: float = 0.70710678
|
||||
function links_runtime() -> bool { return Input.key_pressed(0) }
|
||||
|
||||
function skin(render3d_st: mut Render3dState) -> Skin {
|
||||
render3d_st.gltf_doc = Json.parse("{\"nodes\": [{\"name\": \"root\", \"children\": [1]}, {\"name\": \"bone\", \"translation\": [0, 1, 0], \"rotation\": [0, 0.2588190, 0, 0.9659258]}, {\"name\": \"other\"}], \"skins\": [{\"joints\": [0, 1]}]}")
|
||||
return skin_load(render3d_st, 0)
|
||||
}
|
||||
# node 1 turns a quarter about Z over a second, in three keys, the middle one off the straight path
|
||||
function turn() -> Clip {
|
||||
let c = new Clip
|
||||
c.name = "t"
|
||||
c.n = 1
|
||||
c.cnode = words(1)
|
||||
c.cpath = words(1)
|
||||
c.ckeys = words(1)
|
||||
c.coff = words(1)
|
||||
c.cvoff = words(1)
|
||||
c.cnode[0] = 1
|
||||
c.cpath[0] = AC_ROT
|
||||
c.ckeys[0] = 3
|
||||
c.times = floats(3)
|
||||
c.times[1] = 0.4
|
||||
c.times[2] = 1.0
|
||||
c.vals = floats(12)
|
||||
c.vals[3] = 1.0
|
||||
c.vals[4] = 0.3
|
||||
c.vals[6] = 0.3
|
||||
c.vals[7] = 0.9055385
|
||||
c.vals[10] = HALF
|
||||
c.vals[11] = HALF
|
||||
c.dur = 1.0
|
||||
return c
|
||||
}
|
||||
# the largest component difference of two rotations, one turned to the other's sign first
|
||||
function apart(a: floats, b: floats, i: int) -> float {
|
||||
var d = 0.0
|
||||
for k in 0 .. 4 { d += a[i * 4 + k] * b[i * 4 + k] }
|
||||
var sgn = 1.0
|
||||
if d < 0.0 { sgn = -1.0 }
|
||||
var worst = 0.0
|
||||
for k in 0 .. 4 { worst = Math.max(worst, Math.abs(a[i * 4 + k] - sgn * b[i * 4 + k])) }
|
||||
return worst
|
||||
}
|
||||
|
||||
test "sampled in ozz, a clip lands where anim_mix puts it, and a joint left alone holds its rest" (anim_st: mut AnimState, render3d_st: mut Render3dState) {
|
||||
let sk = skin(render3d_st)
|
||||
let c = turn()
|
||||
let s = anim_oz_skel(sk)
|
||||
expect(s != null)
|
||||
expect_eq(anim_oz_joints(s), 2)
|
||||
let clip = anim_oz_clip(anim_st, s, c)
|
||||
expect(clip != null)
|
||||
let ctx = anim_oz_ctx(s)
|
||||
let rot = floats(12)
|
||||
let pos = floats(9)
|
||||
let want = floats(12)
|
||||
let wpos = floats(9)
|
||||
let hit = words(3)
|
||||
var worst = 0.0
|
||||
for k in 0 .. 61 {
|
||||
let t = float(k) * 0.0371
|
||||
expect(anim_oz_sample(ctx, clip, t, rot, pos, 3))
|
||||
for i in 0 .. 3 { hit[i] = 0 }
|
||||
anim_mix(anim_st, c, sk, t, 1.0, want, wpos, hit)
|
||||
worst = Math.max(worst, apart(rot, want, 1))
|
||||
}
|
||||
print(`ozz: node 1 over 61 samples, worst component {worst}; the clip is {anim_oz_clip_bytes(clip)} bytes`)
|
||||
expect(worst < 0.0001)
|
||||
expect_near(rot[3], 1.0, 0.0001)
|
||||
expect_near(pos[4], 1.0, 0.001)
|
||||
anim_oz_ctx_free(ctx)
|
||||
anim_oz_clip_free(clip)
|
||||
anim_oz_skel_free(s)
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue